@woosh/meep-engine 3.3.0 → 3.4.0

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 (846) hide show
  1. package/editor/process/SymbolicDisplayProcess.js +106 -106
  2. package/editor/process/symbolic/{SoundEmitterSymbolicDisplay.js → AudioEmitterSymbolicDisplay.js} +67 -57
  3. package/package.json +94 -94
  4. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +110 -102
  5. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts +54 -0
  6. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts.map +1 -1
  7. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.js +10 -3
  8. package/src/engine/EntityCreator.d.ts +19 -11
  9. package/src/engine/EntityCreator.d.ts.map +1 -1
  10. package/src/engine/EntityCreator.js +116 -94
  11. package/src/engine/achievements/AchievementManager.d.ts.map +1 -1
  12. package/src/engine/achievements/AchievementManager.js +437 -433
  13. package/src/engine/animation/AnimatedActions.d.ts +6 -1
  14. package/src/engine/animation/AnimatedActions.d.ts.map +1 -1
  15. package/src/engine/animation/AnimatedActions.js +111 -81
  16. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  17. package/src/engine/animation/AnimationUtils.js +234 -252
  18. package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +275 -269
  19. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  20. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +26 -5
  21. package/src/engine/ecs/util/hideEntityGracefully.d.ts.map +1 -1
  22. package/src/engine/ecs/util/hideEntityGracefully.js +196 -208
  23. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts +3 -1
  24. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts.map +1 -1
  25. package/src/engine/intelligence/behavior/primitive/ActionBehavior.js +4 -2
  26. package/src/engine/sound/SOUND_EMITTER_RETIREMENT_PLAN.md +536 -0
  27. package/src/engine/sound/SoundEngine.d.ts +2 -2
  28. package/src/engine/sound/SoundEngine.js +124 -124
  29. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts +20 -0
  30. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts.map +1 -1
  31. package/src/engine/sound/ecs/audio/AudioEmitter.js +25 -2
  32. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts +6 -6
  33. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts.map +1 -1
  34. package/src/engine/sound/ecs/audio/AudioEmitterSystem.js +338 -314
  35. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts +143 -0
  36. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts.map +1 -0
  37. package/src/engine/sound/ecs/trigger/AudioEventTrigger.js +191 -0
  38. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts +33 -0
  39. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts.map +1 -0
  40. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.js +81 -0
  41. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts +65 -0
  42. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts.map +1 -0
  43. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.js +184 -0
  44. package/src/engine/sound/sopra/IMPLEMENTATION_PLAN.md +999 -993
  45. package/src/engine/sound/sopra/README.md +644 -643
  46. package/src/engine/sound/sopra/SopraEngine.d.ts +2 -2
  47. package/src/engine/sound/sopra/SopraEngine.js +432 -432
  48. package/src/engine/sound/sopra/legacy/SoundAttenuationFunction.d.ts.map +1 -0
  49. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.d.ts +3 -3
  50. package/src/engine/sound/sopra/legacy/SoundController.d.ts.map +1 -0
  51. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.js +176 -176
  52. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.d.ts +11 -27
  53. package/src/engine/sound/sopra/legacy/SoundEmitter.d.ts.map +1 -0
  54. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.js +352 -382
  55. package/src/engine/sound/sopra/legacy/SoundEmitterFlags.d.ts.map +1 -0
  56. package/src/engine/sound/sopra/legacy/SoundEmitterSerializationAdapter.d.ts.map +1 -0
  57. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts.map +1 -1
  58. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts.map +1 -1
  59. package/src/engine/sound/sopra/legacy/SoundPanningModelType.d.ts.map +1 -0
  60. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.d.ts +11 -55
  61. package/src/engine/sound/sopra/legacy/SoundTrack.d.ts.map +1 -0
  62. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.js +278 -357
  63. package/src/engine/sound/sopra/legacy/SoundTrackFlags.d.ts.map +1 -0
  64. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts +34 -0
  65. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts.map +1 -0
  66. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.js +279 -0
  67. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts +3 -3
  68. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts.map +1 -1
  69. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.js +122 -122
  70. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  71. package/src/shade/device/mock/SoftwareGPUDevice.js +7 -1
  72. package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
  73. package/src/shade/device/timing/GPUTimerArray.js +10 -0
  74. package/src/shade/playground/add_random_meshes.d.ts +19 -3
  75. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  76. package/src/shade/playground/add_random_meshes.js +132 -84
  77. package/src/shade/playground/bvh_repro/README.md +57 -0
  78. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts +33 -0
  79. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts.map +1 -0
  80. package/src/shade/playground/bvh_repro/bvh_repro_device.js +90 -0
  81. package/src/shade/playground/bvh_repro/index.html +124 -0
  82. package/src/shade/playground/bvh_repro/main.d.ts.map +1 -0
  83. package/src/shade/playground/bvh_repro/main.js +254 -0
  84. package/src/shade/playground/load_default_environment.d.ts +10 -1
  85. package/src/shade/playground/load_default_environment.d.ts.map +1 -1
  86. package/src/shade/playground/load_default_environment.js +44 -20
  87. package/src/shade/playground/make_playground_asset_manager.d.ts +16 -0
  88. package/src/shade/playground/make_playground_asset_manager.d.ts.map +1 -0
  89. package/src/shade/playground/make_playground_asset_manager.js +33 -0
  90. package/src/shade/playground/skinned_blas_refit/README.md +103 -0
  91. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts +47 -0
  92. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts.map +1 -0
  93. package/src/shade/playground/skinned_blas_refit/add_floor.js +71 -0
  94. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts +28 -0
  95. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts.map +1 -0
