@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 { chunk_scene_database_access } from "../../../../scene/chunk_scene_database_access.js";
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import { chunk_first_bit_high } from "../../binary/chunk_first_bit_high.js";
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import { BVH8_TRAVERSAL_STACK_SIZE } from "../../bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js";
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import { chunk_bvh8_node_intersect } from "../../bvh/bvh8/webgpu/chunk_bvh8_node_intersect.js";
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import { chunk_bvh8_ray_direction_rcp } from "../../bvh/bvh8/webgpu/chunk_bvh8_ray_direction_rcp.js";
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import { chunk_bvh8_tree_read } from "../../bvh/bvh8/webgpu/chunk_bvh8_tree_read.js";
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import { chunk_ray_get_octant_inv4 } from "../../bvh/bvh8/webgpu/chunk_ray_get_octant_inv4.js";
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import { chunk_mat4_inverse } from "../mat4/chunk_mat4_inverse.js";
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import { chunk_ray_query_blas_nearest } from "./chunk_ray_query_blas_nearest.js";
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import { RAY_STRUCT } from "./RAY_STRUCT.js";
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/**
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* The nearest hit of a ray in the scene:
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* ```wgsl
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* fn ray_query_nearest(ray: Ray) -> RayHitInfo
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* ```
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*
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* A hit holds the world distance in `t` (negative for a miss), the instance's `meshes` row in
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* `instance`, its geometry in `geometry`, and `triangle` and `barycentrics` in that geometry.
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*
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* The scene's TLAS is walked with the ray, nearer slots first by the ray's octant, and the ray is
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* shortened at every hit: a node tested after a hit is tested against the shorter ray. The geometry
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* of an instance is entered in its own space ({@link chunk_ray_query_blas_nearest}, two-sided).
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*
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* One stack serves both levels: the BLAS under an instance takes the entries above the TLAS walk's
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* own. A scene of no instances is a tree of one empty node, and is missed.
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*
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* The enclosing shader binds `tlas`, `scene_database` and the BLAS buffers.
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*
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* @type {CodeChunk}
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*/
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export const chunk_ray_query_nearest = CodeChunk.from(
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//language=WGSL
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`
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fn ray_query_nearest(
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var node_index = tlas.root;
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let direction_rcp = 1.0 / ray.direction;
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fn ray_query_nearest(ray: ${RAY_STRUCT.wgsl_ref}) -> ${RAY_HIT_INFO.wgsl_ref} {
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var stack: array<vec2u, ${BVH8_TRAVERSAL_STACK_SIZE}>;
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var pointer = 0u;
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var best_hit: ${RAY_HIT_INFO.wgsl_ref};
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best_hit.t = -1.0;
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// shortened as hits are found
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let oct_inv4 = ray_get_octant_inv4(ray.direction);
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let direction_rcp = bvh8_ray_direction_rcp(ray.direction);
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// The group being walked: the nodes of one parent that the ray reaches and that are still to visit
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// y: | hits, by traversal priority | pad | imask |
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// | 8 bits | 16 bits | 8 bits |
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var current_group = vec2(0u, 0x80000000u);
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loop {
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let hits_imask = current_group.y;
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// nearest of the group's remaining nodes
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let child_index_offset = first_bit_high(hits_imask);
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let child_index_base = current_group.x;
