@woosh/meep-engine 3.27.0 → 3.29.0

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 (648) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/package.json +1 -1
  3. package/src/core/binary/BitSet.d.ts +16 -0
  4. package/src/core/binary/BitSet.d.ts.map +1 -1
  5. package/src/core/binary/BitSet.js +159 -49
  6. package/src/core/binary/allocator/OffsetAllocator.d.ts +48 -0
  7. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  8. package/src/core/binary/allocator/OffsetAllocator.js +208 -9
  9. package/src/core/binary/compression/compress_bytes.d.ts +20 -0
  10. package/src/core/binary/compression/compress_bytes.d.ts.map +1 -0
  11. package/src/core/binary/compression/compress_bytes.js +35 -0
  12. package/src/core/binary/compression/decompress_bytes_into.d.ts +30 -0
  13. package/src/core/binary/compression/decompress_bytes_into.d.ts.map +1 -0
  14. package/src/core/binary/compression/decompress_bytes_into.js +87 -0
  15. package/src/core/binary/compression/deflate_decompress_bound.d.ts +27 -0
  16. package/src/core/binary/compression/deflate_decompress_bound.d.ts.map +1 -0
  17. package/src/core/binary/compression/deflate_decompress_bound.js +32 -0
  18. package/src/core/geom/3d/mat4/m4_linear_determinant.d.ts +15 -0
  19. package/src/core/geom/3d/mat4/m4_linear_determinant.d.ts.map +1 -0
  20. package/src/core/geom/3d/mat4/m4_linear_determinant.js +24 -0
  21. package/src/core/geom/3d/mat4/m4_normal_matrix3.d.ts +4 -2
  22. package/src/core/geom/3d/mat4/m4_normal_matrix3.d.ts.map +1 -1
  23. package/src/core/geom/3d/mat4/m4_normal_matrix3.js +21 -11
  24. package/src/core/geom/3d/quadric/quadric_attribute_add.d.ts +24 -0
  25. package/src/core/geom/3d/quadric/quadric_attribute_add.d.ts.map +1 -0
  26. package/src/core/geom/3d/quadric/quadric_attribute_add.js +31 -0
  27. package/src/core/geom/3d/quadric/quadric_attribute_reduce.d.ts +46 -0
  28. package/src/core/geom/3d/quadric/quadric_attribute_reduce.d.ts.map +1 -0
  29. package/src/core/geom/3d/quadric/quadric_attribute_reduce.js +104 -0
  30. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.d.ts +62 -0
  31. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.d.ts.map +1 -0
  32. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.js +158 -0
  33. package/src/core/geom/3d/quadric/quadric_attribute_size.d.ts +21 -0
  34. package/src/core/geom/3d/quadric/quadric_attribute_size.d.ts.map +1 -0
  35. package/src/core/geom/3d/quadric/quadric_attribute_size.js +24 -0
  36. package/src/core/geom/3d/quadric/quadric_attribute_solve.d.ts +34 -0
  37. package/src/core/geom/3d/quadric/quadric_attribute_solve.d.ts.map +1 -0
  38. package/src/core/geom/3d/quadric/quadric_attribute_solve.js +55 -0
  39. package/src/core/geom/3d/quadric/quadric_attribute_sub.d.ts +28 -0
  40. package/src/core/geom/3d/quadric/quadric_attribute_sub.d.ts.map +1 -0
  41. package/src/core/geom/3d/quadric/quadric_attribute_sub.js +35 -0
  42. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.d.ts +15 -0
  43. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.d.ts.map +1 -1
  44. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.js +35 -0
  45. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.d.ts +93 -0
  46. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.d.ts.map +1 -0
  47. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.js +128 -0
  48. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.d.ts +38 -0
  49. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.d.ts.map +1 -0
  50. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.js +113 -0
  51. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts +47 -1
  52. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  53. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +677 -8
  54. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.d.ts +22 -0
  55. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.d.ts.map +1 -0
  56. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.js +46 -0
  57. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.d.ts +19 -0
  58. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.d.ts.map +1 -0
  59. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.js +49 -0
  60. package/src/core/graph/layout/layered/BoxLayoutOptions.d.ts +63 -0
  61. package/src/core/graph/layout/layered/BoxLayoutOptions.d.ts.map +1 -0
  62. package/src/core/graph/layout/layered/BoxLayoutOptions.js +80 -0
  63. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/LayoutBoxGraph.d.ts +35 -0
  64. package/src/core/graph/layout/layered/LayoutBoxGraph.d.ts.map +1 -0
