@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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- import {
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- aabb3_intersects_frustum_degree
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- } from "../../core/geom/3d/aabb/aabb3_intersects_frustum_degree.js";
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- import Vector3 from "../../core/geom/Vector3.js";
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- import { DEG_TO_RAD } from "../../core/math/DEG_TO_RAD.js";
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- import GUI from "lil-gui";
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- import Stats from "stats.js/src/Stats.js";
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- import { OrbitalCameraController } from "../renderer/camera/OrbitalCameraController.js";
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- import { PerspectiveCamera } from "../renderer/camera/PerspectiveCamera.js";
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- import { create_frame_loop } from "../renderer/create_frame_loop.js";
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- import { DynamicResolutionScaling } from "../renderer/DynamicResolutionScaling.js";
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- import { enable_picker } from "./enable_picker.js";
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- import { brick4_bake_for_scene } from "../renderer/global_illumination/brick4/cpu/brick4_bake_for_scene.js";
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- import { Renderer } from "../renderer/Renderer.js";
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- import { sample_load_gltf } from "./sample_load_gltf.js";
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- import { Scene } from "../renderer/scene/Scene.js";
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-
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-
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- /**
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- *
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- * @param {Scene} scene
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- * @param {string} url
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- */
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- async function load_slpv(scene, url) {
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-
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- const response = await fetch(url);
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- const buffer = await response.arrayBuffer();
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-
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- renderer.scenes.obtain(scene).volumetric_light_map.upload(buffer);
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- }
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-
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-
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- /**
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- *
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- * @param canvas
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- * @param {GUI} gui
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- * @returns {Promise<void>}
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- */
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- const init = async ({ canvas, gui }) => {
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-
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- const context = canvas.getContext('webgpu');
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-
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- const renderer = new Renderer();
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-
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- await renderer.initialize({
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- context
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- });
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-
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- globalThis.gfx = renderer.graphics;
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- console.log(renderer);
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- const camera = new PerspectiveCamera();
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- camera.transform.position.set(0, 0, -5);
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- camera.transform.lookAt(Vector3.zero);
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-
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- camera.near = 0.1;
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- camera.far = 200;
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- camera.fov = 72 * DEG_TO_RAD;
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- camera.aspect = renderer.aspect_ratio;
