@woosh/meep-engine 3.47.0 → 3.50.0

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 (1770) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +12 -2
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +30 -4
  5. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  6. package/editor/view/particles/effect/ParticleGraphEditorView.js +3 -1
  7. package/package.json +1 -1
  8. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
  9. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
  10. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
  11. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
  12. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
  13. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
  14. package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
  15. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  16. package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
  17. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
  18. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  19. package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
  20. package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
  21. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  22. package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
  23. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
  24. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
  25. package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
  26. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
  27. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
  28. package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
  29. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
  30. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
  31. package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
  32. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
  33. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
  34. package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
  35. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
  36. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
  37. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
  38. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
  39. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
  40. package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
  41. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
  42. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  43. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
  44. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
  45. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
  46. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
  47. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
  48. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
  49. package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
  50. package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
  51. package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
  52. package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
  53. package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
  54. package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
  55. package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
  56. package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
  57. package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
  58. package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
  59. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
  60. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
  61. package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
  62. package/src/core/math/falloff_quadratic.d.ts +13 -0
  63. package/src/core/math/falloff_quadratic.d.ts.map +1 -0
  64. package/src/core/math/falloff_quadratic.js +20 -0
  65. package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
  66. package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
  67. package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
  68. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
  69. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
  70. package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
  71. package/src/engine/EngineHarness.d.ts.map +1 -1
  72. package/src/engine/EngineHarness.js +6 -0
  73. package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
  74. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  75. package/src/engine/ecs/EntityComponentDataset.js +120 -11
  76. package/src/engine/ecs/async/WORKER_SYSTEM_PLAN.md +27 -11
  77. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
  78. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
  79. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  80. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +13 -0
  81. package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
  82. package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
  83. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +2 -2
  84. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  85. package/src/engine/graphics/ecs/particles/ParticleEffect.js +7 -7
  86. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +8 -0
  87. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  88. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +11 -3
  89. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +26 -0
  90. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts.map +1 -0
  91. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +91 -0
  92. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
  93. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
  94. package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
  95. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
  96. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
  97. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
  98. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
  99. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
  100. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
  101. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
  102. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
  103. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
  104. package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
  105. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
  106. package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
  107. package/src/engine/graphics3/GPUParticleEmitterSystem.js +2 -2
  108. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  109. package/src/engine/graphics3/GraphicsEngine.js +8 -1
  110. package/src/engine/graphics3/ParticipatingMedia.d.ts +90 -1
  111. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  112. package/src/engine/graphics3/ParticipatingMedia.js +145 -5
  113. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +6 -2
  114. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -1
  115. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +29 -4
  116. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts +10 -0
  117. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts.map +1 -0
  118. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.js +38 -0
  119. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
  120. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  121. package/src/engine/graphics3/ParticipatingMediaSystem.js +236 -45
  122. package/src/engine/graphics3/WaterSystem.d.ts +9 -2
  123. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  124. package/src/engine/graphics3/WaterSystem.js +53 -15
  125. package/src/engine/network/NetworkSession.d.ts +16 -5
  126. package/src/engine/network/NetworkSession.d.ts.map +1 -1
  127. package/src/engine/network/NetworkSession.js +104 -7
  128. package/src/engine/network/README.md +27 -1
  129. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts +40 -18
  130. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts.map +1 -1
  131. package/src/engine/network/orchestrator/ServerAuthoritativeServer.js +180 -190
  132. package/src/engine/network/replication/Replicator.d.ts +15 -4
  133. package/src/engine/network/replication/Replicator.d.ts.map +1 -1
  134. package/src/engine/network/replication/Replicator.js +50 -16
  135. package/src/engine/network/state/RecordArrivalRing.d.ts +57 -0
