@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.
- package/CHANGELOG.md +74 -0
- package/build/bundle-worker-terrain.js +1 -1
- package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts +2 -17
- package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts.map +1 -1
- package/editor/ecs/component/editors/ecs/Trail3DEditor.js +3 -18
- package/package.json +1 -1
- package/src/core/bvh8/build/BVH8Converter.d.ts +16 -0
- package/src/core/bvh8/build/BVH8Converter.d.ts.map +1 -1
- package/src/core/bvh8/build/BVH8Converter.js +64 -37
- package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts +25 -0
- package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts.map +1 -0
- package/src/core/bvh8/build/bvh8_assign_slots_greedy.js +68 -0
- package/src/core/bvh8/build/bvh8_from_proxy.d.ts.map +1 -1
- package/src/core/bvh8/build/bvh8_from_proxy.js +2 -33
- package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts +22 -0
- package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts.map +1 -0
- package/src/core/bvh8/build/bvh8_node_fit_slots.js +115 -0
- package/src/core/bvh8/bvh8_depth.d.ts +8 -0
- package/src/core/bvh8/bvh8_depth.d.ts.map +1 -0
- package/src/core/bvh8/bvh8_depth.js +39 -0
- package/src/core/math/complex/complex_fft_radix2.d.ts +19 -0
- package/src/core/math/complex/complex_fft_radix2.d.ts.map +1 -0
- package/src/core/math/complex/complex_fft_radix2.js +71 -0
- package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +33 -65
- package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
- package/src/engine/graphics/ecs/trail3d/Trail3D.js +37 -245
- package/src/engine/graphics/ecs/trail3d/Trail3DFlags.d.ts +0 -4
- package/src/engine/graphics/ecs/trail3d/Trail3DFlags.js +4 -10
- package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts +13 -10
- package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts.map +1 -1
- package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.js +28 -37
- package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts +10 -0
- package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts.map +1 -0
- package/src/engine/graphics/ecs/trail3d/trail_knot_count.js +27 -0
- package/src/engine/graphics/trail/TrailKnots.d.ts +62 -0
- package/src/engine/graphics/trail/TrailKnots.d.ts.map +1 -0
- package/src/engine/graphics/trail/TrailKnots.js +137 -0
- package/src/engine/graphics/trail/tube/TubeXMaterialSpec.d.ts +1 -1
- package/src/engine/graphics/trail/tube/TubeXMaterialSpec.js +1 -1
- package/src/engine/graphics3/EntityRowHold.d.ts +48 -0
- package/src/engine/graphics3/EntityRowHold.d.ts.map +1 -0
- package/src/engine/graphics3/EntityRowHold.js +128 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts +17 -4
- package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -1
- package/src/engine/graphics3/GPUFluidSystem.js +113 -16
- package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +6 -2
- package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/GPUParticleEmitterSystem.js +11 -44
- package/src/engine/graphics3/Trail3DSystem.d.ts +69 -35
- package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
- package/src/engine/graphics3/Trail3DSystem.js +380 -81
- package/src/engine/physics/cloth/playground/wind_main.js +7 -6
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +2 -2
- package/src/engine/physics/cloth/wind/AbstractClothWind.js +2 -2
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +3 -3
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/ClothFluidWind.js +7 -9
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +10 -10
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +14 -22
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts +16 -2
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidAtmosphere.js +17 -3
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +1 -2
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +1 -2
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +8 -5
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +60 -17
- package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts +17 -0
- package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidObstacle.js +22 -2
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -5
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.js +14 -3
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +1 -1
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +33 -47
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +38 -176
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +8 -11
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +13 -24
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts +16 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.js +35 -0
- package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +1 -1
- package/src/engine/physics/fluid/fluid_apply_atmosphere.js +1 -1
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts +9 -1
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts.map +1 -1
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js +11 -1
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts +5 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts.map +1 -1
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.js +2 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts +4 -3
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts.map +1 -1
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.js +11 -3
- package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts +28 -0
- package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.js +29 -0
- package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts +16 -0
- package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.js +49 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts +11 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.js +18 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts +25 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.js +65 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts +56 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.js +313 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts +16 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.js +69 -0
- package/src/generation/foliage/mesh/branch_ring_triangulate.d.ts +1 -1
- package/src/generation/foliage/mesh/branch_ring_triangulate.js +1 -1
- package/src/shade/playground/bvh_repro/README.md +8 -6
- package/src/shade/playground/bvh_repro/index.html +125 -124
- package/src/shade/playground/bvh_repro/main.js +259 -254
- package/src/shade/playground/foliage_wind/foliage_world.d.ts.map +1 -1
- package/src/shade/playground/foliage_wind/foliage_world.js +7 -4
- package/src/shade/playground/grass_surfaces/main.js +3 -2
- package/src/shade/playground/particle_ecs/bonfire_wind.d.ts +23 -13
- package/src/shade/playground/particle_ecs/bonfire_wind.d.ts.map +1 -1
- package/src/shade/playground/particle_ecs/bonfire_wind.js +30 -33
- package/src/shade/playground/skinned_blas_refit/README.md +26 -14
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +14 -9
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +126 -127
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +95 -95
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +9 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +146 -135
- package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts +6 -6
- package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.js +148 -134
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +11 -8
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +342 -202
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +12 -13
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +136 -116
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +4 -4
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +255 -249
- package/src/shade/playground/trails/index.html +50 -0
- package/src/shade/playground/trails/main.d.ts +2 -0
- package/src/shade/playground/trails/main.d.ts.map +1 -0
- package/src/shade/playground/trails/main.js +258 -0
- package/src/shade/playground/water_surface/main.js +6 -3
- package/src/shade/renderer/animation/GPUAnimationManager.js +2 -2
- package/src/shade/renderer/animation/animation_curve_write_keys.d.ts +18 -0
- package/src/shade/renderer/animation/animation_curve_write_keys.d.ts.map +1 -0
- package/src/shade/renderer/animation/animation_curve_write_keys.js +34 -0
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +7 -8
- package/src/shade/renderer/deferred/tonemap/ColorGrade.d.ts.map +1 -1
- package/src/shade/renderer/deferred/tonemap/ColorGrade.js +13 -36
- package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +2 -2
- package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts +2 -13
- package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.js +6 -21
- package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts +17 -6
- package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.js +38 -178
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts +7 -9
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.js +17 -106
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts +7 -17
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.js +18 -118
- package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts +111 -0
- package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.js +162 -0
- package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +37 -8
- package/src/shade/renderer/fluid/GPUFluidCascade.d.ts.map +1 -1
- package/src/shade/renderer/fluid/GPUFluidCascade.js +149 -47
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +10 -3
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts.map +1 -1
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.js +69 -10
- package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts +19 -0
- package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts.map +1 -0
- package/src/shade/renderer/fluid/chunk_fluid_far_field.js +43 -0
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts +10 -9
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.js +14 -12
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts +3 -2
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.js +7 -5
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts +17 -9
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.js +58 -18
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts +23 -11
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.js +371 -335
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.js +2 -1
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.js +109 -108
