@woosh/meep-engine 3.23.0 → 3.25.0

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 (812) hide show
  1. package/editor/entity_world_bounds.d.ts +9 -3
  2. package/editor/entity_world_bounds.d.ts.map +1 -1
  3. package/editor/entity_world_bounds.js +61 -4
  4. package/package.json +1 -1
  5. package/src/core/binary/allocator/OffsetAllocator.d.ts +40 -2
  6. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  7. package/src/core/binary/allocator/OffsetAllocator.js +124 -29
  8. package/src/core/collection/map/u32_index.d.ts +83 -0
  9. package/src/core/collection/map/u32_index.d.ts.map +1 -0
  10. package/src/core/collection/map/u32_index.js +247 -0
  11. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.d.ts +2 -2
  12. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.js +2 -2
  13. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts +1 -2
  14. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts.map +1 -1
  15. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.js +4 -12
  16. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts +55 -0
  17. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts.map +1 -0
  18. package/src/engine/ecs/gpu/GPUStateAuthority.js +72 -0
  19. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts +40 -0
  20. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts.map +1 -0
  21. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.js +79 -0
  22. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts +18 -0
  23. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts.map +1 -0
  24. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.js +27 -0
  25. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts +23 -0
  26. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts.map +1 -0
  27. package/src/engine/ecs/gpu/gpu_authority_declare.js +39 -0
  28. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts +15 -0
  29. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts.map +1 -0
  30. package/src/engine/ecs/gpu/gpu_authority_grant.js +38 -0
  31. package/src/engine/ecs/gpu/gpu_authority_has.d.ts +18 -0
  32. package/src/engine/ecs/gpu/gpu_authority_has.d.ts.map +1 -0
  33. package/src/engine/ecs/gpu/gpu_authority_has.js +28 -0
  34. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts +24 -0
  35. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts.map +1 -0
  36. package/src/engine/ecs/gpu/gpu_authority_revoke.js +49 -0
  37. package/src/engine/ecs/ik/IKProblem.d.ts +14 -0
  38. package/src/engine/ecs/ik/IKProblem.d.ts.map +1 -1
  39. package/src/engine/ecs/ik/IKProblem.js +16 -0
  40. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
  41. package/src/engine/ecs/ik/InverseKinematicsSystem.js +19 -0
  42. package/src/engine/ecs/ik/OneBoneSurfaceAlignmentSolver.js +2 -2
  43. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +2 -2
  44. package/src/engine/ecs/ik/ik_bone_chain.d.ts +11 -2
  45. package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
  46. package/src/engine/ecs/ik/ik_bone_chain.js +47 -2
  47. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -1
  48. package/src/engine/ecs/ik/ik_write_local_rotation.js +6 -0
  49. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  50. package/src/engine/ecs/speaker/VoiceSystem.js +6 -0
  51. package/src/engine/ecs/transform/T64WorldCache.d.ts +50 -0
  52. package/src/engine/ecs/transform/T64WorldCache.d.ts.map +1 -0
  53. package/src/engine/ecs/transform/T64WorldCache.js +139 -0
  54. package/src/engine/ecs/transform/t64_evaluate_world.d.ts +31 -0
  55. package/src/engine/ecs/transform/t64_evaluate_world.d.ts.map +1 -0
  56. package/src/engine/ecs/transform/t64_evaluate_world.js +126 -0
  57. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts +8 -0
  58. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  59. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +59 -30
  60. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts.map +1 -1
  61. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js +4 -11
  62. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts +14 -0
  63. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts.map +1 -0
  64. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.js +13 -0
  65. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +2 -14
  66. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  67. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +11 -21
  68. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.d.ts +1 -0
  69. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +7 -0
  70. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts +5 -6
  71. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts.map +1 -1
  72. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js +13 -11
  73. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts +14 -0
  74. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts.map +1 -0
  75. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.js +21 -0
  76. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +1 -1
  77. package/src/engine/graphics/ecs/particles/ParticleEffect.js +1 -1
  78. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts +1 -1
  79. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.js +1 -1
  80. package/src/engine/graphics3/AnimationGraphSystem.js +3 -3
  81. package/src/engine/graphics3/AnimationSystem.js +2 -2
  82. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  83. package/src/engine/graphics3/DebugDrawSystem.js +2 -4
  84. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +34 -27
  85. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  86. package/src/engine/graphics3/GPUParticleEmitterSystem.js +185 -85
  87. package/src/engine/graphics3/HighlightOutlineSystem.d.ts +4 -3
  88. package/src/engine/graphics3/HighlightOutlineSystem.d.ts.map +1 -1
  89. package/src/engine/graphics3/HighlightOutlineSystem.js +7 -9
  90. package/src/engine/graphics3/LightSystem.d.ts +7 -5
  91. package/src/engine/graphics3/LightSystem.d.ts.map +1 -1
  92. package/src/engine/graphics3/LightSystem.js +36 -22
  93. package/src/engine/graphics3/MeshSystem.d.ts +43 -39
  94. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -1
  95. package/src/engine/graphics3/MeshSystem.js +324 -331
  96. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -1
  97. package/src/engine/graphics3/PathDisplaySystem.js +2 -4
  98. package/src/engine/graphics3/PickingQuery.d.ts +15 -21
  99. package/src/engine/graphics3/PickingQuery.d.ts.map +1 -1
  100. package/src/engine/graphics3/PickingQuery.js +21 -25
  101. package/src/engine/graphics3/PickingSystem.d.ts +60 -31
  102. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
  103. package/src/engine/graphics3/PickingSystem.js +413 -273
  104. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +22 -12
  105. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  106. package/src/engine/graphics3/ShadedGeometrySystem.js +309 -174
  107. package/src/engine/graphics3/TerrainSystem.d.ts +19 -11
  108. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -1
  109. package/src/engine/graphics3/TerrainSystem.js +102 -53
  110. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -1
  111. package/src/engine/graphics3/TooltipComponentSystem.js +2 -14
  112. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
  113. package/src/engine/graphics3/Trail3DSystem.js +2 -4
  114. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +4 -4
  115. package/src/engine/graphics3/animation/ClipListPlayer.d.ts.map +1 -1
  116. package/src/engine/graphics3/animation/ClipListPlayer.js +2 -2
  117. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +9 -11
  118. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  119. package/src/engine/graphics3/highlight/pack_highlight_table.js +11 -18
  120. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +4 -3
  121. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts.map +1 -1
  122. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +75 -74
  123. package/src/engine/graphics3/prefab/Prefab.d.ts +130 -0
  124. package/src/engine/graphics3/prefab/Prefab.d.ts.map +1 -0
  125. package/src/engine/graphics3/prefab/Prefab.js +162 -0
  126. package/src/engine/graphics3/prefab/PrefabInstance.d.ts +72 -0
  127. package/src/engine/graphics3/prefab/PrefabInstance.d.ts.map +1 -0
  128. package/src/engine/graphics3/prefab/PrefabInstance.js +80 -0
  129. package/src/engine/graphics3/prefab/prefab_compile.d.ts +23 -0
  130. package/src/engine/graphics3/prefab/prefab_compile.d.ts.map +1 -0
  131. package/src/engine/graphics3/prefab/prefab_compile.js +334 -0
  132. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts +46 -0
  133. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts.map +1 -0
  134. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -0
  135. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts +70 -0
  136. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts.map +1 -0
  137. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.js +210 -0
  138. package/src/engine/graphics3/prefab/prefab_place.d.ts +60 -0
  139. package/src/engine/graphics3/prefab/prefab_place.d.ts.map +1 -0
  140. package/src/engine/graphics3/prefab/prefab_place.js +130 -0
  141. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts +60 -0
  142. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts.map +1 -0
  143. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.js +128 -0
  144. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts +40 -0
  145. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts.map +1 -0
  146. package/src/engine/graphics3/prefab/prefab_skin_frame.js +116 -0
  147. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts +16 -14
  148. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts.map +1 -1
  149. package/src/engine/graphics3/preview/make_model_preview_scene.js +126 -154
  150. package/src/engine/graphics3/preview/make_model_thumbnail.js +1 -1
  151. package/src/engine/graphics3/register_instance_animation.d.ts +6 -6
  152. package/src/engine/graphics3/register_instance_animation.d.ts.map +1 -1