  96. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.js +745 -0
  97. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts +30 -0
  98. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts.map +1 -0
  99. package/src/shade/playground/skinned_blas_refit/flat_environment.js +67 -0
  100. package/src/shade/playground/skinned_blas_refit/index.html +168 -0
  101. package/src/shade/playground/skinned_blas_refit/main.d.ts +8 -0
  102. package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -0
  103. package/src/shade/playground/skinned_blas_refit/main.js +502 -0
  104. package/src/shade/playground/skinned_blas_refit/place_character.d.ts +81 -0
  105. package/src/shade/playground/skinned_blas_refit/place_character.d.ts.map +1 -0
  106. package/src/shade/playground/skinned_blas_refit/place_character.js +116 -0
  107. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +21 -0
  108. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -0
  109. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +104 -0
  110. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts +23 -0
  111. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -0
  112. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +94 -0
  113. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +26 -0
  114. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -0
  115. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +134 -0
  116. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts +40 -0
  117. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -0
  118. package/src/shade/playground/skinned_blas_refit/sweep_views.js +135 -0
  119. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts +31 -0
  120. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts.map +1 -0
  121. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.js +240 -0
  122. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +20 -0
  123. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -0
  124. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -0
  125. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +50 -0
  126. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -0
  127. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +366 -0
  128. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +17 -0
  129. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -0
  130. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -0
  131. package/src/shade/playground/sponza_path_trace/README.md +57 -0
  132. package/src/shade/playground/sponza_path_trace/index.html +164 -0
  133. package/src/shade/playground/sponza_path_trace/main.d.ts +8 -0
  134. package/src/shade/playground/sponza_path_trace/main.d.ts.map +1 -0
  135. package/src/shade/playground/sponza_path_trace/main.js +363 -0
  136. package/src/shade/renderer/Renderer.d.ts +16 -0
  137. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  138. package/src/shade/renderer/Renderer.js +23 -4
  139. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +5 -1
  140. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  141. package/src/shade/renderer/animation/GPUAnimationManager.js +28 -3
  142. package/src/shade/renderer/animation/Skin.d.ts +9 -7
  143. package/src/shade/renderer/animation/Skin.d.ts.map +1 -1
  144. package/src/shade/renderer/animation/Skin.js +9 -7
  145. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +35 -0
  146. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +1 -0
  147. package/src/shade/renderer/animation/compute_skin_world_bounds.js +146 -0
  148. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  149. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +41 -0
  150. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  151. package/src/shade/renderer/geometry/GPUGeometryManager.js +65 -15
  152. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +78 -7
  153. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  154. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +302 -77
  155. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +18 -6
  156. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
  157. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +19 -6
  158. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts +51 -0
  159. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts.map +1 -0
  160. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.js +260 -0
  161. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +23 -0
  162. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +1 -0
  163. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +82 -0
  164. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts +25 -0
  165. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts.map +1 -0
  166. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -0
  167. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts +30 -0
  168. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -0
  169. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +122 -0
  170. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +55 -0
  171. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts.map +1 -0
  172. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -0
  173. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +37 -0
  174. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -0
  175. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +45 -0
  176. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -0
  177. package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +201 -0
  178. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts +88 -0
  179. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts.map +1 -0
  180. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.js +233 -0
  181. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +18 -0
  182. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -0
  183. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +38 -0
  184. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +16 -0
  185. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts.map +1 -0
  186. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.js +79 -0
  187. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +16 -0
  188. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts.map +1 -0
  189. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +49 -0
  190. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +43 -0
  191. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -0
  192. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -0
  193. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +24 -0
  194. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -0
