@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
@@ -3,7 +3,6 @@ import { noop } from "../../../../core/function/noop.js";
3
3
  import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
4
4
  import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
5
  import { shader_hzb_mesh_filter_2way } from "../cull/hzb/shader_hzb_mesh_filter_2way.js";
6
- import { U32_CONTAINER_STRUCT } from "../../shader/type/U32_CONTAINER_STRUCT.js";
7
6
  import { ShadeDrawMode } from "../../material/ShadeDrawMode.js";
8
7
  import { ShadeDrawSide } from "../../material/ShadeDrawSide.js";
9
8
  import { TransparencyMode } from "../../material/TransparencyMode.js";
@@ -15,13 +14,13 @@ import {
15
14
  graph_build_indirect_dispatch_command,
16
15
  INDIRECT_COMPUTE_COMMAND_DESCRIPTOR
17
16
  } from "../../gpu_primitive/indirect/IndirectComputeCommandBuildPass.js";
18
- import { rasterization_material_bucket } from "../expand/bucket/chunk_rasterization_material_bucket.js";
19
17
  import { graph_meshlets_rasterize } from "../expand/graph_meshlets_rasterize.js";
20
18
  import { graph_expand_meshes_to_meshlets } from "../expand/mesh/graph_expand_meshes_to_meshlets.js";
21
19
  import { graph_vgeo_expand_if_enabled } from "../../geometry/virtual/runtime/graph_vgeo_expand_if_enabled.js";
22
20
  import { MeshletFilter2WayPassData, pass_filter_meshlets_2way } from "../expand/pass1/pass_filter_meshlets_2way.js";
23
21
  import { RasterizationCollectionType } from "../expand/RasterizationCollectionType.js";
24
22
  import { construct_primitive_state, CullPolicy } from "../bucket/construct_primitive_state.js";
23
+ import { rasterization_opaque_buckets } from "../bucket/rasterization_opaque_buckets.js";
25
24
 
26
25
  /**
27
26
  *
@@ -96,16 +95,11 @@ export function graph_rasterize_partial_opaque({
96
95
  0
97
96
  );
98
97
 
99
- // TODO(chrome-153): transient uniform, not an immediate value — see the shader.
100
- const u_bucket_index = encoder.allocateTransientValueBuffer(U32_CONTAINER_STRUCT, {
101
- value: bucket_index,
102
- });
103
-
104
98
  // split 2 ways
105
99
  shader_hzb_mesh_filter_2way.dispatchIndirect({
106
100
  encoder,
107
101
  bindings: {
108
- bucket_index: u_bucket_index,
102
+ bucket_index: { value: bucket_index },
109
103
  camera_previous,
110
104
  bucket_data: buckets,
111
105
  scene_database: scene_ctx.scene_database_buffer,
@@ -144,93 +138,85 @@ export function graph_rasterize_partial_opaque({
144
138
 
