@woosh/meep-engine 3.27.0 → 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 (255) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/package.json +1 -1
  3. package/src/core/geom/3d/mat4/m4_linear_determinant.d.ts +15 -0
  4. package/src/core/geom/3d/mat4/m4_linear_determinant.d.ts.map +1 -0
  5. package/src/core/geom/3d/mat4/m4_linear_determinant.js +24 -0
  6. package/src/core/geom/3d/mat4/m4_normal_matrix3.d.ts +4 -2
  7. package/src/core/geom/3d/mat4/m4_normal_matrix3.d.ts.map +1 -1
  8. package/src/core/geom/3d/mat4/m4_normal_matrix3.js +21 -11
  9. package/src/engine/Engine.d.ts.map +1 -1
  10. package/src/engine/Engine.js +38 -1
  11. package/src/engine/graphics3/GraphicsEngine.d.ts +5 -1
  12. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  13. package/src/engine/graphics3/GraphicsEngine.js +834 -830
  14. package/src/shade/RENDERER_CONTRACT.md +19 -10
  15. package/src/shade/device/timing/GPU_PROFILER_PROPOSAL_2026_08_28.md +1 -1
  16. package/src/shade/playground/vgeo_runtime/README.md +27 -13
  17. package/src/shade/playground/vgeo_runtime/main.js +18 -5
  18. package/src/shade/playground/vgeo_runtime/sample_asset.d.ts +18 -0
  19. package/src/shade/playground/vgeo_runtime/sample_asset.d.ts.map +1 -0
  20. package/src/shade/playground/{vgeo_viewer → vgeo_runtime}/sample_asset.js +9 -8
  21. package/src/shade/playground/vgeo_scene/README.md +408 -0
  22. package/src/shade/playground/vgeo_scene/index.html +144 -0
  23. package/src/shade/playground/vgeo_scene/main.d.ts +2 -0
  24. package/src/shade/playground/vgeo_scene/main.d.ts.map +1 -0
  25. package/src/shade/playground/vgeo_scene/main.js +1716 -0
  26. package/src/shade/renderer/Renderer.d.ts +4 -1
  27. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  28. package/src/shade/renderer/Renderer.js +5 -2
  29. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +1 -2
  30. package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts.map +1 -1
  31. package/src/shade/renderer/geometry/meshlet/MeshletBatch.js +3 -29
  32. package/src/shade/renderer/geometry/meshlet/encoding/ENCODED_ATTRIBUTE_DEFAULT_VALUES.d.ts +22 -0
  33. package/src/shade/renderer/geometry/meshlet/encoding/ENCODED_ATTRIBUTE_DEFAULT_VALUES.d.ts.map +1 -0
  34. package/src/shade/renderer/geometry/meshlet/encoding/ENCODED_ATTRIBUTE_DEFAULT_VALUES.js +49 -0
  35. package/src/shade/renderer/geometry/virtual/VGEO_FORMAT.md +4 -2
  36. package/src/shade/renderer/geometry/virtual/VIRTUAL_GEOMETRY_DESIGN.md +10 -8
  37. package/src/shade/renderer/geometry/virtual/VIRTUAL_GEOMETRY_PLAN.md +12 -11
  38. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.d.ts +1 -1
  39. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.d.ts.map +1 -1
  40. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.js +1 -1
  41. package/src/shade/renderer/geometry/virtual/build/gltf/gltf_open_document.d.ts.map +1 -1
  42. package/src/shade/renderer/geometry/virtual/build/gltf/gltf_open_document.js +5 -9
  43. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevel.d.ts +32 -0
  44. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevel.d.ts.map +1 -0
  45. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelOptions.d.ts +59 -0
  46. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelOptions.d.ts.map +1 -0
  47. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelSummary.d.ts +44 -0
  48. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelSummary.d.ts.map +1 -0
  49. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.d.ts +36 -0
  50. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.d.ts.map +1 -0
  51. package/src/shade/renderer/geometry/virtual/build/{vgeo_build_levels.js → level/vgeo_build_levels.js} +61 -95
  52. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_root_group.d.ts +19 -0
  53. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_root_group.d.ts.map +1 -0
  54. package/src/shade/renderer/geometry/virtual/build/{vgeo_build_root_group.js → level/vgeo_build_root_group.js} +1 -1
  55. package/src/shade/renderer/geometry/virtual/build/mesh/VirtualGeometryMesh.d.ts +73 -0
  56. package/src/shade/renderer/geometry/virtual/build/mesh/VirtualGeometryMesh.d.ts.map +1 -0
  57. package/src/shade/renderer/geometry/virtual/build/{VirtualGeometryMesh.js → mesh/VirtualGeometryMesh.js} +7 -7
  58. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.d.ts +29 -0
  59. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.d.ts.map +1 -0
  60. package/src/shade/renderer/geometry/virtual/build/{vgeo_compute_vertex_normals.js → mesh/vgeo_compute_vertex_normals.js} +3 -3
  61. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_tangents.d.ts +31 -0
  62. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_tangents.d.ts.map +1 -0
  63. package/src/shade/renderer/geometry/virtual/build/{vgeo_compute_vertex_tangents.js → mesh/vgeo_compute_vertex_tangents.js} +5 -5
  64. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_normalize_source.d.ts +46 -0
  65. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_normalize_source.d.ts.map +1 -0
  66. package/src/shade/renderer/geometry/virtual/build/{vgeo_normalize_source.js → mesh/vgeo_normalize_source.js} +9 -9
  67. package/src/shade/renderer/geometry/virtual/build/page/vgeo_assemble_pages.d.ts +13 -0
  68. package/src/shade/renderer/geometry/virtual/build/page/vgeo_assemble_pages.d.ts.map +1 -0
  69. package/src/shade/renderer/geometry/virtual/build/{vgeo_assemble_pages.js → page/vgeo_assemble_pages.js} +9 -9
  70. package/src/shade/renderer/geometry/virtual/build/page/vgeo_build_page_nodes.d.ts +13 -0
  71. package/src/shade/renderer/geometry/virtual/build/page/vgeo_build_page_nodes.d.ts.map +1 -0
  72. package/src/shade/renderer/geometry/virtual/build/{vgeo_build_page_nodes.js → page/vgeo_build_page_nodes.js} +4 -4
  73. package/src/shade/renderer/geometry/virtual/build/page/vgeo_page_node_count.d.ts +22 -0
  74. package/src/shade/renderer/geometry/virtual/build/page/vgeo_page_node_count.d.ts.map +1 -0
  75. package/src/shade/renderer/geometry/virtual/build/{vgeo_page_node_count.js → page/vgeo_page_node_count.js} +2 -2
  76. package/src/shade/renderer/geometry/virtual/build/partition/VGeoFaceGraph.d.ts +52 -0
  77. package/src/shade/renderer/geometry/virtual/build/partition/VGeoFaceGraph.d.ts.map +1 -0
  78. package/src/shade/renderer/geometry/virtual/build/{VGeoFaceGraph.js → partition/VGeoFaceGraph.js} +1 -1
  79. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_graph_components.d.ts +14 -0
  80. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_graph_components.d.ts.map +1 -0
  81. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_partition_graph.d.ts +29 -0
  82. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_partition_graph.d.ts.map +1 -0