  195. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +143 -0
  196. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +17 -0
  197. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -0
  198. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +83 -0
  199. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts +24 -0
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  201. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +141 -0
  202. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +31 -0
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  204. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +422 -0
  205. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.d.ts.map +1 -1
  206. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js +1 -2
  207. package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.d.ts +9 -0
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  210. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.d.ts +18 -0
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  212. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.js +32 -0
  213. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.d.ts +27 -0
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  216. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.d.ts +25 -0
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  218. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.js +74 -0
  219. package/src/shade/renderer/gpu_primitive/sort/defs.d.ts +71 -0
  220. package/src/shade/renderer/gpu_primitive/sort/defs.d.ts.map +1 -0
  221. package/src/shade/renderer/gpu_primitive/sort/defs.js +79 -0
  222. package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts +37 -0
  223. package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts.map +1 -0
  224. package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.js +197 -0
  225. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.d.ts +16 -0
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  227. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.js +85 -0
  228. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.d.ts +15 -0
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  230. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.js +192 -0
  231. package/src/shade/renderer/gpu_primitive/sort/verify_radix_sort.d.ts +12 -0
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  233. package/src/shade/renderer/gpu_primitive/sort/verify_radix_sort.js +188 -0
  234. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts +16 -4
  235. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts.map +1 -1
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  833. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundAttenuationFunction.js +0 -0
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  835. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterFlags.js +0 -0
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  842. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.d.ts +0 -0
  843. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.js +0 -0
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@@ -1 +0,0 @@
1
- {"version":3,"file":"gltf_skinned_stress_prototype.d.ts","sourceRoot":"","sources":["../../../../src/shade/playground/gltf_skinned_stress_prototype.js"],"names":[],"mappings":"AA8LA;;;;;;;;;;;;;;;;;GAiBG;AACH;IAJ0B,QAAQ;IACX,KAAK;IACa,UAAU;SAoLlD"}
@@ -1,387 +0,0 @@
1
- import Vector3 from "../../core/geom/Vector3.js";
2
- import { randomFloatBetween } from "../../core/math/random/randomFloatBetween.js";
3
- import { seededRandom } from "../../core/math/random/seededRandom.js";
4
- import { Transform } from "../../engine/ecs/transform/Transform.js";
5
- import { ShadeAnimationChannel } from "../renderer/animation/ShadeAnimationChannel.js";
6
- import { ShadeAnimationClip } from "../renderer/animation/ShadeAnimationClip.js";
7
- import { AnimationClipFlags } from "../renderer/animation/AnimationClipFlags.js";
8
- import { Skin } from "../renderer/animation/Skin.js";
9
- import { PlaneGeometry } from "../renderer/geometry/BoxGeometry.js";
10
- import { make_sunlight } from "../renderer/light/make_sunlight.js";
11
- import { load_default_environment } from "./load_default_environment.js";
12
- import { load_gltf } from "../renderer/loader/gltf/load_gltf.js";
13
- import { StandardShadeMaterial } from "../renderer/material/StandardShadeMaterial.js";
14
- import { Mesh } from "../renderer/scene/Mesh.js";
15
- import { Node3D } from "../renderer/scene/Node3D.js";
16
- import { SkinnedMesh } from "../renderer/scene/SkinnedMesh.js";
17
-
18
- /**
19
- * Number of dancers per side of the grid; total dancer count is the
20
- * square of this. Each dancer is a full SkinnedMesh + a cloned joint
21
- * hierarchy + its own clip, so per-frame cost scales linearly with
22
- * dancer count for apply/propagate/skin-matrix-prep, and with
23
- * (joint_count × dancer_count) for the deformation pass.
24
- */
25
- const GRID_RESOLUTION = 50;
26
-
27
- /**
28
- * Centre-to-centre spacing between dancers in metres. Michelle is
29
- * roughly 0.7 m wide at the shoulders; 1.8 m keeps full-amplitude arm
30
- * swings from intersecting neighbours while still fitting a 3×3 grid
31
- * inside a single comfortable camera framing.
32
- */
33
- const GRID_SPACING = 1.8;
34
-
35
- /**
36
- * Seed for the per-dancer phase-offset RNG. With a fixed seed the
37
- * grid lays out the same dancers in the same poses on every reload,
38
- * which is what lets the timings (and any future regressions) be
39
- * compared between runs.
40
- */
41
- const RANDOM_SEED = 42;
42
-
43
- /**
44
- * Build one dancer instance from the loaded glTF bundle. Each call
45
- * produces:
46
- *
47
- * - A fresh {@link SkinnedMesh} sharing the bundle's geometry +
48
- * material. Identity world transform (the skin matrices alone
49
- * place its vertices in world space — same convention as in
50
- * `load_gltf`).
51
- * - A cloned joint hierarchy under a fresh "instance root" Node3D
52
- * translated to `position`. The cloned joints carry the same
53
- * local TRS as the bundle's originals; an "outer clone" wrapper
54
- * mirrors the bundle's outermost parent (e.g. Mixamo's
55
- * `Character` node with its cm→m scale + axis rotation).
56
- * - A {@link Skin} pointing at the cloned joints, sharing the
57
- * bundle's inverse-bind matrices (bind-pose data is the same
58
- * across instances).
59
- * - A {@link ShadeAnimationClip} retargeted at the cloned joints,
60
- * sharing the bundle's per-channel `AnimationCurve`s (curve
61
- * data is read-only and instance-independent).