  153. package/src/engine/graphics3/register_instance_animation.js +4 -4
  154. package/src/engine/graphics3/shade_bundle_bounds.d.ts +2 -6
  155. package/src/engine/graphics3/shade_bundle_bounds.d.ts.map +1 -1
  156. package/src/engine/graphics3/shade_bundle_bounds.js +47 -55
  157. package/src/engine/graphics3/shader_picking_gather.d.ts +40 -0
  158. package/src/engine/graphics3/shader_picking_gather.d.ts.map +1 -0
  159. package/src/engine/graphics3/shader_picking_gather.js +120 -0
  160. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts +11 -18
  161. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts.map +1 -1
  162. package/src/engine/graphics3/terrain/pack_terrain_row_table.js +48 -53
  163. package/src/engine/physics/cloth/MEASUREMENTS.md +1050 -0
  164. package/src/engine/physics/cloth/PLAN.md +411 -49
  165. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts +17 -2
  166. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts.map +1 -1
  167. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.js +284 -256
  168. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts +52 -0
  169. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts.map +1 -0
  170. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.js +70 -0
  171. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts +12 -3
  172. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts.map +1 -1
  173. package/src/engine/physics/cloth/ecs/ClothDynamics.js +340 -331
  174. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +49 -37
  175. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  176. package/src/engine/physics/cloth/ecs/ClothInstance.js +50 -37
  177. package/src/engine/physics/cloth/ecs/ClothRig.d.ts +7 -8
  178. package/src/engine/physics/cloth/ecs/ClothRig.d.ts.map +1 -1
  179. package/src/engine/physics/cloth/ecs/ClothRig.js +7 -8
  180. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts +84 -0
  181. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts.map +1 -0
  182. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.js +141 -0
  183. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +51 -81
  184. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  185. package/src/engine/physics/cloth/ecs/ClothSystem.js +81 -870
  186. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts +48 -0
  187. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts.map +1 -0
  188. package/src/engine/physics/cloth/ecs/ClothWorkerCore.js +107 -0
  189. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +286 -0
  190. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -0
  191. package/src/engine/physics/cloth/ecs/ClothWorld.js +1104 -0
  192. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +182 -0
  193. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -0
  194. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +562 -0
  195. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts +2 -0
  196. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts.map +1 -0
  197. package/src/engine/physics/cloth/ecs/cloth.worker.js +12 -0
  198. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  199. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +2 -1
  200. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts +58 -0
  201. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts.map +1 -1
  202. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.js +341 -271
  203. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +20 -2
  204. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  205. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +39 -15
  206. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +19 -23
  207. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
  208. package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +201 -199
  209. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.d.ts.map +1 -1
  210. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.js +8 -0
  211. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts +29 -0
  212. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts.map +1 -0
  213. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.js +78 -0
  214. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts +18 -34
  215. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts.map +1 -1
  216. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.js +58 -115
  217. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts +17 -0
  218. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts.map +1 -0
  219. package/src/engine/physics/cloth/ecs/makeClothWorker.js +18 -0
  220. package/src/engine/physics/cloth/playground/README.md +84 -13
  221. package/src/engine/physics/cloth/playground/garment_build.d.ts +0 -1
  222. package/src/engine/physics/cloth/playground/garment_build.d.ts.map +1 -1
  223. package/src/engine/physics/cloth/playground/garment_build.js +64 -58
  224. package/src/engine/physics/cloth/playground/garment_main.js +59 -33
  225. package/src/engine/physics/cloth/playground/wind.html +166 -0
  226. package/src/engine/physics/cloth/playground/wind_build.d.ts +81 -0
  227. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -0
  228. package/src/engine/physics/cloth/playground/wind_build.js +141 -0
  229. package/src/engine/physics/cloth/playground/wind_main.d.ts +2 -0
  230. package/src/engine/physics/cloth/playground/wind_main.d.ts.map +1 -0
  231. package/src/engine/physics/cloth/playground/wind_main.js +681 -0
  232. package/src/engine/physics/cloth/solver/ClothState.d.ts +134 -79
  233. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  234. package/src/engine/physics/cloth/solver/ClothState.js +273 -12
  235. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +33 -0
  236. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +34 -0
  238. package/src/engine/physics/cloth/solver/cloth_step.d.ts +21 -2
  239. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  240. package/src/engine/physics/cloth/solver/cloth_step.js +173 -4
  241. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +40 -0
  242. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -0
  243. package/src/engine/physics/cloth/solver/cloth_step_instance.js +284 -0
  244. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts +107 -0
  245. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts.map +1 -0
  246. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.js +263 -0
  247. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +88 -0
  248. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -0
  249. package/src/engine/physics/cloth/wind/AbstractClothWind.js +100 -0
  250. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +85 -0
  251. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +1 -0
  252. package/src/engine/physics/cloth/wind/ClothAmbientWind.js +182 -0
  253. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +79 -0
  254. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -0
  255. package/src/engine/physics/cloth/wind/ClothFluidWind.js +210 -0
  256. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +101 -0
  257. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -0
  258. package/src/engine/physics/cloth/wind/cloth_sample_air.js +290 -0
  259. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  260. package/src/shade/RENDERER_CONTRACT.md +85 -53
  261. package/src/shade/device/ShadeGPUCommandContext.d.ts +23 -0
  262. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  263. package/src/shade/device/ShadeGPUCommandContext.js +36 -0
  264. package/src/shade/device/mock/texture_copy.d.ts.map +1 -1
  265. package/src/shade/device/mock/texture_copy.js +28 -0
  266. package/src/shade/playground/add_random_meshes.d.ts +4 -4
  267. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  268. package/src/shade/playground/add_random_meshes.js +20 -16
  269. package/src/shade/playground/avboit/main.d.ts +1 -0
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  732. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts +35 -0
  733. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts.map +1 -0
  734. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.js +91 -0
  735. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.d.ts.map +1 -1
  736. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.js +5 -0
  737. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.d.ts.map +1 -1
  738. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.js +5 -0
  739. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.d.ts.map +1 -1
  740. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.js +5 -0
  741. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts +39 -0
  742. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
  743. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +112 -64
  744. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts +7 -0
  745. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  746. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +1541 -1352
  747. package/src/shade/renderer/shadow/map/PointLightShadowmap.js +1 -1
  748. package/src/shade/renderer/shadow/map/SpotLightShadowmap.js +1 -1
  749. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +1 -1
  750. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +29 -0
  751. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +1 -0
  752. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +43 -0
  753. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts +13 -0
  754. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts.map +1 -0
  755. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.js +12 -0
  756. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts +49 -0
  757. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts.map +1 -0
  758. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.js +194 -0
  759. package/src/shade/renderer/shadow/map/csm_debug_draw_preview.js +1 -1
  760. package/src/shade/renderer/shadow/map/shadowmap_update_score.js +1 -1
  761. package/src/shade/renderer/shadow/ray/RTXShadows.js +1 -1
  762. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +1 -1
  763. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