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts +5 -3
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.js +24 -12
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts +14 -0
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING.js +18 -0
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts +3 -1
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.js +4 -1
- package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +9 -0
- package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/GPUFluidForcing.js +20 -4
- package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts +11 -2
- package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.js +59 -2
- package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts +4 -1
- package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.js +367 -341
- package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts +6 -2
- package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.js +10 -5
- package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts +20 -21
- package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts.map +1 -1
- package/src/shade/renderer/fluid/mac/FluidMacPasses.js +453 -427
- package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts +6 -2
- package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts.map +1 -1
- package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.js +340 -282
- package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts +13 -5
- package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts.map +1 -1
- package/src/shade/renderer/fluid/publish/FluidWindPublish.js +20 -10
- package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.d.ts +2 -2
- package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.js +2 -2
- package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts +5 -3
- package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts.map +1 -1
- package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.js +147 -142
- package/src/shade/renderer/fluid/query/GPUFluidQueries.js +2 -2
- package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/GPUGeometryManager.js +5 -7
- package/src/shade/renderer/geometry/MeshletGeometry.d.ts +4 -1
- package/src/shade/renderer/geometry/MeshletGeometry.d.ts.map +1 -1
- package/src/shade/renderer/geometry/MeshletGeometry.js +4 -1
- package/src/shade/renderer/geometry/MeshletGeometrySerializationAdapter.d.ts +20 -0
- package/src/shade/renderer/geometry/MeshletGeometrySerializationAdapter.d.ts.map +1 -1
- package/src/shade/renderer/geometry/MeshletGeometrySerializationAdapter.js +35 -3
- package/src/shade/renderer/geometry/blas_from_meshlets.d.ts +9 -3
- package/src/shade/renderer/geometry/blas_from_meshlets.d.ts.map +1 -1
- package/src/shade/renderer/geometry/blas_from_meshlets.js +16 -30
- package/src/shade/renderer/geometry/bvh/BLAS8_REFIT_TARGET_STRUCT.d.ts +14 -0
- package/src/shade/renderer/geometry/bvh/BLAS8_REFIT_TARGET_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/BLAS8_REFIT_TARGET_STRUCT.js +33 -0
- package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.d.ts +18 -21
- package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.js +78 -158
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- package/src/shade/renderer/trails/runtime/TrailFadeCurves.d.ts.map +1 -0
- package/src/shade/renderer/trails/runtime/TrailFadeCurves.js +220 -0
- package/src/shade/renderer/trails/runtime/TrailKnotPool.d.ts +49 -0
- package/src/shade/renderer/trails/runtime/TrailKnotPool.d.ts.map +1 -0
- package/src/shade/renderer/trails/runtime/TrailKnotPool.js +162 -0
- package/src/shade/renderer/trails/runtime/TrailParameters.d.ts +52 -0
- package/src/shade/renderer/trails/runtime/TrailParameters.d.ts.map +1 -0
- package/src/shade/renderer/trails/runtime/TrailParameters.js +126 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_frame_transport.d.ts +23 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_frame_transport.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_frame_transport.js +57 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_knot_alpha.d.ts +14 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_knot_alpha.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_knot_alpha.js +40 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_seed.d.ts +18 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_seed.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_seed.js +64 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_segment.d.ts +14 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_segment.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_segment.js +51 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_update.d.ts +48 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_update.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_update.js +197 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_vertex.d.ts +34 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_vertex.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_vertex.js +111 -0
- package/src/shade/renderer/trails/shaders/shader_trail_avboit.d.ts +24 -0
- package/src/shade/renderer/trails/shaders/shader_trail_avboit.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/shader_trail_avboit.js +78 -0
- package/src/shade/renderer/trails/shaders/shader_trail_avboit_segments.d.ts +23 -0
- package/src/shade/renderer/trails/shaders/shader_trail_avboit_segments.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/shader_trail_avboit_segments.js +130 -0
- package/src/shade/renderer/trails/shaders/shader_trail_draw_args.d.ts +29 -0
- package/src/shade/renderer/trails/shaders/shader_trail_draw_args.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/shader_trail_draw_args.js +78 -0
- package/src/shade/renderer/trails/shaders/shader_trail_seed.d.ts +18 -0
- package/src/shade/renderer/trails/shaders/shader_trail_seed.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/shader_trail_seed.js +79 -0
- package/src/shade/renderer/trails/shaders/shader_trail_update.d.ts +20 -0
- package/src/shade/renderer/trails/shaders/shader_trail_update.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/shader_trail_update.js +101 -0
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +2 -2
- package/src/shade/renderer/water/query/shader_water_surface_query.d.ts.map +1 -1
- package/src/shade/renderer/water/query/shader_water_surface_query.js +227 -227
- package/src/shade/renderer/water/surface/particles/chunk_water_particle_step.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/particles/chunk_water_particle_step.js +7 -4
- package/src/shade/renderer/water/surface/particles/shader_water_particles.js +2 -2
- package/src/shade/renderer/wind/GPUSceneWind.d.ts +36 -4
- package/src/shade/renderer/wind/GPUSceneWind.d.ts.map +1 -1
- package/src/shade/renderer/wind/GPUSceneWind.js +150 -4
- package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts +9 -3
- package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/wind/WIND_FIELD_STRUCT.js +13 -3
- package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.d.ts +6 -6
- package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.js +6 -6
- package/src/shade/renderer/wind/chunk_fluid_turbulence.d.ts +39 -0
- package/src/shade/renderer/wind/chunk_fluid_turbulence.d.ts.map +1 -0
- package/src/shade/renderer/wind/chunk_fluid_turbulence.js +63 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts +10 -7
- package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts.map +1 -1
- package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.js +34 -11
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts +2 -2
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.js +2 -2
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts +6 -4
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts.map +1 -1
- package/src/shade/renderer/wind/wind_field_add_resources.js +9 -6
- package/src/engine/graphics/ecs/trail3d/advance_trail.d.ts +0 -18
- package/src/engine/graphics/ecs/trail3d/advance_trail.d.ts.map +0 -1
- package/src/engine/graphics/ecs/trail3d/advance_trail.js +0 -42
- package/src/engine/graphics/ecs/trail3d/seed_trail_tube.d.ts +0 -14
- package/src/engine/graphics/ecs/trail3d/seed_trail_tube.d.ts.map +0 -1
- package/src/engine/graphics/ecs/trail3d/seed_trail_tube.js +0 -75
- package/src/engine/graphics/ecs/trail3d/trail_head_position.d.ts +0 -17
- package/src/engine/graphics/ecs/trail3d/trail_head_position.d.ts.map +0 -1
- package/src/engine/graphics/ecs/trail3d/trail_head_position.js +0 -19
- package/src/engine/graphics/trail/tube/TubeX.d.ts +0 -186
- package/src/engine/graphics/trail/tube/TubeX.d.ts.map +0 -1
- package/src/engine/graphics/trail/tube/TubeX.js +0 -575
- package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.d.ts +0 -16
- package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.d.ts.map +0 -1
- package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.js +0 -34
- package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts +0 -27
- package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts.map +0 -1
- package/src/engine/graphics/trail/tube/tube_attributes_spec.js +0 -70
- package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts +0 -38
- package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts.map +0 -1
- package/src/engine/graphics3/trail/trail_tube_write_geometry.js +0 -119
- package/src/shade/renderer/geometry/bvh/BLAS_REFIT_TARGET_STRUCT.d.ts +0 -18
- package/src/shade/renderer/geometry/bvh/BLAS_REFIT_TARGET_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/geometry/bvh/BLAS_REFIT_TARGET_STRUCT.js +0 -50
- package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +0 -23
- package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +0 -1
- package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +0 -87
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch.d.ts +0 -42
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch.d.ts.map +0 -1
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch.js +0 -141
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch_seed.d.ts +0 -21
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch_seed.d.ts.map +0 -1
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch_seed.js +0 -75
- package/src/shade/renderer/geometry/meshlet_batch_to_bvh.d.ts +0 -17
- package/src/shade/renderer/geometry/meshlet_batch_to_bvh.d.ts.map +0 -1
- package/src/shade/renderer/geometry/meshlet_batch_to_bvh.js +0 -247
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.d.ts +0 -7
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.js +0 -226
