@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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  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
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  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
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  458. package/src/shade/renderer/trails/data/TRAIL_STATE.d.ts +18 -0
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  460. package/src/shade/renderer/trails/data/TRAIL_STATE.js +43 -0
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  464. package/src/shade/renderer/trails/graph_trails_avboit.d.ts +126 -0
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  466. package/src/shade/renderer/trails/graph_trails_avboit.js +300 -0
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  470. package/src/shade/renderer/trails/runtime/TrailKnotPool.d.ts +49 -0
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  475. package/src/shade/renderer/trails/runtime/TrailParameters.js +126 -0
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  479. package/src/shade/renderer/trails/shaders/chunk_trail_knot_alpha.d.ts +14 -0
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  494. package/src/shade/renderer/trails/shaders/shader_trail_avboit.d.ts +24 -0
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  510. package/src/shade/renderer/water/query/shader_water_surface_query.d.ts.map +1 -1
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@@ -0,0 +1,26 @@
1
+ /**
2
+ * The most leaves {@link shader_bvh8_encode_count_single_workgroup} counts.
3
+ *
4
+ * A thread takes four internal nodes of the binary tree, and a tree has one fewer of those than
5
+ * leaves.
6
+ *
7
+ * @type {number}
8
+ */
9
+ export const BVH8_ENCODE_SINGLE_WORKGROUP_LEAVES: number;
10
+ /**
11
+ * The first three steps of {@link graph_bvh8_encode_from_bvh2} over at most
12
+ * {@link BVH8_ENCODE_SINGLE_WORKGROUP_LEAVES} leaves, in one workgroup and one dispatch: the parents,
13
+ * the counts and their running sums, each behind a barrier. `sums` comes out as the passes and the
14
+ * prefix scan between them leave it, word for word ({@link chunk_bvh8_encode_sums}).
15
+ *
16
+ * The parents are the workgroup's own memory. The sums are scanned in two steps: a thread sums its
17
+ * own nodes, then adds what the threads before it summed.
18
+ *
19
+ * A tree of one leaf has no internal node and nothing is written for it; nothing of `sums` is read
20
+ * for one either.
21
+ *
22
+ * @type {ComputeShader}
23
+ */
24
+ export const shader_bvh8_encode_count_single_workgroup: ComputeShader;
25
+ import { ComputeShader } from "../../shader/ComputeShader.js";
26
+ //# sourceMappingURL=shader_bvh8_encode_count_single_workgroup.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_bvh8_encode_count_single_workgroup.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_count_single_workgroup.js"],"names":[],"mappings":"AAsBA;;;;;;;GAOG;AACH,kDAFU,MAAM,CAEqE;AAuJrF;;;;;;;;;;;;;GAaG;AACH,wDAFU,aAAa,CAMpB;8BApM2B,+BAA+B"}
@@ -0,0 +1,200 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { BVH_NULL_NODE_DEFINITION } from "../../shader/chunk/bvh/BVH_NULL_NODE_DEFINITION.js";
3
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
4
+ import { ComputeShader } from "../../shader/ComputeShader.js";
5
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
6
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
7
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
8
+ import { BVH_HEADER_WORDS } from "../bvh/BVH_BUFFER_LAYOUT.js";
9
+ import { BVH_NODE_LAYOUT_DEFINITION } from "../bvh/BVH_NODE_LAYOUT_DEFINITION.js";
10
+ import { PREFIX_SCAN_CSDLDF_HEADER_WORDS } from "../prefix_sum/v1/shader_prefix_scan_csdldf.js";
11
+ import { chunk_bvh8_encode_depth } from "./chunk_bvh8_encode_depth.js";
12
+ import { chunk_bvh8_encode_gather } from "./chunk_bvh8_encode_gather.js";
13
+ import { BVH8_ENCODE_COUNTS_PER_NODE } from "./chunk_bvh8_encode_sums.js";
14
+
15
+ const WORKGROUP_SIZE = 256;
16
+
17
+ /**
18
+ * Internal nodes of the binary tree a thread takes: a run of this many, in node order.
19
+ * @type {number}
20
+ */
21
+ const NODES_PER_THREAD = 4;
22
+
23
+ /**
24
+ * The most leaves {@link shader_bvh8_encode_count_single_workgroup} counts.