145
139
  let is_first_draw = true;
146
140
 
147
- for (const draw_mode of Object.values(ShadeDrawMode)) {
148
- for (const side of Object.values(ShadeDrawSide)) {
149
-
150
- const bucket_id = rasterization_material_bucket(TransparencyMode.Opaque, draw_mode, side);
151
-
152
- if (!active_buckets.has(bucket_id)) {
153
- // no matching materials, skip
154
- continue;
155
- }
156
-
157
- const pass_data_instances_0 = {};
158
-
159
- const pass_instances_0 = graph.add("HZB mesh filter", pass_data_instances_0, execute);
160
-
161
- pass_data_instances_0.bucket_index = bucket_id;
162
-
163
- pass_data_instances_0.buckets = pass_instances_0.read(buckets);
164
- pass_data_instances_0.command = pass_instances_0.create("indirect dispatch command", INDIRECT_COMPUTE_COMMAND_DESCRIPTOR)
165
- pass_data_instances_0.camera_previous = pass_instances_0.read(camera_previous);
166
- pass_data_instances_0.hzb = pass_instances_0.read(hzb);
167
-
168
- pass_data_instances_0.instances_positive = pass_instances_0.create("positive meshes", BufferResourceDescriptor.from(
169
- collection_size_meshes,
170
- GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
171
- 0, 16
172
- ));
173
-
174
- gr_instances_maybe = pass_data_instances_0.instances_maybe = pass_instances_0.write(gr_instances_maybe);
175
-
176
- let meshlet_expansion_0 = graph_expand_meshes_to_meshlets({
177
- graph,
178
- input_meshes: pass_data_instances_0.instances_positive,
179
- scene: scene_ctx,
180
- expected_output_size: collection_size_meshlets,
181
- limits,
182
- });
183
-
184
- // the seam. The instance sets of the two HZB passes are disjoint, so cutting each of
185
- // them costs one cut per view in total and no instance is ever cut twice
186
- meshlet_expansion_0 = graph_vgeo_expand_if_enabled({
187
- graph,
188
- input_meshes: pass_data_instances_0.instances_positive,
189
- output_meshlets: meshlet_expansion_0,
190
- view,
191
- limits,
192
- });
193
-
194
-
195
- graph_record_stat(graph, limits.stats, RasterizationCollectionType.Meshlets, meshlet_expansion_0);
196
-
197
- // ----------
198
-
199
- const gr_command_iterate_meshlets_0 = graph_build_indirect_dispatch_command(graph, meshlet_expansion_0, COMPUTE_SHADER_DEFAULT_GROUP_SIZE);
200
-
201
- const pass_data_meshlets_1 = new MeshletFilter2WayPassData();
202
-
203
- const pass_meshlets_1 = graph.add("filter meshlets 2 way", pass_data_meshlets_1, pass_filter_meshlets_2way);
204
-
205
- pass_data_meshlets_1.view = view;
206
- pass_data_meshlets_1.hzb = pass_meshlets_1.read(hzb);
207
- pass_data_meshlets_1.command = pass_meshlets_1.read(gr_command_iterate_meshlets_0);
208
- pass_data_meshlets_1.input_meshlets = pass_meshlets_1.read(meshlet_expansion_0);
209
- pass_data_meshlets_1.out_meshlets_positive = pass_meshlets_1.create("meshlets positive", BufferResourceDescriptor.from(
210
- collection_size_meshlets,
211
- GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
212
- 0, 16 // clear count
213
- ));
214
- gr_meshlets_maybe = pass_data_meshlets_1.out_meshlets_maybe = pass_meshlets_1.write(gr_meshlets_maybe);
215
-
216
- const primitive_state = construct_primitive_state(draw_mode, side, cull_policy);
217
-
218
- // ----------
219
- [viz_depth, raster_color_targets] = graph_meshlets_rasterize({
220
- graph,
221
- view,
222
- input_meshlets: pass_data_meshlets_1.out_meshlets_positive,
223
- depth: viz_depth,
224
- color_targets: raster_color_targets,
225
- pass_descriptor: render_pass_descriptor,
226
- clear_targets: is_first_draw,
227
- primitive_state,
228
- viewport,
229
- });
230
-
231
- //
232
- is_first_draw = false;
233
- }
141
+ for (const { draw_mode, side, bucket_id } of rasterization_opaque_buckets(active_buckets)) {
142
+ const pass_data_instances_0 = {};
143
+
144
+ const pass_instances_0 = graph.add("HZB mesh filter", pass_data_instances_0, execute);
145
+
146
+ pass_data_instances_0.bucket_index = bucket_id;
147
+
148
+ pass_data_instances_0.buckets = pass_instances_0.read(buckets);
149
+ pass_data_instances_0.command = pass_instances_0.create("indirect dispatch command", INDIRECT_COMPUTE_COMMAND_DESCRIPTOR)
150
+ pass_data_instances_0.camera_previous = pass_instances_0.read(camera_previous);
151
+ pass_data_instances_0.hzb = pass_instances_0.read(hzb);
152
+
153
+ pass_data_instances_0.instances_positive = pass_instances_0.create("positive meshes", BufferResourceDescriptor.from(
154
+ collection_size_meshes,
155
+ GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
156
+ 0, 16
157
+ ));
158
+
159
+ gr_instances_maybe = pass_data_instances_0.instances_maybe = pass_instances_0.write(gr_instances_maybe);
160
+
161
+ let meshlet_expansion_0 = graph_expand_meshes_to_meshlets({
162
+ graph,
163
+ input_meshes: pass_data_instances_0.instances_positive,
164
+ scene: scene_ctx,
165
+ expected_output_size: collection_size_meshlets,
166
+ limits,
167
+ });
168
+
169
+ // the seam. The instance sets of the two HZB passes are disjoint, so cutting each of
170
+ // them costs one cut per view in total and no instance is ever cut twice
171
+ meshlet_expansion_0 = graph_vgeo_expand_if_enabled({
172
+ graph,
173
+ input_meshes: pass_data_instances_0.instances_positive,
174
+ output_meshlets: meshlet_expansion_0,
175
+ view,
176
+ limits,
177
+ });
178
+
179
+
180
+ graph_record_stat(graph, limits.stats, RasterizationCollectionType.Meshlets, meshlet_expansion_0);
181
+
182
+ // ----------
183
+
184
+ // folded: a meshlet collection is past what one dispatch dimension reaches — see
185
+ // IndirectComputeCommandBuildPass
186
+ const gr_command_iterate_meshlets_0 = graph_build_indirect_dispatch_command(graph, meshlet_expansion_0, COMPUTE_SHADER_DEFAULT_GROUP_SIZE, true);
187
+
188
+ const pass_data_meshlets_1 = new MeshletFilter2WayPassData();
189
+
190
+ const pass_meshlets_1 = graph.add("filter meshlets 2 way", pass_data_meshlets_1, pass_filter_meshlets_2way);
191
+
192
+ pass_data_meshlets_1.view = view;
193
+ pass_data_meshlets_1.hzb = pass_meshlets_1.read(hzb);
194
+ pass_data_meshlets_1.command = pass_meshlets_1.read(gr_command_iterate_meshlets_0);
195
+ pass_data_meshlets_1.input_meshlets = pass_meshlets_1.read(meshlet_expansion_0);
196
+ pass_data_meshlets_1.out_meshlets_positive = pass_meshlets_1.create("meshlets positive", BufferResourceDescriptor.from(
197
+ collection_size_meshlets,
198
+ GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
199
+ 0, 16 // clear count
200
+ ));
201
+ gr_meshlets_maybe = pass_data_meshlets_1.out_meshlets_maybe = pass_meshlets_1.write(gr_meshlets_maybe);
202
+
203
+ const primitive_state = construct_primitive_state(draw_mode, side, cull_policy);
204
+
205
+ // ----------
206
+ [viz_depth, raster_color_targets] = graph_meshlets_rasterize({
207
+ graph,
208
+ view,
209
+ input_meshlets: pass_data_meshlets_1.out_meshlets_positive,
210
+ depth: viz_depth,
211
+ color_targets: raster_color_targets,
212
+ pass_descriptor: render_pass_descriptor,
213
+ clear_targets: is_first_draw,
214
+ primitive_state,
215
+ viewport,
216
+ });
217
+
218
+ //
219
+ is_first_draw = false;
234
220
  }
235
221
 
