@woosh/meep-engine 3.68.0 → 3.70.0

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 (584) hide show
  1. package/CHANGELOG.md +74 -0
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts +2 -17
  4. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts.map +1 -1
  5. package/editor/ecs/component/editors/ecs/Trail3DEditor.js +3 -18
  6. package/package.json +1 -1
  7. package/src/core/bvh8/build/BVH8Converter.d.ts +16 -0
  8. package/src/core/bvh8/build/BVH8Converter.d.ts.map +1 -1
  9. package/src/core/bvh8/build/BVH8Converter.js +64 -37
  10. package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts +25 -0
  11. package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts.map +1 -0
  12. package/src/core/bvh8/build/bvh8_assign_slots_greedy.js +68 -0
  13. package/src/core/bvh8/build/bvh8_from_proxy.d.ts.map +1 -1
  14. package/src/core/bvh8/build/bvh8_from_proxy.js +2 -33
  15. package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts +22 -0
  16. package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts.map +1 -0
  17. package/src/core/bvh8/build/bvh8_node_fit_slots.js +115 -0
  18. package/src/core/bvh8/bvh8_depth.d.ts +8 -0
  19. package/src/core/bvh8/bvh8_depth.d.ts.map +1 -0
  20. package/src/core/bvh8/bvh8_depth.js +39 -0
  21. package/src/core/math/complex/complex_fft_radix2.d.ts +19 -0
  22. package/src/core/math/complex/complex_fft_radix2.d.ts.map +1 -0
  23. package/src/core/math/complex/complex_fft_radix2.js +71 -0
  24. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +33 -65
  25. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
  26. package/src/engine/graphics/ecs/trail3d/Trail3D.js +37 -245
  27. package/src/engine/graphics/ecs/trail3d/Trail3DFlags.d.ts +0 -4
  28. package/src/engine/graphics/ecs/trail3d/Trail3DFlags.js +4 -10
  29. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts +13 -10
  30. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts.map +1 -1
  31. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.js +28 -37
  32. package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts +10 -0
  33. package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts.map +1 -0
  34. package/src/engine/graphics/ecs/trail3d/trail_knot_count.js +27 -0
  35. package/src/engine/graphics/trail/TrailKnots.d.ts +62 -0
  36. package/src/engine/graphics/trail/TrailKnots.d.ts.map +1 -0
  37. package/src/engine/graphics/trail/TrailKnots.js +137 -0
  38. package/src/engine/graphics/trail/tube/TubeXMaterialSpec.d.ts +1 -1
  39. package/src/engine/graphics/trail/tube/TubeXMaterialSpec.js +1 -1
  40. package/src/engine/graphics3/EntityRowHold.d.ts +48 -0
  41. package/src/engine/graphics3/EntityRowHold.d.ts.map +1 -0
  42. package/src/engine/graphics3/EntityRowHold.js +128 -0
  43. package/src/engine/graphics3/GPUFluidSystem.d.ts +17 -4
  44. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -1
  45. package/src/engine/graphics3/GPUFluidSystem.js +113 -16
  46. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +6 -2
  47. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  48. package/src/engine/graphics3/GPUParticleEmitterSystem.js +11 -44
  49. package/src/engine/graphics3/Trail3DSystem.d.ts +69 -35
  50. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
  51. package/src/engine/graphics3/Trail3DSystem.js +380 -81
  52. package/src/engine/physics/cloth/playground/wind_main.js +7 -6
  53. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +2 -2
  54. package/src/engine/physics/cloth/wind/AbstractClothWind.js +2 -2
  55. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +3 -3
  56. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  57. package/src/engine/physics/cloth/wind/ClothFluidWind.js +7 -9
  58. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +10 -10
  59. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -1
  60. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +14 -22
  61. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +16 -2
  62. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -1
  63. package/src/engine/physics/fluid/FluidAtmosphere.js +17 -3
  64. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +1 -2
  65. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -1
  66. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +1 -2
  67. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +8 -5
  68. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -1
  69. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +60 -17
  70. package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts +17 -0
  71. package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts.map +1 -1
  72. package/src/engine/physics/fluid/ecs/FluidObstacle.js +22 -2
  73. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -5
  74. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  75. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.js +14 -3
  76. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +1 -1
  77. package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +1 -1
  78. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +33 -47
  79. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
  80. package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +38 -176
  81. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +8 -11
  82. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -1
  83. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +13 -24
  84. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts +16 -0
  85. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts.map +1 -0
  86. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.js +35 -0
  87. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +1 -1
  88. package/src/engine/physics/fluid/fluid_apply_atmosphere.js +1 -1
  89. package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts +9 -1
  90. package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts.map +1 -1
  91. package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js +11 -1
  92. package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts +5 -0
  93. package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts.map +1 -1
  94. package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.js +2 -0
  95. package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts +4 -3
  96. package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts.map +1 -1
  97. package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.js +11 -3
  98. package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts +28 -0
  99. package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts.map +1 -0
  100. package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.js +29 -0
  101. package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts +16 -0
  102. package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts.map +1 -0
  103. package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.js +49 -0
  104. package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts +11 -0
  105. package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts.map +1 -0
  106. package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.js +18 -0
  107. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts +25 -0
  108. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts.map +1 -0
  109. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.js +65 -0
  110. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts +56 -0
  111. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts.map +1 -0
  112. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.js +313 -0
  113. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts +16 -0
  114. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts.map +1 -0
  115. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.js +69 -0
  116. package/src/generation/foliage/mesh/branch_ring_triangulate.d.ts +1 -1
  117. package/src/generation/foliage/mesh/branch_ring_triangulate.js +1 -1
  118. package/src/shade/playground/bvh_repro/README.md +8 -6
  119. package/src/shade/playground/bvh_repro/index.html +125 -124
  120. package/src/shade/playground/bvh_repro/main.js +259 -254
  121. package/src/shade/playground/foliage_wind/foliage_world.d.ts.map +1 -1
  122. package/src/shade/playground/foliage_wind/foliage_world.js +7 -4
  123. package/src/shade/playground/grass_surfaces/main.js +3 -2
  124. package/src/shade/playground/particle_ecs/bonfire_wind.d.ts +23 -13
  125. package/src/shade/playground/particle_ecs/bonfire_wind.d.ts.map +1 -1
  126. package/src/shade/playground/particle_ecs/bonfire_wind.js +30 -33
  127. package/src/shade/playground/skinned_blas_refit/README.md +26 -14
  128. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +14 -9
  129. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  130. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +126 -127
  131. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +95 -95
  132. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +9 -1
  133. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  134. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +146 -135
  135. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts +6 -6
  136. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts.map +1 -1
  137. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.js +148 -134
  138. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +11 -8
  139. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -1
  140. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +342 -202
  141. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +12 -13
  142. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -1
  143. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +136 -116
  144. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +4 -4
  145. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -1
  146. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +255 -249
  147. package/src/shade/playground/trails/index.html +50 -0
  148. package/src/shade/playground/trails/main.d.ts +2 -0
  149. package/src/shade/playground/trails/main.d.ts.map +1 -0
  150. package/src/shade/playground/trails/main.js +258 -0
  151. package/src/shade/playground/water_surface/main.js +6 -3
  152. package/src/shade/renderer/animation/GPUAnimationManager.js +2 -2
  153. package/src/shade/renderer/animation/animation_curve_write_keys.d.ts +18 -0
  154. package/src/shade/renderer/animation/animation_curve_write_keys.d.ts.map +1 -0
  155. package/src/shade/renderer/animation/animation_curve_write_keys.js +34 -0
  156. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  157. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +7 -8