  136. package/src/engine/network/state/RecordArrivalRing.d.ts.map +1 -0
  137. package/src/engine/network/state/RecordArrivalRing.js +144 -0
  138. package/src/engine/physics/cloth/MEASUREMENTS.md +393 -0
  139. package/src/engine/physics/cloth/PLAN.md +106 -7
  140. package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
  141. package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
  142. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
  143. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
  144. package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
  145. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
  146. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
  147. package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
  148. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
  149. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  150. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
  151. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -21
  152. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  153. package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -22
  154. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +5 -3
  155. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  156. package/src/engine/physics/cloth/ecs/ClothSystem.js +10 -3
  157. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
  158. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  159. package/src/engine/physics/cloth/ecs/ClothWorld.js +140 -43
  160. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +2 -1
  161. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
  162. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +6 -1
  163. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  164. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +20 -10
  165. package/src/engine/physics/cloth/playground/README.md +8 -4
  166. package/src/engine/physics/cloth/playground/collide.html +5 -3
  167. package/src/engine/physics/cloth/playground/collide_main.js +14 -13
  168. package/src/engine/physics/cloth/playground/wind.html +4 -4
  169. package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
  170. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
  171. package/src/engine/physics/cloth/playground/wind_build.js +4 -3
  172. package/src/engine/physics/cloth/playground/wind_main.js +58 -19
  173. package/src/engine/physics/cloth/solver/ClothState.d.ts +30 -2
  174. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  175. package/src/engine/physics/cloth/solver/ClothState.js +62 -4
  176. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +11 -3
  177. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
  178. package/src/engine/physics/cloth/solver/cloth_self_find.js +52 -11
  179. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts +42 -0
  180. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts.map +1 -0
  181. package/src/engine/physics/cloth/solver/cloth_self_radius.js +64 -0
  182. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +99 -24
  183. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  184. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +102 -25
  185. package/src/engine/physics/cloth/solver/cloth_step.d.ts +5 -1
  186. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  187. package/src/engine/physics/cloth/solver/cloth_step.js +13 -3
  188. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +0 -1
  189. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -1
  190. package/src/engine/physics/cloth/solver/cloth_step_instance.js +12 -14
  191. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +23 -4
  192. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  193. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +36 -8
  194. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.d.ts.map +1 -1
  195. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.js +4 -2
  196. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
  197. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
  198. package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
  199. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
  200. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  201. package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
  202. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
  203. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
  204. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
  205. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
  206. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
  207. package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
  208. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
  209. package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
  210. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
  211. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
  212. package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
  213. package/src/engine/physics/fluid/FluidField.d.ts +14 -2
  214. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  215. package/src/engine/physics/fluid/FluidField.js +26 -6
  216. package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
  217. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  218. package/src/engine/physics/fluid/FluidSimulator.js +13 -2
  219. package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
  220. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
  221. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
  222. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
  223. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
  224. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
  225. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
  226. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
  227. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
  228. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
  229. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
  230. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  231. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
  232. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
  233. package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
  234. package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
  235. package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
  236. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
  237. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
  238. package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
  239. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
  240. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
  241. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
  242. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
  243. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
  244. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
  245. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
  246. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
  247. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
  248. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
  249. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
  250. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
  251. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
  252. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
  253. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
  254. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
  255. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
  256. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
  257. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
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@@ -1,220 +1,153 @@
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  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
+ // a cube: the build and every reader take one resolution for all three axes
70
+ content_size: [DEFAULT_MESH_RESOLUTION, DEFAULT_MESH_RESOLUTION, DEFAULT_MESH_RESOLUTION],
71
+ border: 0,
72
+ slots_x: ATLAS_SLOTS_X,
73
+ slots_y: ATLAS_SLOTS_Y,
74
+ capacity: ATLAS_SLOTS_X * ATLAS_SLOTS_Y,
75
+ // loaded by the readers, stored into by shader_build_sdf
76
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.STORAGE_BINDING,
77
+ label: "GPUGeometrySDFManager/atlas",
78
+ });
44
79
  }
45
80
 
