@woosh/meep-engine 3.30.0 → 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.
- package/build/bundle-worker-image-decoder.js +1 -1
- package/build/bundle-worker-terrain.js +1 -1
- package/package.json +3 -1
- package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
- package/src/core/binary/BinaryBuffer.js +42 -14
- package/src/core/binary/BitImage2.d.ts.map +1 -1
- package/src/core/binary/BitImage2.js +2 -6
- package/src/core/binary/BitSet.js +5 -5
- package/src/core/binary/compression/chunks_to_stream.d.ts +24 -0
- package/src/core/binary/compression/chunks_to_stream.d.ts.map +1 -0
- package/src/core/binary/compression/chunks_to_stream.js +35 -0
- package/src/core/binary/compression/compress_bytes.d.ts +3 -4
- package/src/core/binary/compression/compress_bytes.d.ts.map +1 -1
- package/src/core/binary/compression/compress_bytes.js +6 -17
- package/src/core/binary/compression/decompress_bytes.d.ts +1 -2
- package/src/core/binary/compression/decompress_bytes.d.ts.map +1 -1
- package/src/core/binary/compression/decompress_bytes.js +4 -15
- package/src/core/binary/compression/decompress_bytes_into.d.ts.map +1 -1
- package/src/core/binary/compression/decompress_bytes_into.js +2 -13
- package/src/core/binary/ctz32.d.ts +12 -4
- package/src/core/binary/ctz32.d.ts.map +1 -1
- package/src/core/binary/ctz32.js +23 -41
- package/src/core/binary/lsb_32.d.ts +10 -2
- package/src/core/binary/lsb_32.d.ts.map +1 -1
- package/src/core/binary/lsb_32.js +17 -12
- package/src/core/binary/lz4/lz4_compress_block_hc.js +2 -2
- package/src/core/binary/type/DataTypeIndices.d.ts +39 -0
- package/src/core/binary/type/DataTypeIndices.d.ts.map +1 -1
- package/src/core/binary/type/DataTypeIndices.js +38 -1
- package/src/core/binary/type/Type.d.ts.map +1 -1
- package/src/core/binary/type/Type.js +6 -1
- package/src/core/bvh2/bvh3/ebvh_optimize_treelet.js +3 -3
- package/src/core/bvh8/bvh8_geometry_validate.d.ts.map +1 -1
- package/src/core/bvh8/bvh8_geometry_validate.js +2 -88
- package/src/core/bvh8/bvh8_geometry_validate_bounds.d.ts +25 -0
- package/src/core/bvh8/bvh8_geometry_validate_bounds.d.ts.map +1 -0
- package/src/core/bvh8/bvh8_geometry_validate_bounds.js +105 -0
- package/src/core/bvh8/bvh8_geometry_validate_indirect.d.ts.map +1 -1
- package/src/core/bvh8/bvh8_geometry_validate_indirect.js +2 -91
- package/src/core/clipboard/obtainClipBoard.d.ts +4 -0
- package/src/core/clipboard/obtainClipBoard.d.ts.map +1 -1
- package/src/core/clipboard/obtainClipBoard.js +29 -8
- package/src/core/clipboard/safeClipboardReadText.d.ts.map +1 -1
- package/src/core/clipboard/safeClipboardReadText.js +73 -38
- package/src/core/clipboard/safeClipboardWriteText.d.ts.map +1 -1
- package/src/core/clipboard/safeClipboardWriteText.js +11 -9
- package/src/core/collection/array/iterator/ArrayIteratorRandom.d.ts.map +1 -1
- package/src/core/collection/array/iterator/ArrayIteratorRandom.js +6 -0
- package/src/core/collection/heap/IndexedFloatMinHeap.d.ts +6 -0
- package/src/core/collection/heap/IndexedFloatMinHeap.d.ts.map +1 -1
- package/src/core/collection/heap/IndexedFloatMinHeap.js +14 -0
- package/src/core/collection/list/FilteredListProjection.d.ts.map +1 -1
- package/src/core/collection/list/FilteredListProjection.js +7 -54
- package/src/core/collection/list/List.d.ts +4 -0
- package/src/core/collection/list/List.d.ts.map +1 -1
- package/src/core/collection/list/List.js +10 -52
- package/src/core/collection/list/SortedListProjection.d.ts +7 -0
- package/src/core/collection/list/SortedListProjection.d.ts.map +1 -1
- package/src/core/collection/list/SortedListProjection.js +12 -0
- package/src/core/collection/list/list_apply_ordered_diff.d.ts +37 -0
- package/src/core/collection/list/list_apply_ordered_diff.d.ts.map +1 -0
- package/src/core/collection/list/list_apply_ordered_diff.js +87 -0
- package/src/core/collection/map/BiMap.d.ts.map +1 -1
- package/src/core/collection/map/BiMap.js +19 -6
- package/src/core/collection/map/HashMap.d.ts.map +1 -1
- package/src/core/collection/map/HashMap.js +38 -11
- package/src/core/collection/queue/Deque.d.ts +2 -2
- package/src/core/collection/queue/Deque.d.ts.map +1 -1
- package/src/core/collection/queue/Deque.js +12 -1
- package/src/core/collection/table/RowFirstTable.d.ts.map +1 -1
- package/src/core/collection/table/RowFirstTable.js +15 -2
- package/src/core/collection/table/serializeRowFirstTable.d.ts.map +1 -1
- package/src/core/collection/table/serializeRowFirstTable.js +2 -3
- package/src/core/color/operations/color_lerp.d.ts.map +1 -1
- package/src/core/color/operations/color_lerp.js +77 -55
- package/src/core/color/sRGB/linear_to_sRGB.d.ts.map +1 -1
- package/src/core/color/sRGB/linear_to_sRGB.js +3 -1
- package/src/core/debug/matchers/AllOf.d.ts +2 -1
- package/src/core/debug/matchers/AllOf.d.ts.map +1 -1
- package/src/core/debug/matchers/AllOf.js +1 -1
- package/src/core/debug/matchers/AnyOf.d.ts +2 -1
- package/src/core/debug/matchers/AnyOf.d.ts.map +1 -1
- package/src/core/debug/matchers/AnyOf.js +1 -1
- package/src/core/debug/matchers/CombinableMatcher.d.ts +2 -1
- package/src/core/debug/matchers/CombinableMatcher.d.ts.map +1 -1
- package/src/core/debug/matchers/CombinableMatcher.js +1 -1
- package/src/core/debug/matchers/DescribeAs.d.ts +2 -1
- package/src/core/debug/matchers/DescribeAs.d.ts.map +1 -1
- package/src/core/debug/matchers/DescribeAs.js +2 -1
- package/src/core/debug/matchers/IsAnything.d.ts +2 -1
- package/src/core/debug/matchers/IsAnything.d.ts.map +1 -1
- package/src/core/debug/matchers/IsAnything.js +2 -1
- package/src/core/debug/matchers/IsEqual.d.ts +2 -1
- package/src/core/debug/matchers/IsEqual.d.ts.map +1 -1
- package/src/core/debug/matchers/IsEqual.js +2 -1
- package/src/core/debug/matchers/IsFinite.d.ts +2 -1
- package/src/core/debug/matchers/IsFinite.d.ts.map +1 -1
- package/src/core/debug/matchers/IsFinite.js +2 -1
- package/src/core/debug/matchers/IsIn.d.ts +2 -1
- package/src/core/debug/matchers/IsIn.d.ts.map +1 -1
- package/src/core/debug/matchers/IsIn.js +2 -1
- package/src/core/debug/matchers/IsInteger.d.ts +2 -1
- package/src/core/debug/matchers/IsInteger.d.ts.map +1 -1
- package/src/core/debug/matchers/IsInteger.js +2 -1
- package/src/core/debug/matchers/IsIterableContaining.d.ts +2 -1
- package/src/core/debug/matchers/IsIterableContaining.d.ts.map +1 -1
- package/src/core/debug/matchers/IsIterableContaining.js +1 -1
- package/src/core/debug/matchers/IsNot.d.ts +2 -1
- package/src/core/debug/matchers/IsNot.d.ts.map +1 -1
- package/src/core/debug/matchers/IsNot.js +2 -1
- package/src/core/debug/matchers/IsNull.d.ts +2 -1
- package/src/core/debug/matchers/IsNull.d.ts.map +1 -1
- package/src/core/debug/matchers/IsNull.js +2 -1
- package/src/core/debug/matchers/IsUndefined.d.ts +2 -1
