@woosh/meep-engine 3.21.0 → 3.22.0

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 (1596) hide show
  1. package/README.md +96 -213
  2. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -1
  3. package/editor/particles/effect/ParticleEffectDocument.js +0 -3
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +1 -1
  5. package/editor/persistence/SceneMetadata.d.ts +9 -4
  6. package/editor/persistence/SceneMetadata.d.ts.map +1 -1
  7. package/editor/persistence/SceneMetadata.js +4 -3
  8. package/editor/tools/TransformToolV2.d.ts +2 -1
  9. package/editor/tools/TransformToolV2.d.ts.map +1 -1
  10. package/editor/tools/engine/Tool.d.ts +1 -1
  11. package/editor/tools/engine/Tool.d.ts.map +1 -1
  12. package/editor/tools/engine/ToolEngine.d.ts +1 -1
  13. package/editor/tools/engine/ToolEngine.d.ts.map +1 -1
  14. package/editor/view/ecs/EntityEditor.d.ts +3 -2
  15. package/editor/view/ecs/EntityEditor.d.ts.map +1 -1
  16. package/editor/view/ecs/EntityList.d.ts +7 -3
  17. package/editor/view/ecs/EntityList.d.ts.map +1 -1
  18. package/editor/view/ecs/EntityList.js +3 -2
  19. package/editor/view/ecs/components/common/NumericIntervalController.d.ts +8 -3
  20. package/editor/view/ecs/components/common/NumericIntervalController.d.ts.map +1 -1
  21. package/editor/view/ecs/components/common/NumericIntervalController.js +3 -2
  22. package/editor/view/ecs/components/common/TextController.d.ts +7 -3
  23. package/editor/view/ecs/components/common/TextController.d.ts.map +1 -1
  24. package/editor/view/ecs/components/common/TextController.js +3 -2
  25. package/editor/view/library/MeshLibraryView.d.ts.map +1 -1
  26. package/editor/view/library/MeshLibraryView.js +3 -2
  27. package/editor/view/node-graph/NodeIconView.d.ts +5 -2
  28. package/editor/view/node-graph/NodeIconView.d.ts.map +1 -1
  29. package/editor/view/node-graph/NodeIconView.js +2 -1
  30. package/editor/view/node-graph/PortView.d.ts +9 -4
  31. package/editor/view/node-graph/PortView.d.ts.map +1 -1
  32. package/editor/view/node-graph/PortView.js +4 -3
  33. package/editor/view/particles/ColorLutGradientView.d.ts +7 -3
  34. package/editor/view/particles/ColorLutGradientView.d.ts.map +1 -1
  35. package/editor/view/particles/ColorLutGradientView.js +3 -2
  36. package/editor/view/particles/ScalarLutCurveView.d.ts +9 -4
  37. package/editor/view/particles/ScalarLutCurveView.d.ts.map +1 -1
  38. package/editor/view/particles/ScalarLutCurveView.js +4 -3
  39. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts.map +1 -1
  40. package/editor/view/particles/effect/ParticleEmitterInspectorView.js +0 -1
  41. package/editor/view/tools/ToolView.d.ts +7 -3
  42. package/editor/view/tools/ToolView.d.ts.map +1 -1
  43. package/editor/view/tools/ToolView.js +3 -2
  44. package/package.json +2 -1
  45. package/src/core/binary/allocator/OffsetAllocator.d.ts +24 -1
  46. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  47. package/src/core/binary/allocator/OffsetAllocator.js +101 -1
  48. package/src/core/binary/type/Field.d.ts +5 -1
  49. package/src/core/binary/type/Field.d.ts.map +1 -1
  50. package/src/core/binary/type/Field.js +4 -0
  51. package/src/core/binary/type/Type.d.ts +4 -0
  52. package/src/core/binary/type/Type.d.ts.map +1 -1
  53. package/src/core/binary/type/Type.js +4 -0
  54. package/src/core/cache/Cache.d.ts +15 -7
  55. package/src/core/cache/Cache.d.ts.map +1 -1
  56. package/src/core/cache/Cache.js +7 -6
  57. package/src/core/cache/wtinylfu/CacheRegionWTinylfu.d.ts +5 -2
  58. package/src/core/cache/wtinylfu/CacheRegionWTinylfu.d.ts.map +1 -1
  59. package/src/core/cache/wtinylfu/CacheRegionWTinylfu.js +2 -1
  60. package/src/core/cache/wtinylfu/CacheWTinylfu.d.ts +20 -10
  61. package/src/core/cache/wtinylfu/CacheWTinylfu.d.ts.map +1 -1
  62. package/src/core/cache/wtinylfu/CacheWTinylfu.js +9 -8
  63. package/src/core/collection/CuckooFilter.d.ts +8 -4
  64. package/src/core/collection/CuckooFilter.d.ts.map +1 -1
  65. package/src/core/collection/CuckooFilter.js +3 -2
  66. package/src/core/collection/list/List.d.ts +0 -1
  67. package/src/core/collection/list/List.d.ts.map +1 -1
  68. package/src/core/collection/list/List.js +0 -1
  69. package/src/core/collection/map/HashMap.d.ts +12 -7
  70. package/src/core/collection/map/HashMap.d.ts.map +1 -1
  71. package/src/core/collection/map/HashMap.js +5 -5
  72. package/src/core/collection/map/ObservedMap.d.ts +1 -2
  73. package/src/core/collection/map/ObservedMap.d.ts.map +1 -1
  74. package/src/core/collection/map/ObservedMap.js +0 -1
  75. package/src/core/collection/table/RowFirstTable.d.ts +1 -0
  76. package/src/core/collection/table/RowFirstTable.d.ts.map +1 -1
  77. package/src/core/collection/table/RowFirstTable.js +4 -0
  78. package/src/core/color/Color.d.ts +1 -2
  79. package/src/core/color/Color.d.ts.map +1 -1
  80. package/src/core/color/Color.js +5 -4
  81. package/src/core/color/hsv/hsv2rgb_float.d.ts +23 -1
  82. package/src/core/color/hsv/hsv2rgb_float.d.ts.map +1 -1
  83. package/src/core/color/hsv/hsv2rgb_float.js +31 -3
  84. package/src/core/color/hsv/hsv_to_rgb.d.ts +20 -9
  85. package/src/core/color/hsv/hsv_to_rgb.d.ts.map +1 -1
  86. package/src/core/color/hsv/hsv_to_rgb.js +30 -10
  87. package/src/core/color/hsv/hsv_to_rgb_uint8.d.ts.map +1 -1
  88. package/src/core/color/hsv/hsv_to_rgb_uint8.js +10 -5
  89. package/src/core/function/FunctionCompiler.d.ts +9 -4
  90. package/src/core/function/FunctionCompiler.d.ts.map +1 -1
  91. package/src/core/function/FunctionCompiler.js +8 -6
  92. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts +41 -0
  93. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts.map +1 -0
  94. package/src/core/geom/3d/quaternion/quat3_shortest_arc.js +94 -0
  95. package/src/core/geom/3d/ray/Ray3.d.ts +5 -5
  96. package/src/core/geom/3d/ray/Ray3.d.ts.map +1 -1
  97. package/src/core/geom/3d/ray/Ray3.js +3 -3
  98. package/src/core/geom/3d/shape/AbstractShape3D.d.ts +1 -0
  99. package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
  100. package/src/core/geom/3d/shape/AbstractShape3D.js +4 -0
  101. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts +2 -4
  102. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
  103. package/src/core/geom/3d/shape/ConvexHullShape3D.js +0 -2
  104. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +1 -2
  105. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  106. package/src/core/geom/3d/shape/TransformedShape3D.js +0 -1
  107. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.d.ts +6 -0
  108. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.d.ts.map +1 -1
  109. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.js +5 -0
  110. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.d.ts +2 -0
  111. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.d.ts.map +1 -1
  112. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.js +5 -0
  113. package/src/core/geom/Quaternion.d.ts +1 -0
  114. package/src/core/geom/Quaternion.d.ts.map +1 -1
  115. package/src/core/geom/Quaternion.js +4 -0
  116. package/src/core/geom/Vector1.d.ts +8 -0
  117. package/src/core/geom/Vector1.d.ts.map +1 -1
  118. package/src/core/geom/Vector1.js +6 -0
  119. package/src/core/geom/Vector3.d.ts +6 -0
  120. package/src/core/geom/Vector3.d.ts.map +1 -1
  121. package/src/core/geom/Vector3.js +5 -0
  122. package/src/core/geom/Vector4.d.ts +10 -2
  123. package/src/core/geom/Vector4.d.ts.map +1 -1
  124. package/src/core/geom/Vector4.js +6 -1
  125. package/src/core/geom/packing/max-rect/MaxRectanglesPacker.d.ts +4 -4
  126. package/src/core/geom/packing/max-rect/MaxRectanglesPacker.d.ts.map +1 -1
  127. package/src/core/geom/packing/max-rect/MaxRectanglesPacker.js +1 -1
  128. package/src/core/graph/convert_graph_to_dot_string.d.ts +7 -3
  129. package/src/core/graph/convert_graph_to_dot_string.d.ts.map +1 -1
  130. package/src/core/graph/convert_graph_to_dot_string.js +3 -2
  131. package/src/core/localization/Localization.d.ts +3 -2
  132. package/src/core/localization/Localization.d.ts.map +1 -1
  133. package/src/core/localization/Localization.js +4 -0
  134. package/src/core/math/noise/create_simplex_noise_2d.js +6 -6
  135. package/src/core/model/ObservedValue.d.ts +8 -6
  136. package/src/core/model/ObservedValue.d.ts.map +1 -1
  137. package/src/core/model/ObservedValue.js +3 -1
  138. package/src/core/model/node-graph/Connection.d.ts +1 -0
  139. package/src/core/model/node-graph/Connection.d.ts.map +1 -1
  140. package/src/core/model/node-graph/Connection.js +4 -0
  141. package/src/core/model/node-graph/NodeGraph.d.ts +8 -5
  142. package/src/core/model/node-graph/NodeGraph.d.ts.map +1 -1
  143. package/src/core/model/node-graph/NodeGraph.js +3 -3
  144. package/src/core/model/node-graph/json/serializeNodeGraphToJSON.d.ts +9 -4
  145. package/src/core/model/node-graph/json/serializeNodeGraphToJSON.d.ts.map +1 -1
  146. package/src/core/model/node-graph/json/serializeNodeGraphToJSON.js +4 -3
  147. package/src/core/model/node-graph/node/NodeDescription.d.ts +12 -4
  148. package/src/core/model/node-graph/node/NodeDescription.d.ts.map +1 -1
  149. package/src/core/model/node-graph/node/NodeDescription.js +10 -3
  150. package/src/core/model/node-graph/node/NodeInstance.d.ts +5 -2
  151. package/src/core/model/node-graph/node/NodeInstance.d.ts.map +1 -1
  152. package/src/core/model/node-graph/node/NodeInstance.js +6 -0
  153. package/src/core/model/node-graph/node/NodeInstancePortReference.d.ts +5 -2
  154. package/src/core/model/node-graph/node/NodeInstancePortReference.d.ts.map +1 -1
  155. package/src/core/model/node-graph/node/NodeInstancePortReference.js +6 -0
  156. package/src/core/model/node-graph/node/NodeRegistry.d.ts +2 -1
  157. package/src/core/model/node-graph/node/NodeRegistry.d.ts.map +1 -1
  158. package/src/core/model/node-graph/node/NodeRegistry.js +4 -0
  159. package/src/core/model/node-graph/node/Port.d.ts +12 -5
  160. package/src/core/model/node-graph/node/Port.d.ts.map +1 -1
  161. package/src/core/model/node-graph/node/Port.js +9 -4
  162. package/src/core/model/node-graph/util/convert_node_graph_to_dot_string.d.ts +5 -2
  163. package/src/core/model/node-graph/util/convert_node_graph_to_dot_string.d.ts.map +1 -1
  164. package/src/core/model/node-graph/util/convert_node_graph_to_dot_string.js +2 -1
  165. package/src/core/model/node-graph/util/graph_clone_by_node_subset.d.ts +5 -2
  166. package/src/core/model/node-graph/util/graph_clone_by_node_subset.d.ts.map +1 -1
  167. package/src/core/model/node-graph/util/graph_clone_by_node_subset.js +2 -1
  168. package/src/core/model/node-graph/util/graph_collect_connections_amongst_nodes.d.ts +5 -2
  169. package/src/core/model/node-graph/util/graph_collect_connections_amongst_nodes.d.ts.map +1 -1
  170. package/src/core/model/node-graph/util/graph_collect_connections_amongst_nodes.js +2 -1
  171. package/src/core/primitives/Class.d.ts +15 -0
  172. package/src/core/primitives/Class.d.ts.map +1 -0
  173. package/src/core/primitives/Class.js +18 -0
  174. package/src/core/primitives/TypedArray.d.ts +15 -0
  175. package/src/core/primitives/TypedArray.d.ts.map +1 -0
  176. package/src/core/primitives/TypedArray.js +27 -0
  177. package/src/core/process/buildPromiseChain.d.ts +9 -4
  178. package/src/core/process/buildPromiseChain.d.ts.map +1 -1
  179. package/src/core/process/buildPromiseChain.js +4 -3