46
81
  /**
47
- * Resolution in SDF texels for a single geometry
48
- * @type {number}
82
+ * Allocate slots through {@link ensureCapacity} and {@link build_slots}, never on the atlas
83
+ * directly: a slot handed out of order would no longer be its geometry's id.
84
+ * @return {GPUTileAtlas3D}
49
85
  */
50
- #slot_resolution = DEFAULT_MESH_RESOLUTION;
86
+ get atlas() {
87
+ return this.#atlas;
88
+ }
51
89
 
52
90
  /**
53
- *
54
- * @return {number}
91
+ * Individual SDF textures are written here. Replaced when the atlas grows, so take a view after
92
+ * {@link build_slots}, never across it.
93
+ * @return {import("../../texture/GPUTextureContext.js").GPUTextureContext}
55
94
  */
56
- get tile_resolution() {
57
- return this.#slot_resolution;
95
+ get texture() {
96
+ return this.#atlas.texture;
58
97
  }
59
98
 
60
99
  /**
61
- *
62
- * @type {number[]}
100
+ * Resolution in SDF texels for a single geometry along each axis — the tile is a cube — which is
101
+ * also the stride between tiles: the atlas holds them with no border.
102
+ * @return {number}
63
103
  */
64
- #atlas_resolution_in_tiles = [0, 0, 0];
65
-
66
- get atlas_resolution_in_tiles() {
67
- return this.#atlas_resolution_in_tiles;
104
+ get tile_resolution() {
105
+ return DEFAULT_MESH_RESOLUTION;
68
106
  }
69
107
 
70
108
  /**
71
- *
72
- * @return {number}
109
+ * Tiles along x, y and z — x and y are what `tile_atlas_slot_origin` takes to place a slot. Read it
110
+ * after {@link build_slots}: when the atlas widens, x or y changes and every tile moves.
111
+ * @return {number[]}
73
112
  */
74
- computeMaxSlotsPerDimension() {
75
- const max_texture_dimension3d = this.#device.limits.maxTextureDimension3D;
113
+ get atlas_resolution_in_tiles() {
114
+ const atlas = this.#atlas;
115
+ const out = this.#atlas_resolution_in_tiles;
76
116
 
77
- return Math.floor(max_texture_dimension3d / this.#slot_resolution);
117
+ out[0] = atlas.slots_x;
118
+ out[1] = atlas.slots_y;
119
+ out[2] = atlas.slots_z;
120
+
121
+ return out;
78
122
  }
79
123
 
80
124
  /**
81
- *
125
+ * Slots the texture holds now.
82
126
  * @return {number}
83
127
  */
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;
128
+ get capacity() {
129
+ return this.#atlas.capacity;
111
130
  }
112
131
 
113
132
  /**
133
+ * Claim every slot below `min_capacity`, growing the atlas as it fills.
114
134
  *
115
135
  * @param {number} min_capacity
116
136
  */
117
137
  ensureCapacity(min_capacity) {
118
138
  assert.isNonNegativeInteger(min_capacity, 'min_capacity');
119
139
 
140
+ const atlas = this.#atlas;
120
141
 
121
- const current_capacity = this.capacity;
142
+ while (atlas.live_count < min_capacity) {
143
+ const slot = atlas.allocate();
122
144
 
123
- if (min_capacity <= current_capacity) {
124
- // all good
125
- return;
145
+ assert.equal(slot, atlas.live_count - 1, `slot ${slot} came out of order; a geometry SDF slot is its geometry's id, so the atlas must hand them out in sequence`);
126
146
  }
127
-
128
- const capacity_limit = this.computeMaxCapacity();
129
-
130
- // this is natural next step based on current capacity
131
- const growth_target = Math.min(
132
- capacity_limit,
133
- Math.max(
134
- current_capacity + CAPACITY_GROW_STEP,
135
- Math.floor(current_capacity * CAPACITY_GROW_FRACTION)
136
- )
137
- );
138
-
139
- let target = Math.max(
140
- growth_target,
141
- min_capacity
142
- );
143
-
144
- if (target > capacity_limit) {
145
- console.warn(`target(=${target}) > limit(=${capacity_limit}), limiting size to ${capacity_limit}`);
146
-
147
- target = capacity_limit;
148
- }
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
147
  }
215
148
 
216
149
  destroy() {
217
- this.#texture.destroy();
150
+ this.#atlas.destroy();
218
151
  }
219
152
 
220
153
 
@@ -234,13 +167,15 @@ export class GPUGeometrySDFManager {
234
167
  return;
235
168
  }
236
169
 
237
- // ensure that atlas is large enough
170
+ // claim every slot before the first dispatch: a grow replaces the texture, and submits its
171
+ // copy ahead of the command stream the dispatches are recorded into
238
172
  const max_slot = array_compute_max(slot_indices);
239
173
  this.ensureCapacity(max_slot + 1);
240
174
 
241
175
  // TODO spread work over multiple frames
242
176
 
243
- const slot_resolution = this.#slot_resolution;
177
+ const slot_resolution = this.tile_resolution;
178
+ const atlas_resolution_in_slots = this.atlas_resolution_in_tiles;
244
179
 
