@woosh/meep-engine 3.2.0 → 3.4.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (893) hide show
  1. package/editor/process/SymbolicDisplayProcess.js +106 -106
  2. package/editor/process/symbolic/{SoundEmitterSymbolicDisplay.js → AudioEmitterSymbolicDisplay.js} +67 -57
  3. package/package.json +94 -94
  4. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +110 -102
  5. package/src/avif/encoder_worker.js +5 -18
  6. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts +54 -0
  7. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts.map +1 -1
  8. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.js +10 -3
  9. package/src/core/color/PQ/PQ_constants.d.ts +43 -0
  10. package/src/core/color/PQ/PQ_constants.d.ts.map +1 -0
  11. package/src/core/color/PQ/PQ_constants.js +50 -0
  12. package/src/core/color/PQ/PQ_to_linear.d.ts +24 -0
  13. package/src/core/color/PQ/PQ_to_linear.d.ts.map +1 -0
  14. package/src/core/color/PQ/PQ_to_linear.js +35 -0
  15. package/src/core/color/PQ/linear_to_PQ.d.ts +27 -0
  16. package/src/core/color/PQ/linear_to_PQ.d.ts.map +1 -0
  17. package/src/core/color/PQ/linear_to_PQ.js +32 -0
  18. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.d.ts +32 -0
  19. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.d.ts.map +1 -0
  20. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.js +59 -0
  21. package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.d.ts +26 -0
  22. package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.d.ts.map +1 -0
  23. package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.js +55 -0
  24. package/src/engine/EntityCreator.d.ts +19 -11
  25. package/src/engine/EntityCreator.d.ts.map +1 -1
  26. package/src/engine/EntityCreator.js +116 -94
  27. package/src/engine/achievements/AchievementManager.d.ts.map +1 -1
  28. package/src/engine/achievements/AchievementManager.js +437 -433
  29. package/src/engine/animation/AnimatedActions.d.ts +6 -1
  30. package/src/engine/animation/AnimatedActions.d.ts.map +1 -1
  31. package/src/engine/animation/AnimatedActions.js +111 -81
  32. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  33. package/src/engine/animation/AnimationUtils.js +234 -252
  34. package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +275 -269
  35. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  36. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +290 -265
  37. package/src/engine/ecs/util/hideEntityGracefully.d.ts.map +1 -1
  38. package/src/engine/ecs/util/hideEntityGracefully.js +196 -208
  39. package/src/engine/graphics3/VolumetricLightMap.d.ts +90 -0
  40. package/src/engine/graphics3/VolumetricLightMap.d.ts.map +1 -0
  41. package/src/engine/graphics3/VolumetricLightMap.js +160 -0
  42. package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.d.ts +32 -0
  43. package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.d.ts.map +1 -0
  44. package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.js +67 -0
  45. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +98 -0
  46. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -0
  47. package/src/engine/graphics3/VolumetricLightMapSystem3.js +261 -0
  48. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts +3 -1
  49. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts.map +1 -1
  50. package/src/engine/intelligence/behavior/primitive/ActionBehavior.js +4 -2
  51. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  52. package/src/engine/sound/SOUND_EMITTER_RETIREMENT_PLAN.md +536 -0
  53. package/src/engine/sound/SoundEngine.d.ts +2 -2
  54. package/src/engine/sound/SoundEngine.js +124 -124
  55. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts +20 -0
  56. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts.map +1 -1
  57. package/src/engine/sound/ecs/audio/AudioEmitter.js +25 -2
  58. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts +6 -6
  59. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts.map +1 -1
  60. package/src/engine/sound/ecs/audio/AudioEmitterSystem.js +338 -314
  61. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts +143 -0
  62. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts.map +1 -0
  63. package/src/engine/sound/ecs/trigger/AudioEventTrigger.js +191 -0
  64. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts +33 -0
  65. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts.map +1 -0
  66. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.js +81 -0
  67. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts +65 -0
  68. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts.map +1 -0
  69. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.js +184 -0
  70. package/src/engine/sound/sopra/IMPLEMENTATION_PLAN.md +999 -993
  71. package/src/engine/sound/sopra/README.md +644 -643
  72. package/src/engine/sound/sopra/SopraEngine.d.ts +2 -2
  73. package/src/engine/sound/sopra/SopraEngine.js +432 -432
  74. package/src/engine/sound/sopra/legacy/SoundAttenuationFunction.d.ts.map +1 -0
  75. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.d.ts +3 -3
  76. package/src/engine/sound/sopra/legacy/SoundController.d.ts.map +1 -0
  77. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.js +176 -176
  78. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.d.ts +11 -27
  79. package/src/engine/sound/sopra/legacy/SoundEmitter.d.ts.map +1 -0
  80. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.js +352 -382
  81. package/src/engine/sound/sopra/legacy/SoundEmitterFlags.d.ts.map +1 -0
  82. package/src/engine/sound/sopra/legacy/SoundEmitterSerializationAdapter.d.ts.map +1 -0
  83. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts.map +1 -1
  84. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts.map +1 -1
  85. package/src/engine/sound/sopra/legacy/SoundPanningModelType.d.ts.map +1 -0
  86. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.d.ts +11 -55
  87. package/src/engine/sound/sopra/legacy/SoundTrack.d.ts.map +1 -0
  88. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.js +278 -357
  89. package/src/engine/sound/sopra/legacy/SoundTrackFlags.d.ts.map +1 -0
  90. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts +34 -0
  91. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts.map +1 -0
  92. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.js +279 -0
  93. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts +3 -3
  94. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts.map +1 -1
  95. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.js +122 -122
  96. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  97. package/src/shade/device/mock/SoftwareGPUDevice.js +7 -1
  98. package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
  99. package/src/shade/device/timing/GPUTimerArray.js +10 -0
  100. package/src/shade/playground/add_random_meshes.d.ts +19 -3
  101. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  102. package/src/shade/playground/add_random_meshes.js +132 -84
  103. package/src/shade/playground/bvh_repro/README.md +57 -0
  104. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts +33 -0
  105. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts.map +1 -0
  106. package/src/shade/playground/bvh_repro/bvh_repro_device.js +90 -0
  107. package/src/shade/playground/bvh_repro/index.html +124 -0
  108. package/src/shade/playground/bvh_repro/main.d.ts.map +1 -0
  109. package/src/shade/playground/bvh_repro/main.js +254 -0
  110. package/src/shade/playground/load_default_environment.d.ts +10 -1
  111. package/src/shade/playground/load_default_environment.d.ts.map +1 -1
  112. package/src/shade/playground/load_default_environment.js +44 -20
  113. package/src/shade/playground/make_playground_asset_manager.d.ts +16 -0
  114. package/src/shade/playground/make_playground_asset_manager.d.ts.map +1 -0
  115. package/src/shade/playground/make_playground_asset_manager.js +33 -0
  116. package/src/shade/playground/skinned_blas_refit/README.md +103 -0
  117. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts +47 -0
  118. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts.map +1 -0
  119. package/src/shade/playground/skinned_blas_refit/add_floor.js +71 -0
  120. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts +28 -0
  121. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts.map +1 -0
  122. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.js +745 -0
  123. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts +30 -0
  124. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts.map +1 -0
  125. package/src/shade/playground/skinned_blas_refit/flat_environment.js +67 -0
  126. package/src/shade/playground/skinned_blas_refit/index.html +168 -0
  127. package/src/shade/playground/skinned_blas_refit/main.d.ts +8 -0
