@woosh/meep-engine 3.47.0 → 3.49.0

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 (619) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +1 -2
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +2 -4
  5. package/editor/view/particles/effect/ParticleGraphEditorView.js +1 -1
  6. package/package.json +1 -1
  7. package/src/engine/ecs/async/WORKER_SYSTEM_PLAN.md +27 -11
  8. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  9. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +11 -0
  10. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +2 -2
  11. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  12. package/src/engine/graphics/ecs/particles/ParticleEffect.js +7 -7
  13. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +8 -0
  14. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  15. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +11 -3
  16. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +26 -0
  17. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts.map +1 -0
  18. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +91 -0
  19. package/src/engine/graphics3/GPUParticleEmitterSystem.js +2 -2
  20. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  21. package/src/engine/graphics3/GraphicsEngine.js +8 -1
  22. package/src/engine/graphics3/ParticipatingMedia.d.ts +84 -1
  23. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  24. package/src/engine/graphics3/ParticipatingMedia.js +139 -5
  25. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +6 -2
  26. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -1
  27. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +29 -4
  28. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts +10 -0
  29. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts.map +1 -0
  30. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.js +38 -0
  31. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  32. package/src/engine/graphics3/ParticipatingMediaSystem.js +46 -3
  33. package/src/engine/network/NetworkSession.d.ts +16 -5
  34. package/src/engine/network/NetworkSession.d.ts.map +1 -1
  35. package/src/engine/network/NetworkSession.js +104 -7
  36. package/src/engine/network/README.md +27 -1
  37. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts +40 -18
  38. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts.map +1 -1
  39. package/src/engine/network/orchestrator/ServerAuthoritativeServer.js +180 -190
  40. package/src/engine/network/replication/Replicator.d.ts +15 -4
  41. package/src/engine/network/replication/Replicator.d.ts.map +1 -1
  42. package/src/engine/network/replication/Replicator.js +50 -16
  43. package/src/engine/network/state/RecordArrivalRing.d.ts +57 -0
  44. package/src/engine/network/state/RecordArrivalRing.d.ts.map +1 -0
  45. package/src/engine/network/state/RecordArrivalRing.js +144 -0
  46. package/src/engine/physics/cloth/MEASUREMENTS.md +354 -0
  47. package/src/engine/physics/cloth/PLAN.md +85 -5
  48. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +0 -12
  49. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  50. package/src/engine/physics/cloth/ecs/ClothInstance.js +0 -13
  51. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +2 -1
  52. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  53. package/src/engine/physics/cloth/ecs/ClothSystem.js +7 -1
  54. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  55. package/src/engine/physics/cloth/ecs/ClothWorld.js +4 -15
  56. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +2 -1
  57. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
  58. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +6 -1
  59. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  60. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +20 -10
  61. package/src/engine/physics/cloth/playground/collide.html +5 -3
  62. package/src/engine/physics/cloth/playground/collide_main.js +14 -13
  63. package/src/engine/physics/cloth/solver/ClothState.d.ts +30 -2
  64. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  65. package/src/engine/physics/cloth/solver/ClothState.js +62 -4
  66. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +11 -3
  67. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
  68. package/src/engine/physics/cloth/solver/cloth_self_find.js +52 -11
  69. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts +42 -0
  70. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts.map +1 -0
  71. package/src/engine/physics/cloth/solver/cloth_self_radius.js +64 -0
  72. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +99 -24
  73. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  74. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +102 -25
  75. package/src/engine/physics/cloth/solver/cloth_step.d.ts +5 -1
  76. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  77. package/src/engine/physics/cloth/solver/cloth_step.js +13 -3
  78. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +0 -1
  79. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -1
  80. package/src/engine/physics/cloth/solver/cloth_step_instance.js +12 -14
  81. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +23 -4
  82. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  83. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +36 -8
  84. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.d.ts.map +1 -1
  85. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.js +4 -2
  86. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  87. package/src/shade/device/mock/SoftwareGPUDevice.d.ts +15 -0
  88. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  89. package/src/shade/device/mock/SoftwareGPUDevice.js +21 -0
  90. package/src/shade/device/pipeline/ComputePipelineManager.d.ts +20 -0
  91. package/src/shade/device/pipeline/ComputePipelineManager.d.ts.map +1 -1
  92. package/src/shade/device/pipeline/ComputePipelineManager.js +80 -6
  93. package/src/shade/device/pipeline/PipelineEnquiry.d.ts +52 -0
  94. package/src/shade/device/pipeline/PipelineEnquiry.d.ts.map +1 -0
  95. package/src/shade/device/pipeline/PipelineEnquiry.js +63 -0
  96. package/src/shade/device/pipeline/RenderPipelineManager.d.ts +21 -0
  97. package/src/shade/device/pipeline/RenderPipelineManager.d.ts.map +1 -1
  98. package/src/shade/device/pipeline/RenderPipelineManager.js +84 -4
  99. package/src/shade/playground/contact_shadows/ContactShadowLab.d.ts +137 -0
  100. package/src/shade/playground/contact_shadows/ContactShadowLab.d.ts.map +1 -0
  101. package/src/shade/playground/contact_shadows/ContactShadowLab.js +654 -0
  102. package/src/shade/playground/contact_shadows/README.md +126 -0
  103. package/src/shade/playground/contact_shadows/index.html +191 -0
  104. package/src/shade/playground/contact_shadows/main.d.ts +2 -0
  105. package/src/shade/playground/contact_shadows/main.d.ts.map +1 -0
  106. package/src/shade/playground/contact_shadows/main.js +888 -0
  107. package/src/shade/playground/contact_shadows/scenes.d.ts +48 -0
  108. package/src/shade/playground/contact_shadows/scenes.d.ts.map +1 -0
  109. package/src/shade/playground/contact_shadows/scenes.js +620 -0
  110. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts +36 -0
  111. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts.map +1 -0
  112. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.js +245 -0
  113. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts +15 -0
  114. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts.map +1 -0
  115. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.js +120 -0
  116. package/src/shade/playground/contact_shadows/shader_contact_lab_stats.d.ts +55 -0
  117. package/src/shade/playground/contact_shadows/shader_contact_lab_stats.d.ts.map +1 -0
  118. package/src/shade/playground/contact_shadows/shader_contact_lab_stats.js +216 -0
  119. package/src/shade/playground/contact_shadows/shader_contact_lab_view.d.ts +20 -0
  120. package/src/shade/playground/contact_shadows/shader_contact_lab_view.d.ts.map +1 -0
  121. package/src/shade/playground/contact_shadows/shader_contact_lab_view.js +114 -0
  122. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts +11 -0
  123. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts.map +1 -0
  124. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.js +90 -0
  125. package/src/shade/playground/contact_shadows/textures.d.ts +16 -0
  126. package/src/shade/playground/contact_shadows/textures.d.ts.map +1 -0
  127. package/src/shade/playground/contact_shadows/textures.js +123 -0
  128. package/src/shade/playground/particle_ecs/README.md +1 -1
  129. package/src/shade/playground/particle_ecs/effects/flame.json +1932 -1881
  130. package/src/shade/playground/particle_ecs/effects/smoke.json +99 -1
  131. package/src/shade/playground/particle_ecs/effects/soot.json +152 -145