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-
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- let frame_limit = Infinity;
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- const scene = new Scene();
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-
68
- window.scene = scene;
69
-
70
- async function handle_scene_loaded() {
71
- console.log("SCENE LOAD COMPLETE");
72
-
73
- renderer.indicate_view_change();
74
-
75
- frame_limit += 3; // limit number of drawn frames to spare the GPU
76
- camera.transform.subscribe(() => {
77
- frame_limit = Math.max(frame_limit, 1);
78
- });
79
-
80
- const bb = scene.instances.bounding_box;
81
-
82
- if (controller.movement_speed_scale === 1.0) {
83
- // looks unmodified, let's change that
84
- controller.movement_speed_scale = Math.max(bb.width, bb.height, bb.depth) * 0.1;
85
- }
86
-
87
- }
88
-
89
- const controller = new OrbitalCameraController(camera, document.body);
90
-
91
-
92
- sample_load_gltf(scene, controller, 'Sponza/glTF/Sponza.gltf')
93
- .then(async () => {
94
-
95
- // attach lightmap
96
- await load_slpv(scene, "Sponza/glTF/lightmap.svlm")
97
-
98
- })
99
- .then(handle_scene_loaded);
100
-
101
-
102
- console.log(scene, camera);
103
-
104
- function visible() {
105
- const visible = scene.instances.instances.filter(mesh => {
106
-
107
- return aabb3_intersects_frustum_degree(
108
- ...mesh.bounding_box,
109
- camera.frustum
110
- ) > 0;
111
-
112
- });
113
-
114
- console.warn(visible);
115
- }
116
-
117
- window.renderer = renderer;
118
- window.visible = visible;
119
-
120
- gui.add(renderer, "feature_ssr_enabled").name("SSR");
121
- gui.add(renderer, "feature_automatic_exposure_enabled").name("Auto Exposure");
122
- gui.add(renderer, "feature_ssao_enabled").name("SSAO");
123
- gui.add(renderer, "feature_bloom_enabled").name("Bloom");
124
- gui.add(renderer, "feature_shadows_enabled").name("Shadows");
125
- gui.add(renderer, "feature_tetrahedron_point_shadows").name("Tetra Point Shadows");
126
- gui.add(renderer, "feature_taa_enabled").name("TAA").onChange(() => {
127
- // drop taa buffers
128
- renderer.indicate_view_change()
129
- });
130
- gui.add(renderer, "indirect_lighting_mode", { IBL: 0, Brick4: 1, LPV: 2 }).name("Indirect Lighting");
131
-
132
- gui.add({
133
- debug_frame() {
134
- renderer.add_debug_frame();
135
- }
136
- }, 'debug_frame').name("Debug Frame");
137
-
138
- gui.add({
139
- add_frame() {
140
- frame_limit += 1
141
- }
142
- }, "add_frame");
143
-
144
- gui.add({
145
- render_pause() {
146
- frame_limit = frame_limit === 0 ? Infinity : 0;
147
- }
148
- }, "render_pause");
149
- gui.add({
150
- enable_picker() {
151
-
152
- enable_picker(document.body, camera, scene);
153
- }
154
- }, 'enable_picker').name("Enable Ray Picker");
155
-
156
- gui.add({
157
- async bake_lightmap() {
158
-
159
- await brick4_bake_for_scene({
160
- scene,
161
- renderer,
162
- });
163
- }
164
- }, 'bake_lightmap').name("Bake Lightmap");
165
-
166
-
167
- // can be Infinity to uncap
168
- const FRAME_RATE_LIMIT = 60;
169
-
170
- const drs = new DynamicResolutionScaling();
171
- drs.get_scale = () => renderer.internal_resolution_scale;
172
- drs.set_scale = (v) => { renderer.internal_resolution_scale = v; };
173
- drs.target_frame_time_s = 1 / FRAME_RATE_LIMIT;
174
-
175
- gui.add(drs, 'enabled').name("Dynamic Resolution");
176
-
177
- create_frame_loop((time_delta_s) => {
178
- // apply size
179
-
180
- const w = window.innerWidth;
181
- const h = window.innerHeight;
182
-
183
- const RESOLUTION_SCALE = 1;
184
-
185
- renderer.resize(w, h);
186
- renderer.pixel_ratio = window.devicePixelRatio * RESOLUTION_SCALE;
187
- camera.aspect = w / h;
188
-
189
- //
190
- controller.update();
191
-
192
-
193
- if (frame_limit <= 0) {
194
- return;
195
- }
196
-
197
-
198
- frame_limit--;
199
-
200
- stats.begin();
201
- renderer.render(camera, scene, time_delta_s);
202
- stats.end();
203
-
204
- drs.notify_frame(time_delta_s);
205
-
206
- gui_controllers.forEach(ctrl => {
207
- ctrl.updateDisplay();
208
- });
209
-
210
- }, FRAME_RATE_LIMIT);
211
-
212
- };
213
-
214
-
215
- document.body.style.margin = "0";
216
- document.body.style.overflow = "hidden";
217
-
218
-
219
- const canvas = document.createElement('canvas');
220
- canvas.width = window.innerWidth;
221
- canvas.height = window.innerHeight;
222
- document.body.appendChild(canvas);
223
-
224
- const stats = new Stats();
225
- document.body.appendChild(stats.domElement);
226
-
227
- const gui = new GUI();
228
-
229
- // gui.hide(); // Hide the menu for production
230
-
231
- init({
232
- canvas,
233
- gui
234
- });
@@ -1,9 +0,0 @@
1
- /**
2
- *
3
- * @param {Scene} scene
4
- * @param {OrbitalCameraController} camera
5
- * @param {string|string[]} url
6
- * @return {Promise<void>}
7
- */
8
