@woosh/meep-engine 3.69.0 → 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 +30 -1
- package/build/bundle-worker-terrain.js +1 -1
- 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/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/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/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/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/water_surface/main.js +6 -3
- package/src/shade/renderer/animation/GPUAnimationManager.js +2 -2
- 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/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/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.map +1 -1
- package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.js +2 -1
- 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
- package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +18 -39
- package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +39 -398
- package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +6 -7
- package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +5 -7
- package/src/shade/renderer/geometry/bvh/bvh8_build_for_meshlets.d.ts +36 -0
- package/src/shade/renderer/geometry/bvh/bvh8_build_for_meshlets.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/bvh8_build_for_meshlets.js +179 -0
- package/src/shade/renderer/geometry/bvh/meshlet_batch_to_clustered_bvh.d.ts +30 -0
- package/src/shade/renderer/geometry/bvh/meshlet_batch_to_clustered_bvh.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/meshlet_batch_to_clustered_bvh.js +207 -0
- package/src/shade/renderer/geometry/bvh/shader_blas8_refit_batch.d.ts +52 -0
- package/src/shade/renderer/geometry/bvh/shader_blas8_refit_batch.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/shader_blas8_refit_batch.js +464 -0
- package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts +12 -0
- package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts.map +1 -1
- package/src/shade/renderer/geometry/meshlet/MeshletBatch.js +37 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.js +4 -4
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.js +2 -2
- package/src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.js +2 -2
- package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.js +4 -4
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.js +2 -2
- package/src/shade/renderer/geometry/sr_create_group_RTX.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sr_create_group_RTX.js +4 -4
- package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.js +1 -0
- package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.js +1 -0
- package/src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.js +372 -376
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.d.ts +9 -10
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.js +10 -11
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/chunk_mesh_brick_walk.d.ts +2 -2
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/chunk_mesh_brick_walk.js +2 -2
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_gather.d.ts +12 -8
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_gather.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_gather.js +109 -60
- package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_sdf.js +2 -2
- package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_surfaces.js +2 -2
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +2 -2
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -70
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +6 -7
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +6 -7
- package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +3 -3
- package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +3 -3
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.js +1 -1
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +2 -2
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +3 -3
- package/src/shade/renderer/gpu_primitive/bvh8/BVH8_TREE_BUFFER_LAYOUT.d.ts +69 -0
- package/src/shade/renderer/gpu_primitive/bvh8/BVH8_TREE_BUFFER_LAYOUT.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/BVH8_TREE_BUFFER_LAYOUT.js +89 -0
- package/src/shade/renderer/gpu_primitive/bvh8/bvh8_encode_from_bvh2.d.ts +41 -0
- package/src/shade/renderer/gpu_primitive/bvh8/bvh8_encode_from_bvh2.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/bvh8_encode_from_bvh2.js +348 -0
- package/src/shade/renderer/gpu_primitive/bvh8/check_bvh8_tree.d.ts +34 -0
- package/src/shade/renderer/gpu_primitive/bvh8/check_bvh8_tree.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/check_bvh8_tree.js +291 -0
- package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_assign.d.ts +31 -0
- package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_assign.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_assign.js +175 -0
- package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_depth.d.ts +27 -0
- package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_depth.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_depth.js +48 -0
- package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_gather.d.ts +26 -0
- package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_gather.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_gather.js +118 -0
- package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_node.d.ts +22 -0
- package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_node.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_node.js +143 -0
- package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_sums.d.ts +36 -0
- package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_sums.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_sums.js +97 -0
- package/src/shade/renderer/gpu_primitive/bvh8/graph_bvh8_encode_from_bvh2.d.ts +49 -0
- package/src/shade/renderer/gpu_primitive/bvh8/graph_bvh8_encode_from_bvh2.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/graph_bvh8_encode_from_bvh2.js +265 -0
- package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_assign.d.ts +37 -0
- package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_assign.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_assign.js +109 -0
- package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_count.d.ts +15 -0
- package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_count.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_count.js +85 -0
- package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_count_single_workgroup.d.ts +26 -0
