@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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{"version":3,"file":"meshlet_batch_to_bvh.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/geometry/meshlet_batch_to_bvh.js"],"names":[],"mappings":"AAUA;;;;;;;;GAQG;AACH;IANwB,GAAG;IACM,QAAQ;IACR,YAAY,EAAlC,YAAY;IACI,eAAe,EAA/B,MAAM;IACW,YAAY,GAA7B,MAAM;SAqOhB"}
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-
const header = meshlets.read_header(i);
|
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50
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|
|
51
|
-
node_leaf_count += header.primitive_count;
|
|
52
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-
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|
53
|
-
const bb = header.bounds_box;
|
|
54
|
-
|
|
55
|
-
const center_x = (bb[0] + bb[3]) * 0.5;
|
|
56
|
-
const center_y = (bb[1] + bb[4]) * 0.5;
|
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57
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-
const center_z = (bb[2] + bb[5]) * 0.5;
|
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58
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|
|
59
|
-
meshlet_morton_codes[i] = v3_morton_encode_bounded(
|
|
60
|
-
center_x, center_y, center_z,
|
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61
|
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bounding_box,
|
|
62
|
-
);
|
|
63
|
-
}
|
|
64
|
-
|
|
65
|
-
if (node_leaf_count === 0) {
|
|
66
|
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bvh.root = NULL_NODE;
|
|
67
|
-
bvh.trim();
|
|
68
|
-
return;
|
|
69
|
-
}
|
|
70
|
-
|
|
71
|
-
const node_bin_count = max2(0, node_leaf_count - 1);
|
|
72
|
-
|
|
73
|
-
const node_total_count = node_leaf_count + node_bin_count;
|
|
74
|
-
|
|
75
|
-
bvh.allocate_linear(node_total_count);
|
|
76
|
-
|
|
77
|
-
const partial_tree_nodes = new Uint32Array(meshlet_count);
|
|
78
|
-
|
|
79
|
-
// how many nodes do we need for meshlet subtree assembly?
|
|
80
|
-
const meshlet_node_leaf_count = meshlet_count;
|
|
81
|
-
const meshlet_node_bin_count = max2(0, meshlet_node_leaf_count - 1);
|
|
82
|
-
|
|
83
|
-
{
|
|
84
|
-
// we want to use the beginning of the memory space for the meshlet tree
|
|
85
|
-
// the root of the tree must be node 0 (convention)
|
|
86
|
-
|
|
87
|
-
// note that we include bottom tree roots here
|
|
88
|
-
const bottom_tree_node_count = node_total_count - meshlet_node_bin_count;
|
|
89
|
-
const bottom_tree_node_pool = new Uint32Array(bottom_tree_node_count);
|
|
90
|
-
let bottom_tree_node_cursor = 0;
|
|
91
|
-
const bottom_tree_node_scratch = new Uint32Array(GEOMETRY_MESHLET_TRIANGLE_LIMIT);
|
|
92
|
-
|
|
93
|
-
// fill nodes
|
|
94
|
-
for (let i = 0; i < bottom_tree_node_count; i++) {
|
|
95
|
-
const node = (node_total_count - 1) - i;
|
|
96
|
-
bottom_tree_node_pool[i] = node;
|
|
97
|
-
}
|
|
98
|
-
|
|
99
|
-
const sorted_indices = new Uint32Array(meshlet_count);
|
|
100
|
-
for (let i = 0; i < meshlet_count; i++) {
|
|
101
|
-
sorted_indices[i] = i;
|
|
102
|
-
}
|
|
103
|
-
|
|
104
|
-
sorted_indices.sort((a, b) => meshlet_morton_codes[a] - meshlet_morton_codes[b]);
|
|
105
|
-
|
|
106
|
-
const triangle_aabb = new Float32Array(6);
|
|
107
|
-
|
|
108
|
-
for (let i = 0; i < meshlet_count; i++) {
|
|
109
|
-
const meshlet_index = sorted_indices[i];
|
|
110
|
-
|
|
111
|
-
const meshlet = meshlets.read_meshlet(meshlet_index);
|
|
112
|
-
|
|
113
|
-
const meshlet_header = meshlet.header;
|
|
114
|
-
|
|
115
|
-
// NOTE: indices and vertices are per-meshlet, there are no global attributes
|
|
116
|
-
const meshlet_indices = meshlet.attribute_index;
|
|
117
|
-
const meshlet_positions = meshlet.attribute_position;
|
|
118
|
-
|
|
119
|
-
const meshlet_triangle_count = meshlet_header.primitive_count;
|
|
120
|
-
|
|
121
|
-
assert.greaterThan(meshlet_triangle_count, 0, 'meshlet_triangle_count');
|
|
122
|
-
|
|
123
|
-
for (let triangle_index = 0; triangle_index < meshlet_triangle_count; triangle_index++) {
|
|
124
|
-
|
|
125
|
-
const index3 = triangle_index * 3;
|
|
126
|
-
|
|
127
|
-
const i0 = meshlet_indices[index3 + 0];
|
|
128
|
-
const i1 = meshlet_indices[index3 + 1];
|
|
129
|
-
const i2 = meshlet_indices[index3 + 2];
|
|
130
|
-
|
|
131
|
-
aabb3_compute_from_triangle(
|
|
132
|
-
triangle_aabb, 0,
|
|
133
|
-
meshlet_positions,
|
|
134
|
-
i0, i1, i2
|
|
135
|
-
);
|
|
136
|
-
|
|
137
|
-
// NOTE: we already limit the number of triangles per meshlet to 256, so this is safe.