  128. package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -0
  129. package/src/shade/playground/skinned_blas_refit/main.js +502 -0
  130. package/src/shade/playground/skinned_blas_refit/place_character.d.ts +81 -0
  131. package/src/shade/playground/skinned_blas_refit/place_character.d.ts.map +1 -0
  132. package/src/shade/playground/skinned_blas_refit/place_character.js +116 -0
  133. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +21 -0
  134. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -0
  135. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +104 -0
  136. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts +23 -0
  137. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -0
  138. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +94 -0
  139. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +26 -0
  140. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -0
  141. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +134 -0
  142. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts +40 -0
  143. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -0
  144. package/src/shade/playground/skinned_blas_refit/sweep_views.js +135 -0
  145. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts +31 -0
  146. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts.map +1 -0
  147. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.js +240 -0
  148. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +20 -0
  149. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -0
  150. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -0
  151. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +50 -0
  152. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -0
  153. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +366 -0
  154. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +17 -0
  155. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -0
  156. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -0
  157. package/src/shade/playground/sponza_path_trace/README.md +57 -0
  158. package/src/shade/playground/sponza_path_trace/index.html +164 -0
  159. package/src/shade/playground/sponza_path_trace/main.d.ts +8 -0
  160. package/src/shade/playground/sponza_path_trace/main.d.ts.map +1 -0
  161. package/src/shade/playground/sponza_path_trace/main.js +363 -0
  162. package/src/shade/renderer/Renderer.d.ts +16 -0
  163. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  164. package/src/shade/renderer/Renderer.js +23 -4
  165. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +5 -1
  166. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  167. package/src/shade/renderer/animation/GPUAnimationManager.js +28 -3
  168. package/src/shade/renderer/animation/Skin.d.ts +9 -7
  169. package/src/shade/renderer/animation/Skin.d.ts.map +1 -1
  170. package/src/shade/renderer/animation/Skin.js +9 -7
  171. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +35 -0
  172. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +1 -0
  173. package/src/shade/renderer/animation/compute_skin_world_bounds.js +146 -0
  174. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  175. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +41 -0
  176. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  177. package/src/shade/renderer/geometry/GPUGeometryManager.js +65 -15
  178. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +78 -7
  179. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  180. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +302 -77
  181. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +18 -6
  182. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
  183. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +19 -6
  184. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts +51 -0
  185. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts.map +1 -0
  186. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.js +260 -0
  187. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +23 -0
  188. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +1 -0
  189. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +82 -0
  190. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts +25 -0
  191. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts.map +1 -0
  192. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -0
  193. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts +30 -0
  194. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -0
  195. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +122 -0
  196. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.d.ts +23 -0
  197. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.d.ts.map +1 -0
  198. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.js +34 -0
  199. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +55 -0
  200. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts.map +1 -0
  201. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -0
  202. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +37 -0
  203. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -0
  204. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +45 -0
  205. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -0
  206. package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +201 -0
  207. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts +88 -0
  208. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts.map +1 -0
  209. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.js +233 -0
  210. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +18 -0
  211. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -0
  212. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +38 -0
  213. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +16 -0
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  216. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +16 -0
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  218. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +49 -0
  219. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +43 -0
  220. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -0
  221. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -0
  222. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +24 -0
  223. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -0
  224. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +143 -0
  225. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +17 -0
  226. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -0
  227. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +83 -0
  228. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts +24 -0
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  230. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +141 -0
  231. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +31 -0
  232. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts.map +1 -0
  233. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +422 -0
  234. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.d.ts.map +1 -1
  235. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js +1 -2
  236. package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.d.ts +9 -0
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  238. package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.js +23 -0
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  880. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundAttenuationFunction.js +0 -0
  881. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterFlags.d.ts +0 -0
  882. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterFlags.js +0 -0
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  884. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationAdapter.js +0 -0
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  886. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.js +0 -0
  887. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts +0 -0
  888. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.js +0 -0
  889. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.d.ts +0 -0
  890. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.js +0 -0
  891. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrackFlags.d.ts +0 -0
  892. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrackFlags.js +0 -0
  893. /package/src/shade/playground/{main.d.ts → bvh_repro/main.d.ts} +0 -0
@@ -0,0 +1,260 @@
1
+ import {
2
+ BVH_NODE_BOUNDS_WORD,
3
+ BVH_NODE_CHILD_1_WORD,
4
+ BVH_NODE_CHILD_2_WORD,
5
+ BVH_NODE_STRIDE_WORDS
6
+ } from "../../gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
7
+
8
+ /**
9
+ * The two things that make a fitted tree usable, checked against the bytes rather than the picture.