  132. package/src/shade/playground/tonemap_sdr/README.md +90 -0
  133. package/src/shade/playground/tonemap_sdr/ToneMapCompare.d.ts +105 -0
  134. package/src/shade/playground/tonemap_sdr/ToneMapCompare.d.ts.map +1 -0
  135. package/src/shade/playground/tonemap_sdr/ToneMapCompare.js +380 -0
  136. package/src/shade/playground/tonemap_sdr/chunk_tonemap_gt7_sdr_reference.d.ts +32 -0
  137. package/src/shade/playground/tonemap_sdr/chunk_tonemap_gt7_sdr_reference.d.ts.map +1 -0
  138. package/src/shade/playground/tonemap_sdr/chunk_tonemap_gt7_sdr_reference.js +104 -0
  139. package/src/shade/playground/tonemap_sdr/index.html +90 -0
  140. package/src/shade/playground/tonemap_sdr/main.d.ts +2 -0
  141. package/src/shade/playground/tonemap_sdr/main.d.ts.map +1 -0
  142. package/src/shade/playground/tonemap_sdr/main.js +306 -0
  143. package/src/shade/playground/tonemap_sdr/scenes.d.ts +26 -0
  144. package/src/shade/playground/tonemap_sdr/scenes.d.ts.map +1 -0
  145. package/src/shade/playground/tonemap_sdr/scenes.js +404 -0
  146. package/src/shade/playground/volumetrics_froxel/main.d.ts.map +1 -1
  147. package/src/shade/playground/volumetrics_froxel/main.js +85 -4
  148. package/src/shade/playground/water_refraction/README.md +26 -18
  149. package/src/shade/playground/water_refraction/index.html +1 -1
  150. package/src/shade/renderer/Renderer.d.ts +35 -3
  151. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  152. package/src/shade/renderer/Renderer.js +208 -12
  153. package/src/shade/renderer/ShadeToneMappingMode.d.ts +14 -0
  154. package/src/shade/renderer/ShadeToneMappingMode.d.ts.map +1 -0
  155. package/src/shade/renderer/ShadeToneMappingMode.js +30 -0
  156. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +9 -0
  157. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  158. package/src/shade/renderer/animation/GPUAnimationManager.js +14 -0
  159. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  160. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +5 -3
  161. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts +7 -0
  162. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  163. package/src/shade/renderer/buffer/table/GPUDatabase.js +12 -0
  164. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts +8 -0
  165. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts.map +1 -1
  166. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +12 -0
  167. package/src/shade/renderer/camera/GPUCameraContext.d.ts.map +1 -1
  168. package/src/shade/renderer/camera/GPUCameraContext.js +19 -8
  169. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.d.ts.map +1 -1
  170. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.js +4 -0
  171. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct.d.ts.map +1 -1
  172. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct.js +4 -0
  173. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_restir.d.ts.map +1 -1
  174. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_restir.js +4 -0
  175. package/src/shade/renderer/deferred/shader_deferred_main.d.ts.map +1 -1
  176. package/src/shade/renderer/deferred/shader_deferred_main.js +3 -0
  177. package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts +6 -0
  178. package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts.map +1 -1
  179. package/src/shade/renderer/deferred/shader_tonemap_HDR.js +13 -3
  180. package/src/shade/renderer/deferred/shader_tonemap_HDR_none.d.ts +9 -0
  181. package/src/shade/renderer/deferred/shader_tonemap_HDR_none.d.ts.map +1 -0
  182. package/src/shade/renderer/deferred/shader_tonemap_HDR_none.js +63 -0
  183. package/src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.d.ts +10 -0
  184. package/src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.d.ts.map +1 -0
  185. package/src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.js +87 -0
  186. package/src/shade/renderer/deferred/shader_tonemap_LDR.d.ts +6 -0
  187. package/src/shade/renderer/deferred/shader_tonemap_LDR.d.ts.map +1 -1
  188. package/src/shade/renderer/deferred/shader_tonemap_LDR.js +23 -5
  189. package/src/shade/renderer/deferred/shader_tonemap_LDR_none.d.ts +9 -0
  190. package/src/shade/renderer/deferred/shader_tonemap_LDR_none.d.ts.map +1 -0
  191. package/src/shade/renderer/deferred/shader_tonemap_LDR_none.js +68 -0
  192. package/src/shade/renderer/deferred/shader_tonemap_LDR_pbr_neutral.d.ts +10 -0
  193. package/src/shade/renderer/deferred/shader_tonemap_LDR_pbr_neutral.d.ts.map +1 -0
  194. package/src/shade/renderer/deferred/shader_tonemap_LDR_pbr_neutral.js +73 -0
  195. package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts.map +1 -1
  196. package/src/shade/renderer/geometry/meshlet/MeshletBatch.js +58 -9
  197. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +35 -25
  198. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  199. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +97 -196
  200. package/src/shade/renderer/geometry/sdf/shader_build_sdf.d.ts.map +1 -1
  201. package/src/shade/renderer/geometry/sdf/shader_build_sdf.js +121 -129
  202. package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.d.ts.map +1 -1
  203. package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.js +3 -0
  204. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.d.ts.map +1 -1
  205. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.js +4 -0
  206. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.d.ts.map +1 -1
  207. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.js +4 -0
  208. package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.d.ts.map +1 -1
  209. package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.js +3 -0
  210. package/src/shade/renderer/global_illumination/lpv/deprecated/probe_trace_compute_shader_code.d.ts.map +1 -1
  211. package/src/shade/renderer/global_illumination/lpv/deprecated/probe_trace_compute_shader_code.js +4 -0
  212. package/src/shade/renderer/global_illumination/probe/octahedral/graph_sample_light_probes.d.ts.map +1 -1
  213. package/src/shade/renderer/global_illumination/probe/octahedral/graph_sample_light_probes.js +4 -0
  214. package/src/shade/renderer/global_illumination/shader_resolve_indirect_lighting.d.ts.map +1 -1
  215. package/src/shade/renderer/global_illumination/shader_resolve_indirect_lighting.js +4 -0
  216. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +131 -1
  217. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +7 -0
  218. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -1
  219. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +45 -38
  220. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +2 -0
  221. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts.map +1 -1
  222. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.js +81 -79
  223. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +2 -0
  224. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts.map +1 -1
  225. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +5 -3
  226. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_internal_children.d.ts +21 -0
  227. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_internal_children.d.ts.map +1 -0
  228. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_internal_children.js +42 -0
  229. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_morton_code.d.ts +19 -0
  230. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_morton_code.d.ts.map +1 -0
  231. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_morton_code.js +44 -0
  232. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +23 -5
  233. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -1
  234. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +139 -23
  235. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.d.ts +25 -0
  236. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.d.ts.map +1 -0
  237. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.js +179 -0
  238. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +2 -2
  239. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -1
  240. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +7 -16
  241. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +3 -4
  242. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -1
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@@ -1,220 +1,152 @@
1
1
  import { assert } from "../../../../core/assert.js";
2
2
  import { array_compute_max } from "../../../../core/collection/array/array_compute_max.js";
3
- import { download_texture_data } from "../../texture/download_texture_data.js";
4
- import { GPUTextureContext } from "../../texture/GPUTextureContext.js";
3
+ import { GPUTileAtlas3D } from "../../texture/atlas/GPUTileAtlas3D.js";
5
4
  import { SFD_BUILD_WORKGROUP_SIZE } from "./SFD_BUILD_WORKGROUP_SIZE.js";
6
5
  import { shader_build_sdf } from "./shader_build_sdf.js";
7
6
 