  65. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/LayoutBoxGraph.js +53 -1
  66. package/src/core/graph/layout/layered/layout_assign_coordinates.d.ts.map +1 -0
  67. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_coordinates.js +72 -68
  68. package/src/core/graph/layout/layered/layout_assign_layers.d.ts.map +1 -0
  69. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_layers.js +4 -2
  70. package/src/core/graph/layout/layered/layout_break_cycles.d.ts.map +1 -0
  71. package/src/core/graph/layout/layered/layout_insert_lanes.d.ts.map +1 -0
  72. package/src/core/graph/layout/layered/layout_order_layers.d.ts.map +1 -0
  73. package/src/core/graph/layout/layered/layout_orient_links.d.ts.map +1 -0
  74. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts +7 -51
  75. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts.map +1 -1
  76. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.js +8 -69
  77. package/src/core/model/node-graph/visual/layout/layout_build_problem.js +1 -1
  78. package/src/core/model/node-graph/visual/layout/layout_node_graph.js +6 -6
  79. package/src/core/model/node-graph/visual/layout/route_grid_build.js +1 -1
  80. package/src/engine/Engine.d.ts.map +1 -1
  81. package/src/engine/Engine.js +38 -1
  82. package/src/engine/graphics3/DebugDrawSystem.d.ts +7 -5
  83. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  84. package/src/engine/graphics3/DebugDrawSystem.js +206 -203
  85. package/src/engine/graphics3/DecalSystem.d.ts +4 -5
  86. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -1
  87. package/src/engine/graphics3/DecalSystem.js +5 -5
  88. package/src/engine/graphics3/FogOfWarSystem.d.ts +7 -12
  89. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -1
  90. package/src/engine/graphics3/FogOfWarSystem.js +8 -12
  91. package/src/engine/graphics3/GraphicsEngine.d.ts +5 -1
  92. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  93. package/src/engine/graphics3/GraphicsEngine.js +834 -830
  94. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -230
  95. package/src/shade/RENDERER_CONTRACT.md +31 -17
  96. package/src/shade/device/timing/GPU_PROFILER_PROPOSAL_2026_08_28.md +1 -1
  97. package/src/shade/playground/caldera/README.md +529 -0
  98. package/src/shade/playground/caldera/caldera_format.d.ts +151 -0
  99. package/src/shade/playground/caldera/caldera_format.d.ts.map +1 -0
  100. package/src/shade/playground/caldera/caldera_format.js +241 -0
  101. package/src/shade/playground/caldera/index.html +126 -0
  102. package/src/shade/playground/caldera/main.d.ts.map +1 -0
  103. package/src/shade/playground/caldera/main.js +1565 -0
  104. package/src/shade/playground/mesh_row_ceiling/README.md +85 -0
  105. package/src/shade/playground/mesh_row_ceiling/index.html +31 -0
  106. package/src/shade/playground/mesh_row_ceiling/main.d.ts +2 -0
  107. package/src/shade/playground/mesh_row_ceiling/main.d.ts.map +1 -0
  108. package/src/shade/playground/mesh_row_ceiling/main.js +389 -0
  109. package/src/shade/playground/vgeo_runtime/README.md +32 -16
  110. package/src/shade/playground/vgeo_runtime/main.js +21 -7
  111. package/src/shade/playground/{vgeo_viewer → vgeo_runtime}/sample_asset.d.ts +3 -3
  112. package/src/shade/playground/vgeo_runtime/sample_asset.d.ts.map +1 -0
  113. package/src/shade/playground/{vgeo_viewer → vgeo_runtime}/sample_asset.js +12 -11
  114. package/src/shade/playground/vgeo_scene/README.md +487 -0
  115. package/src/shade/playground/vgeo_scene/index.html +144 -0
  116. package/src/shade/playground/vgeo_scene/main.d.ts +2 -0
  117. package/src/shade/playground/vgeo_scene/main.d.ts.map +1 -0
  118. package/src/shade/playground/vgeo_scene/main.js +2217 -0
  119. package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
  120. package/src/shade/renderer/GraphicsContext.js +6 -0
  121. package/src/shade/renderer/Renderer.d.ts +6 -1
  122. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  123. package/src/shade/renderer/Renderer.js +28 -2
  124. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  125. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +100 -8
  126. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +70 -35
  127. package/src/shade/renderer/extension/RenderExtension.d.ts +15 -18
  128. package/src/shade/renderer/extension/RenderExtension.d.ts.map +1 -1
  129. package/src/shade/renderer/extension/RenderExtension.js +15 -19
  130. package/src/shade/renderer/extension/RenderExtensionRegistry.d.ts +5 -5
