@woosh/meep-engine 3.49.0 → 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.
- package/build/bundle-worker-terrain.js +1 -1
- package/editor/particles/effect/ParticleReferenceSimulation.d.ts +11 -0
- package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
- package/editor/particles/effect/ParticleReferenceSimulation.js +28 -0
- package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
- package/editor/view/particles/effect/ParticleGraphEditorView.js +2 -0
- package/package.json +1 -1
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
- package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
- package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
- package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
- package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
- package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
- package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
- package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
- package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
- package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
- package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
- package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
- package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
- package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
- package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
- package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
- package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
- package/src/core/math/falloff_quadratic.d.ts +13 -0
- package/src/core/math/falloff_quadratic.d.ts.map +1 -0
- package/src/core/math/falloff_quadratic.js +20 -0
- package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
- package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
- package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
- package/src/engine/EngineHarness.d.ts.map +1 -1
- package/src/engine/EngineHarness.js +6 -0
- package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
- package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
- package/src/engine/ecs/EntityComponentDataset.js +120 -11
- package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
- package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
- package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
- package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
- package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
- package/src/engine/graphics3/ParticipatingMedia.d.ts +6 -0
- package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMedia.js +6 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMediaSystem.js +218 -70
- package/src/engine/graphics3/WaterSystem.d.ts +9 -2
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem.js +53 -15
- package/src/engine/physics/cloth/MEASUREMENTS.md +39 -0
- package/src/engine/physics/cloth/PLAN.md +21 -2
- package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
- package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
- package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
- package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
- package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -9
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -9
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +3 -2
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothSystem.js +3 -2
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothWorld.js +136 -28
- package/src/engine/physics/cloth/playground/README.md +8 -4
- package/src/engine/physics/cloth/playground/wind.html +4 -4
- package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
- package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
- package/src/engine/physics/cloth/playground/wind_build.js +4 -3
- package/src/engine/physics/cloth/playground/wind_main.js +58 -19
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
- package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
- package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
- package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
- package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
- package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
- package/src/engine/physics/fluid/FluidField.d.ts +14 -2
- package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidField.js +26 -6
- package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
- package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidSimulator.js +13 -2
- package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
- package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
- package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +53 -3
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +73 -13
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +207 -88
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +35 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +72 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +34 -10
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +139 -150
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts +26 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.js +51 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts +55 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.js +255 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts +25 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.js +52 -0
- package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts +22 -20
- package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/WakeFluidEffector.js +181 -185
- package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts +31 -0
- package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.js +56 -0
- package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts +52 -0
- package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js +68 -0
- package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts +10 -0
- package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.js +31 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts +25 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.js +105 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts +17 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js +47 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts +54 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.js +34 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts +98 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.js +409 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts +25 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.js +78 -0
- package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts +27 -0
- package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/fluid_record_apply.js +151 -0
- package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +42 -0
- package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts.map +1 -0
- package/src/engine/physics/fluid/fluid_apply_atmosphere.js +148 -0
- package/src/engine/physics/fluid/fluid_atmosphere_to_grid.d.ts +16 -0
- package/src/engine/physics/fluid/fluid_atmosphere_to_grid.d.ts.map +1 -0
- package/src/engine/physics/fluid/fluid_atmosphere_to_grid.js +47 -0
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts +32 -0
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts.map +1 -0
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js +50 -0
- package/src/engine/physics/fluid/obstacle/chunk_fluid_obstacle_record.d.ts +24 -0
- package/src/engine/physics/fluid/obstacle/chunk_fluid_obstacle_record.d.ts.map +1 -0
- package/src/engine/physics/fluid/obstacle/chunk_fluid_obstacle_record.js +61 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts +58 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts.map +1 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.js +35 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_evaluate.d.ts +34 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_evaluate.d.ts.map +1 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_evaluate.js +90 -0
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- package/src/shade/renderer/water/chunk_water_gi.js +70 -56
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- package/src/shade/renderer/wind/GPUSceneWind.d.ts.map +1 -0
- package/src/shade/renderer/wind/GPUSceneWind.js +410 -0
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- package/src/shade/renderer/wind/WIND_FIELD.d.ts.map +1 -0
- package/src/shade/renderer/wind/WIND_FIELD.js +60 -0
- package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts +36 -0
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- package/src/shade/renderer/wind/WIND_FIELD_STRUCT.js +61 -0
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- package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.js +17 -0
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- package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts +40 -0
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- package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.js +92 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts +12 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts.map +1 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.js +22 -0
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts +15 -0
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts.map +1 -0
- package/src/shade/renderer/wind/wind_field_add_resources.js +22 -0
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- package/src/shade/wgsl/emulator/CPUBitmapData.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/CPUBitmapData.js +5 -2
