@woosh/meep-engine 3.26.0 → 3.28.0

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 (449) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/package.json +1 -1
  3. package/src/core/binary/lz4/LZ4_HIGH_COMPRESSION_PLAN_2026_09_14.md +542 -0
  4. package/src/core/binary/lz4/LZ4_LEVEL.d.ts +33 -0
  5. package/src/core/binary/lz4/LZ4_LEVEL.d.ts.map +1 -0
  6. package/src/core/binary/lz4/LZ4_LEVEL.js +32 -0
  7. package/src/core/binary/lz4/lz4_compress_block_at_level.d.ts +33 -0
  8. package/src/core/binary/lz4/lz4_compress_block_at_level.d.ts.map +1 -0
  9. package/src/core/binary/lz4/lz4_compress_block_at_level.js +47 -0
  10. package/src/core/binary/lz4/lz4_compress_block_hc.d.ts +40 -0
  11. package/src/core/binary/lz4/lz4_compress_block_hc.d.ts.map +1 -0
  12. package/src/core/binary/lz4/lz4_compress_block_hc.js +1382 -0
  13. package/src/core/binary/lz4/lz4_decompress_block.d.ts +2 -1
  14. package/src/core/binary/lz4/lz4_decompress_block.d.ts.map +1 -1
  15. package/src/core/binary/lz4/lz4_decompress_block.js +31 -6
  16. package/src/core/geom/3d/mat4/m4_linear_determinant.d.ts +15 -0
  17. package/src/core/geom/3d/mat4/m4_linear_determinant.d.ts.map +1 -0
  18. package/src/core/geom/3d/mat4/m4_linear_determinant.js +24 -0
  19. package/src/core/geom/3d/mat4/m4_normal_matrix3.d.ts +4 -2
  20. package/src/core/geom/3d/mat4/m4_normal_matrix3.d.ts.map +1 -1
  21. package/src/core/geom/3d/mat4/m4_normal_matrix3.js +21 -11
  22. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +14 -7
  23. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -1
  24. package/src/core/geom/3d/shape/HeightMapShape3D.js +87 -78
  25. package/src/engine/Engine.d.ts.map +1 -1
  26. package/src/engine/Engine.js +38 -1
  27. package/src/engine/graphics3/GraphicsEngine.d.ts +5 -1
  28. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  29. package/src/engine/graphics3/GraphicsEngine.js +834 -830
  30. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  31. package/src/shade/RENDERER_CONTRACT.md +19 -10
  32. package/src/shade/device/timing/GPU_PROFILER_PROPOSAL_2026_08_28.md +1 -1
  33. package/src/shade/playground/vgeo_runtime/README.md +186 -27
  34. package/src/shade/playground/vgeo_runtime/index.html +112 -62
  35. package/src/shade/playground/vgeo_runtime/main.js +678 -88
  36. package/src/shade/playground/vgeo_runtime/sample_asset.d.ts +18 -0
  37. package/src/shade/playground/vgeo_runtime/sample_asset.d.ts.map +1 -0
  38. package/src/shade/playground/{vgeo_viewer → vgeo_runtime}/sample_asset.js +23 -5
  39. package/src/shade/playground/vgeo_scene/README.md +408 -0
  40. package/src/shade/playground/vgeo_scene/index.html +144 -0
  41. package/src/shade/playground/vgeo_scene/main.d.ts +2 -0
  42. package/src/shade/playground/vgeo_scene/main.d.ts.map +1 -0
  43. package/src/shade/playground/vgeo_scene/main.js +1716 -0
  44. package/src/shade/playground/vgeo_viewer/sample_asset.d.ts.map +1 -1
  45. package/src/shade/renderer/Renderer.d.ts +4 -1
  46. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  47. package/src/shade/renderer/Renderer.js +5 -2
  48. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +1 -2
  49. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +11 -0
  50. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  51. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +16 -8
  52. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.d.ts.map +1 -1
  53. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +16 -11
  54. package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts.map +1 -1
  55. package/src/shade/renderer/geometry/meshlet/MeshletBatch.js +3 -29
  56. package/src/shade/renderer/geometry/meshlet/encoding/ENCODED_ATTRIBUTE_DEFAULT_VALUES.d.ts +22 -0
  57. package/src/shade/renderer/geometry/meshlet/encoding/ENCODED_ATTRIBUTE_DEFAULT_VALUES.d.ts.map +1 -0
  58. package/src/shade/renderer/geometry/meshlet/encoding/ENCODED_ATTRIBUTE_DEFAULT_VALUES.js +49 -0
  59. package/src/shade/renderer/geometry/virtual/VGEO_FORMAT.md +77 -7
  60. package/src/shade/renderer/geometry/virtual/VIRTUAL_GEOMETRY_DESIGN.md +36 -23
  61. package/src/shade/renderer/geometry/virtual/VIRTUAL_GEOMETRY_PLAN.md +17 -14
  62. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.d.ts +19 -1
  63. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.d.ts.map +1 -1
  64. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.js +21 -1
  65. package/src/shade/renderer/geometry/virtual/build/gltf/gltf_open_document.d.ts.map +1 -1
  66. package/src/shade/renderer/geometry/virtual/build/gltf/gltf_open_document.js +5 -9
  67. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevel.d.ts +32 -0
  68. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevel.d.ts.map +1 -0
  69. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelOptions.d.ts +59 -0
  70. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelOptions.d.ts.map +1 -0
  71. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelSummary.d.ts +44 -0
  72. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelSummary.d.ts.map +1 -0
  73. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.d.ts +36 -0
  74. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.d.ts.map +1 -0
  75. package/src/shade/renderer/geometry/virtual/build/{vgeo_build_levels.js → level/vgeo_build_levels.js} +61 -95
  76. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_root_group.d.ts +19 -0
  77. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_root_group.d.ts.map +1 -0
  78. package/src/shade/renderer/geometry/virtual/build/{vgeo_build_root_group.js → level/vgeo_build_root_group.js} +1 -1
  79. package/src/shade/renderer/geometry/virtual/build/mesh/VirtualGeometryMesh.d.ts +73 -0
  80. package/src/shade/renderer/geometry/virtual/build/mesh/VirtualGeometryMesh.d.ts.map +1 -0
  81. package/src/shade/renderer/geometry/virtual/build/{VirtualGeometryMesh.js → mesh/VirtualGeometryMesh.js} +7 -7
  82. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.d.ts +29 -0
  83. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.d.ts.map +1 -0
  84. package/src/shade/renderer/geometry/virtual/build/{vgeo_compute_vertex_normals.js → mesh/vgeo_compute_vertex_normals.js} +3 -3
  85. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_tangents.d.ts +31 -0
  86. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_tangents.d.ts.map +1 -0
  87. package/src/shade/renderer/geometry/virtual/build/{vgeo_compute_vertex_tangents.js → mesh/vgeo_compute_vertex_tangents.js} +5 -5
  88. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_normalize_source.d.ts +46 -0
  89. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_normalize_source.d.ts.map +1 -0
  90. package/src/shade/renderer/geometry/virtual/build/{vgeo_normalize_source.js → mesh/vgeo_normalize_source.js} +9 -9
  91. package/src/shade/renderer/geometry/virtual/build/page/vgeo_assemble_pages.d.ts +13 -0
  92. package/src/shade/renderer/geometry/virtual/build/page/vgeo_assemble_pages.d.ts.map +1 -0
  93. package/src/shade/renderer/geometry/virtual/build/{vgeo_assemble_pages.js → page/vgeo_assemble_pages.js} +63 -16
  94. package/src/shade/renderer/geometry/virtual/build/page/vgeo_build_page_nodes.d.ts +13 -0
  95. package/src/shade/renderer/geometry/virtual/build/page/vgeo_build_page_nodes.d.ts.map +1 -0
  96. package/src/shade/renderer/geometry/virtual/build/{vgeo_build_page_nodes.js → page/vgeo_build_page_nodes.js} +4 -4
  97. package/src/shade/renderer/geometry/virtual/build/page/vgeo_page_node_count.d.ts +22 -0
  98. package/src/shade/renderer/geometry/virtual/build/page/vgeo_page_node_count.d.ts.map +1 -0
  99. package/src/shade/renderer/geometry/virtual/build/{vgeo_page_node_count.js → page/vgeo_page_node_count.js} +2 -2
  100. package/src/shade/renderer/geometry/virtual/build/partition/VGeoFaceGraph.d.ts +52 -0
  101. package/src/shade/renderer/geometry/virtual/build/partition/VGeoFaceGraph.d.ts.map +1 -0
  102. package/src/shade/renderer/geometry/virtual/build/{VGeoFaceGraph.js → partition/VGeoFaceGraph.js} +1 -1