- package/src/core/debug/matchers/IsUndefined.d.ts.map +1 -1
- package/src/core/debug/matchers/IsUndefined.js +2 -1
- package/src/core/events/signal/Signal.d.ts +15 -0
- package/src/core/events/signal/Signal.d.ts.map +1 -1
- package/src/core/events/signal/Signal.js +857 -820
- package/src/core/fsm/simple/SimpleStateMachineDescription.d.ts.map +1 -1
- package/src/core/fsm/simple/SimpleStateMachineDescription.js +4 -3
- package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_bruteforce.d.ts.map +1 -1
- package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_bruteforce.js +6 -1
- package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts +1 -1
- package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts.map +1 -1
- package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.js +6 -7
- package/src/core/geom/2d/hash-grid/SpatialHashGrid.d.ts.map +1 -1
- package/src/core/geom/2d/hash-grid/SpatialHashGrid.js +23 -6
- package/src/core/geom/2d/line/ray2_ray2_compute_intersection_array_2d.d.ts.map +1 -1
- package/src/core/geom/2d/line/ray2_ray2_compute_intersection_array_2d.js +13 -1
- package/src/core/geom/3d/aabb/aabb3_raycast_hit_point.d.ts.map +1 -1
- package/src/core/geom/3d/aabb/aabb3_raycast_hit_point.js +53 -32
- package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.d.ts +40 -0
- package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.d.ts.map +1 -0
- package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.js +54 -0
- package/src/core/geom/3d/atlas/segment/atlas_segment_charts.d.ts +21 -3
- package/src/core/geom/3d/atlas/segment/atlas_segment_charts.d.ts.map +1 -1
- package/src/core/geom/3d/atlas/segment/atlas_segment_charts.js +24 -15
- package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.d.ts +6 -3
- package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.d.ts.map +1 -1
- package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.js +9 -15
- package/src/core/geom/3d/cone/cone_compute_plane_side.d.ts.map +1 -1
- package/src/core/geom/3d/cone/cone_compute_plane_side.js +31 -19
- package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts +11 -1
- package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts.map +1 -1
- package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.js +11 -1
- package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts +11 -1
- package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts.map +1 -1
- package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.js +11 -1
- package/src/core/geom/3d/frustum/frustum3_compute_closest_point.d.ts.map +1 -1
- package/src/core/geom/3d/frustum/frustum3_compute_closest_point.js +55 -0
- package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.d.ts +14 -0
- package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.d.ts.map +1 -1
- package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.js +17 -1
- package/src/core/geom/3d/gjk/gjk.d.ts +15 -0
- package/src/core/geom/3d/gjk/gjk.d.ts.map +1 -1
- package/src/core/geom/3d/gjk/gjk.js +15 -0
- package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
- package/src/core/geom/3d/gjk/gjk_epa_penetration.js +18 -0
- package/src/core/geom/3d/hash-grid/PointHashGrid3.d.ts +32 -3
- package/src/core/geom/3d/hash-grid/PointHashGrid3.d.ts.map +1 -1
- package/src/core/geom/3d/hash-grid/PointHashGrid3.js +36 -3
- package/src/core/geom/3d/morton/v3_morton_encode_lut.d.ts.map +1 -1
- package/src/core/geom/3d/morton/v3_morton_encode_lut.js +11 -4
- package/src/core/geom/3d/morton/v3_morton_encode_normalized.d.ts +16 -4
- package/src/core/geom/3d/morton/v3_morton_encode_normalized.d.ts.map +1 -1
- package/src/core/geom/3d/morton/v3_morton_encode_normalized.js +21 -8
- package/src/core/geom/3d/normal/spherical/encode_unit_to_spheremap.d.ts.map +1 -1
- package/src/core/geom/3d/normal/spherical/encode_unit_to_spheremap.js +17 -3
- package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.d.ts +10 -0
- package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.d.ts.map +1 -1
- package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.js +46 -49
- package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.d.ts +13 -1
- package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.d.ts.map +1 -1
- package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.js +36 -39
- package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.d.ts +4 -1
- package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.d.ts.map +1 -1
- package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.js +22 -4
- package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.d.ts +38 -0
- package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.d.ts.map +1 -0
- package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.js +76 -0
- package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.d.ts +11 -0
- package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.js +14 -34
- package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.js +43 -0
- package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.js +20 -3
- package/src/core/geom/3d/shape/json/type_adapters.d.ts +11 -2
- package/src/core/geom/3d/shape/json/type_adapters.d.ts.map +1 -1
- package/src/core/geom/3d/shape/json/type_adapters.js +36 -12
- package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.d.ts +13 -0
- package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.d.ts.map +1 -1
- package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.js +17 -4
- package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.d.ts +88 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.d.ts.map +1 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.js +108 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts.map +1 -1
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.js +13 -31
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts.map +1 -1
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.js +14 -22
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts.map +1 -1
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.js +96 -26
- package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.d.ts.map +1 -1
- package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.js +17 -6
- package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.d.ts +27 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.js +101 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts +3 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.js +5 -57
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.js +2 -34
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.js +2 -43
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts +54 -33
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +229 -68
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.js +4 -15