25
+ *
26
+ * A thread takes four internal nodes of the binary tree, and a tree has one fewer of those than
27
+ * leaves.
28
+ *
29
+ * @type {number}
30
+ */
31
+ export const BVH8_ENCODE_SINGLE_WORKGROUP_LEAVES = WORKGROUP_SIZE * NODES_PER_THREAD;
32
+
33
+ const INTERNAL_NODES = BVH8_ENCODE_SINGLE_WORKGROUP_LEAVES - 1;
34
+
35
+ // A node's three counts, and a thread's and the tree's sums of them, share a word: child nodes, of
36
+ // which a tree has fewer than leaves; leaves; and nodes of the wide tree, fewer than internal nodes.
37
+ const CHILD_NODE_BITS = 10;
38
+ const LEAF_BITS = 11;
39
+ const WIDE_BITS = 10;
40
+
41
+ assert.lessThan(BVH8_ENCODE_SINGLE_WORKGROUP_LEAVES - 2, 1 << CHILD_NODE_BITS, 'the child nodes of a tree this large do not fit their bits');
42
+ assert.lessThan(BVH8_ENCODE_SINGLE_WORKGROUP_LEAVES, 1 << LEAF_BITS, 'the leaves of a tree this large do not fit their bits');
43
+ assert.lessThan(INTERNAL_NODES, 1 << WIDE_BITS, 'the wide nodes of a tree this large do not fit their bits');
44
+ assert.lessThanOrEqual(CHILD_NODE_BITS + LEAF_BITS + WIDE_BITS, 32, 'the three sums do not fit a word');
45
+
46
+ const resources = new ShaderResourceSetDescriptor();
47
+
48
+ // leaves in the binary tree
49
+ resources.setImmediate("leaf_count", u32);
50
+
51
+ resources.createGroup()
52
+ // `[root][nodes]`, in the layout of BVH_BUFFER_LAYOUT; of a node this reads its two child words
53
+ .addStorageBuffer("tree", WebGPUArray.from(u32), false)
54
+ // what the prefix scan would make of shader_bvh8_encode_count's counts
55
+ .addStorageBuffer("sums", WebGPUArray.from(u32), true);
56
+
57
+ const body = CodeChunk.from(
58
+ //language=WGSL
59
+ `
60
+ const NODES_PER_THREAD = ${NODES_PER_THREAD}u;
61
+
62
+ const SUMS = ${PREFIX_SCAN_CSDLDF_HEADER_WORDS}u;
63
+
64
+ // of a word of counts: child nodes in the low bits, leaves above them, wide nodes above both
65
+ const LEAF_SHIFT = ${CHILD_NODE_BITS}u;
66
+ const WIDE_SHIFT = ${CHILD_NODE_BITS + LEAF_BITS}u;
67
+ const CHILD_NODE_MASK = ${(1 << CHILD_NODE_BITS) - 1}u;
68
+ const LEAF_MASK = ${(1 << LEAF_BITS) - 1}u;
69
+
70
+ // the parent of every internal node of the binary tree
71
+ var<workgroup> parents: array<u32, ${INTERNAL_NODES}>;
72
+
73
+ // what each thread's own nodes count between them
74
+ var<workgroup> thread_counts: array<u32, ${WORKGROUP_SIZE}>;
75
+
76
+ @compute @workgroup_size(${WORKGROUP_SIZE}, 1, 1)
77
+ fn main(@builtin(local_invocation_index) thread_id: u32) {
78
+ // the internal nodes come first, one fewer than there are leaves
79
+ let internal_count = leaf_count - 1u;
80
+
81
+ // this thread's nodes, a run in node order
82
+ let first = thread_id * NODES_PER_THREAD;
83
+
84
+ // Parents, as shader_bvh8_encode_parents finds them.
