@woosh/meep-engine 3.58.0 → 3.60.0

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 (818) hide show
  1. package/editor/particles/effect/ParticleEffectDocument.d.ts +162 -43
  2. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -1
  3. package/editor/particles/effect/ParticleEffectDocument.js +450 -43
  4. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +12 -3
  5. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  6. package/editor/particles/effect/ParticleReferenceSimulation.js +78 -23
  7. package/editor/particles/effect/make_starter_particle_effect.js +17 -17
  8. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts +3 -3
  9. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts.map +1 -1
  10. package/editor/view/particles/effect/ParticleEmitterInspectorView.js +224 -67
  11. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  12. package/editor/view/particles/effect/ParticleGraphEditorView.js +44 -11
  13. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts +2 -1
  14. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts.map +1 -1
  15. package/editor/view/particles/effect/ParticleNodeParametersView.js +46 -16
  16. package/editor/view/particles/effect/ParticlePreviewView.js +2 -2
  17. package/editor/view/particles/effect/particle-editor.css +77 -68
  18. package/package.json +1 -1
  19. package/src/engine/Engine.d.ts.map +1 -1
  20. package/src/engine/Engine.js +2 -2
  21. package/src/engine/ecs/EntityManager.d.ts +29 -5
  22. package/src/engine/ecs/EntityManager.d.ts.map +1 -1
  23. package/src/engine/ecs/EntityManager.js +37 -1
  24. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  25. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +4 -0
  26. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +74 -17
  27. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  28. package/src/engine/graphics/ecs/particles/ParticleEffect.js +156 -25
  29. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +13 -3
  30. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  31. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +59 -13
  32. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +3 -3
  33. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +9 -9
  34. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.d.ts +15 -0
  35. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.d.ts.map +1 -0
  36. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.js +78 -0
  37. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +2 -0
  38. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
  39. package/src/engine/graphics/ecs/trail3d/Trail3D.js +2 -0
  40. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.js +1 -1
  41. package/src/engine/graphics/ecs/trail3d/seed_trail_tube.js +1 -1
  42. package/src/engine/graphics/trail/tube/TubeX.d.ts +5 -3
  43. package/src/engine/graphics/trail/tube/TubeX.d.ts.map +1 -1
  44. package/src/engine/graphics/trail/tube/TubeX.js +5 -3
  45. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts +3 -2
  46. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts.map +1 -1
  47. package/src/engine/graphics/trail/tube/tube_attributes_spec.js +9 -8
  48. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +65 -4
  49. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  50. package/src/engine/graphics3/GPUParticleEmitterSystem.js +1351 -904
  51. package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts +1 -1
  52. package/src/engine/graphics3/trail/trail_tube_write_geometry.js +13 -13
  53. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  54. package/src/generation/foliage/FOLIAGE_DESIGN.md +26 -5
  55. package/src/generation/foliage/LOD_REWORK_BRIEF_2026_10_27.md +35 -0
  56. package/src/generation/foliage/SELF_ORGANIZING_FRAMEWORK_BRIEF_2026_10_26.md +2 -1
  57. package/src/generation/foliage/TWO_FRONT_ENDS_BRIEF_2026_10_28.md +552 -0
  58. package/src/generation/foliage/analysis/tree_crown_opacity.d.ts.map +1 -1
  59. package/src/generation/foliage/analysis/tree_crown_opacity.js +2 -1
  60. package/src/generation/foliage/analysis/tree_render_cost.d.ts +5 -3
  61. package/src/generation/foliage/analysis/tree_render_cost.d.ts.map +1 -1
  62. package/src/generation/foliage/analysis/tree_render_cost.js +8 -7
  63. package/src/generation/foliage/asset/TreeAsset.d.ts +17 -0
  64. package/src/generation/foliage/asset/TreeAsset.d.ts.map +1 -1
  65. package/src/generation/foliage/asset/TreeAsset.js +20 -0
  66. package/src/generation/foliage/asset/TreeSpeciesCache.d.ts +69 -0
  67. package/src/generation/foliage/asset/TreeSpeciesCache.d.ts.map +1 -0
  68. package/src/generation/foliage/asset/TreeSpeciesCache.js +147 -0
  69. package/src/generation/foliage/asset/generate_tree.d.ts +10 -0
  70. package/src/generation/foliage/asset/generate_tree.d.ts.map +1 -1
  71. package/src/generation/foliage/asset/generate_tree.js +57 -29
  72. package/src/generation/foliage/asset/place_tree.d.ts +2 -1
  73. package/src/generation/foliage/asset/place_tree.d.ts.map +1 -1
  74. package/src/generation/foliage/asset/place_tree.js +2 -1
  75. package/src/generation/foliage/asset/tree_lod_plan.d.ts +4 -2
  76. package/src/generation/foliage/asset/tree_lod_plan.d.ts.map +1 -1
  77. package/src/generation/foliage/asset/tree_lod_plan.js +12 -14
  78. package/src/generation/foliage/asset/tree_shoot_instances.d.ts +119 -0
  79. package/src/generation/foliage/asset/tree_shoot_instances.d.ts.map +1 -0
  80. package/src/generation/foliage/asset/tree_shoot_instances.js +410 -0
  81. package/src/generation/foliage/asset/tree_shoot_prototypes.d.ts +155 -0
  82. package/src/generation/foliage/asset/tree_shoot_prototypes.d.ts.map +1 -0
  83. package/src/generation/foliage/asset/tree_shoot_prototypes.js +251 -0
  84. package/src/generation/foliage/config/TreeGrowth.d.ts +10 -0
  85. package/src/generation/foliage/config/TreeGrowth.d.ts.map +1 -0
  86. package/src/generation/foliage/config/TreeGrowth.js +18 -0
  87. package/src/generation/foliage/config/TreeLODConfig.d.ts +6 -0
  88. package/src/generation/foliage/config/TreeLODConfig.d.ts.map +1 -1
  89. package/src/generation/foliage/config/TreeLODConfig.js +7 -0
  90. package/src/generation/foliage/index.d.ts +3 -0
  91. package/src/generation/foliage/index.js +3 -0
  92. package/src/generation/foliage/material/foliage_tile.d.ts +6 -6
  93. package/src/generation/foliage/material/foliage_tile.js +3 -3
  94. package/src/generation/foliage/material/tree_cluster_atlas.d.ts +44 -0
  95. package/src/generation/foliage/material/tree_cluster_atlas.d.ts.map +1 -0
  96. package/src/generation/foliage/material/tree_cluster_atlas.js +37 -0
  97. package/src/generation/foliage/mesh/foliage_collect_attachments.js +2 -2
  98. package/src/generation/foliage/mesh/foliage_scale_spread.d.ts +14 -0
  99. package/src/generation/foliage/mesh/foliage_scale_spread.d.ts.map +1 -0
  100. package/src/generation/foliage/mesh/foliage_scale_spread.js +15 -0
  101. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts +8 -7
  102. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts.map +1 -1
  103. package/src/generation/foliage/mesh/tree_cluster_representatives.js +85 -40
  104. package/src/generation/foliage/mesh/tree_clusters.d.ts +26 -5
  105. package/src/generation/foliage/mesh/tree_clusters.d.ts.map +1 -1
  106. package/src/generation/foliage/mesh/tree_clusters.js +52 -39
  107. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
  108. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +32 -54
  109. package/src/generation/foliage/presets/make_tree_species_preset.d.ts +6 -1
  110. package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -1
  111. package/src/generation/foliage/presets/make_tree_species_preset.js +157 -3
  112. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts +19 -0
  113. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts.map +1 -1
  114. package/src/generation/foliage/skeleton/TreeSkeleton.js +41 -0
  115. package/src/generation/foliage/skeleton/tree_skeleton_compute_joint_mechanics.d.ts +5 -0
  116. package/src/generation/foliage/skeleton/tree_skeleton_compute_joint_mechanics.d.ts.map +1 -1
  117. package/src/generation/foliage/skeleton/tree_skeleton_compute_joint_mechanics.js +8 -1
  118. package/src/generation/foliage/skeleton/tree_skeleton_copy_branches.d.ts +70 -0
  119. package/src/generation/foliage/skeleton/tree_skeleton_copy_branches.d.ts.map +1 -0
  120. package/src/generation/foliage/skeleton/tree_skeleton_copy_branches.js +171 -0
  121. package/src/generation/foliage/skeleton/tree_skeleton_extend_branch.d.ts +17 -0
  122. package/src/generation/foliage/skeleton/tree_skeleton_extend_branch.d.ts.map +1 -0
  123. package/src/generation/foliage/skeleton/tree_skeleton_extend_branch.js +79 -0
  124. package/src/generation/foliage/skeleton/tree_skeleton_fit_crown_frame.d.ts +12 -0
  125. package/src/generation/foliage/skeleton/tree_skeleton_fit_crown_frame.d.ts.map +1 -0
  126. package/src/generation/foliage/skeleton/tree_skeleton_fit_crown_frame.js +56 -0
  127. package/src/generation/foliage/skeleton/tree_skeleton_floor_girth.d.ts +11 -0
  128. package/src/generation/foliage/skeleton/tree_skeleton_floor_girth.d.ts.map +1 -0
  129. package/src/generation/foliage/skeleton/tree_skeleton_floor_girth.js +38 -0
  130. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts +4 -11
  131. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -1
  132. package/src/generation/foliage/skeleton/tree_skeleton_grow.js +8 -2034
  133. package/src/generation/foliage/skeleton/tree_skeleton_grow_framework.d.ts +22 -0
  134. package/src/generation/foliage/skeleton/tree_skeleton_grow_framework.d.ts.map +1 -0
  135. package/src/generation/foliage/skeleton/tree_skeleton_grow_framework.js +2050 -0
  136. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts +10 -0
  137. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts.map +1 -1
  138. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.js +27 -56
  139. package/src/shade/descriptor/pipeline/render/DepthStencilState.d.ts +4 -0
  140. package/src/shade/descriptor/pipeline/render/DepthStencilState.d.ts.map +1 -1
  141. package/src/shade/descriptor/pipeline/render/DepthStencilState.js +170 -144
  142. package/src/shade/descriptor/pipeline/render/MultisampleState.d.ts +4 -0