  83. package/src/shade/renderer/geometry/virtual/build/{vgeo_partition_graph.js → partition/vgeo_partition_graph.js} +2 -2
  84. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_partition_subgraph.d.ts +41 -0
  85. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_partition_subgraph.d.ts.map +1 -0
  86. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_partition_subgraph.js +92 -0
  87. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_split_face_set.d.ts +10 -0
  88. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_split_face_set.d.ts.map +1 -0
  89. package/src/shade/renderer/geometry/virtual/build/{vgeo_split_face_set.js → partition/vgeo_split_face_set.js} +12 -55
  90. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_split_face_set_packed.d.ts +15 -0
  91. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_split_face_set_packed.d.ts.map +1 -0
  92. package/src/shade/renderer/geometry/virtual/build/{vgeo_split_face_set_packed.js → partition/vgeo_split_face_set_packed.js} +3 -3
  93. package/src/shade/renderer/geometry/virtual/build/sphere/vgeo_bounding_sphere.d.ts +12 -0
  94. package/src/shade/renderer/geometry/virtual/build/sphere/vgeo_bounding_sphere.d.ts.map +1 -0
  95. package/src/shade/renderer/geometry/virtual/build/{vgeo_bounding_sphere.js → sphere/vgeo_bounding_sphere.js} +3 -3
  96. package/src/shade/renderer/geometry/virtual/build/sphere/vgeo_containing_sphere.d.ts +18 -0
  97. package/src/shade/renderer/geometry/virtual/build/sphere/vgeo_containing_sphere.d.ts.map +1 -0
  98. package/src/shade/renderer/geometry/virtual/build/{vgeo_containing_sphere.js → sphere/vgeo_containing_sphere.js} +3 -3
  99. package/src/shade/renderer/geometry/virtual/build/sphere/vgeo_sphere_inflate_to_contain.d.ts +9 -0
  100. package/src/shade/renderer/geometry/virtual/build/sphere/vgeo_sphere_inflate_to_contain.d.ts.map +1 -0
  101. package/src/shade/renderer/geometry/virtual/build/{vgeo_sphere_inflate_to_contain.js → sphere/vgeo_sphere_inflate_to_contain.js} +1 -1
  102. package/src/shade/renderer/geometry/virtual/build/submesh/VGeoGatheredFaces.d.ts +24 -0
  103. package/src/shade/renderer/geometry/virtual/build/submesh/VGeoGatheredFaces.d.ts.map +1 -0
  104. package/src/shade/renderer/geometry/virtual/build/submesh/VGeoSubmesh.d.ts +20 -0
  105. package/src/shade/renderer/geometry/virtual/build/submesh/VGeoSubmesh.d.ts.map +1 -0
  106. package/src/shade/renderer/geometry/virtual/build/submesh/vgeo_extract_submesh.d.ts +14 -0
  107. package/src/shade/renderer/geometry/virtual/build/submesh/vgeo_extract_submesh.d.ts.map +1 -0
  108. package/src/shade/renderer/geometry/virtual/build/{vgeo_extract_submesh.js → submesh/vgeo_extract_submesh.js} +5 -5
  109. package/src/shade/renderer/geometry/virtual/build/submesh/vgeo_gather_faces.d.ts +12 -0
  110. package/src/shade/renderer/geometry/virtual/build/submesh/vgeo_gather_faces.d.ts.map +1 -0
  111. package/src/shade/renderer/geometry/virtual/build/{vgeo_gather_faces.js → submesh/vgeo_gather_faces.js} +2 -2
  112. package/src/shade/renderer/geometry/virtual/build/submesh/vgeo_narrow_indices.d.ts +11 -0
  113. package/src/shade/renderer/geometry/virtual/build/submesh/vgeo_narrow_indices.d.ts.map +1 -0
  114. package/src/shade/renderer/geometry/virtual/build/{vgeo_narrow_indices.js → submesh/vgeo_narrow_indices.js} +3 -3
  115. package/src/shade/renderer/geometry/virtual/build/vgeo_build.d.ts.map +1 -1
  116. package/src/shade/renderer/geometry/virtual/build/vgeo_build.js +9 -11
  117. package/src/shade/renderer/geometry/virtual/format/attribute/vgeo_attributes_read.d.ts +8 -2
  118. package/src/shade/renderer/geometry/virtual/format/attribute/vgeo_attributes_read.d.ts.map +1 -1
  119. package/src/shade/renderer/geometry/virtual/format/attribute/vgeo_attributes_read.js +8 -2
  120. package/src/shade/renderer/geometry/virtual/format/page/VGEO_GROUP_OFFSET.d.ts +15 -0
  121. package/src/shade/renderer/geometry/virtual/format/page/VGEO_GROUP_OFFSET.d.ts.map +1 -0
  122. package/src/shade/renderer/geometry/virtual/format/page/VGEO_GROUP_OFFSET.js +15 -0
  123. package/src/shade/renderer/geometry/virtual/format/payload/vgeo_encode_cluster_payload.d.ts +28 -0
  124. package/src/shade/renderer/geometry/virtual/format/payload/vgeo_encode_cluster_payload.d.ts.map +1 -1
  125. package/src/shade/renderer/geometry/virtual/format/payload/vgeo_encode_cluster_payload.js +7 -3
  126. package/src/shade/renderer/geometry/virtual/format/read/vgeo_read_page.d.ts.map +1 -1
  127. package/src/shade/renderer/geometry/virtual/format/read/vgeo_read_page.js +9 -4
  128. package/src/shade/renderer/geometry/virtual/format/vgeo_validate_container.d.ts.map +1 -1
  129. package/src/shade/renderer/geometry/virtual/format/vgeo_validate_container.js +18 -5
  130. package/src/shade/renderer/geometry/virtual/format/vgeo_write_container.d.ts.map +1 -1
  131. package/src/shade/renderer/geometry/virtual/format/vgeo_write_container.js +9 -1
  132. package/src/shade/renderer/geometry/virtual/runtime/CUT_PLAN_2026_09_14.md +21 -2
  133. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts +52 -2
  134. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts.map +1 -1
  135. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.js +97 -1
  136. package/src/shade/renderer/geometry/virtual/runtime/RUNTIME_PLAN.md +4 -4
  137. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts.map +1 -1
  138. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.js +10 -0
  139. package/src/shade/renderer/geometry/virtual/runtime/VGeoResidency.d.ts.map +1 -1
  140. package/src/shade/renderer/geometry/virtual/runtime/VGeoResidency.js +59 -34
  141. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_access.d.ts +8 -8
  142. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_access.d.ts.map +1 -1
  143. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_access.js +11 -88
  144. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_arena.d.ts +19 -0
  145. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_arena.d.ts.map +1 -0
  146. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_arena.js +98 -0
  147. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.d.ts +31 -0
  148. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.d.ts.map +1 -0
  149. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.js +99 -0
  150. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_queue.d.ts +17 -0
  151. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_queue.d.ts.map +1 -0
  152. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_queue.js +39 -0
  153. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_reseed.d.ts.map +1 -1
  154. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_reseed.js +7 -63
  155. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_seed.d.ts.map +1 -1
  156. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_seed.js +13 -30