- package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.d.ts +0 -8
- package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.js +0 -45
- package/src/shade/renderer/shader/chunk/light/sample/chunk_ray_sample_light.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/light/sample/chunk_ray_sample_light.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/light/sample/chunk_ray_sample_light.js +0 -105
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_distance.d.ts +0 -6
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_distance.d.ts.map +0 -1
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_distance.js +0 -86
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast_traversal_count.d.ts +0 -2
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast_traversal_count.d.ts.map +0 -1
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast_traversal_count.js +0 -136
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { ComputeShader } from "../../shader/ComputeShader.js";
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import { AABB3_STRUCT } from "../../shader/chunk/geometry/aabb3/AABB3_STRUCT.js";
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import {
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chunk_geometry_read_triangle_bounds
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} from "../../shader/chunk/geometry/format/chunk_geometry_read_triangle_bounds.js";
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import { F32_MAX_DEFINITION } from "../../shader/chunk/math/F32_MAX_DEFINITION.js";
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import { BVH8_BLAS_MAX_DEPTH } from "../../shader/chunk/bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js";
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import { chunk_bvh8_node_grid } from "../../shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_grid.js";
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
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import { atomic_u32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
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import { GEOMETRY_ATTRIBUTE_DATA_TYPE } from "../GEOMETRY_ATTRIBUTE_DATA_TYPE.js";
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import { GEOMETRY_METADATA_STRUCT } from "../GEOMETRY_METADATA_STRUCT.js";
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import { MESHLET_METADATA_STRUCT } from "../meshlet/encoding/MESHLET_METADATA_STRUCT.js";
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import { BLAS8_REFIT_TARGET_STRUCT } from "./BLAS8_REFIT_TARGET_STRUCT.js";
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/**
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* Nodes per workgroup. A workgroup serves one tree and one aligned run of this many of its nodes,
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*
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export const BLAS8_REFIT_BATCH_WORKGROUP_SIZE = 64;
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/**
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* `u32` words of spine a node takes: its box's six floats, 24 bits to a word, under a flag.
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*
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export const BLAS8_REFIT_SPINE_STRIDE_WORDS = 8;
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const resources = new ShaderResourceSetDescriptor();
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// Workgroups already covered by earlier sub-dispatches of the same batch, for a batch larger than
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resources.setImmediate("dispatch_offset", u32);
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resources.createGroup()
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// one row per tree in the batch
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.addStorageBuffer("targets", WebGPUArray.from(BLAS8_REFIT_TARGET_STRUCT), false)
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// `(target_index, node_base)` per workgroup, flat
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.addStorageBuffer("lookup", WebGPUArray.from(u32), false)
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// The node arena, flat. Of a node, this kernel reads words 4 to 7 — its child block, its triangle
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// run and its metas — and writes the rest: its origin, exponents and quantized boxes. Nothing it
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.addStorageBuffer("nodes", WebGPUArray.from(u32), true)
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// every node's box as its own lane found it, for the lane of the node above; zero at the start of
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// every batch, which reads "not here yet"
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.addStorageBuffer("spine", WebGPUArray.from(atomic_u32), true)
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const body = CodeChunk.from(
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//language=WGSL
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`
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const NODE_STRIDE = 20u;
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const NODE_CHILD_BASE = 4u;
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const NODE_TRIANGLE_BASE = 5u;
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const NODE_METAS = 6u;
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const NODE_BOXES = 8u;
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const SPINE_STRIDE = ${BLAS8_REFIT_SPINE_STRIDE_WORDS}u;
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const SPINE_HERE = 0x80000000u;
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const SPINE_BITS = 0x00ffffffu;
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// how many rounds a lane looks for its children's boxes before finding the missing ones out for itself;
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// the prefix scan's count
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const LOOKS = 4u;
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// what a node's four words of topology say
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struct Blas8RefitShape {
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child_base: u32,
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triangle_base: u32,
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metas: vec2<u32>,
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// a bit per slot that holds a child node
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internal: u32,
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}
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struct Blas8RefitLook {
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found: bool,
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box: ${AABB3_STRUCT.wgsl_ref},
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}
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fn blas8_refit_shape(node_word: u32) -> Blas8RefitShape {
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let metas = vec2<u32>(nodes[node_word + NODE_METAS], nodes[node_word + NODE_METAS + 1u]);
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// a child node's meta has 24 or more in its low five bits: bits 3 and 4 both set
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let first = metas.x & (metas.x >> 1u) & 0x08080808u;
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let second = metas.y & (metas.y >> 1u) & 0x08080808u;
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let internal =
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((first >> 3u) & 1u) | ((first >> 10u) & 2u) | ((first >> 17u) & 4u) | ((first >> 24u) & 8u)
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| ((second << 1u) & 16u) | ((second >> 6u) & 32u) | ((second >> 13u) & 64u) | ((second >> 20u) & 128u);
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return Blas8RefitShape(nodes[node_word + NODE_CHILD_BASE], nodes[node_word + NODE_TRIANGLE_BASE], metas, internal);
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}
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fn blas8_refit_slot_meta(shape: Blas8RefitShape, slot: u32) -> u32 {
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return (select(shape.metas.y, shape.metas.x, slot < 4u) >> ((slot & 3u) * 8u)) & 0xffu;
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}
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fn blas8_refit_empty_box() -> ${AABB3_STRUCT.wgsl_ref} {
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return ${AABB3_STRUCT.wgsl_ref}(vec3<f32>(F32_MAX), vec3<f32>(-F32_MAX));
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}
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// the box of the triangles a leaf slot names, as the vertices stand now
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fn blas8_refit_slot_triangles(
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geometry: ${GEOMETRY_METADATA_STRUCT.wgsl_ref},
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triangle_base: u32,
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slot_meta: u32,
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) -> ${AABB3_STRUCT.wgsl_ref} {
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var box = blas8_refit_empty_box();
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let first = triangle_base + (slot_meta & 31u);
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let count = countOneBits(slot_meta >> 5u);
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for (var i = 0u; i < count; i++) {
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let triangle = geometry_read_triangle_bounds(geometry, first + i);
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box.min = min(box.min, triangle.min);
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box.max = max(box.max, triangle.max);
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}
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return box;
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}
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// A node's box goes into the spine as 192 bits, 24 to a word, each word under its own flag: a reader
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// that finds all eight flags has the box, and one that does not has nothing, whatever order the
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// stores reach it in.