  131. package/src/shade/renderer/extension/RenderExtensionRegistry.d.ts.map +1 -1
  132. package/src/shade/renderer/extension/RenderExtensionRegistry.js +29 -166
  133. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  134. package/src/shade/renderer/geometry/GPUGeometryManager.js +73 -16
  135. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  136. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +18 -3
  137. package/src/shade/renderer/geometry/meshlet/COMPACTION_PLAN_2026_09_16.md +663 -0
  138. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.d.ts +100 -5
  139. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.d.ts.map +1 -1
  140. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +688 -81
  141. package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts.map +1 -1
  142. package/src/shade/renderer/geometry/meshlet/MeshletBatch.js +3 -29
  143. package/src/shade/renderer/geometry/meshlet/encoding/ENCODED_ATTRIBUTE_DEFAULT_VALUES.d.ts +22 -0
  144. package/src/shade/renderer/geometry/meshlet/encoding/ENCODED_ATTRIBUTE_DEFAULT_VALUES.d.ts.map +1 -0
  145. package/src/shade/renderer/geometry/meshlet/encoding/ENCODED_ATTRIBUTE_DEFAULT_VALUES.js +49 -0
  146. package/src/shade/renderer/geometry/virtual/ATTRIBUTE_PLAN_2026_09_18.md +540 -0
  147. package/src/shade/renderer/geometry/virtual/VGEO_FORMAT.md +159 -66
  148. package/src/shade/renderer/geometry/virtual/VIRTUAL_GEOMETRY_DESIGN.md +40 -21
  149. package/src/shade/renderer/geometry/virtual/VIRTUAL_GEOMETRY_PLAN.md +15 -14
  150. package/src/shade/renderer/geometry/virtual/WEDGE_PLAN_2026_09_18.md +358 -0
  151. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.d.ts +58 -8
  152. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.d.ts.map +1 -1
  153. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.js +64 -10
  154. package/src/shade/renderer/geometry/virtual/build/gltf/gltf_open_document.d.ts.map +1 -1
  155. package/src/shade/renderer/geometry/virtual/build/gltf/gltf_open_document.js +5 -9
  156. package/src/shade/renderer/geometry/virtual/build/level/VGeoContribution.d.ts +40 -0
  157. package/src/shade/renderer/geometry/virtual/build/level/VGeoContribution.d.ts.map +1 -0
  158. package/src/shade/renderer/geometry/virtual/build/level/VGeoContribution.js +24 -0
  159. package/src/shade/renderer/geometry/virtual/build/level/VGeoFrontier.d.ts +91 -0
  160. package/src/shade/renderer/geometry/virtual/build/level/VGeoFrontier.d.ts.map +1 -0
  161. package/src/shade/renderer/geometry/virtual/build/level/VGeoFrontier.js +91 -0
  162. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupRepack.d.ts +24 -0
  163. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupRepack.d.ts.map +1 -0
  164. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupRepack.js +25 -0
  165. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupStep.d.ts +77 -0
  166. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupStep.d.ts.map +1 -0
  167. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupStep.js +84 -0
  168. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevel.d.ts.map +1 -0
  169. package/src/shade/renderer/geometry/virtual/build/{VGeoLevelOptions.d.ts → level/VGeoLevelOptions.d.ts} +19 -6
  170. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelOptions.d.ts.map +1 -0
  171. package/src/shade/renderer/geometry/virtual/build/{VGeoLevelOptions.js → level/VGeoLevelOptions.js} +20 -7
  172. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelSummary.d.ts.map +1 -0
  173. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster.d.ts +19 -0
  174. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster.d.ts.map +1 -0
  175. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster.js +58 -0
  176. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster_graph.d.ts +18 -0
  177. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster_graph.d.ts.map +1 -0
  178. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster_graph.js +116 -0
  179. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_group_step.d.ts +18 -0
  180. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_group_step.d.ts.map +1 -0
  181. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_group_step.js +545 -0
  182. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_leaf_frontier.d.ts +16 -0
  183. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_leaf_frontier.d.ts.map +1 -0
  184. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_leaf_frontier.js +110 -0
  185. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.d.ts +11 -0