  180. package/src/core/process/executor/ConcurrentExecutor.d.ts +2 -0
  181. package/src/core/process/executor/ConcurrentExecutor.d.ts.map +1 -1
  182. package/src/core/process/executor/ConcurrentExecutor.js +5 -0
  183. package/src/core/process/task/Task.d.ts +17 -7
  184. package/src/core/process/task/Task.d.ts.map +1 -1
  185. package/src/core/process/task/Task.js +12 -6
  186. package/src/engine/Engine.d.ts +17 -7
  187. package/src/engine/Engine.d.ts.map +1 -1
  188. package/src/engine/Engine.js +9 -4
  189. package/src/engine/EngineConfiguration.d.ts +33 -9
  190. package/src/engine/EngineConfiguration.d.ts.map +1 -1
  191. package/src/engine/EngineConfiguration.js +22 -4
  192. package/src/engine/EngineHarness.d.ts +22 -10
  193. package/src/engine/EngineHarness.d.ts.map +1 -1
  194. package/src/engine/EngineHarness.js +13 -8
  195. package/src/engine/EntityCreator.d.ts +26 -11
  196. package/src/engine/EntityCreator.d.ts.map +1 -1
  197. package/src/engine/EntityCreator.js +16 -13
  198. package/src/engine/animation/EntityAnimation.d.ts +1 -1
  199. package/src/engine/animation/EntityAnimation.d.ts.map +1 -1
  200. package/src/engine/animation/curve/actionProcessorOperations/curveActions.d.ts +28 -18
  201. package/src/engine/animation/curve/actionProcessorOperations/curveActions.d.ts.map +1 -1
  202. package/src/engine/animation/curve/actionProcessorOperations/curveActions.js +9 -8
  203. package/src/engine/animation/curve/draw/build_plot_entity_from_array.d.ts +18 -8
  204. package/src/engine/animation/curve/draw/build_plot_entity_from_array.d.ts.map +1 -1
  205. package/src/engine/animation/curve/draw/build_plot_entity_from_array.js +8 -7
  206. package/src/engine/animation/curve/editor/CurveEditorView.d.ts +22 -11
  207. package/src/engine/animation/curve/editor/CurveEditorView.d.ts.map +1 -1
  208. package/src/engine/animation/curve/editor/CurveEditorView.js +7 -6
  209. package/src/engine/animation/curve/editor/DragHandler.d.ts +12 -7
  210. package/src/engine/animation/curve/editor/DragHandler.d.ts.map +1 -1
  211. package/src/engine/animation/curve/editor/DragHandler.js +4 -3
  212. package/src/engine/animation/curve/editor/KeyframeStateManager.d.ts +3 -2
  213. package/src/engine/animation/curve/editor/KeyframeStateManager.d.ts.map +1 -1
  214. package/src/engine/animation/curve/editor/canvas2dDrawWorldAxisLabels.d.ts +21 -10
  215. package/src/engine/animation/curve/editor/canvas2dDrawWorldAxisLabels.d.ts.map +1 -1
  216. package/src/engine/animation/curve/editor/canvas2dDrawWorldAxisLabels.js +10 -9
  217. package/src/engine/animation/curve/editor/canvas2dPlotCurveLine.d.ts +20 -9
  218. package/src/engine/animation/curve/editor/canvas2dPlotCurveLine.d.ts.map +1 -1
  219. package/src/engine/animation/curve/editor/canvas2dPlotCurveLine.js +9 -8
  220. package/src/engine/animation/curve/editor/canvas2dPlotCurvePoints.d.ts +15 -7
  221. package/src/engine/animation/curve/editor/canvas2dPlotCurvePoints.d.ts.map +1 -1
  222. package/src/engine/animation/curve/editor/canvas2dPlotCurvePoints.js +7 -6
  223. package/src/engine/animation/curve/editor/createKeyframeDraggableAspect.d.ts +39 -18
  224. package/src/engine/animation/curve/editor/createKeyframeDraggableAspect.d.ts.map +1 -1
  225. package/src/engine/animation/curve/editor/createKeyframeDraggableAspect.js +18 -17
  226. package/src/engine/animation/curve/editor/createPanTool.d.ts +13 -5
  227. package/src/engine/animation/curve/editor/createPanTool.d.ts.map +1 -1
  228. package/src/engine/animation/curve/editor/createPanTool.js +5 -4
  229. package/src/engine/animation/curve/editor/createSelectionBoxTool.d.ts +19 -8
  230. package/src/engine/animation/curve/editor/createSelectionBoxTool.d.ts.map +1 -1
  231. package/src/engine/animation/curve/editor/createSelectionBoxTool.js +8 -7
  232. package/src/engine/animation/keyed2/AnimationTrackPlayback.d.ts +6 -2
  233. package/src/engine/animation/keyed2/AnimationTrackPlayback.d.ts.map +1 -1
  234. package/src/engine/animation/keyed2/AnimationTrackPlayback.js +4 -0
  235. package/src/engine/animation/removeEntityGenericEffect.d.ts +13 -6
  236. package/src/engine/animation/removeEntityGenericEffect.d.ts.map +1 -1
  237. package/src/engine/animation/removeEntityGenericEffect.js +6 -5
  238. package/src/engine/animation/removeEntityWithMeshParticlesEffect.d.ts +11 -5
  239. package/src/engine/animation/removeEntityWithMeshParticlesEffect.d.ts.map +1 -1
  240. package/src/engine/animation/removeEntityWithMeshParticlesEffect.js +5 -4
  241. package/src/engine/asset/Asset.d.ts +6 -3
  242. package/src/engine/asset/Asset.d.ts.map +1 -1
  243. package/src/engine/asset/Asset.js +4 -1
  244. package/src/engine/asset/AssetManager.d.ts +42 -21
  245. package/src/engine/asset/AssetManager.d.ts.map +1 -1
  246. package/src/engine/asset/AssetManager.js +20 -12
  247. package/src/engine/asset/AssetRequest.d.ts +4 -2
  248. package/src/engine/asset/AssetRequest.d.ts.map +1 -1
  249. package/src/engine/asset/AssetRequest.js +5 -0
  250. package/src/engine/asset/AssetRequestScope.d.ts +1 -0
  251. package/src/engine/asset/AssetRequestScope.d.ts.map +1 -1
  252. package/src/engine/asset/AssetRequestScope.js +4 -0
  253. package/src/engine/asset/AssetTransformer.d.ts +7 -1
  254. package/src/engine/asset/AssetTransformer.d.ts.map +1 -1
  255. package/src/engine/asset/AssetTransformer.js +5 -0
  256. package/src/engine/asset/PendingAsset.d.ts +8 -0
  257. package/src/engine/asset/PendingAsset.d.ts.map +1 -1
  258. package/src/engine/asset/PendingAsset.js +6 -0
  259. package/src/engine/asset/loaders/ArrayBufferLoader.d.ts +6 -3
  260. package/src/engine/asset/loaders/ArrayBufferLoader.d.ts.map +1 -1
  261. package/src/engine/asset/loaders/ArrayBufferLoader.js +2 -1
  262. package/src/engine/asset/loaders/AssetLoader.d.ts +8 -2
  263. package/src/engine/asset/loaders/AssetLoader.d.ts.map +1 -1
  264. package/src/engine/asset/loaders/AssetLoader.js +5 -0
  265. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts +10 -0
  266. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts.map +1 -1
  267. package/src/engine/asset/loaders/image/ImageRGBADataLoader.d.ts +5 -2
  268. package/src/engine/asset/loaders/image/ImageRGBADataLoader.d.ts.map +1 -1
  269. package/src/engine/asset/loaders/image/ImageRGBADataLoader.js +2 -1
  270. package/src/engine/asset/preloader/AssetPreloader.d.ts +2 -1
  271. package/src/engine/asset/preloader/AssetPreloader.d.ts.map +1 -1
  272. package/src/engine/asset/preloader/AssetPreloader.js +4 -0
  273. package/src/engine/development/performance/MetricCollection.d.ts +11 -3
  274. package/src/engine/development/performance/MetricCollection.d.ts.map +1 -1
  275. package/src/engine/development/performance/MetricCollection.js +7 -2
  276. package/src/engine/ecs/Entity.d.ts +3 -2
  277. package/src/engine/ecs/Entity.d.ts.map +1 -1
  278. package/src/engine/ecs/Entity.js +9 -1
  279. package/src/engine/ecs/EntityComponentDataset.d.ts +8 -6
  280. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  281. package/src/engine/ecs/EntityComponentDataset.js +9 -0
  282. package/src/engine/ecs/EntityManager.d.ts +2 -1
  283. package/src/engine/ecs/EntityManager.d.ts.map +1 -1
  284. package/src/engine/ecs/EntityManager.js +5 -0
  285. package/src/engine/ecs/EntityObserver.d.ts +4 -0
  286. package/src/engine/ecs/EntityObserver.d.ts.map +1 -1
  287. package/src/engine/ecs/EntityObserver.js +4 -0
  288. package/src/engine/ecs/EntityReference.d.ts +4 -0
  289. package/src/engine/ecs/EntityReference.d.ts.map +1 -1
  290. package/src/engine/ecs/EntityReference.js +4 -0
  291. package/src/engine/ecs/System.d.ts +11 -2
  292. package/src/engine/ecs/System.d.ts.map +1 -1
  293. package/src/engine/ecs/System.js +6 -0
  294. package/src/engine/ecs/async/WorkerSystem.d.ts +10 -0
  295. package/src/engine/ecs/async/WorkerSystem.d.ts.map +1 -1
  296. package/src/engine/ecs/dynamic_actions/actions/definition/SpeakLineActionDescription.d.ts +7 -3
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  1574. package/src/view/tooltip/gml/compiler/GMLReferenceCompiler.d.ts +10 -0
  1575. package/src/view/tooltip/gml/compiler/GMLReferenceCompiler.d.ts.map +1 -1
  1576. package/src/view/tooltip/gml/compiler/GMLReferenceCompiler.js +7 -0
  1577. package/src/view/util/DomSizeObserver.d.ts +9 -2
  1578. package/src/view/util/DomSizeObserver.d.ts.map +1 -1
  1579. package/src/view/util/DomSizeObserver.js +6 -1
  1580. package/src/shade/renderer/geometry/virtual/format/prototypeVGEOFormatViewer.d.ts +0 -395
  1581. package/src/shade/renderer/geometry/virtual/format/prototypeVGEOFormatViewer.d.ts.map +0 -1
  1582. package/src/shade/renderer/particles/ParticleRenderMode.d.ts +0 -19
  1583. package/src/shade/renderer/particles/ParticleRenderMode.d.ts.map +0 -1
  1584. package/src/shade/renderer/particles/ParticleRenderMode.js +0 -33
  1585. package/src/shade/renderer/particles/graph_particles_billboard.d.ts +0 -37
  1586. package/src/shade/renderer/particles/graph_particles_billboard.d.ts.map +0 -1
  1587. package/src/shade/renderer/particles/graph_particles_billboard.js +0 -93
  1588. package/src/shade/renderer/particles/sort/graph_particle_sort.d.ts +0 -55
  1589. package/src/shade/renderer/particles/sort/graph_particle_sort.d.ts.map +0 -1
  1590. package/src/shade/renderer/particles/sort/graph_particle_sort.js +0 -130
  1591. package/src/shade/renderer/particles/sort/particle_counting_sort.d.ts +0 -26
  1592. package/src/shade/renderer/particles/sort/particle_counting_sort.d.ts.map +0 -1
  1593. package/src/shade/renderer/particles/sort/particle_counting_sort.js +0 -51
  1594. package/src/shade/renderer/particles/sort/shader_particle_sort.d.ts +0 -14
  1595. package/src/shade/renderer/particles/sort/shader_particle_sort.d.ts.map +0 -1
  1596. package/src/shade/renderer/particles/sort/shader_particle_sort.js +0 -223
@@ -6,9 +6,9 @@ import { AVBOIT_OCCUPANCY_SETTINGS_STRUCT } from "../rasterize/native/avboit/sha
6
6
  import { STATIC_GRAPHICS_ENGINE_ASSETS } from "../STATIC_GRAPHICS_ENGINE_ASSETS.js";
7
7
  import { shader_particle_avboit_occupancy } from "./shaders/shader_particle_avboit_occupancy.js";
8
8
  import {
9
- PARTICLE_AVBOIT_DRAW_ALPHA_PIPELINE,
10
- PARTICLE_AVBOIT_DRAW_ADDITIVE_PIPELINE,
11
- PARTICLE_AVBOIT_DRAW_GENERAL_PIPELINE,
9
+ PARTICLE_AVBOIT_DRAW_ALPHA_PIPELINE,
10
+ PARTICLE_AVBOIT_DRAW_ADDITIVE_PIPELINE,
11
+ PARTICLE_AVBOIT_DRAW_GENERAL_PIPELINE,
12
12
  PARTICLE_AVBOIT_DRAW_RESOURCES,
13
13
  } from "./shaders/shader_particle_avboit_draw.js";
14
14
  import {
@@ -26,9 +26,9 @@ import {
26
26
  * GPU-driven: the draws are `drawIndirect` over the GPU's own alive count, and the occupancy walks
27
27
  * the emitter table's pages. Nothing here knows how many particles there are.
28
28
  *
29
- * Order does not matter to any of them — the volume and the accumulators are order-independent — so
30
- * the depth sort the standalone billboard draw needs is not run for this path, and its buffers are
31
- * never made. That is what {@link ParticleRenderMode.AVBOIT} means.
29
+ * Order does not matter to any of them: the volume and the accumulators are sums, so no arrangement
30
+ * of the draw changes a pixel. That is why the particles are never depth-sorted — the alive list
31
+ * comes off the simulation compacted, and it is drawn as it stands.
32
32
  */
33
33
 