  158. package/src/shade/renderer/deferred/tonemap/ColorGrade.d.ts.map +1 -1
  159. package/src/shade/renderer/deferred/tonemap/ColorGrade.js +13 -36
  160. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +2 -2
  161. package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts +2 -13
  162. package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts.map +1 -1
  163. package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.js +6 -21
  164. package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts +17 -6
  165. package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts.map +1 -1
  166. package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.js +38 -178
  167. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts +7 -9
  168. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts.map +1 -1
  169. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.js +17 -106
  170. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts +7 -17
  171. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts.map +1 -1
  172. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.js +18 -118
  173. package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts +111 -0
  174. package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts.map +1 -0
  175. package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.js +162 -0
  176. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +37 -8
  177. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts.map +1 -1
  178. package/src/shade/renderer/fluid/GPUFluidCascade.js +149 -47
  179. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +10 -3
  180. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts.map +1 -1
  181. package/src/shade/renderer/fluid/GPUFluidCascadeStack.js +69 -10
  182. package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts +19 -0
  183. package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts.map +1 -0
  184. package/src/shade/renderer/fluid/chunk_fluid_far_field.js +43 -0
  185. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts +10 -9
  186. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts.map +1 -1
  187. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.js +14 -12
  188. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts +3 -2
  189. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts.map +1 -1
  190. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.js +7 -5
  191. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts +17 -9
  192. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts.map +1 -1
  193. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.js +58 -18
  194. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts +23 -11
  195. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts.map +1 -1
  196. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.js +371 -335
  197. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.d.ts.map +1 -1
  198. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.js +2 -1
  199. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.d.ts.map +1 -1
  200. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.js +109 -108
  201. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts +5 -3
  202. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts.map +1 -1
  203. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.js +24 -12
  204. package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts +14 -0
  205. package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts.map +1 -1
  206. package/src/shade/renderer/fluid/forcing/FLUID_FORCING.js +18 -0
  207. package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts +3 -1
  208. package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts.map +1 -1
  209. package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.js +4 -1
  210. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +9 -0
  211. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts.map +1 -1
  212. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.js +20 -4
  213. package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts +11 -2
  214. package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts.map +1 -1
  215. package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.js +59 -2
  216. package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts +4 -1
  217. package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts.map +1 -1
  218. package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.js +367 -341
  219. package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts +6 -2
  220. package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts.map +1 -1
  221. package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.js +10 -5
  222. package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts +20 -21
  223. package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts.map +1 -1
  224. package/src/shade/renderer/fluid/mac/FluidMacPasses.js +453 -427
  225. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts +6 -2
  226. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts.map +1 -1
  227. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.js +340 -282
  228. package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts +13 -5
  229. package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts.map +1 -1
  230. package/src/shade/renderer/fluid/publish/FluidWindPublish.js +20 -10
  231. package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.d.ts +2 -2
  232. package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.js +2 -2
  233. package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts +5 -3
  234. package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts.map +1 -1
  235. package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.js +147 -142
  236. package/src/shade/renderer/fluid/query/GPUFluidQueries.js +2 -2
  237. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
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  439. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast.d.ts.map +1 -1
  440. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast.js +94 -60
  441. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.d.ts.map +1 -1
  442. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js +4 -4
  443. package/src/shade/renderer/trails/GPUTrailAVBOITChannel.d.ts +69 -0
  444. package/src/shade/renderer/trails/GPUTrailAVBOITChannel.d.ts.map +1 -0
  445. package/src/shade/renderer/trails/GPUTrailAVBOITChannel.js +129 -0
  446. package/src/shade/renderer/trails/GPUTrailSystem.d.ts +164 -0
  447. package/src/shade/renderer/trails/GPUTrailSystem.d.ts.map +1 -0
  448. package/src/shade/renderer/trails/GPUTrailSystem.js +725 -0
  449. package/src/shade/renderer/trails/data/TRAIL_DATABASE_SPEC.d.ts +14 -0
  450. package/src/shade/renderer/trails/data/TRAIL_DATABASE_SPEC.d.ts.map +1 -0
  451. package/src/shade/renderer/trails/data/TRAIL_DATABASE_SPEC.js +38 -0
  452. package/src/shade/renderer/trails/data/TRAIL_KNOT.d.ts +66 -0
  453. package/src/shade/renderer/trails/data/TRAIL_KNOT.d.ts.map +1 -0
  454. package/src/shade/renderer/trails/data/TRAIL_KNOT.js +154 -0
  455. package/src/shade/renderer/trails/data/TRAIL_RECORD.d.ts +19 -0
  456. package/src/shade/renderer/trails/data/TRAIL_RECORD.d.ts.map +1 -0
  457. package/src/shade/renderer/trails/data/TRAIL_RECORD.js +68 -0
  458. package/src/shade/renderer/trails/data/TRAIL_STATE.d.ts +18 -0
  459. package/src/shade/renderer/trails/data/TRAIL_STATE.d.ts.map +1 -0
  460. package/src/shade/renderer/trails/data/TRAIL_STATE.js +43 -0
  461. package/src/shade/renderer/trails/graph_trails.d.ts +58 -0
  462. package/src/shade/renderer/trails/graph_trails.d.ts.map +1 -0
  463. package/src/shade/renderer/trails/graph_trails.js +155 -0
  464. package/src/shade/renderer/trails/graph_trails_avboit.d.ts +126 -0
  465. package/src/shade/renderer/trails/graph_trails_avboit.d.ts.map +1 -0
  466. package/src/shade/renderer/trails/graph_trails_avboit.js +300 -0
  467. package/src/shade/renderer/trails/runtime/TrailFadeCurves.d.ts +56 -0
  468. package/src/shade/renderer/trails/runtime/TrailFadeCurves.d.ts.map +1 -0
  469. package/src/shade/renderer/trails/runtime/TrailFadeCurves.js +220 -0
  470. package/src/shade/renderer/trails/runtime/TrailKnotPool.d.ts +49 -0
  471. package/src/shade/renderer/trails/runtime/TrailKnotPool.d.ts.map +1 -0
  472. package/src/shade/renderer/trails/runtime/TrailKnotPool.js +162 -0
  473. package/src/shade/renderer/trails/runtime/TrailParameters.d.ts +52 -0
  474. package/src/shade/renderer/trails/runtime/TrailParameters.d.ts.map +1 -0
  475. package/src/shade/renderer/trails/runtime/TrailParameters.js +126 -0
  476. package/src/shade/renderer/trails/shaders/chunk_trail_frame_transport.d.ts +23 -0
  477. package/src/shade/renderer/trails/shaders/chunk_trail_frame_transport.d.ts.map +1 -0
  478. package/src/shade/renderer/trails/shaders/chunk_trail_frame_transport.js +57 -0
  479. package/src/shade/renderer/trails/shaders/chunk_trail_knot_alpha.d.ts +14 -0
  480. package/src/shade/renderer/trails/shaders/chunk_trail_knot_alpha.d.ts.map +1 -0
  481. package/src/shade/renderer/trails/shaders/chunk_trail_knot_alpha.js +40 -0
  482. package/src/shade/renderer/trails/shaders/chunk_trail_seed.d.ts +18 -0
  483. package/src/shade/renderer/trails/shaders/chunk_trail_seed.d.ts.map +1 -0
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  491. package/src/shade/renderer/trails/shaders/chunk_trail_vertex.d.ts +34 -0
  492. package/src/shade/renderer/trails/shaders/chunk_trail_vertex.d.ts.map +1 -0
  493. package/src/shade/renderer/trails/shaders/chunk_trail_vertex.js +111 -0
  494. package/src/shade/renderer/trails/shaders/shader_trail_avboit.d.ts +24 -0
  495. package/src/shade/renderer/trails/shaders/shader_trail_avboit.d.ts.map +1 -0
  496. package/src/shade/renderer/trails/shaders/shader_trail_avboit.js +78 -0
  497. package/src/shade/renderer/trails/shaders/shader_trail_avboit_segments.d.ts +23 -0
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  500. package/src/shade/renderer/trails/shaders/shader_trail_draw_args.d.ts +29 -0
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  502. package/src/shade/renderer/trails/shaders/shader_trail_draw_args.js +78 -0
  503. package/src/shade/renderer/trails/shaders/shader_trail_seed.d.ts +18 -0
  504. package/src/shade/renderer/trails/shaders/shader_trail_seed.d.ts.map +1 -0
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  506. package/src/shade/renderer/trails/shaders/shader_trail_update.d.ts +20 -0