10
+ *
11
+ * A ray descends into a node only if it hits that node's box, so a box that fails to cover what is
12
+ * underneath it is a hole: rays are turned away at the top and the geometry below is simply absent
13
+ * from the traced image. Both properties below are exactly that statement, at the two levels it can
14
+ * be broken at.
15
+ *
16
+ * - **A leaf covers its triangle.** The box has to contain the three vertices the ray query will go
17
+ * on to intersect. Fail this and the leaf is entered from some directions and not others, which
18
+ * looks like geometry that appears and disappears as the camera moves.
19
+ * - **A parent covers its children.** Fail this and an entire subtree is unreachable from the
20
+ * directions the parent's box excludes.
21
+ *
22
+ * Neither needs an image, a camera, a light, or a human to look at anything. They are properties of
23
+ * the buffer, they hold or they do not, and they are cheap enough to assert on every tree a test
24
+ * produces.
25
+ *
26
+ * @type {number}
27
+ */
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+ const BVH_NULL_NODE = 0xffffffff;
29
+
30
+ /**
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+ * Read a node's `[min.xyz, max.xyz]`.
32
+ *
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+ * @param {Float32Array} floats
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+ * @param {number} node
35
+ * @returns {number[]}
36
+ */
37
+ function node_bounds(floats, node) {
38
+ const base = node * BVH_NODE_STRIDE_WORDS + BVH_NODE_BOUNDS_WORD;
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+
40
+ return [
41
+ floats[base], floats[base + 1], floats[base + 2],
42
+ floats[base + 3], floats[base + 4], floats[base + 5],
43
+ ];
44
+ }
45
+
46
+ /**
47
+ * Is `inner` inside `outer`, allowing `slack` of overshoot per axis?
48
+ *
49
+ * @param {number[]} inner
50
+ * @param {number[]} outer
51
+ * @param {number} slack
52
+ * @returns {boolean}
53
+ */
54
+ function contains(inner, outer, slack) {
55
+ for (let axis = 0; axis < 3; axis++) {
56
+ if (inner[axis] < outer[axis] - slack || inner[axis + 3] > outer[axis + 3] + slack) {
57
+ return false;
58
+ }
59
+ }
60
+
61
+ return true;
62
+ }
63
+
64
+ /**
65
+ * Scale for `slack`, so a tolerance means the same thing whatever units the asset is in.
66
+ *
67
+ * @param {number[]} box
68
+ * @returns {number}
69
+ */
70
+ function box_scale(box) {
71
+ return Math.max(
72
+ 1,
73
+ Math.abs(box[0]), Math.abs(box[1]), Math.abs(box[2]),
74
+ Math.abs(box[3]), Math.abs(box[4]), Math.abs(box[5])
75
+ );
76
+ }
77
+
78
+ /**
79
+ * Does every node's box contain its children's, walking from the root?
80
+ *
81
+ * Containment rather than equality, because the two are different claims and only one of them is
82
+ * required for correctness. A refit that computes each node as the exact union of its children
83
+ * satisfies both; a builder that inflates boxes, or a refit that ran a frame before the leaves under
84
+ * it moved inward, satisfies containment alone and is still a tree rays can traverse. Equality is
85
+ * available as `tight` for callers who want to assert the stronger thing.
86
+ *
87
+ * Walks the tree rather than scanning the buffer: the arena holds `node_capacity` slots and the
88
+ * builder allocates from a free list, so slots the tree never reaches hold whatever their last
89
+ * occupant left and are not anybody's problem.