|
|
138
|
-
const encoded_triangle_id = ((meshlet_index & 0x00FFFFFF) << 8)
|
|
139
|
-
| (triangle_index & 0xFF);
|
|
140
|
-
|
|
141
|
-
const node = bottom_tree_node_pool[bottom_tree_node_cursor++];
|
|
142
|
-
|
|
143
|
-
bvh.node_set_aabb(node, triangle_aabb);
|
|
144
|
-
bvh.node_set_user_data(node, encoded_triangle_id)
|
|
145
|
-
bvh.node_set_child1(node, NULL_NODE); // mark as leaf node
|
|
146
|
-
|
|
147
|
-
bottom_tree_node_scratch[triangle_index] = node;
|
|
148
|
-
}
|
|
149
|
-
|
|
150
|
-
// assemble meshlet tree
|
|
151
|
-
let unprocessed_node_count = meshlet_triangle_count;
|
|
152
|
-
|
|
153
|
-
while (unprocessed_node_count > 1) {
|
|
154
|
-
|
|
155
|
-
let added_nodes = 0;
|
|
156
|
-
let cursor = 0;
|
|
157
|
-
|
|
158
|
-
while (cursor + 1 < unprocessed_node_count) {
|
|
159
|
-
const child_2 = bottom_tree_node_scratch[cursor++];
|
|
160
|
-
const child_1 = bottom_tree_node_scratch[cursor++];
|
|
161
|
-
|
|
162
|
-
const parent = bottom_tree_node_pool[bottom_tree_node_cursor++];
|
|
163
|
-
|
|
164
|
-
bvh.node_assign_children(parent, child_1, child_2);
|
|
165
|
-
|
|
166
|
-
bottom_tree_node_scratch[added_nodes++] = parent;
|
|
167
|
-
}
|
|
168
|
-
|
|
169
|
-
while (cursor < unprocessed_node_count) {
|
|
170
|
-
// dangling nodes, push them onto the next level
|
|
171
|
-
bottom_tree_node_scratch[added_nodes++] = bottom_tree_node_scratch[cursor++];
|
|
172
|
-
}
|
|
173
|
-
|
|
174
|
-
unprocessed_node_count = added_nodes;
|
|
175
|
-
|
|
176
|
-
}
|
|
177
|
-
|
|
178
|
-
// the first node is now the root
|
|
179
|
-
partial_tree_nodes[i] = bottom_tree_node_scratch[0];
|
|
180
|
-
}
|
|
181
|
-
|
|
182
|
-
assert.equal(bottom_tree_node_cursor, bottom_tree_node_count, 'bottom_tree_node_cursor !== bottom_tree_node_count');
|
|
183
|
-
}
|
|
184
|
-
|
|
185
|
-
// ===========
|
|
186
|
-
// Second phase - assemble meshlet trees into the final structure
|
|
187
|
-
// ===========
|
|
188
|
-
{
|
|
189
|
-
// assemble meshlet tree
|
|
190
|
-
let unprocessed_node_count = meshlet_count;
|
|
191
|
-
let top_tree_node_cursor = 0;
|
|
192
|
-
const top_tree_node_count = meshlet_node_bin_count;
|
|
193
|
-
const top_tree_node_pool = new Uint32Array(top_tree_node_count);
|
|
194
|
-
|
|
195
|
-
// fill nodes
|
|
196
|
-
for (let i = 0; i < top_tree_node_count; i++) {
|
|
197
|
-
const node = (top_tree_node_count - 1) - i;
|
|
198
|
-
top_tree_node_pool[i] = node;
|
|
199
|
-
}
|
|
200
|
-
|
|
201
|
-
while (unprocessed_node_count > 1) {
|
|
202
|
-
|
|
203
|
-
let added_nodes = 0;
|
|
204
|
-
let cursor = 0;
|
|
205
|
-
|
|
206
|
-
while (cursor + 1 < unprocessed_node_count) {
|
|
207
|
-
const child_2 = partial_tree_nodes[cursor++];
|
|
208
|
-
const child_1 = partial_tree_nodes[cursor++];
|
|
209
|
-
|
|
210
|
-
const parent = top_tree_node_pool[top_tree_node_cursor++];