  186. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.d.ts.map +1 -0
  187. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.js +308 -0
  188. package/src/shade/renderer/geometry/virtual/build/{vgeo_build_root_group.d.ts → level/vgeo_build_root_group.d.ts} +1 -1
  189. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_root_group.d.ts.map +1 -0
  190. package/src/shade/renderer/geometry/virtual/build/{vgeo_build_root_group.js → level/vgeo_build_root_group.js} +1 -1
  191. package/src/shade/renderer/geometry/virtual/build/level/vgeo_compute_group_boundary.d.ts +26 -0
  192. package/src/shade/renderer/geometry/virtual/build/level/vgeo_compute_group_boundary.d.ts.map +1 -0
  193. package/src/shade/renderer/geometry/virtual/build/level/vgeo_compute_group_boundary.js +123 -0
  194. package/src/shade/renderer/geometry/virtual/build/level/vgeo_error_bands.d.ts +26 -0
  195. package/src/shade/renderer/geometry/virtual/build/level/vgeo_error_bands.d.ts.map +1 -0
  196. package/src/shade/renderer/geometry/virtual/build/level/vgeo_error_bands.js +78 -0
  197. package/src/shade/renderer/geometry/virtual/build/level/vgeo_partition_into_groups.d.ts +24 -0
  198. package/src/shade/renderer/geometry/virtual/build/level/vgeo_partition_into_groups.d.ts.map +1 -0
  199. package/src/shade/renderer/geometry/virtual/build/level/vgeo_partition_into_groups.js +337 -0
  200. package/src/shade/renderer/geometry/virtual/build/level/vgeo_run_round.d.ts +29 -0
  201. package/src/shade/renderer/geometry/virtual/build/level/vgeo_run_round.d.ts.map +1 -0
  202. package/src/shade/renderer/geometry/virtual/build/level/vgeo_run_round.js +147 -0
  203. package/src/shade/renderer/geometry/virtual/build/level/vgeo_stitch_frontier.d.ts +37 -0
  204. package/src/shade/renderer/geometry/virtual/build/level/vgeo_stitch_frontier.d.ts.map +1 -0
  205. package/src/shade/renderer/geometry/virtual/build/level/vgeo_stitch_frontier.js +243 -0
  206. package/src/shade/renderer/geometry/virtual/build/level/vgeo_try_repack.d.ts +29 -0
  207. package/src/shade/renderer/geometry/virtual/build/level/vgeo_try_repack.d.ts.map +1 -0
  208. package/src/shade/renderer/geometry/virtual/build/level/vgeo_try_repack.js +117 -0
  209. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts +46 -0
  210. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts.map +1 -0
  211. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.js +45 -0
  212. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_DEFAULT_ATTRIBUTE_WEIGHT_RATIOS.d.ts +64 -0
  213. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_DEFAULT_ATTRIBUTE_WEIGHT_RATIOS.d.ts.map +1 -0
  214. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_DEFAULT_ATTRIBUTE_WEIGHT_RATIOS.js +68 -0
  215. package/src/shade/renderer/geometry/virtual/build/{VirtualGeometryMesh.d.ts → mesh/VirtualGeometryMesh.d.ts} +13 -8
  216. package/src/shade/renderer/geometry/virtual/build/mesh/VirtualGeometryMesh.d.ts.map +1 -0
  217. package/src/shade/renderer/geometry/virtual/build/{VirtualGeometryMesh.js → mesh/VirtualGeometryMesh.js} +40 -18
  218. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_layout.d.ts +58 -0
  219. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_layout.d.ts.map +1 -0
  220. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_layout.js +79 -0
  221. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_read.d.ts +39 -0
  222. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_read.d.ts.map +1 -0
  223. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_read.js +68 -0
  224. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_write.d.ts +53 -0
  225. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_write.d.ts.map +1 -0
  226. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_write.js +243 -0
  227. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.d.ts +45 -0
  228. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.d.ts.map +1 -0
  229. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.js +300 -0
  230. package/src/shade/renderer/geometry/virtual/build/{vgeo_compute_vertex_tangents.d.ts → mesh/vgeo_compute_vertex_tangents.d.ts} +12 -8
  231. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_tangents.d.ts.map +1 -0
  232. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_tangents.js +151 -0
  233. package/src/shade/renderer/geometry/virtual/build/{vgeo_normalize_source.d.ts → mesh/vgeo_normalize_source.d.ts} +8 -1
  234. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_normalize_source.d.ts.map +1 -0