  764. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +3 -1
  765. package/src/shade/renderer/texture/bindless/GPUBindlessTextureManager.js +8 -8
  766. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
  767. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +4 -3
  768. package/src/engine/graphics3/instantiate_scene_bundle.d.ts +0 -54
  769. package/src/engine/graphics3/instantiate_scene_bundle.d.ts.map +0 -1
  770. package/src/engine/graphics3/instantiate_scene_bundle.js +0 -164
  771. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +0 -39
  772. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts.map +0 -1
  773. package/src/engine/graphics3/shade_node_to_entity_composition.js +0 -88
  774. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +0 -35
  775. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +0 -1
  776. package/src/shade/renderer/animation/compute_skin_world_bounds.js +0 -146
  777. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts +0 -96
  778. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts.map +0 -1
  779. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.js +0 -531
  780. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts +0 -20
  781. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts.map +0 -1
  782. package/src/shade/renderer/animation/pose/pose_evaluate_world.js +0 -76
  783. package/src/shade/renderer/animation/skin_bind_transform.d.ts +0 -25
  784. package/src/shade/renderer/animation/skin_bind_transform.d.ts.map +0 -1
  785. package/src/shade/renderer/animation/skin_bind_transform.js +0 -33
  786. package/src/shade/renderer/animation/skin_frame_defect.d.ts +0 -34
  787. package/src/shade/renderer/animation/skin_frame_defect.d.ts.map +0 -1
  788. package/src/shade/renderer/animation/skin_frame_defect.js +0 -132
  789. package/src/shade/renderer/animation/skin_joint_matrix.d.ts +0 -24
  790. package/src/shade/renderer/animation/skin_joint_matrix.d.ts.map +0 -1
  791. package/src/shade/renderer/animation/skin_joint_matrix.js +0 -46
  792. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts +0 -70
  793. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts.map +0 -1
  794. package/src/shade/renderer/animation/skin_normalize_mesh_frame.js +0 -216
  795. package/src/shade/renderer/scene/InstanceBatch.d.ts +0 -92
  796. package/src/shade/renderer/scene/InstanceBatch.d.ts.map +0 -1
  797. package/src/shade/renderer/scene/InstanceBatch.js +0 -235
  798. package/src/shade/renderer/scene/Mesh.d.ts +0 -55
  799. package/src/shade/renderer/scene/Mesh.d.ts.map +0 -1
  800. package/src/shade/renderer/scene/Mesh.js +0 -168
  801. package/src/shade/renderer/scene/Node3D.d.ts +0 -140
  802. package/src/shade/renderer/scene/Node3D.d.ts.map +0 -1
  803. package/src/shade/renderer/scene/Node3D.js +0 -263
  804. package/src/shade/renderer/scene/SceneNodeBinding.d.ts +0 -52
  805. package/src/shade/renderer/scene/SceneNodeBinding.d.ts.map +0 -1
  806. package/src/shade/renderer/scene/SceneNodeBinding.js +0 -56
  807. package/src/shade/renderer/scene/SkinnedMesh.d.ts +0 -110
  808. package/src/shade/renderer/scene/SkinnedMesh.d.ts.map +0 -1
  809. package/src/shade/renderer/scene/SkinnedMesh.js +0 -170
  810. package/src/shade/renderer/scene/TransformAuthority.d.ts +0 -19
  811. package/src/shade/renderer/scene/TransformAuthority.d.ts.map +0 -1
  812. package/src/shade/renderer/scene/TransformAuthority.js +0 -33
@@ -0,0 +1,395 @@
1
+ import { assert } from "../../../../../core/assert.js";
2
+ import LineBuilder from "../../../../../core/codegen/LineBuilder.js";
3
+ import {
4
+ atomic_i32,
5
+ atomic_u32,
6
+ bool,
7
+ f32,
8
+ i32,
9
+ mat3x2f,
10
+ mat4x4f,
11
+ u32,
12
+ vec2f,
13
+ vec2i,
14
+ vec2u,
15
+ vec3f,
16
+ vec3i,
17
+ vec3u,
18
+ vec4f,
19
+ vec4i,
20
+ vec4u
21
+ } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
22
+ import { GPU_DATABASE_BUFFER_ELEMENT_TYPE } from "../GPU_DATABASE_BUFFER_ELEMENT_TYPE.js";
23
+
24
+ /**
25
+ * @typedef {import("../../../shader/type/WebGPUType.js").WebGPUType} WebGPUType
26
+ * @typedef {import("../../../shader/type/WebGPUStruct.js").WebGPUStruct} WebGPUStruct
27
+ */
28
+
29
+ const WORD_SIZE = GPU_DATABASE_BUFFER_ELEMENT_TYPE.size;
30
+
31
+ /**
32
+ * How many words a primitive occupies, and which of the two views takes them — or `undefined` for
33
+ * a type this generator will not emit.
34
+ *
35
+ * The refusals are deliberate and they are all the same refusal: a matrix whose columns are
36
+ * `vec3` (`mat3x3f`, `mat2x3f`, `mat4x3f`) pads each column out to 16 bytes in WGSL, and
37
+ * {@link write_wgsl_type_value} writes its floats end to end instead. One of the two is wrong
38
+ * about where the second column starts, and generating code that agrees with the CPU writer would
39
+ * only pin the disagreement in a second place. `f16` is out for the same reason — half the views
40
+ * here are the wrong width for it.
41
+ *
42
+ * @type {Map<WebGPUType, {words: number, view: string}>}
43
+ */
44
+ const PRIMITIVE_LAYOUT = new Map([
45
+ [bool, { words: 1, view: 'u32' }],
46
+ [u32, { words: 1, view: 'u32' }],
47
+ [atomic_u32, { words: 1, view: 'u32' }],
48
+ // An i32 goes through the u32 view: assignment into a `Uint32Array` is a `ToUint32`, which is
49
+ // the same thirty-two bits a two's-complement `Int32Array` store would leave.
50
+ [i32, { words: 1, view: 'u32' }],
51
+ [atomic_i32, { words: 1, view: 'u32' }],
52
+ [f32, { words: 1, view: 'f32' }],
53
+
54
+ [vec2i, { words: 2, view: 'u32' }],
55
+ [vec3i, { words: 3, view: 'u32' }],
56
+ [vec4i, { words: 4, view: 'u32' }],
57
+
58
+ [vec2u, { words: 2, view: 'u32' }],
59
+ [vec3u, { words: 3, view: 'u32' }],
60
+ [vec4u, { words: 4, view: 'u32' }],
61
+
62
+ [vec2f, { words: 2, view: 'f32' }],
63
+ [vec3f, { words: 3, view: 'f32' }],
64
+ [vec4f, { words: 4, view: 'f32' }],
65
+
66
+ // 16 floats end to end, which is both what WGSL lays out for a vec4-column matrix and what
67
+ // the CPU writer produces
68
+ [mat4x4f, { words: 16, view: 'f32' }],
69
+ // likewise: vec2 columns, 8 bytes each, no padding between them
70
+ [mat3x2f, { words: 6, view: 'f32' }],
71
+ ]);
72
+
73
+ /**
74
+ * One destination the generated code stores into: a pair of views and the expression giving the
75
+ * word the record (or the range blob) starts at.
76
+ *
77
+ * @typedef {object} WriterTarget
78
+ * @property {string} f32 name of the `Float32Array` parameter
79
+ * @property {string} u32 name of the `Uint32Array` parameter
80
+ * @property {string} base name of the base-word parameter
81
+ * @property {function(number):number} word_of maps a byte offset within the record to a word index
82
+ * relative to `base`
83
+ */
84
+
85
+ /**
86
+ * Emit the stores that put `value_expr` — already bound to a local — at `byte_offset` within the
87
+ * record, into every target.
88
+ *
89
+ * @param {LineBuilder} builder
90
+ * @param {WriterTarget[]} targets
91
+ * @param {number} byte_offset within the record
92
+ * @param {WebGPUType} type
93
+ * @param {string} value_expr
94
+ */
95
+ function emit_value(builder, targets, byte_offset, type, value_expr) {
96
+ if (type.isStruct === true) {
97
+ const fields = type.fields;
98
+
99
+ for (let i = 0; i < fields.length; i++) {
100
+ const field = fields[i];
101
+
102
+ emit_value(builder, targets, byte_offset + field.offset, field.type, `${value_expr}.${field.name}`);
103
+ }
104
+
105
+ return;
106
+ }
107
+
108
+ if (type.isArray === true) {
109
+ assert.notOk(type.runtime_sized, `'${type}' is runtime sized — a record is fixed width`);
110
+
111
+ const element_type = type.type;
112
+ const element_stride = element_type.aligned_size;
113
+
114
+ for (let i = 0; i < type.count; i++) {
115
+ emit_value(builder, targets, byte_offset + i * element_stride, element_type, `${value_expr}[${i}]`);
116
+ }
117
+
118
+ return;
119
+ }
120
+
121
+ const layout = PRIMITIVE_LAYOUT.get(type);
122
+
123
+ if (layout === undefined) {
124
+ throw new Error(`Unsupported type '${type}' — see PRIMITIVE_LAYOUT for which types a record writer will emit and why`);
125
+ }
126
+
127
+ assert.equal(byte_offset % WORD_SIZE, 0, `'${value_expr}' sits at byte ${byte_offset}, which is not a whole number of ${WORD_SIZE}-byte words into the record`);
128
+
129
+ const word = byte_offset / WORD_SIZE;
130
+
131
+ if (layout.words === 1) {
132
+ for (const target of targets) {
133
+ builder.add(`${target[layout.view]}[${target.base} + ${target.word_of(word)}] = ${value_expr};`);
134
+ }
135
+
136
+ return;
137
+ }
138
+
139
+ for (let i = 0; i < layout.words; i++) {
140
+ for (const target of targets) {
141
+ builder.add(`${target[layout.view]}[${target.base} + ${target.word_of(word + i)}] = ${value_expr}[${i}];`);
142
+ }
143
+ }
144
+ }
145
+
146
+ /**
147
+ * Byte ranges covering `fields`, ascending, with touching or overlapping ones merged.
148
+ *
149
+ * Merging is what makes the result worth generating from rather than iterating: `NODE3D_STRUCT`'s
150
+ * four CPU-owned fields are three separate spans in the source declaration and two ranges once
151
+ * `pack()` and this have had their say, so a row's update costs two descriptors rather than four.
152
+ *
153
+ * @param {WGSLStructField[]} fields
154
+ * @returns {number[]} `[byte_offset, byte_length]` pairs
155
+ */
156
+ function cover_fields(fields) {
157
+ const spans = fields
158
+ .map(field => [field.offset, field.offset + field.size])
159
+ .sort((a, b) => a[0] - b[0]);
160
+
161
+ const ranges = [];
162
+
163
+ let lo = spans[0][0];
164
+ let hi = spans[0][1];
165
+
166
+ for (let i = 1; i < spans.length; i++) {
167
+ const span = spans[i];
168
+
169
+ if (span[0] > hi) {
170
+ ranges.push(lo, hi - lo);
171
+
172
+ lo = span[0];
173
+ }
174
+
175
+ hi = Math.max(hi, span[1]);
176
+ }
177
+
178
+ ranges.push(lo, hi - lo);
179
+
180
+ return ranges;
181
+ }
182
+
183
+ /**
184
+ * A compiled writer for some subset of a record's fields — what {@link GPUTypedTable.set_record}
185
+ * and {@link GPUTypedTable.set_fields} take in place of walking the type.
186
+ *
187