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts +5 -1
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
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- package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
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- package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +0 -87
- package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +0 -1
- package/src/engine/physics/cloth/wind/ClothAmbientWind.js +0 -185
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- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.d.ts.map +0 -1
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- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.d.ts +0 -43
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- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.js +0 -207
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.d.ts +0 -21
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- package/src/shade/renderer/global_illumination/clipmap/RadianceField.js +0 -40
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.d.ts +0 -13
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- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts +0 -7
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- package/src/shade/renderer/postprocess/ssr/resolve/build_ssr_resolve_shader.d.ts +0 -21
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- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts +0 -2
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- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts +0 -7
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
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- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts +0 -9
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- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +0 -111
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- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js +0 -22
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js +0 -55
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js +0 -47
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts.map +0 -1
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{"version":3,"file":"GPUSceneContext.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/GPUSceneContext.js"],"names":[],"mappings":"
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{"version":3,"file":"GPUSceneContext.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/GPUSceneContext.js"],"names":[],"mappings":"AAwEA;;;;;;;;;GASG;AACH;IAEI;;;;;;;OAOG;IACH,iCAFW,eAAe,QASzB;IA2KD;;;;OAIG;IACH,sBAHW,eAAe,SACf,KAAK,EAyCf;IArND;;;OAGG;IACH,aAFU,MAAM,CAEE;IAElB;;OAEG;IACH,YAFU,kBAAkB,CAEjB;IAEX;;OAEG;IACH,WAFU,kBAAkB,CAElB;IAGV;;OAEG;IACH,sBAFU,cAAc,CAEH;IASrB;;;OAGG;IACH,mBAEC;IAOD,uCAEC;IAOD;;;;;OAKG;IACH,yBAEC;IAUD;;;;;OAKG;IACH,kBAEC;IAQD;;;OAGG;IACH,iCAEC;IAOD;;;OAGG;IACH,8CAEC;IAOD;;;OAGG;IACH,8CAEC;IAmID;;OAEG;IACH,kDAEC;IAED;;OAEG;IACH,gDAEC;IAED;;OAEG;IACH,kDAEC;IAED;;;;;;;;;;;;;;;;;;;OAmBG;IACH;QAH0C,SAAS,GAAxC,oBAAoB;QAClB,yBAAyB,CAuDrC;IAED;;OAEG;IACH,6CAEC;IAYD;;;OAGG;IACH,kCAEC;IAED;;;;;OAKG;IACH,uCAEC;IAED;;;;;;;;;;;OAWG;IACH,uCAUC;IAED,+BAUC;IAED;;;;;;;;;;OAUG;IACH,yBAEC;IAED;;;;;OAKG;IACH,sCAMC;IAOD;;;;;;;OAOG;IACH,8EAEC;IA0BD;;;;;OAKG;IACH,cAsEC;IAED;;;OAGG;IACH,YAFW,eAAe,QA2BzB;IAED;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH,cAHW,sBAAsB,cACtB,MAAM,QAuBhB;IAoCD;;;;;;OAMG;IACH,gBAmBC;IAoCL;;;OAGG;IACH,4BAFU,OAAO,CAE0B;;CAN1C;8BApyBY,OAAO,0CAA0C,EAAE,eAAe;8BAClE,OAAO,uBAAuB,EAAE,eAAe;iCAC/C,OAAO,mCAAmC,EAAE,kBAAkB;iCAC9D,OAAO,mCAAmC,EAAE,kBAAkB;4BAC9D,OAAO,8BAA8B,EAAE,aAAa;8BACpD,OAAO,iDAAiD,EAAE,eAAe;+BAzBvD,iDAAiD;sBAM1D,YAAY;oCAFE,uCAAuC;6BAC9C,yBAAyB;uBAH/B,yBAAyB;mCACb,gCAAgC;oCAF/B,mDAAmD;kDAMrC,wCAAwC;0CAjBhD,0DAA0D;8BAItE,8CAA8C;iCAF3C,iDAAiD;qCAG7C,qDAAqD;oCAGtD,qCAAqC;4BAC7C,gCAAgC;uCASrB,iDAAiD;6BAM3D,wBAAwB;wCADb,mCAAmC;uCAhBpC,wCAAwC"}
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import { GPUSky } from "../atmosphere/GPUSky.js";
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import { GPULightCollection } from "../light/GPULightCollection.js";
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import { GPUSceneVolumetrics } from "../volumetrics/GPUSceneVolumetrics.js";
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import { GPUSceneWind } from "../wind/GPUSceneWind.js";
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import { Scene } from "./Scene.js";
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import { GPUInstancesAccelerationStructure } from "./GPUInstancesAccelerationStructure.js";
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import { GPUMeshSkinningContext } from "../animation/skinning/GPUMeshSkinningContext.js";
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scene.volumetrics
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);
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this.#wind = new GPUSceneWind(device);
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this.#light_probe_volume.update();
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this.#lights.update(ctx);
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* Release this context's virtual geometry — everything {@link enable_virtual_geometry} built,
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* so that a host tears a scene down by destroying the renderer and nothing of the streaming loop
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* is left for it to find — then its rows, its database, its TLAS, its lights, its probe volume,
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* its volumetrics, its sky, its volumetric light map, its animation and its skinning: every buffer the
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* its volumetrics, its wind, its sky, its volumetric light map, its animation and its skinning: every buffer the
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"MESH_INSTANCE_METADATA_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/MESH_INSTANCE_METADATA_STRUCT.js"],"names":[],"mappings":"AAIA;;;;;;;;GAQG;AACH,
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1
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+
{"version":3,"file":"MESH_INSTANCE_METADATA_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/MESH_INSTANCE_METADATA_STRUCT.js"],"names":[],"mappings":"AAIA;;;;;;;;GAQG;AACH,yDAe0B;6BA1BG,gCAAgC"}
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@@ -21,4 +21,9 @@ export const MESH_INSTANCE_METADATA_STRUCT = WebGPUStruct.from({
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node: u32,
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bounding_box: WebGPUArray.from(f32, 6),
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bounding_sphere: vec4f,
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/**
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* This mesh's chart in the lightmap atlas, `[u0, v0, u1, v1]`: the lightmap shaders map the
|
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* geometry's uv1 square onto it. Nothing packs an atlas yet, so every row's chart is empty.
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*/
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lightmap_uvs: vec4f,
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}, "MeshMetadata").pack();
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@@ -0,0 +1,7 @@
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1
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/**
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* The scene database (`SCENE_DATABASE_SPEC`), read through `chunk_scene_database_access`.
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* @type {ShaderResourceDescriptor}
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*/
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export const SCENE_DATABASE_RESOURCE: ShaderResourceDescriptor;
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import { ShaderResourceDescriptor } from "../shader/resource/ShaderResourceDescriptor.js";
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//# sourceMappingURL=SCENE_DATABASE_RESOURCE.d.ts.map
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1
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{"version":3,"file":"SCENE_DATABASE_RESOURCE.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/SCENE_DATABASE_RESOURCE.js"],"names":[],"mappings":"AAGA;;;GAGG;AACH,sCAFU,wBAAwB,CAE+E;yCAPxE,gDAAgD"}
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@@ -0,0 +1,8 @@
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1
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import { ShaderResourceDescriptor } from "../shader/resource/ShaderResourceDescriptor.js";
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/**
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* The scene database (`SCENE_DATABASE_SPEC`), read through `chunk_scene_database_access`.
|
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* @type {ShaderResourceDescriptor}
|
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+
*/
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export const SCENE_DATABASE_RESOURCE = ShaderResourceDescriptor.storageBuffer("scene_database", WebGPUArray.u32);
|
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@@ -48,6 +48,13 @@ export function entity_of_row(row: number): number;
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* unchanged, and the GPU composes the rest. That is what stops a root's move from costing a row
|
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* per descendant.