85
+ for (var k = 0u; k < NODES_PER_THREAD; k++) {
86
+ let node = first + k;
87
+
88
+ if (node < internal_count) {
89
+ let at = ${BVH_HEADER_WORDS}u + node * BVH_NODE_STRIDE;
90
+
91
+ let child_1 = tree[at + BVH_NODE_CHILD_1];
92
+ let child_2 = tree[at + BVH_NODE_CHILD_2];
93
+
94
+ if (child_1 < internal_count) {
95
+ parents[child_1] = node;
96
+ }
97
+
98
+ if (child_2 < internal_count) {
99
+ parents[child_2] = node;
100
+ }
101
+ }
102
+ }
103
+
104
+ if (thread_id == 0u) {
105
+ // nothing is above the root
106
+ parents[0] = BVH_NULL_NODE;
107
+ }
108
+
109
+ workgroupBarrier();
110
+
111
+ // Counts, as shader_bvh8_encode_count finds them: nothing for a node that is not a node of the
112
+ // wide tree.
113
+ var counted: array<u32, ${NODES_PER_THREAD}>;
114
+ var counted_by_thread = 0u;
115
+
116
+ for (var k = 0u; k < NODES_PER_THREAD; k++) {
117
+ let node = first + k;
118
+
119
+ if (node < internal_count && bvh8_encode_depth(node) % BVH8_ENCODE_LEVELS == 0u) {
120
+ let children = bvh8_encode_gather(node, internal_count);
121
+
122
+ let child_nodes = countOneBits(children.internal);
123
+
124
+ counted[k] = child_nodes | ((children.count - child_nodes) << LEAF_SHIFT) | (1u << WIDE_SHIFT);
125
+ counted_by_thread += counted[k];
126
+ }
127
+ }
128
+
129
+ thread_counts[thread_id] = counted_by_thread;
130
+
131
+ workgroupBarrier();
132
+
133
+ if (first >= internal_count) {
134
+ // no node of this thread's to sum to
135
+ return;
136
+ }
137
+
138
+ // The scan: the threads before this one, then this thread's own nodes in order, each sum
139
+ // including its node. A kind's sums carry on from the whole of the kinds before it.
140
+ var running = 0u;
141
+ var whole = 0u;
142
+
143
+ let threads = (internal_count + NODES_PER_THREAD - 1u) / NODES_PER_THREAD;
144
+
145
+ for (var t = 0u; t < threads; t++) {
146
+ let counted_by = thread_counts[t];
147
+
148
+ whole += counted_by;
149
+
150
+ if (t < thread_id) {
151
+ running += counted_by;
152
+ }
153
+ }
154
+
155
+ let child_nodes = whole & CHILD_NODE_MASK;
156
+ let leaves = (whole >> LEAF_SHIFT) & LEAF_MASK;
157
+
158
+ for (var k = 0u; k < NODES_PER_THREAD; k++) {
159
+ let node = first + k;
160
+
161
+ if (node < internal_count) {
162
+ running += counted[k];
163
+
164
+ sums[SUMS + node] = running & CHILD_NODE_MASK;
165
+ sums[SUMS + internal_count + node] = child_nodes + ((running >> LEAF_SHIFT) & LEAF_MASK);
166
+ sums[SUMS + 2u * internal_count + node] = child_nodes + leaves + (running >> WIDE_SHIFT);
167
+ }
168
+ }
169
+
170
+ if (thread_id == 0u) {
171
+ sums[0] = ${BVH8_ENCODE_COUNTS_PER_NODE}u * internal_count;
172
+ }
173
+ }
174
+ `, [
175
+ BVH_NULL_NODE_DEFINITION,
176
+ BVH_NODE_LAYOUT_DEFINITION,
177
+ chunk_bvh8_encode_depth,
178
+ chunk_bvh8_encode_gather,
179
+ ]
180
+ );
181
+
182
+ /**
183
+ * The first three steps of {@link graph_bvh8_encode_from_bvh2} over at most
184
+ * {@link BVH8_ENCODE_SINGLE_WORKGROUP_LEAVES} leaves, in one workgroup and one dispatch: the parents,
185
+ * the counts and their running sums, each behind a barrier. `sums` comes out as the passes and the
186
+ * prefix scan between them leave it, word for word ({@link chunk_bvh8_encode_sums}).
187
+ *
188
+ * The parents are the workgroup's own memory. The sums are scanned in two steps: a thread sums its
189
+ * own nodes, then adds what the threads before it summed.
190
+ *
191
+ * A tree of one leaf has no internal node and nothing is written for it; nothing of `sums` is read
192
+ * for one either.