34
34
  /** The accumulators' view: one mip, the one the frame draws into. */
@@ -270,7 +270,7 @@ export function graph_particle_avboit_draw({
270
270
  // allowed because the attachment is read-only.
271
271
  const pass_encoder = encoder.constructRenderPass({
272
272
  label: "Particle AVBOIT Draw",
273
- pipeline: PARTICLE_AVBOIT_DRAW_ALPHA_PIPELINE,
273
+ pipeline: PARTICLE_AVBOIT_DRAW_ALPHA_PIPELINE,
274
274
  bindings,
275
275
  colorAttachments: [
276
276
  attachment(data.color),
@@ -283,15 +283,15 @@ export function graph_particle_avboit_draw({
283
283
  depthReadOnly: true,
284
284
  },
285
285
  });
286
- // All three use the alive list; their vertex stages select disjoint particle groups.
287
- // Premultiplied particles can both cover and emit, so they retain the general pipeline.
288
- const args = resources.get(data.draw_args);
289
- pass_encoder.drawIndirect(args, 0);
290
- pass_encoder.setPipeline(graphics.render_pipelines.obtain(PARTICLE_AVBOIT_DRAW_ADDITIVE_PIPELINE));
291
- pass_encoder.drawIndirect(args, 0);
292
- pass_encoder.setPipeline(graphics.render_pipelines.obtain(PARTICLE_AVBOIT_DRAW_GENERAL_PIPELINE));
293
- pass_encoder.drawIndirect(args, 0);
294
- pass_encoder.end();
286
+ // All three use the alive list; their vertex stages select disjoint particle groups.
287
+ // Premultiplied particles can both cover and emit, so they retain the general pipeline.
288
+ const args = resources.get(data.draw_args);
289
+ pass_encoder.drawIndirect(args, 0);
290
+ pass_encoder.setPipeline(graphics.render_pipelines.obtain(PARTICLE_AVBOIT_DRAW_ADDITIVE_PIPELINE));
291
+ pass_encoder.drawIndirect(args, 0);
292
+ pass_encoder.setPipeline(graphics.render_pipelines.obtain(PARTICLE_AVBOIT_DRAW_GENERAL_PIPELINE));
293
+ pass_encoder.drawIndirect(args, 0);
294
+ pass_encoder.end();
295
295
  }
296
296
 