  103. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_graph_components.d.ts +14 -0
  104. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_graph_components.d.ts.map +1 -0
  105. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_partition_graph.d.ts +29 -0
  106. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_partition_graph.d.ts.map +1 -0
  107. package/src/shade/renderer/geometry/virtual/build/{vgeo_partition_graph.js → partition/vgeo_partition_graph.js} +2 -2
  108. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_partition_subgraph.d.ts +41 -0
  109. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_partition_subgraph.d.ts.map +1 -0
  110. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_partition_subgraph.js +92 -0
  111. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_split_face_set.d.ts +10 -0
  112. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_split_face_set.d.ts.map +1 -0
  113. package/src/shade/renderer/geometry/virtual/build/{vgeo_split_face_set.js → partition/vgeo_split_face_set.js} +12 -55
  114. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_split_face_set_packed.d.ts +15 -0
  115. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_split_face_set_packed.d.ts.map +1 -0
  116. package/src/shade/renderer/geometry/virtual/build/{vgeo_split_face_set_packed.js → partition/vgeo_split_face_set_packed.js} +3 -3
  117. package/src/shade/renderer/geometry/virtual/build/sphere/vgeo_bounding_sphere.d.ts +12 -0
  118. package/src/shade/renderer/geometry/virtual/build/sphere/vgeo_bounding_sphere.d.ts.map +1 -0
  119. package/src/shade/renderer/geometry/virtual/build/{vgeo_bounding_sphere.js → sphere/vgeo_bounding_sphere.js} +3 -3
  120. package/src/shade/renderer/geometry/virtual/build/sphere/vgeo_containing_sphere.d.ts +18 -0
  121. package/src/shade/renderer/geometry/virtual/build/sphere/vgeo_containing_sphere.d.ts.map +1 -0
  122. package/src/shade/renderer/geometry/virtual/build/{vgeo_containing_sphere.js → sphere/vgeo_containing_sphere.js} +3 -3
  123. package/src/shade/renderer/geometry/virtual/build/sphere/vgeo_sphere_inflate_to_contain.d.ts +9 -0
  124. package/src/shade/renderer/geometry/virtual/build/sphere/vgeo_sphere_inflate_to_contain.d.ts.map +1 -0
  125. package/src/shade/renderer/geometry/virtual/build/{vgeo_sphere_inflate_to_contain.js → sphere/vgeo_sphere_inflate_to_contain.js} +1 -1
  126. package/src/shade/renderer/geometry/virtual/build/submesh/VGeoGatheredFaces.d.ts +24 -0
  127. package/src/shade/renderer/geometry/virtual/build/submesh/VGeoGatheredFaces.d.ts.map +1 -0
  128. package/src/shade/renderer/geometry/virtual/build/submesh/VGeoSubmesh.d.ts +20 -0
  129. package/src/shade/renderer/geometry/virtual/build/submesh/VGeoSubmesh.d.ts.map +1 -0
  130. package/src/shade/renderer/geometry/virtual/build/submesh/vgeo_extract_submesh.d.ts +14 -0
  131. package/src/shade/renderer/geometry/virtual/build/submesh/vgeo_extract_submesh.d.ts.map +1 -0
  132. package/src/shade/renderer/geometry/virtual/build/{vgeo_extract_submesh.js → submesh/vgeo_extract_submesh.js} +5 -5
  133. package/src/shade/renderer/geometry/virtual/build/submesh/vgeo_gather_faces.d.ts +12 -0
  134. package/src/shade/renderer/geometry/virtual/build/submesh/vgeo_gather_faces.d.ts.map +1 -0
  135. package/src/shade/renderer/geometry/virtual/build/{vgeo_gather_faces.js → submesh/vgeo_gather_faces.js} +2 -2
  136. package/src/shade/renderer/geometry/virtual/build/submesh/vgeo_narrow_indices.d.ts +11 -0
  137. package/src/shade/renderer/geometry/virtual/build/submesh/vgeo_narrow_indices.d.ts.map +1 -0
  138. package/src/shade/renderer/geometry/virtual/build/{vgeo_narrow_indices.js → submesh/vgeo_narrow_indices.js} +3 -3
  139. package/src/shade/renderer/geometry/virtual/build/vgeo_assemble_pages.d.ts.map +1 -1
  140. package/src/shade/renderer/geometry/virtual/build/vgeo_build.d.ts.map +1 -1
  141. package/src/shade/renderer/geometry/virtual/build/vgeo_build.js +10 -11
  142. package/src/shade/renderer/geometry/virtual/format/VGeoWriteOptions.d.ts +22 -0
  143. package/src/shade/renderer/geometry/virtual/format/VGeoWriteOptions.d.ts.map +1 -1
  144. package/src/shade/renderer/geometry/virtual/format/VGeoWriteOptions.js +24 -0
  145. package/src/shade/renderer/geometry/virtual/format/attribute/vgeo_attributes_read.d.ts +8 -2
  146. package/src/shade/renderer/geometry/virtual/format/attribute/vgeo_attributes_read.d.ts.map +1 -1
  147. package/src/shade/renderer/geometry/virtual/format/attribute/vgeo_attributes_read.js +8 -2
  148. package/src/shade/renderer/geometry/virtual/format/dag/VirtualGeometryCluster.d.ts +12 -0
  149. package/src/shade/renderer/geometry/virtual/format/dag/VirtualGeometryCluster.d.ts.map +1 -1
  150. package/src/shade/renderer/geometry/virtual/format/dag/VirtualGeometryCluster.js +13 -0
  151. package/src/shade/renderer/geometry/virtual/format/frame/vgeo_encode_frame_blob.d.ts +8 -1
  152. package/src/shade/renderer/geometry/virtual/format/frame/vgeo_encode_frame_blob.d.ts.map +1 -1
  153. package/src/shade/renderer/geometry/virtual/format/frame/vgeo_encode_frame_blob.js +11 -3
  154. package/src/shade/renderer/geometry/virtual/format/header/VGEO_FORMAT_VERSION.d.ts +9 -0
  155. package/src/shade/renderer/geometry/virtual/format/header/VGEO_FORMAT_VERSION.d.ts.map +1 -1
  156. package/src/shade/renderer/geometry/virtual/format/header/VGEO_FORMAT_VERSION.js +10 -1
  157. package/src/shade/renderer/geometry/virtual/format/page/VGEO_GROUP_OFFSET.d.ts +15 -0
  158. package/src/shade/renderer/geometry/virtual/format/page/VGEO_GROUP_OFFSET.d.ts.map +1 -0
  159. package/src/shade/renderer/geometry/virtual/format/page/VGEO_GROUP_OFFSET.js +15 -0
  160. package/src/shade/renderer/geometry/virtual/format/page/VGEO_MAX_PARENT_ENTRY_COUNT.d.ts +18 -0
  161. package/src/shade/renderer/geometry/virtual/format/page/VGEO_MAX_PARENT_ENTRY_COUNT.d.ts.map +1 -0
  162. package/src/shade/renderer/geometry/virtual/format/page/VGEO_MAX_PARENT_ENTRY_COUNT.js +17 -0
  163. package/src/shade/renderer/geometry/virtual/format/page/VGEO_MAX_PARENT_REF.d.ts +8 -0
  164. package/src/shade/renderer/geometry/virtual/format/page/VGEO_MAX_PARENT_REF.d.ts.map +1 -0
  165. package/src/shade/renderer/geometry/virtual/format/page/VGEO_MAX_PARENT_REF.js +7 -0
  166. package/src/shade/renderer/geometry/virtual/format/page/VGEO_PAGE_OFFSET.d.ts +3 -0
  167. package/src/shade/renderer/geometry/virtual/format/page/VGEO_PAGE_OFFSET.js +16 -0
  168. package/src/shade/renderer/geometry/virtual/format/page/VGEO_PARENT_ENTRY_SIZE.d.ts +14 -0
  169. package/src/shade/renderer/geometry/virtual/format/page/VGEO_PARENT_ENTRY_SIZE.d.ts.map +1 -0
  170. package/src/shade/renderer/geometry/virtual/format/page/VGEO_PARENT_ENTRY_SIZE.js +13 -0
  171. package/src/shade/renderer/geometry/virtual/format/page/VGEO_PARENT_PAGE_ENTRY_SIZE.d.ts +11 -0
  172. package/src/shade/renderer/geometry/virtual/format/page/VGEO_PARENT_PAGE_ENTRY_SIZE.d.ts.map +1 -0
  173. package/src/shade/renderer/geometry/virtual/format/page/VGEO_PARENT_PAGE_ENTRY_SIZE.js +10 -0
  174. package/src/shade/renderer/geometry/virtual/format/payload/vgeo_encode_cluster_payload.d.ts +28 -0
  175. package/src/shade/renderer/geometry/virtual/format/payload/vgeo_encode_cluster_payload.d.ts.map +1 -1
  176. package/src/shade/renderer/geometry/virtual/format/payload/vgeo_encode_cluster_payload.js +7 -3
  177. package/src/shade/renderer/geometry/virtual/format/read/VGeoByteSource.d.ts +20 -0
  178. package/src/shade/renderer/geometry/virtual/format/read/VGeoByteSource.d.ts.map +1 -1
  179. package/src/shade/renderer/geometry/virtual/format/read/VGeoByteSource.js +20 -2
  180. package/src/shade/renderer/geometry/virtual/format/read/VGeoContainerHeader.d.ts +4 -0
  181. package/src/shade/renderer/geometry/virtual/format/read/VGeoContainerHeader.d.ts.map +1 -1
  182. package/src/shade/renderer/geometry/virtual/format/read/VGeoContainerHeader.js +4 -0
  183. package/src/shade/renderer/geometry/virtual/format/read/VGeoContainerReader.d.ts +29 -3