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  241. package/src/shade/renderer/geometry/virtual/build/{vgeo_assemble_pages.js → page/vgeo_assemble_pages.js} +9 -9
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  246. package/src/shade/renderer/geometry/virtual/build/{vgeo_page_node_count.js → page/vgeo_page_node_count.js} +2 -2
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  249. package/src/shade/renderer/geometry/virtual/build/{VGeoFaceGraph.js → partition/VGeoFaceGraph.js} +28 -21
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  257. package/src/shade/renderer/geometry/virtual/build/{vgeo_split_face_set.js → partition/vgeo_split_face_set.js} +13 -56
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  633. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_orient_links.js +0 -0
  634. /package/src/shade/playground/{vgeo_viewer → caldera}/main.d.ts +0 -0
  635. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevel.d.ts → level/VGeoLevel.d.ts} +0 -0
  636. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevel.js → level/VGeoLevel.js} +0 -0
  637. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevelSummary.d.ts → level/VGeoLevelSummary.d.ts} +0 -0
  638. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevelSummary.js → level/VGeoLevelSummary.js} +0 -0
  639. /package/src/shade/renderer/geometry/virtual/build/{vgeo_page_node_count.d.ts → page/vgeo_page_node_count.d.ts} +0 -0
  640. /package/src/shade/renderer/geometry/virtual/build/{vgeo_graph_components.d.ts → partition/vgeo_graph_components.d.ts} +0 -0
  641. /package/src/shade/renderer/geometry/virtual/build/{vgeo_graph_components.js → partition/vgeo_graph_components.js} +0 -0
  642. /package/src/shade/renderer/geometry/virtual/build/{vgeo_partition_graph.d.ts → partition/vgeo_partition_graph.d.ts} +0 -0
  643. /package/src/shade/renderer/geometry/virtual/build/{vgeo_split_face_set.d.ts → partition/vgeo_split_face_set.d.ts} +0 -0
  644. /package/src/shade/renderer/geometry/virtual/build/{vgeo_split_face_set_packed.d.ts → partition/vgeo_split_face_set_packed.d.ts} +0 -0
  645. /package/src/shade/renderer/geometry/virtual/build/{vgeo_bounding_sphere.d.ts → sphere/vgeo_bounding_sphere.d.ts} +0 -0
  646. /package/src/shade/renderer/geometry/virtual/build/{vgeo_containing_sphere.d.ts → sphere/vgeo_containing_sphere.d.ts} +0 -0
  647. /package/src/shade/renderer/geometry/virtual/build/{vgeo_sphere_inflate_to_contain.d.ts → sphere/vgeo_sphere_inflate_to_contain.d.ts} +0 -0
  648. /package/src/shade/renderer/geometry/virtual/build/{vgeo_narrow_indices.d.ts → submesh/vgeo_narrow_indices.d.ts} +0 -0
@@ -1 +1 @@
1
- {"version":3,"file":"graph_rasterize_scene_fast.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/fast/graph_rasterize_scene_fast.js"],"names":[],"mappings":"AAkBA;;;;;;;;;;GAUG;AACH;;;;;;;IAFa;IAAC,YAAY,EAAE,MAAM,CAAC;IAAC,aAAa,EAAE,MAAM,EAAE,CAAA;CAAC,CAoJ3D;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAJ+B,KAAK;IACC,GAAG;IACA,MAAM;SA8C7C"}
1
+ {"version":3,"file":"graph_rasterize_scene_fast.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/fast/graph_rasterize_scene_fast.js"],"names":[],"mappings":"AAmBA;;;;;;;;;;GAUG;AACH;;;;;;;IAFa;IAAC,YAAY,EAAE,MAAM,CAAC;IAAC,aAAa,EAAE,MAAM,EAAE,CAAA;CAAC,CA0I3D;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAJ+B,KAAK;IACC,GAAG;IACA,MAAM;SA8C7C"}
@@ -12,6 +12,7 @@ import { graph_expand_meshes_to_meshlets } from "../expand/mesh/graph_expand_mes
12
12
  import { graph_vgeo_expand_if_enabled } from "../../geometry/virtual/runtime/graph_vgeo_expand_if_enabled.js";
13
13
  import { RasterizationCollectionType } from "../expand/RasterizationCollectionType.js";
14
14
  import { construct_primitive_state } from "../bucket/construct_primitive_state.js";
15
+ import { rasterization_opaque_buckets } from "../bucket/rasterization_opaque_buckets.js";
15
16
  import { graph_mesh_frustum_cull } from "../compute/graph_mesh_frustum_cull.js";
16
17
  import { graph_rasterize_meshes_alpha_tested } from "../native/graph_rasterize_meshes_alpha_tested.js";
17
18
  import { graph_extract_meshes_from_bucket } from "./graph_extract_meshes_from_bucket.js";
@@ -75,59 +76,49 @@ export function graph_rasterize_scene_fast_raw({
75
76
  // rasterize each active opaque bucket in a single pass, with no occlusion filtering
76
77
  let is_first_draw = true;
77
78
 
78
- for (const draw_mode of Object.values(ShadeDrawMode)) {
79
- for (const side of Object.values(ShadeDrawSide)) {
80
-
81