297
297
  const pass_data = {};
@@ -75,13 +75,13 @@ export class EmitterRegistry {
75
75
  * The emitter table.
76
76
  * @returns {GPUTypedTable}
77
77
  */
78
- get table(): GPUTypedTable;
78
+ get table(): import("../../buffer/table/GPUTypedTable.js").GPUTypedTable<any>;
79
79
  /**
80
80
  * The GPU-owned state table: one row per emitter, at the emitter's row, claimed and released
81
81
  * here and otherwise the GPU's.
82
82
  * @returns {GPUTypedTable}
83
83
  */
84
- get state_table(): GPUTypedTable;
84
+ get state_table(): import("../../buffer/table/GPUTypedTable.js").GPUTypedTable<any>;
85
85
  /**
86
86
  * @returns {number} number of live emitters
87
87
  */
@@ -214,6 +214,7 @@ export class EmitterRegistry {
214
214
  build_program(): Uint32Array;
215
215
  #private;
216
216
  }
217
+ export type GPUTypedTable = import("../../buffer/table/GPUTypedTable.js").GPUTypedTable<any>;
217
218
  import { GPUDatabase } from "../../buffer/table/GPUDatabase.js";
218
219
  import { ProgramHeap } from "./ProgramHeap.js";
219
220
  import { ParticleEmitter } from "./ParticleEmitter.js";
@@ -1 +1 @@
1
- {"version":3,"file":"EmitterRegistry.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/runtime/EmitterRegistry.js"],"names":[],"mappings":"AAsBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AACH;IA8EI;;OAEG;IACH,+BASC;IAxFD;;OAEG;IACH,UAFU,WAAW,CAEZ;IAET;;;OAGG;IACH,UAFU,WAAW,CAEQ;IAE7B;;;OAGG;IACH,4BAFU,MAAM,CAEe;IAE/B;;;OAGG;IACH,UAFU,eAAe,EAAE,CAEb;IAEd;;;;;OAKG;IACH,QAFU,eAAe,EAAE,CAEf;IAEZ;;;;;;;;;;OAUG;IACH,8BAEC;IA8CD;;;OAGG;IACH,2BAEC;IAED;;;;OAIG;IACH,iCAEC;IAED;;OAEG;IACH,oBAEC;IAED;;;OAGG;IACH,4BAEC;IAED;;;;;OAKG;IACH,kCAEC;IAED;;;;;;;OAOG;IACH,iCAEC;IAED;;;;;;;;;OASG;IACH,iBAHW,eAAe,GACb,yBAAyB,GAAC,SAAS,CAI/C;IAED;;;;;;;;OAQG;IACH,YANW,eAAe,GAAC,MAAM,kBAEtB,MAAM,GAEJ,eAAe,CA+B3B;IAED;;;;;;;;;;;;;OAaG;IACH,gBAFW,eAAe,QA6BzB;IAED;;;;;;;;;;;;;;;OAeG;IACH,qBAHW,eAAe,WACf,OAAO,2BAA2B,EAAE,eAAe,QA0B7D;IAED;;;;;OAKG;IACH,SAHW,MAAM,GACJ,eAAe,GAAC,SAAS,CAIrC;IAED;;;;;;OAMG;IACH,2BAHW,eAAe,iBACf,MAAM,QAehB;IAED;;;;;;;;;OASG;IACH,0BAHW,eAAe,UACf,UAAU,MAAM,CAAC,QAoB3B;IAED;;;;;;;;;;;;;OAaG;IACH,cA4BC;IAED;;;;;;;;;OASG;IACH,iBAFa,WAAW,CAMvB;;CACJ;4BAzc2B,mCAAmC;4BAYnC,kBAAkB;gCADd,sBAAsB;0CADZ,gCAAgC"}
1
+ {"version":3,"file":"EmitterRegistry.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/runtime/EmitterRegistry.js"],"names":[],"mappings":"AA0BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AACH;IA8EI;;OAEG;IACH,+BASC;IAxFD;;OAEG;IACH,UAFU,WAAW,CAEZ;IAET;;;OAGG;IACH,UAFU,WAAW,CAEQ;IAE7B;;;OAGG;IACH,4BAFU,MAAM,CAEe;IAE/B;;;OAGG;IACH,UAFU,eAAe,EAAE,CAEb;IAEd;;;;;OAKG;IACH,QAFU,eAAe,EAAE,CAEf;IAEZ;;;;;;;;;;OAUG;IACH,8BAEC;IA8CD;;;OAGG;IACH,8EAEC;IAED;;;;OAIG;IACH,oFAEC;IAED;;OAEG;IACH,oBAEC;IAED;;;OAGG;IACH,4BAEC;IAED;;;;;OAKG;IACH,kCAEC;IAED;;;;;;;OAOG;IACH,iCAEC;IAED;;;;;;;;;OASG;IACH,iBAHW,eAAe,GACb,yBAAyB,GAAC,SAAS,CAI/C;IAED;;;;;;;;OAQG;IACH,YANW,eAAe,GAAC,MAAM,kBAEtB,MAAM,GAEJ,eAAe,CA+B3B;IAED;;;;;;;;;;;;;OAaG;IACH,gBAFW,eAAe,QA6BzB;IAED;;;;;;;;;;;;;;;OAeG;IACH,qBAHW,eAAe,WACf,OAAO,2BAA2B,EAAE,eAAe,QA0B7D;IAED;;;;;OAKG;IACH,SAHW,MAAM,GACJ,eAAe,GAAC,SAAS,CAIrC;IAED;;;;;;OAMG;IACH,2BAHW,eAAe,iBACf,MAAM,QAehB;IAED;;;;;;;;;OASG;IACH,0BAHW,eAAe,UACf,UAAU,MAAM,CAAC,QAoB3B;IAED;;;;;;;;;;;;;OAaG;IACH,cA4BC;IAED;;;;;;;;;OASG;IACH,iBAFa,WAAW,CAMvB;;CACJ;;4BA7c2B,mCAAmC;4BAYnC,kBAAkB;gCADd,sBAAsB;0CADZ,gCAAgC"}
@@ -13,6 +13,10 @@ import { GPUParticleEmitterContext } from "./GPUParticleEmitterContext.js";
13
13
  import { ParticleEmitter } from "./ParticleEmitter.js";
14
14
  import { ProgramHeap } from "./ProgramHeap.js";
15
15
 