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_mesh_split_pinched_vertices.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_mesh_split_pinched_vertices.js +13 -1
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.js +3 -1
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +22 -3
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.d.ts +17 -2
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.js +28 -4
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.js +8 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_edge_adjacent_faces_weighted.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_edge_adjacent_faces_weighted.js +10 -2
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_island_flood_fill.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_island_flood_fill.js +2 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_boundary_distance_field.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_boundary_distance_field.js +25 -5
- package/src/core/geom/3d/triangle/tri3_compute_normal.d.ts +5 -1
- package/src/core/geom/3d/triangle/tri3_compute_normal.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_compute_normal.js +8 -1
- package/src/core/geom/3d/triangle/tri3_ray_intersection.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_ray_intersection.js +15 -3
- package/src/core/geom/3d/triangle/tri3_ray_intersection_barycentric.d.ts +2 -1
- package/src/core/geom/3d/triangle/tri3_ray_intersection_barycentric.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_ray_intersection_barycentric.js +2 -1
- package/src/core/geom/3d/triangle/tri3_ray_intersection_barycentric_edge.d.ts +1 -1
- package/src/core/geom/3d/triangle/tri3_ray_intersection_barycentric_edge.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_ray_intersection_barycentric_edge.js +8 -1
- package/src/core/geom/vec/vector_normalize.d.ts.map +1 -1
- package/src/core/geom/vec/vector_normalize.js +5 -1
- package/src/core/geom/vec3/v3_slerp.d.ts.map +1 -1
- package/src/core/geom/vec3/v3_slerp.js +69 -4
- package/src/core/geom/vec4/v4_max_axis.d.ts +28 -0
- package/src/core/geom/vec4/v4_max_axis.d.ts.map +1 -0
- package/src/core/geom/vec4/v4_max_axis.js +41 -0
- package/src/core/graph/coloring/colorizeGraph.js +10 -7
- package/src/core/graph/layout/graph_peel_topological_layer.d.ts.map +1 -1
- package/src/core/graph/layout/graph_peel_topological_layer.js +16 -2
- package/src/core/json/JsonUtils.d.ts.map +1 -1
- package/src/core/json/JsonUtils.js +6 -2
- package/src/core/json/abstractJSONSerializer.d.ts.map +1 -1
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{"version":3,"file":"shader_dynamic_mesh.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/shader_dynamic_mesh.js"],"names":[],"mappings":"
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{"version":3,"file":"shader_dynamic_mesh.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/shader_dynamic_mesh.js"],"names":[],"mappings":"AA4FA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH;IAN4B,YAAY,GAA7B,MAAM;IACW,YAAY,GAA7B,MAAM;IACuB,aAAa;IACxB,MAAM,GAAxB,OAAO;IACL,wBAAwB,CAgCpC;AArID;;;GAGG;AACH,oDAY6B;AAuH7B;;;;GAIG;AACH,qCAFU,2BAA2B,CAEW;yCAtJP,8DAA8D;6BAO1E,gCAAgC;4CAJjB,mDAAmD"}
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import { ColorTargetState } from "../../descriptor/pipeline/render/ColorTargetState.js";
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import { DepthStencilState } from "../../descriptor/pipeline/render/DepthStencilState.js";
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import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
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import { CodeChunk } from "../shader/compiler/CodeChunk.js";
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import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
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import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
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import { mat4x4f, vec4f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
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entryPoint: "fs_main",
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targets: [ColorTargetState.from({
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format: color_format,
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blend: opaque ? undefined : DYNAMIC_MESH_BLEND,
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})],
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},
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depthStencil: DepthStencilState.from({
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format: depth_format,
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depthWriteEnabled: opaque,
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depthCompare: depth_compare,
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}),
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// Nothing on this path promises a winding. Ribbons and trails are viewed from both sides by
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// definition, and a mesh decoded from a container carries whatever its source had — so
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// culling here would silently erase geometry rather than save work.
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primitive: { topology: "triangle-list", cullMode: "none" },
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});
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}
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/**
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* The pipeline's resource set, for building bind groups.
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*
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* @type {ShaderResourceSetDescriptor}
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*/
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export const DYNAMIC_MESH_RESOURCES = resources;
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import { ColorTargetState } from "../../descriptor/pipeline/render/ColorTargetState.js";
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import { DepthStencilState } from "../../descriptor/pipeline/render/DepthStencilState.js";
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import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
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import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
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import { CodeChunk } from "../shader/compiler/CodeChunk.js";
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import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