  157. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.d.ts.map +1 -1
  158. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.js +6 -52
  159. package/src/shade/renderer/loader/gltf/load_gltf.d.ts.map +1 -1
  160. package/src/shade/renderer/loader/gltf/load_gltf.js +0 -19
  161. package/src/shade/renderer/material/chunk_material_draw_side.d.ts +14 -0
  162. package/src/shade/renderer/material/chunk_material_draw_side.d.ts.map +1 -0
  163. package/src/shade/renderer/material/chunk_material_draw_side.js +34 -0
  164. package/src/shade/renderer/material/standard/fragment_gbuffer.d.ts.map +1 -1
  165. package/src/shade/renderer/material/standard/fragment_gbuffer.js +8 -1
  166. package/src/shade/renderer/path_tracer/shader/chunk_sample_material_data.d.ts.map +1 -1
  167. package/src/shade/renderer/path_tracer/shader/chunk_sample_material_data.js +13 -1
  168. package/src/shade/renderer/rasterize/bucket/construct_primitive_state.d.ts +19 -5
  169. package/src/shade/renderer/rasterize/bucket/construct_primitive_state.d.ts.map +1 -1
  170. package/src/shade/renderer/rasterize/bucket/construct_primitive_state.js +23 -5
  171. package/src/shade/renderer/rasterize/bucket/filter_materials_by_bucket.d.ts.map +1 -1
  172. package/src/shade/renderer/rasterize/bucket/filter_materials_by_bucket.js +12 -5
  173. package/src/shade/renderer/rasterize/bucket/rasterization_opaque_buckets.d.ts +22 -0
  174. package/src/shade/renderer/rasterize/bucket/rasterization_opaque_buckets.d.ts.map +1 -0
  175. package/src/shade/renderer/rasterize/bucket/rasterization_opaque_buckets.js +36 -0
  176. package/src/shade/renderer/rasterize/chunk_triangle_winding_is_reversed.d.ts +15 -0
  177. package/src/shade/renderer/rasterize/chunk_triangle_winding_is_reversed.d.ts.map +1 -0
  178. package/src/shade/renderer/rasterize/chunk_triangle_winding_is_reversed.js +35 -0
  179. package/src/shade/renderer/rasterize/expand/bucket/RASTERIZATION_BUCKET_LIMIT.d.ts +10 -1
  180. package/src/shade/renderer/rasterize/expand/bucket/RASTERIZATION_BUCKET_LIMIT.d.ts.map +1 -1
  181. package/src/shade/renderer/rasterize/expand/bucket/RASTERIZATION_BUCKET_LIMIT.js +38 -29
  182. package/src/shade/renderer/rasterize/expand/bucket/chunk_rasterization_material_bucket.d.ts +5 -0
  183. package/src/shade/renderer/rasterize/expand/bucket/chunk_rasterization_material_bucket.d.ts.map +1 -1
  184. package/src/shade/renderer/rasterize/expand/bucket/chunk_rasterization_material_bucket.js +63 -55
  185. package/src/shade/renderer/rasterize/expand/graph_meshlets_rasterize.d.ts.map +1 -1
  186. package/src/shade/renderer/rasterize/expand/graph_meshlets_rasterize.js +1 -0
  187. package/src/shade/renderer/rasterize/fast/graph_rasterize_scene_fast.d.ts.map +1 -1
  188. package/src/shade/renderer/rasterize/fast/graph_rasterize_scene_fast.js +44 -53
  189. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts.map +1 -1
  190. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.js +6 -2
  191. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +1 -1
  192. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js +6 -2
  193. package/src/shade/renderer/rasterize/forward/vertex_shader_chunk.d.ts.map +1 -1
  194. package/src/shade/renderer/rasterize/forward/vertex_shader_chunk.js +19 -2
  195. package/src/shade/renderer/rasterize/native/avboit/AVBOIT_PLAN_2026_09_03.md +7 -4
  196. package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.d.ts.map +1 -1
  197. package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.js +3 -2
  198. package/src/shade/renderer/rasterize/native/chunk_rasterize_triangle.d.ts.map +1 -1
  199. package/src/shade/renderer/rasterize/native/chunk_rasterize_triangle.js +15 -4
  200. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_alpha_tested_pass_descriptor.d.ts.map +1 -1
  201. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_alpha_tested_pass_descriptor.js +16 -5
  202. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_pass_descriptor.d.ts.map +1 -1
  203. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_pass_descriptor.js +16 -5
  204. package/src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.d.ts.map +1 -1
  205. package/src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.js +2 -1
  206. package/src/shade/renderer/rasterize/native/rasterization_shader_resources.d.ts.map +1 -1
  207. package/src/shade/renderer/rasterize/native/rasterization_shader_resources.js +4 -0
  208. package/src/shade/renderer/rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.d.ts.map +1 -1
  209. package/src/shade/renderer/rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.js +16 -7
  210. package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.d.ts.map +1 -1
  211. package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.js +78 -88
  212. package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.d.ts.map +1 -1
  213. package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js +21 -31
  214. package/src/shade/renderer/scene/GPUSceneContext.d.ts.map +1 -1
  215. package/src/shade/renderer/scene/GPUSceneContext.js +2 -0
  216. package/src/shade/renderer/scene/NODE3D_STRUCT.d.ts +19 -0
  217. package/src/shade/renderer/scene/NODE3D_STRUCT.d.ts.map +1 -1
  218. package/src/shade/renderer/scene/NODE3D_STRUCT.js +34 -0
  219. package/src/shade/renderer/scene/chunk_node3d_flags.d.ts +9 -0
  220. package/src/shade/renderer/scene/chunk_node3d_flags.d.ts.map +1 -0
  221. package/src/shade/renderer/scene/chunk_node3d_flags.js +23 -0
  222. package/src/shade/renderer/scene/chunk_scene_database_access.d.ts.map +1 -1
  223. package/src/shade/renderer/scene/chunk_scene_database_access.js +15 -1
  224. package/src/shade/renderer/scene/rows/GPUSceneRows.d.ts.map +1 -1
  225. package/src/shade/renderer/scene/rows/GPUSceneRows.js +9 -1
  226. package/src/shade/renderer/shader/chunk/geometry/mat4/chunk_compute_normal_matrix_from_m4.d.ts +7 -0
  227. package/src/shade/renderer/shader/chunk/geometry/mat4/chunk_compute_normal_matrix_from_m4.d.ts.map +1 -1
  228. package/src/shade/renderer/shader/chunk/geometry/mat4/chunk_compute_normal_matrix_from_m4.js +16 -4
  229. package/src/shade/renderer/shader/chunk/geometry/mat4/chunk_mat4_linear_determinant.d.ts +12 -0
  230. package/src/shade/renderer/shader/chunk/geometry/mat4/chunk_mat4_linear_determinant.d.ts.map +1 -0
  231. package/src/shade/renderer/shader/chunk/geometry/mat4/chunk_mat4_linear_determinant.js +18 -0
  232. package/src/shade/renderer/shader/chunk/geometry/triangle/chunk_triangle_list_reverse_winding.d.ts +24 -0
  233. package/src/shade/renderer/shader/chunk/geometry/triangle/chunk_triangle_list_reverse_winding.d.ts.map +1 -0
  234. package/src/shade/renderer/shader/chunk/geometry/triangle/chunk_triangle_list_reverse_winding.js +33 -0