|
|
211
|
-
|
|
212
|
-
bvh.node_assign_children(parent, child_1, child_2);
|
|
213
|
-
|
|
214
|
-
partial_tree_nodes[added_nodes++] = parent;
|
|
215
|
-
}
|
|
216
|
-
|
|
217
|
-
while (cursor < unprocessed_node_count) {
|
|
218
|
-
// dangling nodes, push them onto the next level
|
|
219
|
-
partial_tree_nodes[added_nodes++] = partial_tree_nodes[cursor++];
|
|
220
|
-
}
|
|
221
|
-
|
|
222
|
-
unprocessed_node_count = added_nodes;
|
|
223
|
-
|
|
224
|
-
}
|
|
225
|
-
|
|
226
|
-
assert.equal(top_tree_node_cursor, top_tree_node_count, 'top_tree_node_cursor !== top_tree_node_count');
|
|
227
|
-
|
|
228
|
-
const root = partial_tree_nodes[0];
|
|
229
|
-
|
|
230
|
-
assert.equal(root, 0, 'root must be node 0');
|
|
231
|
-
|
|
232
|
-
bvh.node_set_parent(root, NULL_NODE);
|
|
233
|
-
bvh.root = root;
|
|
234
|
-
}
|
|
235
|
-
|
|
236
|
-
|
|
237
|
-
// The BVH we built so far is good, but not optimal
|
|
238
|
-
// Optimize BVH for better traversal performance
|
|
239
|
-
|
|
240
|
-
for (let i = 0; i < optimization; i++) {
|
|
241
|
-
ebvh_optimize_treelet(bvh);
|
|
242
|
-
}
|
|
243
|
-
|
|
244
|
-
assert.equal(bvh.root, 0, 'root must be node 0');
|
|
245
|
-
|
|
246
|
-
bvh.trim();
|
|
247
|
-
}
|
package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.d.ts
DELETED
|
@@ -1,7 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* @see https://github.com/jan-van-bergen/GPU-Raytracer/blob/6559ae2241c8fdea0ddaec959fe1a47ec9b3ab0d/Src/CUDA/Raytracing/BVH8.h#L277
|
|
3
|
-
* @type {CodeChunk}
|
|
4
|
-
*/
|
|
5
|
-
export const chunk_bvh8_ray_query_blas_occlusion: CodeChunk;
|
|
6
|
-
import { CodeChunk } from "../../../../compiler/CodeChunk.js";
|
|
7
|
-
//# sourceMappingURL=chunk_bvh8_ray_query_blas_occlusion.d.ts.map
|
package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.d.ts.map
DELETED
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"chunk_bvh8_ray_query_blas_occlusion.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.js"],"names":[],"mappings":"AAoGA;;;GAGG;AACH,kDAFU,SAAS,CA2HjB;0BAjOwB,mCAAmC"}
|
package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.js
DELETED
|
@@ -1,226 +0,0 @@
|
|
|
1
|
-
import { CodeChunk } from "../../../../compiler/CodeChunk.js";
|
|
2
|
-
import { chunk_extract_byte } from "../../../binary/chunk_extract_byte.js";
|
|
3
|
-
import { chunk_first_bit_high } from "../../../binary/chunk_first_bit_high.js";
|
|
4
|
-
import {
|
|
5
|
-
chunk_geometry_read_triangle_vertices
|
|
6
|
-
} from "../../../geometry/format/chunk_geometry_read_triangle_vertices.js";
|
|
7
|
-
import { chunk_ray_intersects_sphere } from "../../../geometry/ray/chunk_ray_intersects_sphere.js";
|
|
8
|
-
import { chunk_ray_triangle_intersect } from "../../../geometry/ray/chunk_ray_triangle_intersect.js";
|
|
9
|
-
import { RAY_STRUCT } from "../../../geometry/ray/RAY_STRUCT.js";