8
7
  /**
9
8
  * @typedef {import("../../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext} ShadeGPUCommandContext
10
9
  * @typedef {import("../GPUGeometryManager.js").GPUGeometryManager} GPUGeometryManager
10
+ * @typedef {import("../bvh/GPUGeometryBVHManager.js").GPUGeometryBVHManager} GPUGeometryBVHManager
11
11
  */
12
12
 
13
-
14
- const INITIAL_CAPACITY = 16;
15
-
16
- const CAPACITY_GROW_STEP = 16;
17
- const CAPACITY_GROW_FRACTION = 1.2;
18
-
19
13
  /**
20
14
  * X*X*X voxels allocated in the atlas to represent SDF for an object
21
15
  * @type {number}
22
16
  */
23
17
  const DEFAULT_MESH_RESOLUTION = 50;
24
18
 
19
+ /**
20
+ * Tiles across x and y to start with: the atlas grows a layer of 16 slots at a time along z, 16 being
21
+ * what the manager started with and its smallest growth step before it moved onto the atlas. Under
22
+ * a `maxTextureDimension3D` of 2048, z is full at 40 layers (640 slots, 320 MB of `r32float`), and
23
+ * the atlas then widens to 8×4 with 21 layers, moving every tile; a slot keeps its index.
24
+ * @type {number}
25
+ */
26
+ const ATLAS_SLOTS_X = 4;
27
+
28
+ /**
29
+ * @type {number}
30
+ */
31
+ const ATLAS_SLOTS_Y = 4;
32
+
33
+ /**
34
+ * Per-geometry signed distance fields, one {@link DEFAULT_MESH_RESOLUTION}³ `r32float` tile each, in
35
+ * a {@link GPUTileAtlas3D}.
36
+ *
37
+ * **A slot is its geometry's id.** The build shader reads `blas_lookup[slot]` and every reader
38
+ * addresses a geometry's tile by that id, so slots are claimed in order and never freed: the
39
+ * atlas's n-th allocation is slot n.
40
+ *
41
+ * **No border.** Every reader loads texels with `textureLoad` and clamps the far neighbour of its
42
+ * trilinear tap to the tile's last texel (`sdf_texture_region_sample_linear_uv`), and the texture
43
+ * is bound `unfilterable-float`, so no read leaves its tile. A skirt would be dead texels, and the
44
+ * atlas's skirt is a wrap besides — the far side of a mesh is not the continuation of its near side.
45
+ */
25
46
  export class GPUGeometrySDFManager {
26
47
 
