@woosh/meep-engine 3.33.0 → 3.35.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (503) hide show
  1. package/editor/Editor.d.ts.map +1 -1
  2. package/editor/Editor.js +0 -3
  3. package/editor/ecs/component/prototypeObjectEditor.js +1 -165
  4. package/editor/ecs/component/registerBasicTypeEditors.d.ts.map +1 -1
  5. package/editor/ecs/component/registerBasicTypeEditors.js +0 -5
  6. package/editor/ecs/component/registerEngineComponentEditors.d.ts.map +1 -1
  7. package/editor/ecs/component/registerEngineComponentEditors.js +0 -20
  8. package/editor/process/SymbolicDisplayProcess.d.ts.map +1 -1
  9. package/editor/process/SymbolicDisplayProcess.js +100 -106
  10. package/editor/prototypeEditorShell.d.ts.map +1 -1
  11. package/editor/prototypeEditorShell.js +190 -186
  12. package/editor/templates/entity_templates.d.ts.map +1 -1
  13. package/editor/templates/entity_templates.js +10 -27
  14. package/editor/view/makeEntityDecorators.js +2 -2
  15. package/package.json +1 -1
  16. package/src/{engine/graphics/particles/particular/engine → core/geom/3d/aabb}/MovingBoundingBox.d.ts +3 -3
  17. package/src/core/geom/3d/aabb/MovingBoundingBox.d.ts.map +1 -0
  18. package/src/{engine/graphics/particles/particular/engine → core/geom/3d/aabb}/MovingBoundingBox.js +5 -5
  19. package/src/core/math/lookup/RGBA_LUT_HEATMAP_IR.d.ts +3 -0
  20. package/src/core/math/lookup/RGBA_LUT_HEATMAP_IR.d.ts.map +1 -0
  21. package/src/{engine/graphics/particles/particular/engine/parameter/sample → core/math/lookup}/RGBA_LUT_HEATMAP_IR.js +1 -1
  22. package/src/core/math/lookup/RGB_LUT_INFERNO.d.ts +6 -0
  23. package/src/core/math/lookup/RGB_LUT_INFERNO.d.ts.map +1 -0
  24. package/src/{engine/graphics/particles/particular/engine/parameter/sample → core/math/lookup}/RGB_LUT_INFERNO.js +1 -1
  25. package/src/{engine/graphics/particles/particular/engine/parameter/sample → core/math/lookup}/RGB_LUT_TURBO.d.ts +1 -1
  26. package/src/core/math/lookup/RGB_LUT_TURBO.d.ts.map +1 -0
  27. package/src/{engine/graphics/particles/particular/engine/parameter/sample → core/math/lookup}/RGB_LUT_TURBO.js +1 -1
  28. package/src/{engine/graphics/particles/particular/engine/parameter/sample → core/math/lookup}/RGB_LUT_VIRIDIS.d.ts +1 -1
  29. package/src/core/math/lookup/RGB_LUT_VIRIDIS.d.ts.map +1 -0
  30. package/src/{engine/graphics/particles/particular/engine/parameter/sample → core/math/lookup}/RGB_LUT_VIRIDIS.js +1 -1
  31. package/src/engine/animation/AnimatedActions.d.ts.map +1 -1
  32. package/src/engine/animation/AnimatedActions.js +2 -4
  33. package/src/engine/animation/AnimationUtils.d.ts +1 -17
  34. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  35. package/src/engine/animation/AnimationUtils.js +138 -246
  36. package/src/engine/ecs/EntityManager.d.ts +1 -1
  37. package/src/engine/ecs/EntityManager.d.ts.map +1 -1
  38. package/src/engine/ecs/EntityManager.js +2 -2
  39. package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +268 -275
  40. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  41. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +0 -10
  42. package/src/engine/graphics/geometry/distribute_points_on_indexed_triangles.d.ts.map +1 -0
  43. package/src/engine/graphics/{particles/particular/engine/utils → geometry}/distribute_points_on_indexed_triangles.js +3 -3
  44. package/src/engine/graphics/{particles/particular/engine/utils/volume → texture/sampler}/lut_to_sampler.d.ts +1 -1
  45. package/src/engine/graphics/texture/sampler/lut_to_sampler.d.ts.map +1 -0
  46. package/src/engine/graphics/{particles/particular/engine/utils/volume → texture/sampler}/lut_to_sampler.js +1 -1
  47. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +0 -3
  48. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  49. package/src/engine/graphics3/GPUParticleEmitterSystem.js +0 -3
  50. package/src/engine/network/NetworkSession.d.ts +1 -1
  51. package/src/engine/network/NetworkSession.js +1 -1
  52. package/src/engine/physics/cloth/MEASUREMENTS.md +115 -0
  53. package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
  54. package/src/engine/physics/cloth/solver/cloth_contact_find.js +2 -0
  55. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +9 -0
  56. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  57. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +30 -7
  58. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  59. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts.map +1 -1
  60. package/src/engine/sound/ecs/audio/AudioEmitterSystem.js +12 -2
  61. package/src/engine/sound/ecs/audio/LiveEmitterSet.d.ts +11 -2
  62. package/src/engine/sound/ecs/audio/LiveEmitterSet.d.ts.map +1 -1
  63. package/src/engine/sound/ecs/audio/LiveEmitterSet.js +14 -7
  64. package/src/engine/sound/ecs/audio/SpatialAudioIndex.d.ts +6 -15
  65. package/src/engine/sound/ecs/audio/SpatialAudioIndex.d.ts.map +1 -1
  66. package/src/engine/sound/ecs/audio/SpatialAudioIndex.js +161 -174
  67. package/src/shade/device/mock/SoftwareGPUBuffer.d.ts +5 -3
  68. package/src/shade/device/mock/SoftwareGPUBuffer.d.ts.map +1 -1
  69. package/src/shade/device/mock/SoftwareGPUBuffer.js +32 -3
  70. package/src/shade/device/timing/profile/GPUProfileSession.d.ts +25 -11
  71. package/src/shade/device/timing/profile/GPUProfileSession.d.ts.map +1 -1
  72. package/src/shade/device/timing/profile/GPUProfileSession.js +553 -474
  73. package/src/shade/playground/avboit/main.d.ts.map +1 -1
  74. package/src/shade/playground/avboit/main.js +888 -916
  75. package/src/shade/playground/caldera/main.js +73 -60
  76. package/src/shade/playground/particle_ecs/README.md +13 -7
  77. package/src/shade/playground/particle_ecs/bonfire_effects.d.ts +5 -5
  78. package/src/shade/playground/particle_ecs/bonfire_effects.js +5 -5
  79. package/src/shade/playground/particle_ecs/effects/smoke.json +1859 -1859
  80. package/src/shade/playground/particle_ecs/effects/soot.json +1605 -1605
  81. package/src/shade/playground/particle_system/README.md +1 -2
  82. package/src/shade/playground/profile_hotkey.d.ts.map +1 -1
  83. package/src/shade/playground/profile_hotkey.js +4 -40
  84. package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -1
  85. package/src/shade/playground/skinned_blas_refit/main.js +4 -39
  86. package/src/shade/playground/vgeo_runtime/main.js +25 -77
  87. package/src/shade/playground/vgeo_scene/main.js +2231 -2217
  88. package/src/shade/playground/volumetrics_froxel/main.d.ts.map +1 -1
  89. package/src/shade/playground/volumetrics_froxel/main.js +4 -39
  90. package/src/shade/playground/volumetrics_froxel/measure.d.ts.map +1 -1
  91. package/src/shade/playground/volumetrics_froxel/measure.js +2 -4
  92. package/src/shade/renderer/GraphicsContext.d.ts +7 -0
  93. package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
  94. package/src/shade/renderer/GraphicsContext.js +11 -2
  95. package/src/shade/renderer/Renderer.d.ts +1 -1
  96. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  97. package/src/shade/renderer/Renderer.js +41 -1
  98. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts +8 -0