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import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
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import { mat4x4f, vec4f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUArray } from "../shader/type/WebGPUArray.js";
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import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
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import { chunk_dynamic_mesh_vertex } from "./chunk_dynamic_mesh_vertex.js";
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/**
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* Per-draw constants. One dynamic mesh is one draw, so this is small and rewritten per mesh per
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* frame rather than tabled.
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*/
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export const DYNAMIC_MESH_DRAW_STRUCT = WebGPUStruct.from({
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/**
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* Object → world. Dynamic meshes are usually built in world space already, in which case this
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* is identity, but a trail rigidly attached to something is cheaper to build once in local
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* space and transform.
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*/
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model: mat4x4f,
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/**
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* Multiplied into every vertex colour. Alpha is what fades a whole effect out at once.
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*/
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color: vec4f,
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}, "DynamicMeshDraw").pack();
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const resources = new ShaderResourceSetDescriptor();
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resources.createGroup()
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.addUniform("camera", CAMERA_UNIFORM_STRUCT)
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.addUniform("draw", DYNAMIC_MESH_DRAW_STRUCT)
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.addStorageBuffer("vertices", WebGPUArray.f32, false)
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.addStorageBuffer("indices", WebGPUArray.u32, false);
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const body = CodeChunk.from(
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//language=WGSL
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`
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struct DynamicMeshVertexOut {
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@builtin(position) clip : vec4<f32>,
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@location(0) color : vec4<f32>,
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}
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@vertex
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fn vs_main(@builtin(vertex_index) vi : u32) -> DynamicMeshVertexOut {
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let vertex = dynamic_mesh_vertex(vi);
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var out : DynamicMeshVertexOut;
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out.clip = camera.view_projection_matrix * vertex.world;
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out.color = vertex.color;
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return out;
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}
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@fragment
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fn fs_main(in : DynamicMeshVertexOut) -> @location(0) vec4<f32> {
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return in.color;
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}
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`, [
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chunk_dynamic_mesh_vertex,
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]
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);
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/**
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* The shader itself. One compilation, shared by every pipeline built from it — the options below
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* vary the pipeline state, never the WGSL.
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*
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* @type {ShaderDescriptor}
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*/
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const descriptor = ShaderDescriptor.from({ label: "Dynamic Mesh", body, resources });
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/**
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* Straight alpha over what is already there. Effect content — trails, ribbons, CPU particles —
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* composites over a finished scene rather than participating in it.
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*/
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const DYNAMIC_MESH_BLEND = {
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color: {
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srcFactor: "src-alpha",
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dstFactor: "one-minus-src-alpha",
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operation: "add",
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},
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alpha: {
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srcFactor: "one",
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dstFactor: "one-minus-src-alpha",
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operation: "add",
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},
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};
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/**
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* Build the dynamic-mesh pipeline.
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*
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* Two modes, and `opaque` picks between them wholesale because the two halves of each are not
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* separable: blending over the scene only makes sense for something that must not occlude it, and
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* writing depth only makes sense for something that replaces what it covers.