236
222
  // at this point we have rendered all occluders, and the uncertain cases are all stored in the "maybe" set
@@ -1 +1 @@
1
- {"version":3,"file":"graph_rasterize_remaining_opaque.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js"],"names":[],"mappings":"AAgGA;;;;;;;;;;;;;;;;;GAiBG;AACH,kOAFa;IAAC,KAAK,EAAC,MAAM,CAAC;IAAC,aAAa,EAAC,MAAM,EAAE,CAAA;CAAC,CA4GlD"}
1
+ {"version":3,"file":"graph_rasterize_remaining_opaque.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js"],"names":[],"mappings":"AA6FA;;;;;;;;;;;;;;;;;GAiBG;AACH,kOAFa;IAAC,KAAK,EAAC,MAAM,CAAC;IAAC,aAAa,EAAC,MAAM,EAAE,CAAA;CAAC,CAkGlD"}
@@ -7,10 +7,8 @@ import { TransparencyMode } from "../../material/TransparencyMode.js";
7
7
  import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
8
8
  import { graph_record_stat } from "../../util/graph_record_stat.js";
9
9
  import { build_indirect_compute_dispatch_command } from "../../gpu_primitive/indirect/IndirectComputeCommandBuildPass.js";
10
- import { rasterization_material_bucket } from "../expand/bucket/chunk_rasterization_material_bucket.js";
11
10
  import { graph_sort_meshlets_by_bucket_id } from "../expand/bucket/meshlet/graph_sort_meshlets_by_bucket_id.js";
12
11
  import { shader_meshlets_extract_bucket } from "../expand/bucket/meshlet/shader_meshlets_extract_bucket.js";
13
- import { U32_CONTAINER_STRUCT } from "../../shader/type/U32_CONTAINER_STRUCT.js";
14
12
  import { graph_mesh_filter_one_way } from "../expand/graph_mesh_filter_one_way.js";
15
13
  import { graph_meshlets_filter_one_way } from "../expand/graph_meshlets_filter_one_way.js";
16
14
  import { graph_meshlets_rasterize } from "../expand/graph_meshlets_rasterize.js";
@@ -18,6 +16,7 @@ import { graph_expand_meshes_to_meshlets } from "../expand/mesh/graph_expand_mes
18
16
  import { graph_vgeo_expand_if_enabled } from "../../geometry/virtual/runtime/graph_vgeo_expand_if_enabled.js";
19
17
  import { RasterizationCollectionType } from "../expand/RasterizationCollectionType.js";
20
18
  import { construct_primitive_state, CullPolicy } from "../bucket/construct_primitive_state.js";
19
+ import { rasterization_opaque_buckets } from "../bucket/rasterization_opaque_buckets.js";
21
20
 