  143. package/src/shade/descriptor/pipeline/render/MultisampleState.d.ts.map +1 -1
  144. package/src/shade/descriptor/pipeline/render/MultisampleState.js +78 -65
  145. package/src/shade/descriptor/pipeline/render/RenderPipelineDescriptor.d.ts.map +1 -1
  146. package/src/shade/descriptor/pipeline/render/RenderPipelineDescriptor.js +176 -172
  147. package/src/shade/descriptor/pipeline/render/StencilFaceState.d.ts +4 -0
  148. package/src/shade/descriptor/pipeline/render/StencilFaceState.d.ts.map +1 -1
  149. package/src/shade/descriptor/pipeline/render/StencilFaceState.js +107 -88
  150. package/src/shade/playground/particle_ecs/README.md +9 -8
  151. package/src/shade/playground/particle_ecs/bonfire_editor.js +3 -3
  152. package/src/shade/playground/particle_ecs/bonfire_effects.d.ts +6 -6
  153. package/src/shade/playground/particle_ecs/bonfire_effects.js +6 -6
  154. package/src/shade/playground/particle_editor/README.md +14 -11
  155. package/src/shade/playground/particle_system/particle_prototype.js +18 -18
  156. package/src/shade/playground/particle_system/particle_scene.js +13 -13
  157. package/src/shade/playground/probe_clipmap/README.md +42 -0
  158. package/src/shade/playground/probe_clipmap/index.html +190 -0
  159. package/src/shade/playground/probe_clipmap/main.d.ts +8 -0
  160. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -0
  161. package/src/shade/playground/probe_clipmap/main.js +365 -0
  162. package/src/shade/renderer/Renderer.d.ts +3 -1
  163. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  164. package/src/shade/renderer/Renderer.js +97 -43
  165. package/src/shade/renderer/extension/ViewTextures.d.ts +2 -1
  166. package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
  167. package/src/shade/renderer/extension/ViewTextures.js +2 -1
  168. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  169. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  170. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  171. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  172. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  173. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +63 -1
  174. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  175. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +228 -16
  176. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts +27 -4
  177. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts.map +1 -1
  178. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.js +526 -23
  179. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.d.ts +11 -0
  180. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.d.ts.map +1 -0
  181. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.js +21 -0
  182. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.d.ts +65 -0
  183. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.d.ts.map +1 -0
  184. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.js +376 -0
  185. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.d.ts +7 -3
  186. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.d.ts.map +1 -1
  187. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.js +70 -6
  188. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.d.ts +20 -0
  189. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.d.ts.map +1 -0
  190. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.js +80 -0
  191. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.d.ts +18 -0
  192. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.d.ts.map +1 -0
  193. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.js +113 -0
  194. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts +34 -12
  195. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts.map +1 -1
  196. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.js +56 -15
  197. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts +2 -2
  198. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts.map +1 -1
  199. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.js +13 -26
  200. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.d.ts +25 -2
  201. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.d.ts.map +1 -1
  202. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.js +54 -32
  203. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.d.ts +14 -0
  204. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.d.ts.map +1 -0
  205. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.js +37 -0
  206. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_arena.d.ts.map +1 -1
  207. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_arena.js +16 -0
  208. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.d.ts.map +1 -1
  209. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.js +2 -6
  210. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.d.ts +131 -0
  211. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.d.ts.map +1 -0
  212. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.js +467 -0
  213. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts +24 -0
  214. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts.map +1 -0
  215. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.js +111 -0
  216. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.d.ts +42 -0
  217. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.d.ts.map +1 -0
  218. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.js +404 -0
  219. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.d.ts +16 -0
  220. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.d.ts.map +1 -0
  221. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.js +23 -0
  222. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.d.ts +17 -0
  223. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.d.ts.map +1 -0
  224. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.js +65 -0
  225. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.d.ts.map +1 -1
  226. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.js +14 -70
  227. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.d.ts.map +1 -1
  228. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.js +13 -773
  229. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.d.ts +55 -0
  230. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.d.ts.map +1 -0
  231. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.js +248 -0
  232. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.d.ts.map +1 -1
  233. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.js +15 -174
  234. package/src/shade/renderer/geometry/virtual/sdf/VGEO_SDF.d.ts +47 -0
  235. package/src/shade/renderer/geometry/virtual/sdf/VGEO_SDF.d.ts.map +1 -0
  236. package/src/shade/renderer/geometry/virtual/sdf/VGEO_SDF.js +80 -0
  237. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts +91 -0
  238. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts.map +1 -0
  239. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.js +902 -0
  240. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_collect.d.ts +16 -0
  241. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_collect.d.ts.map +1 -0
  242. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_collect.js +67 -0
  243. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_decode.d.ts +17 -0
  244. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_decode.d.ts.map +1 -0
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  662. package/src/shade/renderer/rasterize/forward/chunk_forward_sample_indirect.js +6 -4
  663. package/src/shade/renderer/rasterize/forward/chunk_forward_sample_indirect_probe_clipmap.d.ts +12 -0
  664. package/src/shade/renderer/rasterize/forward/chunk_forward_sample_indirect_probe_clipmap.d.ts.map +1 -0
  665. package/src/shade/renderer/rasterize/forward/chunk_forward_sample_indirect_probe_clipmap.js +57 -0
  666. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts +4 -2
  667. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts.map +1 -1
  668. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.js +4 -2
  669. package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.d.ts +8 -2
  670. package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.d.ts.map +1 -1
  671. package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.js +28 -15
  672. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw.d.ts +2 -1
  673. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw.d.ts.map +1 -1
  674. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw.js +19 -3
  675. package/src/shade/renderer/rasterize/native/graph_rasterize_meshes_alpha_tested.d.ts.map +1 -1
  676. package/src/shade/renderer/rasterize/native/graph_rasterize_meshes_alpha_tested.js +4 -2
  677. package/src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.d.ts +3 -1
  678. package/src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.d.ts.map +1 -1
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  680. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments.d.ts +2 -1
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  682. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments.js +19 -3
  683. package/src/shade/renderer/scene/GPUSceneContext.d.ts +7 -1
  684. package/src/shade/renderer/scene/GPUSceneContext.d.ts.map +1 -1
  685. package/src/shade/renderer/scene/GPUSceneContext.js +26 -1
  686. package/src/shade/renderer/shader/chunk/bvh/chunk_bvh_query_aabb_cooperative.d.ts +7 -7
  687. package/src/shade/renderer/shader/chunk/bvh/chunk_bvh_query_aabb_cooperative.d.ts.map +1 -1
  688. package/src/shade/renderer/shader/chunk/bvh/chunk_bvh_query_aabb_cooperative.js +262 -294
  689. package/src/shade/renderer/shader/chunk/filter/MULTISCALE_MEAN_STRUCT.d.ts +9 -0
  690. package/src/shade/renderer/shader/chunk/filter/MULTISCALE_MEAN_STRUCT.d.ts.map +1 -0
  691. package/src/shade/renderer/shader/chunk/filter/MULTISCALE_MEAN_STRUCT.js +21 -0
  692. package/src/shade/renderer/shader/chunk/filter/chunk_multiscale_mean.d.ts +43 -0
  693. package/src/shade/renderer/shader/chunk/filter/chunk_multiscale_mean.d.ts.map +1 -0
  694. package/src/shade/renderer/shader/chunk/filter/chunk_multiscale_mean.js +87 -0
  695. package/src/shade/renderer/shader/chunk/geometry/meshlet/chunk_read_meshlet_triangle_bounds.d.ts +2 -8
  696. package/src/shade/renderer/shader/chunk/geometry/meshlet/chunk_read_meshlet_triangle_bounds.d.ts.map +1 -1
