@woosh/meep-engine 3.29.0 → 3.31.0

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 (1766) hide show
  1. package/build/bundle-worker-image-decoder.js +1 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/package.json +3 -1
  4. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  5. package/src/core/binary/BinaryBuffer.js +56 -16
  6. package/src/core/binary/BitImage2.d.ts.map +1 -1
  7. package/src/core/binary/BitImage2.js +2 -6
  8. package/src/core/binary/BitSet.js +5 -5
  9. package/src/core/binary/compression/chunks_to_stream.d.ts +24 -0
  10. package/src/core/binary/compression/chunks_to_stream.d.ts.map +1 -0
  11. package/src/core/binary/compression/chunks_to_stream.js +35 -0
  12. package/src/core/binary/compression/compress_bytes.d.ts +3 -4
  13. package/src/core/binary/compression/compress_bytes.d.ts.map +1 -1
  14. package/src/core/binary/compression/compress_bytes.js +6 -17
  15. package/src/core/binary/compression/decompress_bytes.d.ts +1 -2
  16. package/src/core/binary/compression/decompress_bytes.d.ts.map +1 -1
  17. package/src/core/binary/compression/decompress_bytes.js +4 -15
  18. package/src/core/binary/compression/decompress_bytes_into.d.ts.map +1 -1
  19. package/src/core/binary/compression/decompress_bytes_into.js +2 -13
  20. package/src/core/binary/ctz32.d.ts +12 -4
  21. package/src/core/binary/ctz32.d.ts.map +1 -1
  22. package/src/core/binary/ctz32.js +23 -41
  23. package/src/core/binary/lsb_32.d.ts +10 -2
  24. package/src/core/binary/lsb_32.d.ts.map +1 -1
  25. package/src/core/binary/lsb_32.js +17 -12
  26. package/src/core/binary/lz4/lz4_compress_block_hc.js +2 -2
  27. package/src/core/binary/type/DataTypeIndices.d.ts +39 -0
  28. package/src/core/binary/type/DataTypeIndices.d.ts.map +1 -1
  29. package/src/core/binary/type/DataTypeIndices.js +38 -1
  30. package/src/core/binary/type/Type.d.ts.map +1 -1
  31. package/src/core/binary/type/Type.js +6 -1
  32. package/src/core/bvh2/bvh3/BVH.d.ts.map +1 -1
  33. package/src/core/bvh2/bvh3/BVH.js +14 -1
  34. package/src/core/bvh2/bvh3/ebvh_optimize_treelet.js +3 -3
  35. package/src/core/bvh8/bvh8_geometry_validate.d.ts.map +1 -1
  36. package/src/core/bvh8/bvh8_geometry_validate.js +2 -88
  37. package/src/core/bvh8/bvh8_geometry_validate_bounds.d.ts +25 -0
  38. package/src/core/bvh8/bvh8_geometry_validate_bounds.d.ts.map +1 -0
  39. package/src/core/bvh8/bvh8_geometry_validate_bounds.js +105 -0
  40. package/src/core/bvh8/bvh8_geometry_validate_indirect.d.ts.map +1 -1
  41. package/src/core/bvh8/bvh8_geometry_validate_indirect.js +2 -91
  42. package/src/core/cache/FrequencySketch.d.ts +3 -1
  43. package/src/core/cache/FrequencySketch.d.ts.map +1 -1
  44. package/src/core/cache/FrequencySketch.js +10 -4
  45. package/src/core/cache/wtinylfu/CacheWTinylfu.d.ts.map +1 -1
  46. package/src/core/cache/wtinylfu/CacheWTinylfu.js +24 -2
  47. package/src/core/clipboard/obtainClipBoard.d.ts +4 -0
  48. package/src/core/clipboard/obtainClipBoard.d.ts.map +1 -1
  49. package/src/core/clipboard/obtainClipBoard.js +29 -8
  50. package/src/core/clipboard/safeClipboardReadText.d.ts.map +1 -1
  51. package/src/core/clipboard/safeClipboardReadText.js +73 -38
  52. package/src/core/clipboard/safeClipboardWriteText.d.ts.map +1 -1
  53. package/src/core/clipboard/safeClipboardWriteText.js +11 -9
  54. package/src/core/collection/array/iterator/ArrayIteratorRandom.d.ts.map +1 -1
  55. package/src/core/collection/array/iterator/ArrayIteratorRandom.js +6 -0
  56. package/src/core/collection/heap/IndexedFloatMinHeap.d.ts +6 -0
  57. package/src/core/collection/heap/IndexedFloatMinHeap.d.ts.map +1 -1
  58. package/src/core/collection/heap/IndexedFloatMinHeap.js +14 -0
  59. package/src/core/collection/list/FilteredListProjection.d.ts.map +1 -1
  60. package/src/core/collection/list/FilteredListProjection.js +7 -54
  61. package/src/core/collection/list/List.d.ts +4 -0
  62. package/src/core/collection/list/List.d.ts.map +1 -1
  63. package/src/core/collection/list/List.js +10 -52
  64. package/src/core/collection/list/SortedListProjection.d.ts +7 -0
  65. package/src/core/collection/list/SortedListProjection.d.ts.map +1 -1
  66. package/src/core/collection/list/SortedListProjection.js +12 -0
  67. package/src/core/collection/list/list_apply_ordered_diff.d.ts +37 -0
  68. package/src/core/collection/list/list_apply_ordered_diff.d.ts.map +1 -0
  69. package/src/core/collection/list/list_apply_ordered_diff.js +87 -0
  70. package/src/core/collection/map/BiMap.d.ts.map +1 -1
  71. package/src/core/collection/map/BiMap.js +19 -6
  72. package/src/core/collection/map/HashMap.d.ts.map +1 -1
  73. package/src/core/collection/map/HashMap.js +38 -11
  74. package/src/core/collection/queue/Deque.d.ts +2 -2
  75. package/src/core/collection/queue/Deque.d.ts.map +1 -1
  76. package/src/core/collection/queue/Deque.js +12 -1
  77. package/src/core/collection/table/RowFirstTable.d.ts.map +1 -1
  78. package/src/core/collection/table/RowFirstTable.js +15 -2
  79. package/src/core/collection/table/serializeRowFirstTable.d.ts.map +1 -1
  80. package/src/core/collection/table/serializeRowFirstTable.js +2 -3
  81. package/src/core/color/operations/color_lerp.d.ts.map +1 -1
  82. package/src/core/color/operations/color_lerp.js +77 -55
  83. package/src/core/color/sRGB/linear_to_sRGB.d.ts.map +1 -1
  84. package/src/core/color/sRGB/linear_to_sRGB.js +3 -1
  85. package/src/core/debug/matchers/AllOf.d.ts +2 -1
  86. package/src/core/debug/matchers/AllOf.d.ts.map +1 -1
  87. package/src/core/debug/matchers/AllOf.js +1 -1
  88. package/src/core/debug/matchers/AnyOf.d.ts +2 -1
  89. package/src/core/debug/matchers/AnyOf.d.ts.map +1 -1
  90. package/src/core/debug/matchers/AnyOf.js +1 -1
  91. package/src/core/debug/matchers/CombinableMatcher.d.ts +2 -1
  92. package/src/core/debug/matchers/CombinableMatcher.d.ts.map +1 -1
  93. package/src/core/debug/matchers/CombinableMatcher.js +1 -1
  94. package/src/core/debug/matchers/DescribeAs.d.ts +2 -1
  95. package/src/core/debug/matchers/DescribeAs.d.ts.map +1 -1
  96. package/src/core/debug/matchers/DescribeAs.js +2 -1
  97. package/src/core/debug/matchers/IsAnything.d.ts +2 -1
  98. package/src/core/debug/matchers/IsAnything.d.ts.map +1 -1
  99. package/src/core/debug/matchers/IsAnything.js +2 -1
  100. package/src/core/debug/matchers/IsEqual.d.ts +2 -1
  101. package/src/core/debug/matchers/IsEqual.d.ts.map +1 -1
  102. package/src/core/debug/matchers/IsEqual.js +2 -1
  103. package/src/core/debug/matchers/IsFinite.d.ts +2 -1
  104. package/src/core/debug/matchers/IsFinite.d.ts.map +1 -1
  105. package/src/core/debug/matchers/IsFinite.js +2 -1
  106. package/src/core/debug/matchers/IsIn.d.ts +2 -1
  107. package/src/core/debug/matchers/IsIn.d.ts.map +1 -1
  108. package/src/core/debug/matchers/IsIn.js +2 -1
  109. package/src/core/debug/matchers/IsInteger.d.ts +2 -1
  110. package/src/core/debug/matchers/IsInteger.d.ts.map +1 -1
  111. package/src/core/debug/matchers/IsInteger.js +2 -1
  112. package/src/core/debug/matchers/IsIterableContaining.d.ts +2 -1
  113. package/src/core/debug/matchers/IsIterableContaining.d.ts.map +1 -1
  114. package/src/core/debug/matchers/IsIterableContaining.js +1 -1
  115. package/src/core/debug/matchers/IsNot.d.ts +2 -1
  116. package/src/core/debug/matchers/IsNot.d.ts.map +1 -1
  117. package/src/core/debug/matchers/IsNot.js +2 -1
  118. package/src/core/debug/matchers/IsNull.d.ts +2 -1
  119. package/src/core/debug/matchers/IsNull.d.ts.map +1 -1
  120. package/src/core/debug/matchers/IsNull.js +2 -1
  121. package/src/core/debug/matchers/IsUndefined.d.ts +2 -1
  122. package/src/core/debug/matchers/IsUndefined.d.ts.map +1 -1
  123. package/src/core/debug/matchers/IsUndefined.js +2 -1
  124. package/src/core/events/signal/Signal.d.ts +15 -0
  125. package/src/core/events/signal/Signal.d.ts.map +1 -1
  126. package/src/core/events/signal/Signal.js +857 -820
  127. package/src/core/fsm/simple/SimpleStateMachineDescription.d.ts.map +1 -1
  128. package/src/core/fsm/simple/SimpleStateMachineDescription.js +4 -3
  129. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_bruteforce.d.ts.map +1 -1
  130. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_bruteforce.js +6 -1
  131. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts +1 -1
  132. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts.map +1 -1
  133. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.js +6 -7
  134. package/src/core/geom/2d/hash-grid/SpatialHashGrid.d.ts.map +1 -1
  135. package/src/core/geom/2d/hash-grid/SpatialHashGrid.js +23 -6
  136. package/src/core/geom/2d/line/ray2_ray2_compute_intersection_array_2d.d.ts.map +1 -1
  137. package/src/core/geom/2d/line/ray2_ray2_compute_intersection_array_2d.js +13 -1
  138. package/src/core/geom/3d/aabb/aabb3_raycast_hit_point.d.ts.map +1 -1
  139. package/src/core/geom/3d/aabb/aabb3_raycast_hit_point.js +53 -32
  140. package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.d.ts +40 -0
  141. package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.d.ts.map +1 -0
  142. package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.js +54 -0
  143. package/src/core/geom/3d/atlas/segment/atlas_segment_charts.d.ts +21 -3
  144. package/src/core/geom/3d/atlas/segment/atlas_segment_charts.d.ts.map +1 -1
  145. package/src/core/geom/3d/atlas/segment/atlas_segment_charts.js +24 -15
  146. package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.d.ts +6 -3
  147. package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.d.ts.map +1 -1
  148. package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.js +9 -15
  149. package/src/core/geom/3d/cone/cone_compute_plane_side.d.ts.map +1 -1
  150. package/src/core/geom/3d/cone/cone_compute_plane_side.js +31 -19
  151. package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts +11 -1
  152. package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts.map +1 -1
  153. package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.js +11 -1
  154. package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts +11 -1
  155. package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts.map +1 -1
  156. package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.js +11 -1
  157. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.d.ts.map +1 -1
  158. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.js +55 -0
  159. package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.d.ts +14 -0
  160. package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.d.ts.map +1 -1
  161. package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.js +17 -1
  162. package/src/core/geom/3d/gjk/gjk.d.ts +15 -0
  163. package/src/core/geom/3d/gjk/gjk.d.ts.map +1 -1
  164. package/src/core/geom/3d/gjk/gjk.js +15 -0
  165. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
  166. package/src/core/geom/3d/gjk/gjk_epa_penetration.js +18 -0
  167. package/src/core/geom/3d/hash-grid/PointHashGrid3.d.ts +32 -3
  168. package/src/core/geom/3d/hash-grid/PointHashGrid3.d.ts.map +1 -1
  169. package/src/core/geom/3d/hash-grid/PointHashGrid3.js +36 -3
  170. package/src/core/geom/3d/morton/v3_morton_encode_lut.d.ts.map +1 -1
  171. package/src/core/geom/3d/morton/v3_morton_encode_lut.js +11 -4
  172. package/src/core/geom/3d/morton/v3_morton_encode_normalized.d.ts +16 -4
  173. package/src/core/geom/3d/morton/v3_morton_encode_normalized.d.ts.map +1 -1
  174. package/src/core/geom/3d/morton/v3_morton_encode_normalized.js +21 -8
  175. package/src/core/geom/3d/normal/spherical/encode_unit_to_spheremap.d.ts.map +1 -1
  176. package/src/core/geom/3d/normal/spherical/encode_unit_to_spheremap.js +17 -3