27
48
  /**
28
- * @type {GPUDevice}
49
+ * @type {GPUTileAtlas3D}
29
50
  */
30
- #device;
51
+ #atlas;
31
52
 
32
53
  /**
33
- * Individual SDF textures are written here
34
- * @type {GPUTextureContext}
54
+ * The atlas's grid in tiles, as the shaders take it; refreshed on read.
55
+ * @type {number[]}
35
56
  */
36
- #texture;
57
+ #atlas_resolution_in_tiles = [0, 0, 0];
37
58
 
38
59
  /**
39
60
  *
40
- * @return {GPUTextureContext}
61
+ * @param {GPUDevice} device
41
62
  */
42
- get texture() {
43
- return this.#texture;
63
+ constructor(device) {
64
+ assert.defined(device, 'device');
65
+
66
+ this.#atlas = new GPUTileAtlas3D({
67
+ device,
68
+ format: "r32float",
69
+ content_size: DEFAULT_MESH_RESOLUTION,
70
+ border: 0,
71
+ slots_x: ATLAS_SLOTS_X,
72
+ slots_y: ATLAS_SLOTS_Y,
73
+ capacity: ATLAS_SLOTS_X * ATLAS_SLOTS_Y,
74
+ // loaded by the readers, stored into by shader_build_sdf
75
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.STORAGE_BINDING,
76
+ label: "GPUGeometrySDFManager/atlas",
77
+ });
44
78
  }
45
79
 
46
80
  /**
47
- * Resolution in SDF texels for a single geometry
48
- * @type {number}
81
+ * Allocate slots through {@link ensureCapacity} and {@link build_slots}, never on the atlas
82
+ * directly: a slot handed out of order would no longer be its geometry's id.
83
+ * @return {GPUTileAtlas3D}
49
84
  */
50
- #slot_resolution = DEFAULT_MESH_RESOLUTION;
85
+ get atlas() {
86
+ return this.#atlas;
87
+ }
51
88
 
52
89
  /**
53
- *
54
- * @return {number}
90
+ * Individual SDF textures are written here. Replaced when the atlas grows, so take a view after
91
+ * {@link build_slots}, never across it.
92
+ * @return {import("../../texture/GPUTextureContext.js").GPUTextureContext}
55
93
  */
56
- get tile_resolution() {
57
- return this.#slot_resolution;
94
+ get texture() {
95
+ return this.#atlas.texture;
58
96
  }
59
97
 
60
98
  /**
61
- *
62
- * @type {number[]}
99
+ * Resolution in SDF texels for a single geometry, which is also the stride between tiles: the
100
+ * atlas holds them with no border.
101
+ * @return {number}
63
102
  */
64
- #atlas_resolution_in_tiles = [0, 0, 0];
65
-
66
- get atlas_resolution_in_tiles() {
67
- return this.#atlas_resolution_in_tiles;
103
+ get tile_resolution() {
104
+ return this.#atlas.tile_size;
68
105
  }
69
106
 
70
107
  /**
71
- *
72
- * @return {number}
108
+ * Tiles along x, y and z — what `sdf_slot_index_to_texture_offset` takes to place a slot. Read it
109
+ * after {@link build_slots}: when the atlas widens, x or y changes and every tile moves.
110
+ * @return {number[]}
73
111
  */
74
- computeMaxSlotsPerDimension() {
75
- const max_texture_dimension3d = this.#device.limits.maxTextureDimension3D;
112
+ get atlas_resolution_in_tiles() {
113
+ const atlas = this.#atlas;
114
+ const out = this.#atlas_resolution_in_tiles;
76
115
 
77
- return Math.floor(max_texture_dimension3d / this.#slot_resolution);
116
+ out[0] = atlas.slots_x;
117
+ out[1] = atlas.slots_y;
118
+ out[2] = atlas.slots_z;
119
+
120
+ return out;
78
121
  }
79
122
 
80
123
  /**
81
- *
124
+ * Slots the texture holds now.
82
125
  * @return {number}
83
126
  */
84
- computeMaxCapacity() {
85
- const dimension = this.computeMaxSlotsPerDimension();
86
-
87
-
88
- const slice_area = dimension * dimension;
89
-
90
- const maxBufferSize = this.#device.limits.maxBufferSize;
91
- const slot_resolution = this.#slot_resolution;
92
-
93
- const TEXEL_SIZE = Float32Array.BYTES_PER_ELEMENT;
94
- const SLOT_TEXEL_COUNT = slot_resolution * slot_resolution * slot_resolution;
95
-
96
- const SLOT_BYTE_SIZE = slice_area * SLOT_TEXEL_COUNT * TEXEL_SIZE;
97
-
98
- if (SLOT_BYTE_SIZE > maxBufferSize) {
99
- throw new Error(`Slot size ${SLOT_BYTE_SIZE} > max buffer size ${maxBufferSize}, can't fit a single slot in GPU memory`);
100
- }
101
-
102
- const slice_limit = Math.floor(maxBufferSize / SLOT_BYTE_SIZE);
103
-
104
- if (dimension > slice_limit) {
105
- // can't exploit 3-rd dimension limit
106
- // NOTE: why? Not sure exactly, but that's how it works in Chrome today 09/12/2024 - storage texture size is limited by buffer limit as well
107
- return slice_area * slice_limit;
108
- }
109
-
110
- return slice_area * dimension;
127
+ get capacity() {
128
+ return this.#atlas.capacity;
111
129
  }
112
130
 