- export function sample_load_gltf(scene: Scene, camera: OrbitalCameraController, url: string | string[]): Promise<void>;
9
- //# sourceMappingURL=sample_load_gltf.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"sample_load_gltf.d.ts","sourceRoot":"","sources":["../../../../src/shade/playground/sample_load_gltf.js"],"names":[],"mappings":"AAYA;;;;;;GAMG;AACH,qFAHW,MAAM,GAAC,MAAM,EAAE,GACd,QAAQ,IAAI,CAAC,CAqFxB"}
@@ -1,103 +0,0 @@
1
- import { Color } from "../../core/color/Color.js";
2
- import Vector3 from "../../core/geom/Vector3.js";
3
- import { Transform } from "../../engine/ecs/transform/Transform.js";
4
- import { camera_frame_sphere } from "../renderer/camera/camera_frame_sphere.js";
5
- import { BoxGeometry } from "../renderer/geometry/BoxGeometry.js";
6
- import { make_sunlight } from "../renderer/light/make_sunlight.js";
7
- import { load_default_environment } from "./load_default_environment.js";
8
- import { load_gltf } from "../renderer/loader/gltf/load_gltf.js";
9
- import { StandardShadeMaterial } from "../renderer/material/StandardShadeMaterial.js";
10
- import { Mesh } from "../renderer/scene/Mesh.js";
11
- import { make_checkers_texture } from "../renderer/texture/util/make_checkers_texture.js";
12
-
13
- /**
14
- *
15
- * @param {Scene} scene
16
- * @param {OrbitalCameraController} camera
17
- * @param {string|string[]} url
18
- * @return {Promise<void>}
19
- */
20
- export async function sample_load_gltf(scene, camera, url) {
21
-
22
- const to_load = [];
23
- if (typeof url === "string") {
24
- to_load.push(url);
25
- } else if (Array.isArray(url)) {
26
- to_load.push(...url);
27
- }
28
-
29
- const p = Promise.all(to_load.map(x => load_gltf(x)))
30
- .then(bundles => scene.add(bundles.flatMap(b => b.scenes)));
31
-
32
- await p;
33
-
34
- if (scene.lights.elements.some(l => l.isDirectionalLight)) {
35
- // console.warn("Directional light already existing, skipping");
36
- } else {
37
- // no light in the scene, let's add one
38
- scene.lights.add(make_sunlight({
39
- intensity: 7.2,
40
- // intensity: 1,
41
- // direction: new Vector3(0.2,-1,-2)
42
- }));
43
- }
44
-
45
- // build_lpv_mesh(scene, new Vector3(32, 32, 32));
46
-
47
- const scene_bounding_box = scene.instances.bounding_box;
48
-
49
- const radius = Math.hypot(
50
- scene_bounding_box.width,
51
- scene_bounding_box.height,
52
- scene_bounding_box.depth,
53
- ) * 0.5;
54
-
55
- const scene_center = new Vector3(
56
- scene_bounding_box.centerX,
57
- scene_bounding_box.centerY,
58
- scene_bounding_box.centerZ
59
- );
60
-
61
-
62
- // add floor
63
- const ground_thickness = radius * 0.0001;
64
-
65
- const material = new StandardShadeMaterial();
66
- material.texture_albedo = make_checkers_texture({
67
- size: 64,
68
- repeat: 32,
69
- color1: Color.parse("#F2994A"),
70
- color2: Color.parse("#2C3E50"),
71
- });
72
- material.texture_orm = make_checkers_texture({
73
- size: 64,
74
- repeat: 32,
75
-
76
- // Ambient, Roughness, Metalness
77
- color1: Color.fromRGB(1, 0.8, 0),
78
- color2: Color.fromRGB(1, 0, 0),
79
- })
80
- material.roughness_factor = 1;
81
- material.metallic_factor = 0;
82
-
83
- const ground_size = Math.max(scene_bounding_box.width, scene_bounding_box.depth) + radius;
84
-
85
- const ground = Mesh.from(
86
- new BoxGeometry(ground_size, ground_thickness, ground_size),
87
- material,
88
- Transform.fromJSON({
89
- position: {
90
- x: scene_center.x,
91
- // offset ground a little to make sure it doesn't clip with the bottom of the scene
92
- y: (scene_bounding_box.y0 - ground_thickness * 0.5) - scene_bounding_box.height * 1e-5,
93
- z: scene_center.z
94
- },
95
- scale: 4,
96
- }).matrix
97
- );
98
- // scene.add(ground);
99
-
100
- camera_frame_sphere(camera, radius, scene_center);
101
-
102
- load_default_environment(scene);
103
- }
@@ -1,7 +0,0 @@
1
- /**
2
- *
3
- * @param {Scene} target_scene
4
- * @param {Node3D} scene3d
5
- */
6
- export function spread_node3d_grid(target_scene: Scene, scene3d: Node3D): void;
7
- //# sourceMappingURL=spread_node3d_grid.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"spread_node3d_grid.d.ts","sourceRoot":"","sources":["../../../../src/shade/playground/spread_node3d_grid.js"],"names":[],"mappings":"AAGA;;;;GAIG;AACH,+EAWC"}
@@ -1,20 +0,0 @@
1
- import { AABB3 } from "../../core/geom/3d/aabb/AABB3.js";
2
- import { make_justified_point_grid } from "../../core/geom/3d/util/make_justified_point_grid.js";
3
-
4
- /**
5
- *
6
- * @param {Scene} target_scene
7
- * @param {Node3D} scene3d
8
- */
9
- export function spread_node3d_grid(target_scene, scene3d) {
10
- make_justified_point_grid(new AABB3(-1000, 0, -1000, 1000, 0, 1000), 50, (x, y, z) => {
11
-
12
- const node3D = scene3d.clone();
13
-
14
- node3D.transform_local.setTranslation(x, y, z);
15
- node3D.updateMatrices();
16
-
17
- target_scene.add(node3D);
18
-
19
- });
20
- }
@@ -1,24 +0,0 @@
1
- /**
2
- * Currently used. Builds a BVH for a geometry.