  177. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.d.ts +10 -0
  178. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.d.ts.map +1 -1
  179. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.js +46 -49
  180. package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.d.ts +13 -1
  181. package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.d.ts.map +1 -1
  182. package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.js +36 -39
  183. package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.d.ts +4 -1
  184. package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.d.ts.map +1 -1
  185. package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.js +22 -4
  186. package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.d.ts +38 -0
  187. package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.d.ts.map +1 -0
  188. package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.js +76 -0
  189. package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.d.ts +11 -0
  190. package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.d.ts.map +1 -1
  191. package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.js +14 -34
  192. package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
  193. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  194. package/src/core/geom/3d/shape/PosedShape3D.js +43 -0
  195. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  196. package/src/core/geom/3d/shape/UnionShape3D.js +20 -3
  197. package/src/core/geom/3d/shape/json/type_adapters.d.ts +11 -2
  198. package/src/core/geom/3d/shape/json/type_adapters.d.ts.map +1 -1
  199. package/src/core/geom/3d/shape/json/type_adapters.js +36 -12
  200. package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.d.ts +13 -0
  201. package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.d.ts.map +1 -1
  202. package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.js +17 -4
  203. package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.d.ts +88 -0
  204. package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.d.ts.map +1 -0
  205. package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.js +108 -0
  206. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts.map +1 -1
  207. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.js +13 -31
  208. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts.map +1 -1
  209. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.js +14 -22
  210. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts.map +1 -1
  211. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.js +96 -26
  212. package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.d.ts.map +1 -1
  213. package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.js +17 -6
  214. package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.d.ts +27 -0
  215. package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.d.ts.map +1 -1
  216. package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.js +101 -0
  217. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts +3 -0
  218. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts.map +1 -1
  219. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.js +5 -57
  220. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.d.ts +20 -0
  221. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.d.ts.map +1 -1
  222. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.js +68 -35
  223. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.d.ts.map +1 -1
  224. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.js +2 -43
  225. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts +72 -21
  226. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  227. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +452 -99
  228. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts.map +1 -1
  229. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.js +4 -15
  230. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_mesh_split_pinched_vertices.d.ts.map +1 -1
  231. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_mesh_split_pinched_vertices.js +13 -1
  232. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.d.ts.map +1 -1
  233. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.js +3 -1
  234. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.d.ts.map +1 -1
  235. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +22 -3
  236. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.d.ts +25 -0
  237. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.d.ts.map +1 -0
  238. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.js +228 -0
  239. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_would_fold.d.ts +13 -0
  240. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_would_fold.d.ts.map +1 -1
  241. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_would_fold.js +10 -128
  242. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.d.ts +17 -2
  243. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.d.ts.map +1 -1
  244. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.js +28 -4
  245. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts.map +1 -1
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  1705. package/src/view/elements/progress/segmented/SegmentedResourceBarView.d.ts.map +1 -1
  1706. package/src/view/elements/progress/segmented/SegmentedResourceBarView.js +8 -0
  1707. package/src/view/elements/radial/RadialMenu.d.ts.map +1 -1
  1708. package/src/view/elements/radial/RadialMenu.js +4 -0
  1709. package/src/view/minimap/Minimap.d.ts.map +1 -1
  1710. package/src/view/minimap/Minimap.js +8 -0
  1711. package/src/view/minimap/MinimapCanvasView.d.ts.map +1 -1
  1712. package/src/view/minimap/MinimapCanvasView.js +21 -1
  1713. package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
  1714. package/src/view/minimap/dom/MinimapCameraView.js +232 -220
  1715. package/src/view/minimap/dom/MinimapMarkerView.d.ts.map +1 -1
  1716. package/src/view/minimap/dom/MinimapMarkerView.js +8 -0
  1717. package/src/view/minimap/minimap_focus_area.d.ts +5 -0
  1718. package/src/view/minimap/minimap_focus_area.d.ts.map +1 -1
  1719. package/src/view/minimap/minimap_focus_area.js +22 -0
  1720. package/src/view/tooltip/DomTooltipManager.d.ts +7 -0
  1721. package/src/view/tooltip/DomTooltipManager.d.ts.map +1 -1
  1722. package/src/view/tooltip/DomTooltipManager.js +22 -0
  1723. package/src/view/tooltip/DomTooltipObserver.d.ts.map +1 -1
  1724. package/src/view/tooltip/DomTooltipObserver.js +13 -3
  1725. package/src/view/tooltip/TooltipManager.d.ts.map +1 -1
  1726. package/src/view/tooltip/TooltipManager.js +16 -4
  1727. package/src/core/geom/3d/atlas/atlas_bench_lib.js +0 -315
  1728. package/src/engine/graphics/ecs/mesh/MeshEvents.d.ts +0 -6
  1729. package/src/engine/graphics/ecs/mesh/MeshEvents.d.ts.map +0 -1
  1730. package/src/engine/graphics/ecs/mesh/MeshEvents.js +0 -16
  1731. package/src/engine/graphics/ecs/mesh/commonObject3DFastMatrixUpdate.d.ts +0 -2
  1732. package/src/engine/graphics/ecs/mesh/commonObject3DFastMatrixUpdate.d.ts.map +0 -1
  1733. package/src/engine/graphics/ecs/mesh/commonObject3DFastMatrixUpdate.js +0 -37
  1734. package/src/engine/graphics/ecs/mesh/copyToVector3.d.ts +0 -8
  1735. package/src/engine/graphics/ecs/mesh/copyToVector3.d.ts.map +0 -1
  1736. package/src/engine/graphics/ecs/mesh/copyToVector3.js +0 -18
  1737. package/src/engine/graphics/ecs/mesh/object3DFastMatrixUpdate.d.ts +0 -6
  1738. package/src/engine/graphics/ecs/mesh/object3DFastMatrixUpdate.d.ts.map +0 -1
  1739. package/src/engine/graphics/ecs/mesh/object3DFastMatrixUpdate.js +0 -18
  1740. package/src/engine/graphics/ecs/mesh/rootObject3DFastMatrixUpdate.d.ts +0 -6
  1741. package/src/engine/graphics/ecs/mesh/rootObject3DFastMatrixUpdate.d.ts.map +0 -1
  1742. package/src/engine/graphics/ecs/mesh/rootObject3DFastMatrixUpdate.js +0 -14
  1743. package/src/engine/graphics/ecs/mesh/setMesh.d.ts +0 -16
  1744. package/src/engine/graphics/ecs/mesh/setMesh.d.ts.map +0 -1
  1745. package/src/engine/graphics/ecs/mesh/setMesh.js +0 -55
  1746. package/src/engine/graphics/ecs/mesh/skeleton/BoneMapping.d.ts +0 -13
  1747. package/src/engine/graphics/ecs/mesh/skeleton/BoneMapping.d.ts.map +0 -1
  1748. package/src/engine/graphics/ecs/mesh/skeleton/BoneMapping.js +0 -99
  1749. package/src/engine/graphics/ecs/mesh/skeleton/HumanoidBoneType.d.ts +0 -25
  1750. package/src/engine/graphics/ecs/mesh/skeleton/HumanoidBoneType.d.ts.map +0 -1
  1751. package/src/engine/graphics/ecs/mesh/skeleton/HumanoidBoneType.js +0 -29
  1752. package/src/engine/graphics/ecs/mesh/updateMeshTransform.d.ts +0 -6
  1753. package/src/engine/graphics/ecs/mesh/updateMeshTransform.d.ts.map +0 -1
  1754. package/src/engine/graphics/ecs/mesh/updateMeshTransform.js +0 -15
  1755. package/src/engine/graphics/ecs/mesh/updateNodeByTransformAndBBB.d.ts +0 -8
  1756. package/src/engine/graphics/ecs/mesh/updateNodeByTransformAndBBB.d.ts.map +0 -1
  1757. package/src/engine/graphics/ecs/mesh/updateNodeByTransformAndBBB.js +0 -14
  1758. package/src/engine/graphics3/terrain/GPUTerrainSplatRenderer.js +0 -481
  1759. package/src/engine/graphics3/terrain/pack_terrain_row_table.js +0 -48
  1760. package/src/engine/graphics3/terrain/shader_terrain_splat.js +0 -215
  1761. package/src/shade/renderer/animation/ANIMATION_BOUND_TRACK_GROUP_STRUCT.js +0 -57
  1762. package/src/shade/renderer/animation/ANIMATION_KEYFRAME_BLOCK_STRUCT.js +0 -50
  1763. package/src/shade/renderer/animation/ANIMATION_SKIN_JOINT_BLOCK_STRUCT.js +0 -62
  1764. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts +0 -46
  1765. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts.map +0 -1
  1766. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.js +0 -45
@@ -1,42 +1,40 @@
1
1
  import { atomic_u32, 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 { chunk_cluster_depth_to_z_slice } from "../../light/cluster/chunk_cluster_depth_to_z_slice.js";
5
- import { AVBOIT_OCCUPANCY_WORDS, AVBOIT_VIRTUAL_SLICES_MAX } from "../../rasterize/native/avboit/AVBOIT_CONSTANTS.js";
6
- import { chunk_avboit_occupancy_range } from "../../rasterize/native/avboit/chunk_avboit_occupancy_range.js";
7
- import { chunk_avboit_occupancy_word_mask } from "../../rasterize/native/avboit/chunk_avboit_occupancy_word_mask.js";
4
+ import { AVBOIT_OCCUPANCY_WORDS } from "../../rasterize/native/avboit/AVBOIT_CONSTANTS.js";
5
+ import { chunk_avboit_occupancy_mark } from "../../rasterize/native/avboit/chunk_avboit_occupancy_mark.js";
8
6
  import { AVBOIT_OCCUPANCY_SETTINGS_STRUCT } from "../../rasterize/native/avboit/shader_avboit_occupancy.js";
9
7
  import { AABB3_STRUCT } from "../../shader/chunk/geometry/aabb3/AABB3_STRUCT.js";
8
+ import { chunk_aabb3_view_depth_range } from "../../shader/chunk/geometry/aabb3/chunk_aabb3_view_depth_range.js";
10
9
  import { ComputeShader } from "../../shader/ComputeShader.js";
11
10
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
12
11
  import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
13
12
  import { PARTICLE_EMITTER_TICK_WORKGROUP_SIZE } from "../ParticleConstants.js";
14
13
  import { PARTICLE_EMITTER_DESCRIPTOR, PARTICLE_EMITTER_STATE_DESCRIPTOR } from "../data/PARTICLE_DATABASE_SPEC.js";
15
14
  import { EMITTER_BLEND } from "../data/PARTICLE_EMITTER_STRUCT.js";
16
- import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
17
- import { chunk_particle_bounds_unknown } from "../bounds/chunk_particle_bounds_unknown.js";
15
+ import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
16
+ import { chunk_particle_bounds_unknown } from "../bounds/chunk_particle_bounds_unknown.js";
18
17
 