22
21
  /**
23
22
  *
@@ -49,6 +48,8 @@ function graph_extract_meshlets_from_bucket({
49
48
 
50
49
  const bucket_id = data.bucket_id;
51
50
 
51
+ // folded: a meshlet collection is past what one dispatch dimension reaches — see
52
+ // IndirectComputeCommandBuildPass
52
53
  build_indirect_compute_dispatch_command(
53
54
  COMPUTE_SHADER_DEFAULT_GROUP_SIZE,
54
55
  encoder,
@@ -56,19 +57,15 @@ function graph_extract_meshlets_from_bucket({
56
57
  // the bucketed buffer header consists of pairs of u32 values (count,offset)
57
58
  bucket_id * (u32.size * 2),
58
59
  command,
59
- 0
60
+ 0,
61
+ true,
60
62
  );
61
63
 
62
- // TODO(chrome-153): transient uniform, not an immediate value — see the shader.
63
- const u_bucket_index = encoder.allocateTransientValueBuffer(U32_CONTAINER_STRUCT, {
64
- value: bucket_id,
65
- });
66
-
67
64
  shader_meshlets_extract_bucket.dispatchIndirect({
68
65
  encoder,
69
66
  command,
70
67
  bindings: {
71
- bucket_index: u_bucket_index,
68
+ bucket_index: { value: bucket_id },
72
69
  bucket_data: buckets,
73
70
  output: output,
74
71
  }
@@ -180,38 +177,28 @@ export function graph_rasterize_remaining_opaque({
180
177
  limits,
181
178
  });
182
179
 
183
- for (const draw_mode of Object.values(ShadeDrawMode)) {
184
- for (const side of Object.values(ShadeDrawSide)) {
185
-
186
- const bucket_id = rasterization_material_bucket(TransparencyMode.Opaque, draw_mode, side);
180
+ for (const { draw_mode, side, bucket_id } of rasterization_opaque_buckets(active_buckets)) {
181
+ const primitive_state = construct_primitive_state(draw_mode, side, cull_policy);
187
182
 
188
- if (!active_buckets.has(bucket_id)) {
189
- // no matching materials, skip
190
- continue;
191
- }
183
+ // copy out a meshlet set
184
+ const meshlets = graph_extract_meshlets_from_bucket({
185
+ graph,
186
+ buckets: meshlet_buckets,
187
+ bucket_id,
188
+ limits,
189
+ });
192
190
 
193
- const primitive_state = construct_primitive_state(draw_mode, side, cull_policy);
194
-
195
- // copy out a meshlet set
196
- const meshlets = graph_extract_meshlets_from_bucket({
197
- graph,
198
- buckets: meshlet_buckets,
199
- bucket_id,
200
- limits,
201
- });
202
-
203
- [gr_depth_texture, raster_color_targets] = graph_meshlets_rasterize({
204
- graph,
205
- view,
206
- input_meshlets: meshlets,
207
- depth: gr_depth_texture,
208
- color_targets: raster_color_targets,
209
- pass_descriptor: render_pass_descriptor,
210
- clear_targets: false,
211
- primitive_state,
212
- viewport,
213
- });
214
- }
191
+ [gr_depth_texture, raster_color_targets] = graph_meshlets_rasterize({
192
+ graph,
193
+ view,
194
+ input_meshlets: meshlets,
195
+ depth: gr_depth_texture,
196
+ color_targets: raster_color_targets,
197
+ pass_descriptor: render_pass_descriptor,
198
+ clear_targets: false,
199
+ primitive_state,
200
+ viewport,
201
+ });
215
202
  }
216
203
 