  235. package/src/shade/playground/vgeo_viewer/README.md +0 -150
  236. package/src/shade/playground/vgeo_viewer/cut_geometry.js +0 -460
  237. package/src/shade/playground/vgeo_viewer/index.html +0 -77
  238. package/src/shade/playground/vgeo_viewer/main.js +0 -1343
  239. package/src/shade/playground/vgeo_viewer/select_cut.js +0 -481
  240. package/src/shade/renderer/geometry/virtual/residency/VGeoResidencyManager.d.ts +0 -258
  241. package/src/shade/renderer/geometry/virtual/residency/VGeoResidencyManager.d.ts.map +0 -1
  242. package/src/shade/renderer/geometry/virtual/residency/VGeoResidencyOptions.d.ts +0 -49
  243. package/src/shade/renderer/geometry/virtual/residency/VGeoResidencyOptions.d.ts.map +0 -1
  244. package/src/shade/renderer/loader/gltf/fix_up_material_sides.js +0 -109
  245. package/src/shade/renderer/rasterize/expand/graph_triangles_filter_by_material_side.js +0 -78
  246. package/src/shade/renderer/rasterize/expand/shader_filter_triangle_by_material_side.js +0 -100
  247. package/src/shade/renderer/rasterize/forward/chunk_material_side_should_draw.js +0 -26
  248. package/src/shade/renderer/shader/chunk/jobs/chunk_job_system.d.ts +0 -3
  249. package/src/shade/renderer/shader/chunk/jobs/chunk_job_system.d.ts.map +0 -1
  250. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevel.js → level/VGeoLevel.js} +0 -0
  251. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevelOptions.js → level/VGeoLevelOptions.js} +0 -0
  252. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevelSummary.js → level/VGeoLevelSummary.js} +0 -0
  253. /package/src/shade/renderer/geometry/virtual/build/{vgeo_graph_components.js → partition/vgeo_graph_components.js} +0 -0
  254. /package/src/shade/renderer/geometry/virtual/build/{VGeoGatheredFaces.js → submesh/VGeoGatheredFaces.js} +0 -0
  255. /package/src/shade/renderer/geometry/virtual/build/{VGeoSubmesh.js → submesh/VGeoSubmesh.js} +0 -0
@@ -64,8 +64,42 @@ export const NODE3D_STRUCT = WebGPUStruct.from({
64
64
  * terminates when it sees this value.
65
65
  */
66
66
  parent: u32,
67
+
68
+ /**
69
+ * Properties of `global` that are cheaper to carry than to re-derive
70
+ * per vertex and per pixel — see {@link NODE3D_GLOBAL_FLAG_MIRRORED}.
71
+ *
72
+ * Not an independent field: it is part of how `global` is
73
+ * represented, and whoever writes one writes the other.
74
+ * `scene_write_node_global` is the only publisher and writes both, so
75
+ * the two cannot drift.
76
+ *
77
+ * Free, as it happens — the packed record was 176 bytes with the
78
+ * padding this word now occupies, and is 176 bytes with it.
79
+ */
80
+ global_flags: u32,
67
81
  }).pack();
68
82
 
83
+ /**
84
+ * `global` reflects: the determinant of its linear part is negative,
85
+ * because an odd number of negative scale axes appears somewhere in the
86
+ * chain that composed it.
87
+ *
88
+ * Two consequences, and the renderer has to act on both. Every triangle
89
+ * drawn under the node comes out of the vertex shader wound backwards,
90
+ * so fixed-function front-face determination culls exactly the faces
91
+ * pointing at the camera unless the draw reverses them. And the node's
92
+ * tangent frame changes handedness, so a bitangent reconstructed as
93
+ * `cross(N, T) * w` needs the other `w`.
94
+ *
95
+ * A node is not necessarily a mesh — bones, empties and particle
96
+ * emitters have rows in the same table — so this says nothing about
97
+ * geometry, only about the transform.
98
+ *
99
+ * @type {number}
100
+ */
101
+ export const NODE3D_GLOBAL_FLAG_MIRRORED = 1;
102
+
69
103
  /**
70
104
  * Reserved row id for the scene root in the GPU `transforms` table.
71
105
  *
@@ -0,0 +1,9 @@
1
+ /**
2
+ * Readers for {@link NODE3D_STRUCT}'s `global_flags`. Every consumer of the encoding goes through
3
+ * here rather than masking the word itself.
4
+ *
5
+ * @type {CodeChunk}
6
+ */
7
+ export const chunk_node3d_flags: CodeChunk;
8
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
9
+ //# sourceMappingURL=chunk_node3d_flags.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_node3d_flags.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/chunk_node3d_flags.js"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,iCAFU,SAAS,CAeb;0BAtBoB,iCAAiC"}
@@ -0,0 +1,23 @@
1
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
2
+ import { NODE3D_GLOBAL_FLAG_MIRRORED, NODE3D_STRUCT } from "./NODE3D_STRUCT.js";
3
+
4
+ /**
5
+ * Readers for {@link NODE3D_STRUCT}'s `global_flags`. Every consumer of the encoding goes through
6
+ * here rather than masking the word itself.
7
+ *
8
+ * @type {CodeChunk}
9
+ */
10
+ export const chunk_node3d_flags = CodeChunk.from(
11
+ //language=WGSL
12
+ `
13
+ /**
14
+ * Whether the node's world transform reflects — an odd number of negative scale axes anywhere in
15
+ * its ancestry. Triangles drawn under it come out wound backwards unless the draw reverses them,
16
+ * and its tangent frame changes handedness.
17
+ */
18
+ fn node3d_global_is_mirrored( node: ${NODE3D_STRUCT.wgsl_ref} ) -> bool{
19
+ return ( node.global_flags & ${NODE3D_GLOBAL_FLAG_MIRRORED}u ) != 0u;
20
+ }
21
+ `, [
22
+ NODE3D_STRUCT.declaration_chunk,
23
+ ])
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_scene_database_access.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/chunk_scene_database_access.js"],"names":[],"mappings":"AAKA;;;;;GAKG;AACH,wGAA8D;AAC9D,4GAAsE;AAEtE;;;;;;;GAOG;AACH,0CAFU,SAAS,CAqBZ;AAEP;;;;;;;;;;;;;;GAcG;AACH,6CAFU,SAAS,CAsGZ;0BA9JmB,iCAAiC"}
1
+ {"version":3,"file":"chunk_scene_database_access.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/chunk_scene_database_access.js"],"names":[],"mappings":"AAQA;;;;;GAKG;AACH,wGAA8D;AAC9D,4GAAsE;AAEtE;;;;;;;GAOG;AACH,0CAFU,SAAS,CAqBZ;AAEP;;;;;;;;;;;;;;GAcG;AACH,6CAFU,SAAS,CAiHZ;0BAzKmB,iCAAiC"}
@@ -1,6 +1,9 @@
1
+ import {
2
+ chunk_mat4_linear_determinant
3
+ } from "../shader/chunk/geometry/mat4/chunk_mat4_linear_determinant.js";
1
4
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
2
5
  import { MESH_INSTANCE_METADATA_STRUCT } from "./MESH_INSTANCE_METADATA_STRUCT.js";
3
- import { NODE3D_STRUCT } from "./NODE3D_STRUCT.js";
6
+ import { NODE3D_GLOBAL_FLAG_MIRRORED, NODE3D_STRUCT } from "./NODE3D_STRUCT.js";
4
7
  import { SCENE_DATABASE_SPEC } from "./SCENE_DATABASE_SPEC.js";
5
8
 
6
9
  /**
@@ -113,12 +116,21 @@ fn scene_write_node_local_scale(
113
116
  ${TRANSFORMS_TABLE.marshalling_method_write_field('local_scale')}(database, node_id, value);
114
117
  }
115
118
 
119
+ /**
120
+ * Publishes a node's world transform. Writes \`global_flags\` from the same matrix — the flags are
121
+ * part of how \`global\` is represented, not a field of their own, and deriving them here is what
122
+ * stops a caller from publishing one without the other.