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current_group.y &= ~(1u << child_index_offset);
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if ((current_group.y & 0xff000000u) != 0u && pointer < ${BVH8_TRAVERSAL_STACK_SIZE}u) {
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// the rest of the group waits
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stack[pointer] = current_group;
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pointer++;
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//
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let mesh_id =
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// undo the octant ranking to get the node's slot, then count the nodes in the slots below it
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let slot_index = (child_index_offset - 24u) ^ (oct_inv4 & 0xffu);
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let relative_index = countOneBits(hits_imask & ~(0xffffffffu << slot_index));
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let node = bvh8_tree_read_node(&tlas, child_index_base + relative_index);
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let hitmask = bvh8_node_intersect(global_ray, direction_rcp, oct_inv4, node);
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current_group.x = node.data[1].x;
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current_group.y = (hitmask & 0xff000000u) | (node.data[0].w >> 24u);
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// one bit per instance whose box the ray reaches
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var instance_hits = hitmask & 0x00ffffffu;
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while (instance_hits != 0u) {
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let offset = countTrailingZeros(instance_hits);
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instance_hits &= instance_hits - 1u;
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// a leaf's payload is the instance's meshes row
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let mesh_id = bvh8_tree_read_payload(&tlas, node, offset);
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let mesh = scene_read_mesh(&scene_database, mesh_id);
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let placement = scene_read_node(&scene_database, mesh.node);
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let geometry_id = mesh.geometry;
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let local_ray = ray_transform_m4(global_ray, mat4_inverse(
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let local_ray = ray_transform_m4(global_ray, mat4_inverse(placement.global));
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let hit = ray_query_blas_nearest(local_ray, geometry_id, &stack, pointer);
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if (hit.t < 0.0) {
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continue;
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}
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let local_hit_position = local_ray.origin + local_ray.direction * hit.t;
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-
let global_hit_position =
|
|
82
|
-
|
|
83
|
-
let
|
|
84
|
-
|
|
85
|
-
if(
|
|
111
|
+
let global_hit_position = placement.global * vec4(local_hit_position, 1.0);
|
|
112
|
+
|
|
113
|
+
let reach = distance(global_ray.origin, global_hit_position.xyz / global_hit_position.w);
|
|
114
|
+
|
|
115
|
+
if (reach >= global_ray.tmax) {
|
|
86
116
|
continue;
|
|
87
117
|
}
|
|
88
|
-
|
|
89
|
-
|
|
90
|
-
|
|
91
|
-
global_ray.tmax = distance;
|
|
92
|
-
|
|
118
|
+
|
|
119
|
+
global_ray.tmax = reach;
|
|
120
|
+
|
|
93
121
|
best_hit = hit;
|
|
94
|
-
|
|
95
|
-
best_hit.t =
|
|
122
|
+
|
|
123
|
+
best_hit.t = reach;
|
|
96
124
|
best_hit.instance = mesh_id;
|
|
97
125
|
best_hit.geometry = geometry_id;
|
|
98
126
|
}
|
|
99
|
-
|
|
127
|
+
|
|
128
|
+
if ((current_group.y & 0xff000000u) == 0u) {
|
|
129
|
+
if (pointer == 0u) {
|
|
130
|
+
break;
|
|
131
|
+
}
|
|
132
|
+
|
|
133
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+
pointer--;
|
|
134
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+
current_group = stack[pointer];
|
|
135
|
+
}
|
|
100
136
|
}
|
|
101
|
-
|
|
137
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+
|
|
102
138
|
return best_hit;
|
|
103
139
|
}
|
|
104
|
-
|
|
105
|
-
|
|
140
|
+
`, [
|
|
141
|
+
RAY_STRUCT.declaration_chunk,
|
|
106
142
|
RAY_HIT_INFO.declaration_chunk,
|
|
107
|
-
|
|
108
|
-
|
|
109
|
-
|
|
143
|
+
chunk_first_bit_high,
|
|
144
|
+
chunk_ray_get_octant_inv4,
|
|
145
|
+
chunk_bvh8_node_intersect,
|
|
146
|
+
chunk_bvh8_ray_direction_rcp,
|
|
147
|
+
chunk_bvh8_tree_read,
|
|
110
148
|
chunk_ray_query_blas_nearest,
|
|
149
|
+
chunk_ray_transform_m4,
|
|
111
150
|
chunk_mat4_inverse,
|
|
112
151
|
chunk_scene_database_access,
|
|
113
152
|
]
|
|
114
|
-
);
|
|
153
|
+
);
|
|
@@ -27,8 +27,7 @@ export const RAY_QUERY_AMONG_PASS: number;
|
|
|
27
27
|
* traced as a geometry other than its own (a stand-in) is traced under the instance's own transform.
|
|
28
28
|
*
|
|
29
29
|
* The enclosing shader binds what `ray_query_nearest` reads: `tlas`, `scene_database` and the BLAS
|
|
30
|
-
* buffers. The ray's direction is unit length.
|
|
31
|
-
* (`tlas.root == BVH_NULL_NODE`) is the caller's to turn away.
|
|
30
|
+
* buffers. The ray's direction is unit length. A scene of no instances is missed.