19
18
  /**
20
19
  * The particles' AVBOIT occupancy: one thread per emitter table row, marking the virtual depth
21
20
  * slices the emitter's bounding box spans, so the warp keeps resolution where the particles are.
22
21
  * The particle counterpart of `shader_avboit_occupancy`, which does the same per meshlet AABB.
23
22
  *
24
- * Per emitter rather than per particle: the box is the one the bounds passes measured from the
25
- * particles ({@link ../data/PARTICLE_EMITTER_STATE.js}), it is one thread per row instead of one
23
+ * Per emitter rather than per particle: the box is the one the bounds passes measured from the
24
+ * particles ({@link ../data/PARTICLE_EMITTER_STATE.js}), it is one thread per row instead of one
26
25
  * per live particle contending for the same few words, and a particle that strays past it is not
27
26
  * lost — it lands on the boundary of the nearest run, the warp's flat-in-a-gap property. Emitters
28
27
  * that only add light (`EMITTER_BLEND.ADDITIVE`) splat no extinction and mark nothing: a slice
29
28
  * reserved for them would be a slice the surfaces do not get.
30
29
  *
31
30
  * The box is already in world space — it was measured from world-space particles, dilated to hold
32
- * their quads — so all that is left is its view-depth interval, which is its centre's depth plus or
33
- * minus the box's extent along the view axis. That is a support-function projection, not eight
34
- * transformed corners: the box is axis-aligned in world space and only its extent along one axis is
35
- * wanted. The camera looks down −Z, so the interval is clamped at the near plane and mapped through
36
- * the same depth curve and dilation the meshlet pass uses.
31
+ * their quads — so all that is left is its view-depth interval (`aabb3_view_depth_range`, a
32
+ * support-function projection rather than eight transformed corners), clamped at the near plane and
33
+ * mapped through the same depth curve and dilation the meshlet pass uses (`avboit_occupancy_mark`).
34
+ * Both are shared with the dynamic meshes' occupancy, which starts from a world-space box too.
37
35
  *
38
- * The box is published by this frame's bounds pass after emit and simulate. The next tick will cull
39
- * against that same measurement. An infinite box means no measured population and marks nothing.
36
+ * The box is published by this frame's bounds pass after emit and simulate. The next tick will cull
37
+ * against that same measurement. An infinite box means no measured population and marks nothing.
40
38
  *
41
39
  * Walks the table with its page iterator, read-only: the rows are the tick's output of this frame.
42
40
  *
@@ -61,27 +59,6 @@ const body = CodeChunk.from(
61
59
  `
62
60
  const PARTICLE_BLEND_ADDITIVE : u32 = ${EMITTER_BLEND.ADDITIVE}u;
63
61
 