123
+ */
116
124
  fn scene_write_node_global(
117
125
  database: ptr<storage, array<u32>, read_write>,
118
126
  node_id: u32,
119
127
  value: mat4x4<f32>,
120
128
  ) {
121
129
  ${TRANSFORMS_TABLE.marshalling_method_write_field('global')}(database, node_id, value);
130
+
131
+ let flags = select(0u, ${NODE3D_GLOBAL_FLAG_MIRRORED}u, mat4_linear_determinant(value) < 0.0);
132
+
133
+ ${TRANSFORMS_TABLE.marshalling_method_write_field('global_flags')}(database, node_id, flags);
122
134
  }
123
135
 
124
136
  fn scene_write_node_prev_global(
@@ -153,7 +165,9 @@ fn scene_write_mesh_bounding_sphere(
153
165
  TRANSFORMS_TABLE.wgsl_gen_write_field_code('local_rotation'),
154
166
  TRANSFORMS_TABLE.wgsl_gen_write_field_code('local_scale'),
155
167
  TRANSFORMS_TABLE.wgsl_gen_write_field_code('global'),
168
+ TRANSFORMS_TABLE.wgsl_gen_write_field_code('global_flags'),
156
169
  TRANSFORMS_TABLE.wgsl_gen_write_field_code('prev_global'),
170
+ chunk_mat4_linear_determinant,
157
171
  MESHES_TABLE.wgsl_gen_write_field_code('bounding_box'),
158
172
  MESHES_TABLE.wgsl_gen_write_field_code('bounding_sphere'),
159
173
  ]);
@@ -1 +1 @@
1
- {"version":3,"file":"GPUSceneRows.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/rows/GPUSceneRows.js"],"names":[],"mappings":"AAYA;;;;;;;;;;GAUG;AAEH;;;;;;;;;GASG;AACH,sCAHW,MAAM,GACJ,MAAM,CAIlB;AAED;;;;;;GAMG;AACH,mCAHW,MAAM,GACJ,MAAM,CAIlB;AAmID;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH;IA2II;;;;;;;;;OASG;IACH;QAR2C,OAAO,EAAvC,sBAAsB;QACC,UAAU;QACV,MAAM;QACD,UAAU,EAAtC,kBAAkB;QACU,SAAS,EAArC,kBAAkB;QACyB,IAAI,EAA/C,iCAAiC;QACW,QAAQ,QAAxC,sBAAsB;OAmB5C;IAED;;OAEG;IACH,iGAEC;IAED;;;;;OAKG;IACH,gCAEC;IAED;;;;;OAKG;IACH,YAHW,MAAM,GACJ,OAAO,CAInB;IAED;;;;;OAKG;IACH,iBAHW,MAAM,GACJ,OAAO,CAInB;IAED;;;;;;;OAOG;IACH,8BAHoB,MAAM,QAAE,eAAe,QAAE,aAAa,QAAE,OAAO,KAAG,IAAI,QASzE;IAED;;;;;;;;;OASG;IACH,6BAHW,KAAK,GACH,OAAO,CAyBnB;IAED;;;;;;;;;;OAUG;IACH,gBAFW,MAAM,QAuChB;IAED;;;;;;;;OAQG;IACH,gBAFW,MAAM,QA0BhB;IAED;;;;OAIG;IACH,mBAFW,MAAM,QAIhB;IAED;;;;;OAKG;IACH,mBAFW,MAAM,QAIhB;IAED;;;;;OAKG;IACH,2EAOC;IAED;;;;OAIG;IACH,gCAEC;IAqCD;;;;;;;;;;;;;;OAcG;IACH,oBALW,MAAM,YACN,eAAe,YACf,aAAa,YACb,OAAO,QAgDjB;IAED;;;;;OAKG;IACH,oBAFW,MAAM,QAUhB;IAsCD;;;;OAIG;IACH,SAFa,MAAM,CAsDlB;IAmMD;;;;OAIG;IACH;;;;;;;;OAQG;IACH,4BAHW,MAAM,kBACG,MAAM,KAAG,IAAI,QAiBhC;IAyGD;;OAEG;IACH,gBA+BC;;CACJ;qCAxnCY,OAAO,kDAAkD,EAAE,sBAAsB;;iCAEjF,OAAO,sCAAsC,EAAE,kBAAkB;iCACjE,OAAO,sCAAsC,EAAE,kBAAkB;gDACjE,OAAO,yCAAyC,EAAE,iCAAiC;qCACnF,OAAO,oDAAoD,EAAE,sBAAsB;8BACnF,OAAO,mCAAmC,EAAE,eAAe;4BAC3D,OAAO,iCAAiC,EAAE,aAAa;oBACvD,OAAO,wCAAwC,EAAE,KAAK"}
1
+ {"version":3,"file":"GPUSceneRows.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/rows/GPUSceneRows.js"],"names":[],"mappings":"AAaA;;;;;;;;;;GAUG;AAEH;;;;;;;;;GASG;AACH,sCAHW,MAAM,GACJ,MAAM,CAIlB;AAED;;;;;;GAMG;AACH,mCAHW,MAAM,GACJ,MAAM,CAIlB;AAoID;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH;IA2II;;;;;;;;;OASG;IACH;QAR2C,OAAO,EAAvC,sBAAsB;QACC,UAAU;QACV,MAAM;QACD,UAAU,EAAtC,kBAAkB;QACU,SAAS,EAArC,kBAAkB;QACyB,IAAI,EAA/C,iCAAiC;QACW,QAAQ,QAAxC,sBAAsB;OAmB5C;IAED;;OAEG;IACH,iGAEC;IAED;;;;;OAKG;IACH,gCAEC;IAED;;;;;OAKG;IACH,YAHW,MAAM,GACJ,OAAO,CAInB;IAED;;;;;OAKG;IACH,iBAHW,MAAM,GACJ,OAAO,CAInB;IAED;;;;;;;OAOG;IACH,8BAHoB,MAAM,QAAE,eAAe,QAAE,aAAa,QAAE,OAAO,KAAG,IAAI,QASzE;IAED;;;;;;;;;OASG;IACH,6BAHW,KAAK,GACH,OAAO,CAyBnB;IAED;;;;;;;;;;OAUG;IACH,gBAFW,MAAM,QAuChB;IAED;;;;;;;;OAQG;IACH,gBAFW,MAAM,QA0BhB;IAED;;;;OAIG;IACH,mBAFW,MAAM,QAIhB;IAED;;;;;OAKG;IACH,mBAFW,MAAM,QAIhB;IAED;;;;;OAKG;IACH,2EAOC;IAED;;;;OAIG;IACH,gCAEC;IAqCD;;;;;;;;;;;;;;OAcG;IACH,oBALW,MAAM,YACN,eAAe,YACf,aAAa,YACb,OAAO,QAgDjB;IAED;;;;;OAKG;IACH,oBAFW,MAAM,QAUhB;IAsCD;;;;OAIG;IACH,SAFa,MAAM,CAsDlB;IAyMD;;;;OAIG;IACH;;;;;;;;OAQG;IACH,4BAHW,MAAM,kBACG,MAAM,KAAG,IAAI,QAiBhC;IAyGD;;OAEG;IACH,gBA+BC;;CACJ;qCA/nCY,OAAO,kDAAkD,EAAE,sBAAsB;;iCAEjF,OAAO,sCAAsC,EAAE,kBAAkB;iCACjE,OAAO,sCAAsC,EAAE,kBAAkB;gDACjE,OAAO,yCAAyC,EAAE,iCAAiC;qCACnF,OAAO,oDAAoD,EAAE,sBAAsB;8BACnF,OAAO,mCAAmC,EAAE,eAAe;4BAC3D,OAAO,iCAAiC,EAAE,aAAa;oBACvD,OAAO,wCAAwC,EAAE,KAAK"}
@@ -4,10 +4,11 @@ import { GPUStateAuthority } from "../../../../engine/ecs/gpu/GPUStateAuthority.
