@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_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
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* fn scene_sdf_raymarch_hit(ray: Ray) -> SceneSDFHit // t = F32_MAX for none
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fn scene_sdf_raymarch_hit(ray: ${RAY_STRUCT.wgsl_ref}) -> SceneSDFHit {
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// the walk has the stack to itself: a field is marched, not walked
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var reach_ray = ray;
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let oct_inv4 = ray_get_octant_inv4(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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current_group.y &= ~(1u << child_index_offset);
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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 node = bvh8_tree_read_node(&tlas, child_index_base + relative_index);
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let hitmask = bvh8_node_intersect(reach_ray, direction_rcp, oct_inv4, node);
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current_group.x = node.data[1].x;
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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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/*
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The ray enters the instance with its direction made unit there, so a hit's parameter
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there is in the instance's units: a stretch of the world's, the length of the world
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direction under the inverse. Over the stretch it is a world distance again.
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*/
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let to_local = mat4_inverse(
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let geometry_ray = ray_transform_m4(
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let to_local = mat4_inverse(placement.global);
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let geometry_ray = ray_transform_m4(reach_ray, to_local);
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let stretch = length((to_local * vec4<f32>(ray.direction, 0.0)).xyz);
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let local_t = mesh_sdf_raymarch(mesh_sdf_header(mesh.geometry), 0u, geometry_ray);
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let distance = select(local_t / stretch, -1.0, local_t < 0.0);
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if(distance < 0.0 || distance >= best.t){
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if (distance < 0.0 || distance >= best.t) {
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continue;
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}
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// found a good hit
|
|
116
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+
|
|
100
117
|
best.t = distance;
|
|
101
118
|
best.mesh = mesh_id;
|
|
102
|
-
|
|
103
|
-
|
|
119
|
+
|
|
120
|
+
reach_ray.tmax = distance;
|
|
121
|
+
}
|
|
122
|
+
|
|
123
|
+
if ((current_group.y & 0xff000000u) == 0u) {
|
|
124
|
+
if (pointer == 0u) {
|
|
125
|
+
break;
|
|
126
|
+
}
|
|
127
|
+
|
|
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|
+
pointer--;
|
|
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|
+
current_group = stack[pointer];
|
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104
130
|
}
|
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|
-
|
|
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|
}
|
|
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-
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-
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|
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+
|
|
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|
return best;
|
|
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134
|
}
|
|
111
135
|
`, [
|
|
112
|
-
|
|
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|
+
RAY_STRUCT.declaration_chunk,
|
|
137
|
+
chunk_first_bit_high,
|
|
138
|
+
chunk_ray_get_octant_inv4,
|
|
139
|
+
chunk_bvh8_node_intersect,
|
|
140
|
+
chunk_bvh8_ray_direction_rcp,
|
|
141
|
+
chunk_bvh8_tree_read,
|
|
113
142
|
chunk_mat4_inverse,
|
|
114
|
-
chunk_aabb3_distance_to_ray,
|
|
115
|
-
chunk_aabb3_unsigned_distance_to_point,
|
|
116
|
-
chunk_array_to_aabb3,
|
|
117
143
|
chunk_ray_transform_m4,
|
|
118
144
|
F32_MAX_DEFINITION,
|
|
119
145
|
chunk_mesh_sdf_header,
|
|
@@ -141,4 +167,4 @@ fn scene_sdf_raymarch(ray:${RAY_STRUCT.wgsl_ref}) -> f32{
|
|
|
141
167
|
RAY_STRUCT.declaration_chunk,
|
|
142
168
|
chunk_scene_sdf_raymarch_hit,
|
|
143
169
|
]
|
|
144
|
-
);
|
|
170
|
+
);
|
|
@@ -1,3 +1,18 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The least signed distance from a point to any instance's field:
|
|
3
|
+
*
|
|
4
|
+
* ```wgsl
|
|
5
|
+
* fn sdf_query_distance(position: vec3<f32>) -> f32 // F32_MAX in a scene of no instances
|
|
6
|
+
* ```
|
|
7
|
+
*
|
|
8
|
+
* The TLAS is walked nearest box first by the signed distance to a slot's box, which nothing under
|
|
9
|
+
* the slot is nearer than: an instance, or a child node, is passed by once the best found is nearer
|
|
10
|
+
* than its box. A node's instances are asked before its children.
