@woosh/meep-engine 3.30.0 → 3.32.0
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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- package/src/engine/graphics/ecs/mesh/MeshEvents.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/MeshEvents.js +0 -16
- package/src/engine/graphics/ecs/mesh/commonObject3DFastMatrixUpdate.d.ts +0 -2
- package/src/engine/graphics/ecs/mesh/commonObject3DFastMatrixUpdate.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/commonObject3DFastMatrixUpdate.js +0 -37
- package/src/engine/graphics/ecs/mesh/copyToVector3.d.ts +0 -8
- package/src/engine/graphics/ecs/mesh/copyToVector3.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/copyToVector3.js +0 -18
- package/src/engine/graphics/ecs/mesh/object3DFastMatrixUpdate.d.ts +0 -6
- package/src/engine/graphics/ecs/mesh/object3DFastMatrixUpdate.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/object3DFastMatrixUpdate.js +0 -18
- package/src/engine/graphics/ecs/mesh/rootObject3DFastMatrixUpdate.d.ts +0 -6
- package/src/engine/graphics/ecs/mesh/rootObject3DFastMatrixUpdate.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/rootObject3DFastMatrixUpdate.js +0 -14
- package/src/engine/graphics/ecs/mesh/setMesh.d.ts +0 -16
- package/src/engine/graphics/ecs/mesh/setMesh.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/setMesh.js +0 -55
- package/src/engine/graphics/ecs/mesh/skeleton/BoneMapping.d.ts +0 -13
- package/src/engine/graphics/ecs/mesh/skeleton/BoneMapping.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/skeleton/BoneMapping.js +0 -99
- package/src/engine/graphics/ecs/mesh/skeleton/HumanoidBoneType.d.ts +0 -25
- package/src/engine/graphics/ecs/mesh/skeleton/HumanoidBoneType.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/skeleton/HumanoidBoneType.js +0 -29
- package/src/engine/graphics/ecs/mesh/updateMeshTransform.d.ts +0 -6
- package/src/engine/graphics/ecs/mesh/updateMeshTransform.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/updateMeshTransform.js +0 -15
- package/src/engine/graphics/ecs/mesh/updateNodeByTransformAndBBB.d.ts +0 -8
- package/src/engine/graphics/ecs/mesh/updateNodeByTransformAndBBB.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/updateNodeByTransformAndBBB.js +0 -14
- package/src/engine/graphics3/terrain/GPUTerrainSplatRenderer.d.ts +0 -59
- package/src/engine/graphics3/terrain/GPUTerrainSplatRenderer.d.ts.map +0 -1
- package/src/engine/graphics3/terrain/GPUTerrainSplatRenderer.js +0 -481
- package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts +0 -22
- package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts.map +0 -1
- package/src/engine/graphics3/terrain/pack_terrain_row_table.js +0 -48
- package/src/engine/graphics3/terrain/shader_terrain_splat.d.ts +0 -26
- package/src/engine/graphics3/terrain/shader_terrain_splat.d.ts.map +0 -1
- package/src/engine/graphics3/terrain/shader_terrain_splat.js +0 -215
- package/src/shade/renderer/animation/ANIMATION_BOUND_TRACK_GROUP_STRUCT.d.ts +0 -25
- package/src/shade/renderer/animation/ANIMATION_BOUND_TRACK_GROUP_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/animation/ANIMATION_BOUND_TRACK_GROUP_STRUCT.js +0 -57
- package/src/shade/renderer/animation/ANIMATION_KEYFRAME_BLOCK_STRUCT.d.ts +0 -26
- package/src/shade/renderer/animation/ANIMATION_KEYFRAME_BLOCK_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/animation/ANIMATION_KEYFRAME_BLOCK_STRUCT.js +0 -50
- package/src/shade/renderer/animation/ANIMATION_SKIN_JOINT_BLOCK_STRUCT.d.ts +0 -29
- package/src/shade/renderer/animation/ANIMATION_SKIN_JOINT_BLOCK_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/animation/ANIMATION_SKIN_JOINT_BLOCK_STRUCT.js +0 -62
- package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts +0 -46
- package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts.map +0 -1
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import { assert } from "../../../core/assert.js";
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import { StandardAttributes } from "../geometry/StandardAttributes.js";
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import {
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DYNAMIC_MESH_VERTEX_COLOR_OFFSET,
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DYNAMIC_MESH_VERTEX_POSITION_OFFSET,
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DYNAMIC_MESH_VERTEX_STRIDE
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} from "./DYNAMIC_MESH_VERTEX.js";
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import { GPUDynamicMeshResidency } from "./GPUDynamicMeshResidency.js";
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/**
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* The GPU buffers a set of {@link DynamicMesh}es' geometries live in, and the upload that keeps them
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* current — owned by whatever draws the meshes: {@link GPUDynamicMeshRenderer} for a pass over the
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* scene, {@link DynamicMeshAVBOITChannel} for the transparency pipeline.