  184. package/src/shade/renderer/geometry/virtual/format/read/VGeoContainerReader.d.ts.map +1 -1
  185. package/src/shade/renderer/geometry/virtual/format/read/VGeoContainerReader.js +81 -122
  186. package/src/shade/renderer/geometry/virtual/format/read/VGeoPage.d.ts +40 -0
  187. package/src/shade/renderer/geometry/virtual/format/read/VGeoPage.d.ts.map +1 -1
  188. package/src/shade/renderer/geometry/virtual/format/read/VGeoPage.js +44 -0
  189. package/src/shade/renderer/geometry/virtual/format/read/VGeoPageFetcherCore.d.ts +69 -0
  190. package/src/shade/renderer/geometry/virtual/format/read/VGeoPageFetcherCore.d.ts.map +1 -0
  191. package/src/shade/renderer/geometry/virtual/format/read/VGeoPageFetcherCore.js +236 -0
  192. package/src/shade/renderer/geometry/virtual/format/read/VGeoReadOptions.d.ts +14 -0
  193. package/src/shade/renderer/geometry/virtual/format/read/VGeoReadOptions.d.ts.map +1 -1
  194. package/src/shade/renderer/geometry/virtual/format/read/VGeoReadOptions.js +15 -0
  195. package/src/shade/renderer/geometry/virtual/format/read/vgeo_byte_source_from_descriptor.d.ts +31 -0
  196. package/src/shade/renderer/geometry/virtual/format/read/vgeo_byte_source_from_descriptor.d.ts.map +1 -0
  197. package/src/shade/renderer/geometry/virtual/format/read/vgeo_byte_source_from_descriptor.js +32 -0
  198. package/src/shade/renderer/geometry/virtual/format/read/vgeo_fetch_byte_source.d.ts +10 -0
  199. package/src/shade/renderer/geometry/virtual/format/read/vgeo_fetch_byte_source.d.ts.map +1 -1
  200. package/src/shade/renderer/geometry/virtual/format/read/vgeo_fetch_byte_source.js +21 -1
  201. package/src/shade/renderer/geometry/virtual/format/read/vgeo_page_transfer.d.ts +15 -0
  202. package/src/shade/renderer/geometry/virtual/format/read/vgeo_page_transfer.d.ts.map +1 -0
  203. package/src/shade/renderer/geometry/virtual/format/read/vgeo_page_transfer.js +84 -0
  204. package/src/shade/renderer/geometry/virtual/format/read/vgeo_page_worker_serve.d.ts +22 -0
  205. package/src/shade/renderer/geometry/virtual/format/read/vgeo_page_worker_serve.d.ts.map +1 -0
  206. package/src/shade/renderer/geometry/virtual/format/read/vgeo_page_worker_serve.js +96 -0
  207. package/src/shade/renderer/geometry/virtual/format/read/vgeo_read_page.d.ts.map +1 -1
  208. package/src/shade/renderer/geometry/virtual/format/read/vgeo_read_page.js +63 -3
  209. package/src/shade/renderer/geometry/virtual/format/vgeo_validate_container.d.ts.map +1 -1
  210. package/src/shade/renderer/geometry/virtual/format/vgeo_validate_container.js +219 -17
  211. package/src/shade/renderer/geometry/virtual/format/vgeo_write_container.d.ts.map +1 -1
  212. package/src/shade/renderer/geometry/virtual/format/vgeo_write_container.js +156 -11
  213. package/src/shade/renderer/geometry/virtual/runtime/CUT_PLAN_2026_09_14.md +656 -0
  214. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryPool.d.ts +33 -36
  215. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryPool.d.ts.map +1 -1
  216. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryPool.js +109 -193
  217. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts +109 -29
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  433. package/src/shade/renderer/geometry/virtual/residency/VGeoResidencyOptions.d.ts +0 -49
  434. package/src/shade/renderer/geometry/virtual/residency/VGeoResidencyOptions.d.ts.map +0 -1
  435. package/src/shade/renderer/geometry/virtual/residency/VGeoResidencyOptions.js +0 -50
  436. package/src/shade/renderer/loader/gltf/fix_up_material_sides.js +0 -109
  437. package/src/shade/renderer/rasterize/expand/graph_triangles_filter_by_material_side.js +0 -78
  438. package/src/shade/renderer/rasterize/expand/shader_filter_triangle_by_material_side.js +0 -100
  439. package/src/shade/renderer/rasterize/forward/chunk_material_side_should_draw.js +0 -26
  440. package/src/shade/renderer/shader/chunk/jobs/NOTES.md +0 -47
  441. package/src/shade/renderer/shader/chunk/jobs/chunk_job_system.d.ts +0 -3
  442. package/src/shade/renderer/shader/chunk/jobs/chunk_job_system.d.ts.map +0 -1
  443. package/src/shade/renderer/shader/chunk/jobs/chunk_job_system.js +0 -102
  444. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevel.js → level/VGeoLevel.js} +0 -0
  445. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevelOptions.js → level/VGeoLevelOptions.js} +0 -0
  446. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevelSummary.js → level/VGeoLevelSummary.js} +0 -0
  447. /package/src/shade/renderer/geometry/virtual/build/{vgeo_graph_components.js → partition/vgeo_graph_components.js} +0 -0
  448. /package/src/shade/renderer/geometry/virtual/build/{VGeoGatheredFaces.js → submesh/VGeoGatheredFaces.js} +0 -0
  449. /package/src/shade/renderer/geometry/virtual/build/{VGeoSubmesh.js → submesh/VGeoSubmesh.js} +0 -0
@@ -1 +1 @@
1
- {"version":3,"file":"graph_rasterize_meshes_transparent_avboit.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.js"],"names":[],"mappings":"AAgEA;;;;;GAKG;AACH,oDAHW,UAAU,MAAM,CAAC,GACf,MAAM,EAAE,CAOpB;AAED;;;;;;;;;;;;GAYG;AACH;IAT+B,KAAK;IACA,KAAK;IACd,MAAM,EAAtB,MAAM;IACqB,kBAAkB,EAA7C,UAAU,MAAM,CAAC;IACD,kBAAkB,EAAlC,MAAM;IACU,wBAAwB,EAAxC,MAAM;IACW,SAAS,GAA1B,MAAM;IACJ,MAAM,CA4DlB;AAED;;;;;;;;;;GAUG;AACH;IAP+B,KAAK;IACT,SAAS,EAAzB,MAAM;IACY,gBAAgB,EAAlC,MAAM,EAAE;IACmB,kBAAkB,EAA7C,UAAU,MAAM,CAAC;IACQ,MAAM,GAA/B,cAAc;IACZ,MAAM,CAsDlB;AAED;;;;;;;;;;;;;;;GAeG;AACH,6KAFa;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAC,CAkJjE;AAED;;;;;;;;;;GAUG;AACH;IAP+B,KAAK;IACT,IAAI,EAApB,MAAM;IACU,UAAU,EAA1B,MAAM;IACU,QAAQ,EAAxB,MAAM;IACY,gBAAgB,EAAlC,MAAM,EAAE;IACN,MAAM,CAoClB;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,qUAFa;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,UAAU,EAAE,MAAM,CAAA;CAAC,CAyN7D;AAED;;;;;;;;GAQG;AACH,+EAHW,UAAU,MAAM,CAAC,GACf;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAA;CAAC,CAe/E;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AACH;IAnB+B,KAAK;IACT,OAAO,EAAvB,MAAM;IACkB,QAAQ;IACd,QAAQ,EAA1B,MAAM,EAAE;IACQ,aAAa,EAA7B,MAAM;IACU,aAAa,EAA7B,MAAM;IACuB,MAAM;IACnB,wBAAwB,EAAxC,MAAM;IACU,oBAAoB,EAApC,MAAM;IACU,kBAAkB,EAAlC,MAAM;IACU,eAAe,EAA/B,MAAM;IACU,eAAe,EAA/B,MAAM;IACU,oBAAoB,EAApC,MAAM;IAC6B,sBAAsB,EAAzD,yBAAyB;IACA,MAAM,GAA/B,cAAc;IACiD,aAAa,GAA5E,OAAO,wBAAwB,EAAE,iBAAiB,EAAE;IAElD,MAAM,CAqRlB;+BA97B8B,qBAAqB;0CA7BV,uCAAuC"}
1
+ {"version":3,"file":"graph_rasterize_meshes_transparent_avboit.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.js"],"names":[],"mappings":"AAgEA;;;;;GAKG;AACH,oDAHW,UAAU,MAAM,CAAC,GACf,MAAM,EAAE,CAOpB;AAED;;;;;;;;;;;;GAYG;AACH;IAT+B,KAAK;IACA,KAAK;IACd,MAAM,EAAtB,MAAM;IACqB,kBAAkB,EAA7C,UAAU,MAAM,CAAC;IACD,kBAAkB,EAAlC,MAAM;IACU,wBAAwB,EAAxC,MAAM;IACW,SAAS,GAA1B,MAAM;IACJ,MAAM,CA4DlB;AAED;;;;;;;;;;GAUG;AACH;IAP+B,KAAK;IACT,SAAS,EAAzB,MAAM;IACY,gBAAgB,EAAlC,MAAM,EAAE;IACmB,kBAAkB,EAA7C,UAAU,MAAM,CAAC;IACQ,MAAM,GAA/B,cAAc;IACZ,MAAM,CAsDlB;AAED;;;;;;;;;;;;;;;GAeG;AACH,6KAFa;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAC,CAkJjE;AAED;;;;;;;;;;GAUG;AACH;IAP+B,KAAK;IACT,IAAI,EAApB,MAAM;IACU,UAAU,EAA1B,MAAM;IACU,QAAQ,EAAxB,MAAM;IACY,gBAAgB,EAAlC,MAAM,EAAE;IACN,MAAM,CAoClB;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,qUAFa;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,UAAU,EAAE,MAAM,CAAA;CAAC,CAyN7D;AAED;;;;;;;;GAQG;AACH,+EAHW,UAAU,MAAM,CAAC,GACf;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAA;CAAC,CAe/E;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AACH;IAnB+B,KAAK;IACT,OAAO,EAAvB,MAAM;IACkB,QAAQ;IACd,QAAQ,EAA1B,MAAM,EAAE;IACQ,aAAa,EAA7B,MAAM;IACU,aAAa,EAA7B,MAAM;IACuB,MAAM;IACnB,wBAAwB,EAAxC,MAAM;IACU,oBAAoB,EAApC,MAAM;IACU,kBAAkB,EAAlC,MAAM;IACU,eAAe,EAA/B,MAAM;IACU,eAAe,EAA/B,MAAM;IACU,oBAAoB,EAApC,MAAM;IAC6B,sBAAsB,EAAzD,yBAAyB;IACA,MAAM,GAA/B,cAAc;IACiD,aAAa,GAA5E,OAAO,wBAAwB,EAAE,iBAAiB,EAAE;IAElD,MAAM,CAsRlB;+BA/7B8B,qBAAqB;0CA7BV,uCAAuC"}
@@ -768,8 +768,9 @@ export function graph_rasterize_meshes_transparent_avboit({
768
768
 