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*
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+
* **A placement is the one event the rows follow themselves.** `TRANSFORM64_EVENT_PLACED` says a
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* pose was teleported rather than moved, and is the same fact for every holder of the row, so the
|
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+
* rows listen for it on every acquired entity rather than asking each placing system to. The next
|
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+
* flush writes the row the way its first write did, `prev_global` seeded to `global` at the new
|
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* pose, so motion vectors — TAA's, a wake's — read no motion for the teleport rather than one
|
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* frame's jump across the world.
|
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*
|
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|
* **Render bounds are never written from this side.** They are derived on the GPU every tick from
|
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|
* the composed world matrix, because the CPU does not hold that matrix for a subtree the GPU
|
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|
* drives; a row is written with them underived, and the bounds pass has filled them in before
|
|
@@ -137,6 +144,9 @@ export class GPUSceneRows {
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* Children already holding rows are re-marked on the first hold, so that they point at this
|
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* one from the next flush instead of carrying their world pose under the scene root.
|
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|
*
|
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+
* The first hold also starts following the entity's placements, until the last
|
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+
* {@link release}.
|
|
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+
*
|
|
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|
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|
|
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|
*/
|
|
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acquire(entity: number): void;
|
|
@@ -240,6 +250,10 @@ export class GPUSceneRows {
|
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240
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|
* next — so no row is given back to them one at a time, which cost about 2 µs a row and took a
|
|
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|
* scene of millions seconds to leave. What outlives the context is not the rows' to give back:
|
|
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|
* the skinned clones go back to the shared geometry manager with the skinning context.
|
|
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|
+
*
|
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|
+
* The placement listeners are the exception, being the dataset's, which outlives the context:
|
|
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|
+
* each acquired entity's is taken off, or a restart would leave every entity calling into rows
|
|
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|
+
* that are gone.
|
|
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|
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|
|
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|
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|
|
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|
#private;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"GPUSceneRows.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/rows/GPUSceneRows.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"GPUSceneRows.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/rows/GPUSceneRows.js"],"names":[],"mappings":"AAeA;;;;;;;;;;GAUG;AAEH;;;;;;;;;GASG;AACH,sCAHW,MAAM,GACJ,MAAM,CAIlB;AAED;;;;;;GAMG;AACH,mCAHW,MAAM,GACJ,MAAM,CAIlB;AA+KD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH;IA2II;;;;;;;;;OASG;IACH;QAR2C,OAAO,EAAvC,sBAAsB;QACC,UAAU;QACV,MAAM;QACD,UAAU,EAAtC,kBAAkB;QACU,SAAS,EAArC,kBAAkB;QACyB,IAAI,EAA/C,iCAAiC;QACW,QAAQ,QAAxC,sBAAsB;OAmB5C;IAED;;OAEG;IACH,iGAEC;IAED;;;;;OAKG;IACH,gCAEC;IAED;;;;;OAKG;IACH,YAHW,MAAM,GACJ,OAAO,CAInB;IAED;;;;;;;;OAQG;IACH,oBAA8B;IAE9B;;;;;OAKG;IACH,iBAHW,MAAM,GACJ,OAAO,CAInB;IAED;;;;;;;OAOG;IACH,8BAHoB,MAAM,QAAE,eAAe,QAAE,aAAa,QAAE,OAAO,KAAG,IAAI,QASzE;IAED;;;;;;;;;OASG;IACH,6BAHW,KAAK,GACH,OAAO,CAyBnB;IAED;;;;;;;;;;;;;OAaG;IACH,gBAFW,MAAM,QA0ChB;IAED;;;;;;;;OAQG;IACH,gBAFW,MAAM,QA4BhB;IAED;;;;OAIG;IACH,mBAFW,MAAM,QAIhB;IAED;;;;;;;;;;;;;OAaG;IACH,sBAFW,MAAM,QAIhB;IAED;;;;;OAKG;IACH,mBAFW,MAAM,QAIhB;IA4BD;;;;;OAKG;IACH,2EAOC;IAED;;;;OAIG;IACH,gCAEC;IAqCD;;;;;;;;;;;;;;OAcG;IACH,oBALW,MAAM,YACN,eAAe,YACf,aAAa,YACb,OAAO,QAgDjB;IAED;;;;;OAKG;IACH,oBAFW,MAAM,QAUhB;IAwCD;;;;OAIG;IACH,SAFa,MAAM,CAsDlB;IAyND;;;;OAIG;IACH;;;;;;;;OAQG;IACH,4BAHW,MAAM,kBACG,MAAM,KAAG,IAAI,QAiBhC;IAyGD;;;;;;;;;OASG;IACH,gBAgBC;;CACJ;qCA3vCY,OAAO,kDAAkD,EAAE,sBAAsB;;iCAEjF,OAAO,sCAAsC,EAAE,kBAAkB;iCACjE,OAAO,sCAAsC,EAAE,kBAAkB;gDACjE,OAAO,yCAAyC,EAAE,iCAAiC;qCACnF,OAAO,oDAAoD,EAAE,sBAAsB;8BACnF,OAAO,mCAAmC,EAAE,eAAe;4BAC3D,OAAO,iCAAiC,EAAE,aAAa;oBACvD,OAAO,wCAAwC,EAAE,KAAK"}
|
|
@@ -7,6 +7,7 @@ import { TransformAttachment } from "../../../../engine/ecs/transform-attachment
|
|
|
7
7
|
import { aabb3_matrix4_project } from "../../../../core/geom/3d/aabb/aabb3_matrix4_project.js";
|
|
8
8
|
import { m4_linear_determinant } from "../../../../core/geom/3d/mat4/m4_linear_determinant.js";
|
|
9
9
|
import { Transform64 } from "../../../../engine/ecs/transform/Transform64.js";
|
|
10
|
+
import { TRANSFORM64_EVENT_PLACED } from "../../../../engine/ecs/transform/TRANSFORM64_EVENT_PLACED.js";
|
|
10
11
|
import { generate_record_writer } from "../../buffer/table/serde/generate_record_writer.js";
|
|
11
12
|
import { MESH_INSTANCE_METADATA_STRUCT } from "../MESH_INSTANCE_METADATA_STRUCT.js";
|
|
12
13
|
import { NODE3D_GLOBAL_FLAG_MIRRORED, NODE3D_SCENE_ID, NODE3D_STRUCT } from "../NODE3D_STRUCT.js";
|
|
@@ -63,9 +64,15 @@ const MARK_MESH = 4;
|
|
|
63
64
|
*/
|
|
64
65
|
const MARK_HANDOVER = 8;
|
|
65
66
|
|
|
67
|
+
/**
|
|
68
|
+
* The entity was placed — `TRANSFORM64_EVENT_PLACED`, a teleport: its world matrices are seeded to
|
|
69
|
+
* the new pose as on the row's first write. Always carried with {@link MARK_WORLD}.