64
- // The view-space depth interval of a world-space box: the centre's depth, plus or minus the box's
65
- // extent along the view axis. \`view_axis\` is the view matrix's third ROW — read as the z of the
66
- // transformed basis vectors rather than as matrix columns, the same numbers in the form the WGSL
67
- // emulator also evaluates.
68
- fn particle_emitter_view_depth_range(box : ${AABB3_STRUCT.wgsl_ref}, view : mat4x4<f32>) -> vec2<f32> {
69
- let center = (box.min + box.max) * 0.5;
70
- let half_extent = (box.max - box.min) * 0.5;
71
-
72
- let view_axis = vec3<f32>(
73
- (view * vec4<f32>(1.0, 0.0, 0.0, 0.0)).z,
74
- (view * vec4<f32>(0.0, 1.0, 0.0, 0.0)).z,
75
- (view * vec4<f32>(0.0, 0.0, 1.0, 0.0)).z,
76
- );
77
-
78
- // camera looks down -Z, so depth is -z
79
- let depth = -(view * vec4<f32>(center, 1.0)).z;
80
- let extent = dot(abs(view_axis), half_extent);
81
-
82
- return vec2<f32>(depth - extent, depth + extent);
83
- }
84
-
85
62
  @compute @workgroup_size(${GROUP_SIZE}, 1, 1)
86
63
  fn main(
87
64
  @builtin(workgroup_id) wg_id : vec3<u32>,
@@ -105,46 +82,23 @@ fn main(
105
82
  return;
106
83
  }
107
84
 
108
- let state = ${STATE.marshalling_method_read}(&emitter_database, ${PG}_slot_to_index(slot_in_page));
109
- // Unknown bounds have no live particles to splat; do not reserve the whole depth volume.
110
- if (particle_bounds_unknown(state.bounds_min)) { return; }
85
+ let state = ${STATE.marshalling_method_read}(&emitter_database, ${PG}_slot_to_index(slot_in_page));
86
+ // Unknown bounds have no live particles to splat; do not reserve the whole depth volume.
87
+ if (particle_bounds_unknown(state.bounds_min)) { return; }
111
88
  let box = ${AABB3_STRUCT.make({ min: "state.bounds_min", max: "state.bounds_max" })};
112
89
 
113
- let range_view = particle_emitter_view_depth_range(box, camera.view_matrix);
114
-
115
- let depth_min = range_view.x;
116
- let depth_max = range_view.y;
90
+ let range_view = aabb3_view_depth_range(box, camera.view_matrix);
117
91
 
118
- if (depth_max < camera.clip_near_far.x) {
119
- // entirely in front of the near plane
120
- return;
121
- }
122
-
123
- let limit = ${AVBOIT_VIRTUAL_SLICES_MAX}.0;
124
- let slice_near = cluster_depth_to_z_slice(max(depth_min, camera.clip_near_far.x), settings.cluster_parameters, limit);
125
- let slice_far = cluster_depth_to_z_slice(depth_max, settings.cluster_parameters, limit);
126
-
127
- let range = avboit_occupancy_range(slice_near, slice_far);
128
-
129
- let word_first = u32(range.x) >> 5u;
130
- let word_last = u32(range.y) >> 5u;
131
-
132
- for (var word = word_first; word <= word_last; word++) {
133
- let mask = avboit_occupancy_word_mask(word, range.x, range.y);
134
- if (mask != 0u) {
135
- atomicOr(&occupancy[word], mask);
136
- }
137
- }
92
+ avboit_occupancy_mark(range_view.x, range_view.y, camera.clip_near_far.x, settings.cluster_parameters);
138
93
  }
139
94
  `, [
140
95
  PARTICLE_EMITTER_DESCRIPTOR.chunk_iterate(GROUP_SIZE),
141
- chunk_particle_emitter,
142
- chunk_particle_bounds_unknown,
96
+ chunk_particle_emitter,
97
+ chunk_particle_bounds_unknown,
143
98
  STATE.chunk_read,
144
99
  AABB3_STRUCT.declaration_chunk,
145
- chunk_cluster_depth_to_z_slice,
146
- chunk_avboit_occupancy_range,
147
- chunk_avboit_occupancy_word_mask,
100
+ chunk_aabb3_view_depth_range,
101
+ chunk_avboit_occupancy_mark,
148
102
  ]
149
103
  );
150
104
 