  99. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  100. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +21 -0
  101. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +1 -1
  102. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  103. package/src/shade/renderer/geometry/GPUGeometryManager.js +9 -10
  104. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +5 -0
  105. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  106. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +11 -0
  107. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryPool.d.ts +12 -0
  108. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryPool.d.ts.map +1 -1
  109. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryPool.js +25 -0
  110. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts +115 -101
  111. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts.map +1 -1
  112. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.js +282 -140
  113. package/src/shade/renderer/geometry/virtual/runtime/REVIEW_LEDGER.md +30 -0
  114. package/src/shade/renderer/geometry/virtual/runtime/RUNTIME_PLAN_2026_09_14.md +4 -1
  115. package/src/shade/renderer/geometry/virtual/runtime/SHADOW_PLAN_2026_09_28.md +536 -0
  116. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts +6 -2
  117. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts.map +1 -1
  118. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.js +68 -19
  119. package/src/shade/renderer/geometry/virtual/runtime/VGeoPageFetcher.d.ts +2 -1
  120. package/src/shade/renderer/geometry/virtual/runtime/VGeoPageFetcher.d.ts.map +1 -1
  121. package/src/shade/renderer/geometry/virtual/runtime/VGeoPageFetcher.js +17 -1
  122. package/src/shade/renderer/geometry/virtual/runtime/VGeoResidency.d.ts +4 -0
  123. package/src/shade/renderer/geometry/virtual/runtime/VGeoResidency.d.ts.map +1 -1
  124. package/src/shade/renderer/geometry/virtual/runtime/VGeoResidency.js +42 -12
  125. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.d.ts +93 -12
  126. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.d.ts.map +1 -1
  127. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.js +166 -20
  128. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_PARAMS_STRUCT.d.ts.map +1 -1
  129. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_PARAMS_STRUCT.js +30 -7
  130. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_access.d.ts.map +1 -1
  131. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_access.js +12 -5
  132. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.d.ts.map +1 -1
  133. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.js +2 -2
  134. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.d.ts.map +1 -1
  135. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.js +23 -13
  136. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_queue_remainder.d.ts.map +1 -1
  137. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_queue_remainder.js +1 -2
  138. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_seed.d.ts.map +1 -1
  139. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_seed.js +1 -2
  140. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.d.ts.map +1 -1
  141. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.js +10 -6
  142. package/src/shade/renderer/geometry/virtual/runtime/cut/vgeo_cut_feedback_layout.d.ts +45 -17
  143. package/src/shade/renderer/geometry/virtual/runtime/cut/vgeo_cut_feedback_layout.d.ts.map +1 -1
  144. package/src/shade/renderer/geometry/virtual/runtime/cut/vgeo_cut_feedback_layout.js +61 -19
  145. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_if_enabled.d.ts +8 -11
  146. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_if_enabled.d.ts.map +1 -1
  147. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_if_enabled.js +9 -16
  148. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.d.ts.map +1 -1
  149. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.js +25 -10
  150. package/src/shade/renderer/geometry/virtual/runtime/layout/VGEO_FEEDBACK_OFFSET.js +10 -8
  151. package/src/shade/renderer/geometry/virtual/runtime/layout/VGEO_INSTANCE_OFFSET.d.ts +1 -0
  152. package/src/shade/renderer/geometry/virtual/runtime/layout/VGEO_INSTANCE_OFFSET.js +19 -7
  153. package/src/shade/renderer/geometry/virtual/runtime/make_vgeo_page_worker.d.ts +4 -2
  154. package/src/shade/renderer/geometry/virtual/runtime/make_vgeo_page_worker.d.ts.map +1 -1
  155. package/src/shade/renderer/geometry/virtual/runtime/make_vgeo_page_worker.js +4 -2
  156. package/src/shade/renderer/global_illumination/brick4/Brick4LightMap.d.ts +4 -0
  157. package/src/shade/renderer/global_illumination/brick4/Brick4LightMap.d.ts.map +1 -1
  158. package/src/shade/renderer/global_illumination/brick4/Brick4LightMap.js +7 -0
  159. package/src/shade/renderer/global_illumination/lpv/GPULightProbeVolume.d.ts.map +1 -1
  160. package/src/shade/renderer/global_illumination/lpv/GPULightProbeVolume.js +1 -0
  161. package/src/shade/renderer/light/GPULightCollection.d.ts +9 -1
  162. package/src/shade/renderer/light/GPULightCollection.d.ts.map +1 -1
  163. package/src/shade/renderer/light/GPULightCollection.js +41 -0
  164. package/src/shade/renderer/light/environment/shader_project_environment_sh.d.ts +37 -0
  165. package/src/shade/renderer/light/environment/shader_project_environment_sh.d.ts.map +1 -0
  166. package/src/shade/renderer/light/environment/shader_project_environment_sh.js +105 -0
  167. package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
  168. package/src/shade/renderer/material/GPUMaterialManager.d.ts.map +1 -1
  169. package/src/shade/renderer/material/GPUMaterialManager.js +2 -0
  170. package/src/shade/renderer/particles/DESIGN.md +69 -18
  171. package/src/shade/renderer/particles/GPUParticleSystem.d.ts +7 -1
  172. package/src/shade/renderer/particles/GPUParticleSystem.d.ts.map +1 -1
  173. package/src/shade/renderer/particles/GPUParticleSystem.js +1247 -1244
  174. package/src/shade/renderer/particles/ParticleConstants.d.ts +1 -3
  175. package/src/shade/renderer/particles/ParticleConstants.d.ts.map +1 -1
  176. package/src/shade/renderer/particles/ParticleConstants.js +1 -3
  177. package/src/shade/renderer/particles/graph_particles_avboit.d.ts +7 -1
  178. package/src/shade/renderer/particles/graph_particles_avboit.d.ts.map +1 -1
  179. package/src/shade/renderer/particles/graph_particles_avboit.js +9 -0
  180. package/src/shade/renderer/particles/shaders/chunk_particle_billboard_vertex.d.ts +3 -4
  181. package/src/shade/renderer/particles/shaders/chunk_particle_billboard_vertex.d.ts.map +1 -1
  182. package/src/shade/renderer/particles/shaders/chunk_particle_billboard_vertex.js +7 -6
  183. package/src/shade/renderer/particles/shaders/chunk_particle_lighting.d.ts +15 -9
  184. package/src/shade/renderer/particles/shaders/chunk_particle_lighting.d.ts.map +1 -1
  185. package/src/shade/renderer/particles/shaders/chunk_particle_lighting.js +29 -11
  186. package/src/shade/renderer/particles/shaders/chunk_particle_lighting_model.d.ts +24 -0