|
|
70
|
+
*/
|
|
71
|
+
const MARK_PLACED = 16;
|
|
72
|
+
|
|
66
73
|
/**
|
|
67
74
|
* Staging for one `transforms` row, reused across every write. `global` and `prev_global` are read
|
|
68
|
-
* only on a row's first write.
|
|
75
|
+
* only on a row's first write and on a placement.
|
|
69
76
|
*/
|
|
70
77
|
const TRANSFORM_RECORD = {
|
|
71
78
|
local_translation: new Float32Array(3),
|
|
@@ -93,6 +100,14 @@ const UNDERIVED_BOUNDING_BOX = new Float32Array(6);
|
|
|
93
100
|
*/
|
|
94
101
|
const UNDERIVED_BOUNDING_SPHERE = new Float32Array(4);
|
|
95
102
|
|
|
103
|
+
/**
|
|
104
|
+
* A `meshes` row's lightmap chart. Nothing packs a lightmap atlas, so every row is written with an
|
|
105
|
+
* empty one, and a row taken over from a released entity does not keep that entity's chart.
|
|
106
|
+
*
|
|
107
|
+
* @type {Float32Array}
|
|
108
|
+
*/
|
|
109
|
+
const EMPTY_LIGHTMAP_CHART = new Float32Array(4);
|
|
110
|
+
|
|
96
111
|
/**
|
|
97
112
|
* One mesh entry's geometry box under its entity's world matrix, for
|
|
98
113
|
* {@link GPUSceneRows.compute_world_bounds}.
|
|
@@ -110,12 +125,14 @@ const MESH_RECORD = {
|
|
|
110
125
|
node: NODE3D_SCENE_ID,
|
|
111
126
|
bounding_box: UNDERIVED_BOUNDING_BOX,
|
|
112
127
|
bounding_sphere: UNDERIVED_BOUNDING_SPHERE,
|
|
128
|
+
lightmap_uvs: EMPTY_LIGHTMAP_CHART,
|
|
113
129
|
};
|
|
114
130
|
|
|
115
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|
/**
|
|
116
132
|
* The fields of a row this side owns: its local TRS and the row of its parent. `global` and
|
|
117
133
|
* `prev_global` are composed by the hierarchy pass every frame for every row, whoever owns the TRS
|
|
118
|
-
* — see `GPUSceneContext` for why writing them here would be wrong as well as wasteful.
|
|
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|
+
* — see `GPUSceneContext` for why writing them here would be wrong as well as wasteful. The
|
|
135
|
+
* exceptions are the seeding writes: a row's first, and a placement's.
|
|
119
136
|
*
|
|
120
137
|
* @type {GPURecordWriter}
|
|
121
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|
*/
|
|
@@ -136,12 +153,33 @@ const TRANSFORM_PARENT_WRITER = generate_record_writer(NODE3D_STRUCT, ['parent']
|
|
|
136
153
|
|
|
137
154
|
/**
|
|
138
155
|
* The whole row, for its first write: `global` and `prev_global` are seeded to the entity's world
|
|
139
|
-
* matrix so its first frame reports no motion instead of a jump from the origin.
|
|
156
|
+
* matrix so its first frame reports no motion instead of a jump from the origin. And for a
|
|
157
|
+
* placement, so a teleport reports none instead of a jump from where it was.
|
|
158
|
+
*
|
|
159
|
+
* The seed survives the hierarchy pass because of what the pass does with it: it copies the row's
|
|
160
|
+
* `global` into `prev_global`, then composes `global` from the TRS. With `global` seeded to the new
|
|
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|
+
* pose and the TRS composing the same one, both come out equal.
|
|
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|
*
|
|
141
163
|
* @type {GPURecordWriter}
|
|
142
164
|
*/
|
|
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const TRANSFORM_RECORD_WRITER = generate_record_writer(NODE3D_STRUCT);
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/**
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* The seeded world matrices and the parent row, without the TRS: a placement of a row whose local
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* offset the GPU writes (`GPUStateAuthority`). The matrices are seeded from the entity's CPU world,
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* which for a subtree the GPU drives is the twin's — a frame behind at most, where the unseeded row
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* would have reported the whole teleport as one frame's motion. One range: the four fields are
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* adjacent.
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*
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* @type {GPURecordWriter}
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*/
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const TRANSFORM_SEED_WRITER = generate_record_writer(NODE3D_STRUCT, [
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'global',
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'prev_global',
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'parent',
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'global_flags',
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]);
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/**
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*/
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@@ -205,6 +243,13 @@ class MeshEntry {
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* unchanged, and the GPU composes the rest. That is what stops a root's move from costing a row
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* per descendant.
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*
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* **A placement is the one event the rows follow themselves.** `TRANSFORM64_EVENT_PLACED` says a
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* pose was teleported rather than moved, and is the same fact for every holder of the row, so the
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* rows listen for it on every acquired entity rather than asking each placing system to. The next
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* flush writes the row the way its first write did, `prev_global` seeded to `global` at the new
|
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* pose, so motion vectors — TAA's, a wake's — read no motion for the teleport rather than one
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* frame's jump across the world.
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*
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* **Render bounds are never written from this side.** They are derived on the GPU every tick from
|
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* the composed world matrix, because the CPU does not hold that matrix for a subtree the GPU
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* drives; a row is written with them underived, and the bounds pass has filled them in before
|
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@@ -486,6 +531,9 @@ export class GPUSceneRows {
|
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486
531
|
* Children already holding rows are re-marked on the first hold, so that they point at this
|
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532
|
* one from the next flush instead of carrying their world pose under the scene root.
|
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533
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*
|
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+
* The first hold also starts following the entity's placements, until the last
|
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+
* {@link release}.