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*
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* Residency is keyed on the **geometry**, not on batch membership: an effect that blinks off for a
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* frame, or is removed and re-added, keeps its buffers. The flip side is that nothing frees them
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* unless the owner says the geometry is gone for good ({@link release}).
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*/
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export class GPUDynamicMeshResidencyTable {
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/**
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* @type {Map<Geometry, GPUDynamicMeshResidency>}
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*/
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#residency = new Map();
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/**
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* Staging for one geometry's interleaved vertices, grown as needed and reused across uploads.
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*
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* @type {Float32Array}
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*/
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#staging = new Float32Array();
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/**
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* The device the buffers in {@link #residency} were made on; `null` while there are none.
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*
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* @type {GPUDevice|null}
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*/
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#device = null;
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/**
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* Bring the geometry of every visible mesh up to date on the GPU, allocating for the ones that
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* have never been seen and re-uploading the ones whose `version` has moved.
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*
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* Called from inside a frame-graph pass, because the device is reached through the
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* `GraphicsContext` the frame graph hands out at execution time and no ECS system holds one.
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* Uploads are queue writes and stay ahead of the frame's commands regardless of when in the
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* recording they are issued.
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*
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* **A different device drops everything held.** `GraphicsEngine` survives a stop and a start,
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* and so do the systems whose tables these are, but the device does not: a buffer made on the
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* old one cannot be written or bound on the new one, and a geometry whose version has not moved
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* says nothing about that. Everything is uploaded again, onto the device that asked.
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*
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* @param {GPUDevice} device
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* @param {DynamicMesh[]} meshes
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*/
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upload(device, meshes) {
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if (this.#device !== device) {
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this.destroy();
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this.#device = device;
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}
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const count = meshes.length;
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for (let i = 0; i < count; i++) {
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const mesh = meshes[i];
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if (!mesh.visible) {
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continue;
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}
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this.#upload(device, mesh.geometry);
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}
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}
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/**
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* @param {GPUDevice} device
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* @param {Geometry} geometry
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*/
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#upload(device, geometry) {
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let residency = this.#residency.get(geometry);
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if (residency === undefined) {
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residency = new GPUDynamicMeshResidency();
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this.#residency.set(geometry, residency);
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} else if (residency.version === geometry.version) {
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return;
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}
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const position = geometry.getAttribute(StandardAttributes.Position);
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assert.defined(position, 'geometry must carry a position attribute');
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assert.notNull(geometry.index, 'geometry must carry an index');
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const vertex_count = position.count;
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const required = vertex_count * DYNAMIC_MESH_VERTEX_STRIDE;
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if (this.#staging.length < required) {
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this.#staging = new Float32Array(required);
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}
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const staging = this.#staging;
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const positions = position.data;
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const colors = geometry.getAttribute(StandardAttributes.Color);
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for (let i = 0; i < vertex_count; i++) {
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const target = i * DYNAMIC_MESH_VERTEX_STRIDE;
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const source = i * 3;
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staging[target + DYNAMIC_MESH_VERTEX_POSITION_OFFSET] = positions[source];
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staging[target + DYNAMIC_MESH_VERTEX_POSITION_OFFSET + 1] = positions[source + 1];
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staging[target + DYNAMIC_MESH_VERTEX_POSITION_OFFSET + 2] = positions[source + 2];
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staging[target + DYNAMIC_MESH_VERTEX_COLOR_OFFSET] = 1;
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staging[target + DYNAMIC_MESH_VERTEX_COLOR_OFFSET + 1] = 1;
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staging[target + DYNAMIC_MESH_VERTEX_COLOR_OFFSET + 2] = 1;
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staging[target + DYNAMIC_MESH_VERTEX_COLOR_OFFSET + 3] = 1;
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}
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// Per-vertex colour is what fades a trail along its length, and geometry that does not carry
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// any keeps the white written above — so the shader has one path whether or not it was
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// authored. This is the only place the distinction exists.