4
4
  import { GPUStateAuthorityFlags } from "../../../../engine/ecs/gpu/GPUStateAuthorityFlags.js";
5
5
  import { TransformAttachment } from "../../../../engine/ecs/transform-attachment/TransformAttachment.js";
6
6
  import { aabb3_matrix4_project } from "../../../../core/geom/3d/aabb/aabb3_matrix4_project.js";
7
+ import { m4_linear_determinant } from "../../../../core/geom/3d/mat4/m4_linear_determinant.js";
7
8
  import { Transform64 } from "../../../../engine/ecs/transform/Transform64.js";
8
9
  import { generate_record_writer } from "../../buffer/table/serde/generate_record_writer.js";
9
10
  import { MESH_INSTANCE_METADATA_STRUCT } from "../MESH_INSTANCE_METADATA_STRUCT.js";
10
- import { NODE3D_SCENE_ID, NODE3D_STRUCT } from "../NODE3D_STRUCT.js";
11
+ import { NODE3D_GLOBAL_FLAG_MIRRORED, NODE3D_SCENE_ID, NODE3D_STRUCT } from "../NODE3D_STRUCT.js";
11
12
  import { TransparencyMode } from "../../material/TransparencyMode.js";
12
13
 
13
14
  /**
@@ -66,6 +67,7 @@ const TRANSFORM_RECORD = {
66
67
  global: new Float32Array(16),
67
68
  prev_global: new Float32Array(16),
68
69
  parent: NODE3D_SCENE_ID,
70
+ global_flags: 0,
69
71
  };
70
72
 
71
73
  /**
@@ -962,6 +964,12 @@ export class GPUSceneRows {
962
964
  TRANSFORM_RECORD.prev_global[i] = world[i];
963
965
  }
964
966
 
967
+ // seeded alongside `global`, exactly as the hierarchy pass derives it when it recomposes
968
+ // the row next tick — a row that reflects has to read as reflecting on its first frame too
969
+ TRANSFORM_RECORD.global_flags = m4_linear_determinant(world) < 0
970
+ ? NODE3D_GLOBAL_FLAG_MIRRORED
971
+ : 0;
972
+
965
973
  return TRANSFORM_RECORD;
966
974
  }
967
975
 
@@ -1,6 +1,13 @@
1
1
  /**
2
2
  * This is the transpose adjugate method of computing the normal matrix from a 4x4 matrix
3
3
  * Note that the matrix will produce scaled vectors, so you need to normalize them afterward.
4
+ *
5
+ * The adjugate transpose is `det(M) * M^-T`, so under a reflection it points every normal *into*
6
+ * the surface rather than out of it — the one case where the determinant's magnitude being
7
+ * irrelevant does not make its sign irrelevant too. Re-orienting by that sign is what keeps a
8
+ * mirrored instance's shading normal, tangent and geometric normal agreeing with each other and
9
+ * with the winding the rasterizer sees.
10
+ *
4
11
  * @source Eric Lengyel, "Transforming Normals", 2024: https://terathon.com/blog/transforming-normals.html
5
12
  * @source Ken Turkowski, "Properties of Surface Normal Transformations" (Graphics Gems, 1990)
6
13
  * @type {CodeChunk}
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_compute_normal_matrix_from_m4.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/mat4/chunk_compute_normal_matrix_from_m4.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,kDAFU,SAAS,CAiBjB;0BAxBwB,gCAAgC"}
1
+ {"version":3,"file":"chunk_compute_normal_matrix_from_m4.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/mat4/chunk_compute_normal_matrix_from_m4.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;GAaG;AACH,kDAFU,SAAS,CAsBjB;0BApCwB,gCAAgC"}
@@ -3,6 +3,13 @@ import { CodeChunk } from "../../../compiler/CodeChunk.js";
3
3
  /**
4
4
  * This is the transpose adjugate method of computing the normal matrix from a 4x4 matrix
5
5
  * Note that the matrix will produce scaled vectors, so you need to normalize them afterward.
6
+ *
7
+ * The adjugate transpose is `det(M) * M^-T`, so under a reflection it points every normal *into*
8
+ * the surface rather than out of it — the one case where the determinant's magnitude being
9
+ * irrelevant does not make its sign irrelevant too. Re-orienting by that sign is what keeps a
10
+ * mirrored instance's shading normal, tangent and geometric normal agreeing with each other and
11
+ * with the winding the rasterizer sees.
12
+ *
6
13
  * @source Eric Lengyel, "Transforming Normals", 2024: https://terathon.com/blog/transforming-normals.html
7
14
  * @source Ken Turkowski, "Properties of Surface Normal Transformations" (Graphics Gems, 1990)
8
15
  * @type {CodeChunk}
@@ -14,11 +21,16 @@ fn compute_normal_matrix_from_m4( m: mat4x4<f32> ) -> mat3x3<f32>{
14
21
  let c0 = m[0].xyz;
15
22
  let c1 = m[1].xyz;
16
23
  let c2 = m[2].xyz;
17
-
24
+
25
+ let cofactor_0 = cross(c1, c2);
26
+
27
+ // dot(c0, cross(c1, c2)) is the determinant, and the cross is already in hand
28
+ let orientation = select(1.0, -1.0, dot(c0, cofactor_0) < 0.0);
29
+
18
30
  return mat3x3<f32>(
19
- cross(c1, c2),
20
- cross(c2, c0),
21
- cross(c0, c1)
31
+ cofactor_0 * orientation,
32
+ cross(c2, c0) * orientation,
33
+ cross(c0, c1) * orientation
22
34
  );
23
35
  }
24
36
  `, [
@@ -0,0 +1,12 @@
1
+ /**
2
+ * Determinant of the linear (upper-left 3x3) part of a 4x4 transform. WGSL twin of
3
+ * {@link m4_linear_determinant} — keep the two in step.