- package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_count_single_workgroup.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_count_single_workgroup.js +200 -0
- package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_parents.d.ts +19 -0
- package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_parents.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_parents.js +81 -0
- package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_write.d.ts +14 -0
- package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_write.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_write.js +101 -0
- package/src/shade/renderer/gpu_primitive/bvh8/verify_gpu_bvh8_encode.d.ts +19 -0
- package/src/shade/renderer/gpu_primitive/bvh8/verify_gpu_bvh8_encode.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/verify_gpu_bvh8_encode.js +361 -0
- package/src/shade/renderer/grass/surface/shader_grass_surface_bake.d.ts.map +1 -1
- package/src/shade/renderer/grass/surface/shader_grass_surface_bake.js +5 -6
- package/src/shade/renderer/lightmap/GPULightMap.d.ts.map +1 -1
- package/src/shade/renderer/lightmap/GPULightMap.js +1 -0
- package/src/shade/renderer/path_tracer/accumulating/AccumulatingPathTracer.d.ts.map +1 -1
- package/src/shade/renderer/path_tracer/accumulating/AccumulatingPathTracer.js +1 -0
- package/src/shade/renderer/path_tracer/graph_path_trace_scene.d.ts.map +1 -1
- package/src/shade/renderer/path_tracer/graph_path_trace_scene.js +1 -0
- package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts +8 -4
- package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts.map +1 -1
- package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.js +60 -33
- package/src/shade/renderer/scene/verify_gpu_tlas_build.d.ts +6 -6
- package/src/shade/renderer/scene/verify_gpu_tlas_build.d.ts.map +1 -1
- package/src/shade/renderer/scene/verify_gpu_tlas_build.js +23 -53
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/BVH8_INODE_STRUCT.d.ts +3 -1
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/BVH8_INODE_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/BVH8_INODE_STRUCT.js +5 -3
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/BVH8_MAX_DEPTH.d.ts +28 -0
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/BVH8_MAX_DEPTH.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js +29 -0
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_grid.d.ts +25 -0
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_grid.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_grid.js +97 -0
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_intersect.d.ts +8 -0
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_intersect.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_intersect.js +23 -14
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_slot_distances.d.ts +36 -0
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_slot_distances.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_slot_distances.js +222 -0
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_direction_rcp.d.ts +20 -0
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_direction_rcp.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_direction_rcp.js +30 -0
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_tree_read.d.ts +30 -0
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_tree_read.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_tree_read.js +91 -0
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_waiting_slots.d.ts +23 -0
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_waiting_slots.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_waiting_slots.js +40 -0
- package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_nearest.d.ts +22 -0
- package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_nearest.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_nearest.js +121 -70
- package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_occluded.d.ts +13 -1
- package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_occluded.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_occluded.js +117 -61
- package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest.d.ts +21 -0
- package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest.js +111 -72
- package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest_among.d.ts +1 -2
- package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest_among.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest_among.js +83 -54
- package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_occluded.d.ts +14 -0
- package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_occluded.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_occluded.js +92 -60
- package/src/shade/renderer/shader/chunk/sdf/chunk_point_query_blas_nearest.d.ts +22 -0
- package/src/shade/renderer/shader/chunk/sdf/chunk_point_query_blas_nearest.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/sdf/chunk_point_query_blas_nearest.js +153 -106
- package/src/shade/renderer/shader/chunk/sdf/chunk_scene_point_query_nearest.d.ts +21 -0
- package/src/shade/renderer/shader/chunk/sdf/chunk_scene_point_query_nearest.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/sdf/chunk_scene_point_query_nearest.js +115 -74
- package/src/shade/renderer/shader/chunk/sdf/chunk_scene_sdf_raymarch.d.ts +5 -2
- package/src/shade/renderer/shader/chunk/sdf/chunk_scene_sdf_raymarch.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/sdf/chunk_scene_sdf_raymarch.js +89 -63
- package/src/shade/renderer/shader/chunk/sdf/chunk_sdf_query_distance.d.ts +15 -0
- package/src/shade/renderer/shader/chunk/sdf/chunk_sdf_query_distance.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/sdf/chunk_sdf_query_distance.js +108 -63
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast.d.ts +14 -0
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast.js +94 -60
- package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js +4 -4
- 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/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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`, [
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RAY_STRUCT.declaration_chunk,
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chunk_ray_query_blas_nearest,
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]);
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/**
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* Ask the traversal about points the caller chooses, rather than about triangle centroids.