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*
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* - **Effect (default).** Alpha over the frame, depth tested and never written. Trails, ribbons and
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* CPU particles draw after the standard geometry path has finished, so they must be occluded by
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* the scene without occluding anything themselves.
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* - **Opaque.** No blend, depth written. A solid surface going down this path — a decoded LOD cut,
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* a generated mesh with no meshlet build behind it — has to occlude both the scene and itself,
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* and the depth buffer is the only thing that orders its own triangles against each other.
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*
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* `greater` is the comparison either way, because the engine is reverse-Z.
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*
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* @param {object} [options]
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* @param {string} [options.color_format]
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* @param {string} [options.depth_format]
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* @param {GPUCompareFunction} [options.depth_compare]
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* @param {boolean} [options.opaque] write depth and skip blending, rather than the reverse
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* @returns {RenderPipelineDescriptor}
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*/
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export function create_dynamic_mesh_pipeline({
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color_format = "rgba16float",
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depth_format = "depth32float",
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depth_compare = "greater",
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opaque = false,
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} = {}) {
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const code = descriptor.source;
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return RenderPipelineDescriptor.from({
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label: opaque ? "Dynamic Mesh (opaque)" : "Dynamic Mesh",
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layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
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vertex: { module: { code }, entryPoint: "vs_main" },
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fragment: {
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module: { code },
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entryPoint: "fs_main",
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targets: [ColorTargetState.from({
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format: color_format,
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blend: opaque ? undefined : DYNAMIC_MESH_BLEND,
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})],
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},
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depthStencil: DepthStencilState.from({
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format: depth_format,
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depthWriteEnabled: opaque,
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depthCompare: depth_compare,
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}),
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// Nothing on this path promises a winding. Ribbons and trails are viewed from both sides by
|
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+
// definition, and a mesh decoded from a container carries whatever its source had — so
|
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+
// culling here would silently erase geometry rather than save work.
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primitive: { topology: "triangle-list", cullMode: "none" },
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});
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}
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+
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/**
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* The pipeline's resource set, for building bind groups.
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*
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* @type {ShaderResourceSetDescriptor}
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*/
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export const DYNAMIC_MESH_RESOURCES = resources;
|
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/**
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* Bind group of everything the draw reads once per pass — the view, the warp, the integral and the
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* fog. Group 0 is the dynamic-mesh group, per mesh.
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* @type {number}
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*/
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export const DYNAMIC_MESH_AVBOIT_DRAW_BIND_GROUP_PASS: number;
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/**
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* The draw pipeline: additive into the accumulators with the emission target masked off, the scene
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* depth tested and never written, both faces.
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* @type {RenderPipelineDescriptor}
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*/
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export const DYNAMIC_MESH_AVBOIT_DRAW_PIPELINE: RenderPipelineDescriptor;
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+
/** The draw shader's resource set, for building its pass-level bind group. */
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+
export const DYNAMIC_MESH_AVBOIT_DRAW_RESOURCES: ShaderResourceSetDescriptor;
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/** The assembled shader, for the validity tier. */
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export const shader_dynamic_mesh_avboit_draw: ShaderDescriptor;
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+
import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
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+
import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
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+
import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
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+
//# sourceMappingURL=shader_dynamic_mesh_avboit_draw.d.ts.map
|
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@@ -0,0 +1 @@
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1
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{"version":3,"file":"shader_dynamic_mesh_avboit_draw.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.js"],"names":[],"mappings":"AAmBA;;;;GAIG;AACH,uDAFU,MAAM,CAE0C;AAwF1D;;;;GAIG;AACH,gDAFU,wBAAwB,CAc/B;AAEH,8EAA8E;AAC9E,6EAA4D;AAE5D,mDAAmD;AACnD,+DAA0D;yCAtIjB,8DAA8D;4CAU3D,mDAAmD;iCAC9D,+BAA+B"}
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import { DepthStencilState } from "../../descriptor/pipeline/render/DepthStencilState.js";
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import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
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import { chunk_sample_volumetrics } from "../deferred/chunk_sample_volumetrics.js";
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import { AVBOIT_EXTINCT_TRANSMITTANCE } from "../rasterize/native/avboit/AVBOIT_CONSTANTS.js";
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import { AVBOIT_WARP_STRUCT } from "../rasterize/native/avboit/AVBOIT_WARP_STRUCT.js";
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import { AVBOIT_DRAW_TARGETS } from "../rasterize/native/avboit/avboit_draw_fragment_body.js";
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import {
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chunk_avboit_premultiplied_contribution
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} from "../rasterize/native/avboit/chunk_avboit_premultiplied_contribution.js";
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import { chunk_avboit_sample_transmittance } from "../rasterize/native/avboit/chunk_avboit_sample_transmittance.js";
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import { CodeChunk } from "../shader/compiler/CodeChunk.js";
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import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
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import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
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import { SAMPLER_LINEAR_UPSCALE } from "../texture/SAMPLER_LINEAR_UPSCALE.js";
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import { VIEW_UNIFORM_STRUCT } from "../view/VIEW_UNIFORM_STRUCT.js";
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import { VOLUMETRICS_METADATA_STRUCT } from "../volumetrics/VOLUMETRICS_METADATA_STRUCT.js";
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import { chunk_dynamic_mesh_avboit_vertex } from "./chunk_dynamic_mesh_avboit_vertex.js";
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import { DYNAMIC_MESH_RESOURCES } from "./shader_dynamic_mesh.js";
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/**
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* Bind group of everything the draw reads once per pass — the view, the warp, the integral and the
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* fog. Group 0 is the dynamic-mesh group, per mesh.