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*
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|
* @param {number} entity
|
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538
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*/
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|
acquire(entity) {
|
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@@ -505,13 +553,16 @@ export class GPUSceneRows {
|
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554
|
this.#parent_entity[entity] = -1;
|
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555
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+
const dataset = this.#dataset;
|
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+
|
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|
+
dataset.addEntityEventListener(entity, TRANSFORM64_EVENT_PLACED, this.#placed, this);
|
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+
|
|
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|
/*
|
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|
Indexed under its attachment's parent from the start rather than at the first flush: the
|
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562
|
animation manager walks the rows below a joint the moment a clip binds to it, which is
|
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563
|
the same update the rows were acquired in. The flush re-registers, so a parent that
|
|
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|
changes later is still followed.
|
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|
*/
|
|
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|
-
const dataset = this.#dataset;
|
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566
|
const attachment_index = dataset.computeComponentTypeIndex(TransformAttachment);
|
|
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567
|
|
|
517
568
|
if (attachment_index !== -1) {
|
|
@@ -547,6 +598,8 @@ export class GPUSceneRows {
|
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|
547
598
|
return;
|
|
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599
|
}
|
|
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600
|
|
|
601
|
+
this.#unfollow(entity);
|
|
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|
+
|
|
550
603
|
this.#free_mesh(entity);
|
|
551
604
|
|
|
552
605
|
if (this.#written.get(entity)) {
|
|
@@ -599,6 +652,32 @@ export class GPUSceneRows {
|
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|
599
652
|
this.#mark(entity, MARK_WORLD);
|
|
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653
|
}
|
|
601
654
|
|
|
655
|
+
/**
|
|
656
|
+
* `TRANSFORM64_EVENT_PLACED` on an acquired entity.
|
|
657
|
+
*
|
|
658
|
+
* @param {*} event
|
|
659
|
+
* @param {number} entity
|
|
660
|
+
*/
|
|
661
|
+
#placed(event, entity) {
|
|
662
|
+
this.#mark(entity, MARK_WORLD | MARK_PLACED);
|
|
663
|
+
}
|
|
664
|
+
|
|
665
|
+
/**
|
|
666
|
+
* Stop following the entity's placements.
|
|
667
|
+
*
|
|
668
|
+
* @param {number} entity
|
|
669
|
+
*/
|
|
670
|
+
#unfollow(entity) {
|
|
671
|
+
const dataset = this.#dataset;
|
|
672
|
+
|
|
673
|
+
if (!dataset.entityExists(entity)) {
|
|
674
|
+
// its listeners went with it
|
|
675
|
+
return;
|
|
676
|
+
}
|
|
677
|
+
|
|
678
|
+
dataset.removeEntityEventListener(entity, TRANSFORM64_EVENT_PLACED, this.#placed, this);
|
|
679
|
+
}
|
|
680
|
+
|
|
602
681
|
/**
|
|
603
682
|
* Every material some written mesh row draws with, each once. The array is reused until the set
|
|
604
683
|
* changes — compare {@link materials_version} to know whether it did.
|
|
@@ -858,8 +937,16 @@ export class GPUSceneRows {
|
|
|
858
937
|
const local = parent_has_row ? attachment.transform : world;
|
|
859
938
|
|
|
860
939
|
const first = !this.#written.get(entity);
|
|
940
|
+
const placed = (why & MARK_PLACED) !== 0;
|
|
861
941
|
|
|
862
|
-
|
|
942
|
+
// The GPU writes this row's TRS — a clip, a pose the CPU never sees — and a CPU that wrote
|
|
943
|
+
// it too would race what the animation just resolved. A hand-over is the one write past the
|
|
944
|
+
// bit: the offset as the GPU takes it.
|
|
945
|
+
const gpu_writes_offset = (flags & GPUStateAuthorityFlags.TransformAttachment) !== 0
|
|
946
|
+
&& (why & MARK_HANDOVER) === 0;
|
|
947
|
+
|
|
948
|
+
if (first || (placed && !gpu_writes_offset)) {
|
|
949
|
+
// the seeding write: the whole row, both world matrices at the entity's pose
|
|
863
950
|
this.#transforms.set_record(row, this.#seed_record(local, parent_row, world), TRANSFORM_RECORD_WRITER);
|
|
864
951
|
|
|
865
952
|
this.#written.set(entity, true);
|
|
@@ -870,11 +957,18 @@ export class GPUSceneRows {
|
|
|
870
957
|
|
|
871
958
|
const parent_changed = this.#parent_row[entity] !== parent_row;
|
|
872
959
|
|
|
873
|
-
if (
|
|
874
|
-
|
|
875
|
-
|
|
876
|
-
|
|
877
|
-
|
|
960
|
+
if (gpu_writes_offset) {
|
|
961
|
+
if (placed) {
|
|
962
|
+
// seeded all the same, around the offset the GPU owns
|
|
963
|
+
this.#transforms.set_fields(row, this.#seed_record(local, parent_row, world), TRANSFORM_SEED_WRITER);
|
|
964
|
+
|
|
965
|
+
this.#parent_row[entity] = parent_row;
|
|
966
|
+
|
|
967
|
+
return 1;
|
|
968
|
+
}
|
|
969
|
+
|
|
970
|
+
// The parent row is still this side's, and changes only when the parent's own row comes
|
|
971
|
+
// or goes.
|
|
878
972
|
if (!parent_changed) {
|
|
879
973
|
return 0;
|
|
880
974
|
}
|
|
@@ -1173,8 +1267,18 @@ export class GPUSceneRows {
|
|
|
1173
1267
|
* next — so no row is given back to them one at a time, which cost about 2 µs a row and took a
|
|
1174
1268
|
* scene of millions seconds to leave. What outlives the context is not the rows' to give back:
|
|
1175
1269
|
* the skinned clones go back to the shared geometry manager with the skinning context.
|
|
1270
|
+
*
|
|
1271
|
+
* The placement listeners are the exception, being the dataset's, which outlives the context:
|
|
1272
|
+
* each acquired entity's is taken off, or a restart would leave every entity calling into rows
|
|
1273
|
+
* that are gone.
|
|
1176
1274
|
*/
|
|
1177
1275
|
destroy() {
|
|
1276
|
+
const acquired = this.#acquired;
|
|
1277
|
+
|
|
1278
|
+
for (let entity = acquired.nextSetBit(0); entity !== -1; entity = acquired.nextSetBit(entity + 1)) {
|
|
1279
|
+
this.#unfollow(entity);
|
|
1280
|
+
}
|
|
1281
|
+
|
|
1178
1282
|
this.#mesh_entries.clear();
|
|
1179
1283
|
|
|
1180
1284
|
this.#acquired.reset();
|
|
@@ -126,6 +126,27 @@ export class ComputeShader {
|
|
|
126
126
|
group_count_y?: number;
|
|
127
127
|
group_count_z?: number;
|
|
128
128
|
}): void;
|
|
129
|
+
/**
|
|
130
|
+
* Like {@link dispatch}, into a compute pass the caller has open and ends, so that a run of
|
|
131
|
+
* dispatches shares one pass. A dispatch sees the writes of the dispatches before it in the
|
|
132
|
+
* same pass.