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if (colors !== undefined) {
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const color_data = colors.data;
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const components = colors.spec.itemSize;
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for (let i = 0; i < vertex_count; i++) {
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const target = i * DYNAMIC_MESH_VERTEX_STRIDE + DYNAMIC_MESH_VERTEX_COLOR_OFFSET;
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const source = i * components;
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for (let c = 0; c < components; c++) {
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staging[target + c] = color_data[source + c];
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}
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}
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}
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const index_data = geometry.index.data;
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residency.write(device, staging, required, index_data);
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residency.version = geometry.version;
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}
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/**
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* What the last {@link upload} left for `geometry`, or `undefined` if it has never been
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* uploaded (or has been released since).
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*
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* @param {Geometry} geometry
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* @returns {GPUDynamicMeshResidency|undefined}
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*/
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get(geometry) {
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return this.#residency.get(geometry);
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}
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/**
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* Release the GPU buffers held for `geometry`. A dynamic mesh that is gone for good should say
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* so — residency deliberately survives removal from the batch, so nothing else will free it.
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*
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* @param {Geometry} geometry
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* @returns {boolean} whether anything was held
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*/
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release(geometry) {
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const residency = this.#residency.get(geometry);
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if (residency === undefined) {
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return false;
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}
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residency.destroy();
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this.#residency.delete(geometry);
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return true;
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}
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destroy() {
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for (const residency of this.#residency.values()) {
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residency.destroy();
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}
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this.#residency.clear();
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this.#device = null;
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}
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}
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@@ -0,0 +1,24 @@
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/**
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2
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* The vertex stage both AVBOIT passes draw a dynamic mesh with — the splat at the volume's
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3
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* resolution and the draw at internal resolution — so the two see the same fragments at the same
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* depths.
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5
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*
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6
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* `view_depth` is the vertex's own view-space depth, interpolated across the triangle: what the
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7
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* splat positions a fragment's extinction by and what the draw looks the volume up at. Both passes
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8
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* take it from here rather than reconstructing it from `@builtin(position).z`, the arrangement the
|
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9
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* particles' billboard stage has for the same reason. `color` is straight — not premultiplied — as
|
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10
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+
* the vertices hold it.
|
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11
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+
*
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12
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* Both are interpolated at the **centroid** of the samples the triangle covers. The splat is
|
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13
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* multisampled, and a thin triangle can cover some of a pixel's samples but not its centre; at the
|
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14
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+
* centre its depth and alpha would be extrapolated off the triangle's edge, which on a ribbon seen
|
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15
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* nearly edge-on lands the extinction slices away from the ribbon. The draw has one sample, where a
|
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16
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* fragment exists only if the centre is covered and the centroid is the centre.
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*
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18
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* The enclosing shader binds the dynamic-mesh group (`DYNAMIC_MESH_RESOURCES`), `camera` included.
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19
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*
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20
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* @type {CodeChunk}
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21
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*/
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22
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export const chunk_dynamic_mesh_avboit_vertex: CodeChunk;
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23
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import { CodeChunk } from "../shader/compiler/CodeChunk.js";
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24
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//# sourceMappingURL=chunk_dynamic_mesh_avboit_vertex.d.ts.map
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@@ -0,0 +1 @@
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1
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{"version":3,"file":"chunk_dynamic_mesh_avboit_vertex.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,+CAFU,SAAS,CA0BjB;0BAhDwB,iCAAiC"}
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@@ -0,0 +1,49 @@
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1
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import { CodeChunk } from "../shader/compiler/CodeChunk.js";
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2
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import { chunk_dynamic_mesh_vertex } from "./chunk_dynamic_mesh_vertex.js";
|
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3
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+
|
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4
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+
/**
|
|
5
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+
* The vertex stage both AVBOIT passes draw a dynamic mesh with — the splat at the volume's
|
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6
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+
* resolution and the draw at internal resolution — so the two see the same fragments at the same
|
|
7
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+
* depths.
|
|
8
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+
*
|
|
9
|
+
* `view_depth` is the vertex's own view-space depth, interpolated across the triangle: what the
|
|
10
|
+
* splat positions a fragment's extinction by and what the draw looks the volume up at. Both passes
|
|
11
|
+
* take it from here rather than reconstructing it from `@builtin(position).z`, the arrangement the
|
|
12
|
+
* particles' billboard stage has for the same reason. `color` is straight — not premultiplied — as
|
|
13
|
+
* the vertices hold it.
|
|
14
|
+
*
|
|
15
|
+
* Both are interpolated at the **centroid** of the samples the triangle covers. The splat is
|
|
16
|
+
* multisampled, and a thin triangle can cover some of a pixel's samples but not its centre; at the
|
|
17
|
+
* centre its depth and alpha would be extrapolated off the triangle's edge, which on a ribbon seen
|
|
18
|
+
* nearly edge-on lands the extinction slices away from the ribbon. The draw has one sample, where a
|
|
19
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+
* fragment exists only if the centre is covered and the centroid is the centre.