|
|
10
|
-
import { BVH8_INODE_STRUCT } from "./BVH8_INODE_STRUCT.js";
|
|
11
|
-
import { chunk_bvh8_node_intersect } from "./chunk_bvh8_node_intersect.js";
|
|
12
|
-
import { chunk_ray_get_octant_inv4 } from "./chunk_ray_get_octant_inv4.js";
|
|
13
|
-
|
|
14
|
-
const BVH_STACK_SIZE = 32;
|
|
15
|
-
/**
|
|
16
|
-
* Portion of the Stack that resides in Shared Memory
|
|
17
|
-
* Original paper "Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs" recommends 12 to be the sweet spot, with 8 being close second
|
|
18
|
-
* The effect of shared stack becomes more pronounced for larger bounce counts
|
|
19
|
-
* @type {number}
|
|
20
|
-
*/
|
|
21
|
-
const SHARED_STACK_SIZE = 8;
|
|
22
|
-
|
|
23
|
-
const LOCAL_STACK_SIZE = (BVH_STACK_SIZE - SHARED_STACK_SIZE);
|
|
24
|
-
|
|
25
|
-
/**
|
|
26
|
-
* On shared memory:
|
|
27
|
-
* - it seems to be allocated separately, so it's a "use it or lose it" case. Although recent NVIDIA articles suggest otherwise
|
|
28
|
-
* - According to original paper, using shared stack improved memory access patterns, see "Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs" Appendix A.3 table 9
|
|
29
|
-
* @type {CodeChunk}
|
|
30
|
-
*/
|
|
31
|
-
const chunk_bvh8_query_context = CodeChunk.from(
|
|
32
|
-
//language=WGSL
|
|
33
|
-
`
|
|
34
|
-
var<private> thread_idx : i32;
|
|
35
|
-
`
|
|
36
|
-
);
|
|
37
|
-
|
|
38
|
-
const chunk_bvh8_initialize_context = CodeChunk.from(
|
|
39
|
-
//language=WGSL
|
|
40
|
-
`
|
|
41
|
-
fn bvh8_initialize_context(invocation: vec3<u32>){
|
|
42
|
-
thread_idx = invocation.x;
|
|
43
|
-
}
|
|
44
|
-
`, [
|
|
45
|
-
chunk_bvh8_query_context
|
|
46
|
-
]
|
|
47
|
-
);
|
|
48
|
-
|
|
49
|
-
/**
|
|
50
|
-
* TODO consider transposing the layout, might result in better performance
|
|
51
|
-
* @see https://github.com/fynv/webpbf/blob/430c5832bd2199b8fe7e3c1a2d430392b1b991f5/client/raycast_depth.js#L177
|
|
52
|
-
* @type {CodeChunk}
|
|
53
|
-
*/
|
|
54
|
-
const chunk_bvh8_compute_shared_stack_index = CodeChunk.from(
|
|
55
|
-
//language=WGSL
|
|
56
|
-
`
|
|
57
|
-
fn bvh8_compute_shared_stack_index(offset: i32) -> i32 {
|
|
58
|
-
return thread_idx * ${SHARED_STACK_SIZE} + offset;
|
|
59
|
-
}
|
|
60
|
-
`
|
|
61
|
-
);
|
|
62
|
-
|
|
63
|
-
/**
|
|
64
|
-
* @see https://github.com/jan-van-bergen/GPU-Raytracer/blob/6559ae2241c8fdea0ddaec959fe1a47ec9b3ab0d/Src/CUDA/Raytracing/BVH.h#L25
|
|
65
|
-
* @type {CodeChunk}
|
|
66
|
-
*/
|
|
67
|
-
const chunk_bvh8_stack_push = CodeChunk.from(
|
|
68
|
-
//language=WGSL
|
|
69
|
-
`
|
|
70
|
-
fn bvh8_stack_push(local_stack:ptr<function,array<vec2u,${LOCAL_STACK_SIZE}>>, stack_size: ptr<function,i32>, item: vec2u) {
|
|
71
|
-
|
|
72
|
-
local_stack[*stack_size] = item;
|
|
73
|
-
|
|
74
|
-
*stack_size++;
|
|
75
|
-
}
|
|
76
|
-
`, [
|
|
77
|
-
chunk_bvh8_query_context,