16
+ /**
17
+ * @typedef {import("../../buffer/table/GPUTypedTable.js").GPUTypedTable} GPUTypedTable
18
+ */
19
+
16
20
  /**
17
21
  * Staging for one emitter row. Reused across every write — the table serializes it into its page
18
22
  * shadow synchronously, so nothing outlives the call. This is what keeps a frame's flush free of
@@ -61,13 +65,13 @@ export class EmitterRegistry {
61
65
  * Packed instruction + constant buffers for every distinct program in the set.
62
66
  * @type {ProgramHeap}
63
67
  */
64
- programs = new ProgramHeap();
65
-
66
- /**
67
- * Changes when a live emitter moves to different bytecode; invalidates simulation grouping.
68
- * @type {number}
69
- */
70
- program_assignment_version = 0;
68
+ programs = new ProgramHeap();
69
+
70
+ /**
71
+ * Changes when a live emitter moves to different bytecode; invalidates simulation grouping.
72
+ * @type {number}
73
+ */
74
+ program_assignment_version = 0;
71
75
 
72
76
  /**
73
77
  * The live emitters, in no particular order — the row in {@link context} is the identity.
@@ -226,8 +230,8 @@ export class EmitterRegistry {
226
230
 
227
231
  const context = new GPUParticleEmitterContext();
228
232
 
229
- context.placement = this.programs.acquire(emitter.program);
230
- context.program = emitter.program;
233
+ context.placement = this.programs.acquire(emitter.program);
234
+ context.program = emitter.program;
231
235
 
232
236
  context.generation = this.#generation;
233
237
  this.#generation = particle_generation_next(this.#generation);
@@ -287,8 +291,8 @@ export class EmitterRegistry {
287
291
 
288
292
  this.programs.release(context.placement);
289
293
 
290
- context.placement = null;
291
- context.program = null;
294
+ context.placement = null;
295
+ context.program = null;
292
296
 
293
297
  this.#contexts.delete(emitter);
294
298
  }
@@ -323,12 +327,12 @@ export class EmitterRegistry {
323
327
  // unpacks it nor gives it a new id
324
328
  context.placement = this.programs.acquire(program);
325
329
 
326
- emitter.program = program;
327
- context.program = program;
328
-
329
- if (context.placement !== previous) {
330
- this.program_assignment_version++;
331
- }
330
+ emitter.program = program;
331
+ context.program = program;
332
+
333
+ if (context.placement !== previous) {
334
+ this.program_assignment_version++;
335
+ }
332
336
 
333
337
  this.programs.release(previous);
334
338
 
@@ -411,16 +415,16 @@ export class EmitterRegistry {
411
415
  * Stages through the one module-static record, so a frame's restaging allocates nothing however
412
416
  * many rows it touches.
413
417
  */
414
- flush() {
415
- const table = this.table;
416
-
417
- // Reconcile plain-field edits before checking relocation: an acquire can repack the heap
418
- // and move placements of rows we would otherwise have already staged.
419
- for (const [emitter, context] of this.#contexts) {
420
- if (emitter.program !== context.program) {
421
- this.set_program(emitter, emitter.program);
422
- }
423
- }
418
+ flush() {
419
+ const table = this.table;
420
+
421
+ // Reconcile plain-field edits before checking relocation: an acquire can repack the heap
422
+ // and move placements of rows we would otherwise have already staged.
423
+ for (const [emitter, context] of this.#contexts) {
424
+ if (emitter.program !== context.program) {
425
+ this.set_program(emitter, emitter.program);
426
+ }
427
+ }
424
428
 
425
429
  const placement_version = this.programs.placement_version;
426
430
 
@@ -198,11 +198,11 @@ export class ParticleEmitter extends Node3D {
198
198
  * Bind render channels to per-particle attributes of this emitter's effect, by attribute name.
199
199
  * Channels left out of `channels` keep whatever they had; a channel that was never bound stays
200
200
  * at {@link EMITTER_ATTRIBUTE_ABSENT}, which the passes read as "this emitter has no such
201
- * attribute" — the render pass substitutes a default, the sort pass treats the particle as
202
- * being at the origin.
201
+ * attribute" — the passes that draw substitute a default, and the bounds pass treats the
202
+ * particle as being at the origin.
203
203
  *
204
- * The record stores word offsets rather than names because that is what the render and sort
205
- * passes index a particle record with; resolving here is the only place a name is involved.
204
+ * The record stores word offsets rather than names because that is what those passes index a
205
+ * particle record with; resolving here is the only place a name is involved.
206
206
  *
207
207
  * @param {Object<string,string>} channels channel name (see {@link EMITTER_RENDER_CHANNELS}) ->
208
208
  * attribute name in the effect's layout
@@ -192,11 +192,11 @@ export class ParticleEmitter extends Node3D {
192
192
  * Bind render channels to per-particle attributes of this emitter's effect, by attribute name.
193
193
  * Channels left out of `channels` keep whatever they had; a channel that was never bound stays
194
194
  * at {@link EMITTER_ATTRIBUTE_ABSENT}, which the passes read as "this emitter has no such
195
- * attribute" — the render pass substitutes a default, the sort pass treats the particle as
196
- * being at the origin.
195
+ * attribute" — the passes that draw substitute a default, and the bounds pass treats the
196
+ * particle as being at the origin.
197
197
  *
198
- * The record stores word offsets rather than names because that is what the render and sort
199
- * passes index a particle record with; resolving here is the only place a name is involved.
198
+ * The record stores word offsets rather than names because that is what those passes index a
199
+ * particle record with; resolving here is the only place a name is involved.
200
200
  *
201
201
  * @param {Object<string,string>} channels channel name (see {@link EMITTER_RENDER_CHANNELS}) ->
202
202
  * attribute name in the effect's layout
@@ -57,10 +57,10 @@ fn particle_avboit_contribution(
57
57
  if (coverage <= 0.0) {
58
58
  /*
59
59
  Covers nothing: an additive emitter, or a premultiplied sprite with no alpha, which the
60
- billboard pipeline blends the same way. It is dimmed by the fog in front of it, but it does
61
- not carry the fog's own in-scatter: the scene it draws over already has that composited in,
62
- and the resolve adds emission outside the normalization that would otherwise take the
63
- duplicate away. Carrying it would add one copy of the fog per fragment.
60
+ blended billboard pipeline blends the same way. It is dimmed by the fog in front of it,
61
+ but it does not carry the fog's own in-scatter: the scene it draws over already has that
62
+ composited in, and the resolve adds emission outside the normalization that would otherwise
63
+ take the duplicate away. Carrying it would add one copy of the fog per fragment.
64
64
  */
65
65
  out.color = vec4<f32>(0.0);
66
66
  out.norm = vec4<f32>(0.0);
@@ -1,14 +1,15 @@
1
1
  /**
2
- * The billboard vertex stage, shared by every pass that rasterizes particles: the standalone
3
- * renderer, and the AVBOIT splat and draw. One instance per particle, six vertices per instance;
4
- * the instance indexes the slot list, the vertex picks a quad corner, and the corner is expanded
5
- * per the emitter's projection mode and projected with the camera.
2
+ * The billboard vertex stage, shared by every pass that rasterizes particles: the AVBOIT splat and
3
+ * draw, and the blended pipeline `particular` draws its CPU-simulated particles with. One instance
4
+ * per particle, six vertices per instance; the instance indexes the slot list, the vertex picks a
5
+ * quad corner, and the corner is expanded per the emitter's projection mode and projected with the
6
+ * camera.
6
7
  *
7
8
  * The enclosing shader binds `camera` (`CAMERA_UNIFORM_STRUCT`), `pool` and `emitter_database`
8
9
  * (`array<u32>`) and `draw_list` (the slot list, `array<u32>`) under those names; this reads them
9
10
  * directly, the way `sample_volumetrics` reads its textures. Which list that is, is the caller's
10
- * choice: the standalone path binds the depth-sorted one because a blended draw needs order, the
11
- * AVBOIT passes bind the alive list because the volume makes order irrelevant.
11
+ * choice: the AVBOIT passes bind the GPU system's alive list as it comes off compaction, because
12
+ * the volume and the accumulators are sums and no ordering would change a pixel.
12
13
  *
13
14
  * `view_depth` is the vertex's own view-space depth, interpolated across the quad — the depth the
14
15
  * AVBOIT passes place the fragment at.
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_particle_billboard_vertex.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_billboard_vertex.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;GAgBG;AACH,8CAFU,SAAS,CAuE6D;0BA7FtD,oCAAoC"}
1
+ {"version":3,"file":"chunk_particle_billboard_vertex.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_billboard_vertex.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;;GAiBG;AACH,8CAFU,SAAS,CAuE6D;0BA9FtD,oCAAoC"}
@@ -6,16 +6,17 @@ import { chunk_particle_header } from "../data/particle_header.js";
6
6
  import { chunk_particle_render_math } from "./chunk_particle_render_math.js";
7
7
 