|
|
20
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+
*
|
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21
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+
* The enclosing shader binds the dynamic-mesh group (`DYNAMIC_MESH_RESOURCES`), `camera` included.
|
|
22
|
+
*
|
|
23
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+
* @type {CodeChunk}
|
|
24
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+
*/
|
|
25
|
+
export const chunk_dynamic_mesh_avboit_vertex = CodeChunk.from(
|
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26
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+
//language=WGSL
|
|
27
|
+
`
|
|
28
|
+
struct DynamicMeshAVBOITVertexOut {
|
|
29
|
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@builtin(position) clip : vec4<f32>,
|
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30
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@location(0) @interpolate(perspective, centroid) color : vec4<f32>,
|
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31
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@location(1) @interpolate(perspective, centroid) view_depth : f32,
|
|
32
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+
}
|
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33
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+
|
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34
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fn dynamic_mesh_avboit_vertex(vertex_index : u32) -> DynamicMeshAVBOITVertexOut {
|
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35
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+
let vertex = dynamic_mesh_vertex(vertex_index);
|
|
36
|
+
|
|
37
|
+
var out : DynamicMeshAVBOITVertexOut;
|
|
38
|
+
|
|
39
|
+
out.clip = camera.view_projection_matrix * vertex.world;
|
|
40
|
+
out.color = vertex.color;
|
|
41
|
+
// the camera looks down -Z, so depth is -z
|
|
42
|
+
out.view_depth = -(camera.view_matrix * vertex.world).z;
|
|
43
|
+
|
|
44
|
+
return out;
|
|
45
|
+
}
|
|
46
|
+
`, [
|
|
47
|
+
chunk_dynamic_mesh_vertex,
|
|
48
|
+
]
|
|
49
|
+
);
|
|
@@ -0,0 +1,18 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* One vertex of a {@link DynamicMesh}, pulled from its storage buffers and carried into the world:
|
|
3
|
+
* the index at `vertex_index`, the vertex it names, its position through the draw's `model` and its
|
|
4
|
+
* colour multiplied by the draw's flat `color`.
|
|
5
|
+
*
|
|
6
|
+
* Vertices are pulled from storage rather than bound as vertex buffers, which is how the rest of the
|
|
7
|
+
* engine reads geometry: one pipeline then serves every dynamic mesh, whatever it holds.
|
|
8
|
+
*
|
|
9
|
+
* The enclosing shader binds the dynamic-mesh group (`DYNAMIC_MESH_RESOURCES`) — `draw`,
|
|
10
|
+
* `vertices` and `indices` under those names. Shared by every pipeline that draws a dynamic mesh —
|
|
11
|
+
* the blended and opaque passes over the scene, and the AVBOIT splat and draw — so the one vertex
|
|
12
|
+
* layout ({@link DYNAMIC_MESH_VERTEX_STRIDE}) is read in exactly one place.
|
|
13
|
+
*
|
|
14
|
+
* @type {CodeChunk}
|
|
15
|
+
*/
|
|
16
|
+
export const chunk_dynamic_mesh_vertex: CodeChunk;
|
|
17
|
+
import { CodeChunk } from "../shader/compiler/CodeChunk.js";
|
|
18
|
+
//# sourceMappingURL=chunk_dynamic_mesh_vertex.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"chunk_dynamic_mesh_vertex.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/chunk_dynamic_mesh_vertex.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;GAcG;AACH,wCAFU,SAAS,CAiCjB;0BArDwB,iCAAiC"}
|
|
@@ -0,0 +1,54 @@
|
|
|
1
|
+
import { CodeChunk } from "../shader/compiler/CodeChunk.js";
|
|
2
|
+
import {
|
|
3
|
+
DYNAMIC_MESH_VERTEX_COLOR_OFFSET,
|
|
4
|
+
DYNAMIC_MESH_VERTEX_POSITION_OFFSET,
|
|
5
|
+
DYNAMIC_MESH_VERTEX_STRIDE
|
|
6
|
+
} from "./DYNAMIC_MESH_VERTEX.js";
|
|
7
|
+
|
|
8
|
+
/**
|
|
9
|
+
* One vertex of a {@link DynamicMesh}, pulled from its storage buffers and carried into the world:
|
|
10
|
+
* the index at `vertex_index`, the vertex it names, its position through the draw's `model` and its
|
|
11
|
+
* colour multiplied by the draw's flat `color`.