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* @type {number}
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*/
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export const DYNAMIC_MESH_AVBOIT_DRAW_BIND_GROUP_PASS = 1;
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+
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/**
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* The dynamic meshes' AVBOIT draw: every mesh's triangles at internal resolution, depth-tested
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* against the opaque scene, into the four accumulators the transparent meshes and the particles
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* draw into (`avboit_draw_fragment_body`) — so a trail composites against both order-independently.
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*
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* Per fragment: nothing at all if it has faded out (the splat recorded nothing for it either), then
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* the transmittance of everything in front from the integral texture — a fragment the volume
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* already calls extinct is discarded unshaded — the volumetric fog at its depth, and the
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* accumulators through `avboit_premultiplied_contribution`, the routing every side channel shares.
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*
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* A dynamic mesh is straight alpha and unlit, as the pass over the scene draws it: its colour is
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* premultiplied here and never emits — a fragment that can get past the first test covers
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* something — so the pipeline does not write the emission target at all rather than blend zeros
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* into it over every covered pixel.
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*/
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const resources = new ShaderResourceSetDescriptor();
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resources.addGroup(DYNAMIC_MESH_RESOURCES.groups[0]);
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resources.createGroup()
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.addUniform("view", VIEW_UNIFORM_STRUCT)
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.addStorageBuffer("warp", AVBOIT_WARP_STRUCT)
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// sampled through sLinear: linear, clamped on every axis, which is what the integral needs
|
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.addTexture("tIntegral", "float", "3d")
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.addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE)
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// volumetrics (composited inline)
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.addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
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.addTexture("tVolumetrics", "float", "3d")
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.addTexture("tSTBN_vec3", "float", "3d");
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+
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const body = CodeChunk.from(
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//language=WGSL
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`
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struct DynamicMeshAVBOITDrawOutput {
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@location(0) color : vec4<f32>,
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@location(1) norm : vec4<f32>,
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@location(2) extinction : vec4<f32>,
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@location(3) emission : vec4<f32>,
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}
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+
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@vertex
|
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fn vs_main(@builtin(vertex_index) vi : u32) -> DynamicMeshAVBOITVertexOut {
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return dynamic_mesh_avboit_vertex(vi);
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}
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+
|
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@fragment
|
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fn fs_main(in : DynamicMeshAVBOITVertexOut) -> DynamicMeshAVBOITDrawOutput {
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if (in.color.a <= 0.0) {
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// faded out: covers nothing, and straight alpha carries no light without coverage
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discard;
|
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}
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+
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let screen_uv = in.clip.xy / vec2<f32>(f32(view.width), f32(view.height));
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+
|
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let transmittance = avboit_sample_transmittance(&warp, tIntegral, sLinear, screen_uv, in.view_depth);
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+
|
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84
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if (all(transmittance <= vec3<f32>(${AVBOIT_EXTINCT_TRANSMITTANCE}))) {
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// nothing this fragment contributes survives what is in front of it; skip the shading
|
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discard;
|
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+
}
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+
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let volumetrics = sample_volumetrics(in.view_depth, screen_uv, in.clip.xy);
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+
|
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let premultiplied = vec4<f32>(in.color.rgb * in.color.a, in.color.a);
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+
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93
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let contribution = avboit_premultiplied_contribution(premultiplied, transmittance, volumetrics);
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+
|
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var out : DynamicMeshAVBOITDrawOutput;
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+
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out.color = contribution.color;
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out.norm = contribution.norm;
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out.extinction = contribution.extinction;
|
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out.emission = contribution.emission;
|
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+
|
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return out;
|
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103
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}
|
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104
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+
`, [
|
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105
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chunk_dynamic_mesh_avboit_vertex,
|
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106
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chunk_avboit_sample_transmittance,
|
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107
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chunk_sample_volumetrics,
|
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108
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chunk_avboit_premultiplied_contribution,
|
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109
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+
]);
|
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110
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+
|
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111
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+
const descriptor = ShaderDescriptor.from({ label: "Dynamic Mesh AVBOIT Draw", body, resources });
|
|
112
|
+
|
|
113
|
+
/**
|
|
114
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* The draw pipeline: additive into the accumulators with the emission target masked off, the scene
|
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115
|
+
* depth tested and never written, both faces.