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fn blas8_refit_publish(spine_word: u32, box: ${AABB3_STRUCT.wgsl_ref}) {
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let low = bitcast<vec3<u32>>(box.min);
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let high = bitcast<vec3<u32>>(box.max);
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+
atomicStore(&spine[spine_word], SPINE_HERE | (low.x & SPINE_BITS));
|
|
137
|
+
atomicStore(&spine[spine_word + 1u], SPINE_HERE | (low.x >> 24u) | ((low.y & 0xffffu) << 8u));
|
|
138
|
+
atomicStore(&spine[spine_word + 2u], SPINE_HERE | (low.y >> 16u) | ((low.z & 0xffu) << 16u));
|
|
139
|
+
atomicStore(&spine[spine_word + 3u], SPINE_HERE | (low.z >> 8u));
|
|
140
|
+
atomicStore(&spine[spine_word + 4u], SPINE_HERE | (high.x & SPINE_BITS));
|
|
141
|
+
atomicStore(&spine[spine_word + 5u], SPINE_HERE | (high.x >> 24u) | ((high.y & 0xffffu) << 8u));
|
|
142
|
+
atomicStore(&spine[spine_word + 6u], SPINE_HERE | (high.y >> 16u) | ((high.z & 0xffu) << 16u));
|
|
143
|
+
atomicStore(&spine[spine_word + 7u], SPINE_HERE | (high.z >> 8u));
|
|
144
|
+
}
|
|
145
|
+
|
|
146
|
+
fn blas8_refit_look(spine_word: u32) -> Blas8RefitLook {
|
|
147
|
+
var seen: Blas8RefitLook;
|
|
148
|
+
seen.found = false;
|
|
149
|
+
|
|
150
|
+
let w0 = atomicLoad(&spine[spine_word]);
|
|
151
|
+
|
|
152
|
+
if ((w0 & SPINE_HERE) == 0u) {
|
|
153
|
+
return seen;
|
|
154
|
+
}
|
|
155
|
+
|
|
156
|
+
let w1 = atomicLoad(&spine[spine_word + 1u]);
|
|
157
|
+
let w2 = atomicLoad(&spine[spine_word + 2u]);
|
|
158
|
+
let w3 = atomicLoad(&spine[spine_word + 3u]);
|
|
159
|
+
let w4 = atomicLoad(&spine[spine_word + 4u]);
|
|
160
|
+
let w5 = atomicLoad(&spine[spine_word + 5u]);
|
|
161
|
+
let w6 = atomicLoad(&spine[spine_word + 6u]);
|
|
162
|
+
let w7 = atomicLoad(&spine[spine_word + 7u]);
|
|
163
|
+
|
|
164
|
+
if ((w1 & w2 & w3 & w4 & w5 & w6 & w7 & SPINE_HERE) == 0u) {
|
|
165
|
+
return seen;
|
|
166
|
+
}
|
|
167
|
+
|
|
168
|
+
seen.found = true;
|
|
169
|
+
|
|
170
|
+
seen.box.min = bitcast<vec3<f32>>(vec3<u32>(
|
|
171
|
+
(w0 & SPINE_BITS) | ((w1 & 0xffu) << 24u),
|
|
172
|
+
((w1 & SPINE_BITS) >> 8u) | ((w2 & 0xffffu) << 16u),
|
|
173
|
+
((w2 & SPINE_BITS) >> 16u) | ((w3 & SPINE_BITS) << 8u),
|
|
174
|
+
));
|
|
175
|
+
|
|
176
|
+
seen.box.max = bitcast<vec3<f32>>(vec3<u32>(
|
|
177
|
+
(w4 & SPINE_BITS) | ((w5 & 0xffu) << 24u),
|
|
178
|
+
((w5 & SPINE_BITS) >> 8u) | ((w6 & 0xffffu) << 16u),
|
|
179
|
+
((w6 & SPINE_BITS) >> 16u) | ((w7 & SPINE_BITS) << 8u),
|
|
180
|
+
));
|
|
181
|
+
|
|
182
|
+
return seen;
|
|
183
|
+
}
|
|
184
|
+
|
|
185
|
+
// The box of everything under a node, found without waiting for anyone: from the triangles, except
|
|
186
|
+
// where a node on the way down has published, whose box is then taken as it stands.
|
|
187
|
+
fn blas8_refit_subtree_box(
|
|
188
|
+
tree: ${BLAS8_REFIT_TARGET_STRUCT.wgsl_ref},
|
|
189
|
+
geometry: ${GEOMETRY_METADATA_STRUCT.wgsl_ref},
|
|
190
|
+
root: u32,
|
|
191
|
+
) -> ${AABB3_STRUCT.wgsl_ref} {
|
|
192
|
+
var box = blas8_refit_empty_box();
|
|
193
|
+
|
|
194
|
+
// a node, and its child slots still to take; one entry a level
|
|
195
|
+
var stack: array<vec2u, ${BVH8_BLAS_MAX_DEPTH}>;
|
|
196
|
+
var pointer = 0u;
|
|
197
|
+
|
|
198
|
+
var node = root;
|
|
199
|
+
var pending = 0u;
|
|
200
|
+
var arriving = true;
|
|
201
|
+
|
|
202
|
+
loop {
|
|
203
|
+
let shape = blas8_refit_shape((tree.node_offset + node) * NODE_STRIDE);
|
|
204
|
+
|
|
205
|
+
if (arriving) {
|
|
206
|
+
for (var slot = 0u; slot < 8u; slot++) {
|
|
207
|
+
let slot_meta = blas8_refit_slot_meta(shape, slot);
|
|
208
|
+
|
|
209
|
+
if (slot_meta == 0u || (shape.internal & (1u << slot)) != 0u) {
|
|
210
|
+
continue;
|
|
211
|
+
}
|
|
212
|
+
|
|
213
|
+
let triangles = blas8_refit_slot_triangles(geometry, shape.triangle_base, slot_meta);
|
|
214
|
+
|
|
215
|
+
box.min = min(box.min, triangles.min);
|
|
216
|
+
box.max = max(box.max, triangles.max);
|
|
217
|
+
}
|
|
218
|
+
|
|
219
|
+
pending = shape.internal;
|
|
220
|
+
}
|
|
221
|
+
|
|
222
|
+
if (pending == 0u) {
|
|
223
|
+
if (pointer == 0u) {
|
|
224
|
+
break;
|
|
225
|
+
}
|
|
226
|
+
|
|
227
|
+
pointer--;
|
|
228
|
+
|
|
229
|
+
node = stack[pointer].x;
|
|
230
|
+
pending = stack[pointer].y;
|
|
231
|
+
arriving = false;
|
|
232
|
+
|
|
233
|
+
continue;
|
|
234
|
+
}
|
|
235
|
+
|
|
236
|
+
let slot = countTrailingZeros(pending);
|
|
237
|
+
|
|
238
|
+
pending &= pending - 1u;
|
|
239
|
+
|
|
240
|
+
let child = shape.child_base + countOneBits(shape.internal & ((1u << slot) - 1u));
|
|
241
|
+
|
|
242
|
+
let seen = blas8_refit_look((tree.spine_offset + child) * SPINE_STRIDE);
|
|
243
|
+
|
|
244
|
+
if (seen.found) {
|
|
245
|
+
box.min = min(box.min, seen.box.min);
|
|
246
|
+
box.max = max(box.max, seen.box.max);
|
|
247
|
+
|
|
248
|
+
arriving = false;
|
|
249
|
+
|
|
250
|
+
continue;
|
|
251
|
+
}
|
|
252
|
+
|
|
253
|
+
if (pending != 0u && pointer < ${BVH8_BLAS_MAX_DEPTH}u) {
|
|
254
|
+
stack[pointer] = vec2u(node, pending);
|
|
255
|
+
pointer++;
|
|
256
|
+
}
|
|
257
|
+
|
|
258
|
+
node = child;
|
|
259
|
+
arriving = true;
|
|
260
|
+
}
|
|
261
|
+
|
|
262
|
+
return box;
|
|
263
|
+
}
|
|
264
|
+
|
|
265
|
+
@compute @workgroup_size(${BLAS8_REFIT_BATCH_WORKGROUP_SIZE}, 1, 1)
|
|
266
|
+
fn main(
|
|
267
|
+
@builtin(workgroup_id) wg: vec3<u32>,
|
|
268
|
+
@builtin(local_invocation_id) lid: vec3<u32>,
|
|
269
|
+
) {
|
|
270
|
+
// Which tree, and which run of its nodes: one lookup pair per workgroup.