- const bucket_id = rasterization_material_bucket(TransparencyMode.Opaque, draw_mode, side);
82
-
83
- if (!active_buckets.has(bucket_id)) {
84
- // no matching materials, skip
85
- continue;
86
- }
87
-
88
- const gr_bucket_meshes = graph_extract_meshes_from_bucket({
89
- graph,
90
- buckets: gr_render_buckets,
91
- bucket_id,
92
- limits,
93
- });
94
-
95
- let gr_bucket_meshlets = graph_expand_meshes_to_meshlets({
96
- graph,
97
- input_meshes: gr_bucket_meshes,
98
- scene: scene_ctx,
99
- expected_output_size: limits.compute_buffer_size(RasterizationCollectionType.Meshlets),
100
- limits,
101
- });
102
-
103
- // the seam: this bucket's virtual-geometry instances select their cut and append it to
104
- // the same collection, which is the whole of what the rest of this function is told
105
- gr_bucket_meshlets = graph_vgeo_expand_if_enabled({
106
- graph,
107
- input_meshes: gr_bucket_meshes,
108
- output_meshlets: gr_bucket_meshlets,
109
- view: view_ctx,
110
- limits,
111
- });
112
-
113
- graph_record_stat(graph, limits.stats, RasterizationCollectionType.Meshlets, gr_bucket_meshlets);
114
-
115
- const primitive_state = construct_primitive_state(draw_mode, side, job.cull_policy);
116
-
117
- [target_depth, targets_color] = graph_meshlets_rasterize({
118
- graph,
119
- view: view_ctx,
120
- input_meshlets: gr_bucket_meshlets,
121
- depth: target_depth,
122
- color_targets: targets_color,
123
- pass_descriptor: job.opaque_pass,
124
- clear_targets: is_first_draw,
125
- primitive_state,
126
- viewport,
127
- });
128
-
129
- is_first_draw = false;
130
- }
79
+ for (const { draw_mode, side, bucket_id } of rasterization_opaque_buckets(active_buckets)) {
80
+ const gr_bucket_meshes = graph_extract_meshes_from_bucket({
81
+ graph,
82
+ buckets: gr_render_buckets,
83
+ bucket_id,
84
+ limits,
85
+ });
86
+
87
+ let gr_bucket_meshlets = graph_expand_meshes_to_meshlets({
88
+ graph,
89
+ input_meshes: gr_bucket_meshes,
90
+ scene: scene_ctx,
91
+ expected_output_size: limits.compute_buffer_size(RasterizationCollectionType.Meshlets),
92
+ limits,
93
+ });
94
+
95
+ // the seam: this bucket's virtual-geometry instances select their cut and append it to
96
+ // the same collection, which is the whole of what the rest of this function is told
97
+ gr_bucket_meshlets = graph_vgeo_expand_if_enabled({
98
+ graph,
99
+ input_meshes: gr_bucket_meshes,
100
+ output_meshlets: gr_bucket_meshlets,
101
+ view: view_ctx,
102
+ limits,
103
+ });
104
+
105
+ graph_record_stat(graph, limits.stats, RasterizationCollectionType.Meshlets, gr_bucket_meshlets);
106
+
107
+ const primitive_state = construct_primitive_state(draw_mode, side, job.cull_policy);
108
+
109
+ [target_depth, targets_color] = graph_meshlets_rasterize({
110
+ graph,
111
+ view: view_ctx,
112
+ input_meshlets: gr_bucket_meshlets,
113
+ depth: target_depth,
114
+ color_targets: targets_color,
115
+ pass_descriptor: job.opaque_pass,
116
+ clear_targets: is_first_draw,
117
+ primitive_state,
118
+ viewport,
119
+ });
120
+
121
+ is_first_draw = false;
131
122
  }
132
123
 
133
124
  // alpha-tested: reuse the existing native pass but skip HZB filtering by passing hzb=-1
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_forward_shade_standard_fragment_brick4.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.js"],"names":[],"mappings":"AA4BA,qEAwJC;0BA3JyB,oCAAoC"}
1
+ {"version":3,"file":"chunk_forward_shade_standard_fragment_brick4.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.js"],"names":[],"mappings":"AA6BA,qEA2JC;0BA9JyB,oCAAoC"}
@@ -1,4 +1,5 @@
1
1
  import { chunk_shade_standard_material_direct } from "../../deferred/chunk_shade_standard_material_direct.js";
2
+ import { chunk_material_draw_side } from "../../material/chunk_material_draw_side.js";
2
3
  import { chunk_decode_tangent_normal } from "../../shader/chunk/geometry/normal/chunk_decode_tangent_normal.js";
3
4
  import { INDIRECT_LIGHT_INTENSITY } from "../../deferred/INDIRECT_LIGHT_INTENSITY.js";
4
5
  import {
@@ -38,8 +39,10 @@ fn forward_shade_standard_fragment(
38
39
  let t_normal = decode_tangent_normal(textureSample(texture_normal, texture_normal_sampler, vert.uv));
39
40
  var world_shading_normal:vec3<f32> = normalize( world_tangent_frame * t_normal );
40
41
 
41
- // flip normal if fragment is back-facing,
42
- if(!front_facing) {
42
+ // flip the normal when looking at the surface's back. The raw front_facing cannot say:
43
+ // a back-sided material emits its winding reversed on purpose, so its "front" faces
44
+ // are the surface's back.