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_avboit_splat.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_avboit_splat.js"],"names":[],"mappings":"AAoBA;;;;GAIG;AACH,sDAFU,MAAM,CAEyC;AAsGzD;;;GAGG;AACH,6CAFU,wBAAwB,CAY/B;AAEH,8FAA8F;AAC9F,0EAAyD;AAEzD,mDAAmD;AACnD,4DAAuD;yCAlJd,iEAAiE;4CAY9D,sDAAsD;iCAFjE,kCAAkC"}
1
+ {"version":3,"file":"shader_particle_avboit_splat.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_avboit_splat.js"],"names":[],"mappings":"AAoBA;;;;GAIG;AACH,sDAFU,MAAM,CAEyC;AAwGzD;;;GAGG;AACH,6CAFU,wBAAwB,CAY/B;AAEH,8FAA8F;AAC9F,0EAAyD;AAEzD,mDAAmD;AACnD,4DAAuD;yCApJd,iEAAiE;4CAY9D,sDAAsD;iCAFjE,kCAAkC"}
@@ -3,8 +3,8 @@ import { RenderPipelineDescriptor } from "../../../descriptor/pipeline/render/Re
3
3
  import { atomic_u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
4
4
  import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
5
5
  import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
6
- import { OIT_COVERAGE_MAX } from "../../rasterize/native/oit/OIT_CONSTANTS.js";
7
6
  import { AVBOIT_WARP_STRUCT } from "../../rasterize/native/avboit/AVBOIT_WARP_STRUCT.js";
7
+ import { chunk_avboit_coverage } from "../../rasterize/native/avboit/chunk_avboit_coverage.js";
8
8
  import { chunk_avboit_splat_slice } from "../../rasterize/native/avboit/chunk_avboit_splat_slice.js";
9
9
  import { chunk_avboit_transmittance_to_extinction } from "../../rasterize/native/avboit/chunk_avboit_transmittance_to_extinction.js";
10
10
  import { chunk_avboit_view_depth_to_physical } from "../../rasterize/native/avboit/chunk_avboit_view_depth_to_physical.js";
@@ -37,7 +37,7 @@ export const PARTICLE_AVBOIT_SPLAT_BIND_GROUP_VOLUME = 1;
37
37
  * Depth is the fragment's own view depth, from the vertex stage, through curve → warp → physical
38
38
  * and the two-slice linear splat. No depth attachment, for the reason the meshlet splat has none.
39
39
  *
40
- * The `draw_list` this binds is the alive list as compaction left it. The volume is a sum, so
40
+ * The `draw_list` this binds is the alive list as compaction left it. The volume is a sum, so
41
41
  * there is no order for it to be in.
42
42
  */
43
43
 
@@ -84,7 +84,8 @@ fn fs_main(in : ParticleVertexOut) {
84
84
  alpha = alpha * particle_soft_fade(scene_vd, in.view_depth, ${PARTICLE_SOFT_FADE_RANGE});
85
85
  }
86
86
 
87
- let coverage = clamp(alpha, 0.0, ${OIT_COVERAGE_MAX});
87
+ // the coverage the draw weights this fragment by, through the same function
88
+ let coverage = avboit_coverage(alpha);
88
89
 