8
8
  /**
9
- * The billboard vertex stage, shared by every pass that rasterizes particles: the standalone
10
- * renderer, and the AVBOIT splat and draw. One instance per particle, six vertices per instance;
11
- * the instance indexes the slot list, the vertex picks a quad corner, and the corner is expanded
12
- * per the emitter's projection mode and projected with the camera.
9
+ * The billboard vertex stage, shared by every pass that rasterizes particles: the AVBOIT splat and
10
+ * draw, and the blended pipeline `particular` draws its CPU-simulated particles with. One instance
11
+ * per particle, six vertices per instance; the instance indexes the slot list, the vertex picks a
12
+ * quad corner, and the corner is expanded per the emitter's projection mode and projected with the
13
+ * camera.
13
14
  *
14
15
  * The enclosing shader binds `camera` (`CAMERA_UNIFORM_STRUCT`), `pool` and `emitter_database`
15
16
  * (`array<u32>`) and `draw_list` (the slot list, `array<u32>`) under those names; this reads them
16
17
  * directly, the way `sample_volumetrics` reads its textures. Which list that is, is the caller's
17
- * choice: the standalone path binds the depth-sorted one because a blended draw needs order, the
18
- * AVBOIT passes bind the alive list because the volume makes order irrelevant.
18
+ * choice: the AVBOIT passes bind the GPU system's alive list as it comes off compaction, because
19
+ * the volume and the accumulators are sums and no ordering would change a pixel.
19
20
  *
20
21
  * `view_depth` is the vertex's own view-space depth, interpolated across the quad — the depth the
21
22
  * AVBOIT passes place the fragment at.
@@ -1,8 +1,9 @@
1
1
  /**
2
- * Pluggable lighting hook for the billboard fragment shader. `particle_apply_lighting(color, world, normal)`
3
- * returns the lit colour; the default is a pass-through (unlit / emissive).
2
+ * Pluggable lighting hook for every particle fragment shader — the AVBOIT draw and the blended
3
+ * billboard pipeline alike. `particle_apply_lighting(color, world, normal)` returns the lit colour;
4
+ * the default is a pass-through (unlit / emissive).
4
5
  *
5
- * The production feature swaps this for a chunk that binds
6
+ * A caller swaps this for a chunk that binds
6
7
  * {@link ../../deferred/SHADING_LIGHT_RESOURCE_GROUP.js} and calls `shade_standard_material_direct` + IBL —
7
8
  * i.e. billboards reuse the exact same lighting path as opaque surfaces when an emitter opts in via
8
9
  * its `lighting` flag. Keeping it a hook means unlit emitters compile without pulling in the whole
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_particle_lighting.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_lighting.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;GAWG;AACH,4CAFU,SAAS,CAQhB;0BApBuB,oCAAoC"}
1
+ {"version":3,"file":"chunk_particle_lighting.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_lighting.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;GAYG;AACH,4CAFU,SAAS,CAQhB;0BArBuB,oCAAoC"}
@@ -1,10 +1,11 @@
1
1
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
2
 
3
3
  /**
4
- * Pluggable lighting hook for the billboard fragment shader. `particle_apply_lighting(color, world, normal)`
5
- * returns the lit colour; the default is a pass-through (unlit / emissive).
4
+ * Pluggable lighting hook for every particle fragment shader — the AVBOIT draw and the blended
5
+ * billboard pipeline alike. `particle_apply_lighting(color, world, normal)` returns the lit colour;
6
+ * the default is a pass-through (unlit / emissive).
6
7
  *
7
- * The production feature swaps this for a chunk that binds
8
+ * A caller swaps this for a chunk that binds
8
9
  * {@link ../../deferred/SHADING_LIGHT_RESOURCE_GROUP.js} and calls `shade_standard_material_direct` + IBL —
9
10
  * i.e. billboards reuse the exact same lighting path as opaque surfaces when an emitter opts in via
10
11
  * its `lighting` flag. Keeping it a hook means unlit emitters compile without pulling in the whole
@@ -1,6 +1,6 @@
1
1
  /**
2
- * Pure render-math helpers for the billboard renderer, kept separate so they can be unit-tested in
3
- * isolation (they take no bindings):
2
+ * Pure render-math helpers shared by every pass that draws a particle, kept separate so they can be
3
+ * unit-tested in isolation (they take no bindings):
4
4
  *
5
5
  * - `particle_billboard_offset` — expand a quad corner into a world-space offset for each projection
6
6
  * / orientation mode (camera-facing, velocity-stretched, ground-aligned, axis-locked, world).
@@ -2,8 +2,8 @@ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
2
  import { EMITTER_BLEND, EMITTER_PROJECTION } from "../data/PARTICLE_EMITTER_STRUCT.js";
3
3
 
4
4
  /**
5
- * Pure render-math helpers for the billboard renderer, kept separate so they can be unit-tested in
6
- * isolation (they take no bindings):
5
+ * Pure render-math helpers shared by every pass that draws a particle, kept separate so they can be
6
+ * unit-tested in isolation (they take no bindings):
7
7
  *
8
8
  * - `particle_billboard_offset` — expand a quad corner into a world-space offset for each projection
9
9
  * / orientation mode (camera-facing, velocity-stretched, ground-aligned, axis-locked, world).
@@ -120,16 +120,16 @@ fn particle_atlas_uv(local_uv : vec2<f32>, region : vec4<f32>, flipbook : vec2<f
120
120
 
121
121
  // Soft-particle fade: 0 when the particle is at/behind the scene surface, ramping to 1 across
122
122
  // fade_range in view-space units. A non-positive scene depth means background (no fade).
123
- fn particle_soft_fade(scene_view_depth : f32, particle_view_depth : f32, fade_range : f32) -> f32 {
123
+ fn particle_soft_fade(scene_view_depth : f32, particle_view_depth : f32, fade_range : f32) -> f32 {
124
124
  if (scene_view_depth <= 0.0) { return 1.0; }
125
125
  return smoothstep(0.0, max(fade_range, 1e-4), scene_view_depth - particle_view_depth);
126
- }
127
-
128
- // Premultiplied RGB already includes coverage, so fading it must scale both parts of the pair.
129
- fn particle_fade_color(color : vec4<f32>, blend : u32, fade : f32) -> vec4<f32> {
130
- if (blend == PARTICLE_BLEND_PREMULTIPLIED) { return color * fade; }
131
- return vec4<f32>(color.rgb, color.a * fade);
132
- }
126
+ }
127
+
128
+ // Premultiplied RGB already includes coverage, so fading it must scale both parts of the pair.
129
+ fn particle_fade_color(color : vec4<f32>, blend : u32, fade : f32) -> vec4<f32> {
130
+ if (blend == PARTICLE_BLEND_PREMULTIPLIED) { return color * fade; }
131
+ return vec4<f32>(color.rgb, color.a * fade);
132
+ }
133
133
 