45
+ if(!material_fragment_faces_front(front_facing, material_info.draw_side)) {
43
46
  world_shading_normal = -world_shading_normal;
44
47
  }
45
48
 
@@ -177,5 +180,6 @@ fn forward_shade_standard_fragment(
177
180
  chunk_compute_indirect_specular,
178
181
  chunk_brick4_sample_forward_indirect,
179
182
  chunk_compute_specular_occlusion,
183
+ chunk_material_draw_side,
180
184
  ]
181
185
  )
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_forward_shade_standard_fragment_ibl.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js"],"names":[],"mappings":"AA2BA;;;GAGG;AACH,kEA6IC;0BApJyB,oCAAoC"}
1
+ {"version":3,"file":"chunk_forward_shade_standard_fragment_ibl.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js"],"names":[],"mappings":"AA4BA;;;GAGG;AACH,kEAgJC;0BAvJyB,oCAAoC"}
@@ -1,4 +1,5 @@
1
1
  import { chunk_shade_standard_material_direct } from "../../deferred/chunk_shade_standard_material_direct.js";
2
+ import { chunk_material_draw_side } from "../../material/chunk_material_draw_side.js";
2
3
  import { chunk_decode_tangent_normal } from "../../shader/chunk/geometry/normal/chunk_decode_tangent_normal.js";
3
4
  import { chunk_get_ibl_irradiance } from "../../deferred/indirect/chunk_get_ibl_irradiance.js";
4
5
  import { chunk_get_ibl_radiance } from "../../deferred/indirect/chunk_get_ibl_radiance.js";
@@ -41,8 +42,10 @@ fn forward_shade_standard_fragment(
41
42
  let t_normal = decode_tangent_normal(textureSample(texture_normal, texture_normal_sampler, vert.uv));
42
43
  var world_shading_normal:vec3<f32> = normalize( world_tangent_frame * t_normal );
43
44
 
44
- // flip normal if fragment is back-facing,
45
- if(!front_facing) {
45
+ // flip the normal when looking at the surface's back. The raw front_facing cannot say:
46
+ // a back-sided material emits its winding reversed on purpose, so its "front" faces
47
+ // are the surface's back.
48
+ if(!material_fragment_faces_front(front_facing, material_info.draw_side)) {
46
49
  world_shading_normal = -world_shading_normal;
47
50
  }
48
51
 
@@ -169,5 +172,6 @@ fn forward_shade_standard_fragment(
169
172
  chunk_get_ibl_radiance,
170
173
  chunk_get_ibl_irradiance,
171
174
  chunk_compute_specular_occlusion,
175
+ chunk_material_draw_side,
172
176
  ]
173
177
  )
@@ -1 +1 @@
1
- {"version":3,"file":"vertex_shader_chunk.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/forward/vertex_shader_chunk.js"],"names":[],"mappings":"AAUA,4CAoDE;0BAvDwB,oCAAoC"}
1
+ {"version":3,"file":"vertex_shader_chunk.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/forward/vertex_shader_chunk.js"],"names":[],"mappings":"AAeA,4CAgEE;0BAnEwB,oCAAoC"}
@@ -1,7 +1,12 @@
1
+ import { chunk_triangle_winding_is_reversed } from "../chunk_triangle_winding_is_reversed.js";
2
+ import { chunk_node3d_flags } from "../../scene/chunk_node3d_flags.js";
1
3
  import { chunk_scene_database_access } from "../../scene/chunk_scene_database_access.js";
2
4
  import {
3
5
  chunk_compute_normal_matrix_from_m4
4
6
  } from "../../shader/chunk/geometry/mat4/chunk_compute_normal_matrix_from_m4.js";
7
+ import {
8
+ chunk_triangle_list_reverse_winding
9
+ } from "../../shader/chunk/geometry/triangle/chunk_triangle_list_reverse_winding.js";
5
10
  import {
6
11
  chunk_read_meshlet_vertex_by_draw_index
7
12
  } from "../../shader/chunk/geometry/meshlet/chunk_read_meshlet_vertex_by_draw_index.js";
@@ -26,9 +31,16 @@ fn main(
26
31
  let mesh = scene_read_mesh(&scene_database, meshlet_def.mesh);
27
32
  let node = scene_read_node(&scene_database, mesh.node);
28
33
 
34
+ // the tangent frame's handedness turns on the reflection alone: looking at a surface's back
35
+ // does not change which way its +V runs, and a back-sided material is only a way of looking
36
+ let is_mirrored = node3d_global_is_mirrored(node);