|
|
78
|
-
chunk_bvh8_compute_shared_stack_index,
|
|
79
|
-
]
|
|
80
|
-
);
|
|
81
|
-
/**
|
|
82
|
-
* https://github.com/jan-van-bergen/GPU-Raytracer/blob/6559ae2241c8fdea0ddaec959fe1a47ec9b3ab0d/Src/CUDA/Raytracing/BVH.h#L38
|
|
83
|
-
* @type {CodeChunk}
|
|
84
|
-
*/
|
|
85
|
-
const chunk_bvh8_stack_pop = CodeChunk.from(
|
|
86
|
-
//language=WGSL
|
|
87
|
-
`
|
|
88
|
-
fn bvh8_stack_pop(local_stack:ptr<function,array<vec2u,${LOCAL_STACK_SIZE}>>, stack_size: ptr<function,i32> ) -> vec2u{
|
|
89
|
-
|
|
90
|
-
*stack_size--;
|
|
91
|
-
|
|
92
|
-
return local_stack[*stack_size];
|
|
93
|
-
|
|
94
|
-
}
|
|
95
|
-
`, [
|
|
96
|
-
chunk_bvh8_query_context,
|
|
97
|
-
chunk_bvh8_compute_shared_stack_index,
|
|
98
|
-
]
|
|
99
|
-
);
|
|
100
|
-
|
|
101
|
-
/**
|
|
102
|
-
* @see https://github.com/jan-van-bergen/GPU-Raytracer/blob/6559ae2241c8fdea0ddaec959fe1a47ec9b3ab0d/Src/CUDA/Raytracing/BVH8.h#L277
|
|
103
|
-
* @type {CodeChunk}
|
|
104
|
-
*/
|
|
105
|
-
export const chunk_bvh8_ray_query_blas_occlusion = CodeChunk.from(
|
|
106
|
-
//language=WGSL
|
|
107
|
-
`
|
|
108
|
-
fn bvh8_ray_query_blas_occlusion(
|
|
109
|
-
ray: ${RAY_STRUCT.wgsl_ref},
|
|
110
|
-
geometry_index: u32,
|
|
111
|
-
) -> bool {
|
|
112
|
-
|
|
113
|
-
let geometry = geometries[geometry_index];
|
|
114
|
-
|
|
115
|
-
let bounding_sphere = geometry.bounding_sphere;
|
|
116
|
-
|
|
117
|
-
if(!ray_intersects_sphere(ray, bounding_sphere.xyz, bounding_sphere.w)){
|
|
118
|
-
// typically this lets us get misses much quicker
|
|
119
|
-
return false;
|
|
120
|
-
}
|
|
121
|
-
|
|
122
|
-
let blas_address = blas_lookup[geometry_index];
|
|
123
|
-
|
|
124
|
-
var stack: array<vec2u, ${LOCAL_STACK_SIZE}>;
|
|
125
|
-
var stack_size = 0;
|
|
126
|
-
|
|
127
|
-
let oct_inv4 = ray_get_octant_inv4(ray.direction);
|
|
128
|
-
|
|
129
|
-
// initialize 'current group' with the BLAS root
|
|
130
|
-
// Root is always traversed, first hits bit set to 1 all the rest 0s
|
|
131
|
-
// Current group |child node base index | hits | pad | imask |
|
|
132
|
-
// | 32 bits | 8 bits | 16 bits | 8 bits |
|
|
133
|
-
var current_group = vec2(0u, 0x80000000u);
|
|
134
|
-
|
|
135
|
-
loop {
|
|
136
|
-
// Triangle group |triangle base index | pad | triangle hits |
|
|
137
|
-
// | 32 bits | 8 bits | 24 bits |
|
|
138
|
-
var triangle_group : vec2u;
|
|
139
|
-
|
|
140
|
-
let hits_imask = current_group.y;
|
|
141
|
-
|
|
142
|
-
// Get first node hit
|
|
143
|
-
let child_index_offset = first_bit_high(hits_imask);
|
|
144
|
-
let child_index_base = current_group.x;
|
|
145
|
-
|
|
146
|
-
// Remove node from current_group
|
|
147
|
-
current_group.y &= ~(1u << child_index_offset);
|
|
148
|
-
|
|
149
|
-
// If the node group is not yet empty, push it on the stack
|
|
150
|
-
if ( (current_group.y & 0xff000000u) != 0 ) {
|