+ * Built by {@link generate_record_writer}; there is no reason to construct one directly.
188
+ */
189
+ export class GPURecordWriter {
190
+
191
+ /**
192
+ * The record type this writer was generated against. A table only accepts a writer whose type
193
+ * is its own — a writer carries hard-coded offsets, so handing one to the wrong table would
194
+ * scatter fields across a record that has nothing to do with them.
195
+ *
196
+ * @type {WebGPUStruct}
197
+ */
198
+ type;
199
+
200
+ /**
201
+ * Names of the fields this writer sets, in ascending offset order. Anything else in the record
202
+ * is left exactly as it was found, on every destination.
203
+ *
204
+ * @type {string[]}
205
+ */
206
+ fields;
207
+
208
+ /**
209
+ * `[byte_offset, byte_length]` pairs covering {@link fields}, ascending and non-touching — the
210
+ * ranges {@link write_record_and_ranges} lays out, and the descriptors a partial upload
211
+ * queues for them.
212
+ *
213
+ * @type {number[]}
214
+ */
215
+ ranges;
216
+
217
+ /**
218
+ * Total words across {@link ranges} — what one row's update adds to a partial stream's data
219
+ * blob.
220
+ *
221
+ * @type {number}
222
+ */
223
+ range_word_count;
224
+
225
+ /**
226
+ * Write the owned fields of `value` into the record starting at word `word_base`.
227
+ *
228
+ * The destination is named as a pair of views rather than a buffer because it is not always a
229
+ * page: the same call patches a whole record already pending in an upload buffer, where the
230
+ * record starts one word past the element id.
231
+ *
232
+ * @type {function(Float32Array, Uint32Array, number, *):void}
233
+ * @param {Float32Array} f32
234
+ * @param {Uint32Array} u32
235
+ * @param {number} word_base word the record starts at
236
+ * @param {*} value
237
+ */
238
+ write_record;
239
+
240
+ /**
241
+ * As {@link write_record}, and in the same pass lay {@link ranges} out end to end starting at
242
+ * `data_word_base` of a partial stream's data blob.
243
+ *
244
+ * One pass rather than a write followed by a copy: the ranges of a given struct are fixed when
245
+ * the writer is generated, so the two destinations of every field are both constants and the
246
+ * value is only read once.
247
+ *
248
+ * @type {function(Float32Array, Uint32Array, number, Float32Array, Uint32Array, number, *):void}
249
+ * @param {Float32Array} f32
250
+ * @param {Uint32Array} u32
251
+ * @param {number} word_base word the record starts at
252
+ * @param {Float32Array} data_f32
253
+ * @param {Uint32Array} data_u32
254
+ * @param {number} data_word_base word the first range is laid out at
255
+ * @param {*} value
256
+ */
257
+ write_record_and_ranges;
258
+
259
+ /**
260
+ * Source of the two generated functions, for a spec to read and a developer to print. Not used
261
+ * at runtime — the functions are already compiled.
262
+ *
263
+ * @type {string}
264
+ */
265
+ source;
266
+ }
267
+
268
+ /**
269
+ * Compile a writer for `field_names` of `type`.
270
+ *
271
+ * {@link write_wgsl_type_value} walks the type on every record: a property lookup, a type
272
+ * dispatch and a `BinaryBuffer` cursor advance per field, per write. The offsets it arrives at are
273
+ * the same ones every time, so this arrives at them once and emits the stores.
274
+ *
275
+ * The fields a caller does *not* name matter as much as the ones it does. A consumer that owns
276
+ * part of a record — `GPUSceneContext` owns a node's local TRS and its parent row, the GPU owns
277
+ * the composed matrices — names its own, and gets both a writer that leaves the rest alone and
278
+ * the byte ranges to tell the GPU about. Naming every field instead gives a whole-record writer,
279
+ * which is what {@link GPUTypedTable.set} would have produced reflectively.
280
+ *
281
+ * @param {WebGPUStruct} type packed struct; offsets are read off its fields as they stand
282
+ * @param {string[]} [field_names] defaults to every field, in declaration order
283
+ * @returns {GPURecordWriter}
284
+ */
285
+ export function generate_record_writer(type, field_names) {
286
+ assert.defined(type, 'type');
287
+ assert.equal(type.isWebGPUType, true, 'type.isWebGPUType !== true');
288
+ assert.equal(type.isStruct, true, `'${type}' is not a struct — a record writer is named fields, and there are none to name`);
289
+ assert.equal(type.size % WORD_SIZE, 0, `'${type}' is ${type.size} bytes, not a whole number of ${WORD_SIZE}-byte words`);
290
+
291
+ const names = field_names === undefined
292
+ ? type.fields.map(field => field.name)
293
+ : field_names;
294
+
295
+ assert.isArray(names, 'field_names');
296
+ assert.greaterThan(names.length, 0, 'field_names.length');
297
+
298
+ const fields = names.map(name => type.get(name));
299
+
300
+ // Ascending offset, so the generated stores run forward through the record and the ranges they
301
+ // fill are laid out in the order the descriptors will name them.
302
+ fields.sort((a, b) => a.offset - b.offset);
303
+
304
+ const ranges = cover_fields(fields);
305
+
306
+ // Word index within the blob of each range's first word — the running total of the ranges
307
+ // before it.
308
+ const range_word_starts = [];
309
+ let range_word_count = 0;
310
+
311
+ for (let i = 0; i < ranges.length; i += 2) {
312
+ assert.equal(ranges[i] % WORD_SIZE, 0, `range starting at byte ${ranges[i]} of '${type}' is not word-aligned`);
313
+ assert.equal(ranges[i + 1] % WORD_SIZE, 0, `range of ${ranges[i + 1]} bytes in '${type}' is not a whole number of words`);
314
+
315
+ range_word_starts.push(range_word_count);
316
+
317
+ range_word_count += ranges[i + 1] / WORD_SIZE;
318
+ }
319
+
320
+ /**
321
+ * Word index within the blob for a word index within the record.
322
+ *
323
+ * @param {number} word
324
+ * @returns {number}
325
+ */
326
+ function blob_word_of(word) {
327
+ for (let i = 0; i < ranges.length; i += 2) {
328
+ const start = ranges[i] / WORD_SIZE;
329
+ const end = start + ranges[i + 1] / WORD_SIZE;
330
+
331
+ if (word >= start && word < end) {
332
+ return range_word_starts[i / 2] + (word - start);
333
+ }
334
+ }
335
+
336
+ throw new Error(`word ${word} of '${type}' is not covered by any range — the cover is built from the same fields the stores are`);
337
+ }
338
+
339
+ /**
340
+ * @type {WriterTarget}
341
+ */
342
+ const record_target = { f32: 'f32', u32: 'u32', base: 'word_base', word_of: word => word };
343
+
344
+ /**
345
+ * @type {WriterTarget}
346
+ */
347
+ const blob_target = { f32: 'data_f32', u32: 'data_u32', base: 'data_word_base', word_of: blob_word_of };
348
+
349
+ /**
350
+ * @param {WriterTarget[]} targets
351
+ * @returns {string}
352
+ */
353
+ function body(targets) {
354
+ const builder = new LineBuilder();
355
+
356
+ for (const field of fields) {
357
+ const local = `_${field.name}`;
358
+
359
+ builder.add(`const ${local} = value.${field.name};`);
360
+
361
+ emit_value(builder, targets, field.offset, field.type, local);
362
+ }
363
+
364
+ return builder.build();
365
+ }
366
+
367
+ const record_body = body([record_target]);
368
+ const both_body = body([record_target, blob_target]);
369
+
370
+ const writer = new GPURecordWriter();
371
+
372
+ writer.type = type;
373
+ writer.fields = fields.map(field => field.name);
374
+ writer.ranges = ranges;
375
+ writer.range_word_count = range_word_count;
376
+
377
+ writer.write_record = new Function('f32', 'u32', 'word_base', 'value', record_body);
378
+ writer.write_record_and_ranges = new Function(
379
+ 'f32', 'u32', 'word_base',
380
+ 'data_f32', 'data_u32', 'data_word_base',
381
+ 'value',
382
+ both_body
383
+ );
384
+
385
+ writer.source = [
386
+ `function write_record(f32, u32, word_base, value){`,
387
+ record_body,
388
+ `}`,
389
+ `function write_record_and_ranges(f32, u32, word_base, data_f32, data_u32, data_word_base, value){`,
390
+ both_body,
391
+ `}`,
392
+ ].join('\n');
393
+
394
+ return writer;
395
+ }
@@ -1 +1 @@
1
- {"version":3,"file":"GPUSingleTypeTable.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js"],"names":[],"mappings":"AA2EA;;;GAGG;AACH;IAsCI;;;;;;OAMG;IACH;QAJ8B,MAAM;QACL,IAAI,EAAxB,UAAU;QACO,YAAY,GAA7B,MAAM;OAoBhB;IA9DD;;;OAGG;IACH,eAHU,UAAU,CAGf;IAEL;;;OAGG;IACH,2BAAM;IAEN;;;OAGG;IACH,sBAA2E;IAE3E;;;OAGG;IACH,kBAAyB;IAOzB;;;OAGG;IACH,+BAEC;IA6BD;;;OAGG;IACH,WAFW,MAAM,QAQhB;IAED;;;OAGG;IACH,QAFY,MAAM,CAIjB;IAED;;;;OAIG;IACH,WAHW,MAAM,kBA6ChB;IAED;;;;OAIG;IACH,aAHW,MAAM,OAiBhB;IAuCD;;;OAGG;IACH,oBAFW,sBAAsB,QAkDhC;IAED,0BAQC;IAED,gBAEC;;CACJ;qCAjUY,OAAO,8CAA8C,EAAE,sBAAsB;yBAC7E,OAAO,oCAAoC,EAAE,UAAU"}
1
+ {"version":3,"file":"GPUSingleTypeTable.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js"],"names":[],"mappings":"AA6EA;;;GAGG;AACH;IA4DI;;;;;;OAMG;IACH;QAJ8B,MAAM;QACL,IAAI,EAAxB,UAAU;QACO,YAAY,GAA7B,MAAM;OAoBhB;IApFD;;;OAGG;IACH,eAHU,UAAU,CAGf;IAEL;;;OAGG;IACH,2BAAM;IAEN;;;OAGG;IACH,sBAA2E;IAE3E;;;OAGG;IACH,kBAAyB;IA6BzB;;;OAGG;IACH,+BAEC;IA6BD;;;OAGG;IACH,WAFW,MAAM,QAQhB;IAED;;;OAGG;IACH,QAFY,MAAM,CAIjB;IAED;;;;OAIG;IACH,WAHW,MAAM,kBAyChB;IAgCD;;;;OAIG;IACH,aAHW,MAAM,OAiBhB;IAuCD;;;OAGG;IACH,oBAFW,sBAAsB,QAkDhC;IAED,0BAQC;IAED,gBAEC;;CACJ;qCA7WY,OAAO,8CAA8C,EAAE,sBAAsB;yBAC7E,OAAO,oCAAoC,EAAE,UAAU"}
@@ -2,6 +2,12 @@ import { assert } from "../../../../../core/assert.js";
2
2
  import { BinaryBuffer } from "../../../../../core/binary/BinaryBuffer.js";
3
3
  import { BitSet } from "../../../../../core/binary/BitSet.js";
4
4
  import { platform_compute_endianness } from "../../../../../core/binary/platform_compute_endianness.js";
5
+ import {
6
+ u32_index_clear,
7
+ u32_index_count,
8
+ u32_index_get,
9
+ u32_index_set,
10
+ } from "../../../../../core/collection/map/u32_index.js";
5
11
  import { round_up } from "../../../../../core/math/round_up.js";
6
12
  import { KILOBYTE } from "../../../../../core/science/units/memory/KILOBYTE.js";
7
13
  import { write_wgsl_type_value } from "../../../shader/type/serde/write_gpu_typed_buffer.js";
@@ -22,10 +28,6 @@ import { GPU_DATABASE_UPLOAD_DISPATCH_GROUP_SIZE } from "../GPU_DATABASE_UPLOAD_
22
28
  const UPLOAD_BUFFER_LIMIT = 64 * KILOBYTE;
23
29
  const INITIAL_BUFFER_SIZE = 4 * KILOBYTE;
24
30
 