217
204
  return {
@@ -1 +1 @@
1
- {"version":3,"file":"GPUSceneContext.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/GPUSceneContext.js"],"names":[],"mappings":"AAmEA;;;;;;;;;GASG;AACH;IA0II;;;;OAIG;IACH,sBAHW,eAAe,SACf,KAAK,EAiCf;IA5KD;;;OAGG;IACH,aAFU,MAAM,CAEE;IAElB;;OAEG;IACH,YAFU,kBAAkB,CAEjB;IAEX;;OAEG;IACH,WAFU,kBAAkB,CAElB;IAGV;;OAEG;IACH,sBAFU,cAAc,CAEH;IASrB;;;OAGG;IACH,mBAEC;IAOD,uCAEC;IAQD;;;OAGG;IACH,iCAEC;IAOD;;;OAGG;IACH,8CAEC;IAOD;;;OAGG;IACH,8CAEC;IAoHD;;OAEG;IACH,kDAEC;IAED;;OAEG;IACH,gDAEC;IAED;;OAEG;IACH,kDAEC;IAED;;;;;;;;;;;;;;;;;;OAkBG;IACH;QAH0C,SAAS,GAAxC,oBAAoB;QAClB,yBAAyB,CAmCrC;IAED;;OAEG;IACH,6CAEC;IAYD;;;OAGG;IACH,kCAEC;IAED;;;;;OAKG;IACH,uCAEC;IAED;;;;;;;;;;;OAWG;IACH,uCAUC;IAED,+BAUC;IAED;;;;;;;;;;OAUG;IACH,yBAEC;IAED;;;;;OAKG;IACH,sCAMC;IAOD;;;;;;;OAOG;IACH,8EAEC;IA0BD;;;;OAIG;IACH,cAqEC;IAED;;;OAGG;IACH,YAFW,eAAe,QA0BzB;IAED;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH,cAHW,sBAAsB,cACtB,MAAM,QAuBhB;IAoCD,gBAYC;IAIL;;;OAGG;IACH,4BAFU,OAAO,CAE0B;;CAN1C;8BA1pBY,OAAO,uBAAuB,EAAE,eAAe;iCAC/C,OAAO,mCAAmC,EAAE,kBAAkB;iCAC9D,OAAO,mCAAmC,EAAE,kBAAkB;4BAC9D,OAAO,8BAA8B,EAAE,aAAa;8BACpD,OAAO,iDAAiD,EAAE,eAAe;+BAtBvD,iDAAiD;sBAI1D,YAAY;oCADE,uCAAuC;mCADxC,gCAAgC;oCAD/B,mDAAmD;kDAIrC,wCAAwC;0CAfhD,0DAA0D;8BAItE,8CAA8C;iCAF3C,iDAAiD;qCAG7C,qDAAqD;oCAGtD,qCAAqC;4BAC7C,gCAAgC;uCAOrB,iDAAiD;6BAM3D,wBAAwB;wCADb,mCAAmC;uCAdpC,wCAAwC"}
1
+ {"version":3,"file":"GPUSceneContext.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/GPUSceneContext.js"],"names":[],"mappings":"AAqEA;;;;;;;;;GASG;AACH;IA0II;;;;OAIG;IACH,sBAHW,eAAe,SACf,KAAK,EAiCf;IA5KD;;;OAGG;IACH,aAFU,MAAM,CAEE;IAElB;;OAEG;IACH,YAFU,kBAAkB,CAEjB;IAEX;;OAEG;IACH,WAFU,kBAAkB,CAElB;IAGV;;OAEG;IACH,sBAFU,cAAc,CAEH;IASrB;;;OAGG;IACH,mBAEC;IAOD,uCAEC;IAQD;;;OAGG;IACH,iCAEC;IAOD;;;OAGG;IACH,8CAEC;IAOD;;;OAGG;IACH,8CAEC;IAoHD;;OAEG;IACH,kDAEC;IAED;;OAEG;IACH,gDAEC;IAED;;OAEG;IACH,kDAEC;IAED;;;;;;;;;;;;;;;;;;OAkBG;IACH;QAH0C,SAAS,GAAxC,oBAAoB;QAClB,yBAAyB,CAmCrC;IAED;;OAEG;IACH,6CAEC;IAYD;;;OAGG;IACH,kCAEC;IAED;;;;;OAKG;IACH,uCAEC;IAED;;;;;;;;;;;OAWG;IACH,uCAUC;IAED,+BAUC;IAED;;;;;;;;;;OAUG;IACH,yBAEC;IAED;;;;;OAKG;IACH,sCAMC;IAOD;;;;;;;OAOG;IACH,8EAEC;IA0BD;;;;OAIG;IACH,cAqEC;IAED;;;OAGG;IACH,YAFW,eAAe,QA0BzB;IAED;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH,cAHW,sBAAsB,cACtB,MAAM,QAuBhB;IAoCD,gBAYC;IAIL;;;OAGG;IACH,4BAFU,OAAO,CAE0B;;CAN1C;8BA5pBY,OAAO,uBAAuB,EAAE,eAAe;iCAC/C,OAAO,mCAAmC,EAAE,kBAAkB;iCAC9D,OAAO,mCAAmC,EAAE,kBAAkB;4BAC9D,OAAO,8BAA8B,EAAE,aAAa;8BACpD,OAAO,iDAAiD,EAAE,eAAe;+BAtBvD,iDAAiD;sBAI1D,YAAY;oCADE,uCAAuC;mCADxC,gCAAgC;oCAD/B,mDAAmD;kDAIrC,wCAAwC;0CAfhD,0DAA0D;8BAItE,8CAA8C;iCAF3C,iDAAiD;qCAG7C,qDAAqD;oCAGtD,qCAAqC;4BAC7C,gCAAgC;uCAOrB,iDAAiD;6BAM3D,wBAAwB;wCADb,mCAAmC;uCAdpC,wCAAwC"}
@@ -51,6 +51,8 @@ const ROOT_RECORD = {
51
51
  global: new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]),
52
52
  prev_global: new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]),
53
53
  parent: NODE3D_SCENE_ID,
54
+ // identity does not reflect
55
+ global_flags: 0,
54
56
  };
55
57
 