62
- *
63
- * Nothing in this routine touches the GPU — registration happens
64
- * later via `animation_manager.register_skin` / `register_clip`,
65
- * after the host's scene rebuild has populated `id_mapping` for the
66
- * cloned Node3Ds.
67
- *
68
- * @param {{ bundle: SceneBundle, position: Vector3 }} args
69
- * @returns {{ instance_root: Node3D, skin: Skin, clip: ShadeAnimationClip }}
70
- */
71
- function instantiate_dancer({ bundle, position }) {
72
- const template_skin = bundle.skins[0];
73
- const template_clip = bundle.clips.find(c => c.duration > 0.1);
74
- const template_mesh = template_skin.meshes[0];
75
- const template_joints = template_skin.joints;
76
-
77
- // Find the joint hierarchy's outermost parent — the first parent
78
- // that isn't itself a joint. For Mixamo glTF this is the
79
- // `Character` node carrying the cm→m scale + axis rotation.
80
- let outer_parent = null;
81
- for (let i = 0; i < template_joints.length; i++) {
82
- const j = template_joints[i];
83
- if (j.parent !== null && template_joints.indexOf(j.parent) === -1) {
84
- outer_parent = j.parent;
85
- break;
86
- }
87
- }
88
-
89
- // Clone the joint Node3Ds. Map<original, clone> lets us re-wire
90
- // parent pointers afterwards.
91
- const old_to_new = new Map();
92
- const new_joints = new Array(template_joints.length);
93
- for (let i = 0; i < template_joints.length; i++) {
94
- const original = template_joints[i];
95
- const clone = new Node3D();
96
- clone.name = original.name;
97
- clone.transform_local.copy(original.transform_local);
98
- old_to_new.set(original, clone);
99
- new_joints[i] = clone;
100
- }
101
-
102
- // Outer-parent clone — mirrors the bundle's Character transform.
103
- // Without this, the cloned joints would be in cm-scale at the
104
- // instance root, which doesn't match the bind-pose space the
105
- // inverse-bind matrices encode.
106
- const outer_clone = new Node3D();
107
- outer_clone.name = "Character_inst";
108
- if (outer_parent !== null) {
109
- outer_clone.transform_local.copy(outer_parent.transform_local);
110
- }
111
-
112
- // Wire parent links among the clones. Joints whose original
113
- // parent is another joint go under the matching clone; joints
114
- // whose original parent is the outer_parent (or null) go under
115
- // outer_clone.
116
- for (let i = 0; i < template_joints.length; i++) {
117
- const original = template_joints[i];
118
- const clone = new_joints[i];
119
- const parent_clone = old_to_new.get(original.parent);
120
- if (parent_clone !== undefined) {
121
- parent_clone.addChild(clone);
122
- } else {
123
- outer_clone.addChild(clone);
124
- }
125
- }
126
-
127
- // Instance root carries the grid-cell offset. Both the joint
128
- // subtree and the SkinnedMesh hang under it, so the dancer's
129
- // entire placement (translation + any future per-instance
130
- // rotation/scale) lives on this one node.
131
- const instance_root = new Node3D();
132
- instance_root.name = "Dancer";
133
- instance_root.transform_local.setTranslation(position.x, position.y, position.z);
134
- instance_root.addChild(outer_clone);
135
-
136
- // Fresh SkinnedMesh sharing geometry + material. Parented to
137
- // `instance_root` with identity local transform — its
138
- // `transform_global` ends up at the grid-cell translation
139
- // (transitively, through `instance_root`), exactly where the
140
- // skinned vertices actually live in world space. The skin-
141
- // matrix prep shader applies the spec's
142
- // `inverse(meshNode.worldMatrix)` factor (see
143
- // GPUAnimationManager#register_skin) so the deformation stays
144
- // correct regardless of where the mesh sits in the hierarchy.
145
- const instance_mesh = new SkinnedMesh();
146
- instance_mesh.geometry = template_mesh.geometry;
147
- instance_mesh.material = template_mesh.material;
148
- instance_mesh.name = `${template_mesh.name}_inst`;
149
- instance_root.addChild(instance_mesh);
150
-
151
- // Fresh Skin pointing at the cloned joints; inverse_bind_matrices
152
- // are bind-pose data and instance-independent, so we share the
153
- // bundle's array rather than copy it. `meshes` holds only this
154
- // instance's SkinnedMesh, so register_skin's bind/stamp-id loop
155
- // doesn't touch any other dancer.
156
- const instance_skin = Skin.from({
157
- name: template_skin.name,
158
- joints: new_joints,
159
- inverse_bind_matrices: template_skin.inverse_bind_matrices,
160
- meshes: [instance_mesh],
161
- });
162
-
163
- // Retarget the template clip's channels onto the cloned joints.
164
- // Curves are read-only animation data — sharing them across
165
- // instances is intended (`register_clip` uploads them per call
166
- // and the GPU side has no notion of identity).