4
+ *
5
+ * Negative exactly when the transform reflects, which is what reverses triangle winding and
6
+ * tangent-frame handedness under it.
7
+ *
8
+ * @type {CodeChunk}
9
+ */
10
+ export const chunk_mat4_linear_determinant: CodeChunk;
11
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
12
+ //# sourceMappingURL=chunk_mat4_linear_determinant.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_mat4_linear_determinant.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/mat4/chunk_mat4_linear_determinant.js"],"names":[],"mappings":"AAEA;;;;;;;;GAQG;AACH,4CAFU,SAAS,CAQb;0BAjBoB,gCAAgC"}
@@ -0,0 +1,18 @@
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * Determinant of the linear (upper-left 3x3) part of a 4x4 transform. WGSL twin of
5
+ * {@link m4_linear_determinant} — keep the two in step.
6
+ *
7
+ * Negative exactly when the transform reflects, which is what reverses triangle winding and
8
+ * tangent-frame handedness under it.
9
+ *
10
+ * @type {CodeChunk}
11
+ */
12
+ export const chunk_mat4_linear_determinant = CodeChunk.from(
13
+ //language=WGSL
14
+ `
15
+ fn mat4_linear_determinant( m: mat4x4<f32> ) -> f32{
16
+ return dot( m[0].xyz, cross( m[1].xyz, m[2].xyz ) );
17
+ }
18
+ `, [])
@@ -0,0 +1,24 @@
1
+ /**
2
+ * Programmable winding for a non-indexed `triangle-list` draw.
3
+ *
4
+ * Maps a `@builtin(vertex_index)` to the one that puts the same three vertices on the rasterizer
5
+ * in the opposite order: corners `0,1,2` of a triangle become `2,1,0`. That is an odd permutation,
6
+ * so the emitted winding reverses, and it is the only thing needed to make a reflected instance
7
+ * face the right way — front-face determination is fixed-function and reads screen-space winding
8
+ * alone, and WebGPU has no per-draw `frontFace` state to reach it with.
9
+ *
10
+ * Only the order changes: the same three vertices are emitted, so coverage (the fill rule is
11
+ * defined on the triangle's interior, not its vertex order), depth, and barycentric interpolation
12
+ * are all untouched. `flat` varyings are safe as long as they are constant across the triangle,
13
+ * which for a visibility buffer's mesh/triangle ids they are.
14
+ *
15
+ * Safe to apply to the raw builtin, before any clamp or bounds guard: a meshlet's padding vertices
16
+ * begin at `primitive_count * 3`, always a corner-0 boundary, so the permutation maps each padding
17
+ * triple onto itself and can never move a padding vertex into range or a real one out of it.
18
+ *
19
+ * @see chunk_node3d_flags for where the `reverse` bit comes from
20
+ * @type {CodeChunk}
21
+ */
22
+ export const chunk_triangle_list_reverse_winding: CodeChunk;
23
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
24
+ //# sourceMappingURL=chunk_triangle_list_reverse_winding.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_triangle_list_reverse_winding.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/triangle/chunk_triangle_list_reverse_winding.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,kDAFU,SAAS,CAWb;0BAhCoB,gCAAgC"}
@@ -0,0 +1,33 @@
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * Programmable winding for a non-indexed `triangle-list` draw.
5
+ *
6
+ * Maps a `@builtin(vertex_index)` to the one that puts the same three vertices on the rasterizer
7
+ * in the opposite order: corners `0,1,2` of a triangle become `2,1,0`. That is an odd permutation,
8
+ * so the emitted winding reverses, and it is the only thing needed to make a reflected instance
9
+ * face the right way — front-face determination is fixed-function and reads screen-space winding
10
+ * alone, and WebGPU has no per-draw `frontFace` state to reach it with.
11
+ *
12
+ * Only the order changes: the same three vertices are emitted, so coverage (the fill rule is
13
+ * defined on the triangle's interior, not its vertex order), depth, and barycentric interpolation
14
+ * are all untouched. `flat` varyings are safe as long as they are constant across the triangle,
15
+ * which for a visibility buffer's mesh/triangle ids they are.
16
+ *
17
+ * Safe to apply to the raw builtin, before any clamp or bounds guard: a meshlet's padding vertices
18
+ * begin at `primitive_count * 3`, always a corner-0 boundary, so the permutation maps each padding
19
+ * triple onto itself and can never move a padding vertex into range or a real one out of it.
20
+ *
21
+ * @see chunk_node3d_flags for where the `reverse` bit comes from
22
+ * @type {CodeChunk}
23
+ */
24
+ export const chunk_triangle_list_reverse_winding = CodeChunk.from(
25
+ //language=WGSL
26
+ `
27
+ fn triangle_list_reverse_winding( draw_index: u32, reverse: bool ) -> u32{
28
+ // corner 0 -> +2, corner 1 -> +0, corner 2 -> -2
29
+ let reversed = draw_index + 2u - ( draw_index % 3u ) * 2u;
30
+
31
+ return select( draw_index, reversed, reverse );
32
+ }
33
+ `, [])
@@ -1,150 +0,0 @@
1
- # `.vgeo` viewer
2
-
3
- An interactive viewer for the virtual-geometry container. Run the dev server and open it:
4
-
5
- ```bash
6
- npm run dev --workspace @woosh/meep-engine
7
- ```
8
-
9
- <http://localhost:5173/src/shade/playground/vgeo_viewer/index.html>
10
-
11
- Nothing loads by itself. **Drop a `.vgeo` anywhere on the page**, pass `?file=/data/models/…​.vgeo`
12
- to open one by URL — which is what makes a particular view of a particular asset a bookmark — or
13
- press **build a sample asset**, which runs the builder in the page over a torus and opens the
14
- container it produces. `?sample` does the last one on load.
15
-
16
- ## What is on screen
17
-
18
- Not the asset — the **cut**: the clusters the container's own metric selects for where the camera is
19
- standing, coloured so the seams between them are visible, with the cluster count on screen.
20
-
21
- **The cut is frozen until you ask for a new one.** *Adapt to view* re-runs the traversal at wherever
22
- the camera is now; everything after that is you flying around a decision taken from somewhere else,
23
- which is the only way to see what a cut actually selected. *Follow the camera* makes it chase
24
- instead. *tau* is the one quality dial — pixels of permitted error.
25
-
26
- Drawing goes through Shade's direct geometry path (a `DynamicMesh` from raw attributes, no meshlet
27
- encode) because a cut is rebuilt from scratch on every adapt, and it is drawn opaque so the depth
28
- buffer orders its own triangles.