  187. package/src/shade/renderer/particles/shaders/chunk_particle_lighting_model.d.ts.map +1 -0
  188. package/src/shade/renderer/particles/shaders/chunk_particle_lighting_model.js +45 -0
  189. package/src/shade/renderer/particles/shaders/chunk_particle_render_math.d.ts +3 -0
  190. package/src/shade/renderer/particles/shaders/chunk_particle_render_math.d.ts.map +1 -1
  191. package/src/shade/renderer/particles/shaders/chunk_particle_render_math.js +38 -0
  192. package/src/shade/renderer/particles/shaders/shader_particle_avboit_draw.d.ts.map +1 -1
  193. package/src/shade/renderer/particles/shaders/shader_particle_avboit_draw.js +190 -185
  194. package/src/shade/renderer/rasterize/bucket/graph_meshlets_rasterize_by_bucket.d.ts +45 -0
  195. package/src/shade/renderer/rasterize/bucket/graph_meshlets_rasterize_by_bucket.d.ts.map +1 -0
  196. package/src/shade/renderer/rasterize/bucket/graph_meshlets_rasterize_by_bucket.js +99 -0
  197. package/src/shade/renderer/rasterize/bucket/rasterization_opaque_buckets.d.ts +4 -4
  198. package/src/shade/renderer/rasterize/bucket/rasterization_opaque_buckets.js +36 -36
  199. package/src/shade/renderer/rasterize/bucket/shader_gather_bucket.d.ts +15 -0
  200. package/src/shade/renderer/rasterize/bucket/shader_gather_bucket.d.ts.map +1 -0
  201. package/src/shade/renderer/rasterize/bucket/shader_gather_bucket.js +103 -0
  202. package/src/shade/renderer/rasterize/expand/GPUCollectionLimits.d.ts +3 -0
  203. package/src/shade/renderer/rasterize/expand/GPUCollectionLimits.d.ts.map +1 -1
  204. package/src/shade/renderer/rasterize/expand/GPUCollectionLimits.js +6 -1
  205. package/src/shade/renderer/rasterize/expand/bucket/meshlet/graph_extract_meshlets_from_bucket.d.ts +26 -0
  206. package/src/shade/renderer/rasterize/expand/bucket/meshlet/graph_extract_meshlets_from_bucket.d.ts.map +1 -0
  207. package/src/shade/renderer/rasterize/expand/bucket/meshlet/graph_extract_meshlets_from_bucket.js +91 -0
  208. package/src/shade/renderer/rasterize/fast/graph_gather_meshes_from_buckets.d.ts +22 -0
  209. package/src/shade/renderer/rasterize/fast/graph_gather_meshes_from_buckets.d.ts.map +1 -0
  210. package/src/shade/renderer/rasterize/fast/graph_gather_meshes_from_buckets.js +102 -0
  211. package/src/shade/renderer/rasterize/fast/graph_rasterize_scene_fast.d.ts +2 -1
  212. package/src/shade/renderer/rasterize/fast/graph_rasterize_scene_fast.d.ts.map +1 -1
  213. package/src/shade/renderer/rasterize/fast/graph_rasterize_scene_fast.js +28 -24
  214. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts +8 -0
  215. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts.map +1 -1
  216. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.js +5 -0
  217. package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.d.ts +8 -1
  218. package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.d.ts.map +1 -1
  219. package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.js +9 -0
  220. package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.d.ts.map +1 -1
  221. package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.js +32 -28
  222. package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.d.ts.map +1 -1
  223. package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js +9 -105
  224. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts +5 -0
  225. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts.map +1 -1
  226. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.js +11 -0
  227. package/src/shade/renderer/scene/GPUSceneContext.d.ts +11 -3
  228. package/src/shade/renderer/scene/GPUSceneContext.d.ts.map +1 -1
  229. package/src/shade/renderer/scene/GPUSceneContext.js +93 -21
  230. package/src/shade/renderer/scene/rows/GPUSceneRows.d.ts +4 -1
  231. package/src/shade/renderer/scene/rows/GPUSceneRows.d.ts.map +1 -1
  232. package/src/shade/renderer/scene/rows/GPUSceneRows.js +5 -23
  233. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  234. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +63 -0
  235. package/src/shade/renderer/shadow/map/SHADOWMAP_VGEO_TAU_SCALE.d.ts +12 -0
  236. package/src/shade/renderer/shadow/map/SHADOWMAP_VGEO_TAU_SCALE.d.ts.map +1 -0
  237. package/src/shade/renderer/shadow/map/SHADOWMAP_VGEO_TAU_SCALE.js +11 -0
  238. package/src/shade/renderer/shadow/map/Shadowmap.d.ts +15 -0
  239. package/src/shade/renderer/shadow/map/Shadowmap.d.ts.map +1 -1
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  476. package/src/engine/graphics/particles/particular/group/ParticleSpecification.d.ts +0 -24
  477. package/src/engine/graphics/particles/particular/group/ParticleSpecification.d.ts.map +0 -1
  478. package/src/engine/graphics/particles/particular/group/ParticleSpecification.js +0 -48
  479. package/src/engine/graphics/particles/particular/group/itemSizeFromAttributeType.d.ts +0 -7
  480. package/src/engine/graphics/particles/particular/group/itemSizeFromAttributeType.d.ts.map +0 -1
  481. package/src/engine/graphics/particles/particular/group/itemSizeFromAttributeType.js +0 -20
  482. package/src/engine/graphics/particles/particular/group/optimizeCommandQueue.d.ts +0 -6
  483. package/src/engine/graphics/particles/particular/group/optimizeCommandQueue.d.ts.map +0 -1
  484. package/src/engine/graphics/particles/particular/group/optimizeCommandQueue.js +0 -162
  485. package/src/engine/graphics/particles/particular/group/typedArrayConstructorFromDataType.d.ts +0 -8
  486. package/src/engine/graphics/particles/particular/group/typedArrayConstructorFromDataType.d.ts.map +0 -1
  487. package/src/engine/graphics/particles/particular/group/typedArrayConstructorFromDataType.js +0 -19
  488. package/src/engine/graphics3/ParticleEmitterSystem.d.ts +0 -77
  489. package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +0 -1
  490. package/src/engine/graphics3/ParticleEmitterSystem.js +0 -307
  491. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +0 -10
  492. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +0 -1
  493. package/src/engine/graphics3/ParticleEmitterSystem3.js +0 -10
  494. package/src/engine/graphics3/particles/GPUParticularRenderer.d.ts +0 -61
  495. package/src/engine/graphics3/particles/GPUParticularRenderer.d.ts.map +0 -1
  496. package/src/engine/graphics3/particles/GPUParticularRenderer.js +0 -627
  497. package/src/engine/graphics3/particles/particle_gpu_records.d.ts +0 -85
  498. package/src/engine/graphics3/particles/particle_gpu_records.d.ts.map +0 -1
  499. package/src/engine/graphics3/particles/particle_gpu_records.js +0 -227
  500. package/src/shade/renderer/particles/shaders/shader_particle_render.d.ts +0 -35
  501. package/src/shade/renderer/particles/shaders/shader_particle_render.d.ts.map +0 -1
  502. package/src/shade/renderer/particles/shaders/shader_particle_render.js +0 -135
  503. /package/src/engine/graphics/{particles/particular/engine/utils → geometry}/distribute_points_on_indexed_triangles.d.ts +0 -0
@@ -0,0 +1,15 @@
1
+ /**
2
+ * One bucket of a bucket-sorted collection, appended to a flat collection after the gathered
3
+ * buckets below it.