167
- const new_channels = [];
168
- for (let i = 0; i < template_clip.channels.length; i++) {
169
- const ch = template_clip.channels[i];
170
- const new_target = old_to_new.get(ch.target);
171
- if (new_target === undefined) continue;
172
- new_channels.push(ShadeAnimationChannel.from({
173
- target: new_target,
174
- property: ch.property,
175
- curves: ch.curves,
176
- }));
177
- }
178
-
179
- const instance_clip = ShadeAnimationClip.from({
180
- name: `${template_clip.name}_inst`,
181
- channels: new_channels,
182
- });
183
-
184
- return {
185
- instance_root,
186
- skin: instance_skin,
187
- clip: instance_clip,
188
- };
189
- }
190
-
191
- /**
192
- * Stress variant of the single-dancer glTF skinning demo: a grid of
193
- * dancing Michelles, each with a random phase offset into the same
194
- * SambaDance clip.
195
- *
196
- * Per-frame work scales linearly in dancer count for apply /
197
- * propagate / skin-matrix-prep (one workgroup family each) and in
198
- * `dancer_count × joint_count × meshlet_count` for the skinning
199
- * deformation. Tick is a single dispatch over the clips table.
200
- *
201
- * Expects `public/Michelle.glb` — same asset as the single-dancer
202
- * prototype.
203
- *
204
- * @param {object} args
205
- * @param {Renderer} args.renderer
206
- * @param {Scene} args.scene
207
- * @param {OrbitalCameraController} args.controller
208
- */
209
- export function gltf_skinned_stress_prototype({ renderer, scene, controller }) {
210
-
211
- scene.lights.add(make_sunlight({
212
- intensity: 3,
213
- direction: new Vector3(-0.4, -1, -0.3),
214
- }));
215
-
216
- load_default_environment(scene);
217
-
218
- // Ground sized to fit the grid plus margin on every side. The
219
- // dancers occupy a square of side `(GRID_RESOLUTION - 1) *
220
- // GRID_SPACING` centred on the origin (corner-to-corner of joint
221
- // origins). We add two extra cells of spacing (one per side) so
222
- // each row/column has a half-cell of clean ground around it
223
- // visually, plus a 4 m safety pad for limbs swinging outside the
224
- // joint cell and shadows projecting past the grid. Scales
225
- // automatically with `GRID_RESOLUTION` and `GRID_SPACING`.
226
- const ground_extent = (GRID_RESOLUTION + 2) * GRID_SPACING + 8;
227
- const plane_material = new StandardShadeMaterial();
228
- plane_material.diffuse_color.parse("#b5b5b5");
229
- plane_material.roughness_factor = 1;
230
- plane_material.metallic_factor = 0;
231
-
232
- const plane_transform = Transform.fromJSON({ position: { x: 0, y: 0, z: 0 } });
233
- plane_transform.lookAt(Vector3.up);
234
-
235
- const plane = Mesh.from(
236
- new PlaneGeometry(ground_extent, ground_extent, 1, 1),
237
- plane_material,
238
- plane_transform.matrix,
239
- );
240
- plane.name = "Ground";
241
- scene.add(plane);
242
-
243
- // Camera pulled back along +Z so the full grid fits in frame.
244
- // The grid sits in the XZ plane, centred on the origin; Michelle
245
- // stands ~1.7 m tall, so y ≈ 1 looks at the dancers' midpoints.
246
- {
247
- const grid_span = GRID_RESOLUTION * GRID_SPACING;
248
- const camera_position = new Vector3(grid_span * 0.6, grid_span * 0.4, grid_span * 0.9);
249
- const look_at = new Vector3(0, 1.0, 0);
250
- controller.look(camera_position, look_at);
251
- controller.camera.near = 0.05;
252
- controller.camera.far = grid_span * 4 + 50;
253
- }
254
-
255
- const gpu_scene = renderer.scenes.obtain(scene);
256
- const animation_manager = gpu_scene.animation_manager;
257
- const random = seededRandom(RANDOM_SEED);
258
-
259
- let setup_complete = false;
260
- /** @type {number[]} */
261
- const registered_clip_ids = [];
262
-
263
- let pending_bundle = null;
264
- load_gltf('public/Michelle.glb').then(bundle => {
265
- pending_bundle = bundle;
266
- console.log(
267
- `[gltf-stress] loaded Michelle: ${bundle.scenes.length} scene(s), ` +
268
- `${bundle.skins.length} skin(s), ${bundle.clips.length} clip(s)`
269
- );
270
- }).catch(e => {
271
- console.error("[gltf-stress] failed to load Michelle.glb", e);
272
- });
273
-
274
- window.animation_manager = animation_manager;
275
- window.gpu_scene = gpu_scene;
276
-
277
- renderer.onFrameFinished.add(() => {
278
-
279
- // One-shot setup once the bundle has loaded. Eventual-
280
- // consistency registration means we can scene.add + register
281
- // in the same callback — the joint-block / bindings chains
282
- // get patched in by the manager's update() drain once
283
- // scene.build has populated id_mapping for the cloned
284
- // Node3Ds.