|
|
133
|
+
*
|
|
134
|
+
* @param {Object} options
|
|
135
|
+
* @param {ShadeGPUCommandContext} options.encoder the context `pass` was begun on
|
|
136
|
+
* @param {ShadeGPUComputePassEncoder} options.pass
|
|
137
|
+
* @param {Object} options.bindings
|
|
138
|
+
* @param {number} [options.group_count_x]
|
|
139
|
+
* @param {number} [options.group_count_y]
|
|
140
|
+
* @param {number} [options.group_count_z]
|
|
141
|
+
*/
|
|
142
|
+
dispatchInPass({ encoder, pass, bindings, group_count_x, group_count_y, group_count_z, }: {
|
|
143
|
+
encoder: ShadeGPUCommandContext;
|
|
144
|
+
pass: ShadeGPUComputePassEncoder;
|
|
145
|
+
bindings: any;
|
|
146
|
+
group_count_x?: number;
|
|
147
|
+
group_count_y?: number;
|
|
148
|
+
group_count_z?: number;
|
|
149
|
+
}): void;
|
|
129
150
|
/**
|
|
130
151
|
* Dispatch with the workgroup counts a GPU pass wrote into `command`.
|
|
131
152
|
*
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"ComputeShader.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/shader/ComputeShader.js"],"names":[],"mappings":"AAUA;IA2JI;;;;;;;;;;OAUG;IACH;QAR4B,KAAK,GAAtB,MAAM;QAC+B,SAAS;QAC3B,IAAI;QACJ,UAAU,GAA7B,MAAM,EAAE;QAGN,aAAa,CAuBzB;IA5DD;;;OAGG;IACH,wBAFW,gBAAgB,EAwB1B;IAjID;;;OAGG;IACH,0CAEC;IAgBD;;;OAGG;IACH,2BAEC;IAED;;;OAGG;IACH,2BAEC;IAED;;;OAGG;IACH,2BAEC;IAED;;;OAGG;IACH,mCAEC;IAQD;;;;;;;;;OASG;IACH,aAHW,eAAe,GACb,aAAa,CAiCzB;IAgED;;;;;;OAMG;IACH;QAJ2C,OAAO;QACvB,QAAQ;mCA8BlC;IAED;;;;;;;;;;;;;;;;OAgBG;IACH;QAP2C,OAAO;QACvB,QAAQ;QACP,cAAc,GAA/B,MAAM;QACW,cAAc,GAA/B,MAAM;QACW,cAAc,GAA/B,MAAM;aAgChB;IAED;;;;;;;;;;;;OAYG;IACH;QAL2C,OAAO;QACvB,QAAQ;QACR,aAAa,EAA7B,MAAM;aAsBhB;IAED;;;;;;;;OAQG;IACH;QAN2C,OAAO;QACvB,QAAQ;QACP,aAAa,GAA9B,MAAM;QACW,aAAa,GAA9B,MAAM;QACW,aAAa,GAA9B,MAAM;aA2ChB;IAED;;;;;;;;;;;;OAYG;IACH;QAL2C,OAAO;QACpB,OAAO;QACV,QAAQ;QACP,cAAc,GAA/B,MAAM;aAwChB;IAGL;;;OAGG;IACH,0BAFU,OAAO,CAEsB;;CANtC;
|
|
1
|
+
{"version":3,"file":"ComputeShader.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/shader/ComputeShader.js"],"names":[],"mappings":"AAUA;IA2JI;;;;;;;;;;OAUG;IACH;QAR4B,KAAK,GAAtB,MAAM;QAC+B,SAAS;QAC3B,IAAI;QACJ,UAAU,GAA7B,MAAM,EAAE;QAGN,aAAa,CAuBzB;IA5DD;;;OAGG;IACH,wBAFW,gBAAgB,EAwB1B;IAjID;;;OAGG;IACH,0CAEC;IAgBD;;;OAGG;IACH,2BAEC;IAED;;;OAGG;IACH,2BAEC;IAED;;;OAGG;IACH,2BAEC;IAED;;;OAGG;IACH,mCAEC;IAQD;;;;;;;;;OASG;IACH,aAHW,eAAe,GACb,aAAa,CAiCzB;IAgED;;;;;;OAMG;IACH;QAJ2C,OAAO;QACvB,QAAQ;mCA8BlC;IAED;;;;;;;;;;;;;;;;OAgBG;IACH;QAP2C,OAAO;QACvB,QAAQ;QACP,cAAc,GAA/B,MAAM;QACW,cAAc,GAA/B,MAAM;QACW,cAAc,GAA/B,MAAM;aAgChB;IAED;;;;;;;;;;;;OAYG;IACH;QAL2C,OAAO;QACvB,QAAQ;QACR,aAAa,EAA7B,MAAM;aAsBhB;IAED;;;;;;;;OAQG;IACH;QAN2C,OAAO;QACvB,QAAQ;QACP,aAAa,GAA9B,MAAM;QACW,aAAa,GAA9B,MAAM;QACW,aAAa,GAA9B,MAAM;aA2ChB;IAED;;;;;;;;;;;;OAYG;IACH;QAP2C,OAAO;QACH,IAAI;QACxB,QAAQ;QACP,aAAa,GAA9B,MAAM;QACW,aAAa,GAA9B,MAAM;QACW,aAAa,GAA9B,MAAM;aAyChB;IAED;;;;;;;;;;;;OAYG;IACH;QAL2C,OAAO;QACpB,OAAO;QACV,QAAQ;QACP,cAAc,GAA/B,MAAM;aAwChB;IAGL;;;OAGG;IACH,0BAFU,OAAO,CAEsB;;CANtC;8BAtdY,OAAO,+BAA+B,EAAE,eAAe;0CAJ1B,gEAAgE;iCACzE,uBAAuB"}
|
|
@@ -367,6 +367,60 @@ export class ComputeShader {
|
|
|
367
367
|
|
|
368
368
|
}
|
|
369
369
|
|
|
370
|
+
/**
|
|
371
|
+
* Like {@link dispatch}, into a compute pass the caller has open and ends, so that a run of
|
|
372
|
+
* dispatches shares one pass. A dispatch sees the writes of the dispatches before it in the
|
|
373
|
+
* same pass.