4
+ *
5
+ * Dispatched once per gathered bucket, in ascending id order, each sized off its own bucket's
6
+ * header. Where a bucket lands is the sum of the gathered buckets below it, so the output is their
7
+ * concatenation whatever the dispatches' timing, and not one atomic is involved.
8
+ *
9
+ * @see graph_gather_meshes_from_buckets
10
+ * @see shader_read_out_bucket which copies a bucket to the start of an output of its own
11
+ * @type {ComputeShader}
12
+ */
13
+ export const shader_gather_bucket: ComputeShader;
14
+ import { ComputeShader } from "../../shader/ComputeShader.js";
15
+ //# sourceMappingURL=shader_gather_bucket.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_gather_bucket.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/bucket/shader_gather_bucket.js"],"names":[],"mappings":"AAsFA;;;;;;;;;;;GAWG;AACH,mCAFU,aAAa,CAMrB;8BAhG4B,+BAA+B"}
@@ -0,0 +1,103 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
+ import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
5
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
6
+ import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
7
+ import { ComputeShader } from "../../shader/ComputeShader.js";
8
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
9
+ import { RASTERIZATION_BUCKET_LIMIT } from "../expand/bucket/RASTERIZATION_BUCKET_LIMIT.js";
10
+ import {
11
+ RASTERIZATION_BUCKET_SORT_OUTPUT_STRUCT_READ
12
+ } from "../expand/bucket/RASTERIZATION_BUCKET_SORT_OUTPUT_STRUCT_READ.js";
13
+
14
+ // every bucket is one bit of `gathered`
15
+ assert.lessThanOrEqual(RASTERIZATION_BUCKET_LIMIT, 32, 'RASTERIZATION_BUCKET_LIMIT');
16
+
17
+ const resources = new ShaderResourceSetDescriptor();
18
+
19
+ resources.setImmediate("settings", WebGPUStruct.from({
20
+ bucket_id: u32,
21
+ // every bucket this gather concatenates, one bit per bucket id
22
+ gathered: u32,
23
+ }));
24
+
25
+ resources.createGroup()
26
+ .addStorageBuffer("input", RASTERIZATION_BUCKET_SORT_OUTPUT_STRUCT_READ)
27
+ .addStorageBuffer("output", COLLECTION_U32_STRUCT_READ, true)
28
+
29
+ const body = CodeChunk.from(
30
+ //language=WGSL
31
+ `
32
+ // What a bucket holds, which is not always what its header says: the classify pass counts every
33
+ // visible mesh and writes one only while the input has room (see shader_read_out_bucket).
34
+ fn bucket_size(bucket_id: u32) -> u32 {
35
+ let header = input.headers[bucket_id];
36
+
37
+ let input_capacity = arrayLength(&input.elements);
38
+ let available = select(0u, input_capacity - header.offset, input_capacity > header.offset);
39
+
40
+ return min(header.count, available);
41
+ }
42
+
43
+ @compute @workgroup_size(${COMPUTE_SHADER_DEFAULT_GROUP_SIZE})
44
+ fn main(@builtin(global_invocation_id) global_id : vec3<u32>){
45
+
46
+ let input_index = global_id.x;
47
+
48
+ let bucket_id = settings.bucket_id;
49
+
50
+ // the bucket starts where the gathered buckets below it end — each read off its own header, so
51
+ // no dispatch has to hand the next one where it stopped
52
+ var base = 0u;
53
+ var below = settings.gathered & ((1u << bucket_id) - 1u);
54
+
55
+ while (below != 0u) {
56
+ base += bucket_size(firstTrailingBit(below));
57
+ below &= below - 1u;
58
+ }
59
+
60
+ let size = bucket_size(bucket_id);
61
+ let output_capacity = arrayLength(&output.elements);
62
+
63
+ /*
64
+ Every bucket writes the count it ends at, and the buckets are dispatched in ascending order, so
65
+ the last one standing wrote the total. Not only the highest: a bucket with nothing in it is a
66
+ dispatch of no workgroups, and writes nothing at all.
67
+ */
68
+ if (input_index == 0u) {
69
+ output.count = min(base + size, output_capacity);
70
+ }
71
+
72
+ if (input_index >= size) {
73
+ return;
74
+ }
75
+
76
+ let output_index = base + input_index;
77
+
78
+ if (output_index >= output_capacity) {
79
+ return;
80
+ }
81
+
82
+ output.elements[output_index] = input.elements[input.headers[bucket_id].offset + input_index];
83
+ }
84
+ `
85
+ );
86
+
87
+ /**
88
+ * One bucket of a bucket-sorted collection, appended to a flat collection after the gathered
89
+ * buckets below it.
90
+ *
91
+ * Dispatched once per gathered bucket, in ascending id order, each sized off its own bucket's
92
+ * header. Where a bucket lands is the sum of the gathered buckets below it, so the output is their
93
+ * concatenation whatever the dispatches' timing, and not one atomic is involved.
94
+ *
95
+ * @see graph_gather_meshes_from_buckets
96
+ * @see shader_read_out_bucket which copies a bucket to the start of an output of its own
97
+ * @type {ComputeShader}
98
+ */
99
+ export const shader_gather_bucket = ComputeShader.from({
100
+ label: 'Gather bucket',
101
+ resources,
102
+ body,
103
+ })
@@ -46,6 +46,9 @@ export class GPUCollectionLimits {
46
46
  compute_buffer_size(type: RasterizationCollectionType): number;
47
47
  destroy(): void;
48
48
  /**
49
+ * Read this frame's counts back once `encoder` is submitted and fold them into the limits.
50
+ * Resolves, never rejects, when the reading is lost to a teardown — see
51
+ * {@link Uint32BufferSamplingStats#readback_explicit} — and the limits then stand as they were.
49
52
  *
50
53
  * @param {ShadeGPUCommandContext} encoder
51
54
  * @param {GPUBufferAllocator} buffers
@@ -1 +1 @@
1
- {"version":3,"file":"GPUCollectionLimits.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/expand/GPUCollectionLimits.js"],"names":[],"mappings":"AAsBA;;GAEG;AACH;IAyBI;;;OAGG;IACH,+BAqBC;IAtCD;;;OAGG;IACH,uCAEC;IAkCD;;;;OAIG;IACH,gBAHW,2BAA2B,GAC1B,MAAM,CAMjB;IAED;;;;;;;;;;;;;;;;;;OAkBG;IACH,YAHW,2BAA2B,SAC3B,MAAM,QAQhB;IAED;;;;OAIG;IACH,0BAHW,2BAA2B,GACzB,MAAM,CAyBlB;IA+BD,gBAEC;IAED;;;;OAIG;IACH,gBAHW,sBAAsB,WACtB,kBAAkB,iBAgB5B;;CAEJ;qCA5LY,OAAO,2CAA2C,EAAE,sBAAsB;iCAC1E,OAAO,oCAAoC,EAAE,kBAAkB;0CANlC,yCAAyC;4CACvC,kCAAkC"}
1
+ {"version":3,"file":"GPUCollectionLimits.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/expand/GPUCollectionLimits.js"],"names":[],"mappings":"AAsBA;;GAEG;AACH;IAyBI;;;OAGG;IACH,+BAqBC;IAtCD;;;OAGG;IACH,uCAEC;IAkCD;;;;OAIG;IACH,gBAHW,2BAA2B,GAC1B,MAAM,CAMjB;IAED;;;;;;;;;;;;;;;;;;OAkBG;IACH,YAHW,2BAA2B,SAC3B,MAAM,QAQhB;IAED;;;;OAIG;IACH,0BAHW,2BAA2B,GACzB,MAAM,CAyBlB;IA+BD,gBAEC;IAED;;;;;;;OAOG;IACH,gBAHW,sBAAsB,WACtB,kBAAkB,iBAkB5B;;CAEJ;qCAjMY,OAAO,2CAA2C,EAAE,sBAAsB;iCAC1E,OAAO,oCAAoC,EAAE,kBAAkB;0CANlC,yCAAyC;4CACvC,kCAAkC"}
@@ -177,6 +177,9 @@ export class GPUCollectionLimits {
177
177
  }
178
178
 
179
179
  /**
180
+ * Read this frame's counts back once `encoder` is submitted and fold them into the limits.