  697. package/src/shade/renderer/shader/chunk/geometry/meshlet/chunk_read_meshlet_triangle_bounds.js +25 -52
  698. package/src/shade/renderer/shader/chunk/geometry/meshlet/chunk_read_meshlet_triangle_positions.d.ts +15 -0
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  700. package/src/shade/renderer/shader/chunk/geometry/meshlet/chunk_read_meshlet_triangle_positions.js +52 -0
  701. package/src/shade/renderer/shader/chunk/geometry/triangle/TRIANGLE_POSITIONS_STRUCT.d.ts +7 -0
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  703. package/src/shade/renderer/shader/chunk/geometry/triangle/TRIANGLE_POSITIONS_STRUCT.js +12 -0
  704. package/src/shade/renderer/shader/chunk/grid/chunk_index_to_grid2d_reciprocal.d.ts +22 -0
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  707. package/src/shade/renderer/shader/chunk/light/lpv/depth/chunk_lpv_mask_weights_by_visibility.d.ts.map +1 -1
  708. package/src/shade/renderer/shader/chunk/light/lpv/depth/chunk_lpv_mask_weights_by_visibility.js +26 -60
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  717. package/src/shade/renderer/shader/chunk/noise/r/chunk_r2_canonical.js +1 -1
  718. package/src/shade/renderer/shader/chunk/random/chunk_jitter_from_vectors.d.ts +14 -0
  719. package/src/shade/renderer/shader/chunk/random/chunk_jitter_from_vectors.d.ts.map +1 -0
  720. package/src/shade/renderer/shader/chunk/random/chunk_jitter_from_vectors.js +37 -0
  721. package/src/shade/renderer/shader/chunk/random/reservoir/chunk_pick2_wrs_mat2x4.d.ts +27 -0
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  723. package/src/shade/renderer/shader/chunk/random/reservoir/chunk_pick2_wrs_mat2x4.js +61 -0
  724. package/src/shade/renderer/shader/chunk/spherical_harmonics/l1i/chunk_resolve_irradiance_sh_to_specular.d.ts +21 -0
  725. package/src/shade/renderer/shader/chunk/spherical_harmonics/l1i/chunk_resolve_irradiance_sh_to_specular.d.ts.map +1 -0
  726. package/src/shade/renderer/shader/chunk/spherical_harmonics/l1i/chunk_resolve_irradiance_sh_to_specular.js +41 -0
  727. package/src/shade/renderer/shader/chunk/subgroup/chunk_subgroup_reserve_workgroup.d.ts +21 -0
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  729. package/src/shade/renderer/shader/chunk/subgroup/chunk_subgroup_reserve_workgroup.js +42 -0
  730. package/src/shade/renderer/texture/util/texture_fill_rectangle.d.ts.map +1 -1
  731. package/src/shade/renderer/texture/util/texture_fill_rectangle.js +282 -267
  732. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts +8 -4
  733. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
  734. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +36 -36
  735. package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.d.ts +6 -1
  736. package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.d.ts.map +1 -1
  737. package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.js +498 -484
  738. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.d.ts +15 -2
  739. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.d.ts.map +1 -1
  740. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.js +57 -3
  741. package/src/shade/renderer/volumetrics/irradiance_clipmap/shader_irradiance_clipmap_build.d.ts.map +1 -1
  742. package/src/shade/renderer/volumetrics/irradiance_clipmap/shader_irradiance_clipmap_build.js +197 -191
  743. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +4 -4
  744. package/src/shade/renderer/water/GPUWaterRenderer.d.ts +2 -1
  745. package/src/shade/renderer/water/GPUWaterRenderer.d.ts.map +1 -1
  746. package/src/shade/renderer/water/GPUWaterRenderer.js +5 -1
  747. package/src/shade/renderer/water/chunk_water_gi.d.ts +13 -3
  748. package/src/shade/renderer/water/chunk_water_gi.d.ts.map +1 -1
  749. package/src/shade/renderer/water/chunk_water_gi.js +47 -5
  750. package/src/shade/renderer/water/query/GPUWaterQueries.d.ts +1 -1
  751. package/src/shade/renderer/water/shader_water.d.ts +3 -2
  752. package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
  753. package/src/shade/renderer/water/shader_water.js +9 -3
  754. package/src/shade/renderer/wind/GPUSceneWind.d.ts +1 -1
  755. package/src/shade/wgsl/emulator/CPUBitmapData.d.ts +19 -0
  756. package/src/shade/wgsl/emulator/CPUBitmapData.d.ts.map +1 -1
  757. package/src/shade/wgsl/emulator/CPUBitmapData.js +27 -0
  758. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  759. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +39 -18
  760. package/src/view/elements/progress/segmented/GhostTrail.d.ts +56 -0
  761. package/src/view/elements/progress/segmented/GhostTrail.d.ts.map +1 -0
  762. package/src/view/elements/progress/segmented/GhostTrail.js +98 -0
  763. package/src/view/elements/progress/segmented/RESOURCE_BAR_SEGMENTS.d.ts +3 -1
  764. package/src/view/elements/progress/segmented/RESOURCE_BAR_SEGMENTS.d.ts.map +1 -1
  765. package/src/view/elements/progress/segmented/RESOURCE_BAR_SEGMENTS.js +3 -1
  766. package/src/view/elements/progress/segmented/SEGMENT_TIERS_DEFAULT.d.ts +11 -0
  767. package/src/view/elements/progress/segmented/SEGMENT_TIERS_DEFAULT.d.ts.map +1 -0
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  769. package/src/view/elements/progress/segmented/SegmentDefinition.d.ts +3 -0
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  771. package/src/view/elements/progress/segmented/SegmentDefinition.js +3 -0
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  774. package/src/view/elements/progress/segmented/SegmentTier.js +50 -0
  775. package/src/view/elements/progress/segmented/SegmentedResourceBarView.d.ts +155 -10
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  782. package/src/view/elements/progress/segmented/segment_cell_layout.d.ts +48 -0
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  784. package/src/view/elements/progress/segmented/segment_cell_layout.js +75 -0
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  786. package/src/view/elements/progress/segmented/segment_notch_place.d.ts.map +1 -0
  787. package/src/view/elements/progress/segmented/segment_notch_place.js +28 -0
  788. package/src/view/elements/progress/segmented/segment_tick_positions.d.ts +32 -0
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  791. package/src/view/elements/progress/segmented/segmented-resource-bar.css +142 -0
  792. package/src/shade/renderer/geometry/sdf/SDF_BUILD_SETTINGS_STRUCT.d.ts +0 -3
  793. package/src/shade/renderer/geometry/sdf/SDF_BUILD_SETTINGS_STRUCT.d.ts.map +0 -1
  794. package/src/shade/renderer/geometry/sdf/SFD_BUILD_WORKGROUP_SIZE.d.ts +0 -2
  795. package/src/shade/renderer/geometry/sdf/SFD_BUILD_WORKGROUP_SIZE.d.ts.map +0 -1
  796. package/src/shade/renderer/geometry/sdf/chunk_blas_query_sdf.d.ts +0 -8
  797. package/src/shade/renderer/geometry/sdf/chunk_blas_query_sdf.d.ts.map +0 -1
  798. package/src/shade/renderer/geometry/sdf/chunk_blas_query_volume_sign.d.ts +0 -3
  799. package/src/shade/renderer/geometry/sdf/chunk_blas_query_volume_sign.d.ts.map +0 -1
  800. package/src/shade/renderer/geometry/sdf/shader_build_sdf.d.ts +0 -3
  801. package/src/shade/renderer/geometry/sdf/shader_build_sdf.d.ts.map +0 -1
  802. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/chunk_mesh_brick_object.d.ts.map +0 -1
  803. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/chunk_mesh_brick_object.js +0 -42
  804. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_provider.d.ts +0 -35
  805. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_provider.d.ts.map +0 -1
  806. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_provider.js +0 -247
  807. package/src/shade/renderer/particles/shaders/shader_particle_init_free_list.d.ts +0 -31
  808. package/src/shade/renderer/particles/shaders/shader_particle_init_free_list.d.ts.map +0 -1
  809. package/src/shade/renderer/shadow/vsm/VSMMoverTracker.d.ts +0 -42
  810. package/src/shade/renderer/shadow/vsm/VSMMoverTracker.d.ts.map +0 -1
  811. package/src/shade/renderer/shadow/vsm/VSM_MOVER_LAYOUT.d.ts +0 -54
  812. package/src/shade/renderer/shadow/vsm/VSM_MOVER_LAYOUT.d.ts.map +0 -1
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  814. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_append_mover.d.ts.map +0 -1
  815. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_movers.d.ts +0 -30
  816. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_movers.d.ts.map +0 -1
  817. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_skinned_movers.d.ts +0 -23
  818. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_skinned_movers.d.ts.map +0 -1
@@ -20,6 +20,7 @@ import {
20
20
  particle_counters_word_count,
21
21
  } from "./data/PARTICLE_COUNTERS.js";
22
22
  import { graph_particles_simulate } from "./graph_particles.js";
23
+ import { PARTICLE_FIELD_BIND_WORKGROUP_SIZE } from "./shaders/shader_particle_field_bind.js";
23
24
  import {
24
25
  SLOT_STACK_FILL_WORKGROUP_SIZE,
25
26
  shader_slot_stack_fill,
@@ -83,8 +84,9 @@ const DEFAULT_CAPACITY = 65536;
83
84
  * Persistent GPU state, and only that: a buffer is reserved here if and only if its contents have
84
85
  * to survive to the next frame. That is the particle pool, the alive list, the dead
85
86
  * free-list, the counters, the simulation-order (coherence) list, simulate's indirect dispatch args
86
- * (written at the end of one frame, read by the next), the emitter database (the emitter table and
87
- * the GPU-owned state table, one buffer), the packed program buffer, and the two CPU-uploaded
87
+ * (written at the end of one frame, read by the next), the emitter database (the emitter table, the
88
+ * GPU-owned state table and the transform binding table, one buffer), the packed program buffer
89
+ * (code, constants and field values), and the two CPU-uploaded
88
90
  * queues — the spawn-command ring and the warm-up queue. Buffers that depend on the emitter set —
89
91
  * the coherence list on the number of distinct programs, the program buffer on the heap, the
90
92
  * database on its own pages, the counters on the emitter table's element capacity (they carry the
@@ -338,6 +340,9 @@ export class GPUParticleSystem {
338
340
  /** @type {{capacity: number, group_count: number}} */
339
341
  #emitters = { capacity: 0, group_count: 0 };
340
342
 