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*
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* Centroid rays answer "is this triangle reachable at all", and every triangle of a large flat
|
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* surface can be reachable at its middle while a band of it is not reachable at its edge — which is
|
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* the shape of failure a centroid audit reports as clean. Sampling the surface on a grid asks the
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* finer question, and answers it in the geometry's own coordinates rather than in pixels, so the
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export const shader_blas_audit_points = ComputeShader.from({
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label: "BLAS/AuditPoints",
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resources,
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body,
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});
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import { f32, u32, vec3f } from "../../renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUArray } from "../../renderer/shader/type/WebGPUArray.js";
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import { WebGPUStruct } from "../../renderer/shader/type/WebGPUStruct.js";
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import { CodeChunk } from "../../renderer/shader/compiler/CodeChunk.js";
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import { ComputeShader } from "../../renderer/shader/ComputeShader.js";
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import { ShaderResourceSetDescriptor } from "../../renderer/shader/resource/ShaderResourceSetDescriptor.js";
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import { BVH8_INODE_STRUCT } from "../../renderer/shader/chunk/bvh/bvh8/webgpu/BVH8_INODE_STRUCT.js";
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import { BVH8_TRAVERSAL_STACK_SIZE } from "../../renderer/shader/chunk/bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js";
|
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import {
|
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chunk_ray_query_blas_nearest
|
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} from "../../renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_nearest.js";
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import { RAY_STRUCT } from "../../renderer/shader/chunk/geometry/ray/RAY_STRUCT.js";
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import { GEOMETRY_METADATA_STRUCT } from "../../renderer/geometry/GEOMETRY_METADATA_STRUCT.js";
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import { GEOMETRY_ATTRIBUTE_DATA_TYPE } from "../../renderer/geometry/GEOMETRY_ATTRIBUTE_DATA_TYPE.js";
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import {
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MESHLET_METADATA_STRUCT
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} from "../../renderer/geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
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export const BLAS_POINTS_WORKGROUP_SIZE = 64;
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/**
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*/
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export const BLAS_POINTS_SETTINGS_STRUCT = WebGPUStruct.from({
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origin: vec3f,
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point_count: u32,
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geometry_index: u32,
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tmax: f32,
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}, "BlasPointsSettings");
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const resources = new ShaderResourceSetDescriptor();
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// per-dispatch, 32 bytes, read-only: immediate data rather than a uniform buffer
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resources.setImmediate("settings", BLAS_POINTS_SETTINGS_STRUCT);
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resources.createGroup()
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.addStorageBuffer("targets", WebGPUArray.from(f32), false)
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.addStorageBuffer("blas_lookup", WebGPUArray.from(u32), false)
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.addStorageBuffer("blas_data", WebGPUArray.from(BVH8_INODE_STRUCT), false)
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.addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false)
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.addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT), false)
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.addStorageBuffer("meshlet_data", GEOMETRY_ATTRIBUTE_DATA_TYPE, false)
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.addStorageBuffer("out_t", WebGPUArray.from(f32), true)
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.addStorageBuffer("out_expected", WebGPUArray.from(f32), true);
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const body = CodeChunk.from(
|
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//language=WGSL
|
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`
|
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@compute @workgroup_size(${BLAS_POINTS_WORKGROUP_SIZE}, 1, 1)
|
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fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
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return;
|
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}
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let aim = vec3<f32>(targets[i * 3u], targets[i * 3u + 1u], targets[i * 3u + 2u]);
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var ray: ${RAY_STRUCT.wgsl_ref};
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ray.origin = settings.origin;
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ray.tmax = settings.tmax;
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|
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var stack: array<vec2u, ${BVH8_TRAVERSAL_STACK_SIZE}>;
|
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|
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|
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let hit = ray_query_blas_nearest(ray, settings.geometry_index, &stack, 0u);
|
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out_t[i] = hit.t;
|
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out_expected[i] = length(aim - settings.origin);
|
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|
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}
|
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|
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`, [
|
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chunk_ray_query_blas_nearest,
|
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|
+
]);
|
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|
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|
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|
+
/**
|
|
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|
+
* Ask the traversal about points the caller chooses, rather than about triangle centroids.