181
+ * Resolves, never rejects, when the reading is lost to a teardown — see
182
+ * {@link Uint32BufferSamplingStats#readback_explicit} — and the limits then stand as they were.
180
183
  *
181
184
  * @param {ShadeGPUCommandContext} encoder
182
185
  * @param {GPUBufferAllocator} buffers
@@ -187,7 +190,9 @@ export class GPUCollectionLimits {
187
190
 
188
191
  const stats = this.#stats;
189
192
 
190
- await stats.readback_explicit(encoder, buffers);
193
+ if (!await stats.readback_explicit(encoder, buffers)) {
194
+ return;
195
+ }
191
196
 
192
197
  this.#clamp_stats_against_runaway();
193
198
 
@@ -0,0 +1,26 @@
1
+ /**
2
+ * Copy one bucket's meshlets out of a bucket-sorted meshlet buffer into a flat collection a raster
3
+ * pass can draw.
4
+ *
5
+ * The second half of expanding and cutting a view once and bucketing afterwards
6
+ * (CUT_PLAN_2026_09_14 §7 6b): the bucket loop that follows rasterizes each slice with its own
7
+ * primitive state, and nothing upstream of the sort had to know how many buckets there were.
8
+ *
9
+ * @param {Object} options
10
+ * @param {FrameGraph} options.graph
11
+ * @param {number} options.buckets bucket-sorted meshlets, as {@link graph_sort_meshlets_by_bucket_id}
12
+ * leaves them
13
+ * @param {number} options.bucket_id
14
+ * @param {GPUCollectionLimits} options.limits
15
+ * @returns {number} the bucket's meshlets
16
+ *
17
+ * @author Alex Goldring
18
+ * @copyright Company Named Limited (c) 2026
19
+ */
20
+ export function graph_extract_meshlets_from_bucket({ graph, buckets, bucket_id, limits, }: {
21
+ graph: FrameGraph;
22
+ buckets: number;
23
+ bucket_id: number;
24
+ limits: GPUCollectionLimits;
25
+ }): number;
26
+ //# sourceMappingURL=graph_extract_meshlets_from_bucket.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"graph_extract_meshlets_from_bucket.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/rasterize/expand/bucket/meshlet/graph_extract_meshlets_from_bucket.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;GAkBG;AACH;IAV+B,KAAK;IACT,OAAO,EAAvB,MAAM;IAEU,SAAS,EAAzB,MAAM;IACuB,MAAM;IACjC,MAAM,CAoElB"}
@@ -0,0 +1,91 @@
1
+ import { BufferResourceDescriptor } from "../../../../../device/graph/BufferResourceDescriptor.js";
2
+ import { u32 } from "../../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
+ import { STRUCT_DISPATCH_COMPUTE_COMMAND } from "../../../../gpu_primitive/indirect/STRUCT_DISPATCH_COMPUTE_COMMAND.js";
4
+ import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
5
+ import { build_indirect_compute_dispatch_command } from "../../../../gpu_primitive/indirect/IndirectComputeCommandBuildPass.js";
6
+ import { RasterizationCollectionType } from "../../RasterizationCollectionType.js";
7
+ import { shader_meshlets_extract_bucket } from "./shader_meshlets_extract_bucket.js";
8
+
9
+ /**
10
+ * Copy one bucket's meshlets out of a bucket-sorted meshlet buffer into a flat collection a raster
11
+ * pass can draw.
12
+ *
13
+ * The second half of expanding and cutting a view once and bucketing afterwards
14
+ * (CUT_PLAN_2026_09_14 §7 6b): the bucket loop that follows rasterizes each slice with its own
15
+ * primitive state, and nothing upstream of the sort had to know how many buckets there were.
16
+ *
17
+ * @param {Object} options
18
+ * @param {FrameGraph} options.graph
19
+ * @param {number} options.buckets bucket-sorted meshlets, as {@link graph_sort_meshlets_by_bucket_id}
20
+ * leaves them
21
+ * @param {number} options.bucket_id
22
+ * @param {GPUCollectionLimits} options.limits
23
+ * @returns {number} the bucket's meshlets
24
+ *
25
+ * @author Alex Goldring
26
+ * @copyright Company Named Limited (c) 2026
27
+ */
28
+ export function graph_extract_meshlets_from_bucket({
29
+ graph,
30
+ buckets,
31
+ bucket_id,
32
+ limits,
33
+ }) {
34
+
35
+ /**
36
+ *
37
+ * @param data
38
+ * @param {FramePassResources} resources
39
+ * @param {GraphicsExecutionContext} context
40
+ */
41
+ function execute(data, resources, context) {
42
+ const encoder = context.encoder;
43
+
44
+ const buckets = resources.get(data.buckets);
45
+ const output = resources.get(data.output);
46
+ const command = resources.get(data.command);
47
+
48
+ const bucket_id = data.bucket_id;
49
+
50
+ // folded: a meshlet collection is past what one dispatch dimension reaches — see
51
+ // IndirectComputeCommandBuildPass
52
+ build_indirect_compute_dispatch_command(
53
+ COMPUTE_SHADER_DEFAULT_GROUP_SIZE,
54
+ encoder,
55
+ buckets,
56
+ // the bucketed buffer header consists of pairs of u32 values (count,offset)
57
+ bucket_id * (u32.size * 2),
58
+ command,
59
+ 0,
60
+ true,
61
+ );
62
+
63
+ shader_meshlets_extract_bucket.dispatchIndirect({
64
+ encoder,
65
+ command,
66
+ bindings: {
67
+ bucket_index: { value: bucket_id },
68
+ bucket_data: buckets,
69
+ output: output,
70
+ }
71
+ });
72
+ }
73
+
74
+ const data = {};
75
+
76
+ const pass = graph.add("extract meshlets from bucket", data, execute);
77
+
78
+ data.buckets = pass.read(buckets);
79
+ data.bucket_id = bucket_id;
80
+ data.command = pass.create("command", BufferResourceDescriptor.from(
81
+ STRUCT_DISPATCH_COMPUTE_COMMAND.aligned_size,
82
+ GPUBufferUsage.STORAGE | GPUBufferUsage.INDIRECT,
83
+ ));
84
+ data.output = pass.create("output", BufferResourceDescriptor.from(
85
+ limits.compute_buffer_size(RasterizationCollectionType.Meshlets),
86
+ GPUBufferUsage.STORAGE,
87
+ 0, 16 // clear count
88
+ ));
89
+
90
+ return data.output;
91
+ }
@@ -0,0 +1,22 @@
1
+ /**
2
+ * Several buckets' mesh indices out of a bucket-sorted mesh buffer, into one flat
3
+ * {@link COLLECTION_U32_STRUCT_READ} buffer, end to end in bucket order.