90
+ *
91
+ * @param {ArrayBuffer|Float32Array} nodes the tree's node region
92
+ * @param {object} [options]
93
+ * @param {number} [options.slack] fraction of the box's own magnitude a child may overshoot by
94
+ * @returns {{problems: string[], internal: number, leaves: number, tight: boolean}}
95
+ */
96
+ export function bvh2_check_containment(nodes, { slack = 1e-6 } = {}) {
97
+ const floats = nodes instanceof Float32Array ? nodes : new Float32Array(nodes);
98
+ const words = new Uint32Array(floats.buffer, floats.byteOffset, floats.length);
99
+
100
+ const node_count = Math.floor(floats.length / BVH_NODE_STRIDE_WORDS);
101
+
102
+ const problems = [];
103
+
104
+ let internal = 0;
105
+ let leaves = 0;
106
+ let tight = true;
107
+
108
+ const stack = [0];
109
+
110
+ const seen = new Uint8Array(node_count);
111
+
112
+ while (stack.length > 0 && problems.length < 16) {
113
+ const node = stack.pop();
114
+
115
+ if (node >= node_count) {
116
+ problems.push(`node ${node} is past the ${node_count} slots this region holds`);
117
+
118
+ continue;
119
+ }
120
+
121
+ if (seen[node] === 1) {
122
+ problems.push(`node ${node} is reachable twice — a shared node, not a tree`);
123
+
124
+ continue;
125
+ }
126
+
127
+ seen[node] = 1;
128
+
129
+ const base = node * BVH_NODE_STRIDE_WORDS;
130
+
131
+ if (words[base + BVH_NODE_CHILD_1_WORD] === BVH_NULL_NODE) {
132
+ leaves += 1;
133
+
134
+ continue;
135
+ }
136
+
137
+ internal += 1;
138
+
139
+ const mine = node_bounds(floats, node);
140
+
141
+ const tolerance = box_scale(mine) * slack;
142
+
143
+ const children = [
144
+ words[base + BVH_NODE_CHILD_1_WORD],
145
+ words[base + BVH_NODE_CHILD_2_WORD],
146
+ ];
147
+
148
+ const union = [Infinity, Infinity, Infinity, -Infinity, -Infinity, -Infinity];
149
+
150
+ for (const child of children) {
151
+ if (child >= node_count) {
152
+ problems.push(`node ${node} names child ${child}, past the ${node_count} slots`);
153
+
154
+ continue;
155
+ }
156
+
157
+ const box = node_bounds(floats, child);
158
+
159
+ if (!contains(box, mine, tolerance)) {
160
+ problems.push(
161
+ `node ${node} does not contain its child ${child}: `
162
+ + `[${box}] escapes [${mine}]`
163
+ );
164
+ }
165
+
166
+ for (let axis = 0; axis < 3; axis++) {
167
+ union[axis] = Math.min(union[axis], box[axis]);
168
+ union[axis + 3] = Math.max(union[axis + 3], box[axis + 3]);
169
+ }
170
+
171
+ stack.push(child);
172
+ }
173
+
174
+ for (let k = 0; k < 6; k++) {
175
+ if (Math.abs(union[k] - mine[k]) > tolerance) {
176
+ tight = false;
177
+ }
178
+ }
179
+ }
180
+
181
+ return { problems, internal, leaves, tight };
182
+ }
183
+
184
+ /**
185
+ * Does every leaf's box contain the triangle that leaf names?
186
+ *
187
+ * `triangle_bounds` is asked for the AABB of the three vertices behind a leaf's payload — the same
188
+ * payload the ray query decodes, so a caller supplies whatever reads vertices in its world and this
189
+ * stays out of the meshlet layout entirely.
190
+ *
191
+ * Returning `null` means "no triangle for this payload", which is itself a failure: a leaf naming a
192
+ * triangle nobody can find is a leaf a ray descends into for nothing.
193
+ *
194
+ * @param {ArrayBuffer|Float32Array} nodes
195
+ * @param {function(number, number): (number[]|null)} triangle_bounds `(payload, leaf_node)` to
196
+ * `[min.xyz, max.xyz]`
197
+ * @param {object} [options]
198
+ * @param {number} [options.slack]
199
+ * @returns {{problems: string[], leaves: number, tight: boolean}}
200
+ */
201
+ export function bvh2_check_leaf_bounds(nodes, triangle_bounds, { slack = 1e-6 } = {}) {
202
+ const floats = nodes instanceof Float32Array ? nodes : new Float32Array(nodes);
203
+ const words = new Uint32Array(floats.buffer, floats.byteOffset, floats.length);
204
+
205
+ const node_count = Math.floor(floats.length / BVH_NODE_STRIDE_WORDS);
206
+
207
+ const problems = [];
208
+
209
+ let leaves = 0;
210
+ let tight = true;
211
+
212
+ const stack = [0];
213
+
214
+ while (stack.length > 0 && problems.length < 16) {
215
+ const node = stack.pop();
216
+
217
+ if (node >= node_count) {
218
+ continue;
219
+ }
220
+
221
+ const base = node * BVH_NODE_STRIDE_WORDS;
222
+
223
+ if (words[base + BVH_NODE_CHILD_1_WORD] !== BVH_NULL_NODE) {
224
+ stack.push(words[base + BVH_NODE_CHILD_1_WORD], words[base + BVH_NODE_CHILD_2_WORD]);
225
+
226
+ continue;
227
+ }
228
+
229
+ leaves += 1;
230
+
231
+ const payload = words[base + BVH_NODE_CHILD_2_WORD];
232
+
233
+ const triangle = triangle_bounds(payload, node);
234
+
235
+ if (triangle === null) {
236
+ problems.push(`leaf ${node} names payload ${payload}, which resolves to no triangle`);
237
+
238
+ continue;
239
+ }
240
+
241
+ const mine = node_bounds(floats, node);
242
+
243
+ const tolerance = box_scale(mine) * slack;
244
+
245
+ if (!contains(triangle, mine, tolerance)) {
246
+ problems.push(
247
+ `leaf ${node} does not cover its own triangle ${payload}: `
248
+ + `[${triangle}] escapes [${mine}]`
249
+ );
250
+ }
251
+
252
+ for (let k = 0; k < 6; k++) {
253
+ if (Math.abs(triangle[k] - mine[k]) > tolerance) {
254
+ tight = false;
255
+ }
256
+ }
257
+ }
258
+
259
+ return { problems, leaves, tight };
260
+ }
@@ -0,0 +1,23 @@
1
+ /**
2
+ * The two things a refit needs to know about a tree it did not build: who each node's parent is, and
3
+ * which nodes are the leaves.