|
|
12
|
+
*
|
|
13
|
+
* Vertices are pulled from storage rather than bound as vertex buffers, which is how the rest of the
|
|
14
|
+
* engine reads geometry: one pipeline then serves every dynamic mesh, whatever it holds.
|
|
15
|
+
*
|
|
16
|
+
* The enclosing shader binds the dynamic-mesh group (`DYNAMIC_MESH_RESOURCES`) — `draw`,
|
|
17
|
+
* `vertices` and `indices` under those names. Shared by every pipeline that draws a dynamic mesh —
|
|
18
|
+
* the blended and opaque passes over the scene, and the AVBOIT splat and draw — so the one vertex
|
|
19
|
+
* layout ({@link DYNAMIC_MESH_VERTEX_STRIDE}) is read in exactly one place.
|
|
20
|
+
*
|
|
21
|
+
* @type {CodeChunk}
|
|
22
|
+
*/
|
|
23
|
+
export const chunk_dynamic_mesh_vertex = CodeChunk.from(
|
|
24
|
+
//language=WGSL
|
|
25
|
+
`
|
|
26
|
+
const DYNAMIC_MESH_VERTEX_STRIDE : u32 = ${DYNAMIC_MESH_VERTEX_STRIDE}u;
|
|
27
|
+
const DYNAMIC_MESH_VERTEX_POSITION_OFFSET : u32 = ${DYNAMIC_MESH_VERTEX_POSITION_OFFSET}u;
|
|
28
|
+
const DYNAMIC_MESH_VERTEX_COLOR_OFFSET : u32 = ${DYNAMIC_MESH_VERTEX_COLOR_OFFSET}u;
|
|
29
|
+
|
|
30
|
+
struct DynamicMeshVertex {
|
|
31
|
+
world : vec4<f32>,
|
|
32
|
+
color : vec4<f32>,
|
|
33
|
+
}
|
|
34
|
+
|
|
35
|
+
fn dynamic_mesh_vertex(vertex_index : u32) -> DynamicMeshVertex {
|
|
36
|
+
let base = indices[vertex_index] * DYNAMIC_MESH_VERTEX_STRIDE;
|
|
37
|
+
|
|
38
|
+
let position = vec3<f32>(
|
|
39
|
+
vertices[base + DYNAMIC_MESH_VERTEX_POSITION_OFFSET],
|
|
40
|
+
vertices[base + DYNAMIC_MESH_VERTEX_POSITION_OFFSET + 1u],
|
|
41
|
+
vertices[base + DYNAMIC_MESH_VERTEX_POSITION_OFFSET + 2u],
|
|
42
|
+
);
|
|
43
|
+
|
|
44
|
+
let color = vec4<f32>(
|
|
45
|
+
vertices[base + DYNAMIC_MESH_VERTEX_COLOR_OFFSET],
|
|
46
|
+
vertices[base + DYNAMIC_MESH_VERTEX_COLOR_OFFSET + 1u],
|
|
47
|
+
vertices[base + DYNAMIC_MESH_VERTEX_COLOR_OFFSET + 2u],
|
|
48
|
+
vertices[base + DYNAMIC_MESH_VERTEX_COLOR_OFFSET + 3u],
|
|
49
|
+
);
|
|
50
|
+
|
|
51
|
+
return DynamicMeshVertex(draw.model * vec4<f32>(position, 1.0), color * draw.color);
|
|
52
|
+
}
|
|
53
|
+
`
|
|
54
|
+
);
|
|
@@ -0,0 +1,26 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The object-space bounds of the part of a dynamic mesh's geometry that can put anything on
|
|
3
|
+
* screen: every triangle with at least one vertex of positive alpha, all three of its vertices.
|
|
4
|
+
*
|
|
5
|
+
* **Per triangle, not per vertex.** A vertex that has faded to nothing still bounds the triangles
|
|
6
|
+
* it shares with ones that have not, and those triangles draw — alpha is interpolated across them —
|
|
7
|
+
* right up to the faded corner. A trail's tail is exactly that: the last live ring joined to the
|
|
8
|
+
* first one that has aged out. Bounds from the live vertices alone would stop a segment short and
|
|
9
|
+
* leave the faint end of every trail outside what the AVBOIT occupancy marked.
|
|
10
|
+
*
|
|
11
|
+
* **Faded triangles are left out entirely**, and that is the point of taking bounds this way rather
|
|
12
|
+
* than over every position: an aged-out knot keeps the position it had, so a trail that has
|
|
13
|
+
* stopped moving, or a tube still holding the path it was seeded along, would otherwise reserve
|
|
14
|
+
* depth for geometry nobody can see.