4
+ *
5
+ * What lets the fast path expand and cut a view once rather than once per opaque bucket
6
+ * (CUT_PLAN_2026_09_14 §7 6b): the opaque buckets are not neighbours in the sorted buffer — the
7
+ * transparency mode is the low bits of a bucket id — so they cannot be read out as one range.
8
+ *
9
+ * @param {Object} options
10
+ * @param {FrameGraph} options.graph
11
+ * @param {number} options.buckets bucket-sorted meshes resource ID
12
+ * @param {number[]} options.bucket_ids the buckets to gather, ascending
13
+ * @param {GPUCollectionLimits} options.limits
14
+ * @returns {number} resource ID of the gathered mesh list
15
+ */
16
+ export function graph_gather_meshes_from_buckets({ graph, buckets, bucket_ids, limits, }: {
17
+ graph: FrameGraph;
18
+ buckets: number;
19
+ bucket_ids: number[];
20
+ limits: GPUCollectionLimits;
21
+ }): number;
22
+ //# sourceMappingURL=graph_gather_meshes_from_buckets.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"graph_gather_meshes_from_buckets.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/fast/graph_gather_meshes_from_buckets.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;GAcG;AACH;IAN+B,KAAK;IACT,OAAO,EAAvB,MAAM;IACY,UAAU,EAA5B,MAAM,EAAE;IACqB,MAAM;IACjC,MAAM,CA6ElB"}
@@ -0,0 +1,102 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
3
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
4
+ import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
5
+ import {
6
+ build_indirect_compute_dispatch_command,
7
+ INDIRECT_COMPUTE_COMMAND_DESCRIPTOR
8
+ } from "../../gpu_primitive/indirect/IndirectComputeCommandBuildPass.js";
9
+ import { RasterizationCollectionType } from "../expand/RasterizationCollectionType.js";
10
+ import { shader_gather_bucket } from "../bucket/shader_gather_bucket.js";
11
+
12
+ /**
13
+ * Several buckets' mesh indices out of a bucket-sorted mesh buffer, into one flat
14
+ * {@link COLLECTION_U32_STRUCT_READ} buffer, end to end in bucket order.
15
+ *
16
+ * What lets the fast path expand and cut a view once rather than once per opaque bucket
17
+ * (CUT_PLAN_2026_09_14 §7 6b): the opaque buckets are not neighbours in the sorted buffer — the
18
+ * transparency mode is the low bits of a bucket id — so they cannot be read out as one range.
19
+ *
20
+ * @param {Object} options
21
+ * @param {FrameGraph} options.graph
22
+ * @param {number} options.buckets bucket-sorted meshes resource ID
23
+ * @param {number[]} options.bucket_ids the buckets to gather, ascending
24
+ * @param {GPUCollectionLimits} options.limits
25
+ * @returns {number} resource ID of the gathered mesh list
26
+ */
27
+ export function graph_gather_meshes_from_buckets({
28
+ graph,
29
+ buckets,
30
+ bucket_ids,
31
+ limits,
32
+ }) {
33
+ assert.isArray(bucket_ids, 'bucket_ids');
34
+
35
+ let gathered = 0;
36
+
37
+ for (let i = 0; i < bucket_ids.length; i++) {
38
+ const bucket_id = bucket_ids[i];
39
+
40
+ assert.isNonNegativeInteger(bucket_id, 'bucket_id');
41
+ assert.lessThan(bucket_id, 32, 'bucket_id');
42
+
43
+ // the count the last dispatch writes is the total only if the last is the highest
44
+ assert.ok(i === 0 || bucket_ids[i - 1] < bucket_id, 'bucket_ids must be ascending');
45
+
46
+ gathered |= 1 << bucket_id;
47
+ }
48
+
49
+ gathered >>>= 0;
50
+
51
+ /**
52
+ *
53
+ * @param data
54
+ * @param {FramePassResources} resources
55
+ * @param {GraphicsExecutionContext} context
56
+ */
57
+ function execute(data, resources, context) {
58
+ const encoder = context.encoder;
59
+
60
+ const buckets = resources.get(data.buckets);
61
+ const output = resources.get(data.output);
62
+
63
+ for (let i = 0; i < bucket_ids.length; i++) {
64
+ const bucket_id = bucket_ids[i];
65
+ const command = resources.get(data.commands[i]);
66
+
67
+ build_indirect_compute_dispatch_command(
68
+ COMPUTE_SHADER_DEFAULT_GROUP_SIZE,
69
+ encoder,
70
+ buckets,
71
+ // the bucketed buffer header consists of pairs of u32 values (count,offset)
72
+ bucket_id * (u32.size * 2),
73
+ command,
74
+ 0
75
+ );
76
+
77
+ shader_gather_bucket.dispatchIndirect({
78
+ encoder,
79
+ command,
80
+ bindings: {
81
+ settings: { bucket_id, gathered },
82
+ input: buckets,
83
+ output,
84
+ }
85
+ });
86
+ }
87
+ }
88
+
89
+ const data = {};
90
+
91
+ const pass = graph.add("gather meshes from buckets", data, execute);
92
+
93
+ data.buckets = pass.read(buckets);
94
+ data.commands = bucket_ids.map(() => pass.create("command", INDIRECT_COMPUTE_COMMAND_DESCRIPTOR));
95
+ data.output = pass.create("output", BufferResourceDescriptor.from(
96
+ limits.compute_buffer_size(RasterizationCollectionType.Meshes),
97
+ GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
98
+ 0, 16 // clear count
99
+ ));
100
+
101
+ return data.output;
102
+ }
@@ -32,7 +32,8 @@ export function graph_rasterize_scene_fast_raw({ graph, meshes, limits, target_d
32
32
  * Flow:
33
33
  * 1. Frustum cull the scene meshes
34
34
  * 2. Sort culled meshes into rasterization buckets
35
- * 3. For each active opaque bucket: extract -> expand to meshlets -> rasterize
35
+ * 3. Gather every active opaque bucket -> expand to meshlets and cut, once -> rasterize a bucket
36
+ * at a time
36
37
  * 4. If an alpha-tested pass is configured, rasterize it without HZB filtering
37
38
  *
38
39
  * @param {Object} options
@@ -1 +1 @@
1
- {"version":3,"file":"graph_rasterize_scene_fast.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/fast/graph_rasterize_scene_fast.js"],"names":[],"mappings":"AAoBA;;;;;;;;;;GAUG;AACH;;;;;;;IAFa;IAAC,YAAY,EAAE,MAAM,CAAC;IAAC,aAAa,EAAE,MAAM,EAAE,CAAA;CAAC,CAkK3D;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAJ+B,KAAK;IACC,GAAG;IACA,MAAM;SA8C7C"}
1
+ {"version":3,"file":"graph_rasterize_scene_fast.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/fast/graph_rasterize_scene_fast.js"],"names":[],"mappings":"AAiBA;;;;;;;;;;GAUG;AACH;;;;;;;IAFa;IAAC,YAAY,EAAE,MAAM,CAAC;IAAC,aAAa,EAAE,MAAM,EAAE,CAAA;CAAC,CAwK3D;AAED;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAJ+B,KAAK;IACC,GAAG;IACA,MAAM;SA8C7C"}
@@ -1,22 +1,19 @@