|
|
32
31
|
*
|
|
33
32
|
* @type {CodeChunk}
|
|
34
33
|
*/
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"chunk_ray_query_nearest_among.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest_among.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"chunk_ray_query_nearest_among.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest_among.js"],"names":[],"mappings":"AAeA;;;;;GAKG;AACH,mCAFU,MAAM,CAE+B;AAE/C;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,4CAFU,SAAS,CAiIjB;0BA9KwB,gCAAgC"}
|
|
@@ -1,9 +1,12 @@
|
|
|
1
1
|
import { UINT32_MAX } from "../../../../../../core/binary/UINT32_MAX.js";
|
|
2
2
|
import { TRANSFORMS_TABLE } from "../../../../scene/chunk_scene_database_access.js";
|
|
3
3
|
import { CodeChunk } from "../../../compiler/CodeChunk.js";
|
|
4
|
-
import {
|
|
5
|
-
import {
|
|
6
|
-
import {
|
|
4
|
+
import { chunk_first_bit_high } from "../../binary/chunk_first_bit_high.js";
|
|
5
|
+
import { BVH8_TRAVERSAL_STACK_SIZE } from "../../bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js";
|
|
6
|
+
import { chunk_bvh8_node_intersect } from "../../bvh/bvh8/webgpu/chunk_bvh8_node_intersect.js";
|
|
7
|
+
import { chunk_bvh8_ray_direction_rcp } from "../../bvh/bvh8/webgpu/chunk_bvh8_ray_direction_rcp.js";
|
|
8
|
+
import { chunk_bvh8_tree_read } from "../../bvh/bvh8/webgpu/chunk_bvh8_tree_read.js";
|
|
9
|
+
import { chunk_ray_get_octant_inv4 } from "../../bvh/bvh8/webgpu/chunk_ray_get_octant_inv4.js";
|
|
7
10
|
import { chunk_mat4_inverse } from "../mat4/chunk_mat4_inverse.js";
|
|
8
11
|
import { chunk_ray_query_blas_nearest } from "./chunk_ray_query_blas_nearest.js";
|
|
9
12
|
import { chunk_ray_transform_m4 } from "./chunk_ray_transform_m4.js";
|
|
@@ -40,8 +43,7 @@ export const RAY_QUERY_AMONG_PASS = UINT32_MAX;
|
|
|
40
43
|
* traced as a geometry other than its own (a stand-in) is traced under the instance's own transform.
|
|
41
44
|
*
|
|
42
45
|
* The enclosing shader binds what `ray_query_nearest` reads: `tlas`, `scene_database` and the BLAS
|
|
43
|
-
* buffers. The ray's direction is unit length.
|
|
44
|
-
* (`tlas.root == BVH_NULL_NODE`) is the caller's to turn away.
|
|
46
|
+
* buffers. The ray's direction is unit length. A scene of no instances is missed.
|
|
45
47
|
*
|
|
46
48
|
* @type {CodeChunk}
|
|
47
49
|
*/
|
|
@@ -53,83 +55,107 @@ const RAY_QUERY_AMONG_PASS: u32 = ${RAY_QUERY_AMONG_PASS}u;
|
|
|
53
55
|
fn ray_query_nearest_among(
|
|
54
56
|
ray: ${RAY_STRUCT.wgsl_ref},
|
|
55
57
|
) -> ${RAY_HIT_INFO.wgsl_ref} {
|
|
56
|
-
|
|
57
|
-
|
|
58
|
-
var
|
|
59
|
-
var pointer = 1u;
|
|
60
|
-
|
|
61
|
-
let direction_rcp = 1.0 / ray.direction;
|
|
58
|
+
// one stack for both levels: the BLAS under an instance takes the entries above this walk's own
|
|
59
|
+
var stack: array<vec2u, ${BVH8_TRAVERSAL_STACK_SIZE}>;
|
|
60
|
+
var pointer = 0u;
|
|
62
61
|
|
|
63
62
|
var best_hit: ${RAY_HIT_INFO.wgsl_ref};
|
|
64
63
|
best_hit.t = -1.0;
|
|
65
64
|
|
|
65
|
+
// shortened as hits are found
|
|
66
66
|
var global_ray = ray;
|
|
67
67
|
|
|
68
|
-
|
|
68
|
+
let oct_inv4 = ray_get_octant_inv4(ray.direction);
|
|
69
|
+
let direction_rcp = bvh8_ray_direction_rcp(ray.direction);
|
|
69
70
|
|
|
70
|
-
|
|
71
|
+
// The group being walked: the nodes of one parent that the ray reaches and that are still to visit
|
|
72
|
+
// x: index of the parent's first child node
|
|
73
|
+
// y: | hits, by traversal priority | pad | imask |
|
|
74
|
+
// | 8 bits | 16 bits | 8 bits |
|
|
75
|
+
// The root is a group of one, already hit.