4
+ *
5
+ * Read straight off the compressed node bytes — the same bytes that go to the GPU — rather than off
6
+ * the `BVH` object they came from. That is deliberate: the arena holds `node_capacity` slots and a
7
+ * `BVH` allocates from a free list, so the buffer contains holes that were never part of any tree
8
+ * and whose child words are whatever the last occupant left. Walking from the root visits exactly
9
+ * the tree, so a hole is never mistaken for a leaf and never gets a parent.
10
+ *
11
+ * Topology, not geometry. Every per-instance copy of a geometry has the same answer, so this is
12
+ * derived once per source and shared — only bounds are per-instance.
13
+ *
14
+ * @param {ArrayBuffer} nodes compressed BVH2 nodes, 32 bytes each, root at node 0
15
+ * @returns {{parents: Uint32Array, leaf_nodes: Uint32Array}} `parents` is indexed by node and holds
16
+ * `BVH_NULL_NODE` for the root and for every slot the tree does not reach; `leaf_nodes` lists the
17
+ * leaves in pre-order, which is the ordinal the refit dispatches one thread per.
18
+ */
19
+ export function bvh2_derive_topology(nodes: ArrayBuffer): {
20
+ parents: Uint32Array;
21
+ leaf_nodes: Uint32Array;
22
+ };
23
+ //# sourceMappingURL=bvh2_derive_topology.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"bvh2_derive_topology.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/bvh/bvh2_derive_topology.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;GAiBG;AACH,4CALW,WAAW;aACC,WAAW;gBAAc,WAAW;EAuD1D"}
@@ -0,0 +1,82 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+ import {
3
+ BVH_NODE_CHILD_1_WORD,
4
+ BVH_NODE_CHILD_2_WORD,
5
+ BVH_NODE_STRIDE_WORDS
6
+ } from "../../gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
7
+
8
+ /**
9
+ * @type {number}
10
+ */
11
+ const BVH_NULL_NODE = 0xffffffff;
12
+
13
+ /**
14
+ * The two things a refit needs to know about a tree it did not build: who each node's parent is, and
15
+ * which nodes are the leaves.
16
+ *
17
+ * Read straight off the compressed node bytes — the same bytes that go to the GPU — rather than off
18
+ * the `BVH` object they came from. That is deliberate: the arena holds `node_capacity` slots and a
19
+ * `BVH` allocates from a free list, so the buffer contains holes that were never part of any tree
20
+ * and whose child words are whatever the last occupant left. Walking from the root visits exactly
21
+ * the tree, so a hole is never mistaken for a leaf and never gets a parent.
22
+ *
23
+ * Topology, not geometry. Every per-instance copy of a geometry has the same answer, so this is
24
+ * derived once per source and shared — only bounds are per-instance.
25
+ *
26
+ * @param {ArrayBuffer} nodes compressed BVH2 nodes, 32 bytes each, root at node 0
27
+ * @returns {{parents: Uint32Array, leaf_nodes: Uint32Array}} `parents` is indexed by node and holds
28
+ * `BVH_NULL_NODE` for the root and for every slot the tree does not reach; `leaf_nodes` lists the
29
+ * leaves in pre-order, which is the ordinal the refit dispatches one thread per.
30
+ */
31
+ export function bvh2_derive_topology(nodes) {
32
+ assert.defined(nodes, 'nodes');
33
+
34
+ const words = new Uint32Array(nodes);
35
+
36
+ const node_count = Math.floor(words.length / BVH_NODE_STRIDE_WORDS);
37
+
38
+ assert.greaterThan(node_count, 0, 'node_count');
39
+
40
+ const parents = new Uint32Array(node_count).fill(BVH_NULL_NODE);
41
+
42
+ const leaf_nodes = [];
43
+
44
+ const stack = [0];
45
+
46
+ let visited = 0;
47
+
48
+ while (stack.length > 0) {
49
+ const node = stack.pop();
50
+
51
+ visited += 1;
52
+
53
+ assert.lessThanOrEqual(visited, node_count, 'walk visited more nodes than the buffer holds — the tree is not a tree');
54
+
55
+ const base = node * BVH_NODE_STRIDE_WORDS;
56
+
57
+ const child_1 = words[base + BVH_NODE_CHILD_1_WORD];
58
+
59
+ if (child_1 === BVH_NULL_NODE) {
60
+ leaf_nodes.push(node);
61
+
62
+ continue;
63
+ }
64
+
65
+ const child_2 = words[base + BVH_NODE_CHILD_2_WORD];
66
+
67
+ assert.lessThan(child_1, node_count, 'child_1 out of range');
68
+ assert.lessThan(child_2, node_count, 'child_2 out of range');
69
+
70
+ parents[child_1] = node;
71
+ parents[child_2] = node;
72
+
73
+ // child_1 first out, so the leaf order is a pre-order walk rather than an artefact of
74
+ // which way the stack happens to run
75
+ stack.push(child_2, child_1);
76
+ }
77
+
78
+ return {
79
+ parents,
80
+ leaf_nodes: Uint32Array.from(leaf_nodes),
81
+ };
82
+ }
@@ -0,0 +1,25 @@
1
+ /**
2
+ * Bring a BLAS's bounds back in line with vertices that have moved, leaving its shape alone.
3
+ *
4
+ * Two dispatches. The first rewrites every leaf's box from the triangle it names, as the vertex
5
+ * buffer holds it now; the second carries those boxes up the tree. Nothing is sorted, nothing is
6
+ * emitted, and no node's children change — which is the entire reason this is worth having next to
7
+ * a full build. A skinned mesh does it every frame.