|
|
271
|
+
let pair = (wg.x + dispatch_offset) * 2u;
|
|
272
|
+
|
|
273
|
+
// ("target" is a reserved word in WGSL)
|
|
274
|
+
let tree = targets[lookup[pair]];
|
|
275
|
+
|
|
276
|
+
let ordinal = lookup[pair + 1u] + lid.x;
|
|
277
|
+
|
|
278
|
+
if (ordinal >= tree.node_count) {
|
|
279
|
+
// the tail of a tree's last run; the next workgroup is another tree's
|
|
280
|
+
return;
|
|
281
|
+
}
|
|
282
|
+
|
|
283
|
+
// Last node first. A child's index is above its parent's, so the order workgroups are started in
|
|
284
|
+
// is the order the nodes depend on each other in, and a lane mostly finds what it looks for.
|
|
285
|
+
let node = tree.node_count - 1u - ordinal;
|
|
286
|
+
|
|
287
|
+
let node_word = (tree.node_offset + node) * NODE_STRIDE;
|
|
288
|
+
|
|
289
|
+
let geometry = geometries[tree.geometry_index];
|
|
290
|
+
|
|
291
|
+
let shape = blas8_refit_shape(node_word);
|
|
292
|
+
|
|
293
|
+
var slot_low: array<vec3<f32>, 8>;
|
|
294
|
+
var slot_high: array<vec3<f32>, 8>;
|
|
295
|
+
|
|
296
|
+
var box = blas8_refit_empty_box();
|
|
297
|
+
|
|
298
|
+
// The slots of triangles first. They are this lane's own work and take it a while, and for that
|
|
299
|
+
// while the lanes of the nodes below are at theirs: by the time this one turns to its child
|
|
300
|
+
// nodes, a child with only triangles under it has published.
|
|
301
|
+
for (var slot = 0u; slot < 8u; slot++) {
|
|
302
|
+
let slot_meta = blas8_refit_slot_meta(shape, slot);
|
|
303
|
+
|
|
304
|
+
if (slot_meta == 0u || (shape.internal & (1u << slot)) != 0u) {
|
|
305
|
+
continue;
|
|
306
|
+
}
|
|
307
|
+
|
|
308
|
+
let under = blas8_refit_slot_triangles(geometry, shape.triangle_base, slot_meta);
|
|
309
|
+
|
|
310
|
+
slot_low[slot] = under.min;
|
|
311
|
+
slot_high[slot] = under.max;
|
|
312
|
+
|
|
313
|
+
box.min = min(box.min, under.min);
|
|
314
|
+
box.max = max(box.max, under.max);
|
|
315
|
+
}
|
|
316
|
+
|
|
317
|
+
let spine_word = (tree.spine_offset + node) * SPINE_STRIDE;
|
|
318
|
+
|
|
319
|
+
// A node with nothing but triangles under it has its box now, and says so now: before any lane
|
|
320
|
+
// of this workgroup turns to its children, which may be this node.
|
|
321
|
+
if (shape.internal == 0u) {
|
|
322
|
+
blas8_refit_publish(spine_word, box);
|
|
323
|
+
}
|
|
324
|
+
|
|
325
|
+
// The child nodes, looked for in rounds: every one still missing, once a round. A node whose
|
|
326
|
+
// children have all turned up publishes there and then, inside the round, which is what lets the
|
|
327
|
+
// node above it find it in the next.
|
|
328
|
+
var missing = shape.internal;
|
|
329
|
+
|
|
330
|
+
for (var round = 0u; round < LOOKS && missing != 0u; round++) {
|
|
331
|
+
var unseen = missing;
|
|
332
|
+
|
|
333
|
+
while (unseen != 0u) {
|
|
334
|
+
let slot = countTrailingZeros(unseen);
|
|
335
|
+
|
|
336
|
+
unseen &= unseen - 1u;
|
|
337
|
+
|
|
338
|
+
let child = shape.child_base + countOneBits(shape.internal & ((1u << slot) - 1u));
|
|
339
|
+
|
|
340
|
+
let seen = blas8_refit_look((tree.spine_offset + child) * SPINE_STRIDE);
|
|
341
|
+
|
|
342
|
+
if (!seen.found) {
|
|
343
|
+
continue;
|
|
344
|
+
}
|
|
345
|
+
|
|
346
|
+
missing &= ~(1u << slot);
|
|
347
|
+
|
|
348
|
+
slot_low[slot] = seen.box.min;
|
|
349
|
+
slot_high[slot] = seen.box.max;
|
|
350
|
+
|
|
351
|
+
box.min = min(box.min, seen.box.min);
|
|
352
|
+
box.max = max(box.max, seen.box.max);
|
|
353
|
+
}
|
|
354
|
+
|
|
355
|
+
if (missing == 0u) {
|
|
356
|
+
blas8_refit_publish(spine_word, box);
|
|
357
|
+
}
|
|
358
|
+
}
|
|
359
|
+
|
|
360
|
+
if (missing != 0u) {
|
|
361
|
+
// not here, and not waited for
|
|
362
|
+
while (missing != 0u) {
|
|
363
|
+
let slot = countTrailingZeros(missing);
|
|
364
|
+
|
|
365
|
+
missing &= missing - 1u;
|
|
366
|
+
|
|
367
|
+
let child = shape.child_base + countOneBits(shape.internal & ((1u << slot) - 1u));
|
|
368
|
+
|
|
369
|
+
let under = blas8_refit_subtree_box(tree, geometry, child);
|
|
370
|
+
|
|
371
|
+
slot_low[slot] = under.min;
|
|
372
|
+
slot_high[slot] = under.max;
|
|
373
|
+
|
|
374
|
+
box.min = min(box.min, under.min);
|
|
375
|
+
box.max = max(box.max, under.max);
|
|
376
|
+
}
|
|
377
|
+
|
|
378
|
+
blas8_refit_publish(spine_word, box);
|
|
379
|
+
}
|
|
380
|
+
|
|
381
|
+
// this node, on the grid of its own box, and each slot's box in bytes on it
|
|
382
|
+
let grid = bvh8_node_grid(box.min, box.max);
|
|
383
|
+
|
|
384
|
+
var boxes: array<u32, 12>;
|
|
385
|
+
|
|
386
|
+
for (var slot = 0u; slot < 8u; slot++) {
|
|
387
|
+
if (blas8_refit_slot_meta(shape, slot) == 0u) {
|
|
388
|
+
continue;
|
|
389
|
+
}
|
|
390
|
+
|
|
391
|
+
let q_low = bvh8_node_grid_low(grid, slot_low[slot]);
|
|
392
|
+
let q_high = bvh8_node_grid_high(grid, slot_high[slot]);
|
|
393
|
+
|
|
394
|
+
let word = slot >> 2u;
|
|
395
|
+
let shift = (slot & 3u) * 8u;
|
|
396
|
+
|
|
397
|
+
// per axis: two words of low bytes, then two of high
|
|
398
|
+
boxes[word] |= q_low.x << shift;
|
|
399
|
+
boxes[2u + word] |= q_high.x << shift;
|
|
400
|
+
boxes[4u + word] |= q_low.y << shift;
|
|
401
|
+
boxes[6u + word] |= q_high.y << shift;
|
|
402
|
+
boxes[8u + word] |= q_low.z << shift;
|
|
403
|
+
boxes[10u + word] |= q_high.z << shift;
|
|
404
|
+
}
|
|
405
|
+
|
|
406
|
+
nodes[node_word] = bitcast<u32>(box.min.x);
|
|
407
|
+
nodes[node_word + 1u] = bitcast<u32>(box.min.y);
|
|
408
|
+
nodes[node_word + 2u] = bitcast<u32>(box.min.z);
|
|
409
|
+
nodes[node_word + 3u] = grid.exponent.x | (grid.exponent.y << 8u) | (grid.exponent.z << 16u) | (shape.internal << 24u);
|
|
410
|
+
|
|
411
|
+
for (var i = 0u; i < 12u; i++) {
|
|
412
|
+
nodes[node_word + NODE_BOXES + i] = boxes[i];
|
|
413
|
+
}
|
|
414
|
+
}
|
|
415
|
+
`, [
|
|
416
|
+
F32_MAX_DEFINITION,
|
|
417
|
+
AABB3_STRUCT.declaration_chunk,
|
|
418
|
+
GEOMETRY_METADATA_STRUCT.declaration_chunk,
|
|
419
|
+
BLAS8_REFIT_TARGET_STRUCT.declaration_chunk,
|
|
420
|
+
chunk_geometry_read_triangle_bounds,
|
|
421
|
+
chunk_bvh8_node_grid,
|
|
422
|
+
]);
|
|
423
|
+
|
|
424
|
+
/**
|
|
425
|
+
* Refit every BVH8 in a batch, from one dispatch.