113
131
  /**
132
+ * Claim every slot below `min_capacity`, growing the atlas as it fills.
114
133
  *
115
134
  * @param {number} min_capacity
116
135
  */
117
136
  ensureCapacity(min_capacity) {
118
137
  assert.isNonNegativeInteger(min_capacity, 'min_capacity');
119
138
 
139
+ const atlas = this.#atlas;
120
140
 
121
- const current_capacity = this.capacity;
122
-
123
- if (min_capacity <= current_capacity) {
124
- // all good
125
- return;
126
- }
127
-
128
- const capacity_limit = this.computeMaxCapacity();
129
-
130
- // this is natural next step based on current capacity
131
- const growth_target = Math.min(
132
- capacity_limit,
133
- Math.max(
134
- current_capacity + CAPACITY_GROW_STEP,
135
- Math.floor(current_capacity * CAPACITY_GROW_FRACTION)
136
- )
137
- );
141
+ while (atlas.live_count < min_capacity) {
142
+ const slot = atlas.allocate();
138
143
 
139
- let target = Math.max(
140
- growth_target,
141
- min_capacity
142
- );
143
-
144
- if (target > capacity_limit) {
145
- console.warn(`target(=${target}) > limit(=${capacity_limit}), limiting size to ${capacity_limit}`);
146
-
147
- target = capacity_limit;
144
+ assert.equal(slot, atlas.live_count - 1, `slot ${slot} came out of order; a geometry SDF slot is its geometry's id, so the atlas must hand them out in sequence`);
148
145
  }
149
-
150
- this.allocate(target);
151
- }
152
-
153
- get capacity() {
154
- return this.#atlas_resolution_in_tiles[0] * this.#atlas_resolution_in_tiles[1] * this.#atlas_resolution_in_tiles[2];
155
- }
156
-
157
- /**
158
- *
159
- * @param {number} capacity in slots
160
- */
161
- allocate(capacity) {
162
- assert.isNonNegativeInteger(capacity, 'capacity');
163
-
164
- const capacity_limit = this.computeMaxCapacity();
165
-
166
- if (capacity > capacity_limit) {
167
- throw new Error(`Over capacity limit ${capacity} > ${capacity_limit}`);
168
- }
169
-
170
- // always allocate a full max row, and the other dimensions as needed
171
- const dimension_limit = this.computeMaxSlotsPerDimension();
172
-
173
- const slot_resolution = this.#slot_resolution;
174
-
175
- const sx = Math.min(dimension_limit, capacity);
176
- const sy = Math.min(dimension_limit, Math.ceil(capacity / dimension_limit));
177
- const sz = Math.ceil(capacity / (dimension_limit * dimension_limit));
178
-
179
- this.#atlas_resolution_in_tiles = [sx, sy, sz];
180
-
181
- this.#texture.resize(
182
- sx * slot_resolution,
183
- sy * slot_resolution,
184
- sz * slot_resolution,
185
- true,
186
- );
187
- }
188
-
189
- /**
190
- *
191
- * @param {GPUDevice} device
192
- */
193
- constructor(device) {
194
- this.#device = device;
195
-
196
- this.#texture = new GPUTextureContext(device);
197
-
198
- const td = this.#texture.descriptor;
199
-
200
- td.format = "r32float"
201
- td.dimension = "3d";
202
-
203
- td.usage |= GPUTextureUsage.STORAGE_BINDING; // required to be able to write SDF from compute shader, which is how we build the SDF
204
- td.usage |= GPUTextureUsage.COPY_SRC; // Needed for resizing while preserving data
205
- td.usage |= GPUTextureUsage.COPY_DST; // Needed for resizing while preserving data
206
-
207
- td.mipLevelCount = 1;
208
-
209
- this.allocate(INITIAL_CAPACITY);
210
-
211
-
212
- // DEBUG
213
- globalThis.sdf = this;
214
146
  }
215
147
 
216
148
  destroy() {
217
- this.#texture.destroy();
149
+ this.#atlas.destroy();
218
150
  }
219
151
 
220
152
 
@@ -234,13 +166,15 @@ export class GPUGeometrySDFManager {
234
166
  return;
235
167
  }
236
168
 
237
- // ensure that atlas is large enough
169
+ // claim every slot before the first dispatch: a grow replaces the texture, and submits its
170
+ // copy ahead of the command stream the dispatches are recorded into
238
171
  const max_slot = array_compute_max(slot_indices);
239
172
  this.ensureCapacity(max_slot + 1);
240
173
 
241
174
  // TODO spread work over multiple frames
242
175
 
243
- const slot_resolution = this.#slot_resolution;
176
+ const slot_resolution = this.#atlas.content_size;
177
+ const atlas_resolution_in_slots = this.atlas_resolution_in_tiles;
244
178
 