|
|
11
|
+
*
|
|
12
|
+
* The enclosing shader binds `tlas` and what `mesh_sdf_query_distance` reads.
|
|
13
|
+
*
|
|
14
|
+
* @type {CodeChunk}
|
|
15
|
+
*/
|
|
1
16
|
export const chunk_sdf_query_distance: CodeChunk;
|
|
2
17
|
import { CodeChunk } from "../../compiler/CodeChunk.js";
|
|
3
18
|
//# sourceMappingURL=chunk_sdf_query_distance.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"chunk_sdf_query_distance.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/sdf/chunk_sdf_query_distance.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"chunk_sdf_query_distance.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/sdf/chunk_sdf_query_distance.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;GAcG;AACH,uCAFU,SAAS,CAqGjB;0BA5HwB,6BAA6B"}
|
|
@@ -1,81 +1,126 @@
|
|
|
1
1
|
import { chunk_mesh_sdf_query_distance } from "../../../shadow/sdf/chunk_mesh_sdf_query_distance.js";
|
|
2
2
|
import { CodeChunk } from "../../compiler/CodeChunk.js";
|
|
3
|
-
import {
|
|
4
|
-
import {
|
|
5
|
-
import {
|
|
6
|
-
|
|
7
|
-
import {
|
|
3
|
+
import { BVH8_TLAS_MAX_DEPTH } from "../bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js";
|
|
4
|
+
import { chunk_bvh8_node_slot_distances } from "../bvh/bvh8/webgpu/chunk_bvh8_node_slot_distances.js";
|
|
5
|
+
import { chunk_bvh8_tree_read } from "../bvh/bvh8/webgpu/chunk_bvh8_tree_read.js";
|
|
6
|
+
import { BVH8_WAITING_SLOTS_CAPACITY, chunk_bvh8_waiting_slots } from "../bvh/bvh8/webgpu/chunk_bvh8_waiting_slots.js";
|
|
7
|
+
import { assert } from "../../../../../core/assert.js";
|
|
8
8
|
import { F32_MAX_DEFINITION } from "../math/F32_MAX_DEFINITION.js";
|
|
9
9
|
|
|
10
|
+
assert.lessThanOrEqual(BVH8_TLAS_MAX_DEPTH, BVH8_WAITING_SLOTS_CAPACITY, 'the TLAS may be deeper than the walk can keep slots for');
|
|
11
|
+
|
|
12
|
+
/**
|
|
13
|
+
* The least signed distance from a point to any instance's field:
|
|
14
|
+
*
|
|
15
|
+
* ```wgsl
|
|
16
|
+
* fn sdf_query_distance(position: vec3<f32>) -> f32 // F32_MAX in a scene of no instances
|
|
17
|
+
* ```
|
|
18
|
+
*
|
|
19
|
+
* The TLAS is walked nearest box first by the signed distance to a slot's box, which nothing under
|
|
20
|
+
* the slot is nearer than: an instance, or a child node, is passed by once the best found is nearer
|
|
21
|
+
* than its box. A node's instances are asked before its children.
|
|
22
|
+
*
|
|
23
|
+
* The enclosing shader binds `tlas` and what `mesh_sdf_query_distance` reads.