|
|
374
|
+
*
|
|
375
|
+
* @param {Object} options
|
|
376
|
+
* @param {ShadeGPUCommandContext} options.encoder the context `pass` was begun on
|
|
377
|
+
* @param {ShadeGPUComputePassEncoder} options.pass
|
|
378
|
+
* @param {Object} options.bindings
|
|
379
|
+
* @param {number} [options.group_count_x]
|
|
380
|
+
* @param {number} [options.group_count_y]
|
|
381
|
+
* @param {number} [options.group_count_z]
|
|
382
|
+
*/
|
|
383
|
+
dispatchInPass({
|
|
384
|
+
encoder,
|
|
385
|
+
pass,
|
|
386
|
+
bindings,
|
|
387
|
+
group_count_x = 1,
|
|
388
|
+
group_count_y = 1,
|
|
389
|
+
group_count_z = 1,
|
|
390
|
+
}) {
|
|
391
|
+
|
|
392
|
+
assert.defined(encoder, 'encoder');
|
|
393
|
+
assert.defined(pass, 'pass');
|
|
394
|
+
assert.defined(bindings, 'bindings');
|
|
395
|
+
|
|
396
|
+
assert.isNonNegativeInteger(group_count_x, 'group_count_x');
|
|
397
|
+
assert.isNonNegativeInteger(group_count_y, 'group_count_y');
|
|
398
|
+
assert.isNonNegativeInteger(group_count_z, 'group_count_z');
|
|
399
|
+
|
|
400
|
+
assert.greaterThanOrEqual(group_count_x, 1, 'must be at least 1');
|
|
401
|
+
assert.greaterThanOrEqual(group_count_y, 1, 'must be at least 1');
|
|
402
|
+
assert.greaterThanOrEqual(group_count_z, 1, 'must be at least 1');
|
|
403
|
+
|
|
404
|
+
const device = encoder.device;
|
|
405
|
+
|
|
406
|
+
if (VALIDATION_ENABLED && device !== this.#validated_device) {
|
|
407
|
+
this.#descriptor.validate_against_device(device);
|
|
408
|
+
|
|
409
|
+
this.#validated_device = device;
|
|
410
|
+
}
|
|
411
|
+
|
|
412
|
+
const resources = this.#descriptor.resources;
|
|
413
|
+
|
|
414
|
+
encoder.bindComputePipeline({
|
|
415
|
+
pass,
|
|
416
|
+
pipeline: this.#pipeline,
|
|
417
|
+
bindings: resources.generateBindings(bindings, encoder),
|
|
418
|
+
immediate: encoder.writeImmediate(resources, bindings),
|
|
419
|
+
});
|
|
420
|
+
|
|
421
|
+
pass.dispatchWorkgroups(group_count_x, group_count_y, group_count_z);
|
|
422
|
+
}
|
|
423
|
+
|
|
370
424
|
/**
|
|
371
425
|
* Dispatch with the workgroup counts a GPU pass wrote into `command`.
|
|
372
426
|
*
|
|
@@ -1,6 +1,3 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* @typedef {import("./compiler/ShaderSwitch.js").ShaderSwitch} ShaderSwitch
|
|
3
|
-
*/
|
|
4
1
|
export class ShaderDescriptor {
|
|
5
2
|
/**
|
|
6
3
|
*
|
|
@@ -24,6 +21,13 @@ export class ShaderDescriptor {
|
|
|
24
21
|
* @return {ShaderResourceSetDescriptor}
|
|
25
22
|
*/
|
|
26
23
|
get resources(): ShaderResourceSetDescriptor;
|
|
24
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+
/**
|
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25
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+
* The chunk graph this shader links, before its resources' declarations are added at link. It may
|
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26
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+
* still hold choices: `body.specialize(set)` is the graph {@link variant} links for `set`.
|
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+
*
|
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+
* @returns {CodeChunk}
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+
*/
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+
get body(): CodeChunk;
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31
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/**
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32
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*
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29
33
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* @return {string|GPUFeatureName[]}
|
|
@@ -69,8 +73,10 @@ export class ShaderDescriptor {
|
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69
73
|
validate_gpu_features(device: GPUDevice): boolean;
|
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70
74
|
#private;
|
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71
75
|
}
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76
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+
export type CodeChunkResourceRequirement = import("./compiler/CodeChunk.js").CodeChunkResourceRequirement;
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72
77
|
export type ShaderSwitch = import("./compiler/ShaderSwitch.js").ShaderSwitch;
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78
|
+
export type ShaderResourceDescriptor = import("./resource/ShaderResourceDescriptor.js").ShaderResourceDescriptor;
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73
79
|
import { ShaderResourceSetDescriptor } from "./resource/ShaderResourceSetDescriptor.js";
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74
|
-
import { ShaderSwitchSet } from "./compiler/ShaderSwitchSet.js";
|
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75
80
|
import { CodeChunk } from "./compiler/CodeChunk.js";
|
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81
|
+
import { ShaderSwitchSet } from "./compiler/ShaderSwitchSet.js";
|
|
76
82
|
//# sourceMappingURL=ShaderDescriptor.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"ShaderDescriptor.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/shader/ShaderDescriptor.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"ShaderDescriptor.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/shader/ShaderDescriptor.js"],"names":[],"mappings":"AA2EA;IA2OI;;;;;;OAMG;IACH;QAJ4B,KAAK,GAAtB,MAAM;QACgC,SAAS,GAA/C,2BAA2B;QACR,IAAI,EAAvB,SAAS;yBAuBnB;IAhQD;;;OAGG;IACH,oBAEC;IAOD;;;OAGG;IACH,6CAEC;IAOD;;;;;OAKG;IACH,sBAEC;IAQD;;;OAGG;IACH,0CAEC;IAQD;;;OAGG;IACH,qBAQC;IAOD;;;;;OAKG;IACH,oEAMC;IASD;;;;;;;OAOG;IACH,aAHW,eAAe,GACb,gBAAgB,CA8B5B;IAED;;;OAGG;IACH,WAFY,MAAM,CAmCjB;IAED;;;OAGG;IACH,iDA6BC;IAED;;;;;OAKG;IACH,0CAHa,OAAO,CAenB;;CA+BJ;2CA7UY,OAAO,yBAAyB,EAAE,4BAA4B;2BAC9D,OAAO,4BAA4B,EAAE,YAAY;uCACjD,OAAO,wCAAwC,EAAE,wBAAwB;4CAL1C,2CAA2C;0BAF7D,yBAAyB;gCACnB,+BAA+B"}
|
|
@@ -4,9 +4,75 @@ import { ShaderSwitchSet } from "./compiler/ShaderSwitchSet.js";
|
|
|
4
4
|
import { ShaderResourceSetDescriptor } from "./resource/ShaderResourceSetDescriptor.js";
|
|
5
5
|
|
|
6
6
|
/**
|
|
7
|
+
* @typedef {import("./compiler/CodeChunk.js").CodeChunkResourceRequirement} CodeChunkResourceRequirement
|
|
7
8
|
* @typedef {import("./compiler/ShaderSwitch.js").ShaderSwitch} ShaderSwitch
|
|
9
|
+
* @typedef {import("./resource/ShaderResourceDescriptor.js").ShaderResourceDescriptor} ShaderResourceDescriptor
|
|
8
10
|
*/
|
|
9
11
|
|
|
12
|
+
/**
|
|
13
|
+
* A chunk's name for an error: the first thing its text declares, as a reader searching for it would type it.