769
769
  const scene_materials = scene_ctx.drawn_materials;
770
770
 
771
- // Front-sided and double-sided materials need different pipeline states, so every raster pass
772
- // below runs twice. `ShadeDrawSide.Back` is not drawn, the same as under MBOIT (plan §7).
771
+ // Single-sided and double-sided materials need different pipeline states, so every raster pass
772
+ // below runs twice. `ShadeDrawSide.Back` is single-sided and rides in the `Front` bucket — the
773
+ // vertex shader reverses its winding — so unlike under MBOIT (plan §7) it is drawn.
773
774
  const material_count_front = filter_materials_by_bucket(
774
775
  materials_front, 0,
775
776
  TransparencyMode.Transparent,
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_rasterize_triangle.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/native/chunk_rasterize_triangle.js"],"names":[],"mappings":"AAaA,iDA+CC;0BAlDyB,oCAAoC"}
1
+ {"version":3,"file":"chunk_rasterize_triangle.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/native/chunk_rasterize_triangle.js"],"names":[],"mappings":"AAiBA,iDAsDC;0BAzDyB,oCAAoC"}
@@ -1,4 +1,8 @@
1
+ import { chunk_triangle_winding_is_reversed } from "../chunk_triangle_winding_is_reversed.js";
1
2
  import { chunk_scene_database_access } from "../../scene/chunk_scene_database_access.js";
3
+ import {
4
+ chunk_triangle_list_reverse_winding
5
+ } from "../../shader/chunk/geometry/triangle/chunk_triangle_list_reverse_winding.js";
2
6
  import {
3
7
  chunk_encode_meshlet_element
4
8
  } from "../../shader/chunk/geometry/meshlet/chunk_encode_meshlet_element.js";
@@ -23,9 +27,17 @@ fn rasterize_triangle(
23
27
 