193
+ *
194
+ * @type {ComputeShader}
195
+ */
196
+ export const shader_bvh8_encode_count_single_workgroup = ComputeShader.from({
197
+ label: "BVH8Encode/CountSingleWorkgroup",
198
+ resources,
199
+ body,
200
+ });
@@ -0,0 +1,19 @@
1
+ /**
2
+ * Lanes to a workgroup of the encode's passes that take a lane per internal node of the binary tree.
3
+ * @type {number}
4
+ */
5
+ export const BVH8_ENCODE_WORKGROUP_SIZE: number;
6
+ /**
7
+ * The parent of every internal node of a binary tree, from the nodes' child words — the first pass
8
+ * of {@link graph_bvh8_encode_from_bvh2} over more leaves than one workgroup takes.
9
+ *
10
+ * A lane per internal node writes the word of each child of its that is internal, and the root's
11
+ * lane the root's. Every node but the root is the child of one node, so every word has one writer.
12
+ *
13
+ * The tree is in the builder's order: internal nodes first, the root node 0.
14
+ *
15
+ * @type {ComputeShader}
16
+ */
17
+ export const shader_bvh8_encode_parents: ComputeShader;
18
+ import { ComputeShader } from "../../shader/ComputeShader.js";
19
+ //# sourceMappingURL=shader_bvh8_encode_parents.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_bvh8_encode_parents.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_parents.js"],"names":[],"mappings":"AASA;;;GAGG;AACH,yCAFU,MAAM,CAE6B;AAoD7C;;;;;;;;;;GAUG;AACH,yCAFU,aAAa,CAMpB;8BA9E2B,+BAA+B"}
@@ -0,0 +1,81 @@
1
+ import { BVH_NULL_NODE_DEFINITION } from "../../shader/chunk/bvh/BVH_NULL_NODE_DEFINITION.js";
2
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
3
+ import { ComputeShader } from "../../shader/ComputeShader.js";
4
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
5
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
6
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
7
+ import { BVH_HEADER_WORDS } from "../bvh/BVH_BUFFER_LAYOUT.js";
8
+ import { BVH_NODE_LAYOUT_DEFINITION } from "../bvh/BVH_NODE_LAYOUT_DEFINITION.js";
9
+
10
+ /**
11
+ * Lanes to a workgroup of the encode's passes that take a lane per internal node of the binary tree.
12
+ * @type {number}
13
+ */
14
+ export const BVH8_ENCODE_WORKGROUP_SIZE = 64;
15
+
16
+ const resources = new ShaderResourceSetDescriptor();
17
+
18
+ // leaves in the binary tree
19
+ resources.setImmediate("leaf_count", u32);
20
+
21
+ resources.createGroup()
22
+ // `[root][nodes]`, in the layout of BVH_BUFFER_LAYOUT; of a node this reads its two child words
23
+ .addStorageBuffer("tree", WebGPUArray.from(u32), false)
24
+ // a word an internal node of the binary tree
25
+ .addStorageBuffer("parents", WebGPUArray.from(u32), true);
26
+
27
+ const body = CodeChunk.from(
28
+ //language=WGSL
29
+ `
30
+ @compute @workgroup_size(${BVH8_ENCODE_WORKGROUP_SIZE}, 1, 1)
31
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
32
+ let node = gid.x;
33
+
34
+ // the internal nodes come first, one fewer than there are leaves
35
+ let internal_count = leaf_count - 1u;
36
+
37
+ if (node >= internal_count) {
38
+ return;
39
+ }
40
+
41
+ let at = ${BVH_HEADER_WORDS}u + node * BVH_NODE_STRIDE;
42
+
43
+ let child_1 = tree[at + BVH_NODE_CHILD_1];
44
+ let child_2 = tree[at + BVH_NODE_CHILD_2];
45
+
46
+ // a leaf's parent is nobody's to ask
47
+ if (child_1 < internal_count) {
48
+ parents[child_1] = node;
49
+ }
50
+
51
+ if (child_2 < internal_count) {
52
+ parents[child_2] = node;
53
+ }
54
+
55
+ if (node == 0u) {
56
+ // nothing is above the root
57
+ parents[0] = BVH_NULL_NODE;
58
+ }
59
+ }
60
+ `, [
61
+ BVH_NULL_NODE_DEFINITION,
62
+ BVH_NODE_LAYOUT_DEFINITION,
63
+ ]
64
+ );
65
+
66
+ /**
67
+ * The parent of every internal node of a binary tree, from the nodes' child words — the first pass
68
+ * of {@link graph_bvh8_encode_from_bvh2} over more leaves than one workgroup takes.