|
|
24
|
+
*
|
|
25
|
+
* @type {CodeChunk}
|
|
26
|
+
*/
|
|
10
27
|
export const chunk_sdf_query_distance = CodeChunk.from(
|
|
11
28
|
//language=WGSL
|
|
12
29
|
`
|
|
13
|
-
fn sdf_query_distance
|
|
14
|
-
|
|
15
|
-
var
|
|
16
|
-
|
|
17
|
-
|
|
18
|
-
|
|
19
|
-
var
|
|
20
|
-
|
|
30
|
+
fn sdf_query_distance(position: vec3<f32>) -> f32 {
|
|
31
|
+
// a node an entry, and nothing under the tree to share the stack with
|
|
32
|
+
var stack: array<u32, ${BVH8_TLAS_MAX_DEPTH}>;
|
|
33
|
+
var pointer = 0u;
|
|
34
|
+
|
|
35
|
+
// the slots still to visit of each node waiting on the stack; none for a child waiting as itself
|
|
36
|
+
var waiting = vec4<u32>(0u);
|
|
37
|
+
|
|
21
38
|
var best_distance = F32_MAX;
|
|
22
|
-
|
|
23
|
-
|
|
24
|
-
|
|
25
|
-
|
|
26
|
-
|
|
27
|
-
|
|
28
|
-
|
|
29
|
-
|
|
30
|
-
|
|
31
|
-
|
|
32
|
-
|
|
33
|
-
|
|
34
|
-
|
|
39
|
+
|
|
40
|
+
// the node being looked at, and which of its child slots are still to visit
|
|
41
|
+
var node_index = 0u;
|
|
42
|
+
var pending = 0u;
|
|
43
|
+
var arriving = true;
|
|
44
|
+
|
|
45
|
+
loop {
|
|
46
|
+
let node = bvh8_tree_read_node(&tlas, node_index);
|
|
47
|
+
let distances = bvh8_node_slot_signed_distances(node, position);
|
|
48
|
+
|
|
49
|
+
let imask = node.data[0].w >> 24u;
|
|
50
|
+
|
|
51
|
+
if (arriving) {
|
|
52
|
+
// this node's own instances first: what they find prunes its children
|
|
53
|
+
let runs = bvh8_node_slot_runs(node);
|
|
54
|
+
|
|
55
|
+
var run = bvh8_slot_runs_within(runs, distances, best_distance);
|
|
56
|
+
|
|
57
|
+
while (run != 0u) {
|
|
58
|
+
let offset = countTrailingZeros(run);
|
|
59
|
+
|
|
60
|
+
run &= run - 1u;
|
|
61
|
+
|
|
62
|
+
// a leaf's payload is the instance's meshes row
|
|
63
|
+
let signed_distance = mesh_sdf_query_distance(bvh8_tree_read_payload(&tlas, node, offset), position);
|
|
64
|
+
|
|
65
|
+
if (signed_distance < best_distance) {
|
|
66
|
+
best_distance = signed_distance;
|
|
67
|
+
|
|
68
|
+
// slots no nearer than this are done with
|
|
69
|
+
run &= bvh8_slot_runs_within(runs, distances, best_distance);
|
|
70
|
+
}
|
|
71
|
+
}
|
|
72
|
+
|
|
73
|
+
pending = imask;
|
|
35
74
|
}
|
|
36
|
-
|
|
37
|
-
|
|
38
|
-
let
|
|
39
|
-
|
|
40
|
-
if(
|
|
41
|
-
|
|
42
|
-
|
|
43
|
-
|
|
44
|
-
|
|
45
|
-
|
|
46
|
-
|
|
47
|
-
|
|
48
|
-
|
|
49
|
-
|
|
50
|
-
|
|
51
|
-
|
|
52
|
-
|
|
53
|
-
|
|
54
|
-
|
|
55
|
-
|
|
56
|
-
|
|
57
|
-
let signed_distance = mesh_sdf_query_distance(mesh_id, position);
|
|
58
|
-
|
|
59
|
-
if(signed_distance >= best_distance){
|
|
60
|
-
continue;
|
|
75
|
+
|
|
76
|
+
// the children still to visit that are worth one
|
|
77
|
+
let worthwhile = bvh8_slots_within(distances, best_distance) & pending;
|
|
78
|
+
|
|
79
|
+
if (worthwhile != 0u) {
|
|
80
|
+
let nearest_slot = bvh8_nearest_slot_among(distances, worthwhile);
|
|
81
|
+
|
|
82
|
+
// the node's children sit in one block, in slot order
|
|
83
|
+
let child_block = node.data[1].x;
|
|
84
|
+
|
|
85
|
+
let later = worthwhile & ~(1u << nearest_slot);
|
|
86
|
+
|
|
87
|
+
if (later != 0u && pointer < ${BVH8_TLAS_MAX_DEPTH}u) {
|
|
88
|
+
let lone = (later & (later - 1u)) == 0u;
|
|
89
|
+
|
|
90
|
+
stack[pointer] = select(node_index, child_block + countOneBits(imask & (later - 1u)), lone);
|
|
91
|
+
|
|
92
|
+
pointer++;
|
|
93
|
+
|
|
94
|
+
waiting = bvh8_waiting_slots_push(waiting, select(later, 0u, lone));
|
|
61
95
|
}
|
|
62
|
-
|
|
63
|
-
|
|
64
|
-
|
|
65
|
-
|
|
66
|
-
|
|
96
|
+
|
|
97
|
+
node_index = child_block + countOneBits(imask & ((1u << nearest_slot) - 1u));