285
- if (pending_bundle !== null && !setup_complete) {
286
- const main_clip = pending_bundle.clips.find(c => c.duration > 0.1);
287
- if (main_clip === undefined) {
288
- console.error("[gltf-stress] no clip with duration > 0.1s — aborting");
289
- setup_complete = true;
290
- return;
291
- }
292
-
293
- // Grid layout centred on origin in the XZ plane.
294
- const total_dancer_count = GRID_RESOLUTION * GRID_RESOLUTION;
295
- const grid_start = -((GRID_RESOLUTION - 1) * GRID_SPACING) / 2;
296
-
297
- // Pre-grow the meshlet manager to fit every clone's data +
298
- // metadata up front. Without this, scene.build's per-
299
- // instance clone allocations accumulate in the meshlet
300
- // manager's pending-clones queue (each clone references
301
- // offsets in the current data/metadata buffers); when one
302
- // of those allocations triggers a buffer grow, the
303
- // resulting rebuild asserts that the queue is empty
304
- // (rebuild would migrate the source to a new buffer,
305
- // stranding the pending clones' offset references).
306
- //
307
- // Calling `grow` here, before any clone gets queued, is
308
- // free of that constraint. We also `add` the source
309
- // geometry first so we can read its actual
310
- // data_size / meshlet_count and size the pre-grow
311
- // precisely — pessimistic over-allocation would work too
312
- // but waste GPU memory at large grid resolutions.
313
- {
314
- const template_geometry =
315
- pending_bundle.skins[0].meshes[0].geometry;
316
-
317
- gpu_scene.geometries.add(template_geometry);
318
- const source_meta =
319
- gpu_scene.geometries.get_metadata(template_geometry);
320
- const per_clone_data_words = source_meta.meshlets.data_size;
321
- const per_clone_meshlets = source_meta.meshlets.meshlet_count;
322
-
323
- gpu_scene.geometries.meshlets.grow(
324
- total_dancer_count * per_clone_data_words,
325
- total_dancer_count * per_clone_meshlets,
326
- );
327
-
328
- console.log(
329
- `[gltf-stress] pre-grew meshlet buffers for ` +
330
- `${total_dancer_count} clones: ` +
331
- `+${total_dancer_count * per_clone_data_words} words data, ` +
332
- `+${total_dancer_count * per_clone_meshlets} meshlets ` +
333
- `(per-clone: ${per_clone_data_words}w / ${per_clone_meshlets}m)`
334
- );
335
- }
336
-
337
- for (let i = 0; i < total_dancer_count; i++) {
338
- const gx = i % GRID_RESOLUTION;
339
- const gz = Math.floor(i / GRID_RESOLUTION);
340
- const position = new Vector3(
341
- grid_start + gx * GRID_SPACING,
342
- 0,
343
- grid_start + gz * GRID_SPACING,
344
- );
345
-
346
- const { instance_root, skin, clip } =
347
- instantiate_dancer({ bundle: pending_bundle, position });
348
-
349
- // SkinnedMesh + joint subtree are both children of
350
- // instance_root. Adding the root covers everything,
351
- // and the compose-globals call inside
352
- // instantiate_dancer already populated each Node3D's
353
- // transform_global (so mesh bounds compute correctly
354
- // when scene.build reads them).
355
- scene.add(instance_root);
356
-
357
- // Register immediately — the manager defers the
358
- // joint-block / bindings chain build until
359
- // id_mapping is populated. State mutators (start /
360
- // set_flags / set_time) take effect on the
361
- // already-allocated clip row regardless of pending
362
- // state.
363
- animation_manager.register_skin(skin);
364
-
365
- const clip_id = animation_manager.register_clip(clip);
366
- animation_manager.set_flags(clip_id, AnimationClipFlags.Loop);
367
- animation_manager.start(clip_id);
368
- // Phase-offset each dancer's clock so the grid isn't
369
- // a wall of mirror images.