  507. package/src/shade/renderer/trails/shaders/shader_trail_update.d.ts.map +1 -0
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  509. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +2 -2
  510. package/src/shade/renderer/water/query/shader_water_surface_query.d.ts.map +1 -1
  511. package/src/shade/renderer/water/query/shader_water_surface_query.js +227 -227
  512. package/src/shade/renderer/water/surface/particles/chunk_water_particle_step.d.ts.map +1 -1
  513. package/src/shade/renderer/water/surface/particles/chunk_water_particle_step.js +7 -4
  514. package/src/shade/renderer/water/surface/particles/shader_water_particles.js +2 -2
  515. package/src/shade/renderer/wind/GPUSceneWind.d.ts +36 -4
  516. package/src/shade/renderer/wind/GPUSceneWind.d.ts.map +1 -1
  517. package/src/shade/renderer/wind/GPUSceneWind.js +150 -4
  518. package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts +9 -3
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  520. package/src/shade/renderer/wind/WIND_FIELD_STRUCT.js +13 -3
  521. package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.d.ts +6 -6
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  523. package/src/shade/renderer/wind/chunk_fluid_turbulence.d.ts +39 -0
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  525. package/src/shade/renderer/wind/chunk_fluid_turbulence.js +63 -0
  526. package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts +10 -7
  527. package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts.map +1 -1
  528. package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.js +34 -11
  529. package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts +2 -2
  530. package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.js +2 -2
  531. package/src/shade/renderer/wind/wind_field_add_resources.d.ts +6 -4
  532. package/src/shade/renderer/wind/wind_field_add_resources.d.ts.map +1 -1
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  534. package/src/engine/graphics/ecs/trail3d/advance_trail.d.ts +0 -18
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@@ -0,0 +1,258 @@
1
+ import Vector3 from "../../../core/geom/Vector3.js";
2
+ import { DEG_TO_RAD } from "../../../core/math/DEG_TO_RAD.js";
3
+ import { Entity } from "../../../engine/ecs/Entity.js";
4
+ import { EntityComponentDataset } from "../../../engine/ecs/EntityComponentDataset.js";
5
+ import { EntityManager } from "../../../engine/ecs/EntityManager.js";
6
+ import { t64_announce_change } from "../../../engine/ecs/transform/t64_announce_change.js";
7
+ import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
8
+ import Trail3D from "../../../engine/graphics/ecs/trail3d/Trail3D.js";
9
+ import { GraphicsEngine } from "../../../engine/graphics3/GraphicsEngine.js";
10
+ import { Trail3DSystem } from "../../../engine/graphics3/Trail3DSystem.js";
11
+ import { OrbitalCameraController } from "../../renderer/camera/orbital/OrbitalCameraController.js";
12
+ import { create_frame_loop } from "../../renderer/create_frame_loop.js";
13
+ import { Scene } from "../../renderer/scene/Scene.js";
14
+ import { ShadeTransparencyMode } from "../../renderer/ShadeTransparencyMode.js";
15
+
16
+ /**
17
+ * A field of trails on figures-of-eight, simulated in compute and extruded in the vertex stage by
18
+ * `Trail3DSystem`, drawn through AVBOIT.
19
+ *
20
+ * Query: `n` trails (64), `age` maxAge in seconds (2), `radial` (8, or a list such as
21
+ * `4,8,16` taken in turn), `width` (0.08), `debug` to drive frames by hand through `__step(n, dt)`
22
+ * instead of the frame loop.
23
+ */
24
+
25
+ const query = new URLSearchParams(location.search);
26
+
27
+ const number = (name, fallback) => {
28
+ const value = Number(query.get(name));
29
+
30
+ return query.has(name) && Number.isFinite(value) ? value : fallback;
31
+ };
32
+
33
+ const COUNT = Math.max(1, Math.floor(number("n", 64)));
34
+ const MAX_AGE = number("age", 2);
35
+ /** Radial segments, one value or a comma list the trails take in turn: each distinct value is its own draw. */
36
+ const RADIALS = (query.get("radial") ?? "8").split(",").map(v => Math.max(3, Math.floor(Number(v) || 8)));
37
+ const WIDTH = number("width", 0.08);
38
+
39
+ /** Trails per row of the field. */
40
+ const ROW = Math.ceil(Math.sqrt(COUNT));
41
+
42
+ /** Spacing of the field. */
43
+ const SPACING = 3;
44
+
45
+ const element = id => document.getElementById(id);
46
+
47
+ const view_size = () => [Math.max(1, window.innerWidth), Math.max(1, window.innerHeight)];
48
+
49
+ /**
50
+ * Where trail `i` is at time `t`: a figure-of-eight round its own place in the field, each at its own
51
+ * phase, rising and falling.
52
+ *
53
+ * @param {number} i
54
+ * @param {number} t
55
+ * @param {number[]} out
56
+ */
57
+ function place(i, t, out) {
58
+ const column = i % ROW;
59
+ const row = Math.floor(i / ROW);
60
+
61
+ const phase = i * 0.6180339 * Math.PI * 2;
62
+ const a = phase + t * 1.3;
63
+
64
+ out[0] = (column - (ROW - 1) * 0.5) * SPACING + Math.sin(a) * 1.2;
65
+ out[1] = 1.5 + Math.sin(a * 2 + phase) * 0.5;
66
+ out[2] = (row - (ROW - 1) * 0.5) * SPACING + Math.sin(a * 2) * 0.8;
67
+ }
68
+
69
+ /**
70
+ * A colour per trail, bright and linear.
71
+ *
72
+ * @param {number} i
73
+ * @returns {number[]}
74
+ */
75
+ function tint(i) {
76
+ const h = (i * 0.137) % 1;
77
+ const k = n => (n + h * 6) % 6;
78
+ const f = n => 1 - Math.max(0, Math.min(k(n), 4 - k(n), 1));
79
+
80
+ return [f(5) * 2, f(3) * 2, f(1) * 2];
81
+ }
82
+
83
+ async function main() {
84
+ const graphics = new GraphicsEngine();
85
+ const scene = new Scene();
86
+
87
+ graphics.set_scene(scene);
88
+
89
+ element("viewport").appendChild(graphics.viewport.el);
90
+
91
+ const [width, height] = view_size();
92
+
93
+ graphics.viewport.size.set(width, height);
94
+
95
+ const dataset = new EntityComponentDataset();
96
+ const entities = new EntityManager();
97
+
98
+ const system = new Trail3DSystem(graphics, scene);
99
+
100
+ entities.addSystem(system);
101
+ entities.attachDataset(dataset);
102
+
103
+ await new Promise((resolve, reject) => entities.startup(resolve, reject));
104
+
105
+ const transforms = [];
106
+ const position = [0, 0, 0];
107
+
108
+ for (let i = 0; i < COUNT; i++) {
109
+ const trail = new Trail3D();
110
+
111
+ trail.maxAge = MAX_AGE;
112
+ trail.width = WIDTH;
113
+ trail.radialSegments = RADIALS[i % RADIALS.length];
114
+
115
+ const [r, g, b] = tint(i);
116
+
117
+ trail.color.set(r, g, b, 0.9);
118
+
119
+ const transform = new Transform64();
120
+
121
+ place(i, 0, position);
122
+ transform.setTranslation(position[0], position[1], position[2]);
123
+ transform.updateMatrix();
124
+
125
+ const entity = new Entity().add(transform).add(trail).build(dataset);
126
+
127
+ transforms.push({ entity, transform });
128
+ }
129
+
130
+ const camera = graphics.camera.camera;
131
+ const extent = ROW * SPACING;
132
+
133
+ camera.near = 0.05;
134
+ camera.far = 1000;
135
+ camera.fov = 50 * DEG_TO_RAD;
136
+
137
+ const controller = new OrbitalCameraController(camera, document.body);
138
+
139
+ controller.look(new Vector3(0, extent * 0.55 + 4, extent * 0.75 + 6), new Vector3(0, 1.5, 0));
140
+
141
+ graphics.on.contextFailed.add(failure => show_message("There will be no rendering.\n\n" + failure.message));
142
+
143
+ try {
144
+ await graphics.start();
145
+ } catch (e) {
146
+ console.error(e);
147
+ return;
148
+ }
149
+
150
+ const renderer = graphics.renderer;
151
+
152
+ /** What the device reported on its own: validation failures and the like. */
153
+ const gpu_errors = [];
154
+
155
+ renderer.graphics.device.addEventListener("uncapturederror", event => {
156
+ gpu_errors.push(event.error.message);
157
+ console.error(event.error.message);
158
+ });
159
+
160
+ renderer.transparency_mode = ShadeTransparencyMode.AVBOIT;
161
+ renderer.feature_automatic_exposure_enabled = false;
162
+ renderer.exposure_compensation = 0;
163
+
164
+ let time = 0;
165
+ let frame_index = 0;
166
+
167
+ /** Frames the renderer drew: none while its pipelines compile. */
168
+ let drawn = 0;
169
+
170
+ /** CPU milliseconds of the last frames: the tick and the render call. */
171
+ const cpu_ms = [];
172
+
173
+ function frame(dt) {
174
+ const [w, h] = view_size();
175
+
176
+ if (w !== graphics.viewport.size.x || h !== graphics.viewport.size.y) {
177
+ graphics.viewport.size.set(w, h);
178
+ }
179
+
180
+ time += dt;
181
+
182
+ for (let i = 0; i < transforms.length; i++) {
183
+ const { entity, transform } = transforms[i];
184
+
185
+ place(i, time, position);
186
+ transform.setTranslation(position[0], position[1], position[2]);
187
+ transform.updateMatrix();
188
+
189
+ t64_announce_change(dataset, entity);
190
+ }
191
+
192
+ controller.update();
193
+
194
+ const t0 = performance.now();
195
+
196
+ entities.update(dt);
197
+ if (graphics.render(dt)) {
198
+ drawn++;
199
+ }
200
+
201
+ cpu_ms.push(performance.now() - t0);
202
+
203
+ if (cpu_ms.length > 600) {
204
+ cpu_ms.shift();
205
+ }
206
+
207
+ frame_index++;
208
+
209
+ if (frame_index % 30 === 0) {
210
+ const sorted = [...cpu_ms].sort((a, b) => a - b);
211
+
212
+ element("hud").textContent = `${COUNT} trails · ${MAX_AGE} s · radial ${RADIALS.join(",")} · `
213
+ + `CPU ${sorted[Math.floor(sorted.length / 2)].toFixed(2)} ms/frame (median)`;
214
+ }
215
+ }
216
+
217
+ Object.assign(globalThis, {
218
+ graphics, renderer, scene, dataset, entities, system, camera, controller, Vector3,
219
+ __cpu_ms: cpu_ms,
220
+ __gpu_errors: gpu_errors,
221
+ __frame_index: () => frame_index,
222
+ __drawn: () => drawn,
223
+ __seek: t => {
224
+ time = t;
225
+ },
226
+ });
227
+
228
+ if (query.has("debug")) {
229
+ globalThis.__step = (n = 1, dt = 1 / 60) => {
230
+ for (let i = 0; i < n; i++) {
231
+ frame(dt);
232
+ }
233
+
234
+ return frame_index;
235
+ };
236
+
237
+ globalThis.__ready = true;
238
+
239
+ return;
240
+ }
241
+
242
+ globalThis.__ready = true;
243
+
244
+ create_frame_loop(dt => frame(Math.min(dt, 0.05)));
245
+ }
246
+
247
+ function show_message(text) {
248
+ const node = element("message");
249
+
250
+ if (node !== null) {
251
+ node.textContent = text;
252
+ }
253
+ }
254
+
255
+ main().catch(e => {
256
+ console.error(e);
257
+ show_message("The trails playground failed to start — see the console.\n\n" + e.message);
258
+ });
@@ -62,9 +62,9 @@ async function main() {
62
62
  sun_pose.setRotation(rotation.x, rotation.y, rotation.z, rotation.w); sun_pose.updateMatrix();
63
63
  new Entity().add(sun).add(sun_pose).build(dataset);
64
64
 