343
+ /** @type {{group_count: number}} */
344
+ #field_bindings = { group_count: 0 };
345
+
341
346
  /**
342
347
  * This frame's simulation, for the side channels that draw it later in the frame: the graph it
343
348
  * was recorded into, the scene database handle it read, and the handles it produced. Reused,
@@ -389,6 +394,16 @@ export class GPUParticleSystem {
389
394
  return this.registry.emitters;
390
395
  }
391
396
 
397
+ /**
398
+ * The system's global fields — the static members every effect may read by name. Setting one is
399
+ * a word write and a span upload on the next frame; nothing is restaged and no program changes.
400
+ *
401
+ * @returns {import("./runtime/ParticleGlobalFields.js").ParticleGlobalFields}
402
+ */
403
+ get global_fields() {
404
+ return this.registry.programs.global_fields;
405
+ }
406
+
392
407
  /**
393
408
  * Number of simulation-order buckets — one per program id the registry can hand out, which is
394
409
  * its peak number of distinct compiled programs rather than its current one.
@@ -486,6 +501,12 @@ export class GPUParticleSystem {
486
501
  emitters.capacity = table.element_capacity;
487
502
  emitters.group_count = table.dispatch_group_count(PARTICLE_EMITTER_TICK_WORKGROUP_SIZE);
488
503
 
504
+ const field_bindings = this.#field_bindings;
505
+ const binding_table = this.registry.binding_table;
506
+ field_bindings.group_count = binding_table.count === 0
507
+ ? 0
508
+ : binding_table.dispatch_group_count(PARTICLE_FIELD_BIND_WORKGROUP_SIZE);
509
+
489
510
  const buffers = this.buffers;
490
511
 
491
512
  this.#swap_alive_list(frame.rebucket);
@@ -511,6 +532,7 @@ export class GPUParticleSystem {
511
532
  // or unregistering the one hungry effect — can flip it either way.
512
533
  wide_registers: this.registry.max_register_count > PARTICLE_VM_FAST_REGISTER_SLOTS,
513
534
  frame,
535
+ field_bindings,
514
536
  });
515
537
 
516
538
  // Kept for the side channels that draw later in this frame, and for nothing past it.
@@ -687,9 +709,9 @@ export class GPUParticleSystem {
687
709
  }
688
710
 
689
711
  /**
690
- * Push everything the CPU changed to the GPU: dirty emitter rows, the state buffer's growth,
691
- * rebuilt program buffers, the spawn-command ring, and the coherence scratch's growth. A
692
- * command context is opened only if something needs one.
712
+ * Push everything the CPU changed to the GPU: dirty emitter and binding rows, the state buffer's
713
+ * growth, the program buffer rebuilt or its changed field span, the spawn-command ring, and the
714
+ * coherence scratch's growth. A command context is opened only if something needs one.
693
715
  */
694
716
  #upload() {
695
717
  const registry = this.registry;
@@ -697,10 +719,11 @@ export class GPUParticleSystem {
697
719
 
698
720
  registry.flush();
699
721
 
700
- // Both tables stage into the one database: the emitter rows the author changed, and the
701
- // state rows claimed or released with them.
722
+ // All three tables stage into the one database: the emitter rows the author changed, the
723
+ // state rows claimed or released with them, and the binding rows.
702
724
  const rows_staged = registry.table.element_upload_buffer.position > 0
703
- || registry.state_table.element_upload_buffer.position > 0;
725
+ || registry.state_table.element_upload_buffer.position > 0
726
+ || registry.binding_table.element_upload_buffer.position > 0;
704
727
 
705
728
  if (rows_staged) {
706
729
  const cmd = ShadeGPUCommandContext.create(this.graphics, "particles/upload");
@@ -710,8 +733,23 @@ export class GPUParticleSystem {
710
733
  cmd.finish();
711
734
  }
712
735
 
736
+ const heap = registry.programs;
737
+
713
738
  if (registry.programs_dirty) {
714
739
  this.buffers.program = replace_data_buffer(device, this.buffers.program, "particles/program", registry.build_program());
740
+ } else if (heap.fields_dirty) {
741
+ // field values change while the code does not: the span goes out from the heap's words
742
+ // into the buffer already on the device
743
+ const words = heap.field_words;
744
+ const begin = heap.fields_dirty_begin;
745
+
746
+ device.queue.writeBuffer(
747
+ this.buffers.program, (heap.field_base_word + begin) * WORD,
748
+ words.buffer, words.byteOffset + begin * WORD,
749
+ (heap.fields_dirty_end - begin) * WORD,
750
+ );
751
+
752
+ heap.clear_fields_dirty();
715
753
  }
716
754
 