29
-
30
- ## What makes it a streaming viewer
31
-
32
- The reader under it never holds the whole file. Opening a container reads the header, the level
33
- table and the root frame — `VGEO_FORMAT.md` §10's always-resident set, two range requests — and
34
- after that a page arrives only because a traversal asked for it, from exactly the byte range the
35
- page pointing at it wrote down.
36
-
37
- So a cut can be taken before the file has finished arriving, and this is the interesting part: it is
38
- **clamped, not wrong**. Where the page holding a refinement is missing, the coarser cluster is drawn
39
- and a *want* is recorded, and the surface is watertight either way.
40
-
41
- "Missing" there means §10's *selectable*, not merely resident: a group is refined into only once
42
- every page holding one of its parents is here. A group's parents are made by one simplification step
43
- but grouped for the next one separately, so an asset of more than a page per band puts some of them
44
- in different pages — and refining into a group because its own page arrived, while a coarse cluster
45
- still stands in for a parent that has not, draws both over the same surface. Those clamps carry no
46
- want, because there is nothing to fetch from a cluster that already has the bytes it points at; the
47
- panel counts them under *of those, on a parent*.
48
-
49
- Three controls turn that into something you can watch:
50
-
51
- | control | what it shows |
52
- |---|---|
53
- | **colour by clamp** | amber where the surface is standing in for a page that has not arrived, slate where the cut is the one the file selects |
54
- | **stream *n* wanted page(s)** | installs eight of them, retakes the cut, repeats — refinement happening in steps rather than in one jump |
55
- | **evict everything but the root** | back to cold, so it arrives again |
56
-
57
- The **streaming** panel is the measurement: `read so far` against the file's own size, the request
58
- count, what the cold start cost, and how many pages are resident. On anything larger than a toy the
59
- first of those is a small fraction, and that is the whole claim.
60
-
61
- **head prefix** re-opens the current file from cold under a different one. §10 offers a reader two
62
- cold starts — the 256-byte header and then one exact range per wanted page, or one speculative
63
- prefix that brings the head and whatever else it happens to cover — and this is the dial between
64
- them. Coarse-first layout is what makes the second worth doing: a prefix that overshoots the root
65
- frame has overshot into the pages the traversal is about to want. Watch `read so far` and `requests`
66
- move against each other. `?head=<bytes>` sets it on load.
67
-
68
- **head prefix** on the streaming panel is what is still *held*, and it says `released` for most of a
69
- session: the reader drops the prefix the first time a read falls outside it, because after the pages
70
- inside it have installed it is bytes nothing will read — and at a thousand open assets a retained
71
- 256 KiB apiece was a quarter of a gigabyte that neither `resident` nor eviction could see. The
72
- always-resident set is about 2.4 KB, so the prefix is speculation about the next band and 64 KiB is
73
- enough of it; the dial is there to watch the trade rather than to tune it.
74
-
75
- **quarantined** is the other new row, and it is the difference between an asset that is coarse
76
- because the camera just moved and one that is coarse because a page will never arrive — which look
77
- identical on screen. A page that fails its retries is quarantined with its reason and is not asked
78
- for again; the clamped cut keeps its surface correct with a coarser ancestor, indefinitely.
79
-
80
- `read so far` is cumulative and is allowed past 100%: evicting and re-streaming really does fetch
81
- those pages again, and the audit really does read every byte.
82
-
83
- ## Validation is optional and off
84
-
85
- **Validation is off by default and is not a precondition for anything.** It reads the whole file —
86
- every frame, every checksum, the directory against a full frame scan — which is exactly what an
87
- incremental reader exists to avoid, and it answers a question about whoever *wrote* the file rather
88
- than about the view being put on screen. Press **validate the whole file** when that is the
89
- question, or pass `?validate`.
90
-
91
- It is not a method on the reader, either. `vgeo_audit_container` and `vgeo_install_all_pages` live in
92
- `format/read/tool/`, and this viewer calls them as the tool it is — a renderer holding a thousand
93
- containers must not have either within reach of one of them. The audit takes the file as a single
94
- `ArrayBuffer`, because every build invariant is a cross-check between two places in it, so it refuses
95
- above 1 GiB naming the size rather than failing in the allocator.
96
-
97
- What is *not* optional, because it is the difference between refusing a file and misreading one:
98
- magic, minimum reader version, payload encoding, hash algorithm, unknown required feature bits,
99
- unknown codecs, a `decoded_size` outside what the stored bytes could physically produce, and a root
100
- frame that disagrees with the header about its own size. Those are §4 and §10 reject rules and they
101
- always run.
102
-
103
- **verify each frame's checksum** sits between the two. A frame's identity-seeded checksum covers
104
- only that frame, so it is verified from bytes just fetched, with no extra request and no whole-file
105
- pass — §10 requires it of a runtime, where a quarantined page is the difference between a coarse
106
- stand-in and a wrong surface. Off here for the same reason the audit is: hashing every installed
107
- byte costs something, and a tool looking at a file it just built is not defending against a network.
108
- It is read per fetch, so ticking it applies to the next page rather than to a reopen. `?verify` sets
109
- it on load.
110
-
111
- ## What lives where
112
-
113
- The reader is **not** part of this page. It is `renderer/geometry/virtual/format/read/`, it is the
114
- shape a runtime would use, and it knows nothing about drawing:
115
-
116
- | | |
117
- |---|---|
118
- | `VGeoByteSource` | a range at a time, over an `ArrayBuffer` or a dropped `Blob` |
119
- | `vgeo_fetch_byte_source` | the same over HTTP, refusing a `200` where it asked for a range |
120
- | `vgeo_read_header` | header and level table, with §4's reject rules |
121
- | `vgeo_read_page` | one fetched frame → one `VGeoPage`; needs nothing else |
122
- | `VGeoPage` | a page's own bytes and its own cluster/group/child tables |
123
- | `VGeoContainerReader` | residency: open, install, evict, and the optional audit |
124
- | `VGeoDirectory` | the auxiliary page directory, for reaching pages no traversal leads to |
125
-
126
- What belongs to the page is everything above the bytes:
127
-
128
- | | |
129
- |---|---|
130
- | `select_cut.js` | the traversal, the residency clamp, and the wants it records |
131
- | `cut_geometry.js` | decoding selected clusters into one drawable geometry, and the colour modes |
132
- | `sample_asset.js` | a container built in the page, so there is something to open |
133
- | `main.js` | renderer, camera, panel, and the streaming loop |
134
-
135
- ## Driving it from a script
136
-
137
- Everything is reachable from the console, which is what makes the page verifiable in a headless
138
- browser rather than by a person watching it:
139
-
140
- ```js
141
- await __open_sample(); // or __open_url('/data/…​.vgeo')
142
- __vgeo.set_auto_stream(false);
143
- __vgeo.reset_residency(); // back to the root page alone
144
- __state(); // { resident_pages, bytes_read, clusters, clamped, wants, … }
145
- await __stream(); // one round of eight pages, then a fresh cut
146
- await __validate(); // the whole-file audit, as an array of defect strings
147
- ```
148
-
149
- `__state()` is the one to assert on: `clamped` reaching zero is the cut having converged on what the
150
- container selects, and it converges to the same numbers whatever order the pages arrived in.