3
- */
4
- export class GPUGeometryBVH {
5
- get bvh2(): BVH;
6
- /**
7
- * Integer metadata slot that this geometry occupies
8
- * @type {number}
9
- */
10
- slot: number;
11
- /**
12
- * Where in the GPU BLAS memory this tree lives at
13
- * @type {number}
14
- */
15
- address: number;
16
- /**
17
- *
18
- * @param {Geometry} geometry
19
- */
20
- build(geometry: Geometry): void;
21
- #private;
22
- }
23
- import { BVH } from "../../../../core/bvh2/bvh3/BVH.js";
24
- //# sourceMappingURL=GPUGeometryBVH.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"GPUGeometryBVH.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/bvh/GPUGeometryBVH.js"],"names":[],"mappings":"AAaA;;GAEG;AACH;IAOI,gBAEC;IAED;;;OAGG;IACH,MAFU,MAAM,CAEP;IAET;;;OAGG;IACH,SAFU,MAAM,CAEJ;IAOZ;;;OAGG;IACH,gCAsCC;;CACJ;oBAtFmB,mCAAmC"}
@@ -1,88 +0,0 @@
1
- import { assert } from "../../../../core/assert.js";
2
- import { BVH } from "../../../../core/bvh2/bvh3/BVH.js";
3
- import {
4
- ebvh_build_for_geometry_morton
5
- } from "../../../../core/bvh2/bvh3/ebvh_build_for_geometry_morton.js";
6
- import { ebvh_optimize_treelet } from "../../../../core/bvh2/bvh3/ebvh_optimize_treelet.js";
7
- import { AABB3 } from "../../../../core/geom/3d/aabb/AABB3.js";
8
- import { StandardAttributes } from "../StandardAttributes.js";
9
-
10
- const BVH_OPTIMIZATION_PASS_COUNT = 0;
11
- // 4 seems to be a good number, beyond that improvements are less noticeable
12
- const BVH_BUILD_QUALITY = 0;
13
-
14
- /**
15
- * Currently used. Builds a BVH for a geometry.
16
- */
17
- export class GPUGeometryBVH {
18
-
19
- /**
20
- * @type {BVH}
21
- */
22
- #bvh = new BVH();
23
-
24
- get bvh2() {
25
- return this.#bvh;
26
- }
27
-
28
- /**
29
- * Integer metadata slot that this geometry occupies
30
- * @type {number}
31
- */
32
- slot = 0;
33
-
34
- /**
35
- * Where in the GPU BLAS memory this tree lives at
36
- * @type {number}
37
- */
38
- address = 0;
39
-
40
- /**
41
- * @type {Uint32Array}
42
- */
43
- #morton_codes;
44
-
45
- /**
46
- *
47
- * @param {Geometry} geometry
48
- */
49
- build(geometry) {
50
- assert.defined(geometry, 'geometry');
51
- assert.notNull(geometry, 'geometry');
52
- assert.equal(geometry.isGeometry, true, 'geometry');
53
-
54
- geometry.ensureIndex()
55
- geometry.ensureBounds();
56
-
57
- const attribute_position = geometry.getAttribute(StandardAttributes.Position);
58
-
59
- const index = geometry.index;
60
-
61
- this.#morton_codes = new Uint32Array(geometry.getPrimitiveCount());
62
-
63
- const bounds = new AABB3(...geometry.bounding_box);
64
-
65
- const bvh2 = this.#bvh;
66
-
67
- ebvh_build_for_geometry_morton(
68
- bvh2,
69
- index.data,
70
- attribute_position.data,
71
- this.#morton_codes,
72
- bounds,
73
- BVH_BUILD_QUALITY
74
- );
75
-
76
- // const height_before = bvh2.node_get_height(bvh2.root);
77
-
78
- for (let i = 0; i < BVH_OPTIMIZATION_PASS_COUNT; i++) {
79
- ebvh_optimize_treelet(bvh2);
80
- }
81
-
82
- // const height_after = bvh2.node_get_height(bvh2.root);
83
-
84
- // console.log(`Height ${height_before} -> ${height_after}, triangle count =${index.data.length/3}`);
85
-
86
- bvh2.trim();
87
- }
88
- }
@@ -1,3 +0,0 @@
1
- export const shader_exclusive_prefix_scan_add: ComputeShader;
2
- import { ComputeShader } from "../../../shader/ComputeShader.js";
3