65
- // the weather: a steady wind the air relaxes to over two seconds, and a gust on top of it
65
+ // the weather: a steady wind the air relaxes to over two seconds, and turbulence on top of it
66
66
  const weather = new GlobalFluidEffector();
67
- weather.drag = 0.5; weather.gust_period = 4;
67
+ weather.drag = 0.5;
68
68
  const effectors = new FluidEffectorsComponent(); effectors.addEffector(weather);
69
69
  new Entity().add(effectors).build(dataset);
70
70
  // the fluid's domain sits on the stop's body, so the wind 10 m above it is the fluid's, not the far field's alone
@@ -86,7 +86,10 @@ async function main() {
86
86
  function configure() {
87
87
  const heading = number("direction") * Math.PI / 180;
88
88
  weather.wind = [number("wind") * Math.cos(heading), 0, number("wind") * Math.sin(heading)];
89
- weather.gust = number("gust");
89
+ // the gust slider is the turbulence's rms; its strongest eddies go by every 4 s
90
+ const speed = number("wind");
91
+ weather.turbulence_intensity = speed > 0 ? number("gust") / speed : 0;
92
+ weather.turbulence_length = speed > 0 ? speed * 4 / 4.05 : weather.turbulence_length;
90
93
  describe_wind();
91
94
  }
92
95
  const far = new Float64Array(3);
@@ -1660,7 +1660,7 @@ export class GPUAnimationManager {
1660
1660
 