25
- // how many recent upload records set() scans for an existing record with the same id
26
- // (see GPUTypedTable's constant of the same name)
27
- const UPLOAD_BUFFER_DEDUP_LOOKBACK = 256;
28
-
29
31
  const UPDATE_SETTINGS_STRUCT = WebGPUStruct.from({
30
32
  count: u32,
31
33
  record_size: u32,
@@ -102,6 +104,28 @@ export class GPUSingleTypeTable {
102
104
  */
103
105
  occupancy = new BitSet();
104
106
 
107
+ /**
108
+ * Byte offset in {@link upload_buffer} of the record pending for an id, for every id that has
109
+ * one.
110
+ *
111
+ * Every record is consumed by its own thread of a single {@link update} dispatch, so two
112
+ * records aimed at one id are last-writer-wins across workgroups that have no ordering between
113
+ * them — the buffer must therefore hold at most one record per id. This was a backwards scan
114
+ * over the last 256 records, and a window is not a guarantee: a record further back than the
115
+ * scan reached stayed queued alongside the one that replaced it. The sibling
116
+ * {@link GPUTypedTable} was found doing exactly that, through a downstream report of corrupted
117
+ * animation bindings.
118
+ *
119
+ * No consumer of this table has reached it — each writes an id once per frame — which is the
120
+ * only reason it was latent rather than live here.
121
+ *
122
+ * `null` until the table takes its first write.
123
+ *
124
+ * @private
125
+ * @type {Uint32Array|null}
126
+ */
127
+ #pending_records = null;
128
+
105
129
  /**
106
130
  * @type {GPUDevice}
107
131
  */
@@ -178,25 +202,20 @@ export class GPUSingleTypeTable {
178
202
  const stride = this.type.aligned_size + u32.size;
179
203
  const tail = upload_buffer.position;
180
204
 