|
|
76
|
+
var current_group = vec2(0u, 0x80000000u);
|
|
71
77
|
|
|
72
|
-
|
|
73
|
-
|
|
74
|
-
|
|
78
|
+
loop {
|
|
79
|
+
let hits_imask = current_group.y;
|
|
80
|
+
|
|
81
|
+
// nearest of the group's remaining nodes
|
|
82
|
+
let child_index_offset = first_bit_high(hits_imask);
|
|
83
|
+
let child_index_base = current_group.x;
|
|
84
|
+
|
|
85
|
+
current_group.y &= ~(1u << child_index_offset);
|
|
75
86
|
|
|
76
|
-
|
|
87
|
+
if ((current_group.y & 0xff000000u) != 0u && pointer < ${BVH8_TRAVERSAL_STACK_SIZE}u) {
|
|
88
|
+
// the rest of the group waits
|
|
89
|
+
stack[pointer] = current_group;
|
|
90
|
+
pointer++;
|
|
77
91
|
}
|
|
78
92
|
|
|
79
|
-
|
|
80
|
-
let
|
|
93
|
+
// undo the octant ranking to get the node's slot, then count the nodes in the slots below it
|
|
94
|
+
let slot_index = (child_index_offset - 24u) ^ (oct_inv4 & 0xffu);
|
|
95
|
+
let relative_index = countOneBits(hits_imask & ~(0xffffffffu << slot_index));
|
|
81
96
|
|
|
82
|
-
|
|
83
|
-
// an inner node
|
|
84
|
-
node_index = child_1;
|
|
97
|
+
let node = bvh8_tree_read_node(&tlas, child_index_base + relative_index);
|
|
85
98
|
|
|
86
|
-
|
|
99
|
+
let hitmask = bvh8_node_intersect(global_ray, direction_rcp, oct_inv4, node);
|
|
87
100
|
|
|
88
|
-
|
|
101
|
+
current_group.x = node.data[1].x;
|
|
102
|
+
current_group.y = (hitmask & 0xff000000u) | (node.data[0].w >> 24u);
|
|
89
103
|
|
|
90
|
-
|
|
91
|
-
|
|
104
|
+
// one bit per instance whose box the ray reaches
|
|
105
|
+
var instance_hits = hitmask & 0x00ffffffu;
|
|
92
106
|
|
|
93
|
-
|
|
94
|
-
|
|
107
|
+
while (instance_hits != 0u) {
|
|
108
|
+
let offset = countTrailingZeros(instance_hits);
|
|
95
109
|
|
|
96
|
-
|
|
97
|
-
let mesh_id = child_2;
|
|
110
|
+
instance_hits &= instance_hits - 1u;
|
|
98
111
|
|
|
99
|
-
|
|
112
|
+
// a leaf's payload is the instance's meshes row
|
|
113
|
+
let mesh_id = bvh8_tree_read_payload(&tlas, node, offset);
|
|
100
114
|
|
|
101
|
-
|
|
102
|
-
continue;
|
|
103
|
-
}
|
|
115
|
+
let geometry_id = ray_query_among_geometry(mesh_id);
|
|
104
116
|
|
|
105
|
-
|
|
106
|
-
|
|
117
|
+
if (geometry_id == RAY_QUERY_AMONG_PASS) {
|
|
118
|
+
continue;
|
|
119
|
+
}
|
|
107
120
|
|
|
108
|
-
|
|
121
|
+
// a mesh row and its transforms row are the same row
|
|
122
|
+
let global = ${TRANSFORMS_TABLE.marshalling_method_read_field('global')}(&scene_database, mesh_id);
|
|
109
123
|
|
|
110
|
-
|
|
124
|
+
let local_ray = ray_transform_m4(global_ray, mat4_inverse(global));
|
|
111
125
|
|
|
112
|
-
|
|
113
|
-