|
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116
|
+
* @type {RenderPipelineDescriptor}
|
|
117
|
+
*/
|
|
118
|
+
export const DYNAMIC_MESH_AVBOIT_DRAW_PIPELINE = RenderPipelineDescriptor.from({
|
|
119
|
+
label: "Dynamic Mesh AVBOIT Draw",
|
|
120
|
+
layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
|
|
121
|
+
vertex: { module: { code: descriptor.source }, entryPoint: "vs_main" },
|
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fragment: {
|
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123
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+
module: { code: descriptor.source },
|
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+
entryPoint: "fs_main",
|
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125
|
+
// color, norm, extinction — and not emission
|
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126
|
+
targets: AVBOIT_DRAW_TARGETS.map((target, i) => ({ ...target, writeMask: [0xF, 0xF, 0xF, 0][i] })),
|
|
127
|
+
},
|
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128
|
+
depthStencil: DepthStencilState.from({ format: "depth32float", depthWriteEnabled: false, depthCompare: "greater" }),
|
|
129
|
+
primitive: { topology: "triangle-list", cullMode: "none" },
|
|
130
|
+
});
|
|
131
|
+
|
|
132
|
+
/** The draw shader's resource set, for building its pass-level bind group. */
|
|
133
|
+
export const DYNAMIC_MESH_AVBOIT_DRAW_RESOURCES = resources;
|
|
134
|
+
|
|
135
|
+
/** The assembled shader, for the validity tier. */
|
|
136
|
+
export const shader_dynamic_mesh_avboit_draw = descriptor;
|
|
@@ -0,0 +1,20 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Threads per workgroup; one box per thread.
|
|
3
|
+
* @type {number}
|
|
4
|
+
*/
|
|
5
|
+
export const DYNAMIC_MESH_AVBOIT_OCCUPANCY_GROUP_SIZE: number;
|
|
6
|
+
/**
|
|
7
|
+
* Floats per box in the `boxes` buffer: `min_x, min_y, min_z, max_x, max_y, max_z`, packed.
|
|
8
|
+
* @type {number}
|
|
9
|
+
*/
|
|
10
|
+
export const DYNAMIC_MESH_AVBOIT_BOX_FLOATS: number;
|
|
11
|
+
/**
|
|
12
|
+
* The depth curve (`avboit_build_depth_curve`) and how many boxes this frame's buffer holds — the
|
|
13
|
+
* buffer comes out of a pool and may be longer than the frame's boxes, so its length is not the
|
|
14
|
+
* count.
|
|
15
|
+
*/
|
|
16
|
+
export const DYNAMIC_MESH_AVBOIT_OCCUPANCY_SETTINGS_STRUCT: WebGPUStruct;
|
|
17
|
+
export const shader_dynamic_mesh_avboit_occupancy: ComputeShader;
|
|
18
|
+
import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
|
|
19
|
+
import { ComputeShader } from "../shader/ComputeShader.js";
|
|
20
|
+
//# sourceMappingURL=shader_dynamic_mesh_avboit_occupancy.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"shader_dynamic_mesh_avboit_occupancy.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_occupancy.js"],"names":[],"mappings":"AAaA;;;GAGG;AACH,uDAFU,MAAM,CAE2C;AAE3D;;;GAGG;AACH,6CAFU,MAAM,CAEgC;AAEhD;;;;GAIG;AACH,yEAGgD;AAoEhD,iEAIG;6BA9F0B,gCAAgC;8BAJ/B,4BAA4B"}
|
|
@@ -0,0 +1,106 @@
|
|
|
1
|
+
import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
|
|
2
|
+
import { AVBOIT_OCCUPANCY_WORDS } from "../rasterize/native/avboit/AVBOIT_CONSTANTS.js";
|
|
3
|
+
import { chunk_avboit_occupancy_mark } from "../rasterize/native/avboit/chunk_avboit_occupancy_mark.js";
|
|
4
|
+
import { AABB3_STRUCT } from "../shader/chunk/geometry/aabb3/AABB3_STRUCT.js";
|
|
5
|
+
import { chunk_aabb3_intersects_frustum } from "../shader/chunk/geometry/aabb3/chunk_aabb3_intersects_frustum.js";
|
|
6
|
+
import { chunk_aabb3_view_depth_range } from "../shader/chunk/geometry/aabb3/chunk_aabb3_view_depth_range.js";
|
|
7
|
+
import { CodeChunk } from "../shader/compiler/CodeChunk.js";
|
|
8
|
+
import { ComputeShader } from "../shader/ComputeShader.js";
|
|
9
|
+
import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
|
|
10
|
+
import { atomic_u32, u32, vec3f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
|
|
11
|
+
import { WebGPUArray } from "../shader/type/WebGPUArray.js";
|
|
12
|
+
import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
|
|
13
|
+
|
|
14
|
+
/**
|
|
15
|
+
* Threads per workgroup; one box per thread.
|
|
16
|
+
* @type {number}
|
|
17
|
+
*/
|
|
18
|
+
export const DYNAMIC_MESH_AVBOIT_OCCUPANCY_GROUP_SIZE = 64;
|
|
19
|
+
|
|
20
|
+
/**
|
|
21
|
+
* Floats per box in the `boxes` buffer: `min_x, min_y, min_z, max_x, max_y, max_z`, packed.
|
|
22
|
+
* @type {number}
|
|
23
|
+
*/
|
|
24
|
+
export const DYNAMIC_MESH_AVBOIT_BOX_FLOATS = 6;
|
|
25
|
+
|
|
26
|
+
/**
|
|
27
|
+
* The depth curve (`avboit_build_depth_curve`) and how many boxes this frame's buffer holds — the
|
|
28
|
+
* buffer comes out of a pool and may be longer than the frame's boxes, so its length is not the
|
|
29
|
+
* count.