24
28
  let meshlet_header = meshlet_metadata[meshlet_id];
25
29
 
30
+ let mesh = scene_read_mesh(&scene_database, mesh_index);
31
+ let node = scene_read_node(&scene_database, mesh.node);
32
+
33
+ let draw_index = triangle_list_reverse_winding(
34
+ meshlet_vertex_id,
35
+ triangle_winding_is_reversed(node, materials[mesh.material].draw_side)
36
+ );
37
+
26
38
  let last_draw_index = meshlet_header.primitive_count * 3u - 1u;
27
39
 
28
- let clamped_vertex = min(meshlet_vertex_id, last_draw_index );
40
+ let clamped_vertex = min(draw_index, last_draw_index );
29
41
 
30
42
  let triangle_index = clamped_vertex / 3u;
31
43
 
@@ -44,9 +56,6 @@ fn rasterize_triangle(
44
56
  index:'meshlet_triangle_index',
45
57
  })};
46
58
 
47
- let mesh = scene_read_mesh(&scene_database, mesh_index);
48
- let node = scene_read_node(&scene_database, mesh.node);
49
-
50
59
  let projection_matrix = camera.view_projection_matrix;
51
60
 
52
61
  return projection_matrix * node.global * vec4(geometry_position, 1.0);
@@ -57,6 +66,8 @@ fn rasterize_triangle(
57
66
  chunk_read_meshlet_vertex_position,
58
67
  chunk_read_meshlet_resolved_index,
59
68
  chunk_scene_database_access,
69
+ chunk_triangle_winding_is_reversed,
70
+ chunk_triangle_list_reverse_winding,
60
71
  ]
61
72
  )
62
73
 
@@ -1 +1 @@
1
- {"version":3,"file":"shadow_rasterization_alpha_tested_pass_descriptor.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/depth/shadow_rasterization_alpha_tested_pass_descriptor.js"],"names":[],"mappings":"AAuIA,qFAA4F;qCAzHvD,8CAA8C"}
1
+ {"version":3,"file":"shadow_rasterization_alpha_tested_pass_descriptor.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/depth/shadow_rasterization_alpha_tested_pass_descriptor.js"],"names":[],"mappings":"AAkJA,qFAA4F;qCAhIvD,8CAA8C"}
@@ -1,6 +1,10 @@
1
1
  import { RenderPipelineDescriptor } from "../../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
2
  import { DEPTH_BACKGROUND_VALUE } from "../../../depth/DEPTH_BACKGROUND_VALUE.js";
3
+ import { chunk_triangle_winding_is_reversed } from "../../chunk_triangle_winding_is_reversed.js";
3
4
  import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
5
+ import {
6
+ chunk_triangle_list_reverse_winding
7
+ } from "../../../shader/chunk/geometry/triangle/chunk_triangle_list_reverse_winding.js";
4
8
  import {
5
9
  chunk_read_meshlet_resolved_index
6
10
  } from "../../../shader/chunk/geometry/meshlet/chunk_read_meshlet_resolved_index.js";
@@ -88,16 +92,21 @@ fn main(
88
92
  return output; // discard vertex outside of meshlet bounds
89
93
  }
90
94
 
95
+ let mesh = scene_read_mesh(&scene_database, mesh_id);
96
+ let node = scene_read_node(&scene_database, mesh.node);
97
+
98
+ let draw_index = triangle_list_reverse_winding(
99
+ vertex_draw_index,
100
+ triangle_winding_is_reversed(node, material.draw_side)
101
+ );
102
+
91
103
  // resolve vertex from index
92
- let resolved_vertex_id = read_meshlet_resolved_index(meshlet_header, vertex_draw_index);
93
-
104
+ let resolved_vertex_id = read_meshlet_resolved_index(meshlet_header, draw_index);
105
+
94
106
  let meshlet_vertex = read_meshlet_vertex_uv_position(
95
107
  meshlet_header,
96
108
  resolved_vertex_id,
97
109
  );
98
-
99
- let mesh = scene_read_mesh(&scene_database, mesh_id);
100
- let node = scene_read_node(&scene_database, mesh.node);
101
110
 
102
111
  let position_world = node.global * vec4(meshlet_vertex.position, 1.0);
103
112
 
@@ -112,6 +121,8 @@ fn main(
112
121
  chunk_read_meshlet_vertex_uv_position,
113
122
  chunk_read_meshlet_resolved_index,
114
123
  chunk_scene_database_access,
124
+ chunk_triangle_winding_is_reversed,
125
+ chunk_triangle_list_reverse_winding,
115
126
  ]
116
127
  )
117
128
  });
@@ -1 +1 @@
1
- {"version":3,"file":"shadow_rasterization_pass_descriptor.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/depth/shadow_rasterization_pass_descriptor.js"],"names":[],"mappings":"AAwEA,wEAA+E;qCA3D1C,8CAA8C"}
1
+ {"version":3,"file":"shadow_rasterization_pass_descriptor.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/depth/shadow_rasterization_pass_descriptor.js"],"names":[],"mappings":"AAmFA,wEAA+E;qCAlE1C,8CAA8C"}
@@ -1,6 +1,10 @@
1
1
  import { RenderPipelineDescriptor } from "../../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
2
  import { DEPTH_BACKGROUND_VALUE } from "../../../depth/DEPTH_BACKGROUND_VALUE.js";
3
+ import { chunk_triangle_winding_is_reversed } from "../../chunk_triangle_winding_is_reversed.js";
3
4
  import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
5
+ import {
6
+ chunk_triangle_list_reverse_winding
7
+ } from "../../../shader/chunk/geometry/triangle/chunk_triangle_list_reverse_winding.js";
4
8
  import {
5
9
  chunk_encode_meshlet_element
6
10
  } from "../../../shader/chunk/geometry/meshlet/chunk_encode_meshlet_element.js";
@@ -40,16 +44,21 @@ fn main(
40
44
  return vec4f(); // discard vertex outside of meshlet bounds
41
45
  }
42
46
 
47
+ let mesh = scene_read_mesh(&scene_database, mesh_id);
48
+ let node = scene_read_node(&scene_database, mesh.node);
49
+
50
+ let draw_index = triangle_list_reverse_winding(
51
+ vertex_draw_index,
52
+ triangle_winding_is_reversed(node, materials[mesh.material].draw_side)
53
+ );
54
+
43
55
  // resolve vertex from index
44
- let resolved_vertex_id = read_meshlet_resolved_index(meshlet_header, vertex_draw_index);
45
-
56
+ let resolved_vertex_id = read_meshlet_resolved_index(meshlet_header, draw_index);
57
+
46
58
  let geometry_position = read_meshlet_vertex_position(
47
59
  meshlet_header,
48
60
  resolved_vertex_id,
49
61
  );
50
-
51
- let mesh = scene_read_mesh(&scene_database, mesh_id);
52
- let node = scene_read_node(&scene_database, mesh.node);
53
62
 
54
63
  let projection_matrix = camera.view_projection_matrix;
55
64
 
@@ -62,6 +71,8 @@ fn main(
62
71
  chunk_read_meshlet_resolved_index,
63
72
  MESH_TRIANGLE_REFERENCE_STRUCT.declaration_chunk,
64
73
  chunk_scene_database_access,
74
+ chunk_triangle_winding_is_reversed,
75
+ chunk_triangle_list_reverse_winding,
65
76
  ]
66
77
  );
67
78
 