|
|
79
|
+
*
|
|
80
|
+
* Centroid rays answer "is this triangle reachable at all", and every triangle of a large flat
|
|
81
|
+
* surface can be reachable at its middle while a band of it is not reachable at its edge — which is
|
|
82
|
+
* the shape of failure a centroid audit reports as clean. Sampling the surface on a grid asks the
|
|
83
|
+
* finer question, and answers it in the geometry's own coordinates rather than in pixels, so the
|
|
84
|
+
* region that fails can be pointed at rather than described.
|
|
85
|
+
*
|
|
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|
+
* A point known to lie on a surface must produce a hit at or before its own distance. Anything
|
|
87
|
+
* further, or nothing at all, is the traversal declining a surface it was aimed at.
|
|
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|
+
*
|
|
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|
+
* @type {ComputeShader}
|
|
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|
+
*/
|
|
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|
+
export const shader_blas_audit_points = ComputeShader.from({
|
|
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|
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label: "BLAS/AuditPoints",
|
|
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|
+
resources,
|
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body,
|
|
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|
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});
|
|
@@ -1,4 +1,12 @@
|
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1
1
|
export const BLAS_VISIBILITY_WORKGROUP_SIZE: 64;
|
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|
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/**
|
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3
|
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* Triangle ids a meshlet can hold, used or not: the audit asks about every one of them, so that a
|
|
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|
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* thread's index says which triangle it is without a table. `(meshlet << 8) | triangle` is the id;
|
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* a thread's index is `meshlet * BLAS_VISIBILITY_MESHLET_STRIDE + triangle`.
|
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*
|
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* @type {number}
|
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*/
|
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|
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export const BLAS_VISIBILITY_MESHLET_STRIDE: number;
|
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/**
|
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* @type {WebGPUStruct}
|
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*/
|
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@@ -14,7 +22,7 @@ export const BLAS_VISIBILITY_SETTINGS_STRUCT: WebGPUStruct;
|
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* The ray goes from the camera to a triangle's centroid. That point is inside the triangle, so the
|
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* ray intersects it, so the query must return a hit — this triangle if nothing is in front, some
|
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* other one if something is. Only a miss is impossible, and a miss is therefore a traversal that
|
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* failed to reach a
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+
* failed to reach a slot whose box it was inside.
|
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*
|
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* Which triangles miss, and where they are, is the whole diagnosis.
|
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*
|
|