370
- animation_manager.set_time(
371
- clip_id,
372
- randomFloatBetween(random, 0, main_clip.duration)
373
- );
374
-
375
- registered_clip_ids.push(clip_id);
376
- }
377
-
378
- console.log(
379
- `[gltf-stress] instantiated ${total_dancer_count} dancer(s) ` +
380
- `on a ${GRID_RESOLUTION}×${GRID_RESOLUTION} grid (spacing=${GRID_SPACING}m), ` +
381
- `registered ${registered_clip_ids.length} clip(s)`
382
- );
383
-
384
- setup_complete = true;
385
- }
386
- });
387
- }
@@ -1,2 +0,0 @@
1
- export {};
2
- //# sourceMappingURL=gltf_viewer.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"gltf_viewer.d.ts","sourceRoot":"","sources":["../../../../src/shade/playground/gltf_viewer.js"],"names":[],"mappings":""}
@@ -1,283 +0,0 @@
1
- import { Color } from "../../core/color/Color.js";
2
- import {
3
- aabb3_intersects_frustum_degree
4
- } from "../../core/geom/3d/aabb/aabb3_intersects_frustum_degree.js";
5
- import Vector3 from "../../core/geom/Vector3.js";
6
- import { DEG_TO_RAD } from "../../core/math/DEG_TO_RAD.js";
7
- import ConcurrentExecutor from "../../core/process/executor/ConcurrentExecutor.js";
8
- import { Transform } from "../../engine/ecs/transform/Transform.js";
9
- import GUI from "lil-gui";
10
- import Stats from "stats.js/src/Stats.js";
11
- import { OrbitalCameraController } from "../renderer/camera/OrbitalCameraController.js";
12
- import { PerspectiveCamera } from "../renderer/camera/PerspectiveCamera.js";
13
- import { create_frame_loop } from "../renderer/create_frame_loop.js";
14
- import { enable_picker } from "./enable_picker.js";
15
- import { make_box_geometry } from "../renderer/geometry/primitives/make_box_geometry.js";
16
- import { make_sunlight } from "../renderer/light/make_sunlight.js";
17
- import { load_gltf } from "../renderer/loader/gltf/load_gltf.js";
18
- import { StandardShadeMaterial } from "../renderer/material/StandardShadeMaterial.js";
19
- import { Mesh } from "../renderer/scene/Mesh.js";
20
- import { Renderer } from "../renderer/Renderer.js";
21
- import { Scene } from "../renderer/scene/Scene.js";
22
- import { make_checkers_texture } from "../renderer/texture/util/make_checkers_texture.js";
23
-
24
- /**
25
- *
26
- * @param {Scene} scene
27
- * @param {OrbitalCameraController} camera
28
- * @param {string|string[]} url
29
- * @return {Promise<void>}
30
- */
31
- async function sample_load_gltf(scene, camera, url) {
32
-
33
- scene.lights.add(make_sunlight({
34
- intensity: 2.2,
35
- // intensity: 1,
36
- // direction: new Vector3(0.2,-1,-2)
37
- }));
38
-
39
- const to_load = [];
40
- if (typeof url === "string") {
41
- to_load.push(url);
42
- } else if (Array.isArray(url)) {
43
- to_load.push(...url);
44
- }
45
-
46
- const p = Promise.all(to_load.map(x => load_gltf(x)))
47
- .then(bundles => scene.add(bundles.flatMap(b => b.scenes)));
48
-
49
- await p;
50
-
51
-
52
- // build_lpv_mesh(scene, new Vector3(32, 32, 32));
53
-
54
- const box = scene.instances.bounding_box;
55
-
56
- const radius = Math.hypot(
57
- box.width,
58
- box.height,
59
- box.depth,
60
- ) * 0.5;
61
-
62
- const scene_center = new Vector3(box.centerX, box.centerY, box.centerZ);
63
-
64
- // add floor
65
- const group_thickness = radius * 0.0001;
66
-
67
- const material = new StandardShadeMaterial();
68
- material.texture_albedo = make_checkers_texture({
69
- size: 64,
70
- repeat: 8,
71
- color1: Color.fromRGB(1, 0.6, 0),
72
- color2: Color.fromRGB(1, 1, 1),
73
- });
74
- material.roughness_factor = 1;
75
- material.metallic_factor = 0;
76
-
77
- const plane = Mesh.from(
78
- make_box_geometry(box.width + radius, group_thickness, box.depth + radius),
79
- material,
80
- Transform.fromJSON({
81
- position: { x: scene_center.x, y: (box.y0 - group_thickness * 0.5) - box.height * 0.001, z: scene_center.z }
82
- }).matrix
83
- );
84
- // scene.add(plane);
85
-
86
- const camera_direction = new Vector3(0.3, 1, 0.7);
87
- camera_direction.normalize();
88
-
89
-
90
- const position = camera_direction.clone();
91
- position.multiplyScalar(radius);
92
- position.add(scene_center);
93
-
94
- camera.look(position, scene_center);
95
-
96
-
97
- camera.camera.near = radius * 0.01;
98
- camera.camera.far = radius * 2;
99
-
100
- load_default_environment(scene);
101
- }
102
-
103
- /**
104
- *
105
- * @param canvas
106
- * @param {GUI} gui
107
- * @returns {Promise<void>}
108
- */
109
- const init = async ({ canvas, gui }) => {
110
-
111