|
|
15
|
+
*
|
|
16
|
+
* Alpha is the colour attribute's fourth component; a geometry with no colour attribute, or with
|
|
17
|
+
* one of fewer than four components, is opaque white where the upload is concerned, and so is
|
|
18
|
+
* entirely live here. The mesh's own flat colour is the caller's business.
|
|
19
|
+
*
|
|
20
|
+
* @param {Float32Array|number[]} result `[min_x, min_y, min_z, max_x, max_y, max_z]`, written only
|
|
21
|
+
* when there is something to bound
|
|
22
|
+
* @param {Geometry} geometry
|
|
23
|
+
* @returns {boolean} whether any triangle is live
|
|
24
|
+
*/
|
|
25
|
+
export function dynamic_mesh_live_bounds(result: Float32Array | number[], geometry: Geometry): boolean;
|
|
26
|
+
//# sourceMappingURL=dynamic_mesh_live_bounds.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"dynamic_mesh_live_bounds.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/dynamic_mesh_live_bounds.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,iDALW,YAAY,GAAC,MAAM,EAAE,uBAGnB,OAAO,CAuEnB"}
|
|
@@ -0,0 +1,96 @@
|
|
|
1
|
+
import { StandardAttributes } from "../geometry/StandardAttributes.js";
|
|
2
|
+
|
|
3
|
+
/**
|
|
4
|
+
* The object-space bounds of the part of a dynamic mesh's geometry that can put anything on
|
|
5
|
+
* screen: every triangle with at least one vertex of positive alpha, all three of its vertices.
|
|
6
|
+
*
|
|
7
|
+
* **Per triangle, not per vertex.** A vertex that has faded to nothing still bounds the triangles
|
|
8
|
+
* it shares with ones that have not, and those triangles draw — alpha is interpolated across them —
|
|
9
|
+
* right up to the faded corner. A trail's tail is exactly that: the last live ring joined to the
|
|
10
|
+
* first one that has aged out. Bounds from the live vertices alone would stop a segment short and
|
|
11
|
+
* leave the faint end of every trail outside what the AVBOIT occupancy marked.
|
|
12
|
+
*
|
|
13
|
+
* **Faded triangles are left out entirely**, and that is the point of taking bounds this way rather
|
|
14
|
+
* than over every position: an aged-out knot keeps the position it had, so a trail that has
|
|
15
|
+
* stopped moving, or a tube still holding the path it was seeded along, would otherwise reserve
|
|
16
|
+
* depth for geometry nobody can see.
|
|
17
|
+
*
|
|
18
|
+
* Alpha is the colour attribute's fourth component; a geometry with no colour attribute, or with
|
|
19
|
+
* one of fewer than four components, is opaque white where the upload is concerned, and so is
|
|
20
|
+
* entirely live here. The mesh's own flat colour is the caller's business.
|
|
21
|
+
*
|
|
22
|
+
* @param {Float32Array|number[]} result `[min_x, min_y, min_z, max_x, max_y, max_z]`, written only
|
|
23
|
+
* when there is something to bound
|
|
24
|
+
* @param {Geometry} geometry
|
|
25
|
+
* @returns {boolean} whether any triangle is live
|
|
26
|
+
*/
|
|
27
|
+
export function dynamic_mesh_live_bounds(result, geometry) {
|
|
28
|
+
const position = geometry.getAttribute(StandardAttributes.Position);
|
|
29
|
+
const index = geometry.index;
|
|
30
|
+
|
|
31
|
+
if (position === undefined || index === null) {
|
|
32
|
+
return false;
|
|
33
|
+
}
|
|
34
|
+
|
|
35
|
+
const positions = position.data;
|
|
36
|
+
const indices = index.data;
|
|
37
|
+
const index_count = indices.length - (indices.length % 3);
|
|
38
|
+
|
|
39
|
+
const color = geometry.getAttribute(StandardAttributes.Color);
|
|
40
|
+