181
- // Dedupe against recent records: each record is consumed by its own thread in a
182
- // single update dispatch, so two records for the same id would race
205
+ // Dedupe against everything queued, not a window of it: each record is consumed by its own
206
+ // thread in a single update dispatch, so two records for the same id would race
183
207
  // (last-writer-wins, non-deterministic). Overwrite the previous value in place.
184
- const max_lookback = Math.min(
185
- UPLOAD_BUFFER_DEDUP_LOOKBACK,
186
- Math.floor(tail / stride),
187
- );
208
+ const pending_record = this.#pending_record_offset(id);
188
209
 
189
- for (let i = 1; i <= max_lookback; i++) {
190
- const candidate_start = tail - i * stride;
191
- upload_buffer.position = candidate_start;
192
- if (upload_buffer.readUint32() === id) {
193
- write_wgsl_type_value(value, upload_buffer, this.type);
194
- upload_buffer.position = tail;
195
- return;
196
- }
197
- }
210
+ if (pending_record >= 0) {
211
+ upload_buffer.position = pending_record + u32.size;
198
212
 
199
- upload_buffer.position = tail;
213
+ write_wgsl_type_value(value, upload_buffer, this.type);
214
+
215
+ upload_buffer.position = tail;
216
+
217
+ return;
218
+ }
200
219
 
201
220
  // Reserve the whole stride up front. The writes below only reach the last field,
202
221
  // so on a type that pads out to `aligned_size` they would leave the buffer short
@@ -209,6 +228,37 @@ export class GPUSingleTypeTable {
209
228
 
210
229
  upload_buffer.position = round_up(upload_buffer.position, stride);
211
230
 