1
1
  import { assert } from "../../../../core/assert.js";
2
- import { ShadeDrawMode } from "../../material/ShadeDrawMode.js";
3
2
  import { ShadeDrawSide } from "../../material/ShadeDrawSide.js";
4
- import { TransparencyMode } from "../../material/TransparencyMode.js";
5
3
  import { graph_import_buffer } from "../../shader/graph/graph_import_buffer.js";
6
4
  import { graph_import_texture } from "../../shader/graph/graph_import_texture.js";
7
5
  import { graph_record_stat } from "../../util/graph_record_stat.js";
8
6
  import { rasterization_material_bucket } from "../expand/bucket/chunk_rasterization_material_bucket.js";
9
7
  import { graph_meshes_classify_buckets } from "../expand/bucket/mesh/graph_meshes_classify_buckets.js";
10
- import { graph_meshlets_rasterize } from "../expand/graph_meshlets_rasterize.js";
11
8
  import { graph_expand_meshes_to_meshlets } from "../expand/mesh/graph_expand_meshes_to_meshlets.js";
12
9
  import { graph_vgeo_expand_if_enabled } from "../../geometry/virtual/runtime/graph_vgeo_expand_if_enabled.js";
13
10
  import { RasterizationCollectionType } from "../expand/RasterizationCollectionType.js";
14
- import { construct_primitive_state } from "../bucket/construct_primitive_state.js";
11
+ import { graph_meshlets_rasterize_by_bucket } from "../bucket/graph_meshlets_rasterize_by_bucket.js";
15
12
  import { rasterization_opaque_buckets } from "../bucket/rasterization_opaque_buckets.js";
16
13
  import { graph_mesh_frustum_cull } from "../compute/graph_mesh_frustum_cull.js";
17
14
  import { graph_clear_raster_targets } from "../graph_clear_raster_targets.js";
18
15
  import { graph_rasterize_meshes_alpha_tested } from "../native/graph_rasterize_meshes_alpha_tested.js";
19
- import { graph_extract_meshes_from_bucket } from "./graph_extract_meshes_from_bucket.js";
16
+ import { graph_gather_meshes_from_buckets } from "./graph_gather_meshes_from_buckets.js";
20
17
 
21
18
  /**
22
19
  *
@@ -74,49 +71,55 @@ export function graph_rasterize_scene_fast_raw({
74
71
  active_buckets.add(bucket_id);
75
72
  }
76
73
 
77
- // rasterize each active opaque bucket in a single pass, with no occlusion filtering
74
+ const opaque = Array.from(rasterization_opaque_buckets(active_buckets));
75
+
78
76
  let is_first_draw = true;
79
77
 
80
- for (const { draw_mode, side, bucket_id } of rasterization_opaque_buckets(active_buckets)) {
81
- const gr_bucket_meshes = graph_extract_meshes_from_bucket({
78
+ if (opaque.length > 0) {
79
+ /*
80
+ Every opaque bucket's meshes in one collection, expanded and cut once, then drawn a bucket at
81
+ a time with no occlusion filtering. The cut is the one per view (CUT_PLAN_2026_09_14 §7 6b),
82
+ and the ids are ascending, which is what the gather's count needs.
83
+ */
84
+ const gr_opaque_meshes = graph_gather_meshes_from_buckets({
82
85
  graph,
83
86
  buckets: gr_render_buckets,
84
- bucket_id,
87
+ bucket_ids: opaque.map(bucket => bucket.bucket_id),
85
88
  limits,
86
89
  });
87
90
 
88
- let gr_bucket_meshlets = graph_expand_meshes_to_meshlets({
91
+ let gr_meshlets = graph_expand_meshes_to_meshlets({
89
92
  graph,
90
- input_meshes: gr_bucket_meshes,
93
+ input_meshes: gr_opaque_meshes,
91
94
  scene: scene_ctx,
92
95
  expected_output_size: limits.compute_buffer_size(RasterizationCollectionType.Meshlets),
93
96
  limits,
94
97
  });
95
98
 
96
- // the seam: this bucket's virtual-geometry instances select their cut and append it to
97
- // the same collection, which is the whole of what the rest of this function is told
98
- gr_bucket_meshlets = graph_vgeo_expand_if_enabled({
99
+ // the seam: the view's virtual-geometry instances select their cut and append it to the
100
+ // same collection, which is the whole of what the rest of this function is told
101
+ gr_meshlets = graph_vgeo_expand_if_enabled({
99
102
  graph,
100
- input_meshes: gr_bucket_meshes,
101
- output_meshlets: gr_bucket_meshlets,
103
+ input_meshes: gr_opaque_meshes,
104
+ output_meshlets: gr_meshlets,
102
105
  view: view_ctx,
103
106
  limits,
104
107
  });
105
108
 
106
- graph_record_stat(graph, limits.stats, RasterizationCollectionType.Meshlets, gr_bucket_meshlets);
109
+ graph_record_stat(graph, limits.stats, RasterizationCollectionType.Meshlets, gr_meshlets);
107
110
 
108
- const primitive_state = construct_primitive_state(draw_mode, side, job.cull_policy);
109
-
110
- [target_depth, targets_color] = graph_meshlets_rasterize({
111
+ [target_depth, targets_color] = graph_meshlets_rasterize_by_bucket({
111
112
  graph,
112
113
  view: view_ctx,
113
- input_meshlets: gr_bucket_meshlets,
114
+ input_meshlets: gr_meshlets,
115
+ buckets: opaque,
114
116
  depth: target_depth,
115
117
  color_targets: targets_color,
116
118
  pass_descriptor: job.opaque_pass,
117
- clear_targets: is_first_draw,
118
- primitive_state,
119
+ clear_targets: true,
120
+ cull_policy: job.cull_policy,
119
121
  viewport,
122
+ limits,
120
123
  });
121
124
 
122
125
  is_first_draw = false;
@@ -203,7 +206,8 @@ export function graph_rasterize_scene_fast_raw({
203
206
  * Flow:
204
207
  * 1. Frustum cull the scene meshes
205
208
  * 2. Sort culled meshes into rasterization buckets
206
- * 3. For each active opaque bucket: extract -> expand to meshlets -> rasterize
209
+ * 3. Gather every active opaque bucket -> expand to meshlets and cut, once -> rasterize a bucket
210
+ * at a time
207
211
  * 4. If an alpha-tested pass is configured, rasterize it without HZB filtering
208
212
  *
209
213
  * @param {Object} options
@@ -70,6 +70,10 @@ export type AVBOITSideChannel = {
70
70
  /**
71
71
  * draw the
72
72
  * channel's fragments into the accumulators; returns their handles after the draw.
73
+ * `volumetrics_irradiance` is what a fragment standing in a froxel is lit by
74
+ * (`chunk_volumetrics_irradiance_sh`), for a channel whose fragments are lit: the renderer's
75
+ * indirect lighting, whichever mode it runs, and the scene's lights, shadowed and attenuated by
76
+ * the fog, written by the pass that lights the fog.