69
+ *
70
+ * A lane per internal node writes the word of each child of its that is internal, and the root's
71
+ * lane the root's. Every node but the root is the child of one node, so every word has one writer.
72
+ *
73
+ * The tree is in the builder's order: internal nodes first, the root node 0.
74
+ *
75
+ * @type {ComputeShader}
76
+ */
77
+ export const shader_bvh8_encode_parents = ComputeShader.from({
78
+ label: "BVH8Encode/Parents",
79
+ resources,
80
+ body,
81
+ });
@@ -0,0 +1,14 @@
1
+ /**
2
+ * Write the BVH8 — the last pass of {@link graph_bvh8_encode_from_bvh2} over more leaves than one
3
+ * workgroup takes.
4
+ *
5
+ * A lane per node of the wide tree, found as {@link shader_bvh8_encode_assign} finds it; the lane
6
+ * writes that node, the payloads of its leaves, and at the root the header. Where a node goes is its
7
+ * parent's block of child nodes, from the sums, and its rank there, from what the assign pass left
8
+ * it: no lane reads a word another writes.
9
+ *
10
+ * @type {ComputeShader}
11
+ */
12
+ export const shader_bvh8_encode_write: ComputeShader;
13
+ import { ComputeShader } from "../../shader/ComputeShader.js";
14
+ //# sourceMappingURL=shader_bvh8_encode_write.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_bvh8_encode_write.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_write.js"],"names":[],"mappings":"AAqFA;;;;;;;;;;GAUG;AACH,uCAFU,aAAa,CAMpB;8BAnG2B,+BAA+B"}
@@ -0,0 +1,101 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { ComputeShader } from "../../shader/ComputeShader.js";
3
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
4
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
6
+ import { chunk_bvh8_encode_node } from "./chunk_bvh8_encode_node.js";
7
+ import { chunk_bvh8_encode_sums } from "./chunk_bvh8_encode_sums.js";
8
+ import {
9
+ BVH8_ENCODE_PLACEMENT_PARENT_WORD,
10
+ BVH8_ENCODE_PLACEMENT_SLOTS_WORD,
11
+ BVH8_ENCODE_PLACEMENT_STRIDE_WORDS
12
+ } from "./shader_bvh8_encode_assign.js";
13
+ import { BVH8_ENCODE_WORKGROUP_SIZE } from "./shader_bvh8_encode_parents.js";
14
+
15
+ const resources = new ShaderResourceSetDescriptor();
16
+
17
+ // leaves in the binary tree
18
+ resources.setImmediate("leaf_count", u32);
19
+
20
+ resources.createGroup()
21
+ // `[root][nodes]`, in the layout of BVH_BUFFER_LAYOUT, fitted
22
+ .addStorageBuffer("tree", WebGPUArray.from(u32), false)
23
+ // the running sums of what shader_bvh8_encode_count wrote, each including its own element
24
+ .addStorageBuffer("sums", WebGPUArray.from(u32), false)
25
+ // what shader_bvh8_encode_assign wrote of each node of the wide tree
26
+ .addStorageBuffer("placement", WebGPUArray.from(u32), false)
27
+ // the BVH8, in the layout of BVH8_TREE_BUFFER_LAYOUT
28
+ .addStorageBuffer("out", WebGPUArray.from(u32), true);
29
+
30
+ const body = CodeChunk.from(
31
+ //language=WGSL
32
+ `
33
+ const PLACEMENT_STRIDE = ${BVH8_ENCODE_PLACEMENT_STRIDE_WORDS}u;
34
+ const PLACEMENT_SLOTS = ${BVH8_ENCODE_PLACEMENT_SLOTS_WORD}u;
35
+ const PLACEMENT_PARENT = ${BVH8_ENCODE_PLACEMENT_PARENT_WORD}u;
36
+
37
+ @compute @workgroup_size(${BVH8_ENCODE_WORKGROUP_SIZE}, 1, 1)
38
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
39
+ // a lane per node of the wide tree
40
+ let ordinal = gid.x;
41
+
42
+ // the binary tree's internal nodes come first, one fewer than there are leaves
43
+ let internal_count = leaf_count - 1u;
44
+
45
+ // every child node of the tree, which is every node of it but the root
46
+ let child_nodes = bvh8_encode_child_nodes(internal_count);
47
+
48
+ if (ordinal > child_nodes) {
49
+ return;
50
+ }
51
+
52
+ let node = bvh8_encode_wide_node(ordinal, internal_count);
53
+
54
+ let order_offset = BVH8_ENCODE_OUT_NODES + (1u + child_nodes) * BVH8_ENCODE_OUT_NODE_STRIDE;
55
+
56
+ // The root is node 0. Any other is a child of a wide node, in that node's block of child nodes,
57
+ // which starts after the root and every block before it.