1661
1661
  driving.set(target, clips);
1662
1662
 
1663
- if (!this.#foliage_rigs_driving.has(target)) {
1663
+ if (!this.#foliage_rigs_driving.has(target)) {
1664
1664
  gpu_authority_declare(dataset, target);
1665
1665
  /*
1666
1666
  The first clip to drive a joint takes its offset, and with it the joint's world
@@ -2893,7 +2893,7 @@ export class GPUAnimationManager {
2893
2893
  this.#scene_context.wind.bind(bindings);
2894
2894
  const switches = ShaderSwitchSet.EMPTY.with(
2895
2895
  WIND_FIELD_UNIFORM,
2896
- this.#scene_context.wind.cascade_count === 0
2896
+ this.#scene_context.wind.is_uniform
2897
2897
  );
2898
2898
  shader_foliage_wind_apply.variant(switches).dispatch({
2899
2899
  encoder: ctx.encoder,
@@ -0,0 +1,18 @@
1
+ /**
2
+ * Write a curve's keys into `out` at float index `at`, laid out as `ANIMATION_CURVE_KEYFRAME_STRUCT`, the
3
+ * form `chunk_animation_curve_evaluate_keys` reads them in.
4
+ *
5
+ * @param {Float32Array} out
6
+ * @param {number} at float index
7
+ * @param {import("../../../engine/animation/curve/AnimationCurve.js").AnimationCurve} curve
8
+ * @returns {number} the float index after the curve's keys
9
+ */
10
+ export function animation_curve_write_keys(out: Float32Array, at: number, curve: import("../../../engine/animation/curve/AnimationCurve.js").AnimationCurve): number;
11
+ /**
12
+ * Floats of one keyframe in an `ANIMATION_CURVE_KEYFRAME_STRUCT` array: time, value, in tangent, out
13
+ * tangent.
14
+ *
15
+ * @type {number}
16
+ */
17
+ export const ANIMATION_CURVE_KEYFRAME_FLOATS: number;
18
+ //# sourceMappingURL=animation_curve_write_keys.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"animation_curve_write_keys.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/animation/animation_curve_write_keys.js"],"names":[],"mappings":"AAQA;;;;;;;;GAQG;AACH,gDALW,YAAY,MACZ,MAAM,SACN,OAAO,mDAAmD,EAAE,cAAc,GACxE,MAAM,CAkBlB;AAjCD;;;;;GAKG;AACH,8CAFU,MAAM,CAEiC"}
@@ -0,0 +1,34 @@
1
+ /**
2
+ * Floats of one keyframe in an `ANIMATION_CURVE_KEYFRAME_STRUCT` array: time, value, in tangent, out
3
+ * tangent.
4
+ *
5
+ * @type {number}
6
+ */
7
+ export const ANIMATION_CURVE_KEYFRAME_FLOATS = 4;
8
+
9
+ /**
10
+ * Write a curve's keys into `out` at float index `at`, laid out as `ANIMATION_CURVE_KEYFRAME_STRUCT`, the
11
+ * form `chunk_animation_curve_evaluate_keys` reads them in.
12
+ *
13
+ * @param {Float32Array} out
14
+ * @param {number} at float index
15
+ * @param {import("../../../engine/animation/curve/AnimationCurve.js").AnimationCurve} curve
16
+ * @returns {number} the float index after the curve's keys
17
+ */
18
+ export function animation_curve_write_keys(out, at, curve) {
19
+ const keys = curve.keys;
20
+ const count = keys.length;
21
+
22
+ for (let i = 0; i < count; i++) {
23
+ const key = keys[i];
24
+
25
+ out[at] = key.time;
26
+ out[at + 1] = key.value;
27
+ out[at + 2] = key.inTangent;
28
+ out[at + 3] = key.outTangent;
29
+
30
+ at += ANIMATION_CURVE_KEYFRAME_FLOATS;
31
+ }
32
+
33
+ return at;
34
+ }
@@ -1 +1 @@
1
- {"version":3,"file":"GPUMeshSkinningContext.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js"],"names":[],"mappings":"AAmFA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH;IAgNI;;;;;;;OAOG;IACH,sEAPW;QACV,UAAgB,EAAE,kBAAkB,CAAC;QACrC,iBAAuB,EAAE,mBAAmB,CAAC;QAC7C,aAAmB,EAAE,eAAe,CAAC;QACrC,MAAY,YAAY;KACrB,EAcH;IAED;;;;;;OAMG;IACH,iCAEC;IAED;;;;;;;OAOG;IACH,yCAEC;IAED;;;;;;OAMG;IACH,2BAEC;IAED;;;;;OAKG;IACH,4BAEC;IAED;;;;;;;OAOG;IACH,wCAEC;IAED;;;;;;;;;;;;OAYG;IACH,qBAJW,MAAM,YACN,eAAe,GACb,mBAAmB,CAqB/B;IAED;;;;;OAKG;IACH,iBAHW,MAAM,GACJ,mBAAmB,GAAC,SAAS,CAMzC;IAED;;;;;;;;;;OAUG;IACH,aAHW,MAAM,WACN,MAAM,QAwBhB;IAED;;;;;;;OAOG;IACH,oBAHW,MAAM,GACJ,MAAM,GAAC,SAAS,CAI5B;IAED;;;;;;;;;;OAUG;IACH,eAFW,MAAM,QAYhB;IAED;;;;;;;;;;;;;OAaG;IACH,4BAFW,MAAM,QAehB;IA4FD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA6BG;IACH,sBAFW,MAAM,QAqBhB;IAuBD;;;;;;;;;;;;;;;;;OAiBG;IACH,gBAJW,sBAAsB,GACpB,OAAO,CA+NnB;IAmXD;;;;;;;OAOG;IACH,gBA+BC;;CACJ;qCAzyCY,OAAO,2CAA2C,EAAE,sBAAsB;iCAC1E,OAAO,sCAAsC,EAAE,kBAAkB;8BACjE,OAAO,gCAAgC,EAAE,eAAe;8BACxD,OAAO,mCAAmC,EAAE,eAAe;kCAC3D,OAAO,uCAAuC,EAAE,mBAAmB;kCACnE,OAAO,2BAA2B,EAAE,mBAAmB"}
1
+ {"version":3,"file":"GPUMeshSkinningContext.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js"],"names":[],"mappings":"AAmFA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH;IAgNI;;;;;;;OAOG;IACH,sEAPW;QACV,UAAgB,EAAE,kBAAkB,CAAC;QACrC,iBAAuB,EAAE,mBAAmB,CAAC;QAC7C,aAAmB,EAAE,eAAe,CAAC;QACrC,MAAY,YAAY;KACrB,EAcH;IAED;;;;;;OAMG;IACH,iCAEC;IAED;;;;;;;OAOG;IACH,yCAEC;IAED;;;;;;OAMG;IACH,2BAEC;IAED;;;;;OAKG;IACH,4BAEC;IAED;;;;;;;OAOG;IACH,wCAEC;IAED;;;;;;;;;;;;OAYG;IACH,qBAJW,MAAM,YACN,eAAe,GACb,mBAAmB,CAqB/B;IAED;;;;;OAKG;IACH,iBAHW,MAAM,GACJ,mBAAmB,GAAC,SAAS,CAMzC;IAED;;;;;;;;;;OAUG;IACH,aAHW,MAAM,WACN,MAAM,QAwBhB;IAED;;;;;;;OAOG;IACH,oBAHW,MAAM,GACJ,MAAM,GAAC,SAAS,CAI5B;IAED;;;;;;;;;;OAUG;IACH,eAFW,MAAM,QAYhB;IAED;;;;;;;;;;;;;OAaG;IACH,4BAFW,MAAM,QAehB;IA4FD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA6BG;IACH,sBAFW,MAAM,QAqBhB;IAuBD;;;;;;;;;;;;;;;;;OAiBG;IACH,gBAJW,sBAAsB,GACpB,OAAO,CA8NnB;IAmXD;;;;;;;OAOG;IACH,gBA+BC;;CACJ;qCAxyCY,OAAO,2CAA2C,EAAE,sBAAsB;iCAC1E,OAAO,sCAAsC,EAAE,kBAAkB;8BACjE,OAAO,gCAAgC,EAAE,eAAe;8BACxD,OAAO,mCAAmC,EAAE,eAAe;kCAC3D,OAAO,uCAAuC,EAAE,mBAAmB;kCACnE,OAAO,2BAA2B,EAAE,mBAAmB"}
@@ -108,8 +108,8 @@ const MESHLET_STRIDE_BYTES = MESHLET_METADATA_STRUCT.aligned_size;
108
108
  * manager. Resolution happens at upload time via
109
109
  * `animation_manager.get_skin_matrix_offset(skin_id)`.
110
110
  */
111
- export class GPUMeshSkinningContext {
112
-
111
+ export class GPUMeshSkinningContext {
112
+
113
113
  /** @type {GPUDevice} */
114
114
  #device;
115
115
 