73
77
  */
74
78
  avboit_draw: (args: {
75
79
  graph: import("../../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
@@ -80,6 +84,10 @@ export type AVBOITSideChannel = {
80
84
  integral: number;
81
85
  volumetrics_lut: number;
82
86
  volumetrics_metadata: number;
87
+ volumetrics_irradiance: {
88
+ Y: number;
89
+ CoCg: number;
90
+ };
83
91
  accumulators: {
84
92
  color: number;
85
93
  norm: number;
@@ -1 +1 @@
1
- {"version":3,"file":"AVBOITSideChannel.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.js"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;sBAoCc,CAAC,IAAI,EAAE;QACpB,KAAW,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QAClG,MAAY,EAAE,MAAM,CAAC;QACrB,kBAAwB,EAAE,UAAU,MAAM,CAAC,CAAC;QAC5C,SAAe,EAAE,MAAM,CAAC;KACrB,KAAK,MAAM;;;;;;;;kBAED,CAAC,IAAI,EAAE;QACpB,KAAW,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QAClG,MAAY,EAAE,MAAM,CAAC;QACrB,IAAU,EAAE,MAAM,CAAC;QACnB,aAAmB,EAAE,MAAM,CAAC;QAC5B,gBAAsB,EAAE,MAAM,EAAE,CAAC;QACjC,MAAY,EAAE;YAAC,UAAU,EAAE,MAAM,CAAC;YAAC,QAAQ,EAAE,MAAM,CAAC;YAAC,KAAK,EAAE,MAAM,CAAA;SAAC,CAAC;KACjE,KAAK;QAAC,UAAU,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAC;;;;;iBAKhD,CAAC,IAAI,EAAE;QACpB,KAAW,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QAClG,QAAc,EAAE,OAAO,iCAAiC,EAAE,cAAc,CAAC;QACzE,MAAY,EAAE,MAAM,CAAC;QACrB,aAAmB,EAAE,MAAM,CAAC;QAC5B,IAAU,EAAE,MAAM,CAAC;QACnB,QAAc,EAAE,MAAM,CAAC;QACvB,eAAqB,EAAE,MAAM,CAAC;QAC9B,oBAA0B,EAAE,MAAM,CAAC;QACnC,YAAkB,EAAE;YAAC,KAAK,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAC;YAAC,UAAU,EAAE,MAAM,CAAC;YAAC,QAAQ,EAAE,MAAM,CAAA;SAAC,CAAC;KACrF,KAAK;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAA;KAAC;;;;;;sBAE9D,MAAM,OAAO"}
1
+ {"version":3,"file":"AVBOITSideChannel.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.js"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;sBAoCc,CAAC,IAAI,EAAE;QACpB,KAAW,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QAClG,MAAY,EAAE,MAAM,CAAC;QACrB,kBAAwB,EAAE,UAAU,MAAM,CAAC,CAAC;QAC5C,SAAe,EAAE,MAAM,CAAC;KACrB,KAAK,MAAM;;;;;;;;kBAED,CAAC,IAAI,EAAE;QACpB,KAAW,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QAClG,MAAY,EAAE,MAAM,CAAC;QACrB,IAAU,EAAE,MAAM,CAAC;QACnB,aAAmB,EAAE,MAAM,CAAC;QAC5B,gBAAsB,EAAE,MAAM,EAAE,CAAC;QACjC,MAAY,EAAE;YAAC,UAAU,EAAE,MAAM,CAAC;YAAC,QAAQ,EAAE,MAAM,CAAC;YAAC,KAAK,EAAE,MAAM,CAAA;SAAC,CAAC;KACjE,KAAK;QAAC,UAAU,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAC;;;;;;;;;iBAKhD,CAAC,IAAI,EAAE;QACpB,KAAW,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QAClG,QAAc,EAAE,OAAO,iCAAiC,EAAE,cAAc,CAAC;QACzE,MAAY,EAAE,MAAM,CAAC;QACrB,aAAmB,EAAE,MAAM,CAAC;QAC5B,IAAU,EAAE,MAAM,CAAC;QACnB,QAAc,EAAE,MAAM,CAAC;QACvB,eAAqB,EAAE,MAAM,CAAC;QAC9B,oBAA0B,EAAE,MAAM,CAAC;QACnC,sBAA4B,EAAE;YAAC,CAAC,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAA;SAAC,CAAC;QACxD,YAAkB,EAAE;YAAC,KAAK,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAC;YAAC,UAAU,EAAE,MAAM,CAAC;YAAC,QAAQ,EAAE,MAAM,CAAA;SAAC,CAAC;KACrF,KAAK;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAA;KAAC;;;;;;sBAM9D,MAAM,OAAO"}
@@ -62,9 +62,14 @@
62
62
  * integral: number,
63
63
  * volumetrics_lut: number,
64
64
  * volumetrics_metadata: number,
65
+ * volumetrics_irradiance: {Y: number, CoCg: number},
65
66
  * accumulators: {color: number, norm: number, extinction: number, emission: number},
66
67
  * }) => {color: number, norm: number, extinction: number, emission: number}} avboit_draw draw the
67
68
  * channel's fragments into the accumulators; returns their handles after the draw.
69
+ * `volumetrics_irradiance` is what a fragment standing in a froxel is lit by
70
+ * (`chunk_volumetrics_irradiance_sh`), for a channel whose fragments are lit: the renderer's
71
+ * indirect lighting, whichever mode it runs, and the scene's lights, shadowed and attenuated by
72
+ * the fog, written by the pass that lights the fog.
68
73
  * @property {() => boolean} [avboit_is_empty] whether the channel would add nothing this frame;
69
74
  * asked before the orchestrator records, and a channel that answers `true` is not asked for
70
75
  * anything else in that frame.
@@ -155,13 +155,16 @@ export function avboit_create_accumulators(pass: FramePassBuilder, resolution: A
155
155
  * @param {number} options.shadowmap_atlas
156
156
  * @param {number} options.volumetrics_lut
157
157
  * @param {number} options.volumetrics_metadata
158
+ * @param {{Y: number, CoCg: number}} options.volumetrics_irradiance the froxel irradiance volume
159
+ * (`chunk_volumetrics_irradiance_sh`), for side channels that light their own fragments; the
160
+ * MBOIT orchestrator ignores it
158
161
  * @param {ShadeIndirectLightingMode} options.indirect_lighting_mode
159
162
  * @param {AVBOITSettings} [options.avboit] `Renderer.avboit`; the MBOIT orchestrator ignores it
160
163
  * @param {import("./AVBOITSideChannel.js").AVBOITSideChannel[]} [options.side_channels] non-meshlet
161
164
  * sources of transparent fragments; the MBOIT orchestrator ignores them
162
165
  * @returns {number} resource ID of the composited color texture
163
166
  */
164
- export function graph_rasterize_meshes_transparent_avboit({ graph, buckets, view_ctx, viewport, depth_texture, color_texture, limits, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, volumetrics_lut, volumetrics_metadata, indirect_lighting_mode, avboit, side_channels, }: {
167
+ export function graph_rasterize_meshes_transparent_avboit({ graph, buckets, view_ctx, viewport, depth_texture, color_texture, limits, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, volumetrics_lut, volumetrics_metadata, volumetrics_irradiance, indirect_lighting_mode, avboit, side_channels, }: {
165
168
  graph: FrameGraph;
166
169
  buckets: number;
167
170
  view_ctx: GPUViewContext;
@@ -175,6 +178,10 @@ export function graph_rasterize_meshes_transparent_avboit({ graph, buckets, view
175
178
  shadowmap_atlas: number;
176
179
  volumetrics_lut: number;
177
180
  volumetrics_metadata: number;
181
+ volumetrics_irradiance: {
182
+ Y: number;
183
+ CoCg: number;
184
+ };
178
185
  indirect_lighting_mode: ShadeIndirectLightingMode;
179
186
  avboit?: AVBOITSettings;
180
187
  side_channels?: import("./AVBOITSideChannel.js").AVBOITSideChannel[];
@@ -1 +1 @@
1
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