8
+ *
9
+ * The caller supplies the *owner* rather than a tree, and this asks the manager where that owner's
10
+ * tree lives. Nothing here knows what a clone is, or that skinning is why the vertices moved.
11
+ *
12
+ * Silently does nothing when the owner has no resident tree — a geometry can reach a frame before
13
+ * its BLAS has been uploaded, and "there is nothing to refit yet" is an ordinary state rather than
14
+ * a failure.
15
+ *
16
+ * @param {ShadeGPUCommandContext} cmd
17
+ * @param {GPUGeometryBVHManager} blas tree residency — arenas for nodes, parents and leaf lists
18
+ * @param {GPUGeometryManager} geometries geometry metadata table the leaf pass reads vertices through
19
+ * @param {object} owner identity the tree was registered under, per {@link GPUGeometryBVHManager#obtain}
20
+ * @param {number} geometry_index row in the geometry table whose vertices the bounds come from —
21
+ * for a skinned mesh, the clone that skinning deformed, not the source holding the rest pose
22
+ * @returns {boolean} whether anything was recorded
23
+ */
24
+ export function record_blas_refit(cmd: ShadeGPUCommandContext, { blas, geometries, owner, geometry_index }: GPUGeometryBVHManager): boolean;
25
+ //# sourceMappingURL=record_blas_refit.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"record_blas_refit.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/bvh/record_blas_refit.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,oIAFa,OAAO,CA2EnB"}
@@ -0,0 +1,102 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { BVH_BUILD_SETTINGS_STRUCT, BVH_NO_ROOT_WORD } from "../../gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js";
3
+ import { shader_bvh_refit } from "../../gpu_primitive/bvh/shader_bvh_refit.js";
4
+ import { BLAS_LEAF_BOUNDS_SETTINGS_STRUCT, shader_blas_refit_leaf_bounds } from "./shader_blas_refit_leaf_bounds.js";
5
+
6
+ /**
7
+ * Bring a BLAS's bounds back in line with vertices that have moved, leaving its shape alone.
8
+ *
9
+ * Two dispatches. The first rewrites every leaf's box from the triangle it names, as the vertex
10
+ * buffer holds it now; the second carries those boxes up the tree. Nothing is sorted, nothing is
11
+ * emitted, and no node's children change — which is the entire reason this is worth having next to
12
+ * a full build. A skinned mesh does it every frame.
13
+ *
14
+ * The caller supplies the *owner* rather than a tree, and this asks the manager where that owner's
15
+ * tree lives. Nothing here knows what a clone is, or that skinning is why the vertices moved.
16
+ *
17
+ * Silently does nothing when the owner has no resident tree — a geometry can reach a frame before
18
+ * its BLAS has been uploaded, and "there is nothing to refit yet" is an ordinary state rather than
19
+ * a failure.
20
+ *
21
+ * @param {ShadeGPUCommandContext} cmd
22
+ * @param {GPUGeometryBVHManager} blas tree residency — arenas for nodes, parents and leaf lists
23
+ * @param {GPUGeometryManager} geometries geometry metadata table the leaf pass reads vertices through
24
+ * @param {object} owner identity the tree was registered under, per {@link GPUGeometryBVHManager#obtain}
25
+ * @param {number} geometry_index row in the geometry table whose vertices the bounds come from —
26
+ * for a skinned mesh, the clone that skinning deformed, not the source holding the rest pose
27
+ * @returns {boolean} whether anything was recorded
28
+ */
29
+ export function record_blas_refit(cmd, { blas, geometries, owner, geometry_index }) {
30
+ assert.defined(cmd, 'cmd');
31
+ assert.defined(blas, 'blas');
32
+ assert.defined(geometries, 'geometries');
33
+ assert.defined(owner, 'owner');
34
+ assert.isNonNegativeInteger(geometry_index, 'geometry_index');
35
+
36
+ const target = blas.get_refit_target(owner);
37
+
38
+ if (target === undefined) {
39
+ return false;
40
+ }
41
+
42
+ const { node_word_offset, node_count, leaf_count, parents_offset, leaf_nodes_offset } = target;
43
+
44
+ if (leaf_count === 0) {
45
+ return false;
46
+ }
47
+
48
+ const meshlets = geometries.meshlets;
49
+
50
+ // ── 1. Leaf bounds: one thread per leaf, straight from the vertex buffer ──
51
+ shader_blas_refit_leaf_bounds.dispatchLinear({
52
+ encoder: cmd,
53
+ element_count: leaf_count,
54
+ bindings: {
55
+ settings: cmd.allocateTransientValueBuffer(BLAS_LEAF_BOUNDS_SETTINGS_STRUCT, {
56
+ leaf_count,
57
+ node_word_offset,
58
+ leaf_nodes_offset,
59
+ geometry_index,
60
+ }),
61
+ leaf_nodes: blas.buffer_leaf_nodes,
62
+ geometries: geometries.buffer_metadata,
63
+ meshlet_metadata: meshlets.buffer_metadata,
64
+ meshlet_data: meshlets.buffer_data,
65
+ nodes: blas.buffer_data,
66
+ },
67
+ });
68
+
69
+ // ── 2. Climb: arrival counters carry the new boxes to the root ──
70
+ //
71
+ // One counter per node of this tree, and every one of them has to start at zero: a leftover
72
+ // count lets a first arrival believe it is a second and fit a node from a sibling nothing has
73
+ // written yet. The transient allocator pools its buffers, so whatever comes back is carrying
74
+ // the last frame's counts and gets cleared. Sized by node rather than by leaf because the
75
+ // counters are indexed by node id, and a tree read off an arena has holes in that numbering.