245
180
  for (let i = 0; i < slot_indices.length; i++) {
246
181
  const slot_index = slot_indices[i];
@@ -248,7 +183,7 @@ export class GPUGeometrySDFManager {
248
183
  const buffer_settings = {
249
184
  slot_index,
250
185
  slot_resolution,
251
- atlas_resolution_in_slots: this.#atlas_resolution_in_tiles,
186
+ atlas_resolution_in_slots,
252
187
  };
253
188
 
254
189
 
@@ -269,7 +204,10 @@ export class GPUGeometrySDFManager {
269
204
  blas_lookup: blas.buffer_metadata,
270
205
  blas_data: blas.buffer_data,
271
206
  geometries: geometries.buffer_metadata,
272
- output_texture: this.#texture.obtainView(),
207
+ // the triangles the query reads, through their meshlets
208
+ meshlet_metadata: geometries.meshlets.buffer_metadata,
209
+ meshlet_data: geometries.meshlets.buffer_data,
210
+ output_texture: this.#atlas.texture.obtainView(),
273
211
  },
274
212
  group_count_x: wgx,
275
213
  group_count_y: wgy,
@@ -280,47 +218,12 @@ export class GPUGeometrySDFManager {
280
218
  }
281
219
 
282
220
  /**
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
221
+ * Downloads raw data for a given slot. Mainly for debugging.
306
222
  * @param {number} slot
307
223
  * @return {Promise<Float32Array>}
308
224
  */
309
225
  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
- });
226
+ const atlas = this.#atlas;
227
+ return /** @type {Promise<Float32Array>} */ (atlas.texture.download_region(atlas.slot_origin(slot, [0, 0, 0]), atlas.tile_size));
324
228
  }
325
229
  }
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":"AA6HA,6CAA8D;8BArHhC,+BAA+B"}
@@ -1,130 +1,126 @@
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 { chunk_tile_atlas_slot_origin } from "../../texture/atlas/chunk_tile_atlas_slot_origin.js";
13
+ import { GEOMETRY_METADATA_STRUCT } from "../GEOMETRY_METADATA_STRUCT.js";
14
+ import { chunk_blas_query_sdf } from "./chunk_blas_query_sdf.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
+ import { GEOMETRY_ATTRIBUTE_DATA_RESOURCE } from "../GEOMETRY_ATTRIBUTE_DATA_RESOURCE.js";
18
+ import { MESHLET_METADATA_RESOURCE } from "../meshlet/MESHLET_METADATA_RESOURCE.js";
19
+
20
+ const resources = new ShaderResourceSetDescriptor();
21
+
22
+ // per-dispatch, 32 bytes, read-only: immediate data rather than a uniform buffer
23
+ resources.setImmediate("settings", SDF_BUILD_SETTINGS_STRUCT);
24
+
25
+ resources.createGroup()
26
+ .addStorageBuffer("blas_lookup", WebGPUArray.u32)
27
+ .addStorageBuffer("blas_data", WebGPUArray.from(BVH2_NODE_STRUCT))
28
+ .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
29
+ .add(MESHLET_METADATA_RESOURCE)
30
+ .add(GEOMETRY_ATTRIBUTE_DATA_RESOURCE)
31
+
32
+ resources.createGroup()
33
+ .addStorageTexture("output_texture", "r32float", "3d");
34
+
35
+ /**
36
+ * To support non-maniforld (open) meshes, we wrap negative distances after a number of voxels
37
+ * @type {number}
38
+ */
39
+ const NEGATIVE_WRAP_DISTANCE = 4;
40
+
41
+ const body = CodeChunk.from(
42
+ //language=WGSL
43
+ `
44
+
45
+ @compute @workgroup_size(${SFD_BUILD_WORKGROUP_SIZE.join(',')})
46
+ fn main(
47
+ @builtin(global_invocation_id) global_id : vec3<u32>,
48
+ ){
49
+ let slot_resolution = settings.slot_resolution;
50
+
51
+ if(any(global_id >= vec3(slot_resolution))){
52
+ // outside of the slot
53
+ return;
54
+ }
55
+
56