|
|
30
|
+
*/
|
|
31
|
+
export const DYNAMIC_MESH_AVBOIT_OCCUPANCY_SETTINGS_STRUCT = WebGPUStruct.from({
|
|
32
|
+
cluster_parameters: vec3f,
|
|
33
|
+
box_count: u32,
|
|
34
|
+
}, "DynamicMeshAVBOITOccupancySettings").pack();
|
|
35
|
+
|
|
36
|
+
const resources = new ShaderResourceSetDescriptor();
|
|
37
|
+
|
|
38
|
+
resources.createGroup()
|
|
39
|
+
.addUniform("camera", CAMERA_UNIFORM_STRUCT)
|
|
40
|
+
.addUniform("settings", DYNAMIC_MESH_AVBOIT_OCCUPANCY_SETTINGS_STRUCT)
|
|
41
|
+
.addStorageBuffer("boxes", WebGPUArray.f32, false)
|
|
42
|
+
.addStorageBuffer("occupancy", WebGPUArray.from(atomic_u32, AVBOIT_OCCUPANCY_WORDS), true);
|
|
43
|
+
|
|
44
|
+
/**
|
|
45
|
+
* The dynamic meshes' AVBOIT occupancy: one thread per box, marking the virtual depth slices it
|
|
46
|
+
* spans so the warp keeps resolution where the meshes are. The counterpart of
|
|
47
|
+
* `shader_avboit_occupancy` (per meshlet) and `shader_particle_avboit_occupancy` (per emitter).
|
|
48
|
+
*
|
|
49
|
+
* One box per mesh, built on the CPU from the triangles that can still put a fragment on screen
|
|
50
|
+
* (`dynamic_mesh_live_bounds`) and carried into world space by the mesh's own transform — the
|
|
51
|
+
* vertices are CPU data already, so that is cheaper than any pass over them here. What happens to a
|
|
52
|
+
* box from there is the particles' arithmetic, through the same two chunks: its view-depth interval
|
|
53
|
+
* (`aabb3_view_depth_range`), then the near-plane test, depth curve, dilation and word OR
|
|
54
|
+
* (`avboit_occupancy_mark`).
|
|
55
|
+
*
|
|
56
|
+
* **A box outside the view frustum marks nothing.** Its mesh puts no fragment on screen, so there is
|
|
57
|
+
* nothing to splat and nothing to draw — but a depth run reserved for it is a run the on-screen
|
|
58
|
+
* surfaces do not get: a trail behind the camera, or off to the side, would otherwise coarsen the
|
|
59
|
+
* warp for every transparent surface in the frame. A box that reaches into the frustum is marked
|
|
60
|
+
* whole, as before.
|
|
61
|
+
*
|
|
62
|
+
* @type {ComputeShader}
|
|
63
|
+
*/
|
|
64
|
+
const body = CodeChunk.from(
|
|
65
|
+
//language=WGSL
|
|
66
|
+
`
|
|
67
|
+
@compute @workgroup_size(${DYNAMIC_MESH_AVBOIT_OCCUPANCY_GROUP_SIZE}, 1, 1)
|
|
68
|
+
fn main(
|
|
69
|
+
@builtin(workgroup_id) wg_id : vec3<u32>,
|
|
70
|
+
@builtin(local_invocation_index) local_id : u32,
|
|
71
|
+
) {
|
|
72
|
+
let index = wg_id.x * ${DYNAMIC_MESH_AVBOIT_OCCUPANCY_GROUP_SIZE}u + local_id;
|
|
73
|
+
|
|
74
|
+
if (index >= settings.box_count) {
|
|
75
|
+
return;
|
|
76
|
+
}
|
|
77
|
+
|
|
78
|
+
let base = index * ${DYNAMIC_MESH_AVBOIT_BOX_FLOATS}u;
|
|
79
|
+
|
|
80
|
+
let box = ${AABB3_STRUCT.make({
|
|
81
|
+
min: "vec3<f32>(boxes[base], boxes[base + 1u], boxes[base + 2u])",
|
|
82
|
+
max: "vec3<f32>(boxes[base + 3u], boxes[base + 4u], boxes[base + 5u])",
|
|
83
|
+
})};
|
|
84
|
+
|
|
85
|
+
if (!aabb3_intersects_frustum(box, camera.frustum)) {
|
|
86
|
+
// nothing of it is on screen: no fragment to splat, no depth to reserve
|
|
87
|
+
return;
|
|
88
|
+
}
|
|
89
|
+
|
|
90
|
+
let range_view = aabb3_view_depth_range(box, camera.view_matrix);
|
|
91
|
+
|
|
92
|
+
avboit_occupancy_mark(range_view.x, range_view.y, camera.clip_near_far.x, settings.cluster_parameters);
|
|
93
|
+
}
|
|
94
|
+
`, [
|
|
95
|
+
AABB3_STRUCT.declaration_chunk,
|
|
96
|
+
chunk_aabb3_intersects_frustum,
|
|
97
|
+
chunk_aabb3_view_depth_range,
|
|
98
|
+
chunk_avboit_occupancy_mark,
|
|
99
|
+
]
|
|
100
|
+
);
|
|
101
|
+
|
|
102
|
+
export const shader_dynamic_mesh_avboit_occupancy = ComputeShader.from({
|
|
103
|
+
label: "Dynamic Mesh AVBOIT Occupancy",
|
|
104
|
+
resources,
|
|
105
|
+
body,
|
|
106
|
+
});
|