134
134
  // Produce the premultiplied colour the single blend pipeline expects.
135
135
  fn particle_premultiply(color : vec4<f32>, blend : u32) -> vec4<f32> {
@@ -26,9 +26,9 @@ import { chunk_particle_lighting_unlit } from "./chunk_particle_lighting.js";
26
26
  * (`avboit_draw_fragment_body`). The particle counterpart of `shader_avboit_draw_ibl`.
27
27
  *
28
28
  * Per fragment: the atlas sample times the particle colour, the soft-depth fade against the scene
29
- * depth and the lighting hook exactly as the standalone renderer applies them, the volumetric fog
30
- * composite exactly as the mesh draw applies it, then the transmittance of everything in front from
31
- * the integral texture — and a fragment the volume already calls extinct is discarded unshaded.
29
+ * depth and the lighting hook, the volumetric fog composite exactly as the mesh draw applies it,
30
+ * then the transmittance of everything in front from the integral texture — and a fragment the
31
+ * volume already calls extinct is discarded unshaded.
32
32
  *
33
33
  * What is written depends on how the particle blends:
34
34
  *
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_avboit_splat.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_avboit_splat.js"],"names":[],"mappings":"AAoBA;;;;GAIG;AACH,sDAFU,MAAM,CAEyC;AAqGzD;;;GAGG;AACH,6CAFU,wBAAwB,CAY/B;AAEH,8FAA8F;AAC9F,0EAAyD;AAEzD,mDAAmD;AACnD,4DAAuD;yCAjJd,iEAAiE;4CAY9D,sDAAsD;iCAFjE,kCAAkC"}
1
+ {"version":3,"file":"shader_particle_avboit_splat.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_avboit_splat.js"],"names":[],"mappings":"AAoBA;;;;GAIG;AACH,sDAFU,MAAM,CAEyC;AAsGzD;;;GAGG;AACH,6CAFU,wBAAwB,CAY/B;AAEH,8FAA8F;AAC9F,0EAAyD;AAEzD,mDAAmD;AACnD,4DAAuD;yCAlJd,iEAAiE;4CAY9D,sDAAsD;iCAFjE,kCAAkC"}
@@ -37,7 +37,8 @@ export const PARTICLE_AVBOIT_SPLAT_BIND_GROUP_VOLUME = 1;
37
37
  * Depth is the fragment's own view depth, from the vertex stage, through curve → warp → physical
38
38
  * and the two-slice linear splat. No depth attachment, for the reason the meshlet splat has none.
39
39
  *
40
- * The `draw_list` this binds is the alive list, unsorted: the volume does not care about order.
40
+ * The `draw_list` this binds is the alive list as compaction left it. The volume is a sum, so
41
+ * there is no order for it to be in.
41
42
  */
42
43
 
43
44
  const resources = new ShaderResourceSetDescriptor();
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_finalize.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_finalize.js"],"names":[],"mappings":"AAqCA,2DAgBG;AAaH,2DAmCG;;8BAnG2B,+BAA+B;iDAIZ,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_finalize.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_finalize.js"],"names":[],"mappings":"AAoCA,2DAeG;AAaH,2DAkCG;;8BAhG2B,+BAA+B;iDAIZ,+BAA+B"}
@@ -9,25 +9,24 @@ import { PARTICLE_SIMULATE_WORKGROUP_SIZE } from "./shader_particle_simulate.js"
9
9
  /**
10
10
  * Small housekeeping passes that keep the pipeline GPU-driven:
11
11
  *
12
- * - {@link shader_particle_reset_counters} — zero the alive / sorted / sim-padded counters at the
13
- * top of the frame (the dead count and the ALIVE_IN snapshot persist across frames), and seed the
12
+ * - {@link shader_particle_reset_counters} — zero the alive and sim-padded counters at the top of
13
+ * the frame (the dead count and the ALIVE_IN snapshot persist across frames), and seed the
14
14
  * frame's spawn budget from the dead count.
15
15
  * - {@link shader_particle_build_indirect} — turn the frame's two final counts into next frame's
16
16
  * input contract: (a) snapshot the coherence pass's padded list length into
17
17
  * {@link PARTICLE_COUNTER.ALIVE_IN} — the exact input length for NEXT frame's simulate, (b) write
18
18
  * the indirect dispatch args next frame's simulate consumes, from that SAME value, and (c) write
19
- * the indirect draw args for THIS frame's billboard render, from the alive count. Nothing
20
- * round-trips to the CPU. Sizing the dispatch or draw from a stale CPU readback instead is a
21
- * correctness bug: when the alive count grows the tail of the list is never simulated (slots leak
22
- * into limbo), and when it shrinks stale entries beyond the written range get re-simulated — a
23
- * dead slot is pushed to the free list twice and later popped twice, leaving two live particles
24
- * sharing one record.
19
+ * the indirect draw args for THIS frame's draws, from the alive count. Nothing round-trips to the
20
+ * CPU. Sizing the dispatch or draw from a stale CPU readback instead is a correctness bug: when
21
+ * the alive count grows the tail of the list is never simulated (slots leak into limbo), and when
22
+ * it shrinks stale entries beyond the written range get re-simulated — a dead slot is pushed to
23
+ * the free list twice and later popped twice, leaving two live particles sharing one record.
25
24
  *
26
25
  * The two lengths are deliberately different quantities and must not be conflated. Simulate consumes
27
- * the SIMULATION order: the program-coherent list from `../coherence/`, padded so no wave spans two
28
- * VM programs, and therefore longer than the alive count and always a whole number of workgroups.
29
- * The billboard draw consumes the RENDER order: one instance per live particle, unpadded — a
30
- * padding entry drawn as an instance would read a garbage record.
26
+ * the program-coherent list from `../coherence/`, padded so no wave spans two VM programs, and
27
+ * therefore longer than the alive count and always a whole number of workgroups. The draws consume
28
+ * the alive list: one instance per live particle, unpadded — a padding entry drawn as an instance
29
+ * would read a garbage record.
31
30
  */
32
31
 
33
32
  // --- reset ---
@@ -43,7 +42,6 @@ export const shader_particle_reset_counters = ComputeShader.from({
43
42
  @compute @workgroup_size(1, 1, 1)
44
43
  fn main() {
45
44
  atomicStore(&counters[${PARTICLE_COUNTER.ALIVE}u], 0u);
46
- atomicStore(&counters[${PARTICLE_COUNTER.SORTED}u], 0u);
47
45
  atomicStore(&counters[${PARTICLE_COUNTER.SIM_PADDED}u], 0u);
48
46
 
49
47
  // This frame's spawn budget is the free list as it stands: the emitter tick pass takes from it
@@ -90,9 +88,8 @@ fn main() {
90
88
  dispatch_args[1] = 1u;
91
89
  dispatch_args[2] = 1u;
92
90
 
93
- // Instanced billboard draw (consumed THIS frame): 6 verts per particle, one instance per alive.
94
- // The render list is the unpadded one — an instance per padding entry would read a garbage
95
- // record.
91
+ // Instanced draw (consumed THIS frame): 6 verts per particle, one instance per alive. The draw
92
+ // walks the unpadded alive list — an instance per padding entry would read a garbage record.
96
93
  draw_args[0] = 6u;
97
94
  draw_args[1] = alive;
98
95
  draw_args[2] = 0u;
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_render.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_render.js"],"names":[],"mappings":"AA6FA;;;;;;;;;GASG;AACH;IAP4B,YAAY,GAA7B,MAAM;IACgB,YAAY,GAAlC,MAAM,GAAC,IAAI;IAEkB,aAAa;IAExC,wBAAwB,CA2BpC;;;;;;;;;;;;;;;;AAED,yFAAyF;AACzF,uEAAsD;yCAnIb,iEAAiE;4CAO9D,sDAAsD"}
1
+ {"version":3,"file":"shader_particle_render.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_render.js"],"names":[],"mappings":"AAgGA;;;;;;;;;GASG;AACH;IAP4B,YAAY,GAA7B,MAAM;IACgB,YAAY,GAAlC,MAAM,GAAC,IAAI;IAEkB,aAAa;IAExC,wBAAwB,CA2BpC;;;;;;;;;;;;;;;;AAED,yFAAyF;AACzF,uEAAsD;yCAtIb,iEAAiE;4CAO9D,sDAAsD"}
@@ -7,22 +7,29 @@ import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
7
7
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
8
  import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
9
9
  import { EMITTER_FLAG } from "../data/PARTICLE_EMITTER_STRUCT.js";
10
+ import { PARTICLE_SOFT_FADE_RANGE } from "../ParticleConstants.js";
10
11
  import { chunk_particle_billboard_vertex } from "./chunk_particle_billboard_vertex.js";
11
12
  import { chunk_particle_lighting_unlit } from "./chunk_particle_lighting.js";
13
+ import { chunk_particle_scene_view_depth } from "./chunk_particle_scene_view_depth.js";
12
14
 