+ let slot_index = settings.slot_index;
57
+
58
+ // the slot's corner in the atlas: its grid cell, a whole tile per cell (no border)
59
+ let texel_offset = tile_atlas_slot_origin(slot_index, settings.atlas_resolution_in_slots.xy, vec3(slot_resolution));
60
+
61
+ let texel_coordinate = texel_offset + global_id;
62
+
63
+ let slot_resolution_v3f32 = vec3(f32(slot_resolution));
64
+
65
+ // 0.5 is to move to the center of voxel
66
+ let local_uv = (vec3<f32>(global_id) + 0.5) / slot_resolution_v3f32;
67
+
68
+ // get AABB from geometry's BVH
69
+ let blas_address = blas_lookup[slot_index];
70
+
71
+ let bounds = array_to_aabb3(blas_data[blas_address].bounds);
72
+ let tight_bounds_span = (bounds.max - bounds.min);
73
+
74
+ // figure out extents of a single sdf texel
75
+ let texel_size = tight_bounds_span / (slot_resolution_v3f32);
76
+
77
+ // expand bounds by 1 texel to prevent clipping
78
+ let expanded_bounds = ${AABB3_STRUCT.wgsl_ref}(
79
+ bounds.min - texel_size*0.5,
80
+ bounds.max + texel_size*0.5
81
+ );
82
+
83
+ let extended_bounds_span = (expanded_bounds.max - expanded_bounds.min);
84
+
85
+ let sample_point = expanded_bounds.min + extended_bounds_span * local_uv;
86
+
87
+ var traversal_stack:array<u32, ${BVH_TRAVERSAL_STACK_SIZE}>;
88
+
89
+ var contact_point: ${SURFACE_POINT_3D.wgsl_ref};
90
+
91
+ // note that distances are normalized to UV space, so no value will be greater than +/- sqrt(2)
92
+ var sdf_distance = blas_query_sdf(sample_point, slot_index, &contact_point, &traversal_stack, 0u);
93
+
94
+ let voxel_size = extended_bounds_span / slot_resolution_v3f32;
95
+
96
+ // convert distance to voxels
97
+ let voxel_path = ( (sample_point - contact_point.position) / voxel_size );
98
+
99
+ let voxel_distance = length(voxel_path);
100
+
101
+ if(sdf_distance < 0 && voxel_distance > ${NEGATIVE_WRAP_DISTANCE}){
102
+ let voxel_compensation = max(0.0, voxel_distance - ${NEGATIVE_WRAP_DISTANCE});
103
+ sdf_distance = sdf_distance + voxel_compensation * length(voxel_size) * 2.0;
104
+ }
105
+
106
+ textureStore(
107
+ output_texture,
108
+ texel_coordinate,
109
+ vec4(sdf_distance,0,0,0)
110
+ );
111
+ }
112
+ `, [
113
+ AABB3_STRUCT.declaration_chunk,
114
+ chunk_tile_atlas_slot_origin,
115
+ F32_MAX_DEFINITION,
116
+ chunk_array_to_aabb3,
117
+ chunk_blas_query_sdf,
118
+ ]);
119
+
120
+ const descriptor = ShaderDescriptor.from({
121
+ label: "Geometry SDF/ build",
122
+ resources,
123
+ body
124
+ });
125
+
130
126
  export const shader_build_sdf = new ComputeShader(descriptor);
@@ -74,7 +74,7 @@ fn main(
74
74
  //
75
75
  // let sdf_uv = (vec3(vec2(vec2f(coord_i)/SLICE_ZOOM), settings.slice * f32(settings.sdf_tile_resolution - 1u)) + 0.5) / f32(settings.sdf_tile_resolution);
76
76
  //
77
- // let offset = sdf_slot_index_to_texture_offset(geometry_id, settings.sdf_atlas_resolution) * settings.sdf_tile_resolution;
77
+ // let offset = tile_atlas_slot_origin(geometry_id, settings.sdf_atlas_resolution.xy, vec3(settings.sdf_tile_resolution));
78
78
  // let geometry_distance = sdf_texture_region_sample_linear_uv(texture_sdf, offset, vec3(settings.sdf_tile_resolution), sdf_uv);
79
79
  // return vec4(select(vec3(geometry_distance*scale, 0.0, 0.0), vec3(0.0, 0.0, geometry_distance*scale), geometry_distance >= 0), 1.0);
80
80
  //// return vec4(vec3( geometry_distance ), 1.0);