231
+ this.#pending_records = u32_index_set(this.#pending_records, id, tail);
232
+ }
233
+
234
+ /**
235
+ * Byte offset of the record already pending for an id, or -1. One record per id is the
236
+ * invariant that keeps the update dispatch race-free — see {@link #pending_records}.
237
+ *
238
+ * Also where a stream dispatched since the last write gets noticed: {@link update} rewinds
239
+ * {@link upload_buffer} by moving its position back to zero and tells nobody, so the index can
240
+ * outlive the records it points at. {@link set} consults this before appending, which is what
241
+ * the staleness check rests on.
242
+ *
243
+ * @private
244
+ * @param {number} id
245
+ * @returns {number} byte offset of the pending record, or -1
246
+ */
247
+ #pending_record_offset(id) {
248
+ const pending = this.#pending_records;
249
+
250
+ if (pending === null || u32_index_count(pending) === 0) {
251
+ return -1;
252
+ }
253
+
254
+ if (this.upload_buffer.position === 0) {
255
+ // the stream was dispatched and rewound since these were recorded
256
+ u32_index_clear(pending);
257
+
258
+ return -1;
259
+ }
260
+
261
+ return u32_index_get(pending, id);
212
262
  }
213
263
 
214
264
  /**
@@ -1,3 +1,17 @@
1
+ /**
2
+ * ref: Gribb-Hartmann
3
+ * Updates frustum planes from a View-Projection matrix.
4
+ * Geared for Reverse-Z (WebGPU/DirectX range [0,1]).
5
+ *
6
+ * Exported because it is the engine's **one** answer to this question and somebody else asks it:
7
+ * the virtual-geometry cut extracts the same six rows from an object-space view-projection, in a
8
+ * shader, and shipped with the near plane's sign wrong. A spec that holds the two against each
9
+ * other is worth more than a second derivation with a comment saying it matches.
10
+ *
11
+ * @param {Float32Array} planes
12
+ * @param {Float32Array} vp ViewProjection matrix
13
+ */
14
+ export function construct_frustum_planes(planes: Float32Array, vp: Float32Array): void;
1
15
  export class Camera {
2
16
  transform: Transform64;
3
17
  view_matrix: Float32Array;
@@ -1 +1 @@
1
- {"version":3,"file":"Camera.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/camera/Camera.js"],"names":[],"mappings":"AAiFA;IAMI,uBAA8B;IAE9B,0BAA4B;IAC5B,gCAAkC;IAClC,qCAAuC;IAEvC;;;OAGG;IACH,SAFU,YAAY,CAES;IAoB/B,oBAEC;IAED,mBAEC;IAED,mBAEC;IAED,kBAEC;IAED,sBAKC;IAED,qBAEC;IAED,0BAEC;IAED,6BAEC;IAED;;;OAGG;IACH,YAFW,MAAM,QAchB;IAED,aAQC;IAED,iBAEC;IAED,eAMC;IAED;;;OAGG;IACH,cAFW,MAAM,WAQhB;IAED,wBAKC;IAED,0BAEC;IAED,2BAuDC;IAED,uBAIC;IAED,eAQC;;CACJ;4BAvR2B,8CAA8C"}
1
+ {"version":3,"file":"Camera.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/camera/Camera.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;GAYG;AACH,iDAHW,YAAY,MACZ,YAAY,QA8DtB;AAED;IAMI,uBAA8B;IAE9B,0BAA4B;IAC5B,gCAAkC;IAClC,qCAAuC;IAEvC;;;OAGG;IACH,SAFU,YAAY,CAES;IAoB/B,oBAEC;IAED,mBAEC;IAED,mBAEC;IAED,kBAEC;IAED,sBAKC;IAED,qBAEC;IAED,0BAEC;IAED,6BAEC;IAED;;;OAGG;IACH,YAFW,MAAM,QAchB;IAED,aAQC;IAED,iBAEC;IAED,eAMC;IAED;;;OAGG;IACH,cAFW,MAAM,WAQhB;IAED,wBAKC;IAED,0BAEC;IAED,2BAuDC;IAED,uBAIC;IAED,eAQC;;CACJ;4BA7R2B,8CAA8C"}
@@ -14,10 +14,16 @@ let id_counter = 0;
14
14
  * ref: Gribb-Hartmann
15
15
  * Updates frustum planes from a View-Projection matrix.
16
16
  * Geared for Reverse-Z (WebGPU/DirectX range [0,1]).
17
+ *
18
+ * Exported because it is the engine's **one** answer to this question and somebody else asks it:
19
+ * the virtual-geometry cut extracts the same six rows from an object-space view-projection, in a
20
+ * shader, and shipped with the near plane's sign wrong. A spec that holds the two against each
21
+ * other is worth more than a second derivation with a comment saying it matches.
22
+ *
17
23
  * @param {Float32Array} planes
18
24
  * @param {Float32Array} vp ViewProjection matrix
19
25
  */
20
- function construct_frustum_planes(planes, vp) {
26
+ export function construct_frustum_planes(planes, vp) {
21
27
  // Left Plane (w + x)
22
28
  // Row 3 + Row 0
23
29
  plane3_normalize(
@@ -125,7 +125,7 @@ export class GPUDynamicMeshResidency {
125
125
  */
126
126
  create_bindings(encoder, mesh, camera) {
127
127
  const draw_buffer = encoder.allocateTransientValueBuffer(DYNAMIC_MESH_DRAW_STRUCT, {
128
- model: mesh.transform_global,
128
+ model: mesh.transform.matrix,
129
129
  color: mesh.color,
130
130
  });
131
131
 
@@ -1 +1 @@
1
- {"version":3,"file":"GEOMETRY_METADATA_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/geometry/GEOMETRY_METADATA_STRUCT.js"],"names":[],"mappings":"AAKA,oDAgB8B;6BAnBD,gCAAgC"}
1
+ {"version":3,"file":"GEOMETRY_METADATA_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/geometry/GEOMETRY_METADATA_STRUCT.js"],"names":[],"mappings":"AAKA,oDA+B8B;6BAlCD,gCAAgC"}
@@ -18,5 +18,20 @@ export const GEOMETRY_METADATA_STRUCT = WebGPUStruct.from({
18
18
  meshlets_count: u32,
19
19
 