@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"shader_blas_audit_visibility.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"shader_blas_audit_visibility.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js"],"names":[],"mappings":"AAwBA,gDAAiD;AAEjD;;;;;;GAMG;AACH,6CAFU,MAAM,CAE8D;AAE9E;;GAEG;AACH,8CAFU,YAAY,CAOO;AAiF7B;;;;;;;;;;;;;;;;GAgBG;AACH,2CAFU,aAAa,CAMpB;6BA/I0B,4CAA4C;8BAE3C,wCAAwC"}
|
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@@ -1,135 +1,146 @@
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import { f32, u32, vec3f } from "../../renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUStruct } from "../../renderer/shader/type/WebGPUStruct.js";
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import { CodeChunk } from "../../renderer/shader/compiler/CodeChunk.js";
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import { ComputeShader } from "../../renderer/shader/ComputeShader.js";
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} from "../../renderer/shader/chunk/geometry/ray/
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import { f32, u32, vec3f } from "../../renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
|
|
2
|
+
import { WebGPUArray } from "../../renderer/shader/type/WebGPUArray.js";
|
|
3
|
+
import { WebGPUStruct } from "../../renderer/shader/type/WebGPUStruct.js";
|
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4
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+
import { CodeChunk } from "../../renderer/shader/compiler/CodeChunk.js";
|
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5
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+
import { ComputeShader } from "../../renderer/shader/ComputeShader.js";
|
|
6
|
+
import { ShaderResourceSetDescriptor } from "../../renderer/shader/resource/ShaderResourceSetDescriptor.js";
|
|
7
|
+
import { BVH8_INODE_STRUCT } from "../../renderer/shader/chunk/bvh/bvh8/webgpu/BVH8_INODE_STRUCT.js";
|
|
8
|
+
import { BVH8_TRAVERSAL_STACK_SIZE } from "../../renderer/shader/chunk/bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js";
|
|
9
|
+
import {
|
|
10
|
+
chunk_ray_query_blas_nearest
|
|
11
|
+
} from "../../renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_nearest.js";
|
|
12
|
+
import {
|
|
13
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+
chunk_geometry_read_triangle_positions
|
|
14
|
+
} from "../../renderer/shader/chunk/geometry/format/chunk_geometry_read_triangle_positions.js";
|
|
15
|
+
import { RAY_STRUCT } from "../../renderer/shader/chunk/geometry/ray/RAY_STRUCT.js";
|
|
16
|
+
import { GEOMETRY_METADATA_STRUCT } from "../../renderer/geometry/GEOMETRY_METADATA_STRUCT.js";
|
|
17
|
+
import { GEOMETRY_ATTRIBUTE_DATA_TYPE } from "../../renderer/geometry/GEOMETRY_ATTRIBUTE_DATA_TYPE.js";
|
|
18
|
+
import {
|
|
19
|
+
GEOMETRY_MESHLET_TRIANGLE_LIMIT
|
|
20
|
+
} from "../../renderer/geometry/meshlet/GEOMETRY_MESHLET_TRIANGLE_LIMIT.js";
|
|
21
|
+
import {
|
|
22
|
+
MESHLET_METADATA_STRUCT
|
|
23
|
+
} from "../../renderer/geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
|
|
24
|
+
|
|
25
|
+
export const BLAS_VISIBILITY_WORKGROUP_SIZE = 64;
|
|
26
|
+
|
|
27
|
+
/**
|
|
28
|
+
* Triangle ids a meshlet can hold, used or not: the audit asks about every one of them, so that a
|
|
29
|
+
* thread's index says which triangle it is without a table. `(meshlet << 8) | triangle` is the id;
|
|
30
|
+
* a thread's index is `meshlet * BLAS_VISIBILITY_MESHLET_STRIDE + triangle`.
|
|
31
|
+
*
|
|
32
|
+
* @type {number}
|
|
33
|
+
*/
|
|
34
|
+
export const BLAS_VISIBILITY_MESHLET_STRIDE = GEOMETRY_MESHLET_TRIANGLE_LIMIT;
|
|
35
|
+
|
|
36
|
+
/**
|
|
37
|
+
* @type {WebGPUStruct}
|
|
38
|
+
*/
|
|
39
|
+
export const BLAS_VISIBILITY_SETTINGS_STRUCT = WebGPUStruct.from({
|
|
40
|
+
origin: vec3f,
|
|
41
|
+
meshlet_count: u32,
|
|
42
|
+
geometry_index: u32,
|
|
43
|
+