58
+ var index = 0u;
59
+
60
+ if (node != 0u) {
61
+ let place = placement[node * PLACEMENT_STRIDE + PLACEMENT_PARENT];
62
+
63
+ index = 1u + bvh8_encode_child_nodes_before(place >> 3u) + (place & 7u);
64
+ }
65
+
66
+ bvh8_encode_write_node(
67
+ node,
68
+ internal_count,
69
+ placement[node * PLACEMENT_STRIDE + PLACEMENT_SLOTS],
70
+ index,
71
+ 1u + bvh8_encode_child_nodes_before(node),
72
+ bvh8_encode_leaves_before(node, internal_count),
73
+ order_offset
74
+ );
75
+
76
+ if (node == 0u) {
77
+ bvh8_encode_write_header(leaf_count, order_offset);
78
+ }
79
+ }
80
+ `, [
81
+ chunk_bvh8_encode_sums,
82
+ chunk_bvh8_encode_node,
83
+ ]
84
+ );
85
+
86
+ /**
87
+ * Write the BVH8 — the last pass of {@link graph_bvh8_encode_from_bvh2} over more leaves than one
88
+ * workgroup takes.
89
+ *
90
+ * A lane per node of the wide tree, found as {@link shader_bvh8_encode_assign} finds it; the lane
91
+ * writes that node, the payloads of its leaves, and at the root the header. Where a node goes is its
92
+ * parent's block of child nodes, from the sums, and its rank there, from what the assign pass left
93
+ * it: no lane reads a word another writes.
94
+ *
95
+ * @type {ComputeShader}
96
+ */
97
+ export const shader_bvh8_encode_write = ComputeShader.from({
98
+ label: "BVH8Encode/Write",
99
+ resources,
100
+ body,
101
+ });
@@ -0,0 +1,19 @@
1
+ /**
2
+ * On-device verification of the BVH8 encode.
3
+ *
4
+ * For each of a set of leaf sets it builds the binary tree as the scene's is built
5
+ * (`graph_bvh_build_lbvh`), encodes it ({@link graph_bvh8_encode_from_bvh2}), reads both back, and
6
+ * holds the encoded tree to {@link bvh8_encode_from_bvh2} run over the binary tree the device built:
7
+ * every word of the header, the nodes and the payloads, and the words past them left alone. The
8
+ * counts sit either side of where the encode changes recording and of its workgroups' edges.
9
+ *
10
+ * It reports each tree's depth against what a walk's stack holds, and the per-pass GPU time of the
11
+ * build and the encode together at three counts: one workgroup's worth of leaves, one leaf more —
12
+ * the same work as many dispatches — and a hundred thousand.
13
+ *
14
+ * One graph and one submission per case, as `verify_gpu_bvh_build` has it.
15
+ *
16
+ * @param {GraphicsContext} graphics
17
+ */
18
+ export function verify_gpu_bvh8_encode(graphics: GraphicsContext): void;
19
+ //# sourceMappingURL=verify_gpu_bvh8_encode.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"verify_gpu_bvh8_encode.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh8/verify_gpu_bvh8_encode.js"],"names":[],"mappings":"AA0MA;;;;;;;;;;;;;;;;GAgBG;AACH,wEAIC"}