76
+ const counters_size = Math.max(1, node_count) * Uint32Array.BYTES_PER_ELEMENT;
77
+
78
+ const counters = cmd.allocateTransientBuffer(GPUBufferUsage.STORAGE, counters_size);
79
+
80
+ cmd.clearBuffer(counters, 0, counters_size);
81
+
82
+ shader_bvh_refit.dispatchLinear({
83
+ encoder: cmd,
84
+ element_count: leaf_count,
85
+ bindings: {
86
+ settings: cmd.allocateTransientValueBuffer(BVH_BUILD_SETTINGS_STRUCT, {
87
+ element_count: leaf_count,
88
+ node_word_offset,
89
+ // a BLAS has no header — its root is node 0 by convention
90
+ root_word_offset: BVH_NO_ROOT_WORD,
91
+ parents_offset,
92
+ leaf_nodes_offset,
93
+ }),
94
+ parents: blas.buffer_parents,
95
+ leaf_nodes: blas.buffer_leaf_nodes,
96
+ counters,
97
+ nodes: blas.buffer_data,
98
+ },
99
+ });
100
+
101
+ return true;
102
+ }
@@ -0,0 +1,30 @@
1
+ export const BLAS_LEAF_BOUNDS_WORKGROUP_SIZE: 64;
2
+ /**
3
+ * Which tree, and where it lives.
4
+ *
5
+ * @type {WebGPUStruct}
6
+ */
7
+ export const BLAS_LEAF_BOUNDS_SETTINGS_STRUCT: WebGPUStruct;
8
+ /**
9
+ * Recompute a BLAS's leaf bounds from the geometry's current vertex positions.
10
+ *
11
+ * The first half of a refit-only update, and the only half that knows what a triangle is: one
12
+ * thread per leaf reads the triangle its node names, takes the AABB of that triangle as the vertex
13
+ * buffer holds it *now*, and writes it into the node. {@link shader_bvh_refit} then carries those
14
+ * bounds up the tree, unchanged from the TLAS build — topology is frozen, so there is nothing to
15
+ * emit and nothing to sort.
16
+ *
17
+ * For a skinned mesh this runs against the per-instance clone, after the skinning pass has deformed
18
+ * its vertex region. Reading the source instead would produce the rest pose, which is what a clone
19
+ * without its own BLAS gets today.
20
+ *
21
+ * Plain (non-atomic) node access, unlike the refit: every leaf is written by exactly one thread and
22
+ * read by nobody until the next dispatch, so there is no cross-workgroup communication here to
23
+ * discipline.
24
+ *
25
+ * @type {ComputeShader}
26
+ */
27
+ export const shader_blas_refit_leaf_bounds: ComputeShader;
28
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
29
+ import { ComputeShader } from "../../shader/ComputeShader.js";
30
+ //# sourceMappingURL=shader_blas_refit_leaf_bounds.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_blas_refit_leaf_bounds.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js"],"names":[],"mappings":"AAkBA,iDAAkD;AAElD;;;;GAIG;AACH,+CAFU,YAAY,CAqBO;AAqD7B;;;;;;;;;;;;;;;;;;GAkBG;AACH,4CAFU,aAAa,CAOpB;6BAvH0B,mCAAmC;8BAElC,+BAA+B"}
@@ -0,0 +1,122 @@
1
+ import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import {
8
+ BVH_NODE_BOUNDS_WORD,
9
+ BVH_NODE_CHILD_2_WORD,
10
+ BVH_NODE_STRIDE_WORDS
11
+ } from "../../gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
12
+ import {
13
+ chunk_geometry_read_triangle_bounds
14
+ } from "../../shader/chunk/geometry/format/chunk_geometry_read_triangle_bounds.js";
15
+ import { GEOMETRY_METADATA_STRUCT } from "../GEOMETRY_METADATA_STRUCT.js";
16
+ import { GEOMETRY_ATTRIBUTE_DATA_TYPE } from "../GEOMETRY_ATTRIBUTE_DATA_TYPE.js";
17
+ import { MESHLET_METADATA_STRUCT } from "../meshlet/encoding/MESHLET_METADATA_STRUCT.js";
18
+
19
+ export const BLAS_LEAF_BOUNDS_WORKGROUP_SIZE = 64;
20
+
21
+ /**
22
+ * Which tree, and where it lives.
23
+ *
24
+ * @type {WebGPUStruct}
25
+ */
26
+ export const BLAS_LEAF_BOUNDS_SETTINGS_STRUCT = WebGPUStruct.from({
27
+ /**
28
+ * Leaves in this tree — one triangle each, so also its triangle count.
29
+ */
30
+ leaf_count: u32,
31
+ /**
32
+ * u32 word the tree's node 0 starts at inside the shared node arena.
33
+ */
34
+ node_word_offset: u32,
35
+ /**
36
+ * Word this tree's leaf list starts at inside the shared leaf-node arena.
37
+ */
38
+ leaf_nodes_offset: u32,
39
+ /**
40
+ * Row in the geometry table whose meshlets the leaves index into. For a skinned mesh this is
41
+ * the per-instance clone, whose vertex region the skinning pass has already deformed — which is
42
+ * the entire point: the source's positions are the rest pose.