245
179
  for (let i = 0; i < slot_indices.length; i++) {
246
180
  const slot_index = slot_indices[i];
@@ -248,7 +182,7 @@ export class GPUGeometrySDFManager {
248
182
  const buffer_settings = {
249
183
  slot_index,
250
184
  slot_resolution,
251
- atlas_resolution_in_slots: this.#atlas_resolution_in_tiles,
185
+ atlas_resolution_in_slots,
252
186
  };
253
187
 
254
188
 
@@ -269,7 +203,7 @@ export class GPUGeometrySDFManager {
269
203
  blas_lookup: blas.buffer_metadata,
270
204
  blas_data: blas.buffer_data,
271
205
  geometries: geometries.buffer_metadata,
272
- output_texture: this.#texture.obtainView(),
206
+ output_texture: this.#atlas.texture.obtainView(),
273
207
  },
274
208
  group_count_x: wgx,
275
209
  group_count_y: wgy,
@@ -280,47 +214,14 @@ export class GPUGeometrySDFManager {
280
214
  }
281
215
 
282
216
  /**
283
- *
284
- * @param {number} slot_index
285
- * @return {number[]}
286
- */
287
- index_to_slot(slot_index) {
288
-
289
- // the linear→3D mapping is defined by the atlas TILE grid (see allocate(): sx/sy/sz
290
- // tiles per axis, matching the WGSL sdf_slot_index_to_texture_offset), not by the
291
- // per-tile texel resolution — dividing by #slot_resolution addresses the wrong tile
292
- // as soon as the grid width differs from it (true for any multi-row atlas)
293
- const [sx, sy] = this.#atlas_resolution_in_tiles;
294
- const slice_size = sx * sy;
295
-
296
- const x = slot_index % sx;
297
- const z = Math.floor(slot_index / slice_size);
298
- const y = Math.floor((slot_index - z * slice_size) / sx);
299
-
300
- return [x, y, z];
301
- }
302
-
303
- /**
304
- * Downloads raw data for a given slot
305
- * NOTE: this is mainly for debug, because of limitations in WebGPU API slot resolution must be 64 for it to work properly
217
+ * Downloads raw data for a given slot. Mainly for debugging.
306
218
  * @param {number} slot
307
219
  * @return {Promise<Float32Array>}
308
220
  */
309
221
  async download_slot(slot) {
310
- const r = this.#slot_resolution;
311
-
312
- const slot_coordinate = this.index_to_slot(slot);
313
-
314
- return download_texture_data({
315
- device: this.#device,
316
- source: this.#texture.gpu_texture,
317
- origin: [
318
- slot_coordinate[0] * r,
319
- slot_coordinate[1] * r,
320
- slot_coordinate[2] * r
321
- ],
322
- copySize: [r, r, r]
323
- });
222
+ const atlas = this.#atlas;
223
+ const t = atlas.tile_size;
224
+
225
+ return /** @type {Promise<Float32Array>} */ (atlas.texture.download_region(atlas.slot_origin(slot, [0, 0, 0]), [t, t, t]));
324
226
  }
325
227
  }
326
-
@@ -1 +1 @@
1
- {"version":3,"file":"shader_build_sdf.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/shader_build_sdf.js"],"names":[],"mappings":"AAiIA,6CAA8D;8BAzHhC,+BAA+B"}
1
+ {"version":3,"file":"shader_build_sdf.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/shader_build_sdf.js"],"names":[],"mappings":"AAyHA,6CAA8D;8BAjHhC,+BAA+B"}
@@ -1,130 +1,122 @@
1
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
2
- import { BVH2_NODE_STRUCT } from "../../shader/chunk/bvh/BVH2_NODE_STRUCT.js";
3
- import { BVH_TRAVERSAL_STACK_SIZE } from "../../shader/chunk/bvh/BVH_TRAVERSAL_STACK_SIZE.js";
4
- import { AABB3_STRUCT } from "../../shader/chunk/geometry/aabb3/AABB3_STRUCT.js";
5
- import { chunk_array_to_aabb3 } from "../../shader/chunk/geometry/aabb3/chunk_array_to_aabb3.js";
6
- import { F32_MAX_DEFINITION } from "../../shader/chunk/math/F32_MAX_DEFINITION.js";
7
- import { SURFACE_POINT_3D } from "../../shader/chunk/sdf/SURFACE_POINT_3D.js";
8
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
- import { ComputeShader } from "../../shader/ComputeShader.js";
10
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
11
- import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
12
- import { GEOMETRY_METADATA_STRUCT } from "../GEOMETRY_METADATA_STRUCT.js";
13
- import { chunk_blas_query_sdf } from "./chunk_blas_query_sdf.js";
14
- import { chunk_sdf_slot_index_to_texture_offset } from "./chunk_sdf_slot_index_to_texture_offset.js";
15
- import { SDF_BUILD_SETTINGS_STRUCT } from "./SDF_BUILD_SETTINGS_STRUCT.js";
16
- import { SFD_BUILD_WORKGROUP_SIZE } from "./SFD_BUILD_WORKGROUP_SIZE.js";
17
-
18
- const resources = new ShaderResourceSetDescriptor();
19
-
20
- // per-dispatch, 32 bytes, read-only: immediate data rather than a uniform buffer
21
- resources.setImmediate("settings", SDF_BUILD_SETTINGS_STRUCT);
22
-
23