|
|
98
|
+
arriving = true;
|
|
99
|
+
|
|
100
|
+
continue;
|
|
101
|
+
}
|
|
102
|
+
|
|
103
|
+
// nothing more under this node: back to whatever waits
|
|
104
|
+
if (pointer == 0u) {
|
|
105
|
+
break;
|
|
67
106
|
}
|
|
68
|
-
|
|
107
|
+
|
|
108
|
+
pointer--;
|
|
109
|
+
|
|
110
|
+
node_index = stack[pointer];
|
|
111
|
+
pending = bvh8_waiting_slots_latest(waiting);
|
|
112
|
+
arriving = pending == 0u;
|
|
113
|
+
|
|
114
|
+
waiting = bvh8_waiting_slots_pop(waiting);
|
|
69
115
|
}
|
|
70
|
-
|
|
71
|
-
|
|
116
|
+
|
|
72
117
|
return best_distance;
|
|
73
118
|
}
|
|
74
119
|
`, [
|
|
75
|
-
BVH_NULL_NODE_DEFINITION,
|
|
76
|
-
chunk_aabb3_unsigned_distance_to_point,
|
|
77
|
-
chunk_aabb3_signed_distance_to_point,
|
|
78
120
|
F32_MAX_DEFINITION,
|
|
121
|
+
chunk_bvh8_tree_read,
|
|
122
|
+
chunk_bvh8_node_slot_distances,
|
|
123
|
+
chunk_bvh8_waiting_slots,
|
|
79
124
|
chunk_mesh_sdf_query_distance,
|
|
80
125
|
]
|
|
81
|
-
);
|
|
126
|
+
);
|
|
@@ -1,3 +1,17 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The distance along a ray to the nearest instance's field, by `sdf_mesh_raymarch`:
|
|
3
|
+
*
|
|
4
|
+
* ```wgsl
|
|
5
|
+
* fn ray_query_sdf_raycast(ray: Ray) -> f32 // -1 for no hit within the ray's reach
|
|
6
|
+
* ```
|
|
7
|
+
*
|
|
8
|
+
* The TLAS is walked with the ray, nearer slots first by the ray's octant, and the ray is shortened
|
|
9
|
+
* at every hit.
|
|
10
|
+
*
|
|
11
|
+
* The enclosing shader binds `tlas` and what `sdf_mesh_raymarch` reads.
|
|
12
|
+
*
|
|
13
|
+
* @type {CodeChunk}
|
|
14
|
+
*/
|
|
1
15
|
export const chunk_ray_query_sdf_raycast: CodeChunk;
|
|
2
16
|
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
3
17
|
//# sourceMappingURL=chunk_ray_query_sdf_raycast.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"chunk_ray_query_sdf_raycast.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"chunk_ray_query_sdf_raycast.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast.js"],"names":[],"mappings":"AAUA;;;;;;;;;;;;;GAaG;AACH,0CAFU,SAAS,CA2FjB;0BA1GwB,oCAAoC"}
|
|
@@ -1,80 +1,114 @@
|
|
|
1
|
-
import {
|
|
2
|
-
import {
|
|
3
|
-
import {
|
|
4
|
-
import {
|
|
1
|
+
import { chunk_first_bit_high } from "../../shader/chunk/binary/chunk_first_bit_high.js";
|
|
2
|
+
import { BVH8_TLAS_MAX_DEPTH } from "../../shader/chunk/bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js";
|
|
3
|
+
import { chunk_bvh8_node_intersect } from "../../shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_intersect.js";
|
|
4
|
+
import { chunk_bvh8_ray_direction_rcp } from "../../shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_direction_rcp.js";
|
|
5
|
+
import { chunk_bvh8_tree_read } from "../../shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_tree_read.js";
|
|
6
|
+
import { chunk_ray_get_octant_inv4 } from "../../shader/chunk/bvh/bvh8/webgpu/chunk_ray_get_octant_inv4.js";
|
|
5
7
|
import { RAY_STRUCT } from "../../shader/chunk/geometry/ray/RAY_STRUCT.js";
|
|
6
8
|
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
7
9
|
import { chunk_sdf_mesh_raymarch } from "./chunk_sdf_mesh_raymarch.js";
|
|
8
10
|
|
|
11
|
+
/**
|
|
12
|
+
* The distance along a ray to the nearest instance's field, by `sdf_mesh_raymarch`:
|
|
13
|
+
*
|
|
14
|
+
* ```wgsl
|
|
15
|
+
* fn ray_query_sdf_raycast(ray: Ray) -> f32 // -1 for no hit within the ray's reach
|
|
16
|
+
* ```
|
|
17
|
+
*
|
|
18
|
+
* The TLAS is walked with the ray, nearer slots first by the ray's octant, and the ray is shortened
|
|
19
|
+
* at every hit.