const alphas = color !== undefined && color.spec.itemSize >= 4 ? color.data : null;
|
|
41
|
+
const alpha_stride = alphas !== null ? color.spec.itemSize : 0;
|
|
42
|
+
|
|
43
|
+
let min_x = Infinity;
|
|
44
|
+
let min_y = Infinity;
|
|
45
|
+
let min_z = Infinity;
|
|
46
|
+
let max_x = -Infinity;
|
|
47
|
+
let max_y = -Infinity;
|
|
48
|
+
let max_z = -Infinity;
|
|
49
|
+
|
|
50
|
+
let live = false;
|
|
51
|
+
|
|
52
|
+
for (let t = 0; t < index_count; t += 3) {
|
|
53
|
+
const a = indices[t];
|
|
54
|
+
const b = indices[t + 1];
|
|
55
|
+
const c = indices[t + 2];
|
|
56
|
+
|
|
57
|
+
if (
|
|
58
|
+
alphas !== null
|
|
59
|
+
&& !(alphas[a * alpha_stride + 3] > 0)
|
|
60
|
+
&& !(alphas[b * alpha_stride + 3] > 0)
|
|
61
|
+
&& !(alphas[c * alpha_stride + 3] > 0)
|
|
62
|
+
) {
|
|
63
|
+
continue;
|
|
64
|
+
}
|
|
65
|
+
|
|
66
|
+
live = true;
|
|
67
|
+
|
|
68
|
+
for (let k = 0; k < 3; k++) {
|
|
69
|
+
const p = (k === 0 ? a : (k === 1 ? b : c)) * 3;
|
|
70
|
+
|
|
71
|
+
const x = positions[p];
|
|
72
|
+
const y = positions[p + 1];
|
|
73
|
+
const z = positions[p + 2];
|
|
74
|
+
|
|
75
|
+
if (x < min_x) min_x = x;
|
|
76
|
+
if (y < min_y) min_y = y;
|
|
77
|
+
if (z < min_z) min_z = z;
|
|
78
|
+
if (x > max_x) max_x = x;
|
|
79
|
+
if (y > max_y) max_y = y;
|
|
80
|
+
if (z > max_z) max_z = z;
|
|
81
|
+
}
|
|
82
|
+
}
|
|
83
|
+
|
|
84
|
+
if (!live) {
|
|
85
|
+
return false;
|
|
86
|
+
}
|
|
87
|
+
|
|
88
|
+
result[0] = min_x;
|
|
89
|
+
result[1] = min_y;
|
|
90
|
+
result[2] = min_z;
|
|
91
|
+
result[3] = max_x;
|
|
92
|
+
result[4] = max_y;
|
|
93
|
+
result[5] = max_z;
|
|
94
|
+
|
|
95
|
+
return true;
|
|
96
|
+
}
|
|
@@ -0,0 +1,102 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Upload the live meshes, then mark the depth slices their world boxes span
|
|
3
|
+
* (`shader_dynamic_mesh_avboit_occupancy`).
|
|
4
|
+
*
|
|
5
|
+
* **This is the pass that brings the vertices up to date**, being the channel's first: the device is
|
|
6
|
+
* only reachable at execution time, and the splat and the draw that read the buffers run later in the
|
|
7
|
+
* same frame, behind the warp this pass's output feeds.
|
|
8
|
+
*
|
|
9
|
+
* @param {object} params
|
|
10
|
+
* @param {import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} params.graph
|
|
11
|
+
* @param {number} params.camera graph handle
|
|
12
|
+
* @param {ArrayLike<number>} params.cluster_parameters the frame's depth curve
|
|
13
|
+
* @param {number} params.occupancy graph handle of the occupancy bits, to add to
|
|
14
|
+
* @param {GPUDynamicMeshResidencyTable} params.residency
|
|
15
|
+
* @param {DynamicMesh[]} params.meshes the live meshes, one box each
|
|
16
|
+
* @param {Float32Array} params.boxes world boxes, {@link DYNAMIC_MESH_AVBOIT_BOX_FLOATS} floats per mesh
|
|
17
|
+
* @returns {number} the occupancy handle after the write
|
|
18
|
+
*/
|
|
19
|
+
export function graph_dynamic_mesh_avboit_occupancy({ graph, camera, cluster_parameters, occupancy, residency, meshes, boxes, }: {
|
|
20
|
+
graph: import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
|
|
21
|
+
camera: number;
|
|
22
|
+
cluster_parameters: ArrayLike<number>;
|
|
23
|
+
occupancy: number;
|
|
24
|
+
residency: GPUDynamicMeshResidencyTable;
|
|
25
|
+
meshes: DynamicMesh[];
|
|
26
|
+
boxes: Float32Array;
|
|
27
|
+
}): number;
|
|
28
|
+
/**
|
|
29
|
+
* Splat the live meshes' extinction into the voxel volume (`shader_dynamic_mesh_avboit_splat`).