continue;
|
|
114
|
-
}
|
|
126
|
+
let hit = ray_query_blas_nearest(local_ray, geometry_id, &stack, pointer);
|
|
115
127
|
|
|
116
|
-
|
|
128
|
+
if (hit.t < 0.0) {
|
|
129
|
+
continue;
|
|
130
|
+
}
|
|
117
131
|
|
|
118
|
-
|
|
132
|
+
let local_hit_position = local_ray.origin + local_ray.direction * hit.t;
|
|
119
133
|
|
|
120
|
-
|
|
134
|
+
let global_hit_position = global * vec4(local_hit_position, 1.0);
|
|
121
135
|
|
|
122
|
-
|
|
123
|
-
|
|
124
|
-
|
|
136
|
+
let reach = distance(global_ray.origin, global_hit_position.xyz / global_hit_position.w);
|
|
137
|
+
|
|
138
|
+
if (reach >= global_ray.tmax) {
|
|
139
|
+
continue;
|
|
140
|
+
}
|
|
141
|
+
|
|
142
|
+
global_ray.tmax = reach;
|
|
125
143
|
|
|
126
|
-
|
|
144
|
+
best_hit = hit;
|
|
127
145
|
|
|
128
|
-
|
|
146
|
+
best_hit.t = reach;
|
|
147
|
+
best_hit.instance = mesh_id;
|
|
148
|
+
best_hit.geometry = geometry_id;
|
|
149
|
+
}
|
|
150
|
+
|
|
151
|
+
if ((current_group.y & 0xff000000u) == 0u) {
|
|
152
|
+
if (pointer == 0u) {
|
|
153
|
+
break;
|
|
154
|
+
}
|
|
129
155
|
|
|
130
|
-
|
|
131
|
-
|
|
132
|
-
|
|
156
|
+
pointer--;
|
|
157
|
+
current_group = stack[pointer];
|
|
158
|
+
}
|
|
133
159
|
}
|
|
134
160
|
|
|
135
161
|
return best_hit;
|
|
@@ -138,9 +164,12 @@ fn ray_query_nearest_among(
|
|
|
138
164
|
[
|
|
139
165
|
RAY_STRUCT.declaration_chunk,
|
|
140
166
|
RAY_HIT_INFO.declaration_chunk,
|
|
141
|
-
|
|
167
|
+
chunk_first_bit_high,
|
|
168
|
+
chunk_ray_get_octant_inv4,
|
|
169
|
+
chunk_bvh8_node_intersect,
|
|
170
|
+
chunk_bvh8_ray_direction_rcp,
|
|
171
|
+
chunk_bvh8_tree_read,
|
|
142
172
|
chunk_ray_transform_m4,
|
|
143
|
-
chunk_aabb3_intersects_ray,
|
|
144
173
|
chunk_ray_query_blas_nearest,
|
|
145
174
|
chunk_mat4_inverse,
|
|
146
175
|
TRANSFORMS_TABLE.chunk_read_field('global'),
|
|
@@ -1,4 +1,18 @@
|
|
|
1
1
|
/**
|
|
2
|
+
* Whether anything in the scene lies along a ray:
|
|
3
|
+
*
|
|
4
|
+
* ```wgsl
|
|
5
|
+
* fn ray_query_occluded(ray: Ray) -> bool
|
|
6
|
+
* ```
|
|
7
|
+
*
|
|
8
|
+
* The scene's TLAS is walked with the ray, and the geometry of every instance whose box it reaches
|
|
9
|
+
* is asked ({@link chunk_ray_query_blas_occluded}, single-sided) until one answers yes.
|
|
10
|
+
*
|
|
11
|
+
* One stack serves both levels: the BLAS under an instance takes the entries above the TLAS walk's
|
|
12
|
+
* own. A scene of no instances is a tree of one empty node, and occludes nothing.
|
|
13
|
+
*
|
|
14
|
+
* The enclosing shader binds `tlas`, `scene_database` and the BLAS buffers.