@@ -1 +1 @@
1
- {"version":3,"file":"graph_rasterize_meshes_transparent_oit.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.js"],"names":[],"mappings":"AAqaA;;;;;;;;;;;;;;;;GAgBG;AACH,uSAFa,MAAM,CAsOlB"}
1
+ {"version":3,"file":"graph_rasterize_meshes_transparent_oit.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.js"],"names":[],"mappings":"AAqaA;;;;;;;;;;;;;;;;GAgBG;AACH,uSAFa,MAAM,CAuOlB"}
@@ -484,7 +484,8 @@ export function graph_rasterize_meshes_transparent_oit({
484
484
  const scene_materials = scene_ctx.drawn_materials;
485
485
 
486
486
  // we need to draw with different pipeline states, so the code is a little convoluted
487
- // Essentially, we draw Double-side and Front-sided materials
487
+ // Essentially, we draw double-sided and single-sided materials. `ShadeDrawSide.Back` is
488
+ // single-sided and rides in the `Front` bucket — the vertex shader reverses its winding.
488
489
 
489
490
  const material_count_front = filter_materials_by_bucket(
490
491
  materials_front, 0,
@@ -1 +1 @@
1
- {"version":3,"file":"rasterization_shader_resources.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/native/rasterization_shader_resources.js"],"names":[],"mappings":"AASA,yEAAgF;4CALpC,sDAAsD"}
1
+ {"version":3,"file":"rasterization_shader_resources.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/native/rasterization_shader_resources.js"],"names":[],"mappings":"AAUA,yEAAgF;4CALpC,sDAAsD"}
@@ -1,6 +1,7 @@
1
1
  import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
2
  import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
3
  import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
4
+ import { MATERIAL_METADATA_STRUCT } from "../../material/MATERIAL_METADATA_STRUCT.js";
4
5
  import { MESHLET_COLLECTION_STRUCT } from "../MESHLET_COLLECTION_STRUCT.js";
5
6
  import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
6
7
  import { GEOMETRY_ATTRIBUTE_DATA_TYPE } from "../../geometry/GEOMETRY_ATTRIBUTE_DATA_TYPE.js";
@@ -16,4 +17,7 @@ rasterization_shader_resources.createGroup()
16
17
  .addStorageBuffer("meshlets", MESHLET_COLLECTION_STRUCT)
17
18
  .addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT))
18
19
  .addStorageBuffer("meshlet_data", GEOMETRY_ATTRIBUTE_DATA_TYPE)
20
+ // one draw covers every material in the bucket, so the side a material draws is per-instance
21
+ // here rather than per-pass, the way the alpha-tested and forward passes can have it
22
+ .addStorageBuffer("materials", WebGPUArray.from(MATERIAL_METADATA_STRUCT))
19
23
  ;
@@ -1 +1 @@
1
- {"version":3,"file":"viz_rasterization_alpha_tested_pass_descriptor.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.js"],"names":[],"mappings":"AAgLA,kFAAyF;qCA1JpD,8CAA8C"}
1
+ {"version":3,"file":"viz_rasterization_alpha_tested_pass_descriptor.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.js"],"names":[],"mappings":"AAyLA,kFAAyF;qCA/JpD,8CAA8C"}
@@ -1,6 +1,10 @@
1
1
  import { RenderPipelineDescriptor } from "../../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
2
  import { DEPTH_BACKGROUND_VALUE } from "../../../depth/DEPTH_BACKGROUND_VALUE.js";
3
+ import { chunk_triangle_winding_is_reversed } from "../../chunk_triangle_winding_is_reversed.js";
3
4
  import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
5
+ import {
6
+ chunk_triangle_list_reverse_winding
7
+ } from "../../../shader/chunk/geometry/triangle/chunk_triangle_list_reverse_winding.js";
4
8
  import { RENDER_GLOBAL_MIP_BIAS } from "../../../postprocess/taa/RENDER_GLOBAL_MIP_BIAS.js";
5
9
  import {
6
10
  chunk_encode_meshlet_element
@@ -114,17 +118,20 @@ fn main(
114
118
  }
115
119
 
116
120
  let triangle_index = encode_meshlet_element(meshlet_id, vertex_draw_index / 3u);
117
-
121
+
122
+ let mesh = scene_read_mesh(&scene_database, mesh_id);
123
+ let node = scene_read_node(&scene_database, mesh.node);
124
+
118
125
  let meshlet_vertex = read_meshlet_vertex_by_draw_index(
119
126
  meshlet_header,
120
- vertex_draw_index,
127
+ triangle_list_reverse_winding(
128
+ vertex_draw_index,
129
+ triangle_winding_is_reversed(node, material.draw_side)
130
+ ),
121
131
  );
122
-
132
+
123
133
  var output: VertexOutput;
124
-
125
- let mesh = scene_read_mesh(&scene_database, mesh_id);
126
- let node = scene_read_node(&scene_database, mesh.node);
127
-
134
+
128
135
  let instance_matrix = node.global;
129
136
 
130
137
  let position_world = instance_matrix * vec4(meshlet_vertex.position, 1.0);
@@ -144,6 +151,8 @@ fn main(
144
151
  chunk_encode_meshlet_element,
145
152
  chunk_read_meshlet_vertex_by_draw_index,
146
153
  chunk_scene_database_access,
154
+ chunk_triangle_winding_is_reversed,
155
+ chunk_triangle_list_reverse_winding,
147
156
  ]
148
157
  )
149
158
  });
@@ -1 +1 @@
1
- {"version":3,"file":"graph_rasterize_partial_opaque.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.js"],"names":[],"mappings":"AAwBA;;;;;;;;;;;;;;;GAeG;AACH,gMAFa;IAAC,eAAe,EAAC,MAAM,CAAC;IAAC,cAAc,EAAC,MAAM,CAAC;IAAC,KAAK,EAAC,MAAM,CAAC;IAAC,aAAa,EAAC,MAAM,EAAE,CAAA;CAAC,CAwMjG"}
1
+ {"version":3,"file":"graph_rasterize_partial_opaque.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.js"],"names":[],"mappings":"AAyBA;;;;;;;;;;;;;;;GAeG;AACH,gMAFa;IAAC,eAAe,EAAC,MAAM,CAAC;IAAC,cAAc,EAAC,MAAM,CAAC;IAAC,KAAK,EAAC,MAAM,CAAC;IAAC,aAAa,EAAC,MAAM,EAAE,CAAA;CAAC,CAmMjG"}
@@ -3,6 +3,7 @@ import { noop } from "../../../../core/function/noop.js";
3
3
  import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
4
4
  import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
5
  import { shader_hzb_mesh_filter_2way } from "../cull/hzb/shader_hzb_mesh_filter_2way.js";
6
+ import { U32_CONTAINER_STRUCT } from "../../shader/type/U32_CONTAINER_STRUCT.js";
6
7
  import { ShadeDrawMode } from "../../material/ShadeDrawMode.js";
7
8
  import { ShadeDrawSide } from "../../material/ShadeDrawSide.js";
8
9
  import { TransparencyMode } from "../../material/TransparencyMode.js";
@@ -14,13 +15,13 @@ import {
14
15
  graph_build_indirect_dispatch_command,
15
16
  INDIRECT_COMPUTE_COMMAND_DESCRIPTOR
16
17
  } from "../../gpu_primitive/indirect/IndirectComputeCommandBuildPass.js";
17
- import { rasterization_material_bucket } from "../expand/bucket/chunk_rasterization_material_bucket.js";
18
18
  import { graph_meshlets_rasterize } from "../expand/graph_meshlets_rasterize.js";
19
19
  import { graph_expand_meshes_to_meshlets } from "../expand/mesh/graph_expand_meshes_to_meshlets.js";
20
20
  import { graph_vgeo_expand_if_enabled } from "../../geometry/virtual/runtime/graph_vgeo_expand_if_enabled.js";
21
21
  import { MeshletFilter2WayPassData, pass_filter_meshlets_2way } from "../expand/pass1/pass_filter_meshlets_2way.js";
22
22
  import { RasterizationCollectionType } from "../expand/RasterizationCollectionType.js";
23
23
  import { construct_primitive_state, CullPolicy } from "../bucket/construct_primitive_state.js";
24
+ import { rasterization_opaque_buckets } from "../bucket/rasterization_opaque_buckets.js";
24
25
 