|
151
|
-
stack[stack_size] = current_group;
|
|
152
|
-
stack_size++;
|
|
153
|
-
}
|
|
154
|
-
|
|
155
|
-
// reversing the traversal priority computation
|
|
156
|
-
let slot_index = (child_index_offset - 24u) ^ (oct_inv4 & 0xffu);
|
|
157
|
-
|
|
158
|
-
// Relative index of the node is obtained by computing the number of neighboring nodes
|
|
159
|
-
// stored in the lower child slots:
|
|
160
|
-
let relative_index = countOneBits(hits_imask & ~(0xffffffffu << slot_index));
|
|
161
|
-
let child_node_index = blas_address + child_index_base + relative_index;
|
|
162
|
-
|
|
163
|
-
let node: ${BVH8_INODE_STRUCT.wgsl_ref} = blas_data[child_node_index];
|
|
164
|
-
|
|
165
|
-
let hitmask = bvh8_node_intersect(ray, oct_inv4, node);
|
|
166
|
-
|
|
167
|
-
let imask = extract_byte( bitcast<u32>(node.data[0].w), 3);
|
|
168
|
-
|
|
169
|
-
current_group.x = bitcast<u32>(node.data[1].x); // Child base offset
|
|
170
|
-
triangle_group.x = bitcast<u32>(node.data[1].y); // Triangle base offset
|
|
171
|
-
|
|
172
|
-
current_group.y = (hitmask & 0xff000000u) | imask;
|
|
173
|
-
triangle_group.y = (hitmask & 0x00ffffffu);
|
|
174
|
-
|
|
175
|
-
|
|
176
|
-
// While the triangle group is not empty
|
|
177
|
-
// Intersect all triangles in the current node
|
|
178
|
-
while (triangle_group.y != 0u) {
|
|
179
|
-
|
|
180
|
-
// Get next triangle index and remove it from the list
|
|
181
|
-
let triangle_index = first_bit_high(triangle_group.y);
|
|
182
|
-
triangle_group.y &= ~(1u << triangle_index);
|
|
183
|
-
|
|
184
|
-
let tri_idx = triangle_group.x + triangle_index;
|
|
185
|
-
|
|
186
|
-
let triangle = geometry_read_triangle_vertices(geometry, tri_idx);
|
|
187
|
-
|
|
188
|
-
let intersection = ray_triangle_intersect(ray,triangle);
|
|
189
|
-
|
|
190
|
-
if (intersection) {
|
|
191
|
-
return true;
|
|
192
|
-
}
|
|
193
|
-
|
|
194
|
-
}
|
|
195
|
-
|
|
196
|
-
if ((current_group.y & 0xff000000u) == 0) {
|
|
197
|
-
if (stack_size == 0) {
|
|
198
|
-
// we didn't hit anything, stack is empty, bail
|
|
199
|
-
break;
|
|
200
|
-
}
|
|
201
|
-
|
|
202
|
-
// get next element on the stack
|
|
203
|
-
stack_size--;
|
|
204
|
-
current_group = stack[stack_size];
|
|
205
|
-
|
|
206
|
-
}
|
|
207
|
-
}
|
|
208
|
-
|
|
209
|
-
// no hit
|
|
210
|
-
return false;
|
|
211
|
-
}
|
|
212
|
-
`, [
|
|
213
|
-
BVH8_INODE_STRUCT.declaration_chunk,
|
|
214
|
-
RAY_STRUCT.declaration_chunk,
|
|
215
|
-
chunk_bvh8_stack_push,
|
|
216
|
-
chunk_bvh8_stack_pop,
|
|
217
|
-
chunk_bvh8_compute_shared_stack_index,
|
|
218
|
-
chunk_extract_byte,
|
|
219
|
-
chunk_ray_get_octant_inv4,
|
|
220
|
-
chunk_bvh8_node_intersect,
|
|
221
|
-
chunk_ray_triangle_intersect,
|
|
222
|
-
chunk_ray_intersects_sphere,
|
|
223
|
-
chunk_geometry_read_triangle_vertices,
|
|
224
|
-
chunk_first_bit_high,
|
|
225
|
-
]
|
|
226