|
|
15
|
+
*
|
|
2
16
|
* @type {CodeChunk}
|
|
3
17
|
*/
|
|
4
18
|
export const chunk_ray_query_occluded: CodeChunk;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"chunk_ray_query_occluded.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_occluded.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"chunk_ray_query_occluded.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_occluded.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;GAgBG;AACH,uCAFU,SAAS,CAwFjB;0BAnHwB,gCAAgC"}
|
|
@@ -1,85 +1,117 @@
|
|
|
1
1
|
import { chunk_scene_database_access } from "../../../../scene/chunk_scene_database_access.js";
|
|
2
2
|
import { CodeChunk } from "../../../compiler/CodeChunk.js";
|
|
3
|
-
import {
|
|
4
|
-
import {
|
|
5
|
-
import {
|
|
3
|
+
import { chunk_first_bit_high } from "../../binary/chunk_first_bit_high.js";
|
|
4
|
+
import { BVH8_TRAVERSAL_STACK_SIZE } from "../../bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js";
|
|
5
|
+
import { chunk_bvh8_node_intersect } from "../../bvh/bvh8/webgpu/chunk_bvh8_node_intersect.js";
|
|
6
|
+
import { chunk_bvh8_ray_direction_rcp } from "../../bvh/bvh8/webgpu/chunk_bvh8_ray_direction_rcp.js";
|
|
7
|
+
import { chunk_bvh8_tree_read } from "../../bvh/bvh8/webgpu/chunk_bvh8_tree_read.js";
|
|
8
|
+
import { chunk_ray_get_octant_inv4 } from "../../bvh/bvh8/webgpu/chunk_ray_get_octant_inv4.js";
|
|
6
9
|
import { chunk_mat4_inverse } from "../mat4/chunk_mat4_inverse.js";
|
|
7
10
|
import { chunk_ray_query_blas_occluded } from "./chunk_ray_query_blas_occluded.js";
|
|
8
11
|
import { chunk_ray_transform_m4 } from "./chunk_ray_transform_m4.js";
|
|
9
12
|
import { RAY_STRUCT } from "./RAY_STRUCT.js";
|
|
10
13
|
|
|
11
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-
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/**
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* Whether anything in the scene lies along a ray:
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*
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* ```wgsl
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* fn ray_query_occluded(ray: Ray) -> bool
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* ```
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*
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* The scene's TLAS is walked with the ray, and the geometry of every instance whose box it reaches
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* is asked ({@link chunk_ray_query_blas_occluded}, single-sided) until one answers yes.
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*
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* One stack serves both levels: the BLAS under an instance takes the entries above the TLAS walk's
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* own. A scene of no instances is a tree of one empty node, and occludes nothing.
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*
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* The enclosing shader binds `tlas`, `scene_database` and the BLAS buffers.
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*
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* @type {CodeChunk}
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*/
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export const chunk_ray_query_occluded = CodeChunk.from(
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//language=WGSL
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`
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fn ray_query_occluded(
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var stack
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+
fn ray_query_occluded(ray: ${RAY_STRUCT.wgsl_ref}) -> bool {
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35
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var stack: array<vec2u, ${BVH8_TRAVERSAL_STACK_SIZE}>;
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36
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+
var pointer = 0u;
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37
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+
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38
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+
let oct_inv4 = ray_get_octant_inv4(ray.direction);
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39
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+
let direction_rcp = bvh8_ray_direction_rcp(ray.direction);
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40
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+
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41
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+
// The group being walked: the nodes of one parent that the ray reaches and that are still to visit
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42
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+
// x: index of the parent's first child node
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43
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+
// y: | hits, by traversal priority | pad | imask |
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44
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+
// | 8 bits | 16 bits | 8 bits |
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45
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+
// The root is a group of one, already hit.