13
15
  /**
14
- * The standalone billboard renderer: particles drawn straight over the scene colour, back to
15
- * front, with fixed-function blending. This is the path a page without the renderer's transparency
16
- * pipeline uses; under the renderer the particles go through AVBOIT instead
17
- * (`../graph_particles_avboit.js`), where order does not matter and they composite against the
18
- * transparent meshes.
16
+ * Blended billboards drawn straight over a colour target with fixed-function blending, in whatever
17
+ * order the caller's draw list happens to be in.
19
18
  *
20
- * One instanced draw covers every visible particle: `instance_index` indexes the depth-sorted
21
- * `draw_list`, `vertex_index` (0..5) picks a quad corner. The vertex stage is `chunk_particle_billboard_vertex`,
22
- * shared with the AVBOIT particle passes. The fragment stage samples the atlas sub-rect + flipbook
23
- * cell, applies an optional soft-depth fade against the scene depth, runs the pluggable lighting hook
24
- * (unlit by default; the feature swaps in the shading-chunk-backed one when an emitter enables
25
- * lighting), and emits premultiplied colour.
19
+ * Its one consumer is
20
+ * {@link ../../../../engine/graphics3/particles/GPUParticularRenderer.js GPUParticularRenderer},
21
+ * which draws `particular`'s CPU-simulated particles: it sorts every live particle back to front on
22
+ * the CPU and hands that order in as `draw_list`, which is what makes an order-dependent blend
23
+ * correct here. The GPU particle system does not use this pipeline — its particles go through
24
+ * AVBOIT (`../graph_particles_avboit.js`), where the accumulators are sums and no ordering exists
25
+ * or is needed.
26
+ *
27
+ * One instanced draw covers every particle: `instance_index` indexes `draw_list`, `vertex_index`
28
+ * (0..5) picks a quad corner. The vertex stage is `chunk_particle_billboard_vertex`, shared with the
29
+ * AVBOIT particle passes. The fragment stage samples the atlas sub-rect + flipbook cell, applies an
30
+ * optional soft-depth fade against the scene depth, runs the pluggable lighting hook (unlit by
31
+ * default; a caller swaps in the shading-chunk-backed one when an emitter enables lighting), and
32
+ * emits premultiplied colour.
26
33
  *
27
34
  * A single blend state — `src*1 + dst*(1-srcAlpha)` on both channels — expresses alpha and additive
28
35
  * blending; the shader chooses per particle by how it premultiplies (see `particle_premultiply`), so
@@ -54,7 +61,7 @@ const body = CodeChunk.from(
54
61
  /* language=wgsl */ `
55
62
  const PARTICLE_FLAG_SOFT_DEPTH : u32 = ${EMITTER_FLAG.SOFT_DEPTH}u;
56
63
  const PARTICLE_FLAG_LIGHTING : u32 = ${EMITTER_FLAG.LIGHTING}u;
57
- const PARTICLE_SOFT_FADE_RANGE : f32 = 0.5;
64
+ const PARTICLE_SOFT_FADE_RANGE : f32 = ${PARTICLE_SOFT_FADE_RANGE};
58
65
 
59
66
  @vertex
60
67
  fn vs_main(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> ParticleVertexOut {
@@ -67,12 +74,8 @@ fn fs_main(in : ParticleVertexOut) -> @location(0) vec4<f32> {
67
74
  var color = sampled * in.color;
68
75
 
69
76
  if ((in.flags & PARTICLE_FLAG_SOFT_DEPTH) != 0u) {
70
- let scene_dev = textureLoad(scene_depth, vec2<i32>(in.clip.xy), 0).r;
71
- // Reverse-Z hyperbolic linearisation: view_depth = A / (device_depth + B).
72
- let A = camera.device_depth_to_view_space.y;
73
- let B = camera.device_depth_to_view_space.x;
74
- let scene_vd = select(A / (scene_dev + B), 1e9, scene_dev <= 0.0);
75
- color = particle_fade_color(color, in.blend, particle_soft_fade(scene_vd, in.view_depth, PARTICLE_SOFT_FADE_RANGE));
77
+ let scene_vd = particle_scene_view_depth(textureLoad(scene_depth, vec2<i32>(in.clip.xy), 0).r, camera);
78
+ color = particle_fade_color(color, in.blend, particle_soft_fade(scene_vd, in.view_depth, PARTICLE_SOFT_FADE_RANGE));
76
79
  }
77
80
 
78
81
  if ((in.flags & PARTICLE_FLAG_LIGHTING) != 0u) {
@@ -81,7 +84,7 @@ fn fs_main(in : ParticleVertexOut) -> @location(0) vec4<f32> {
81
84
 
82
85
  return particle_premultiply(color, in.blend);
83
86
  }
84
- `, [chunk_particle_billboard_vertex, chunk_particle_lighting_unlit]);
87
+ `, [chunk_particle_billboard_vertex, chunk_particle_lighting_unlit, chunk_particle_scene_view_depth]);
85
88
 
86
89
  /**
87
90
  * The shader itself. One compilation, shared by every pipeline built from it — the options below
@@ -49,11 +49,18 @@ export class AccumulatingPathTracer {
49
49
  /**
50
50
  * Render one tile worth of new samples and blend it into the accumulation buffer.
51
51
  *
52
- * @param {GPUViewContext} view
53
- * @param {FrameGraph} graph
52
+ * @param {Object} options
53
+ * @param {GPUViewContext} options.view
54
+ * @param {FrameGraph} options.graph
54
55
  * @returns {number} resource id of the accumulated output texture
55
56
  */
56
- render({ view, graph }: GPUViewContext): number;
57
+ render({ view, graph }: {
58
+ view: GPUViewContext;
59
+ graph: FrameGraph;
60
+ }): number;
57
61
  #private;
58
62
  }
63
+ export type FrameGraph = import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
64
+ export type GraphicsContext = import("../../GraphicsContext.js").GraphicsContext;
65
+ export type GPUViewContext = import("../../view/GPUViewContext.js").GPUViewContext;
59
66
  //# sourceMappingURL=AccumulatingPathTracer.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"AccumulatingPathTracer.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/accumulating/AccumulatingPathTracer.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;GAcG;AACH;IA8EI;;;OAGG;IACH,uCAgBC;IAhGD;;;;OAIG;IACH,kBAFU,MAAM,CAEO;IAEvB;;;;OAIG;IACH,wBAFU,MAAM,CAEc;IAE9B;;;;OAIG;IACH,eAFU,OAAO,CAEK;IA+NtB;;;;;;;OAOG;IACH,+BAgBC;IAED;;;;;;OAMG;IACH,yCAFa,MAAM,CAyJlB;;CACJ"}
1
+ {"version":3,"file":"AccumulatingPathTracer.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/accumulating/AccumulatingPathTracer.js"],"names":[],"mappings":"AAqBA;;;;;;;;;;;;;;GAcG;AACH;IA8EI;;;OAGG;IACH,sBAFW,eAAe,EAkBzB;IAhGD;;;;OAIG;IACH,kBAFU,MAAM,CAEO;IAEvB;;;;OAIG;IACH,wBAFU,MAAM,CAEc;IAE9B;;;;OAIG;IACH,eAFU,OAAO,CAEK;IA+NtB;;;;;;;OAOG;IACH,+BAgBC;IAED;;;;;;;OAOG;IACH;QAJmC,IAAI,EAA5B,cAAc;QACM,KAAK,EAAzB,UAAU;QACR,MAAM,CAyJlB;;CACJ;yBAxcY,OAAO,8DAA8D,EAAE,UAAU;8BAIjF,OAAO,0BAA0B,EAAE,eAAe;6BAClD,OAAO,8BAA8B,EAAE,cAAc"}