89
90
  if (coverage <= 0.0) {
90
91
  // additive, faded out against the surface behind it, or fully transparent: occludes nothing
@@ -110,6 +111,7 @@ fn fs_main(in : ParticleVertexOut) {
110
111
  `, [
111
112
  chunk_particle_billboard_vertex,
112
113
  chunk_particle_scene_view_depth,
114
+ chunk_avboit_coverage,
113
115
  chunk_avboit_transmittance_to_extinction,
114
116
  chunk_avboit_view_depth_to_physical,
115
117
  chunk_avboit_splat_slice,
@@ -0,0 +1,31 @@
1
+ /**
2
+ * The free list as a fresh pool leaves it: every slot free, `dead[i] = i`, bottom to top.
3
+ *
4
+ * It is a stack of slot indices — the emit pass pops `dead[--DEAD]` — so the order within it is
5
+ * arbitrary and identity is simply the cheapest arrangement to write. What matters is that every
6
+ * slot appears exactly once: a repeat hands two particles one record, and a gap strands a slot for
7
+ * the lifetime of the system.
8
+ *
9
+ * ## Why this is a pass and not a host write
10
+ *
11
+ * Zero is not a valid free list — `dead[i] = 0` for every `i` is the same slot half a million times
12
+ * over — so the buffer WebGPU hands back has to be written before the first emit. Writing it from
13
+ * the host means a typed array the size of the list (2 MiB at the default capacity), a loop over
14
+ * every element of it, and a staged upload, all on the frame the system is constructed. Here it is
15
+ * one store per slot with no host memory involved at all, and it leaves the free list `STORAGE`
16
+ * only: nothing else ever writes it from the host, so it needs no `COPY_DST` and stays off the
17
+ * driver's upload-friendly — and slower — path.
18
+ *
19
+ * ## Bounded launch, strided loop
20
+ *
21
+ * The pool capacity belongs to whoever constructs the system, and `capacity / workgroup_size` can
22
+ * pass `maxComputeWorkgroupsPerDimension` — a validation error for a direct dispatch, and worse
23
+ * than that for the indirect ones elsewhere in the engine, which simply do not run. So the caller
24
+ * clamps the launch and every lane strides through the list by the whole grid: the fill covers any
25
+ * capacity, and a grid that happens to cover it in one pass costs one comparison to find out.
26
+ */
27
+ /** Lanes per workgroup. One store each, so this is sized for occupancy and nothing else. */
28
+ export const PARTICLE_INIT_FREE_LIST_WORKGROUP_SIZE: 256;
29
+ export const shader_particle_init_free_list: ComputeShader;
30
+ import { ComputeShader } from "../../shader/ComputeShader.js";
31
+ //# sourceMappingURL=shader_particle_init_free_list.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_particle_init_free_list.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_init_free_list.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AAEH,4FAA4F;AAC5F,yDAA0D;AAQ1D,2DAmBG;8BA3D2B,+BAA+B"}
@@ -0,0 +1,62 @@
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { ComputeShader } from "../../shader/ComputeShader.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
6
+
7
+ /**
8
+ * The free list as a fresh pool leaves it: every slot free, `dead[i] = i`, bottom to top.
9
+ *
10
+ * It is a stack of slot indices — the emit pass pops `dead[--DEAD]` — so the order within it is
11
+ * arbitrary and identity is simply the cheapest arrangement to write. What matters is that every
12
+ * slot appears exactly once: a repeat hands two particles one record, and a gap strands a slot for
13
+ * the lifetime of the system.
14
+ *
15
+ * ## Why this is a pass and not a host write
16
+ *
17
+ * Zero is not a valid free list — `dead[i] = 0` for every `i` is the same slot half a million times
18
+ * over — so the buffer WebGPU hands back has to be written before the first emit. Writing it from
19
+ * the host means a typed array the size of the list (2 MiB at the default capacity), a loop over
20
+ * every element of it, and a staged upload, all on the frame the system is constructed. Here it is
21
+ * one store per slot with no host memory involved at all, and it leaves the free list `STORAGE`
22
+ * only: nothing else ever writes it from the host, so it needs no `COPY_DST` and stays off the
23
+ * driver's upload-friendly — and slower — path.
24
+ *
25
+ * ## Bounded launch, strided loop
26
+ *
27
+ * The pool capacity belongs to whoever constructs the system, and `capacity / workgroup_size` can
28
+ * pass `maxComputeWorkgroupsPerDimension` — a validation error for a direct dispatch, and worse
29
+ * than that for the indirect ones elsewhere in the engine, which simply do not run. So the caller
30
+ * clamps the launch and every lane strides through the list by the whole grid: the fill covers any
31
+ * capacity, and a grid that happens to cover it in one pass costs one comparison to find out.
32
+ */
33
+
34
+ /** Lanes per workgroup. One store each, so this is sized for occupancy and nothing else. */
35
+ export const PARTICLE_INIT_FREE_LIST_WORKGROUP_SIZE = 256;
36
+
37
+ const resources = new ShaderResourceSetDescriptor();
38
+
39
+ // per-dispatch, four bytes, read-only: immediate data rather than a uniform buffer holding one u32
40
+ resources.setImmediate("u_capacity", u32);
41
+ resources.createGroup().addStorageBuffer("dead", WebGPUArray.u32, true);
42
+
43
+ export const shader_particle_init_free_list = ComputeShader.from({
44
+ label: "Particle Init Free List",
45
+ resources,
46
+ body: CodeChunk.from(
47
+ /* language=wgsl */
48
+ `
49
+ @compute @workgroup_size(${PARTICLE_INIT_FREE_LIST_WORKGROUP_SIZE}, 1, 1)
50
+ fn main(
51
+ @builtin(global_invocation_id) global_id : vec3<u32>,
52
+ @builtin(num_workgroups) group_count : vec3<u32>,
53
+ ) {
54
+ // The grid may be smaller than the list; every lane keeps taking the next slot a whole grid on.
55
+ let stride = group_count.x * ${PARTICLE_INIT_FREE_LIST_WORKGROUP_SIZE}u;
56
+
57
+ for (var slot = global_id.x; slot < u_capacity; slot += stride) {
58
+ dead[slot] = slot;
59
+ }
60
+ }
61
+ `),
62
+ });
@@ -29,6 +29,19 @@ export function u32_to_unit_f32(u: number): number;
29
29
  * so a source may overlap the destination in any way and still mean what it held before the
30
30
  * instruction.
31
31
  *
32
+ * ## Every step is an f32 step
33
+ *
34
+ * The register file is `f32`, and so is the shader's. An opcode that takes more than one arithmetic
35
+ * step to reach its result therefore rounds at every one of them, through `Math.fround`, rather
36
+ * than computing wide and rounding on the way out. Rounding only at the end gives f32 RESULTS
37
+ * without f32 RANGE, and the range is where the two executors part company: a product that is
38
+ * `inf` on the device is an ordinary number in `f64`, a difference that saturates there is finite
39
+ * here, and neither is a rounding apart. `CROSS` answered 0 where the device answers NaN, and
40
+ * `SMOOTHSTEP` answered the midpoint where the device answers the near edge.
41
+ *
42
+ * Two opcodes are deliberately outside that rule, and each says why where it is written: `MAD`,
43
+ * which models the fused product, and `FRACT`, whose subtraction cannot round twice.
44
+ *
32
45
  * @param {object} params
33
46
  * @param {Uint32Array} params.words instruction words for the section (SPAWN or UPDATE)
34
47
  * @param {Float32Array} params.constants constant pool, one float per word
@@ -1 +1 @@
1
- {"version":3,"file":"ParticleVMReference.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/vm/ParticleVMReference.js"],"names":[],"mappings":"AA0BA;;;;;;;GAOG;AACH,gCAHW,MAAM,GACJ;IAAE,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAE,CAW5C;AAED;;;;;GAKG;AACH,mCAHW,MAAM,GACJ,MAAM,CAIlB;AA8DD;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAR+B,KAAK,EAAzB,WAAW;IACU,SAAS,EAA9B,YAAY;IACG,cAAc,EAA7B,MAAM;IACc,MAAM,EAA1B,WAAW;IACS,QAAQ,GAA5B,MAAM,EAAE,EAAE;IACM,SAAS,GAAzB,MAAM;IACJ;IAAE,MAAM,EAAE,OAAO,CAAC;IAAC,SAAS,EAAE,MAAM,CAAA;CAAE,CAuRlD"}
1
+ {"version":3,"file":"ParticleVMReference.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/vm/ParticleVMReference.js"],"names":[],"mappings":"AA4BA;;;;;;;GAOG;AACH,gCAHW,MAAM,GACJ;IAAE,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAE,CAW5C;AAED;;;;;GAKG;AACH,mCAHW,MAAM,GACJ,MAAM,CAIlB;AA8DD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AACH;IAR+B,KAAK,EAAzB,WAAW;IACU,SAAS,EAA9B,YAAY;IACG,cAAc,EAA7B,MAAM;IACc,MAAM,EAA1B,WAAW;IACS,QAAQ,GAA5B,MAAM,EAAE,EAAE;IACM,SAAS,GAAzB,MAAM;IACJ;IAAE,MAAM,EAAE,OAAO,CAAC;IAAC,SAAS,EAAE,MAAM,CAAA;CAAE,CAuVlD"}
@@ -3,6 +3,8 @@ import {
3
3
  PARTICLE_VM_MAX_INSTRUCTIONS,
4
4
  } from "../ParticleConstants.js";
5
5
  import {
6
+ VM_BUILTIN_COMPONENTS,
7
+ VM_BUILTIN_PADDING,
6
8
  VM_DEST,
7
9
  VM_DST_MASK,
8
10
  VM_DST_SHIFT,
@@ -125,6 +127,19 @@ const LITERAL_U32 = new Uint32Array(LITERAL_F32.buffer);
125
127
  * so a source may overlap the destination in any way and still mean what it held before the
126
128
  * instruction.
127
129
  *
130
+ * ## Every step is an f32 step
131
+ *
132
+ * The register file is `f32`, and so is the shader's. An opcode that takes more than one arithmetic
133
+ * step to reach its result therefore rounds at every one of them, through `Math.fround`, rather
134
+ * than computing wide and rounding on the way out. Rounding only at the end gives f32 RESULTS
135
+ * without f32 RANGE, and the range is where the two executors part company: a product that is
136
+ * `inf` on the device is an ordinary number in `f64`, a difference that saturates there is finite
137
+ * here, and neither is a rounding apart. `CROSS` answered 0 where the device answers NaN, and
138
+ * `SMOOTHSTEP` answered the midpoint where the device answers the near edge.
139
+ *
140
+ * Two opcodes are deliberately outside that rule, and each says why where it is written: `MAD`,
141
+ * which models the fused product, and `FRACT`, whose subtraction cannot round twice.
142
+ *
128
143
  * @param {object} params
129
144
  * @param {Uint32Array} params.words instruction words for the section (SPAWN or UPDATE)
130
145
  * @param {Float32Array} params.constants constant pool, one float per word
@@ -242,8 +257,22 @@ export function execute_particle_vm({
242
257
  break;
243
258
 
244
259
  case LOAD_BUILTIN: {
260
+ /*
261
+ The host supplies the builtin's OWN lanes; the ISA supplies the rest.
262
+
263
+ This used to read `v[i] ?? 0` for every lane, so the padding an over-wide load sees
264
+ was the host's decision — and the two executors already disagreed, because
265
+ `vm_load_builtin` in the WGSL fixes its own. The editor's host fills the scalars in
266
+ all four lanes and gives the position a `w` of 0, so LOAD_BUILTIN.3 DELTA_TIME read
267
+ (dt, dt, dt) in the preview and (dt, 0, 0) on the GPU. The parity spec could not
268
+ catch it: it hard-codes the shader's padding into the reference's fixture, so the
269
+ two were compared against one host's answer.
270
+ */
245
271
  const v = builtins[s0] ?? [0, 0, 0, 0];
246
- for (let i = 0; i < w; i++) d[i] = v[i] ?? 0;
272
+ const components = VM_BUILTIN_COMPONENTS[s0] ?? 0;
273
+ const padding = VM_BUILTIN_PADDING[s0] ?? 0;
274
+
275
+ for (let i = 0; i < w; i++) d[i] = i < components ? (v[i] ?? 0) : padding;
247
276
  break;
248
277
  }
249
278
 