- //# sourceMappingURL=shader_exclusive_prefix_scan_add.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"shader_exclusive_prefix_scan_add.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_scan_add.js"],"names":[],"mappings":"AA4CA,6DAIG;8BA9C2B,kCAAkC"}
@@ -1,49 +0,0 @@
1
- import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
2
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
3
- import { ComputeShader } from "../../../shader/ComputeShader.js";
4
- import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
5
-
6
- const resources = new ShaderResourceSetDescriptor();
7
- resources.createGroup()
8
- .addStorageBuffer("output", WebGPUArray.u32, true)
9
- .addStorageBuffer("workgroup_sums", WebGPUArray.u32)
10
-
11
- /**
12
- * @see https://github.com/ScanMountGoat/ldr_wgpu/blob/8a05f4fd995f2d61efa02f3fd4d7ce43e56e255f/ldr_wgpu/src/shader/scan_add.wgsl
13
- * @type {CodeChunk}
14
- */
15
- const body = CodeChunk.from(
16
- //language=WGSL
17
- `
18
- const BLOCK_SIZE = 256u;
19
-
20
- @compute
21
- @workgroup_size(BLOCK_SIZE)
22
- fn main(
23
- @builtin(workgroup_id) workgroup_id: vec3<u32>,
24
- @builtin(local_invocation_id) local_id: vec3<u32>
25
- ) {
26
- // Account for each workgroup processing twice as many elements for scan.
27
- let index = workgroup_id.x * BLOCK_SIZE * 2u + local_id.x;
28
- let len = arrayLength(&output);
29
-
30
- if (workgroup_id.x > 0u) {
31
- // Add the sum of the previous workgroups to each element.
32
- // The scan is inclusive, so shift the index by 1.
33
- let previous_sum = workgroup_sums[workgroup_id.x - 1u];
34
- if (index < len) {
35
- output[index] += previous_sum;
36
- }
37
- if (index + BLOCK_SIZE < len) {
38
- output[index + BLOCK_SIZE] += previous_sum;
39
- }
40
- }
41
- }
42
- `
43
- )
44
-
45
- export const shader_exclusive_prefix_scan_add = ComputeShader.from({
46
- label: "Scan add",
47
- body,
48
- resources,
49
- });
@@ -1,3 +0,0 @@
1
- export const shader_exclusive_prefix_sum_scan: ComputeShader;
2
- import { ComputeShader } from "../../../shader/ComputeShader.js";
3
- //# sourceMappingURL=shader_exclusive_prefix_sum_scan.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"shader_exclusive_prefix_sum_scan.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_sum_scan.js"],"names":[],"mappings":"AAwFA,6DAIE;8BA1F4B,kCAAkC"}
@@ -1,93 +0,0 @@
1
- import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
2
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
3
- import { ComputeShader } from "../../../shader/ComputeShader.js";
4
- import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
5
-
6
- const resources = new ShaderResourceSetDescriptor();
7
- resources.createGroup()
8
- .addStorageBuffer("input", WebGPUArray.u32)
9
- .addStorageBuffer("output", WebGPUArray.u32, true)
10
-
11
- /**
12
- * Work-efficient parallel inclusive scan.
13
- * https://developer.nvidia.com/gpugems/gpugems3/part-vi-gpu-computing/chapter-39-parallel-prefix-sum-scan-cuda
14
- * @type {CodeChunk}
15
- */
16
- const body = CodeChunk.from(
17
- //language=WGSL
18
- `
19
- const BLOCK_SIZE = 256u;
20
-
21
- var<workgroup> output_shared: array<u32, (BLOCK_SIZE * 2) >;
22
-
23
- @compute @workgroup_size(BLOCK_SIZE)
24
- fn main(
25
- @builtin(workgroup_id) workgroup_id: vec3<u32>,
26
- @builtin(local_invocation_id) local_id: vec3<u32>
27
- ){
28
- // Each block handles BLOCK_SIZE * 2 elements.