|
|
20
|
+
*
|
|
21
|
+
* The enclosing shader binds `tlas` and what `sdf_mesh_raymarch` reads.
|
|
22
|
+
*
|
|
23
|
+
* @type {CodeChunk}
|
|
24
|
+
*/
|
|
9
25
|
export const chunk_ray_query_sdf_raycast = CodeChunk.from(
|
|
10
26
|
//language=WGSL
|
|
11
27
|
`
|
|
12
|
-
fn ray_query_sdf_raycast(
|
|
13
|
-
|
|
14
|
-
|
|
15
|
-
|
|
16
|
-
|
|
17
|
-
|
|
18
|
-
var pointer = 1u;
|
|
19
|
-
|
|
28
|
+
fn ray_query_sdf_raycast(in_ray: ${RAY_STRUCT.wgsl_ref}) -> f32 {
|
|
29
|
+
// the walk has the stack to itself: a field is marched, not walked
|
|
30
|
+
var stack: array<vec2u, ${BVH8_TLAS_MAX_DEPTH}>;
|
|
31
|
+
var pointer = 0u;
|
|
32
|
+
|
|
33
|
+
// shortened as hits are found
|
|
20
34
|
var _ray = in_ray;
|
|
21
|
-
|
|
22
|
-
|
|
23
|
-
|
|
24
|
-
|
|
25
|
-
|
|
26
|
-
|
|
27
|
-
|
|
28
|
-
|
|
29
|
-
|
|
30
|
-
|
|
31
|
-
|
|
35
|
+
|
|
36
|
+
let oct_inv4 = ray_get_octant_inv4(in_ray.direction);
|
|
37
|
+
let direction_rcp = bvh8_ray_direction_rcp(in_ray.direction);
|
|
38
|
+
|
|
39
|
+
// The group being walked: the nodes of one parent that the ray reaches and that are still to visit
|
|
40
|
+
// x: index of the parent's first child node
|
|
41
|
+
// y: | hits, by traversal priority | pad | imask |
|
|
42
|
+
// | 8 bits | 16 bits | 8 bits |
|
|
43
|
+
// The root is a group of one, already hit.
|
|
44
|
+
var current_group = vec2(0u, 0x80000000u);
|
|
45
|
+
|
|
46
|
+
loop {
|
|
47
|
+
let hits_imask = current_group.y;
|
|
48
|
+
|
|
49
|
+
// nearest of the group's remaining nodes
|
|
50
|
+
let child_index_offset = first_bit_high(hits_imask);
|
|
51
|
+
let child_index_base = current_group.x;
|
|
52
|
+
|
|
53
|
+
current_group.y &= ~(1u << child_index_offset);
|
|
54
|
+
|
|
55
|
+
if ((current_group.y & 0xff000000u) != 0u && pointer < ${BVH8_TLAS_MAX_DEPTH}u) {
|
|
56
|
+
// the rest of the group waits
|
|
57
|
+
stack[pointer] = current_group;
|
|
58
|
+
pointer++;
|
|
32
59
|
}
|
|
33
|
-
|
|
34
|
-
|
|
35
|
-
let
|
|
36
|
-
|
|
37
|
-
|
|
38
|
-
|
|
39
|
-
|
|
40
|
-
|
|
41
|
-
|
|
42
|
-
|
|
43
|
-
|
|
44
|
-
|
|
45
|
-
|
|
46
|
-
|
|
47
|
-
|
|
48
|
-
|
|
49
|
-
|
|
50
|
-
|
|
51
|
-
|
|
52
|
-
|
|
53
|
-
//
|
|
54
|
-
|
|
55
|
-
|
|
56
|
-
|
|
57
|
-
if(distance >= _ray.tmin && distance < _ray.tmax){
|
|
60
|
+
|
|
61
|
+
// undo the octant ranking to get the node's slot, then count the nodes in the slots below it
|
|
62
|
+
let slot_index = (child_index_offset - 24u) ^ (oct_inv4 & 0xffu);