56
58
  /**
@@ -18,6 +18,25 @@
18
18
  * shaders that need it pull in `chunk_mat4_inverse`.
19
19
  */
20
20
  export const NODE3D_STRUCT: WebGPUStruct;
21
+ /**
22
+ * `global` reflects: the determinant of its linear part is negative,
23
+ * because an odd number of negative scale axes appears somewhere in the
24
+ * chain that composed it.
25
+ *
26
+ * Two consequences, and the renderer has to act on both. Every triangle
27
+ * drawn under the node comes out of the vertex shader wound backwards,
28
+ * so fixed-function front-face determination culls exactly the faces
29
+ * pointing at the camera unless the draw reverses them. And the node's
30
+ * tangent frame changes handedness, so a bitangent reconstructed as
31
+ * `cross(N, T) * w` needs the other `w`.
32
+ *
33
+ * A node is not necessarily a mesh — bones, empties and particle
34
+ * emitters have rows in the same table — so this says nothing about
35
+ * geometry, only about the transform.
36
+ *
37
+ * @type {number}
38
+ */
39
+ export const NODE3D_GLOBAL_FLAG_MIRRORED: number;
21
40
  /**
22
41
  * Reserved row id for the scene root in the GPU `transforms` table.
23
42
  *
@@ -1 +1 @@
1
- {"version":3,"file":"NODE3D_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/NODE3D_STRUCT.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;GAkBG;AACH,yCA4CU;AAEV;;;;;;;;;;;;;;;GAeG;AACH,8BAFU,MAAM,CAEiB;6BAnFJ,gCAAgC"}
1
+ {"version":3,"file":"NODE3D_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/NODE3D_STRUCT.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;GAkBG;AACH,yCA0DU;AAEV;;;;;;;;;;;;;;;;;GAiBG;AACH,0CAFU,MAAM,CAE6B;AAE7C;;;;;;;;;;;;;;;GAeG;AACH,8BAFU,MAAM,CAEiB;6BArHJ,gCAAgC"}
@@ -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"}