@@ -263,6 +292,18 @@ export function execute_particle_vm({
263
292
  case DIV:
264
293
  for (let i = 0; i < w; i++) d[i] = a[i] / b[i];
265
294
  break;
295
+ // The exception to the rule above, and the only one that is a choice. `MAD` models the
296
+ // FUSED form: the product reaches the addition unrounded, which is what makes it more
297
+ // than `MUL` then `ADD`. {@link ../optimizer/pass_peephole.js} refuses to fuse that
298
+ // pair into a `MAD` by default for exactly this reason, and
299
+ // {@link ../optimizer/particle_integer_bounds.js} exists only to prove the cases where
300
+ // the product needs no rounding and the two forms therefore agree; rounding it here
301
+ // would make both of those dead weight.
302
+ //
303
+ // The shader spells this `a * b + c`, which a driver is free to contract into an FMA
304
+ // or not, so it is a reading rather than a certainty — `VM_OP.MAD` is INEXACT in
305
+ // {@link ../optimizer/particle_vm_semantics.js} to say so. Spelling the shader
306
+ // `fma(a, b, c)` would settle it in this reading's favour on every device.
266
307
  case MAD:
267
308
  for (let i = 0; i < w; i++) d[i] = a[i] * b[i] + c[i];
268
309
  break;
@@ -272,8 +313,21 @@ export function execute_particle_vm({
272
313
  case MAX:
273
314
  for (let i = 0; i < w; i++) d[i] = Math.max(a[i], b[i]);
274
315
  break;
316
+ // WGSL defines `mix(e1, e2, e3)` as `e1 * (1 - e3) + e2 * e3`, and this used to spell
317
+ // it as the lerp `a + (b - a) * c`. The two are the same number only where the span
318
+ // `b - a` loses nothing, and at the ends of the f32 range it loses everything:
319
+ // `mix(1e20, 1, 1)` is 1 on the device and was 0 here, because `1 - 1e20` IS `-1e20`
320
+ // in f32. Rounding the lerp's steps without changing its shape would have made it
321
+ // worse — the span of (3e38, -3e38) is not an f32 at all, so a blend both of whose
322
+ // ends are finite would have come out infinite. Scaling each end on its own is what
323
+ // the shader does and it cannot overflow where the result does not.
275
324
  case MIX:
276
- for (let i = 0; i < w; i++) d[i] = a[i] + (b[i] - a[i]) * c[i];
325
+ for (let i = 0; i < w; i++) {
326
+ const from = Math.fround(a[i] * Math.fround(1 - c[i]));
327
+ const to = Math.fround(b[i] * c[i]);
328
+
329
+ d[i] = Math.fround(from + to);
330
+ }
277
331
  break;
278
332
  case CLAMP:
279
333
  for (let i = 0; i < w; i++) d[i] = Math.min(Math.max(a[i], b[i]), c[i]);
@@ -288,6 +342,12 @@ export function execute_particle_vm({
288
342
  case FLOOR:
289
343
  for (let i = 0; i < w; i++) d[i] = Math.floor(a[i]);
290
344
  break;
345
+ // The other exception, and this one is free: `a - floor(a)` cannot round twice. For
346
+ // |a| >= 1 the fractional part is a run of at most 23 of a's own mantissa bits and is
347
+ // an f32 exactly; for |a| < 1 it is a itself, or `1 + a`, which only becomes inexact
348
+ // in f64 once |a| falls below about 2^-29 — by which point it is far inside the last
349
+ // f32 step below 1 and rounds to 1.0 either way. The two conditions a double rounding
350
+ // would need cannot hold at once, which the spec checks rather than assumes.
291
351
  case FRACT:
292
352
  for (let i = 0; i < w; i++) d[i] = a[i] - Math.floor(a[i]);
293
353
  break;
@@ -316,9 +376,13 @@ export function execute_particle_vm({
316
376
  for (let i = 0; i < w; i++) d[i] = smoothstep(a[i], b[i], c[i]);
317
377
  break;
318
378
  // WGSL's `inverseSqrt`. Spelled as the reciprocal of a root rather than approximated,
319
- // because the reference is the definition the hardware's estimate is measured against.
379
+ // because the reference is the definition the hardware's estimate is measured against
380
+ // — which is also why the root is rounded before the division reads it. A definition
381
+ // carried out in f64 is not the thing `inverseSqrt` is allowed to be 2 ULP away from:
382
+ // 1 / sqrt(0.0009) is 33.33333206176758 taken wide and 33.333335876464844 taken the
383
+ // way the device takes it, and the slack is measured from the second.
320
384
  case RSQRT:
321
- for (let i = 0; i < w; i++) d[i] = 1 / Math.sqrt(a[i]);
385
+ for (let i = 0; i < w; i++) d[i] = Math.fround(1 / Math.fround(Math.sqrt(a[i])));
322
386
  break;
323
387
  case TAN:
324
388
  for (let i = 0; i < w; i++) d[i] = Math.tan(a[i]);
@@ -336,40 +400,55 @@ export function execute_particle_vm({
336
400
 
337
401
  // The reductions write a single lane; whatever wants the result wider reads it through
338
402
  // an `.xxxx` swizzle.
403
+ //
404
+ // Every step goes through `Math.fround`, because a plain `let sum = 0` is an f64
405
+ // accumulator and only the store into the register file rounds — which gives f32
406
+ // RESULTS without f32 RANGE, and the range is not recovered at the end. The shader
407
+ // computes `dot(a, a)` entirely in f32, where 1e20 squared is already `inf` and
408
+ // 1e-25 squared is already zero, so the two sides answered `inf` against 1.00000002e20
409
+ // and, through NORMALIZE's `len > 0`, the zero vector against a unit one.
339
410
  case DOT: {
340
411
  let dp = 0;
341
- for (let i = 0; i < w; i++) dp += a[i] * b[i];
412
+ for (let i = 0; i < w; i++) dp = Math.fround(dp + Math.fround(a[i] * b[i]));
342
413
  d[0] = dp;
343
414
  break;
344
415
  }
416
+ // Six products and three differences, every one of them in f32. Taken wide, a lane
417
+ // whose two products both overflow cancelled to exactly 0 — the mathematically right
418
+ // answer for a vector crossed with itself — where the device subtracts `inf - inf` and
419
+ // gets NaN. a = b = (0, 1e20, 1e20) is the shortest witness, and a NaN that exists
420
+ // only on the GPU is the worst shape this takes: invisible in the editor preview, and
421
+ // loose in a position attribute from the first frame it appears.
345
422
  case CROSS:
346
- d[0] = a[1] * b[2] - a[2] * b[1];
347
- d[1] = a[2] * b[0] - a[0] * b[2];
348
- d[2] = a[0] * b[1] - a[1] * b[0];
423
+ d[0] = Math.fround(Math.fround(a[1] * b[2]) - Math.fround(a[2] * b[1]));
424
+ d[1] = Math.fround(Math.fround(a[2] * b[0]) - Math.fround(a[0] * b[2]));
425
+ d[2] = Math.fround(Math.fround(a[0] * b[1]) - Math.fround(a[1] * b[0]));
349
426
  // A fourth lane, if asked for, is the zero the opcode used to append.
350
427
  d[3] = 0;
351
428
  break;
352
429
  case LENGTH: {
353
430
  let sum = 0;
354
- for (let i = 0; i < w; i++) sum += a[i] * a[i];
355
- d[0] = Math.sqrt(sum);
431
+ for (let i = 0; i < w; i++) sum = Math.fround(sum + Math.fround(a[i] * a[i]));
432
+ d[0] = Math.fround(Math.sqrt(sum));
356
433
  break;
357
434
  }
358
435
  case NORMALIZE: {
359
436
  let sum = 0;
360
- for (let i = 0; i < w; i++) sum += a[i] * a[i];
361
- const len = Math.sqrt(sum);
362
- const inv = len > 0 ? 1 / len : 0;
437
+ for (let i = 0; i < w; i++) sum = Math.fround(sum + Math.fround(a[i] * a[i]));
438
+ const len = Math.fround(Math.sqrt(sum));
439
+ // the shader's `select(0.0, 1.0 / len, len > 0.0)` — the same test, over a length
440
+ // that has now underflowed on the same inputs
441
+ const inv = len > 0 ? Math.fround(1 / len) : 0;
363
442
  for (let i = 0; i < w; i++) d[i] = a[i] * inv;
364
443
  break;
365
444
  }
366
445
  case DISTANCE: {
367
446
  let sum = 0;
368
447
  for (let i = 0; i < w; i++) {
369
- const e = a[i] - b[i];
370
- sum += e * e;
448
+ const e = Math.fround(a[i] - b[i]);
449
+ sum = Math.fround(sum + Math.fround(e * e));
371
450
  }
372
- d[0] = Math.sqrt(sum);
451
+ d[0] = Math.fround(Math.sqrt(sum));
373
452
  break;
374
453
  }
375
454
 