- resources.createGroup()
24
- .addStorageBuffer("blas_lookup", WebGPUArray.u32)
25
- .addStorageBuffer("blas_data", WebGPUArray.from(BVH2_NODE_STRUCT))
26
- .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
27
-
28
- resources.createGroup()
29
- .addStorageTexture("output_texture", "r32float", "3d");
30
-
31
- /**
32
- * To support non-maniforld (open) meshes, we wrap negative distances after a number of voxels
33
- * @type {number}
34
- */
35
- const NEGATIVE_WRAP_DISTANCE = 4;
36
-
37
- const body = CodeChunk.from(
38
- //language=WGSL
39
- `
40
-
41
- @compute @workgroup_size(${SFD_BUILD_WORKGROUP_SIZE.join(',')})
42
- fn main(
43
- @builtin(global_invocation_id) global_id : vec3<u32>,
44
- ){
45
- let slot_resolution = settings.slot_resolution;
46
-
47
- if(any(global_id >= vec3(slot_resolution))){
48
- // outside of the slot
49
- return;
50
- }
51
-
52
- let slot_index = settings.slot_index;
53
-
54
- let slice_size = slot_resolution * slot_resolution;
55
-
56
- let slot_offset_z = slot_index / slice_size;
57
-
58
- let index_in_slice = slot_index - slot_offset_z*slice_size;
59
-
60
- let slot_offset_y = index_in_slice / slot_resolution;
61
- let slot_offset_x = slot_index % slot_resolution;
62
-
63
- let texel_offset = sdf_slot_index_to_texture_offset(slot_index, settings.atlas_resolution_in_slots) * slot_resolution;
64
-
65
- let texel_coordinate = texel_offset + global_id;
66
-
67
- let slot_resolution_v3f32 = vec3(f32(slot_resolution));
68
-
69
- // 0.5 is to move to the center of voxel
70
- let local_uv = (vec3<f32>(global_id) + 0.5) / slot_resolution_v3f32;
71
-
72
- // get AABB from geometry's BVH
73
- let blas_address = blas_lookup[slot_index];
74
-
75
- let bounds = array_to_aabb3(blas_data[blas_address].bounds);
76
- let tight_bounds_span = (bounds.max - bounds.min);
77
-
78
- // figure out extents of a single sdf texel
79
- let texel_size = tight_bounds_span / (slot_resolution_v3f32);
80
-
81
- // expand bounds by 1 texel to prevent clipping
82
- let expanded_bounds = ${AABB3_STRUCT.wgsl_ref}(
83
- bounds.min - texel_size*0.5,
84
- bounds.max + texel_size*0.5
85
- );
86
-
87
- let extended_bounds_span = (expanded_bounds.max - expanded_bounds.min);
88
-
89
- let sample_point = expanded_bounds.min + extended_bounds_span * local_uv;
90
-
91
- var traversal_stack:array<u32, ${BVH_TRAVERSAL_STACK_SIZE}>;
92
-
93
- var contact_point: ${SURFACE_POINT_3D.wgsl_ref};
94
-
95
- // note that distances are normalized to UV space, so no value will be greater than +/- sqrt(2)
96
- var sdf_distance = blas_query_sdf(sample_point, slot_index, &contact_point, &traversal_stack, 0u);
97
-
98
- let voxel_size = extended_bounds_span / slot_resolution_v3f32;
99
-
100
- // convert distance to voxels
101
- let voxel_path = ( (sample_point - contact_point.position) / voxel_size );
102
-
103
- let voxel_distance = length(voxel_path);
104
-
105
- if(sdf_distance < 0 && voxel_distance > ${NEGATIVE_WRAP_DISTANCE}){
106
- let voxel_compensation = max(0.0, voxel_distance - ${NEGATIVE_WRAP_DISTANCE});
107
- sdf_distance = sdf_distance + voxel_compensation * length(voxel_size) * 2.0;
108
- }
109
-
110
- textureStore(
111
- output_texture,
112
- texel_coordinate,
113
- vec4(sdf_distance,0,0,0)
114
- );
115
- }
116
- `, [
117
- AABB3_STRUCT.declaration_chunk,
118
- chunk_sdf_slot_index_to_texture_offset,
119
- F32_MAX_DEFINITION,
120
- chunk_array_to_aabb3,
121
- chunk_blas_query_sdf,
122
- ]);
123
-
124
- const descriptor = ShaderDescriptor.from({
125
- label: "Geometry SDF/ build",
126
- resources,
127
- body
128
- });
129
-
1
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
2
+ import { BVH2_NODE_STRUCT } from "../../shader/chunk/bvh/BVH2_NODE_STRUCT.js";
3
+ import { BVH_TRAVERSAL_STACK_SIZE } from "../../shader/chunk/bvh/BVH_TRAVERSAL_STACK_SIZE.js";
4
+ import { AABB3_STRUCT } from "../../shader/chunk/geometry/aabb3/AABB3_STRUCT.js";
5
+ import { chunk_array_to_aabb3 } from "../../shader/chunk/geometry/aabb3/chunk_array_to_aabb3.js";
6
+ import { F32_MAX_DEFINITION } from "../../shader/chunk/math/F32_MAX_DEFINITION.js";
7
+ import { SURFACE_POINT_3D } from "../../shader/chunk/sdf/SURFACE_POINT_3D.js";
8
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
+ import { ComputeShader } from "../../shader/ComputeShader.js";
10
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
11
+ import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
12