|
|
426
|
+
*
|
|
427
|
+
* One lane per node, across every tree the batch lists. A node holds its slots' boxes on a grid of
|
|
428
|
+
* its own box, so a lane has two things to find: the box of everything under each of its slots, and
|
|
429
|
+
* from their union its own. A slot of triangles is read off the vertex buffer as it stands *now*. A
|
|
430
|
+
* slot that is a child node depends on that child's lane — as a tile of a prefix scan depends on the
|
|
431
|
+
* tiles before it, and this takes the scan's shape (`graph_prefix_scan_csdldf`):
|
|
432
|
+
*
|
|
433
|
+
* - **Published under a flag.** A lane leaves its node's box in the `spine`, box and flag in the same
|
|
434
|
+
* atomic words, as soon as it has it. A reader has the whole box or none of it.
|
|
435
|
+
* - **Looked for, not waited for.** A lane looks for its children's boxes a fixed number of rounds,
|
|
436
|
+
* and publishes the moment the last turns up. What has not turned up by then the lane finds out
|
|
437
|
+
* for itself, from the triangles under that child, taking as it stands the box of any node on the
|
|
438
|
+
* way down that has published. Nothing spins on another lane,
|
|
439
|
+
* and nothing depends on when a store reaches whom.
|
|
440
|
+
* - **Never in place.** Everything a lane reads to find a box out — the vertices, and the four words
|
|
441
|
+
* of a node that say what it holds — no lane writes. Everything a lane writes, no lane reads.
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* - **In the order of the dependency.** Lanes take a tree's nodes last to first, and a child's index
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* is above its parent's, so a device that starts workgroups in order runs the children first. Within
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* a lane the order is the same: its own triangles, its box published if that is all there is to it,
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* and only then a look at its children. A device that keeps neither order is slower and no less
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* right.
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*
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* So there are no counters, no parents, no seeding pass and nothing to repair: a zeroed spine, then
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* this, whatever the trees' depth.
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*
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* Boxes are rounded outward at every step that rounds, so a refitted node holds what is under it
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* exactly as a built one does; it is not the same node the builder would write, whose arithmetic is
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* exact where this is `f32`.
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*
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* For a skinned mesh this runs against the per-instance clone, after the skinning pass has deformed
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* its vertex region; `geometry_index` on the row is the clone's.
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*
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* @type {ComputeShader}
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*/
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export const shader_blas8_refit_batch = ComputeShader.from({
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label: "BLAS8/RefitBatch",
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resources,
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body,
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});
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attribute_position: Float32Array;
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};
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/**
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* Re-order the triangles of one meshlet: triangle `i` becomes the triangle that was at `order[i]`.
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*
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* Only the meshlet's index section is rewritten, in place. Vertices, attributes, bounds and the
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* meshlet's address are untouched, so the meshlet draws exactly what it drew before; what changes is
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* a BLAS leaf, most of all — names a different triangle afterwards.
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*
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*/
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reorder_triangles(meshlet_id: number, order: Uint8Array | number[]): void;
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build_bounds(): void;
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*
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"MeshletBatch.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/meshlet/MeshletBatch.js"],"names":[],"mappings":"AA4DA;;GAEG;AACH;IAiBI;;;OAGG;IACH,oCAGC;IAXD,+BAEC;IA6BD;;;OAGG;IACH,wCAGC;IAfD;;;OAGG;IACH,mCAEC;IAuBD;;;OAGG;IACH,yBAEC;IAdD;;;OAGG;IACH,oBAEC;IAUD;;;OAGG;IACH,8BAEC;IAED;;;OAGG;IACH,QAFa,MAAM,CASlB;IAED;;;OAGG;IACH,cAFW,YAAY,WAQtB;IAED;;;;OAIG;IACH,YAFa,MAAM,CAiHlB;IAED;;;OAGG;IACH,iBAEC;IAED;;;;OAIG;IACH,wBAHW,MAAM,GACL,EAAE,CAeb;IAED;;;OAGG;IACH,yBAFW,MAAM;;;;MAgChB;IAiMD,qBA+BC;IAED;;;OAGG;IACH,gBAFW,QAAQ,QASlB;IAIL;;;;OAIG;IACH,yBAFU,OAAO,CAEoB;;CAPpC;
|
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1
|
+
{"version":3,"file":"MeshletBatch.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/meshlet/MeshletBatch.js"],"names":[],"mappings":"AA4DA;;GAEG;AACH;IAiBI;;;OAGG;IACH,oCAGC;IAXD,+BAEC;IA6BD;;;OAGG;IACH,wCAGC;IAfD;;;OAGG;IACH,mCAEC;IAuBD;;;OAGG;IACH,yBAEC;IAdD;;;OAGG;IACH,oBAEC;IAUD;;;OAGG;IACH,8BAEC;IAED;;;OAGG;IACH,QAFa,MAAM,CASlB;IAED;;;OAGG;IACH,cAFW,YAAY,WAQtB;IAED;;;;OAIG;IACH,YAFa,MAAM,CAiHlB;IAED;;;OAGG;IACH,iBAEC;IAED;;;;OAIG;IACH,wBAHW,MAAM,GACL,EAAE,CAeb;IAED;;;OAGG;IACH,yBAFW,MAAM;;;;MAgChB;IAED;;;;;;;;;;OAUG;IACH,8BAHW,MAAM,SACN,UAAU,GAAC,MAAM,EAAE,QA0B7B;IAiMD,qBA+BC;IAED;;;OAGG;IACH,gBAFW,QAAQ,QASlB;IAIL;;;;OAIG;IACH,yBAFU,OAAO,CAEoB;;CAPpC;uBAllBY,OAAO,gBAAgB,EAAE,QAAQ"}
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@@ -349,6 +349,43 @@ export class MeshletBatch {
|
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}
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}
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+
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* Re-order the triangles of one meshlet: triangle `i` becomes the triangle that was at `order[i]`.