|
|
63
|
+
let relative_index = countOneBits(hits_imask & ~(0xffffffffu << slot_index));
|
|
64
|
+
|
|
65
|
+
let node = bvh8_tree_read_node(&tlas, child_index_base + relative_index);
|
|
66
|
+
|
|
67
|
+
let hitmask = bvh8_node_intersect(_ray, direction_rcp, oct_inv4, node);
|
|
68
|
+
|
|
69
|
+
current_group.x = node.data[1].x;
|
|
70
|
+
current_group.y = (hitmask & 0xff000000u) | (node.data[0].w >> 24u);
|
|
71
|
+
|
|
72
|
+
// one bit per instance whose box the ray reaches
|
|
73
|
+
var instance_hits = hitmask & 0x00ffffffu;
|
|
74
|
+
|
|
75
|
+
while (instance_hits != 0u) {
|
|
76
|
+
let offset = countTrailingZeros(instance_hits);
|
|
77
|
+
|
|
78
|
+
instance_hits &= instance_hits - 1u;
|
|
79
|
+
|
|
80
|
+
// a leaf's payload is the instance's meshes row
|
|
81
|
+
let distance = sdf_mesh_raymarch(_ray, bvh8_tree_read_payload(&tlas, node, offset));
|
|
82
|
+
|
|
83
|
+
if (distance >= 0.0 && distance < _ray.tmax) {
|
|
58
84
|
_ray.tmax = distance;
|
|
59
85
|
}
|
|
60
|
-
|
|
61
86
|
}
|
|
62
|
-
|
|
87
|
+
|
|
88
|
+
if ((current_group.y & 0xff000000u) == 0u) {
|
|
89
|
+
if (pointer == 0u) {
|
|
90
|
+
break;
|
|
91
|
+
}
|
|
92
|
+
|
|
93
|
+
pointer--;
|
|
94
|
+
current_group = stack[pointer];
|
|
95
|
+
}
|
|
63
96
|
}
|
|
64
|
-
|
|
65
|
-
if(_ray.tmax < in_ray.tmax){
|
|
97
|
+
|
|
98
|
+
if (_ray.tmax < in_ray.tmax) {
|
|
66
99
|
// got a hit
|
|
67
100
|
return _ray.tmax;
|
|
68
101
|
}
|
|
69
|
-
|
|
70
|
-
return -1;
|
|
102
|
+
|
|
103
|
+
return -1.0;
|
|
71
104
|
}
|
|
72
105
|
`, [
|
|
73
|
-
|
|
74
106
|
RAY_STRUCT.declaration_chunk,
|
|
75
|
-
|
|
76
|
-
|
|
77
|
-
|
|
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,
|
|
112
|
+
chunk_sdf_mesh_raymarch,
|
|
79
113
|
]
|
|
80
|
-
);
|
|
114
|
+
);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"graph_draw_sdf_shadows.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js"],"names":[],"mappings":"AA8HA;;;;;;;;;;GAUG;AACH;IAR+B,KAAK;IACD,IAAI;IACZ,WAAW,EAA3B,MAAM;IACU,SAAS,EAAzB,MAAM;IACU,gBAAgB,EAAhC,MAAM;IACU,sBAAsB,EAAtC,MAAM;IACJ,MAAM,CAgGlB;AApHD,kDASG;
|
|
1
|
+
{"version":3,"file":"graph_draw_sdf_shadows.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js"],"names":[],"mappings":"AA8HA;;;;;;;;;;GAUG;AACH;IAR+B,KAAK;IACD,IAAI;IACZ,WAAW,EAA3B,MAAM;IACU,SAAS,EAAzB,MAAM;IACU,gBAAgB,EAAhC,MAAM;IACU,sBAAsB,EAAtC,MAAM;IACJ,MAAM,CAgGlB;AApHD,kDASG;4BAlGyB,6BAA6B"}
|