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46
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+
var current_group = vec2(0u, 0x80000000u);
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47
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+
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48
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+
loop {
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49
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+
let hits_imask = current_group.y;
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50
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+
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51
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+
// nearest of the group's remaining nodes
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52
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+
let child_index_offset = first_bit_high(hits_imask);
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53
|
+
let child_index_base = current_group.x;
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54
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+
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55
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+
current_group.y &= ~(1u << child_index_offset);
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56
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+
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57
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+
if ((current_group.y & 0xff000000u) != 0u && pointer < ${BVH8_TRAVERSAL_STACK_SIZE}u) {
|
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58
|
+
// the rest of the group waits
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59
|
+
stack[pointer] = current_group;
|
|
60
|
+
pointer++;
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35
61
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}
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36
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-
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37
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-
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let
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39
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-
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40
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-
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48
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51
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-
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54
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55
|
-
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56
|
-
//
|
|
57
|
-
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58
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-
let
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59
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-
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|
60
|
-
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|
61
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-
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|
62
|
-
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|
63
|
-
let local_ray = ray_transform_m4(ray, mat4_inverse(node.global));
|
|
64
|
-
|
|
65
|
-
if(ray_query_blas_occluded(local_ray, geometry_id, &stack, pointer)){
|
|
62
|
+
|
|
63
|
+
// undo the octant ranking to get the node's slot, then count the nodes in the slots below it
|
|
64
|
+
let slot_index = (child_index_offset - 24u) ^ (oct_inv4 & 0xffu);
|
|
65
|
+
let relative_index = countOneBits(hits_imask & ~(0xffffffffu << slot_index));
|
|
66
|
+
|
|
67
|
+
let node = bvh8_tree_read_node(&tlas, child_index_base + relative_index);
|
|
68
|
+
|
|
69
|
+
let hitmask = bvh8_node_intersect(ray, direction_rcp, oct_inv4, node);
|
|
70
|
+
|
|
71
|
+
current_group.x = node.data[1].x;
|
|
72
|
+
current_group.y = (hitmask & 0xff000000u) | (node.data[0].w >> 24u);
|
|
73
|
+
|
|
74
|
+
// one bit per instance whose box the ray reaches
|
|
75
|
+
var instance_hits = hitmask & 0x00ffffffu;
|
|
76
|
+
|
|
77
|
+
while (instance_hits != 0u) {
|
|
78
|
+
let offset = countTrailingZeros(instance_hits);
|
|
79
|
+
|
|
80
|
+
instance_hits &= instance_hits - 1u;
|
|
81
|
+
|
|
82
|
+
// a leaf's payload is the instance's meshes row
|
|
83
|
+
let mesh = scene_read_mesh(&scene_database, bvh8_tree_read_payload(&tlas, node, offset));
|
|
84
|
+
let placement = scene_read_node(&scene_database, mesh.node);
|
|
85
|
+
|
|
86
|
+
let local_ray = ray_transform_m4(ray, mat4_inverse(placement.global));
|
|
87
|
+
|
|
88
|
+
if (ray_query_blas_occluded(local_ray, mesh.geometry, &stack, pointer)) {
|
|
66
89
|
return true;
|
|
67
90
|
}
|
|
68
|
-
|
|
69
91
|
}
|
|
70
|
-
|
|
92
|
+
|
|
93
|
+
if ((current_group.y & 0xff000000u) == 0u) {
|
|
94
|
+
if (pointer == 0u) {
|
|
95
|
+
break;
|
|
96
|
+
}
|
|
97
|
+
|
|
98
|
+
pointer--;
|
|
99
|
+
current_group = stack[pointer];
|
|
100
|
+
}
|
|
71
101
|
}
|
|
72
|
-
|
|
73
|
-
// no hit
|
|
102
|
+
|
|
74
103
|
return false;
|
|
75
|
-
}
|
|
76
|
-
[
|
|
104
|
+
}
|
|
105
|
+
`, [
|
|
77
106
|
RAY_STRUCT.declaration_chunk,
|
|
78
|
-
|
|
107
|
+
chunk_first_bit_high,
|
|
108
|
+
chunk_ray_get_octant_inv4,
|
|
109
|
+
chunk_bvh8_node_intersect,
|
|
110
|
+
chunk_bvh8_ray_direction_rcp,
|
|
111
|
+
chunk_bvh8_tree_read,
|
|
79
112
|
chunk_ray_query_blas_occluded,
|
|
80
113
|
chunk_ray_transform_m4,
|
|
81
|
-
chunk_aabb3_intersects_ray,
|
|
82
114
|
chunk_mat4_inverse,
|
|
83
115
|
chunk_scene_database_access,
|
|
84
116
|
]
|
|
85
|
-
)
|
|
117
|
+
);
|