+ import { GEOMETRY_METADATA_STRUCT } from "../GEOMETRY_METADATA_STRUCT.js";
13
+ import { chunk_blas_query_sdf } from "./chunk_blas_query_sdf.js";
14
+ import { chunk_sdf_slot_index_to_texture_offset } from "./chunk_sdf_slot_index_to_texture_offset.js";
15
+ import { SDF_BUILD_SETTINGS_STRUCT } from "./SDF_BUILD_SETTINGS_STRUCT.js";
16
+ import { SFD_BUILD_WORKGROUP_SIZE } from "./SFD_BUILD_WORKGROUP_SIZE.js";
17
+
18
+ const resources = new ShaderResourceSetDescriptor();
19
+
20
+ // per-dispatch, 32 bytes, read-only: immediate data rather than a uniform buffer
21
+ resources.setImmediate("settings", SDF_BUILD_SETTINGS_STRUCT);
22
+
23
+ resources.createGroup()
24
+ .addStorageBuffer("blas_lookup", WebGPUArray.u32)
25
+ .addStorageBuffer("blas_data", WebGPUArray.from(BVH2_NODE_STRUCT))
26
+ .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
27
+
28
+ resources.createGroup()
29
+ .addStorageTexture("output_texture", "r32float", "3d");
30
+
31
+ /**
32
+ * To support non-maniforld (open) meshes, we wrap negative distances after a number of voxels
33
+ * @type {number}
34
+ */
35
+ const NEGATIVE_WRAP_DISTANCE = 4;
36
+
37
+ const body = CodeChunk.from(
38
+ //language=WGSL
39
+ `
40
+
41
+ @compute @workgroup_size(${SFD_BUILD_WORKGROUP_SIZE.join(',')})
42
+ fn main(
43
+ @builtin(global_invocation_id) global_id : vec3<u32>,
44
+ ){
45
+ let slot_resolution = settings.slot_resolution;
46
+
47
+ if(any(global_id >= vec3(slot_resolution))){
48
+ // outside of the slot
49
+ return;
50
+ }
51
+
52
+ let slot_index = settings.slot_index;
53
+
54
+ // the slot's corner in the atlas: its grid cell, a whole tile per cell (no border)
55
+ let texel_offset = sdf_slot_index_to_texture_offset(slot_index, settings.atlas_resolution_in_slots) * slot_resolution;
56
+
57
+ let texel_coordinate = texel_offset + global_id;
58
+
59
+ let slot_resolution_v3f32 = vec3(f32(slot_resolution));
60
+
61
+ // 0.5 is to move to the center of voxel
62
+ let local_uv = (vec3<f32>(global_id) + 0.5) / slot_resolution_v3f32;
63
+
64
+ // get AABB from geometry's BVH
65
+ let blas_address = blas_lookup[slot_index];
66
+
67
+ let bounds = array_to_aabb3(blas_data[blas_address].bounds);
68
+ let tight_bounds_span = (bounds.max - bounds.min);
69
+
70
+ // figure out extents of a single sdf texel
71
+ let texel_size = tight_bounds_span / (slot_resolution_v3f32);
72
+
73
+ // expand bounds by 1 texel to prevent clipping
74
+ let expanded_bounds = ${AABB3_STRUCT.wgsl_ref}(
75
+ bounds.min - texel_size*0.5,
76
+ bounds.max + texel_size*0.5
77
+ );
78
+
79
+ let extended_bounds_span = (expanded_bounds.max - expanded_bounds.min);
80
+
81
+ let sample_point = expanded_bounds.min + extended_bounds_span * local_uv;
82
+
83
+ var traversal_stack:array<u32, ${BVH_TRAVERSAL_STACK_SIZE}>;
84
+
85
+ var contact_point: ${SURFACE_POINT_3D.wgsl_ref};
86
+
87
+ // note that distances are normalized to UV space, so no value will be greater than +/- sqrt(2)
88
+ var sdf_distance = blas_query_sdf(sample_point, slot_index, &contact_point, &traversal_stack, 0u);
89
+
90
+ let voxel_size = extended_bounds_span / slot_resolution_v3f32;
91
+
92
+ // convert distance to voxels
93
+ let voxel_path = ( (sample_point - contact_point.position) / voxel_size );
94
+
95
+ let voxel_distance = length(voxel_path);
96
+
97
+ if(sdf_distance < 0 && voxel_distance > ${NEGATIVE_WRAP_DISTANCE}){
98
+ let voxel_compensation = max(0.0, voxel_distance - ${NEGATIVE_WRAP_DISTANCE});
99
+ sdf_distance = sdf_distance + voxel_compensation * length(voxel_size) * 2.0;
100
+ }
101
+
102
+ textureStore(
103
+ output_texture,
104
+ texel_coordinate,
105
+ vec4(sdf_distance,0,0,0)
106
+ );
107
+ }
108
+ `, [
109
+ AABB3_STRUCT.declaration_chunk,
110
+ chunk_sdf_slot_index_to_texture_offset,
111
+ F32_MAX_DEFINITION,
112
+ chunk_array_to_aabb3,
113
+ chunk_blas_query_sdf,
114
+ ]);
115
+
116
+ const descriptor = ShaderDescriptor.from({
117
+ label: "Geometry SDF/ build",
118
+ resources,
119
+ body
120
+ });
121
+
130
122
  export const shader_build_sdf = new ComputeShader(descriptor);
@@ -1 +1 @@
1
- {"version":3,"file":"brick4_bake_basic.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.js"],"names":[],"mappings":"AAoCA;;;;;;;GAOG;AACH;IAL2C,MAAM;IACb,QAAQ;IACT,GAAG;IACF,KAAK;yBAmMxC"}
1
+ {"version":3,"file":"brick4_bake_basic.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.js"],"names":[],"mappings":"AAqCA;;;;;;;GAOG;AACH;IAL2C,MAAM;IACb,QAAQ;IACT,GAAG;IACF,KAAK;yBAqMxC"}