25
26
  /**
26
27
  *
@@ -95,11 +96,16 @@ export function graph_rasterize_partial_opaque({
95
96
  0
96
97
  );
97
98
 
99
+ // TODO(chrome-153): transient uniform, not an immediate value — see the shader.
100
+ const u_bucket_index = encoder.allocateTransientValueBuffer(U32_CONTAINER_STRUCT, {
101
+ value: bucket_index,
102
+ });
103
+
98
104
  // split 2 ways
99
105
  shader_hzb_mesh_filter_2way.dispatchIndirect({
100
106
  encoder,
101
107
  bindings: {
102
- bucket_index: { value: bucket_index },
108
+ bucket_index: u_bucket_index,
103
109
  camera_previous,
104
110
  bucket_data: buckets,
105
111
  scene_database: scene_ctx.scene_database_buffer,
@@ -138,93 +144,83 @@ export function graph_rasterize_partial_opaque({
138
144
 
139
145
  let is_first_draw = true;
140
146
 
141
- for (const draw_mode of Object.values(ShadeDrawMode)) {
142
- for (const side of Object.values(ShadeDrawSide)) {
143
-
144
- const bucket_id = rasterization_material_bucket(TransparencyMode.Opaque, draw_mode, side);
145
-
146
- if (!active_buckets.has(bucket_id)) {
147
- // no matching materials, skip
148
- continue;
149
- }
150
-
151
- const pass_data_instances_0 = {};
152
-
153
- const pass_instances_0 = graph.add("HZB mesh filter", pass_data_instances_0, execute);
154
-
155
- pass_data_instances_0.bucket_index = bucket_id;
156
-
157
- pass_data_instances_0.buckets = pass_instances_0.read(buckets);
158
- pass_data_instances_0.command = pass_instances_0.create("indirect dispatch command", INDIRECT_COMPUTE_COMMAND_DESCRIPTOR)
159
- pass_data_instances_0.camera_previous = pass_instances_0.read(camera_previous);
160
- pass_data_instances_0.hzb = pass_instances_0.read(hzb);
161
-
162
- pass_data_instances_0.instances_positive = pass_instances_0.create("positive meshes", BufferResourceDescriptor.from(
163
- collection_size_meshes,
164
- GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
165
- 0, 16
166
- ));
167
-
168
- gr_instances_maybe = pass_data_instances_0.instances_maybe = pass_instances_0.write(gr_instances_maybe);
169
-
170
- let meshlet_expansion_0 = graph_expand_meshes_to_meshlets({
171
- graph,
172
- input_meshes: pass_data_instances_0.instances_positive,
173
- scene: scene_ctx,
174
- expected_output_size: collection_size_meshlets,
175
- limits,
176
- });
177
-
178
- // the seam. The instance sets of the two HZB passes are disjoint, so cutting each of
179
- // them costs one cut per view in total and no instance is ever cut twice
180
- meshlet_expansion_0 = graph_vgeo_expand_if_enabled({
181
- graph,
182
- input_meshes: pass_data_instances_0.instances_positive,
183
- output_meshlets: meshlet_expansion_0,
184
- view,
185
- limits,
186
- });
187
-
188
-
189
- graph_record_stat(graph, limits.stats, RasterizationCollectionType.Meshlets, meshlet_expansion_0);
190
-
191
- // ----------
192
-
193
- const gr_command_iterate_meshlets_0 = graph_build_indirect_dispatch_command(graph, meshlet_expansion_0, COMPUTE_SHADER_DEFAULT_GROUP_SIZE);
194
-
195
- const pass_data_meshlets_1 = new MeshletFilter2WayPassData();
196
-
197
- const pass_meshlets_1 = graph.add("filter meshlets 2 way", pass_data_meshlets_1, pass_filter_meshlets_2way);
198
-
199
- pass_data_meshlets_1.view = view;
200
- pass_data_meshlets_1.hzb = pass_meshlets_1.read(hzb);
201
- pass_data_meshlets_1.command = pass_meshlets_1.read(gr_command_iterate_meshlets_0);
202
- pass_data_meshlets_1.input_meshlets = pass_meshlets_1.read(meshlet_expansion_0);
203
- pass_data_meshlets_1.out_meshlets_positive = pass_meshlets_1.create("meshlets positive", BufferResourceDescriptor.from(
204
- collection_size_meshlets,
205
- GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
206
- 0, 16 // clear count
207
- ));
208
- gr_meshlets_maybe = pass_data_meshlets_1.out_meshlets_maybe = pass_meshlets_1.write(gr_meshlets_maybe);
209
-
210
- const primitive_state = construct_primitive_state(draw_mode, side, cull_policy);
211
-
212
- // ----------
213
- [viz_depth, raster_color_targets] = graph_meshlets_rasterize({
214
- graph,
215
- view,
216
- input_meshlets: pass_data_meshlets_1.out_meshlets_positive,
217
- depth: viz_depth,
218
- color_targets: raster_color_targets,
219
- pass_descriptor: render_pass_descriptor,
220
- clear_targets: is_first_draw,
221
- primitive_state,
222
- viewport,
223
- });
224
-
225
- //
226
- is_first_draw = false;
227
- }
147
+ for (const { draw_mode, side, bucket_id } of rasterization_opaque_buckets(active_buckets)) {
148
+ const pass_data_instances_0 = {};
149
+
150
+ const pass_instances_0 = graph.add("HZB mesh filter", pass_data_instances_0, execute);
151
+
152
+ pass_data_instances_0.bucket_index = bucket_id;
153
+
154
+ pass_data_instances_0.buckets = pass_instances_0.read(buckets);
155
+ pass_data_instances_0.command = pass_instances_0.create("indirect dispatch command", INDIRECT_COMPUTE_COMMAND_DESCRIPTOR)
156
+ pass_data_instances_0.camera_previous = pass_instances_0.read(camera_previous);
157
+ pass_data_instances_0.hzb = pass_instances_0.read(hzb);
158
+
159
+ pass_data_instances_0.instances_positive = pass_instances_0.create("positive meshes", BufferResourceDescriptor.from(
160
+ collection_size_meshes,
161
+ GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
162
+ 0, 16
163
+ ));
164
+
165
+ gr_instances_maybe = pass_data_instances_0.instances_maybe = pass_instances_0.write(gr_instances_maybe);
166
+
167
+ let meshlet_expansion_0 = graph_expand_meshes_to_meshlets({
168
+ graph,
169
+ input_meshes: pass_data_instances_0.instances_positive,
170
+ scene: scene_ctx,
171
+ expected_output_size: collection_size_meshlets,
172
+ limits,
173
+ });
174
+
175
+ // the seam. The instance sets of the two HZB passes are disjoint, so cutting each of
176
+ // them costs one cut per view in total and no instance is ever cut twice
177
+ meshlet_expansion_0 = graph_vgeo_expand_if_enabled({
178
+ graph,
179
+ input_meshes: pass_data_instances_0.instances_positive,
180
+ output_meshlets: meshlet_expansion_0,
181
+ view,
182
+ limits,
183
+ });
184
+
185
+
186
+ graph_record_stat(graph, limits.stats, RasterizationCollectionType.Meshlets, meshlet_expansion_0);
187
+
188
+ // ----------
189
+
190
+ const gr_command_iterate_meshlets_0 = graph_build_indirect_dispatch_command(graph, meshlet_expansion_0, COMPUTE_SHADER_DEFAULT_GROUP_SIZE);
191
+
192
+ const pass_data_meshlets_1 = new MeshletFilter2WayPassData();
193
+
194
+ const pass_meshlets_1 = graph.add("filter meshlets 2 way", pass_data_meshlets_1, pass_filter_meshlets_2way);
195
+
196
+ pass_data_meshlets_1.view = view;
197
+ pass_data_meshlets_1.hzb = pass_meshlets_1.read(hzb);
198
+ pass_data_meshlets_1.command = pass_meshlets_1.read(gr_command_iterate_meshlets_0);
199
+ pass_data_meshlets_1.input_meshlets = pass_meshlets_1.read(meshlet_expansion_0);
200
+ pass_data_meshlets_1.out_meshlets_positive = pass_meshlets_1.create("meshlets positive", BufferResourceDescriptor.from(
201
+ collection_size_meshlets,
202
+ GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
203
+ 0, 16 // clear count
204
+ ));
205
+ gr_meshlets_maybe = pass_data_meshlets_1.out_meshlets_maybe = pass_meshlets_1.write(gr_meshlets_maybe);
206
+
207
+ const primitive_state = construct_primitive_state(draw_mode, side, cull_policy);
208
+
209
+ // ----------
210
+ [viz_depth, raster_color_targets] = graph_meshlets_rasterize({
211
+ graph,
212
+ view,
213
+ input_meshlets: pass_data_meshlets_1.out_meshlets_positive,
214
+ depth: viz_depth,
215
+ color_targets: raster_color_targets,
216
+ pass_descriptor: render_pass_descriptor,
217
+ clear_targets: is_first_draw,
218
+ primitive_state,
219
+ viewport,
220
+ });
221
+
222
+ //
223
+ is_first_draw = false;
228
224
  }
229
225
 