|
|
30
|
+
*
|
|
31
|
+
* The raster is multisampled ({@link DYNAMIC_MESH_AVBOIT_SPLAT_SAMPLES}), so it cannot use the
|
|
32
|
+
* volume's single-sampled splat target: the pass makes its own at the volume's resolution, and hands
|
|
33
|
+
* the volume's back untouched.
|
|
34
|
+
*
|
|
35
|
+
* @param {object} params
|
|
36
|
+
* @param {import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} params.graph
|
|
37
|
+
* @param {number} params.camera graph handle
|
|
38
|
+
* @param {number} params.warp graph handle
|
|
39
|
+
* @param {number[]} params.voxel_resolution the volume's width and height, which the raster is
|
|
40
|
+
* @param {{extinction: number, overflow: number, dummy: number}} params.volume the volume, to add to
|
|
41
|
+
* @param {GPUDynamicMeshResidencyTable} params.residency
|
|
42
|
+
* @param {DynamicMesh[]} params.meshes the live meshes
|
|
43
|
+
* @returns {{extinction: number, overflow: number, dummy: number}} the volume after the write
|
|
44
|
+
*/
|
|
45
|
+
export function graph_dynamic_mesh_avboit_splat({ graph, camera, warp, voxel_resolution, volume, residency, meshes, }: {
|
|
46
|
+
graph: import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
|
|
47
|
+
camera: number;
|
|
48
|
+
warp: number;
|
|
49
|
+
voxel_resolution: number[];
|
|
50
|
+
volume: {
|
|
51
|
+
extinction: number;
|
|
52
|
+
overflow: number;
|
|
53
|
+
dummy: number;
|
|
54
|
+
};
|
|
55
|
+
residency: GPUDynamicMeshResidencyTable;
|
|
56
|
+
meshes: DynamicMesh[];
|
|
57
|
+
}): {
|
|
58
|
+
extinction: number;
|
|
59
|
+
overflow: number;
|
|
60
|
+
dummy: number;
|
|
61
|
+
};
|
|
62
|
+
/**
|
|
63
|
+
* Draw the live meshes into the four accumulators (`shader_dynamic_mesh_avboit_draw`).
|
|
64
|
+
*
|
|
65
|
+
* @param {object} params
|
|
66
|
+
* @param {import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} params.graph
|
|
67
|
+
* @param {import("../view/GPUViewContext.js").GPUViewContext} params.view_ctx
|
|
68
|
+
* @param {number} params.camera graph handle
|
|
69
|
+
* @param {number} params.depth_texture graph handle of the opaque scene's depth — tested, never written
|
|
70
|
+
* @param {number} params.warp graph handle
|
|
71
|
+
* @param {number} params.integral graph handle of the integral texture
|
|
72
|
+
* @param {number} params.volumetrics_lut graph handle
|
|
73
|
+
* @param {number} params.volumetrics_metadata graph handle
|
|
74
|
+
* @param {{color: number, norm: number, extinction: number, emission: number}} params.accumulators to add to
|
|
75
|
+
* @param {GPUDynamicMeshResidencyTable} params.residency
|
|
76
|
+
* @param {DynamicMesh[]} params.meshes the live meshes
|
|
77
|
+
* @returns {{color: number, norm: number, extinction: number, emission: number}} the accumulators after the draw
|
|
78
|
+
*/
|
|
79
|
+
export function graph_dynamic_mesh_avboit_draw({ graph, view_ctx, camera, depth_texture, warp, integral, volumetrics_lut, volumetrics_metadata, accumulators, residency, meshes, }: {
|
|
80
|
+
graph: import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
|
|
81
|
+
view_ctx: import("../view/GPUViewContext.js").GPUViewContext;
|
|
82
|
+
camera: number;
|
|
83
|
+
depth_texture: number;
|
|
84
|
+
warp: number;
|
|
85
|
+
integral: number;
|
|
86
|
+
volumetrics_lut: number;
|
|
87
|
+
volumetrics_metadata: number;
|
|
88
|
+
accumulators: {
|
|
89
|
+
color: number;
|
|
90
|
+
norm: number;
|
|
91
|
+
extinction: number;
|
|
92
|
+
emission: number;
|
|
93
|
+
};
|
|
94
|
+
residency: GPUDynamicMeshResidencyTable;
|
|
95
|
+
meshes: DynamicMesh[];
|
|
96
|
+
}): {
|
|
97
|
+
color: number;
|
|
98
|
+
norm: number;
|
|
99
|
+
extinction: number;
|
|
100
|
+
emission: number;
|
|
101
|
+
};
|
|
102
|
+
//# sourceMappingURL=graph_dynamic_mesh_avboit.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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