|
|
14
|
+
*
|
|
15
|
+
* @param {CodeChunk} chunk
|
|
16
|
+
* @returns {string}
|
|
17
|
+
*/
|
|
18
|
+
function chunk_name(chunk) {
|
|
19
|
+
const match = /\b(?:fn|struct|const|alias|override|var(?:<[^>]*>)?)\s+([A-Za-z_][A-Za-z0-9_]*)/.exec(chunk.text);
|
|
20
|
+
|
|
21
|
+
return match === null ? `a chunk beginning '${chunk.text.trim().slice(0, 40)}'` : `'${match[1]}'`;
|
|
22
|
+
}
|
|
23
|
+
|
|
24
|
+
/**
|
|
25
|
+
* How a binding reads in WGSL terms, for an error.
|
|
26
|
+
*
|
|
27
|
+
* @param {ShaderResourceDescriptor} resource
|
|
28
|
+
* @returns {string}
|
|
29
|
+
*/
|
|
30
|
+
function describe_resource(resource) {
|
|
31
|
+
const member = resource.member_descriptor;
|
|
32
|
+
|
|
33
|
+
if (resource.buffer_type !== undefined) {
|
|
34
|
+
return `a ${member.type} buffer of ${resource.buffer_type.wgsl_ref}`;
|
|
35
|
+
}
|
|
36
|
+
|
|
37
|
+
if (member.sampleType !== undefined) {
|
|
38
|
+
return `a ${member.multisampled ? "multisampled " : ""}${member.viewDimension} ${member.sampleType} texture`;
|
|
39
|
+
}
|
|
40
|
+
|
|
41
|
+
if (member.format !== undefined) {
|
|
42
|
+
return `a ${member.viewDimension} ${member.format} ${member.access} storage texture`;
|
|
43
|
+
}
|
|
44
|
+
|
|
45
|
+
return `a ${member.type} sampler`;
|
|
46
|
+
}
|
|
47
|
+
|
|
48
|
+
/**
|
|
49
|
+
* Throw unless `resources` binds every binding the linked graph declared it reads, each as the declaration
|
|
50
|
+
* says. A shader's own resources are the one place its bindings are written down, so a chunk that reads
|
|
51
|
+
* one the shader lacks is the shader's error, named here rather than as an unresolved identifier.
|
|
52
|
+
*
|
|
53
|
+
* @param {CodeChunkResourceRequirement[]} required
|
|
54
|
+
* @param {ShaderResourceSetDescriptor} resources
|
|
55
|
+
* @param {string} label the shader's
|
|
56
|
+
*/
|
|
57
|
+
function check_required_resources(required, resources, label) {
|
|
58
|
+
for (let i = 0; i < required.length; i++) {
|
|
59
|
+
const { resource, chunk } = required[i];
|
|
60
|
+
|
|
61
|
+
const bound = resources.getResourceByName(resource.name);
|
|
62
|
+
|
|
63
|
+
if (bound === undefined) {
|
|
64
|
+
throw new Error(`${chunk_name(chunk)} reads '${resource.name}', which '${label}' does not bind`);
|
|
65
|
+
}
|
|
66
|
+
|
|
67
|
+
if (!resource.isSatisfiedBy(bound)) {
|
|
68
|
+
throw new Error(
|
|
69
|
+
`${chunk_name(chunk)} reads '${resource.name}' as ${describe_resource(resource)},`
|
|
70
|
+
+ ` which '${label}' binds as ${describe_resource(bound)}`
|
|
71
|
+
);
|
|
72
|
+
}
|
|
73
|
+
}
|
|
74
|
+
}
|
|
75
|
+
|
|
10
76
|
export class ShaderDescriptor {
|
|
11
77
|
/**
|
|
12
78
|
* Human-readable label
|
|
@@ -40,6 +106,16 @@ export class ShaderDescriptor {
|
|
|
40
106
|
*/
|
|
41
107
|
#body;
|
|
42
108
|
|
|
109
|
+
/**
|
|
110
|
+
* The chunk graph this shader links, before its resources' declarations are added at link. It may
|
|
111
|
+
* still hold choices: `body.specialize(set)` is the graph {@link variant} links for `set`.
|
|
112
|
+
*
|
|
113
|
+
* @returns {CodeChunk}
|
|
114
|
+
*/
|
|
115
|
+
get body() {
|
|
116
|
+
return this.#body;
|
|
117
|
+
}
|
|
118
|
+
|
|
43
119
|
/**
|
|
44
120
|
*
|
|
45
121
|
* @type {string|GPUFeatureName[]}
|
|
@@ -149,6 +225,8 @@ export class ShaderDescriptor {
|
|
|
149
225
|
|
|
150
226
|
const compiled = chunk.compile();
|
|
151
227
|
|
|
228
|
+
check_required_resources(compiled.resources, this.#resources, this.#label);
|
|
229
|
+
|
|
152
230
|
/**
|
|
153
231
|
*
|
|
154
232
|
* @type {string[]}
|