230
226
  // at this point we have rendered all occluders, and the uncertain cases are all stored in the "maybe" set
@@ -1 +1 @@
1
- {"version":3,"file":"graph_rasterize_remaining_opaque.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js"],"names":[],"mappings":"AA0FA;;;;;;;;;;;;;;;;;GAiBG;AACH,kOAFa;IAAC,KAAK,EAAC,MAAM,CAAC;IAAC,aAAa,EAAC,MAAM,EAAE,CAAA;CAAC,CA4GlD"}
1
+ {"version":3,"file":"graph_rasterize_remaining_opaque.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js"],"names":[],"mappings":"AAgGA;;;;;;;;;;;;;;;;;GAiBG;AACH,kOAFa;IAAC,KAAK,EAAC,MAAM,CAAC;IAAC,aAAa,EAAC,MAAM,EAAE,CAAA;CAAC,CAkGlD"}
@@ -7,9 +7,9 @@ import { TransparencyMode } from "../../material/TransparencyMode.js";
7
7
  import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
8
8
  import { graph_record_stat } from "../../util/graph_record_stat.js";
9
9
  import { build_indirect_compute_dispatch_command } from "../../gpu_primitive/indirect/IndirectComputeCommandBuildPass.js";
10
- import { rasterization_material_bucket } from "../expand/bucket/chunk_rasterization_material_bucket.js";
11
10
  import { graph_sort_meshlets_by_bucket_id } from "../expand/bucket/meshlet/graph_sort_meshlets_by_bucket_id.js";
12
11
  import { shader_meshlets_extract_bucket } from "../expand/bucket/meshlet/shader_meshlets_extract_bucket.js";
12
+ import { U32_CONTAINER_STRUCT } from "../../shader/type/U32_CONTAINER_STRUCT.js";
13
13
  import { graph_mesh_filter_one_way } from "../expand/graph_mesh_filter_one_way.js";
14
14
  import { graph_meshlets_filter_one_way } from "../expand/graph_meshlets_filter_one_way.js";
15
15
  import { graph_meshlets_rasterize } from "../expand/graph_meshlets_rasterize.js";
@@ -17,6 +17,7 @@ import { graph_expand_meshes_to_meshlets } from "../expand/mesh/graph_expand_mes
17
17
  import { graph_vgeo_expand_if_enabled } from "../../geometry/virtual/runtime/graph_vgeo_expand_if_enabled.js";
18
18
  import { RasterizationCollectionType } from "../expand/RasterizationCollectionType.js";
19
19
  import { construct_primitive_state, CullPolicy } from "../bucket/construct_primitive_state.js";
20
+ import { rasterization_opaque_buckets } from "../bucket/rasterization_opaque_buckets.js";
20
21
 
21
22
  /**
22
23
  *
@@ -58,11 +59,16 @@ function graph_extract_meshlets_from_bucket({
58
59
  0
59
60
  );
60
61
 
62
+ // TODO(chrome-153): transient uniform, not an immediate value — see the shader.
63
+ const u_bucket_index = encoder.allocateTransientValueBuffer(U32_CONTAINER_STRUCT, {
64
+ value: bucket_id,
65
+ });
66
+
61
67
  shader_meshlets_extract_bucket.dispatchIndirect({
62
68
  encoder,
63
69
  command,
64
70
  bindings: {
65
- bucket_index: { value: bucket_id },
71
+ bucket_index: u_bucket_index,
66
72
  bucket_data: buckets,
67
73
  output: output,
68
74
  }
@@ -174,38 +180,28 @@ export function graph_rasterize_remaining_opaque({
174
180
  limits,
175
181
  });
176
182
 
177
- for (const draw_mode of Object.values(ShadeDrawMode)) {
178
- for (const side of Object.values(ShadeDrawSide)) {
179
-
180
- const bucket_id = rasterization_material_bucket(TransparencyMode.Opaque, draw_mode, side);
183
+ for (const { draw_mode, side, bucket_id } of rasterization_opaque_buckets(active_buckets)) {
184
+ const primitive_state = construct_primitive_state(draw_mode, side, cull_policy);
181
185
 
182
- if (!active_buckets.has(bucket_id)) {
183
- // no matching materials, skip
184
- continue;
185
- }
186
+ // copy out a meshlet set
187
+ const meshlets = graph_extract_meshlets_from_bucket({
188
+ graph,
189
+ buckets: meshlet_buckets,
190
+ bucket_id,
191
+ limits,
192
+ });
186
193
 
187
- const primitive_state = construct_primitive_state(draw_mode, side, cull_policy);
188
-
189
- // copy out a meshlet set
190
- const meshlets = graph_extract_meshlets_from_bucket({
191
- graph,
192
- buckets: meshlet_buckets,
193
- bucket_id,
194
- limits,
195
- });
196
-
197
- [gr_depth_texture, raster_color_targets] = graph_meshlets_rasterize({
198
- graph,
199
- view,
200
- input_meshlets: meshlets,
201
- depth: gr_depth_texture,
202
- color_targets: raster_color_targets,
203
- pass_descriptor: render_pass_descriptor,
204
- clear_targets: false,
205
- primitive_state,
206
- viewport,
207
- });
208
- }
194
+ [gr_depth_texture, raster_color_targets] = graph_meshlets_rasterize({
195
+ graph,
196
+ view,
197
+ input_meshlets: meshlets,
198
+ depth: gr_depth_texture,
199
+ color_targets: raster_color_targets,
200
+ pass_descriptor: render_pass_descriptor,
201
+ clear_targets: false,
202
+ primitive_state,
203
+ viewport,
204
+ });
209
205
  }
210
206
 
211
207
  return {