|
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+
*
|
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* Only the meshlet's index section is rewritten, in place. Vertices, attributes, bounds and the
|
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* meshlet's address are untouched, so the meshlet draws exactly what it drew before; what changes is
|
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* which triangle a `(meshlet, triangle)` id names. Anything that recorded such an id beforehand —
|
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|
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* a BLAS leaf, most of all — names a different triangle afterwards.
|
|
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|
+
*
|
|
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* @param {number} meshlet_id
|
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|
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* @param {Uint8Array|number[]} order a permutation of `0 .. primitive_count - 1`
|
|
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|
+
*/
|
|
363
|
+
reorder_triangles(meshlet_id, order) {
|
|
364
|
+
assert.isNonNegativeInteger(meshlet_id, 'meshlet_id');
|
|
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|
+
assert.lessThan(meshlet_id, this.#count, 'index overflow');
|
|
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|
+
|
|
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|
+
const header = this.read_header(meshlet_id);
|
|
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+
|
|
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|
+
const primitive_count = header.primitive_count;
|
|
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|
+
|
|
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|
+
assert.greaterThanOrEqual(order.length, primitive_count, 'order is too short');
|
|
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|
+
|
|
373
|
+
const bytes = new Uint8Array(this.#data, header.address << 2, primitive_count * 3);
|
|
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|
+
|
|
375
|
+
const original = bytes.slice();
|
|
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|
+
|
|
377
|
+
for (let i = 0; i < primitive_count; i++) {
|
|
378
|
+
const source = order[i] * 3;
|
|
379
|
+
const target = i * 3;
|
|
380
|
+
|
|
381
|
+
assert.lessThan(order[i], primitive_count, 'order names a triangle the meshlet does not have');
|
|
382
|
+
|
|
383
|
+
bytes[target] = original[source];
|
|
384
|
+
bytes[target + 1] = original[source + 1];
|
|
385
|
+
bytes[target + 2] = original[source + 2];
|
|
386
|
+
}
|
|
387
|
+
}
|
|
388
|
+
|
|
352
389
|
/**
|
|
353
390
|
*
|
|
354
391
|
* @param {Geometry} geometry
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shader_mesh_sdf_classify.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.js"],"names":[],"mappings":"AAyCA;;;;;GAKG;AACH,mDAFW,OAAO,2DAA2D,EAAE,6BAA6B,QAS3G;AA/BD;;GAEG;AACH,yCAFU,YAAY,CAeQ;AA6B9B;;;;;;;;;;;;;;;GAeG;AACH,uCAFU,aAAa,CAsDpB;
|
|
1
|
+
{"version":3,"file":"shader_mesh_sdf_classify.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.js"],"names":[],"mappings":"AAyCA;;;;;GAKG;AACH,mDAFW,OAAO,2DAA2D,EAAE,6BAA6B,QAS3G;AA/BD;;GAEG;AACH,yCAFU,YAAY,CAeQ;AA6B9B;;;;;;;;;;;;;;;GAeG;AACH,uCAFU,aAAa,CAsDpB;6BAjI0B,sCAAsC;8BAJrC,kCAAkC"}
|
|
@@ -1,6 +1,4 @@
|
|
|
1
1
|
import { UINT32_MAX } from "../../../../../core/binary/UINT32_MAX.js";
|
|
2
|
-
import { BVH2_NODE_STRUCT } from "../../../shader/chunk/bvh/BVH2_NODE_STRUCT.js";
|
|
3
|
-
import { BVH_TRAVERSAL_STACK_SIZE } from "../../../shader/chunk/bvh/BVH_TRAVERSAL_STACK_SIZE.js";
|
|
4
2
|
import { chunk_point_query_blas_nearest } from "../../../shader/chunk/sdf/chunk_point_query_blas_nearest.js";
|
|
5
3
|
import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
|
|
6
4
|
import { ComputeShader } from "../../../shader/ComputeShader.js";
|
|
@@ -20,6 +18,8 @@ import {
|
|
|
20
18
|
MESH_SDF_RANGES_RESOURCE
|
|
21
19
|
} from "./chunk_mesh_sdf_bake.js";
|
|
22
20
|
import { MESH_SDF_BAKE_WORKGROUP_SIZE } from "./MESH_SDF_BAKE.js";
|
|
21
|
+
import { BVH8_INODE_STRUCT } from "../../../shader/chunk/bvh/bvh8/webgpu/BVH8_INODE_STRUCT.js";
|
|
22
|
+
import { BVH8_TRAVERSAL_STACK_SIZE } from "../../../shader/chunk/bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js";
|
|
23
23
|
|
|
24
24
|
/**
|
|
25
25
|
* @type {WebGPUStruct}
|
|
@@ -48,7 +48,7 @@ export const MESH_SDF_CLASSIFY_SETTINGS = WebGPUStruct.from({
|
|
|
48
48
|
export function mesh_sdf_add_blas_resources(group) {
|
|
49
49
|
group
|
|
50
50
|
.addStorageBuffer("blas_lookup", WebGPUArray.u32)
|
|
51
|
-
.addStorageBuffer("blas_data", WebGPUArray.from(
|
|
51
|
+
.addStorageBuffer("blas_data", WebGPUArray.from(BVH8_INODE_STRUCT))
|
|
52
52
|
.addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
|
|
53
53
|
.add(MESHLET_METADATA_RESOURCE)
|
|
54
54
|
.add(GEOMETRY_ATTRIBUTE_DATA_RESOURCE);
|
|
@@ -113,7 +113,7 @@ fn main(
|
|
|
113
113
|
let centre = mesh_sdf_brick_corner(header, brick) + vec3<f32>(0.5 * f32(MESH_SDF_BRICK_VOXELS) * voxel);
|
|
114
114
|
let reach = (MESH_SDF_BAND_VOXELS + MESH_SDF_BRICK_HALF_DIAGONAL) * voxel;
|
|
115
115
|
|
|
116
|
-
var stack: array<
|
|
116
|
+
var stack: array<vec2u, ${BVH8_TRAVERSAL_STACK_SIZE}>;
|
|
117
117
|
|
|
118
118
|
let nearest = point_query_blas_nearest(centre, reach, geometry, &stack, 0u);
|
|
119
119
|
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shader_mesh_sdf_evaluate.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.js"],"names":[],"mappings":"AAcA;;GAEG;AACH,yCAFU,YAAY,CAWQ;AAe9B;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,uCAFU,aAAa,CAoFpB;
|
|
1
|
+
{"version":3,"file":"shader_mesh_sdf_evaluate.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.js"],"names":[],"mappings":"AAcA;;GAEG;AACH,yCAFU,YAAY,CAWQ;AAe9B;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,uCAFU,aAAa,CAoFpB;6BA5I0B,sCAAsC;8BAJrC,kCAAkC"}
|
|
@@ -1,4 +1,3 @@
|
|
|
1
|
-
import { BVH_TRAVERSAL_STACK_SIZE } from "../../../shader/chunk/bvh/BVH_TRAVERSAL_STACK_SIZE.js";
|
|
2
1
|
import { SURFACE_POINT_3D } from "../../../shader/chunk/sdf/SURFACE_POINT_3D.js";
|
|
3
2
|
import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
|
|
4
3
|
import { ComputeShader } from "../../../shader/ComputeShader.js";
|
|
@@ -11,6 +10,7 @@ import { MESH_SDF_HEADERS_RESOURCE } from "../MESH_SDF_RESOURCES.js";