717
755
  this.#merge_spawn_commands();
@@ -8,7 +8,7 @@
8
8
  /**
9
9
  * Number of `u32` words in a single particle record in the shared pool.
10
10
  *
11
- * Word 0 is reserved as the record header (owning emitter index). User attributes occupy words
11
+ * Word 0 is reserved as the record header (owning emitter index). User particle fields occupy words
12
12
  * `1 .. PARTICLE_RECORD_WORD_COUNT`. All emitters share one pool with this uniform stride, which is
13
13
  * what lets a single simulate dispatch process every emitter's particles (Destiny-style).
14
14
  *
@@ -101,11 +101,12 @@ export const PARTICLE_WARMUP_WORKGROUP_SIZE: number;
101
101
  export const PARTICLE_SPAWN_COMMAND_WORDS: number;
102
102
  /**
103
103
  * Words in front of the packed program buffer: word {@link PARTICLE_PROGRAM_CODE_BASE_WORD} holds
104
- * the word index the instruction section starts at; the constant pool follows the header, so the
105
- * one buffer is `[header][constants][code]` — data, then code, and one binding for both.
104
+ * the word index the instruction section starts at, and word {@link PARTICLE_PROGRAM_FIELD_BASE_WORD}
105
+ * the one the field section starts at. The constant pool follows the header, so the one buffer is
106
+ * `[header][constants][code][fields]` — and one binding for all of it.
106
107
  *
107
- * Four words is now just room to grow the header: the pool is addressed by word, so nothing after
108
- * it needs a `vec4` boundary to land on. That was the original reason for the number.
108
+ * Two of the four words are spare. Every section is addressed by word, so nothing after the header
109
+ * needs a `vec4` boundary to land on.
109
110
  *
110
111
  * @type {number}
111
112
  */
@@ -116,7 +117,23 @@ export const PARTICLE_PROGRAM_HEADER_WORDS: number;
116
117
  */
117
118
  export const PARTICLE_PROGRAM_CODE_BASE_WORD: number;
118
119
  /**
119
- * First word index available for user-defined attributes.
120
+ * Header word holding the field section's first word index: global fields from there, then every
121
+ * emitter's block of emitter fields.
122
+ * @type {number}
123
+ */
124
+ export const PARTICLE_PROGRAM_FIELD_BASE_WORD: number;
125
+ /**
126
+ * Words reserved for global fields at the start of the field section, so a global field is addressed
127
+ * from zero and never moves while the emitter blocks after it are allocated, freed and repacked.
128
+ *
129
+ * 16 KiB, reserved whether or not anything is declared. The global layout packs into it and refuses
130
+ * a declaration that would run past it; 4,096 words is more global state than a scene has names for.
131
+ *
132
+ * @type {number}
133
+ */
134
+ export const PARTICLE_GLOBAL_FIELD_WORDS: number;
135
+ /**
136
+ * First word index available for user-defined particle fields.
120
137
  * @type {number}
121
138
  */
122
139
  export const PARTICLE_RECORD_USER_WORD_START: number;
@@ -1 +1 @@
1
- {"version":3,"file":"ParticleConstants.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/particles/ParticleConstants.js"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH;;;;;;;;;GASG;AACH,yCAFU,MAAM,CAE6B;AAE7C;;;;GAIG;AACH,6CAFU,MAAM,CAEgC;AAEhD;;;;;;GAMG;AACH,mDAFU,MAAM,CAEuC;AAEvD;;;;;;;;;;;GAWG;AACH,wCAFU,MAAM,CAE4B;AAE5C;;;;;;;GAOG;AACH,2CAFU,MAAM,CAEmC;AAEnD;;;;;;;;;;GAUG;AACH,wCAFU,MAAM,CAE6B;AAE7C;;;;;;;GAOG;AACH,6CAFU,MAAM,CAEkC;AAElD;;;;GAIG;AACH,0CAFU,MAAM,CAE6B;AAE7C;;;;;;;;GAQG;AACH,2CAFU,MAAM,CAEiC;AAEjD;;;GAGG;AACH,6CAFU,MAAM,CAEiC;AAEjD;;;GAGG;AACH,2CAFU,MAAM,CAE8B;AAE9C;;;;;;;;;GASG;AACH,4CAFU,MAAM,CAE+B;AAE/C;;;GAGG;AACH,8CAFU,MAAM,CAEiC;AAEjD;;;GAGG;AACH,8CAFU,MAAM,CAEiC;AAEjD;;;;;;;;;;;;;;;GAeG;AACH,yCAFU,MAAM,CAE8B;AAE9C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH,8CAFU,MAAM,CAEkC;AAElD;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,4CAFU,MAAM,CAEkC;;AASlD;;;;;;;;;;;;;;;GAeG;AACH,2CAFU,MAAM,CAEiC;AAEjD;;;;;;;;;;;;;;;GAeG;AACH,+CAFU,MAAM,CAEmC;AAEnD;;;;;;;;;;;;GAYG;AACH,oCAFU,MAAM,CAEgC;AAEhD;;;;;;;;;;GAUG;AACH,uCAFU,MAAM,CAE4B"}
1
+ {"version":3,"file":"ParticleConstants.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/particles/ParticleConstants.js"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH;;;;;;;;;GASG;AACH,yCAFU,MAAM,CAE6B;AAE7C;;;;GAIG;AACH,6CAFU,MAAM,CAEgC;AAEhD;;;;;;GAMG;AACH,mDAFU,MAAM,CAEuC;AAEvD;;;;;;;;;;;GAWG;AACH,wCAFU,MAAM,CAE4B;AAE5C;;;;;;;GAOG;AACH,2CAFU,MAAM,CAEmC;AAEnD;;;;;;;;;;GAUG;AACH,wCAFU,MAAM,CAE6B;AAE7C;;;;;;;GAOG;AACH,6CAFU,MAAM,CAEkC;AAElD;;;;GAIG;AACH,0CAFU,MAAM,CAE6B;AAE7C;;;;;;;;GAQG;AACH,2CAFU,MAAM,CAEiC;AAEjD;;;GAGG;AACH,6CAFU,MAAM,CAEiC;AAEjD;;;GAGG;AACH,2CAFU,MAAM,CAE8B;AAE9C;;;;;;;;;;GAUG;AACH,4CAFU,MAAM,CAE+B;AAE/C;;;GAGG;AACH,8CAFU,MAAM,CAEiC;AAEjD;;;;GAIG;AACH,+CAFU,MAAM,CAEkC;AAElD;;;;;;;;GAQG;AACH,0CAFU,MAAM,CAEgC;AAEhD;;;GAGG;AACH,8CAFU,MAAM,CAEiC;AAEjD;;;;;;;;;;;;;;;GAeG;AACH,yCAFU,MAAM,CAE8B;AAE9C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH,8CAFU,MAAM,CAEkC;AAElD;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,4CAFU,MAAM,CAEkC;;AASlD;;;;;;;;;;;;;;;GAeG;AACH,2CAFU,MAAM,CAEiC;AAEjD;;;;;;;;;;;;;;;GAeG;AACH,+CAFU,MAAM,CAEmC;AAEnD;;;;;;;;;;;;GAYG;AACH,oCAFU,MAAM,CAEgC;AAEhD;;;;;;;;;;GAUG;AACH,uCAFU,MAAM,CAE4B"}
@@ -9,7 +9,7 @@
9
9
  /**
10
10
  * Number of `u32` words in a single particle record in the shared pool.
11
11
  *
12
- * Word 0 is reserved as the record header (owning emitter index). User attributes occupy words
12
+ * Word 0 is reserved as the record header (owning emitter index). User particle fields occupy words
13
13
  * `1 .. PARTICLE_RECORD_WORD_COUNT`. All emitters share one pool with this uniform stride, which is
14
14
  * what lets a single simulate dispatch process every emitter's particles (Destiny-style).
15
15
  *
@@ -113,11 +113,12 @@ export const PARTICLE_SPAWN_COMMAND_WORDS = 2;
113
113
 