|
-
);
|
|
@@ -1,8 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* Perform visibility checks for probes using Raytracing
|
|
3
|
-
* see {@link chunk_lpv_sample_irradiance}
|
|
4
|
-
* @type {CodeChunk}
|
|
5
|
-
*/
|
|
6
|
-
export const chunk_lpv_mask_visibility_via_rays: CodeChunk;
|
|
7
|
-
import { CodeChunk } from "../../../compiler/CodeChunk.js";
|
|
8
|
-
//# sourceMappingURL=chunk_lpv_mask_visibility_via_rays.d.ts.map
|
package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.d.ts.map
DELETED
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"chunk_lpv_mask_visibility_via_rays.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.js"],"names":[],"mappings":"AAMA;;;;GAIG;AACH,iDAFU,SAAS,CAmCb;0BA5CoB,gCAAgC"}
|
|
@@ -1,45 +0,0 @@
|
|
|
1
|
-
import { CodeChunk } from "../../../compiler/CodeChunk.js";
|
|
2
|
-
import { chunk_offset_ray } from "../../geometry/ray/chunk_offset_ray.js";
|
|
3
|
-
import { chunk_ray_query_occluded } from "../../geometry/ray/chunk_ray_query_occluded.js";
|
|
4
|
-
import { RAY_STRUCT } from "../../geometry/ray/RAY_STRUCT.js";
|
|
5
|
-
import { chunk_f32_array_as_vec3 } from "../../geometry/vec3/chunk_f32_array_as_vec3.js";
|
|
6
|
-
|
|
7
|
-
/**
|
|
8
|
-
* Perform visibility checks for probes using Raytracing
|
|
9
|
-
* see {@link chunk_lpv_sample_irradiance}
|
|
10
|
-
* @type {CodeChunk}
|
|
11
|
-
*/
|
|
12
|
-
export const chunk_lpv_mask_visibility_via_rays = CodeChunk.from(
|
|
13
|
-
//language=WGSL
|
|
14
|
-
`
|
|
15
|
-
fn lpv_mask_visibility_via_rays(vertices:array<u32, 4>, position_ws: vec3<f32>, shading_normal: vec3<f32>) -> vec4<f32> {
|
|
16
|
-
var weights: vec4<f32> = vec4(1.0);
|
|
17
|
-
|
|
18
|
-
// do shadow rays towards tet corners
|
|
19
|
-
for(var i=0u; i < 4; i++){
|
|
20
|
-
let i_probe_index = vertices[i];
|
|
21
|
-
|
|
22
|
-
let i_probe = lpv_probes[i_probe_index];
|
|
23
|
-
let i_probe_position = f32_array_as_vec3(i_probe.position);
|
|
24
|
-
|
|
25
|
-
let to_probe = (i_probe_position - position_ws);
|
|
26
|
-
|
|
27
|
-
var shadow_ray:${RAY_STRUCT.wgsl_ref};
|
|
28
|
-
|
|
29
|
-
shadow_ray.direction = normalize(to_probe);
|
|
30
|
-
shadow_ray.origin = offset_ray(position_ws, shading_normal) + shadow_ray.direction * 1e-6;
|
|
31
|
-
shadow_ray.tmax = length(to_probe);
|
|
32
|
-
|
|
33
|
-
if(ray_query_occluded(shadow_ray)){
|
|
34
|
-
weights[i] = 0;
|
|
35
|
-
}
|
|
36
|
-
}
|
|
37
|
-
|
|
38
|
-
return weights;
|
|
39
|
-
}
|
|
40
|
-
`, [
|
|
41
|
-
RAY_STRUCT.declaration_chunk,
|
|
42
|
-
chunk_f32_array_as_vec3,
|
|
43
|
-
chunk_offset_ray,
|
|
44
|
-
chunk_ray_query_occluded,
|
|
45
|
-
])
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"chunk_ray_sample_light.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_ray_sample_light.js"],"names":[],"mappings":"AAgBA,+CAwFO;0BAxGmB,gCAAgC"}
|