@@ -931,10 +931,9 @@ export class GPUMeshSkinningContext {
931
931
  // longer in: rays miss where the mesh now is and hit where it no longer is.
932
932
  //
933
933
  // Topology is untouched. Refitting a tree whose triangles moved but whose shape did not is
934
- // a fraction of the full build's sort-and-emit — which is why a clone gets a copy of the
935
- // source's nodes rather than a build of its own. And it is one batch for every clone at
936
- // once, not a dispatch per clone: the command count is the same for one skinned mesh as
937
- // for three hundred, and each tree's climb overlaps the next's instead of waiting on it.
934
+ // a fraction of a build — which is why a clone gets a copy of the source's nodes rather
935
+ // than a build of its own. And it is one batch for every clone at once, not a dispatch per
936
+ // clone: the command count is the same for one skinned mesh as for three hundred.
938
937
  this.#record_blas_refits(cmd_ctx);
939
938
 
940
939
  // every bound mesh's clone was deformed this frame, so every bound row's bounds moved
@@ -948,8 +947,8 @@ export class GPUMeshSkinningContext {
948
947
  * are resident, and where, the batch asks the BLAS manager — and only when the manager says the
949
948
  * answer may have moved.
950
949
  *
951
- * Recorded here and nowhere else, on purpose: the batch binds the manager's arena buffers as
952
- * they are at this moment, and those are replaced when an arena grows in the geometry update,
950
+ * Recorded here and nowhere else, on purpose: the batch binds the manager's arena buffer as
951
+ * it is at this moment, and that is replaced when the arena grows in the geometry update,
953
952
  * which runs before this frame's command context exists. See {@link GPUBLASRefitBatch}.
954
953
  *
955
954
  * @param {ShadeGPUCommandContext} cmd_ctx
@@ -1 +1 @@
1
- {"version":3,"file":"ColorGrade.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/deferred/tonemap/ColorGrade.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;GAeG;AACH,8CA2BG;AAEH;;;GAGG;AACH,wCAFU,MAAM,CAE4B;AAE5C;;;GAGG;AACH,qCAFU,MAAM,CAEwB;AAExC;;;GAGG;AACH;IACI;;;;OAIG;IACH,qBAFU,OAAO,CAEoB;IAErC;;;;OAIG;IACH,mBAFU,OAAO,CAEkB;IAEnC;;;;OAIG;IACH,gBAFU,OAAO,CAEe;IAEhC;;;OAGG;IACH,eAFU,OAAO,CAEc;IAE/B;;;;OAIG;IACH,iBAFU,OAAO,CAEgB;CACpC;AAwED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH;IACI;;;OAGG;IACH,mBAFU,MAAM,CAEsC;IAEtD;;;OAGG;IACH,YAFU,MAAM,CAEwB;IAExC;;;;OAIG;IACH,iBAFU,cAAc,CAEM;IAE9B;;;OAGG;IACH,kBAFU,cAAc,CAEO;IAE/B;;;OAGG;IACH,mBAFU,cAAc,CAEQ;IAEhC;;;OAGG;IACH,qBAFU,cAAc,CAEU;IAElC;;;OAGG;IACH,aAFU,MAAM,CAEG;IAEnB;;;OAGG;IACH,gBAFU,MAAM,CAEK;IAErB;;;OAGG;IACH,gBAFU,MAAM,CAEG;IAEnB;;;;OAIG;IACH,oBAFU,cAAc,CAES;IAEjC;;;;OAIG;IACH,yBAFU,cAAc,CAEc;IAEtC;;;;OAIG;IACH,wBAFU,cAAc,CAEa;IAErC;;;;;OAKG;IACH,0BAFU,cAAc,CAEe;IAEvC;;;;;OAKG;IACH,8BAFU,cAAc,CAEmB;IAE3C;;;;;OAKG;IACH,gCAFU,cAAc,CAEqB;IAE7C;;;;;OAKG;IACH,+BAFU,cAAc,CAEoB;IAE5C;;;;OAIG;IACH,wBAFU,cAAc,CAEa;IAErC;;;;OAIG;IACH,0BAFU,cAAc,CAEe;IAEvC;;;;OAIG;IACH,yBAFU,cAAc,CAEc;IAEtC;;;;OAIG;IACH,wBAFU,cAAc,CAEa;IAarC;;;;;;;OAOG;IACH,QAFa,YAAY,CAgFxB;;CACJ;6BAtb4B,mCAAmC;wBAHxC,kCAAkC;+BAC3B,sDAAsD"}
1
+ {"version":3,"file":"ColorGrade.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/deferred/tonemap/ColorGrade.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;GAeG;AACH,8CA2BG;AAEH;;;GAGG;AACH,wCAFU,MAAM,CAE4B;AAE5C;;;GAGG;AACH,qCAFU,MAAM,CAEsD;AAEtE;;;GAGG;AACH;IACI;;;;OAIG;IACH,qBAFU,OAAO,CAEoB;IAErC;;;;OAIG;IACH,mBAFU,OAAO,CAEkB;IAEnC;;;;OAIG;IACH,gBAFU,OAAO,CAEe;IAEhC;;;OAGG;IACH,eAFU,OAAO,CAEc;IAE/B;;;;OAIG;IACH,iBAFU,OAAO,CAEgB;CACpC;AAgDD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH;IACI;;;OAGG;IACH,mBAFU,MAAM,CAEsC;IAEtD;;;OAGG;IACH,YAFU,MAAM,CAEwB;IAExC;;;;OAIG;IACH,iBAFU,cAAc,CAEM;IAE9B;;;OAGG;IACH,kBAFU,cAAc,CAEO;IAE/B;;;OAGG;IACH,mBAFU,cAAc,CAEQ;IAEhC;;;OAGG;IACH,qBAFU,cAAc,CAEU;IAElC;;;OAGG;IACH,aAFU,MAAM,CAEG;IAEnB;;;OAGG;IACH,gBAFU,MAAM,CAEK;IAErB;;;OAGG;IACH,gBAFU,MAAM,CAEG;IAEnB;;;;OAIG;IACH,oBAFU,cAAc,CAES;IAEjC;;;;OAIG;IACH,yBAFU,cAAc,CAEc;IAEtC;;;;OAIG;IACH,wBAFU,cAAc,CAEa;IAErC;;;;;OAKG;IACH,0BAFU,cAAc,CAEe;IAEvC;;;;;OAKG;IACH,8BAFU,cAAc,CAEmB;IAE3C;;;;;OAKG;IACH,gCAFU,cAAc,CAEqB;IAE7C;;;;;OAKG;IACH,+BAFU,cAAc,CAEoB;IAE5C;;;;OAIG;IACH,wBAFU,cAAc,CAEa;IAErC;;;;OAIG;IACH,0BAFU,cAAc,CAEe;IAEvC;;;;OAIG;IACH,yBAFU,cAAc,CAEc;IAEtC;;;;OAIG;IACH,wBAFU,cAAc,CAEa;IAarC;;;;;;;OAOG;IACH,QAFa,YAAY,CAgFxB;;CACJ;6BA9Z4B,mCAAmC;wBAJxC,kCAAkC;+BAC3B,sDAAsD"}
@@ -1,6 +1,7 @@
1
1
  import { assert } from "../../../../core/assert.js";
2
2
  import { Vector4 } from "../../../../core/geom/Vector4.js";
3
3
  import { AnimationCurve } from "../../../../engine/animation/curve/AnimationCurve.js";
4
+ import { ANIMATION_CURVE_KEYFRAME_FLOATS, animation_curve_write_keys } from "../../animation/animation_curve_write_keys.js";
4
5
  import { vec4f, vec4u } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
6
  import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
6
7
  import { m3_white_balance_rec709, WHITE_BALANCE_NEUTRAL_TEMPERATURE, WHITE_BALANCE_NEUTRAL_TINT } from "./m3_white_balance_rec709.js";
@@ -60,7 +61,7 @@ export const COLOR_GRADE_HEADER_FLOATS = 88;
60
61
  * Floats of one keyframe in `grade_keys`: time, value, in tangent, out tangent.
61
62
  * @type {number}
62
63
  */
63
- export const COLOR_GRADE_KEY_FLOATS = 4;
64
+ export const COLOR_GRADE_KEY_FLOATS = ANIMATION_CURVE_KEYFRAME_FLOATS;
64
65
 