@@ -414,6 +493,18 @@ export function execute_particle_vm({
414
493
  }
415
494
 
416
495
  /**
496
+ * WGSL's `smoothstep`, which is `t * t * (3 - 2t)` over `t = clamp((x - low) / (high - low), 0, 1)`.
497
+ *
498
+ * Every step is an f32 step, for the reason the executor's docblock gives, and here it is the SPAN
499
+ * that carries it: with the edges at ±3e38 the divisor is 6e38, which is `inf` in f32, so the
500
+ * device divides by an infinity, gets 0, and returns the near edge. Taken wide the divisor is
501
+ * finite and the answer was the midpoint — a ramp authored across a range wider than f32 reaches
502
+ * read as half-way in the editor preview and as not started at all in the game.
503
+ *
504
+ * The equal-edges guard stands in for a division by zero the device would do instead. It is the one
505
+ * place this function is not the shader's arithmetic, and it only differs from it at `x === edge0`,
506
+ * where the device's `0 / 0` is a NaN that WGSL does not define the clamp of.
507
+ *
417
508
  * @param {number} edge0
418
509
  * @param {number} edge1
419
510
  * @param {number} x
@@ -421,6 +512,9 @@ export function execute_particle_vm({
421
512
  */
422
513
  function smoothstep(edge0, edge1, x) {
423
514
  if (edge0 === edge1) return x < edge0 ? 0 : 1;
424
- const t = Math.min(Math.max((x - edge0) / (edge1 - edge0), 0), 1);
425
- return t * t * (3 - 2 * t);
515
+
516
+ const span = Math.fround(edge1 - edge0);
517
+ const t = Math.min(Math.max(Math.fround(Math.fround(x - edge0) / span), 0), 1);
518
+
519
+ return Math.fround(Math.fround(t * t) * Math.fround(3 - Math.fround(2 * t)));
426
520
  }
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_sample_material_data.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/shader/chunk_sample_material_data.js"],"names":[],"mappings":"AAiCA;;;GAGG;AACH,0CAFU,SAAS,CA8FlB;AAED,mDA+HC;0BAxOyB,oCAAoC"}
1
+ {"version":3,"file":"chunk_sample_material_data.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/shader/chunk_sample_material_data.js"],"names":[],"mappings":"AAkCA;;;GAGG;AACH,0CAFU,SAAS,CA+FlB;AAED,mDAuIC;0BAjPyB,oCAAoC"}
@@ -4,6 +4,7 @@ import {
4
4
  } from "../../shader/chunk/geometry/mat4/chunk_mat4_linear_determinant.js";
5
5
  import { chunk_decode_tangent_normal } from "../../shader/chunk/geometry/normal/chunk_decode_tangent_normal.js";
6
6
  import { chunk_F_Hauber } from "../../shader/chunk/brdf/fresnel/chunk_F_Hauber.js";
7
+ import { chunk_albedo_unpremultiply } from "../../shader/chunk/material/chunk_albedo_unpremultiply.js";
7
8
  import {
8
9
  chunk_build_orthonormal_matrix_nt
9
10
  } from "../../shader/chunk/geometry/normal/chunk_build_orthonormal_matrix_nt.js";
@@ -85,7 +86,7 @@ fn sample_material_alpha(
85
86
  // head-on".
86
87
  var opacity = surface_alpha;
87
88
  if (material.transmission_factor > 0.0) {
88
- let albedo = texture_sample_diffuse.rgb * material.color_albedo.rgb;
89
+ let albedo = albedo_unpremultiply(texture_sample_diffuse) * material.color_albedo.rgb;
89
90
  let f_metalness = material.metallic_factor; // ORM texture not sampled in alpha path; metallic_factor is enough for typical glass (metalness = 0)
90
91
  let specular_f0 = dielectric_specular_color(material.ior_factor, f_metalness, albedo);
91
92
  let nov = saturate(abs(dot(world_face_normal, ray_direction)));
@@ -125,6 +126,7 @@ fn sample_material_alpha(
125
126
  chunk_interpolate_attribute_3f32,
126
127
  chunk_interpolate_attribute_2f32,
127
128
  chunk_dielectric_specular_color,
129
+ chunk_albedo_unpremultiply,
128
130
  chunk_F_Hauber,
129
131
  ]
130
132
  )
@@ -227,7 +229,14 @@ fn sample_material_data(
227
229
  const bit_step = 1.0 / 255.0;
228
230
 
229
231
  // dither to prevent banding
230
- let dithered_diffuse_sample = max(vec3(0.0), texture_sample_diffuse.rgb + (random_vec3() - 0.5 ) * bit_step);
232
+ /*
233
+ The albedo texture is stored premultiplied, and this used to multiply the raw .rgb straight
234
+ into the output while separately taking .a as the opacity — so a leaf card at rgb=(0.3,0.5,0.2)
235
+ a=0.5 shaded at (0.15,0.25,0.1) AND was treated as half covered, counting the same number
236
+ twice. The deferred G-buffer divided it back out all along; the two renderers disagreed about
237
+ the encoding of one texture, and this is the renderer the other is compared against.
238
+ */
239
+ let dithered_diffuse_sample = max(vec3(0.0), albedo_unpremultiply(texture_sample_diffuse) + (random_vec3() - 0.5 ) * bit_step);
231
240
  let texture_sample_emissive = max(vec3(0.0), indirect_sample_texture(material.texture_emissive, material.sampler_emissive, uv).rgb + (random_vec3() - 0.5 ) * bit_step);
232
241
 
233
242
 
@@ -254,6 +263,7 @@ fn sample_material_data(
254
263
  chunk_decode_tangent_normal,
255
264
  chunk_compute_triangle_face_normal,
256
265
  chunk_indirect_sample_texture,
266
+ chunk_albedo_unpremultiply,
257
267
  chunk_random_vec3,
258
268
  ]
259
269
  )
@@ -0,0 +1,44 @@
1
+ /**
2
+ * The sub-pixel offset a temporal technique jitters the projection by, and how far it moved since the
3
+ * last frame.
4
+ *
5
+ * A Halton (2, 3) sequence centred on zero, cycled by frame index. Both {@link TAA} and {@link NSS}
6
+ * compose one of these; they used to carry a line-for-line copy of it each, which is why `Renderer` can
7
+ * pick either object as "the jitter source" — the call site already treated them as one interface.
8
+ *
9
+ * @author Alex Goldring
10
+ * @copyright Company Named Limited (c) 2026
11
+ */
12
+ export class TemporalJitterSequence {
13
+ /**
14
+ * @param {number} [size] number of phases before the sequence repeats
15
+ */
16
+ constructor(size?: number);
17
+ /**
18
+ * Offset for the current frame, in pixels, in `[-0.5, 0.5]` on each axis.
19
+ * @type {number[]}
20
+ */
21
+ Jitter: number[];
22
+ /**
23
+ * Frame-to-frame delta of {@link Jitter}.
24
+ * @type {number[]}
25
+ */
26
+ JitterDelta: number[];
27
+ /**
28
+ * Number of phases before the sequence repeats. Rebuilds the sequence.
29
+ * @param {number} size
30
+ */
31
+ set size(size: number);
32
+ /**
33
+ * @returns {number}
34
+ */
35
+ get size(): number;
36
+ /**
37
+ * Advance to a frame, which is what moves {@link Jitter} and computes {@link JitterDelta}.
38
+ *
39
+ * @param {number} i
40
+ */
41
+ set frame_index(i: number);
42
+ #private;
43
+ }
44
+ //# sourceMappingURL=TemporalJitterSequence.d.ts.map
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