- const context = canvas.getContext('webgpu');
112
-
113
- const renderer = new Renderer();
114
-
115
- await renderer.initialize({
116
- context
117
- });
118
-
119
- globalThis.gfx = renderer.graphics;
120
-
121
- console.log(renderer);
122
-
123
-
124
- const camera = new PerspectiveCamera();
125
- camera.transform.position.set(0, 0, -5);
126
- camera.transform.lookAt(Vector3.zero);
127
-
128
- camera.near = 0.1;
129
- camera.far = 200;
130
- camera.fov = 72 * DEG_TO_RAD;
131
- camera.aspect = renderer.aspect_ratio;
132
-
133
- let frame_limit = Infinity;
134
- // let frame_limit = 1;
135
-
136
- // controller.look(new Vector3(0, 50, -100), Vector3.zero);
137
- // controller.look(new Vector3(0,2,-2), Vector3.zero);
138
-
139
-
140
- const scene = new Scene();
141
-
142
- window.scene = scene;
143
-
144
-
145
- const executor = new ConcurrentExecutor(3, 2);
146
-
147
-
148
- async function handle_scene_loaded() {
149
- console.log("SCENE LOAD COMPLETE");
150
-
151
- // add_random_lights(scene, 1024, true);
152
- // add_random_lights(scene, 1024, false);
153
- // const sp = make_spotlight();
154
- // scene.lights.add(sp)
155
-
156
-
157
- renderer.indicate_view_change();
158
-
159
- renderer.feature_lpv_enabled = false;
160
- renderer.getProbeRendererForScene(scene)
161
- // .generate_locations(32)
162
- // .then(after_lpv_ready);
163
-
164
- frame_limit += 60; // limit number of drawn frames to spare the GPU
165
- camera.transform.subscribe(() => {
166
- frame_limit = Math.max(frame_limit, 1);
167
- });
168
-
169
- const bb = scene.instances.bounding_box;
170
-
171
- controller.movement_speed_scale = Math.max(bb.width, bb.height, bb.depth) * 0.1;
172
-
173
-
174
- }
175
-
176
-
177
- controller.distanceLimits.max = 10000;
178
- console.log(scene, camera);
179
-
180
- function visible() {
181
- const visible = scene.instances.instances.filter(mesh => {
182
-
183
- return aabb3_intersects_frustum_degree(
184
- ...mesh.bounding_box,
185
- camera.frustum
186
- ) > 0;
187
-
188
- });
189
-
190
- console.warn(visible);
191
- }
192
-
193
- window.renderer = renderer;
194
- window.visible = visible;
195
-
196
- gui.add(renderer, "feature_ssr_enabled").name("SSR");
197
- gui.add(renderer, "feature_ssao_enabled").name("SSAO");
198
- gui.add(renderer, "feature_bloom_enabled").name("Bloom");
199
- gui.add(renderer, "feature_shadows_enabled").name("Shadows");
200
- gui.add(renderer, "feature_tetrahedron_point_shadows").name("Tetra Point Shadows");
201
- gui.add(renderer, "feature_taa_enabled").name("TAA").onChange(() => {
202
- // drop taa buffers
203
- renderer.indicate_view_change()
204
- });
205
- gui.add(renderer, "feature_lpv_enabled").name("Global Illumination");
206
-
207
- gui.add({
208
- add_frame() {
209
- frame_limit += 1
210
- }
211
- }, "add_frame");
212
-
213
- gui.add({
214
- render_pause() {
215
- frame_limit = frame_limit === 0 ? Infinity : 0;
216
- }
217
- }, "render_pause");
218
-
219
- create_frame_loop(() => {
220
- // apply size
221
-
222
- const w = window.innerWidth;
223
- const h = window.innerHeight;
224
-
225
- const RESOLUTION_SCALE = 1;
226
-
227
- renderer.resize(w, h);
228
- renderer.pixel_ratio = window.devicePixelRatio * RESOLUTION_SCALE;
229
- camera.aspect = w / h;
230
-
231
- //
232
- controller.update();
233
-
234
-
235
- if (frame_limit <= 0) {
236
- return;
237
- }
238
-
239
-
240
- frame_limit--;
241
-
242
- stats.begin();
243
- renderer.render(camera, scene);
244
- stats.end();
245
-
246
- gui_controllers.forEach(ctrl => {
247
- ctrl.updateDisplay();
248
- });
249
-
250
- }, 20);
251
-
252
-
253
- window.addEventListener("keydown", (ev) => {
254
-
255
- if (ev.key === "p") {
256
- ev.preventDefault();
257
- enable_picker(document.body, camera, scene);
258
- }
259
-
260
- });
261
- };
262
-
263
-
264
- document.body.style.margin = "0";
265
- document.body.style.overflow = "hidden";
266
-
267
-
268
- const canvas = document.createElement('canvas');
269
- canvas.width = window.innerWidth;
270
- canvas.height = window.innerHeight;
271
- document.body.appendChild(canvas);
272
-
273
- const stats = new Stats();
274
- document.body.appendChild(stats.domElement);
275
-
276
- init({
277
- canvas,
278
- gui: new GUI()
279
- });
280
-
281
-
282
- // TODO add drop zone
283
- // TODO implement file handling for asset import
@@ -1 +0,0 @@
1
- {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../src/shade/playground/main.js"],"names":[],"mappings":""}