65
66
  /**
66
67
  * One zone of Unreal's primary grade: shadows, midtones, highlights, or all of them. Each vector is RGB and a master
@@ -148,30 +149,6 @@ function write_zone(out, at, zone, global) {
148
149
  write_sum(out, at + 16, zone.offset, global.offset);
149
150
  }
150
151
 
151
- /**
152
- * @param {Float32Array} out
153
- * @param {number} at float index
154
- * @param {AnimationCurve} curve
155
- * @returns {number} the float index after the curve's keys
156
- */
157
- function write_keys(out, at, curve) {
158
- const keys = curve.keys;
159
- const count = keys.length;
160
-
161
- for (let i = 0; i < count; i++) {
162
- const key = keys[i];
163
-
164
- out[at] = key.time;
165
- out[at + 1] = key.value;
166
- out[at + 2] = key.inTangent;
167
- out[at + 3] = key.outTangent;
168
-
169
- at += COLOR_GRADE_KEY_FLOATS;
170
- }
171
-
172
- return at;
173
- }
174
-
175
152
  /**
176
153
  * A colour grade on the exposed scene colour, ahead of the tone-mapping operator, baked into the tone mapper's LUTs.
177
154
  * Neutral as constructed. In order:
@@ -424,17 +401,17 @@ export class ColorGrade {
424
401
  words[87] = exposure_count;
425
402
 
426
403
  let at = COLOR_GRADE_HEADER_FLOATS;
427
- at = write_keys(out, at, this.hue_shift);
428
- at = write_keys(out, at, this.hue_saturation);
429
- at = write_keys(out, at, this.hue_lightness);
430
- at = write_keys(out, at, this.luma_saturation_red);
431
- at = write_keys(out, at, this.luma_saturation_green);
432
- at = write_keys(out, at, this.luma_saturation_blue);
433
- at = write_keys(out, at, this.luma_saturation);
434
- at = write_keys(out, at, this.luma_gain_red);
435
- at = write_keys(out, at, this.luma_gain_green);
436
- at = write_keys(out, at, this.luma_gain_blue);
437
- at = write_keys(out, at, this.luma_exposure);
404
+ at = animation_curve_write_keys(out, at, this.hue_shift);
405
+ at = animation_curve_write_keys(out, at, this.hue_saturation);
406
+ at = animation_curve_write_keys(out, at, this.hue_lightness);
407
+ at = animation_curve_write_keys(out, at, this.luma_saturation_red);
408
+ at = animation_curve_write_keys(out, at, this.luma_saturation_green);
409
+ at = animation_curve_write_keys(out, at, this.luma_saturation_blue);
410
+ at = animation_curve_write_keys(out, at, this.luma_saturation);
411
+ at = animation_curve_write_keys(out, at, this.luma_gain_red);
412
+ at = animation_curve_write_keys(out, at, this.luma_gain_green);
413
+ at = animation_curve_write_keys(out, at, this.luma_gain_blue);
414
+ at = animation_curve_write_keys(out, at, this.luma_exposure);
438
415
 
439
416
  out.fill(0, at);
440
417
 
@@ -126,8 +126,8 @@ export class GPUDynamicMeshResidency {
126
126
  guard; index_count is left truthful, and the draw-time index_count === 0 test skips it.
127
127
 
128
128
  Reachable on the first upload rather than on a shrink: a geometry that shrinks has already
129
- grown its buffers, and Trail3DSystem.link and PathDisplaySystem both build a DynamicMesh
130
- from a Geometry that can already be empty.
129
+ grown its buffers, and PathDisplaySystem builds a DynamicMesh from a Geometry that can
130
+ already be empty.
131
131
  */
132
132
  if (vertex_bytes > 0) {
133
133
  device.queue.writeBuffer(this.#vertices, 0, staging.buffer, staging.byteOffset, vertex_bytes);
@@ -1,19 +1,8 @@
1
1
  /**
2
2
  * The vertex stage both AVBOIT passes draw a dynamic mesh with — the splat at the volume's
3
3
  * resolution and the draw at internal resolution — so the two see the same fragments at the same
4
- * depths.
5
- *
6
- * `view_depth` is the vertex's own view-space depth, interpolated across the triangle: what the
7
- * splat positions a fragment's extinction by and what the draw looks the volume up at. Both passes
8
- * take it from here rather than reconstructing it from `@builtin(position).z`, the arrangement the
9
- * particles' billboard stage has for the same reason. `color` is straight — not premultiplied — as
10
- * the vertices hold it.
11
- *
12
- * Both are interpolated at the **centroid** of the samples the triangle covers. The splat is
13
- * multisampled, and a thin triangle can cover some of a pixel's samples but not its centre; at the
14
- * centre its depth and alpha would be extrapolated off the triangle's edge, which on a ribbon seen
15
- * nearly edge-on lands the extinction slices away from the ribbon. The draw has one sample, where a
16
- * fragment exists only if the centre is covered and the centroid is the centre.
4
+ * depths. It hands the unlit fragment stages their `AVBOITUnlitVaryings`: the clip position, the
5
+ * vertex colour straight as the vertices hold it, and the vertex's own view-space depth.
17
6
  *
18
7
  * The enclosing shader binds the dynamic-mesh groups (`DYNAMIC_MESH_RESOURCES`), `camera` included,
19
8
  * and hands over `instance_index` as the draw's row, as for {@link chunk_dynamic_mesh_vertex}.
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_dynamic_mesh_avboit_vertex.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,+CAFU,SAAS,CA0BjB;0BAjDwB,iCAAiC"}
1
+ {"version":3,"file":"chunk_dynamic_mesh_avboit_vertex.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.js"],"names":[],"mappings":"AAIA;;;;;;;;;;GAUG;AACH,+CAFU,SAAS,CAqBjB;0BAjCwB,iCAAiC"}
@@ -1,22 +1,12 @@
1
+ import { chunk_avboit_unlit_varyings } from "../rasterize/native/avboit/chunk_avboit_unlit_varyings.js";
1
2
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
2
3
  import { chunk_dynamic_mesh_vertex } from "./chunk_dynamic_mesh_vertex.js";
3
4
 
4
5
  /**
5
6
  * The vertex stage both AVBOIT passes draw a dynamic mesh with — the splat at the volume's
6
7
  * resolution and the draw at internal resolution — so the two see the same fragments at the same
7
- * depths.
8
- *
9
- * `view_depth` is the vertex's own view-space depth, interpolated across the triangle: what the
10
- * splat positions a fragment's extinction by and what the draw looks the volume up at. Both passes
11
- * take it from here rather than reconstructing it from `@builtin(position).z`, the arrangement the
12
- * particles' billboard stage has for the same reason. `color` is straight — not premultiplied — as
13
- * the vertices hold it.
14
- *
15
- * Both are interpolated at the **centroid** of the samples the triangle covers. The splat is
16
- * multisampled, and a thin triangle can cover some of a pixel's samples but not its centre; at the
17
- * centre its depth and alpha would be extrapolated off the triangle's edge, which on a ribbon seen
18
- * nearly edge-on lands the extinction slices away from the ribbon. The draw has one sample, where a
19
- * fragment exists only if the centre is covered and the centroid is the centre.
8
+ * depths. It hands the unlit fragment stages their `AVBOITUnlitVaryings`: the clip position, the
9
+ * vertex colour straight as the vertices hold it, and the vertex's own view-space depth.
20
10
  *
21
11
  * The enclosing shader binds the dynamic-mesh groups (`DYNAMIC_MESH_RESOURCES`), `camera` included,
22
12
  * and hands over `instance_index` as the draw's row, as for {@link chunk_dynamic_mesh_vertex}.
@@ -26,16 +16,10 @@ import { chunk_dynamic_mesh_vertex } from "./chunk_dynamic_mesh_vertex.js";
26
16
  export const chunk_dynamic_mesh_avboit_vertex = CodeChunk.from(
27
17
  //language=WGSL
28
18
  `
29
- struct DynamicMeshAVBOITVertexOut {
30
- @builtin(position) clip : vec4<f32>,
31
- @location(0) @interpolate(perspective, centroid) color : vec4<f32>,
32
- @location(1) @interpolate(perspective, centroid) view_depth : f32,
33
- }
34
-
35
- fn dynamic_mesh_avboit_vertex(vertex_index : u32, draw_index : u32) -> DynamicMeshAVBOITVertexOut {
19
+ fn dynamic_mesh_avboit_vertex(vertex_index : u32, draw_index : u32) -> AVBOITUnlitVaryings {
36
20
  let vertex = dynamic_mesh_vertex(vertex_index, draw_index);
37
21
 