114
114
  /**
115
115
  * Words in front of the packed program buffer: word {@link PARTICLE_PROGRAM_CODE_BASE_WORD} holds
116
- * the word index the instruction section starts at; the constant pool follows the header, so the
117
- * one buffer is `[header][constants][code]` — data, then code, and one binding for both.
116
+ * the word index the instruction section starts at, and word {@link PARTICLE_PROGRAM_FIELD_BASE_WORD}
117
+ * the one the field section starts at. The constant pool follows the header, so the one buffer is
118
+ * `[header][constants][code][fields]` — and one binding for all of it.
118
119
  *
119
- * Four words is now just room to grow the header: the pool is addressed by word, so nothing after
120
- * it needs a `vec4` boundary to land on. That was the original reason for the number.
120
+ * Two of the four words are spare. Every section is addressed by word, so nothing after the header
121
+ * needs a `vec4` boundary to land on.
121
122
  *
122
123
  * @type {number}
123
124
  */
@@ -130,7 +131,25 @@ export const PARTICLE_PROGRAM_HEADER_WORDS = 4;
130
131
  export const PARTICLE_PROGRAM_CODE_BASE_WORD = 0;
131
132
 
132
133
  /**
133
- * First word index available for user-defined attributes.
134
+ * Header word holding the field section's first word index: global fields from there, then every
135
+ * emitter's block of emitter fields.
136
+ * @type {number}
137
+ */
138
+ export const PARTICLE_PROGRAM_FIELD_BASE_WORD = 1;
139
+
140
+ /**
141
+ * Words reserved for global fields at the start of the field section, so a global field is addressed
142
+ * from zero and never moves while the emitter blocks after it are allocated, freed and repacked.
143
+ *
144
+ * 16 KiB, reserved whether or not anything is declared. The global layout packs into it and refuses
145
+ * a declaration that would run past it; 4,096 words is more global state than a scene has names for.
146
+ *
147
+ * @type {number}
148
+ */
149
+ export const PARTICLE_GLOBAL_FIELD_WORDS = 4096;
150
+
151
+ /**
152
+ * First word index available for user-defined particle fields.
134
153
  * @type {number}
135
154
  */
136
155
  export const PARTICLE_RECORD_USER_WORD_START = 1;
@@ -8,7 +8,7 @@ import {
8
8
  PARTICLE_BOUNDS_PLUS_INF,
9
9
  PARTICLE_BOUNDS_WORDS,
10
10
  } from "../data/PARTICLE_COUNTERS.js";
11
- import { EMITTER_ATTRIBUTE_ABSENT } from "../data/PARTICLE_EMITTER_STRUCT.js";
11
+ import { PARTICLE_FIELD_ABSENT } from "../data/PARTICLE_EMITTER_STRUCT.js";
12
12
  import { chunk_particle_emitter } from "../data/chunk_particle_emitter.js";
13
13
  import { chunk_particle_render_math } from "../shaders/chunk_particle_render_math.js";
14
14
 
@@ -138,7 +138,7 @@ fn particle_bounds_is_empty(box : ${AABB3_STRUCT.wgsl_ref}) -> bool {
138
138
  * @type {CodeChunk}
139
139
  */
140
140
  export const chunk_particle_bounds_of_record = CodeChunk.from(/* language=wgsl */ `
141
- const PARTICLE_BOUNDS_ATTRIBUTE_ABSENT : u32 = ${EMITTER_ATTRIBUTE_ABSENT}u;
141
+ const PARTICLE_BOUNDS_FIELD_ABSENT : u32 = ${PARTICLE_FIELD_ABSENT}u;
142
142
 
143
143
  struct ParticleBoundsSample {
144
144
  center : vec3<f32>,
@@ -159,17 +159,17 @@ fn particle_bounds_of_record(
159
159
  record_base : u32,
160
160
  ) -> ParticleBoundsSample {
161
161
  var center = vec3<f32>(0.0);
162
- if (em.render_position != PARTICLE_BOUNDS_ATTRIBUTE_ABSENT) {
162
+ if (em.render_position != PARTICLE_BOUNDS_FIELD_ABSENT) {
163
163
  center = particle_bounds_read_vec3(pool, record_base, em.render_position);
164
164
  }
165
165
 
166
166
  var size = 1.0;
167
- if (em.render_size != PARTICLE_BOUNDS_ATTRIBUTE_ABSENT) {
167
+ if (em.render_size != PARTICLE_BOUNDS_FIELD_ABSENT) {
168
168
  size = bitcast<f32>((*pool)[record_base + em.render_size]);
169
169
  }
170
170
 
171
171
  var velocity = vec3<f32>(0.0);
172
- if (em.render_velocity != PARTICLE_BOUNDS_ATTRIBUTE_ABSENT) {
172
+ if (em.render_velocity != PARTICLE_BOUNDS_FIELD_ABSENT) {
173
173
  velocity = particle_bounds_read_vec3(pool, record_base, em.render_velocity);
174
174
  }
175
175
 