|
|
|
11
10
|
import { chunk_mesh_sdf_bake, chunk_mesh_sdf_bake_settle, MESH_SDF_ARENA_RESOURCE } from "./chunk_mesh_sdf_bake.js";
|
|
12
11
|
import { MESH_SDF_BAKE_WORKGROUP_SIZE } from "./MESH_SDF_BAKE.js";
|
|
13
12
|
import { mesh_sdf_add_blas_resources } from "./shader_mesh_sdf_classify.js";
|
|
13
|
+
import { BVH8_TRAVERSAL_STACK_SIZE } from "../../../shader/chunk/bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js";
|
|
14
14
|
|
|
15
15
|
/**
|
|
16
16
|
* @type {WebGPUStruct}
|
|
@@ -93,7 +93,7 @@ fn main(
|
|
|
93
93
|
let texel = (workgroup_id.x % MESH_SDF_GROUPS_PER_BRICK) * MESH_SDF_BAKE_WORKGROUP_SIZE + lane;
|
|
94
94
|
let point = mesh_sdf_brick_corner(header, brick) + vec3<f32>(vec3<u32>(texel % t, (texel / t) % t, texel / (t * t))) * voxel;
|
|
95
95
|
|
|
96
|
-
var stack: array<
|
|
96
|
+
var stack: array<vec2u, ${BVH8_TRAVERSAL_STACK_SIZE}>;
|
|
97
97
|
var contact: ${SURFACE_POINT_3D.wgsl_ref};
|
|
98
98
|
|
|
99
99
|
let band = MESH_SDF_BAND_VOXELS * voxel;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"chunk_blas_query_band_sdf.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.js"],"names":[],"mappings":"AAgBA;;;;GAIG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,kCAFU,MAAM,CAEqE;AAErF;;;;;;;;;;;;;;;;;;;GAmBG;AACH,wCAFU,SAAS,CAgHjB;
|
|
1
|
+
{"version":3,"file":"chunk_blas_query_band_sdf.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.js"],"names":[],"mappings":"AAgBA;;;;GAIG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,kCAFU,MAAM,CAEqE;AAErF;;;;;;;;;;;;;;;;;;;GAmBG;AACH,wCAFU,SAAS,CAgHjB;0BAlJwB,oCAAoC"}
|
|
@@ -1,5 +1,4 @@
|
|
|
1
1
|
import { UINT32_MAX } from "../../../../core/binary/UINT32_MAX.js";
|
|
2
|
-
import { BVH_TRAVERSAL_STACK_SIZE } from "../../shader/chunk/bvh/BVH_TRAVERSAL_STACK_SIZE.js";
|
|
3
2
|
import {
|
|
4
3
|
chunk_geometry_read_triangle_vertices
|
|
5
4
|
} from "../../shader/chunk/geometry/format/chunk_geometry_read_triangle_vertices.js";
|
|
@@ -13,6 +12,7 @@ import { PI_DECLARATION } from "../../shader/chunk/math/PI_DECLARATION.js";
|
|
|
13
12
|
import { chunk_point_query_blas_nearest } from "../../shader/chunk/sdf/chunk_point_query_blas_nearest.js";
|
|
14
13
|
import { SURFACE_POINT_3D } from "../../shader/chunk/sdf/SURFACE_POINT_3D.js";
|
|
15
14
|
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
15
|
+
import { BVH8_TRAVERSAL_STACK_SIZE } from "../../shader/chunk/bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js";
|
|
16
16
|
|
|
17
17
|
/**
|
|
18
18
|
* Strata along a side of each of the vote's two hemispheres, as UE 5.4 has them: 7 × 7 directions a
|
|
@@ -101,7 +101,7 @@ fn blas_query_band_sdf(
|
|
|
101
101
|
band: f32,
|
|
102
102
|
two_sided: bool,
|
|
103
103
|
contact: ptr<function, ${SURFACE_POINT_3D.wgsl_ref}>,
|
|
104
|
-
traversal_stack: ptr<function, array<
|
|
104
|
+
traversal_stack: ptr<function, array<vec2u, ${BVH8_TRAVERSAL_STACK_SIZE}>>,
|
|
105
105
|
stack_top: u32
|
|
106
106
|
) -> f32 {
|
|
107
107
|
*contact = point_query_blas_nearest(point, band, geometry_index, traversal_stack, stack_top);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shader_sdf_visualize.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/shader_sdf_visualize.js"],"names":[],"mappings":"AAqKA;;;;;;;;;;;GAWG;AACH;IAT+B,KAAK;IACD,IAAI;IACZ,WAAW,EAA3B,MAAM;IACU,SAAS,EAAzB,MAAM;IACU,gBAAgB,EAAhC,MAAM;IACU,sBAAsB,EAAtC,MAAM;IAEJ,MAAM,CAsGlB;AA3HD,+CASG;
|
|
1
|
+
{"version":3,"file":"shader_sdf_visualize.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/shader_sdf_visualize.js"],"names":[],"mappings":"AAqKA;;;;;;;;;;;GAWG;AACH;IAT+B,KAAK;IACD,IAAI;IACZ,WAAW,EAA3B,MAAM;IACU,SAAS,EAAzB,MAAM;IACU,gBAAgB,EAAhC,MAAM;IACU,sBAAsB,EAAtC,MAAM;IAEJ,MAAM,CAsGlB;AA3HD,+CASG;4BAxIyB,6BAA6B"}
|
|
@@ -11,8 +11,7 @@ import {
|
|
|
11
11
|
} from "./MESH_SDF_RESOURCES.js";
|
|
12
12
|
import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
|
|
13
13
|
import { DEPTH_BACKGROUND_VALUE } from "../../depth/DEPTH_BACKGROUND_VALUE.js";
|
|
14
|
-
import {
|
|
15
|
-
import { BVH_STRUCT } from "../../shader/chunk/bvh/BVH_STRUCT.js";
|
|
14
|
+
import { BVH8_TREE_TYPE } from "../../shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_tree_read.js";
|
|
16
15
|
import { chunk_project_position_from_depth } from "../../shader/chunk/camera/chunk_project_position_from_depth.js";
|
|
17
16
|
import { chunk_hash_u32_to_v4f32 } from "../../shader/chunk/color/chunk_hash_u32_to_v4f32.js";
|
|
18
17
|
import {
|
|
@@ -34,6 +33,7 @@ import { chunk_ray_query_sdf_raycast } from "../../shadow/sdf/chunk_ray_query_sd
|
|
|
34
33
|
import { SDF_DRAW_SETTINGS_STRUCT } from "../../shadow/sdf/SDF_DRAW_SETTINGS_STRUCT.js";
|
|
35
34
|
import { GEOMETRY_METADATA_STRUCT } from "../GEOMETRY_METADATA_STRUCT.js";
|
|
36
35
|
import { dynamic_chunk_sdf_construct_normal } from "./dynamic_chunk_sdf_construct_normal.js";
|
|
36
|
+
import { BVH8_INODE_STRUCT } from "../../shader/chunk/bvh/bvh8/webgpu/BVH8_INODE_STRUCT.js";
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const resources = new ShaderResourceSetDescriptor();
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@@ -53,12 +53,12 @@ resources.createGroup()
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resources.createGroup()
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.addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
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.addStorageBuffer("scene_database", WebGPUArray.from(u32))
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-
.addStorageBuffer("tlas",
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+
.addStorageBuffer("tlas", BVH8_TREE_TYPE);
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// debug
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resources.createGroup()
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.addStorageBuffer("blas_lookup", WebGPUArray.u32)
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-
.addStorageBuffer("blas_data", WebGPUArray.from(
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+
.addStorageBuffer("blas_data", WebGPUArray.from(BVH8_INODE_STRUCT))
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resources.createGroup()
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.addUniform("camera", CAMERA_UNIFORM_STRUCT);
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