38
- var out : DynamicMeshAVBOITVertexOut;
22
+ var out : AVBOITUnlitVaryings;
39
23
 
40
24
  out.clip = camera.view_projection_matrix * vertex.world;
41
25
  out.color = vertex.color;
@@ -45,6 +29,7 @@ fn dynamic_mesh_avboit_vertex(vertex_index : u32, draw_index : u32) -> DynamicMe
45
29
  return out;
46
30
  }
47
31
  `, [
32
+ chunk_avboit_unlit_varyings,
48
33
  chunk_dynamic_mesh_vertex,
49
34
  ]
50
35
  );
@@ -1,3 +1,16 @@
1
+ /**
2
+ * The dynamic meshes' three contributions to the AVBOIT transparency pipeline — the
3
+ * `AVBOITSideChannel` contract, recorded into the frame graph the way the AVBOIT orchestrator records
4
+ * its own passes. `DynamicMeshAVBOITChannel` calls these with what it decided for the frame — the
5
+ * occupancy with the meshes it found live, the splat and the draw with the list the occupancy writes
6
+ * their draws into — and the handles the orchestrator hands it.
7
+ *
8
+ * One draw per mesh in the splat and in the draw, as in the pass over the scene, out of one
9
+ * {@link GPUDynamicMeshDrawList} per frame: the occupancy writes it, the splat and the draw both draw
10
+ * it, so the meshes' constants go up once a frame and the two passes read the same ones. Order does
11
+ * not matter to any of them — the volume and the accumulators are sums — which is why nothing here
12
+ * sorts.
13
+ */
1
14
  /**
2
15
  * Upload the live meshes and write their draws, then mark the depth slices their world boxes span
3
16
  * (`shader_dynamic_mesh_avboit_occupancy`).
@@ -29,11 +42,8 @@ export function graph_dynamic_mesh_avboit_occupancy({ graph, camera, cluster_par
29
42
  draws: GPUDynamicMeshDrawList;
30
43
  }): number;
31
44
  /**
32
- * Splat the live meshes' extinction into the voxel volume (`shader_dynamic_mesh_avboit_splat`).
33
- *
34
- * The raster is multisampled ({@link DYNAMIC_MESH_AVBOIT_SPLAT_SAMPLES}), so it cannot use the
35
- * volume's single-sampled splat target: the pass makes its own at the volume's resolution, and hands
36
- * the volume's back untouched.
45
+ * Splat the live meshes' extinction into the voxel volume: the unlit splat
46
+ * (`graph_avboit_unlit_splat`) with the dynamic-mesh pipeline, one draw per mesh out of the frame's list.
37
47
  *
38
48
  * @param {object} params
39
49
  * @param {import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} params.graph
@@ -61,7 +71,8 @@ export function graph_dynamic_mesh_avboit_splat({ graph, camera, warp, voxel_res
61
71
  dummy: number;
62
72
  };
63
73
  /**
64
- * Draw the live meshes into the four accumulators (`shader_dynamic_mesh_avboit_draw`).
74
+ * Draw the live meshes into the four accumulators: the unlit draw (`graph_avboit_unlit_draw`) with the
75
+ * dynamic-mesh pipeline, one draw per mesh out of the frame's list.
65
76
  *
66
77
  * @param {object} params
67
78
  * @param {import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} params.graph
@@ -1 +1 @@
1
- {"version":3,"file":"graph_dynamic_mesh_avboit.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.js"],"names":[],"mappings":"AA4CA;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAXkG,KAAK,EAA5F,OAAO,2DAA2D,EAAE,UAAU;IAC/D,MAAM,EAArB,MAAM;IACoB,kBAAkB,EAA5C,UAAU,MAAM,CAAC;IACF,SAAS,EAAxB,MAAM;IAC+B,SAAS;IACxB,MAAM,EAA5B,aAAa;IACQ,KAAK,EAA1B,YAAY;IACmB,KAAK;IAElC,MAAM,CAwDlB;AAED;;;;;;;;;;;;;;;GAeG;AACH;IARkG,KAAK,EAA5F,OAAO,2DAA2D,EAAE,UAAU;IAC/D,MAAM,EAArB,MAAM;IACS,IAAI,EAAnB,MAAM;IACW,gBAAgB,EAAjC,MAAM,EAAE;IACsD,MAAM,EAApE;QAAC,UAAU,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAC;IACtB,KAAK;IAClC;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAC,CAuFjE;AAED;;;;;;;;;;;;;;;GAeG;AACH;IAZkG,KAAK,EAA5F,OAAO,2DAA2D,EAAE,UAAU;IACnB,QAAQ,EAAnE,OAAO,2BAA2B,EAAE,cAAc;IACnC,MAAM,EAArB,MAAM;IACS,aAAa,EAA5B,MAAM;IACS,IAAI,EAAnB,MAAM;IACS,QAAQ,EAAvB,MAAM;IACS,eAAe,EAA9B,MAAM;IACS,oBAAoB,EAAnC,MAAM;IACsE,YAAY,EAAxF;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAA;KAAC;IACpC,KAAK;IAClC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAA;CAAC,CA4F/E"}
1
+ {"version":3,"file":"graph_dynamic_mesh_avboit.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;GAYG;AAEH;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAXkG,KAAK,EAA5F,OAAO,2DAA2D,EAAE,UAAU;IAC/D,MAAM,EAArB,MAAM;IACoB,kBAAkB,EAA5C,UAAU,MAAM,CAAC;IACF,SAAS,EAAxB,MAAM;IAC+B,SAAS;IACxB,MAAM,EAA5B,aAAa;IACQ,KAAK,EAA1B,YAAY;IACmB,KAAK;IAElC,MAAM,CAwDlB;AAED;;;;;;;;;;;;GAYG;AACH;IARkG,KAAK,EAA5F,OAAO,2DAA2D,EAAE,UAAU;IAC/D,MAAM,EAArB,MAAM;IACS,IAAI,EAAnB,MAAM;IACW,gBAAgB,EAAjC,MAAM,EAAE;IACsD,MAAM,EAApE;QAAC,UAAU,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAC;IACtB,KAAK;IAClC;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAC,CA0BjE;AAED;;;;;;;;;;;;;;;;GAgBG;AACH;IAZkG,KAAK,EAA5F,OAAO,2DAA2D,EAAE,UAAU;IACnB,QAAQ,EAAnE,OAAO,2BAA2B,EAAE,cAAc;IACnC,MAAM,EAArB,MAAM;IACS,aAAa,EAA5B,MAAM;IACS,IAAI,EAAnB,MAAM;IACS,QAAQ,EAAvB,MAAM;IACS,eAAe,EAA9B,MAAM;IACS,oBAAoB,EAAnC,MAAM;IACsE,YAAY,EAAxF;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAA;KAAC;IACpC,KAAK;IAClC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAA;CAAC,CAkC/E"}