43
+ */
44
+ geometry_index: u32,
45
+ }, "BlasLeafBoundsSettings");
46
+
47
+ const resources = new ShaderResourceSetDescriptor();
48
+ resources.createGroup()
49
+ .addUniform("settings", BLAS_LEAF_BOUNDS_SETTINGS_STRUCT)
50
+ // node index of each leaf ordinal, as tree construction published it
51
+ .addStorageBuffer("leaf_nodes", WebGPUArray.from(u32), false)
52
+ .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false)
53
+ .addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT), false)
54
+ .addStorageBuffer("meshlet_data", GEOMETRY_ATTRIBUTE_DATA_TYPE, false)
55
+ // the node arena, flat. Only leaf bounds are written, and a leaf is written by one thread.
56
+ .addStorageBuffer("nodes", WebGPUArray.from(f32), true);
57
+
58
+ const body = CodeChunk.from(
59
+ //language=WGSL
60
+ `
61
+ const NODE_STRIDE = ${BVH_NODE_STRIDE_WORDS}u;
62
+ const NODE_BOUNDS = ${BVH_NODE_BOUNDS_WORD}u;
63
+ const NODE_CHILD_2 = ${BVH_NODE_CHILD_2_WORD}u;
64
+
65
+ @compute @workgroup_size(${BLAS_LEAF_BOUNDS_WORKGROUP_SIZE}, 1, 1)
66
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
67
+ let i = gid.x;
68
+
69
+ if (i >= settings.leaf_count) {
70
+ return;
71
+ }
72
+
73
+ let leaf_node = leaf_nodes[settings.leaf_nodes_offset + i];
74
+
75
+ let node_word = settings.node_word_offset + leaf_node * NODE_STRIDE;
76
+
77
+ // The leaf already says which triangle it holds — its payload is what the ray query hands to
78
+ // the triangle test. Reading it back means no side table has to agree with the tree about
79
+ // which leaf is which.
80
+ let meshlet_triangle_id = bitcast<u32>(nodes[node_word + NODE_CHILD_2]);
81
+
82
+ let bounds = geometry_read_triangle_bounds(
83
+ geometries[settings.geometry_index],
84
+ meshlet_triangle_id
85
+ );
86
+
87
+ nodes[node_word + NODE_BOUNDS] = bounds.min.x;
88
+ nodes[node_word + NODE_BOUNDS + 1u] = bounds.min.y;
89
+ nodes[node_word + NODE_BOUNDS + 2u] = bounds.min.z;
90
+ nodes[node_word + NODE_BOUNDS + 3u] = bounds.max.x;
91
+ nodes[node_word + NODE_BOUNDS + 4u] = bounds.max.y;
92
+ nodes[node_word + NODE_BOUNDS + 5u] = bounds.max.z;
93
+ }
94
+ `, [
95
+ chunk_geometry_read_triangle_bounds,
96
+ ]);
97
+
98
+ /**
99
+ * Recompute a BLAS's leaf bounds from the geometry's current vertex positions.
100
+ *
101
+ * The first half of a refit-only update, and the only half that knows what a triangle is: one
102
+ * thread per leaf reads the triangle its node names, takes the AABB of that triangle as the vertex
103
+ * buffer holds it *now*, and writes it into the node. {@link shader_bvh_refit} then carries those
104
+ * bounds up the tree, unchanged from the TLAS build — topology is frozen, so there is nothing to
105
+ * emit and nothing to sort.
106
+ *
107
+ * For a skinned mesh this runs against the per-instance clone, after the skinning pass has deformed
108
+ * its vertex region. Reading the source instead would produce the rest pose, which is what a clone
109
+ * without its own BLAS gets today.
110
+ *
111
+ * Plain (non-atomic) node access, unlike the refit: every leaf is written by exactly one thread and
112
+ * read by nobody until the next dispatch, so there is no cross-workgroup communication here to
113
+ * discipline.
114
+ *
115
+ * @type {ComputeShader}
116
+ */
117
+ export const shader_blas_refit_leaf_bounds = ComputeShader.from({
118
+ label: "BLAS/RefitLeafBounds",
119
+ resources,
120
+ body,
121
+ group_size: [BLAS_LEAF_BOUNDS_WORKGROUP_SIZE, 1, 1],
122
+ });
@@ -0,0 +1,23 @@
1
+ /**
2
+ * A valid brick4 structure that lights nothing.
3
+ *
4
+ * There is no way to *un-upload* a lightmap: {@link Brick4LightMap} owns one buffer and the shader
5
+ * reads it unconditionally whenever the renderer is in Brick4 mode. So "no lightmap" has to be said
6
+ * in the format itself, and this is what says it — a root brick with no children whose every probe
7
+ * is zero. RGBE9995 zero decodes to a zero DC term, and `sh3_uncompress` scales every higher band by
8
+ * that DC, so all nine coefficients come back at zero: black indirect light, everywhere.
9
+ *
10
+ * **Built by the real encoder rather than written out here.** The layout — metadata, then nodes,
11
+ * then the probe section, with probe pointers resolved to absolute word addresses — belongs to
12
+ * {@link brick4_to_gpu_structure}, and a second hand-rolled copy of it would be free to drift.
13
+ *
14
+ * **The bounds are a unit box, not the zero box a fresh `AABB3` carries.** A zero-size volume makes
15
+ * the shader's `(position - min) / size` divide by zero, and the NaN that comes out of it survives
16
+ * into the trilinear weights — where `probe * weight` is `0 * NaN`, which is NaN rather than the
17
+ * black this is for. Any non-degenerate box does; where it sits does not matter, because traversal
18
+ * stops at the root and every probe in it reads the same zero.
19
+ *
20
+ * @returns {ArrayBuffer}
21
+ */
22
+ export function brick4_empty_gpu_structure(): ArrayBuffer;
23
+ //# sourceMappingURL=brick4_empty_gpu_structure.d.ts.map