29
- // Each thread loads two elements.
30
- let len = arrayLength(&input);
31
- let input_index = workgroup_id.x * BLOCK_SIZE * 2u + local_id.x;
32
-
33
- if (input_index < len) {
34
- output_shared[local_id.x] = input[input_index];
35
- } else {
36
- output_shared[local_id.x] = 0u;
37
- }
38
-
39
- if (input_index + BLOCK_SIZE < len) {
40
- output_shared[BLOCK_SIZE + local_id.x] = input[BLOCK_SIZE + input_index];
41
- } else {
42
- output_shared[BLOCK_SIZE + local_id.x] = 0u;
43
- }
44
-
45
- // 1. Parallel Scan Step.
46
- for (var stride = 1u; stride < 2u * BLOCK_SIZE; stride *= 2u) {
47
- // At each iteration we produce sums using a larger stride.
48
- // This produces partial sums needed for step 2.
49
- // 0: 0+1, 2+3, ...
50
- // 1: 1+3, 5+7, ...
51
- // 2: 7+15, ...
52
- workgroupBarrier();
53
- let index = (local_id.x + 1u) * stride * 2u - 1u;
54
- if (index < 2u * BLOCK_SIZE) {
55
- output_shared[index] += output_shared[index - stride];
56
- }
57
- }
58
-
59
- // 2. Post Scan Step (compute final block result).
60
- for (var stride = BLOCK_SIZE / 2u; stride > 0u; stride /= 2u) {
61
- // Combine the partial sums into the proper scan values.
62
- // This is basically the reverse of step 1.
63
- workgroupBarrier();
64
- let index = (local_id.x + 1u) * stride * 2u - 1u;
65
- if (index + stride < 2u * BLOCK_SIZE) {
66
- output_shared[index + stride] += output_shared[index];
67
- }
68
- }
69
-
70
- // 3. Write the final result to global memory.
71
- // Each thread writes two elements.
72
- workgroupBarrier();
73
- let outputIndex = workgroup_id.x * BLOCK_SIZE * 2u + local_id.x;
74
- if (outputIndex < len) {
75
- output[outputIndex] = output_shared[local_id.x];
76
- }
77
- if (outputIndex + BLOCK_SIZE < len) {
78
- output[BLOCK_SIZE + outputIndex] = output_shared[BLOCK_SIZE + local_id.x];
79
- }
80
-
81
- // Save the total sum for the next steps.
82
- if (local_id.x == 0u) {
83
- workgroup_sums[workgroup_id.x] = output_shared[2u * BLOCK_SIZE - 1u];
84
- }
85
- }
86
- `
87
- )
88
-
89
- export const shader_exclusive_prefix_sum_scan = ComputeShader.from({
90
- label: "Scan",
91
- body,
92
- resources,
93
- })
@@ -1,24 +0,0 @@
1
- /**
2
- * @deprecated use graph_prefix_scan_csdldf instead, as this variant lacks support for hardware without Forward Propagation Guarantee (Apple)
3
- * ----
4
- *
5
- * Indirect pass.
6
- * Input data is expected to be counts in form:
7
- * ```wgsl
8
- * struct InputData{
9
- * count:u32,
10
- * elements: array<u32> // counts: [count0, count1, count2, ... countN-1]
11
- * }
12
- * ```
13
- * Data is modified in-place, elements are replaced with prefix sums.
14
- * Make sure to set `element_max_count` to be at least equal to the number of elements in the input, otherwise an incomplete scan will be performed.
15
- * The penalty for `element_max_count` being too big is fairly small, requiring more memory for the pass and a larger `bufferClear` region.
16
- *
17
- * @param {FrameGraph} graph
18
- * @param {number} data buffer resource ID, array<u32> first position must be "count"
19
- * @param {number} [element_max_count=1,048,576] how many elements might be in the input, this is a limit
20
- * @param {boolean} [is_inclusive = true]
21
- * @returns {number} buffer resource ID with prefix sums, this is rewritten input. The first position (count) is untouched.
22
- */
23
- export function graph_prefix_scan_csdl({ graph, data, element_max_count, is_inclusive, }: FrameGraph): number;
24
- //# sourceMappingURL=graph_prefix_scan_csdl.d.ts.map