@@ -1,187 +1,187 @@
1
- import { atomic_u32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
- import { AABB3_STRUCT } from "../../shader/chunk/geometry/aabb3/AABB3_STRUCT.js";
4
- import { ComputeShader } from "../../shader/ComputeShader.js";
5
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
6
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
- import {
8
- PARTICLE_EMITTER_TICK_WORKGROUP_SIZE,
9
- PARTICLE_RECORD_HEADER_EMITTER,
10
- PARTICLE_RECORD_WORD_COUNT,
11
- PARTICLE_SIMULATE_WORKGROUP_SIZE,
12
- } from "../ParticleConstants.js";
13
- import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
14
- import { PARTICLE_EMITTER_DESCRIPTOR, PARTICLE_EMITTER_STATE_DESCRIPTOR } from "../data/PARTICLE_DATABASE_SPEC.js";
15
- import { chunk_particle_header } from "../data/particle_header.js";
16
- import { chunk_particle_bounds_of_record, chunk_particle_bounds_store } from "./chunk_particle_bounds.js";
17
-
18
- /**
19
- * The two passes that measure every emitter's bounding box, at the end of the frame that produced
20
- * the particles.
21
- *
22
- * - {@link shader_particle_bounds_accumulate} — one thread per live particle: read where its quad
23
- * is and merge it into its emitter's accumulator.
24
- * - {@link shader_particle_bounds_publish} — one thread per emitter row: hand the accumulation to
25
- * the state row the culling and occupancy passes read, and start the next frame's measurement.
26
- *
27
- * ## Why this is not a tail on the simulate pass
28
- *
29
- * It was, briefly. Two things are wrong with booking the box from inside emit and simulate. The
30
- * measurement is not of one population: simulate sees last frame's survivors and emit sees this
31
- * frame's newborns, so the union spans two frames and is looser than either. And the merge is six
32
- * atomics in the pass whose register pressure decides the whole system's occupancy — the interpreter
33
- * — paid to compute something that needs none of the VM, none of the scene, and five words of the
34
- * record.
35
- *
36
- * Run over the alive list instead and the measurement is of exactly the set that is alive and about
37
- * to be drawn, taken by a pass that reads a header, an emitter row and three attributes.
38
- *
39
- * ## Sizing
40
- *
41
- * The accumulate pass is dispatched indirectly from `sim_dispatch_args`, which the coherence reset
42
- * wrote from the GPU's own alive count — the same args the render sort's two per-particle passes
43
- * take, and the reason its workgroup size must stay {@link PARTICLE_SIMULATE_WORKGROUP_SIZE}, which
44
- * is what those args were divided by. Its element bound is `counters[ALIVE]`, read in the shader.
45
- * Nothing here is sized from the host.
46
- *
47
- * The publish pass walks the emitter table with the table's page iterator, one page group per
48
- * workgroup, like the tick.
49
- */
50
-
51
- export { PARTICLE_SIMULATE_WORKGROUP_SIZE, PARTICLE_EMITTER_TICK_WORKGROUP_SIZE };
52
-
53
- // --- accumulate -------------------------------------------------------------------------------
54
-
55
- const accumulate_resources = new ShaderResourceSetDescriptor();
56
-
57
- accumulate_resources.createGroup()
58
- .addStorageBuffer("emitter_database", WebGPUArray.u32, false)
59
- .addStorageBuffer("pool", WebGPUArray.u32, false)
60
- .addStorageBuffer("alive", WebGPUArray.u32, false)
61
- .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true);
62
-
63
- /**
64
- * One thread per live particle: merge its quad into its emitter's accumulator.
65
- *
66
- * The alive list holds real slots only — the padding sentinel belongs to the simulation-order list,
67
- * and an orphan was killed by the simulate pass that built this list — so every entry is a particle
68
- * whose emitter row is live and whose record has this frame's values in it.
69
- *
70
- * It decodes a whole emitter record to reach four of its fields, which the bucketing histogram
71
- * deliberately does not (`chunk_particle_emitter_program_id`). The difference is what is being paid
72
- * for: emitters are counted in tens, so the records are a working set that stays resident for the
73
- * whole dispatch, while the pool reads are a gather over the free list and are what this pass costs.
74
- * The billboard vertex stage reads a record the same way, per vertex.
75
- *
76
- * @type {ComputeShader}
77
- */
78
- export const shader_particle_bounds_accumulate = ComputeShader.from({
79
- label: "Particle Bounds Accumulate",
80
- resources: accumulate_resources,
81
- body: CodeChunk.from(/* language=wgsl */ `
82
- const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
83
- const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
84
- const COUNTER_ALIVE : u32 = ${PARTICLE_COUNTER.ALIVE}u;
85
-
86
- @compute @workgroup_size(${PARTICLE_SIMULATE_WORKGROUP_SIZE}, 1, 1)
87
- fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
88
- let i = gid.x;
89
-
90
- // This frame's alive count, as emit and simulate left it. The indirect dispatch was built from
91
- // the same number, so the excess is at most a workgroup's tail.
92
- if (i >= atomicLoad(&counters[COUNTER_ALIVE])) { return; }
93
-
94
- let slot = alive[i];
95
- let record_base = slot * PARTICLE_RECORD_WORDS;
96
- let emitter_row = particle_header_emitter(pool[record_base + PARTICLE_HEADER_EMITTER]);
97
-
98
- let em = particle_emitter_read(&emitter_database, emitter_row);
99
- let sample = particle_bounds_of_record(em, &pool, record_base);
100
-
101
- particle_bounds_contribute(emitter_row, sample.center, sample.radius);
102
- }
103
- `, [
104
- chunk_particle_bounds_of_record,
105
- chunk_particle_bounds_store,
106
- chunk_particle_header,
107
- ]),
108
- });
109
-
110
- // --- publish ----------------------------------------------------------------------------------
111
-
112
- const PG = PARTICLE_EMITTER_DESCRIPTOR.page_iterator_symbol_prefix(PARTICLE_EMITTER_TICK_WORKGROUP_SIZE, true);
113
- const STATE = PARTICLE_EMITTER_STATE_DESCRIPTOR;
114
-
115
- // Generated once and held, because each call builds a fresh chunk declaring the same function: two
116
- // calls for one field would be two declarations of it in the assembled shader.
117
- const WRITE_BOUNDS_MIN = STATE.wgsl_gen_write_field_code("bounds_min");
118
- const WRITE_BOUNDS_MAX = STATE.wgsl_gen_write_field_code("bounds_max");
119
-
120
- const publish_resources = new ShaderResourceSetDescriptor();
121
-
122
- publish_resources.createGroup()
123
- .addStorageBuffer("emitter_database", WebGPUArray.u32, true)
124
- .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true);
125
-
126
- /**
127
- * One thread per emitter table row: publish what the accumulate pass measured into
128
- * `bounds_min` / `bounds_max` of the emitter's state row, and reset the accumulator.
129
- *
130
- * The state row rather than the accumulator directly, because the readers — the tick's frustum test
131
- * next frame, the AVBOIT occupancy later in this one — should not each have to know the
132
- * accumulator's layout or repeat the empty case below. It is also where the rest of an emitter's
133
- * GPU-owned state lives, for the reason {@link ../data/PARTICLE_EMITTER_STATE.js} gives.
134
- *
135
- * ## The empty case
136
- *
137
- * No measured particles means unknown bounds, represented by an infinite box. The tick lets such
138
- * an emitter spawn until a finite population can be measured; occupancy skips it because there is
139
- * nothing to splat. This also lets an exhausted effect restart without requiring authored bounds
140
- * or prewarm. Readers recognize the sentinel before doing geometry arithmetic on infinities.
141
- *
142
- * @type {ComputeShader}
143
- */
144
- export const shader_particle_bounds_publish = ComputeShader.from({
145
- label: "Particle Bounds Publish",
146
- resources: publish_resources,
147
- body: CodeChunk.from(/* language=wgsl */ `
148
- @compute @workgroup_size(${PARTICLE_EMITTER_TICK_WORKGROUP_SIZE}, 1, 1)
149
- fn main(
150
- @builtin(workgroup_id) wg_id : vec3<u32>,
151
- @builtin(local_invocation_index) local_id : u32,
152
- ) {
153
- // page_address is uniform across the workgroup, so this branch is uniform.
154
- if (!${PG}_setup(&emitter_database, wg_id.x, local_id)) {
155
- return;
156
- }
157
-
158
- let slot_in_page = ${PG}_slot_in_page(local_id);
159
-
160
- if (slot_in_page >= ${PG}_ELEMENTS_PER_PAGE || !${PG}_is_occupied(slot_in_page)) {
161
- return;
162
- }
163
-
164
- let row = ${PG}_slot_to_index(slot_in_page);
165
-
166
- var box = particle_bounds_read(row);
167
-
168
- if (particle_bounds_is_empty(box)) {
169
- // The empty accumulator already holds [+inf, -inf]. Swap the loaded endpoints to
170
- // publish unknown bounds without constructing forbidden infinite constant expressions.
171
- box = ${AABB3_STRUCT.make({ min: "box.max", max: "box.min" })};
172
- }
173
-
174
- particle_bounds_reset(row);
175
-
176
- // Two field writes rather than a whole-row read-modify-write: the tick wrote this row earlier in
177
- // the frame, and there is no reason for this pass to carry the rest of it through registers.
178
- ${STATE.marshalling_method_write_field("bounds_min")}(&emitter_database, row, box.min);
179
- ${STATE.marshalling_method_write_field("bounds_max")}(&emitter_database, row, box.max);
180
- }
181
- `, [
182
- PARTICLE_EMITTER_DESCRIPTOR.chunk_iterate(PARTICLE_EMITTER_TICK_WORKGROUP_SIZE, true),
183
- WRITE_BOUNDS_MIN,
184
- WRITE_BOUNDS_MAX,
185
- chunk_particle_bounds_store,
186
- ]),
187