20
20
  bounding_sphere: vec4f,
21
- bounding_box: WebGPUArray.from(f32, 6)
21
+ bounding_box: WebGPUArray.from(f32, 6),
22
+
23
+ /**
24
+ * Row in the virtual-geometry table, or {@link VGEO_GEOMETRY_ROW_NONE}.
25
+ *
26
+ * A VG geometry has no static meshlets — `meshlets_count` is zero, so the mesh-to-meshlet
27
+ * expansion contributes nothing for it by construction — and everything it draws comes from a
28
+ * cut selected that frame. This field is how a pass handed a list of visible instances tells
29
+ * the two apart, and it is the only change virtual geometry asks of the engine's record
30
+ * formats: the draw records, the meshlet metadata, the material buckets and the indirect draws
31
+ * are all unchanged.
32
+ *
33
+ * Appended rather than inserted. Every other consumer reads this struct by field name or
34
+ * computes an offset from it, so a field at the end costs them nothing.
35
+ */
36
+ vg_row: u32,
22
37
  }, "GeometryMetadata").pack();
@@ -1 +1 @@
1
- {"version":3,"file":"GPUGeometryManager.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/geometry/GPUGeometryManager.js"],"names":[],"mappings":"AAmBA;;;;GAIG;AACH;IAqJI;;;OAGG;IACH,+BAUC;IA7JD;;;OAGG;IACH,iBAFU,YAAU,IAAI,CAED;IA0CvB;;;OAGG;IACH,4GAEC;IAED;;;;OAIG;IACH,8BAA0B;IAE1B;;;;OAIG;IACH,uBAAsB;IAOtB;;;OAGG;IACH,kCAEC;IAwBD;;;OAGG;IACH,kCAEC;IAGD;;;OAGG;IACH,0EAEC;IAED;;;OAGG;IACH,+BAiBC;IAkBD;;;;OAIG;IACH,qBAHW,mBAAmB,GAClB,MAAM,CAMjB;IAED;;;;OAIG;IACH,cAHW,eAAe,GACd,OAAO,CAIlB;IAGD;;;;OAIG;IACH,cAHW,eAAe,GACb,OAAO,CAiEnB;IAED;;;;;;;;;;;;;;;;;;;;;;;;;OAyBG;IACH,2BAPW,eAAe,GACb,mBAAmB,CAiC/B;IAED;;;;;;;;;;;;;;;;;;;;;;;OAuBG;IACH,uBAHW,mBAAmB,GACjB,OAAO,CAqBnB;IAED;;;;;;;OAOG;IACH,uBAHW,eAAe,GACb,mBAAmB,GAAC,SAAS,CAIzC;IAED;;;;OAIG;IACH,iBAHW,eAAe,GACb,OAAO,CAsCnB;IAyBD,gBAWC;IAED;;;;;;OAMG;IACH,qBANW,sBAAsB,QAuChC;IAmDD,cAmCC;IAED,0CAWC;;CA+BJ;qCArnBY,OAAO,wCAAwC,EAAE,sBAAsB;8BACvE,OAAO,sBAAsB,EAAE,eAAe;oCAC9C,OAAO,gCAAgC,EAAE,qBAAqB;oCANvC,0BAA0B;kCAC5B,gCAAgC;sCAH5B,gCAAgC"}
1
+ {"version":3,"file":"GPUGeometryManager.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/geometry/GPUGeometryManager.js"],"names":[],"mappings":"AAmBA;;;;GAIG;AACH;IAqJI;;;OAGG;IACH,+BAUC;IA7JD;;;OAGG;IACH,iBAFU,YAAU,IAAI,CAED;IA0CvB;;;OAGG;IACH,4GAEC;IAED;;;;OAIG;IACH,8BAA0B;IAE1B;;;;OAIG;IACH,uBAAsB;IAOtB;;;OAGG;IACH,kCAEC;IAwBD;;;OAGG;IACH,kCAEC;IAGD;;;OAGG;IACH,0EAEC;IAED;;;OAGG;IACH,+BAiBC;IAkBD;;;;OAIG;IACH,qBAHW,mBAAmB,GAClB,MAAM,CAMjB;IAED;;;;OAIG;IACH,cAHW,eAAe,GACd,OAAO,CAIlB;IAGD;;;;OAIG;IACH,cAHW,eAAe,GACb,OAAO,CA+EnB;IAED;;;;;;;;;;;;;;;;;;;;;;;;;OAyBG;IACH,2BAPW,eAAe,GACb,mBAAmB,CAiC/B;IAED;;;;;;;;;;;;;;;;;;;;;;;OAuBG;IACH,uBAHW,mBAAmB,GACjB,OAAO,CAqBnB;IAED;;;;;;;OAOG;IACH,uBAHW,eAAe,GACb,mBAAmB,GAAC,SAAS,CAIzC;IAED;;;;OAIG;IACH,iBAHW,eAAe,GACb,OAAO,CAsCnB;IAyBD,gBAWC;IAED;;;;;;OAMG;IACH,qBANW,sBAAsB,QAuChC;IAmDD,cAmCC;IAED,0CAWC;;CAqCJ;qCAzoBY,OAAO,wCAAwC,EAAE,sBAAsB;8BACvE,OAAO,sBAAsB,EAAE,eAAe;oCAC9C,OAAO,gCAAgC,EAAE,qBAAqB;oCANvC,0BAA0B;kCAC5B,gCAAgC;sCAH5B,gCAAgC"}
@@ -250,18 +250,32 @@ export class GPUGeometryManager {
250
250
  metadata.allocated = false;
251
251
  metadata.index = this.__last_geometry_index++;
252
252
 
253
- const meshlets = geometry.meshlets;
253
+ if (geometry.isVirtualGeometry === true) {
254
+ /*
255
+ A virtual geometry has no meshlets to allocate and no tree to trace. Everything it
256
+ draws comes from a cut selected per view per frame, out of pages
257
+ `GPUVirtualGeometryPool` installed into the *shared* meshlet pool — so its clusters are
258
+ in the same buffers as everything else, and only the route to them differs.
254
259
 
255
- metadata.meshlets = this.#meshlets.add_batch(meshlets);
260
+ The row still carries the source's bounds and triangle count, which is what
261
+ instance-level culling reads and what makes a VG instance an ordinary instance
262
+ everywhere above this line.
263
+ */
264
+ metadata.vg_row = geometry.vg_row;
265
+ } else {
266
+ const meshlets = geometry.meshlets;
256
267
 
257
- // watch for data migration
258
- metadata.meshlets.changed.add(() => {
268
+ metadata.meshlets = this.#meshlets.add_batch(meshlets);
259
269
 
260
- // TODO need to handle this properly
270
+ // watch for data migration
271
+ metadata.meshlets.changed.add(() => {
261
272
 
262
- console.warn('Meshlet GPU address changed.')
273
+ // TODO need to handle this properly
263
274
 
264
- });
275
+ console.warn('Meshlet GPU address changed.')
276
+
277
+ });
278
+ }
265
279
 
266
280
  this.#geometries.set(geometry, metadata);
267
281
 
@@ -634,8 +648,14 @@ export class GPUGeometryManager {
634
648
  index_count: indexCount,
635
649
  bounding_sphere: geometry.bounding_sphere,
636
650
  bounding_box: geometry.bounding_box,
637
- meshlets_address: g_meta.meshlets.metadata.offset,
638
- meshlets_count: g_meta.meshlets.meshlet_count,
651
+ /*
652
+ Zero and zero for a virtual geometry, and the zero count is load-bearing rather than
653
+ defensive: `shader_meshes_to_meshlet_counts` reads it and therefore contributes nothing
654
+ for a VG instance without knowing what one is.
655
+ */
656
+ meshlets_address: g_meta.meshlets?.metadata.offset ?? 0,
657
+ meshlets_count: g_meta.meshlets?.meshlet_count ?? 0,
658
+ vg_row: g_meta.vg_row,
639
659
  }, GEOMETRY_METADATA_STRUCT, metadata.buffer, offset);
640
660
 
641
661
  }