37
+
29
38
  let geo_vertex = read_meshlet_vertex_by_draw_index(
30
39
  meshlet_header,
31
- meshlet_vertex_id,
40
+ triangle_list_reverse_winding(
41
+ meshlet_vertex_id,
42
+ triangle_winding_is_reversed(node, material_info.draw_side)
43
+ ),
32
44
  );
33
45
 
34
46
  let instance_matrix = node.global;
@@ -47,7 +59,9 @@ fn main(
47
59
  output.normal = normalize(normal_model_matrix * geo_vertex.normal);
48
60
 
49
61
  let geometry_tangent = geo_vertex.tangent;
50
- let world_tangent = vec4( normalize( normal_model_matrix * geometry_tangent.xyz ), geometry_tangent.w );
62
+ // a reflection changes the tangent frame's handedness — see NODE3D_GLOBAL_FLAG_MIRRORED
63
+ let tangent_handedness = select(geometry_tangent.w, -geometry_tangent.w, is_mirrored);
64
+ let world_tangent = vec4( normalize( normal_model_matrix * geometry_tangent.xyz ), tangent_handedness );
51
65
  output.tangent = world_tangent;
52
66
 
53
67
  output.color = geo_vertex.color * material_info.albedo_color.rgb;
@@ -59,5 +73,8 @@ fn main(
59
73
  chunk_compute_normal_matrix_from_m4,
60
74
  chunk_read_meshlet_vertex_by_draw_index,
61
75
  chunk_scene_database_access,
76
+ chunk_node3d_flags,
77
+ chunk_triangle_winding_is_reversed,
78
+ chunk_triangle_list_reverse_winding,
62
79
  ]
63
80
  );
@@ -61,8 +61,9 @@ stacked-card case the way the reference did and MBOIT did not. MBOIT stays selec
61
61
  Its orchestrator [`graph_rasterize_meshes_transparent_oit.js`](../oit/graph_rasterize_meshes_transparent_oit.js)
62
62
  records, per frame:
63
63
 
64
- 1. `filter_materials_by_bucket` twice — `(Transparent, Triangles, Front)` and `(…, Double)`;
65
- `ShadeDrawSide.Back` transparent materials are dropped ([`:545-561`](../oit/graph_rasterize_meshes_transparent_oit.js)).
64
+ 1. `filter_materials_by_bucket` twice — `(Transparent, Triangles, Front)` and `(…, Double)`.
65
+ *2026-09-16: `ShadeDrawSide.Back` transparent materials used to be dropped here. They are not any
66
+ more — `Back` and `Front` are one bucket now, so asking for either returns both.*
66
67
  2. `graph_prepare_meshlet_draw_commands_by_material` twice — copy bucket, HZB mesh filter, expand to meshlets,
67
68
  HZB meshlet filter, count/scan/sort by material, build one indirect draw command per material.
68
69
  3. `MBOIT/generate moments` twice (front clears, double loads) — additive MRT into `r32float` + `rgba32float`,
@@ -486,8 +487,10 @@ unambiguous, must not break anything else, and must not be situational:
486
487
  known to be that.
487
488
  - **Sparse voxel texture** (slide 122) — *no*. The deck's own future work.
488
489
  - **Chroma skew** (§4).
489
- - **`ShadeDrawSide.Back` transparent materials** — dropped today by MBOIT; the same filter is used here so the
490
- two modes draw the same set. Fixing it is a bucket-filter change that belongs to both.
490
+ - **`ShadeDrawSide.Back` transparent materials** — ~~dropped today by MBOIT; the same filter is used here so
491
+ the two modes draw the same set. Fixing it is a bucket-filter change that belongs to both.~~ **Done,
492
+ 2026-09-16 (`ca95ad3ac`)**, and it was the bucket-filter change this predicted: `Back` is `Front` with
493
+ the winding reversed in the vertex shader, so both modes draw it and neither needed a third pass.
491
494
  - **Exposing the tunables on `Renderer`** — the constants in `AVBOIT_CONSTANTS.js` are the knobs; whether any
492
495
  deserves a public field is a question for after the page in §6 has been looked at. *Revision 2:* one did —
493
496
  the transmission tint, because it changes a material's meaning rather than a quality/cost trade; it lives
@@ -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":"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,CA6MjG"}
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,CAgMjG"}