- });
1
+ import { atomic_u32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { AABB3_STRUCT } from "../../shader/chunk/geometry/aabb3/AABB3_STRUCT.js";
4
+ import { ComputeShader } from "../../shader/ComputeShader.js";
5
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
6
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import {
8
+ PARTICLE_EMITTER_TICK_WORKGROUP_SIZE,
9
+ PARTICLE_RECORD_HEADER_EMITTER,
10
+ PARTICLE_RECORD_WORD_COUNT,
11
+ PARTICLE_SIMULATE_WORKGROUP_SIZE,
12
+ } from "../ParticleConstants.js";
13
+ import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
14
+ import { PARTICLE_EMITTER_DESCRIPTOR, PARTICLE_EMITTER_STATE_DESCRIPTOR } from "../data/PARTICLE_DATABASE_SPEC.js";
15
+ import { chunk_particle_header } from "../data/particle_header.js";
16
+ import { chunk_particle_bounds_of_record, chunk_particle_bounds_store } from "./chunk_particle_bounds.js";
17
+
18
+ /**
19
+ * The two passes that measure every emitter's bounding box, at the end of the frame that produced
20
+ * the particles.
21
+ *
22
+ * - {@link shader_particle_bounds_accumulate} — one thread per live particle: read where its quad
23
+ * is and merge it into its emitter's accumulator.
24
+ * - {@link shader_particle_bounds_publish} — one thread per emitter row: hand the accumulation to
25
+ * the state row the culling and occupancy passes read, and start the next frame's measurement.
26
+ *
27
+ * ## Why this is not a tail on the simulate pass
28
+ *
29
+ * It was, briefly. Two things are wrong with booking the box from inside emit and simulate. The
30
+ * measurement is not of one population: simulate sees last frame's survivors and emit sees this
31
+ * frame's newborns, so the union spans two frames and is looser than either. And the merge is six
32
+ * atomics in the pass whose register pressure decides the whole system's occupancy — the interpreter
33
+ * — paid to compute something that needs none of the VM, none of the scene, and five words of the
34
+ * record.
35
+ *
36
+ * Run over the alive list instead and the measurement is of exactly the set that is alive and about
37
+ * to be drawn, taken by a pass that reads a header, an emitter row and three particle fields.
38
+ *
39
+ * ## Sizing
40
+ *
41
+ * The accumulate pass is dispatched indirectly from `sim_dispatch_args`, which the coherence reset
42
+ * wrote from the GPU's own alive count — the same args the render sort's two per-particle passes
43
+ * take, and the reason its workgroup size must stay {@link PARTICLE_SIMULATE_WORKGROUP_SIZE}, which
44
+ * is what those args were divided by. Its element bound is `counters[ALIVE]`, read in the shader.
45
+ * Nothing here is sized from the host.
46
+ *
47
+ * The publish pass walks the emitter table with the table's page iterator, one page group per
48
+ * workgroup, like the tick.
49
+ */
50
+
51
+ export { PARTICLE_SIMULATE_WORKGROUP_SIZE, PARTICLE_EMITTER_TICK_WORKGROUP_SIZE };
52
+
53
+ // --- accumulate -------------------------------------------------------------------------------
54
+
55
+ const accumulate_resources = new ShaderResourceSetDescriptor();
56
+
57
+ accumulate_resources.createGroup()
58
+ .addStorageBuffer("emitter_database", WebGPUArray.u32, false)
59
+ .addStorageBuffer("pool", WebGPUArray.u32, false)
60
+ .addStorageBuffer("alive", WebGPUArray.u32, false)
61
+ .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true);
62
+
63
+ /**
64
+ * One thread per live particle: merge its quad into its emitter's accumulator.
65
+ *
66
+ * The alive list holds real slots only — the padding sentinel belongs to the simulation-order list,
67
+ * and an orphan was killed by the simulate pass that built this list — so every entry is a particle
68
+ * whose emitter row is live and whose record has this frame's values in it.
69
+ *
70
+ * It decodes a whole emitter record to reach four of its fields, which the bucketing histogram
71
+ * deliberately does not (`chunk_particle_emitter_program_id`). The difference is what is being paid
72
+ * for: emitters are counted in tens, so the records are a working set that stays resident for the
73
+ * whole dispatch, while the pool reads are a gather over the free list and are what this pass costs.
74
+ * The billboard vertex stage reads a record the same way, per vertex.
75
+ *
76
+ * @type {ComputeShader}
77
+ */
78
+ export const shader_particle_bounds_accumulate = ComputeShader.from({
79
+ label: "Particle Bounds Accumulate",
80
+ resources: accumulate_resources,
81
+ body: CodeChunk.from(/* language=wgsl */ `
82
+ const PARTICLE_RECORD_WORDS : u32 = ${PARTICLE_RECORD_WORD_COUNT}u;
83
+ const PARTICLE_HEADER_EMITTER : u32 = ${PARTICLE_RECORD_HEADER_EMITTER}u;
84
+ const COUNTER_ALIVE : u32 = ${PARTICLE_COUNTER.ALIVE}u;
85
+
86
+ @compute @workgroup_size(${PARTICLE_SIMULATE_WORKGROUP_SIZE}, 1, 1)
87
+ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
88
+ let i = gid.x;
89
+
90
+ // This frame's alive count, as emit and simulate left it. The indirect dispatch was built from
91
+ // the same number, so the excess is at most a workgroup's tail.
92
+ if (i >= atomicLoad(&counters[COUNTER_ALIVE])) { return; }
93
+
94
+ let slot = alive[i];
95
+ let record_base = slot * PARTICLE_RECORD_WORDS;
96
+ let emitter_row = particle_header_emitter(pool[record_base + PARTICLE_HEADER_EMITTER]);
97
+
98
+ let em = particle_emitter_read(&emitter_database, emitter_row);
99
+ let sample = particle_bounds_of_record(em, &pool, record_base);
100
+
101
+ particle_bounds_contribute(emitter_row, sample.center, sample.radius);
102
+ }
103
+ `, [
104
+ chunk_particle_bounds_of_record,
105
+ chunk_particle_bounds_store,
106
+ chunk_particle_header,
107
+ ]),
108
+ });
109
+
110
+ // --- publish ----------------------------------------------------------------------------------
111
+
112
+ const PG = PARTICLE_EMITTER_DESCRIPTOR.page_iterator_symbol_prefix(PARTICLE_EMITTER_TICK_WORKGROUP_SIZE, true);
113
+ const STATE = PARTICLE_EMITTER_STATE_DESCRIPTOR;
114
+
115
+ // Generated once and held, because each call builds a fresh chunk declaring the same function: two
116
+ // calls for one field would be two declarations of it in the assembled shader.
117
+ const WRITE_BOUNDS_MIN = STATE.wgsl_gen_write_field_code("bounds_min");
118
+ const WRITE_BOUNDS_MAX = STATE.wgsl_gen_write_field_code("bounds_max");
119
+
120
+ const publish_resources = new ShaderResourceSetDescriptor();
121
+
122
+ publish_resources.createGroup()
123
+ .addStorageBuffer("emitter_database", WebGPUArray.u32, true)
124
+ .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true);
125
+
126
+ /**
127
+ * One thread per emitter table row: publish what the accumulate pass measured into
128
+ * `bounds_min` / `bounds_max` of the emitter's state row, and reset the accumulator.
129
+ *
130
+ * The state row rather than the accumulator directly, because the readers — the tick's frustum test
131
+ * next frame, the AVBOIT occupancy later in this one — should not each have to know the
132
+ * accumulator's layout or repeat the empty case below. It is also where the rest of an emitter's
133
+ * GPU-owned state lives, for the reason {@link ../data/PARTICLE_EMITTER_STATE.js} gives.
134
+ *
135
+ * ## The empty case
136
+ *
137
+ * No measured particles means unknown bounds, represented by an infinite box. The tick lets such
138
+ * an emitter spawn until a finite population can be measured; occupancy skips it because there is
139
+ * nothing to splat. This also lets an exhausted effect restart without requiring authored bounds
140
+ * or prewarm. Readers recognize the sentinel before doing geometry arithmetic on infinities.
141
+ *
142
+ * @type {ComputeShader}
143
+ */
144
+ export const shader_particle_bounds_publish = ComputeShader.from({
145
+ label: "Particle Bounds Publish",
146
+ resources: publish_resources,
147
+ body: CodeChunk.from(/* language=wgsl */ `
148
+ @compute @workgroup_size(${PARTICLE_EMITTER_TICK_WORKGROUP_SIZE}, 1, 1)
149
+ fn main(
150
+ @builtin(workgroup_id) wg_id : vec3<u32>,
151
+ @builtin(local_invocation_index) local_id : u32,
152
+ ) {
153
+ // page_address is uniform across the workgroup, so this branch is uniform.
154
+ if (!${PG}_setup(&emitter_database, wg_id.x, local_id)) {
155
+ return;
156
+ }
157
+
158
+ let slot_in_page = ${PG}_slot_in_page(local_id);
159
+
160
+ if (slot_in_page >= ${PG}_ELEMENTS_PER_PAGE || !${PG}_is_occupied(slot_in_page)) {
161
+ return;
162
+ }
163
+
164
+ let row = ${PG}_slot_to_index(slot_in_page);
165
+
166
+ var box = particle_bounds_read(row);
167
+
168
+ if (particle_bounds_is_empty(box)) {
169
+ // The empty accumulator already holds [+inf, -inf]. Swap the loaded endpoints to
170
+ // publish unknown bounds without constructing forbidden infinite constant expressions.
171
+ box = ${AABB3_STRUCT.make({ min: "box.max", max: "box.min" })};
172
+ }
173
+
174
+ particle_bounds_reset(row);
175
+
176
+ // Two field writes rather than a whole-row read-modify-write: the tick wrote this row earlier in
177
+ // the frame, and there is no reason for this pass to carry the rest of it through registers.
178
+ ${STATE.marshalling_method_write_field("bounds_min")}(&emitter_database, row, box.min);
179
+ ${STATE.marshalling_method_write_field("bounds_max")}(&emitter_database, row, box.max);
180
+ }
181
+ `, [
182
+ PARTICLE_EMITTER_DESCRIPTOR.chunk_iterate(PARTICLE_EMITTER_TICK_WORKGROUP_SIZE, true),
183
+ WRITE_BOUNDS_MIN,
184
+ WRITE_BOUNDS_MAX,
185
+ chunk_particle_bounds_store,
186
+ ]),
187
+ });