tmax: f32,
|
|
44
|
+
}, "BlasVisibilitySettings");
|
|
45
|
+
|
|
46
|
+
const resources = new ShaderResourceSetDescriptor();
|
|
47
|
+
|
|
48
|
+
// per-dispatch, 24 bytes, read-only: immediate data rather than a uniform buffer
|
|
49
|
+
resources.setImmediate("settings", BLAS_VISIBILITY_SETTINGS_STRUCT);
|
|
50
|
+
resources.createGroup()
|
|
51
|
+
.addStorageBuffer("blas_lookup", WebGPUArray.from(u32), false)
|
|
52
|
+
.addStorageBuffer("blas_data", WebGPUArray.from(BVH8_INODE_STRUCT), false)
|
|
53
|
+
.addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false)
|
|
54
|
+
.addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT), false)
|
|
55
|
+
.addStorageBuffer("meshlet_data", GEOMETRY_ATTRIBUTE_DATA_TYPE, false)
|
|
56
|
+
// per triangle id: the parametric t the traversal came back with, negative for a miss
|
|
57
|
+
.addStorageBuffer("out_t", WebGPUArray.from(f32), true)
|
|
58
|
+
// per triangle id: the triangle the traversal returned, or 0xFFFFFFFF
|
|
59
|
+
.addStorageBuffer("out_triangle", WebGPUArray.from(u32), true)
|
|
60
|
+
// per triangle id: the distance to the point the ray was aimed at, which the answer cannot exceed;
|
|
61
|
+
// negative for an id the meshlet does not hold, which no ray was sent for
|
|
62
|
+
.addStorageBuffer("out_expected_t", WebGPUArray.from(f32), true);
|
|
63
|
+
|
|
64
|
+
const body = CodeChunk.from(
|
|
65
|
+
//language=WGSL
|
|
66
|
+
`
|
|
67
|
+
const MESHLET_STRIDE = ${BLAS_VISIBILITY_MESHLET_STRIDE}u;
|
|
68
|
+
|
|
69
|
+
@compute @workgroup_size(${BLAS_VISIBILITY_WORKGROUP_SIZE}, 1, 1)
|
|
70
|
+
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
|
|
71
|
+
let i = gid.x;
|
|
72
|
+
|
|
73
|
+
let meshlet = i / MESHLET_STRIDE;
|
|
74
|
+
let triangle = i % MESHLET_STRIDE;
|
|
75
|
+
|
|
76
|
+
if (meshlet >= settings.meshlet_count) {
|
|
77
|
+
return;
|
|
78
|
+
}
|
|
79
|
+
|
|
80
|
+
let geometry = geometries[settings.geometry_index];
|
|
81
|
+
|
|
82
|
+
if (triangle >= meshlet_metadata[geometry.meshlets_address + meshlet].primitive_count) {
|
|
83
|
+
// not a triangle
|
|
84
|
+
out_expected_t[i] = -1.0;
|
|
85
|
+
|
|
86
|
+
return;
|
|
87
|
+
}
|
|
88
|
+
|
|
89
|
+
var a: vec3<f32>;
|
|
90
|
+
var b: vec3<f32>;
|
|
91
|
+
var c: vec3<f32>;
|
|
92
|
+
|
|
93
|
+
geometry_read_triangle_positions(&a, &b, &c, geometry, (meshlet << 8u) | triangle);
|
|
94
|
+
|
|
95
|
+
// Aim at the triangle's own centroid, which is strictly inside it. The ray provably intersects
|
|
96
|
+
// this triangle, so the traversal has to come back with *something* — this one, or something
|
|
97
|
+
// occluding it. A miss is not a geometric possibility; it is the traversal failing to reach a
|
|
98
|
+
// slot whose box, by construction, the ray passes through.
|
|
99
|
+
let centre = (a + b + c) / 3.0;
|
|
100
|
+
|
|
101
|
+
var ray: ${RAY_STRUCT.wgsl_ref};
|
|
102
|
+
|
|
103
|
+
ray.origin = settings.origin;
|
|
104
|
+
ray.direction = normalize(centre - settings.origin);
|
|
105
|
+
ray.tmax = settings.tmax;
|
|
106
|
+
|
|
107
|
+
var stack: array<vec2u, ${BVH8_TRAVERSAL_STACK_SIZE}>;
|
|
108
|
+
|
|
109
|
+
let hit = ray_query_blas_nearest(ray, settings.geometry_index, &stack, 0u);
|
|
110
|
+
|
|
111
|
+
out_t[i] = hit.t;
|
|
112
|
+
out_triangle[i] = select(0xFFFFFFFFu, hit.triangle, hit.t >= 0.0);
|
|
113
|
+
|
|
114
|
+
// The ray was aimed at a point on this triangle, so the nearest surface along it is at most
|
|
115
|
+
// this far. An answer beyond it is not an occlusion and not a miss — it is the traversal
|
|
116
|
+
// walking past a surface it was pointed at, which is what a hole in the traced image is.
|
|
117
|
+
out_expected_t[i] = length(centre - settings.origin);
|
|
118
|
+
}
|
|
119
|
+
`, [
|
|
120
|
+
RAY_STRUCT.declaration_chunk,
|
|
121
|
+
chunk_geometry_read_triangle_positions,
|
|
122
|
+
chunk_ray_query_blas_nearest,
|
|
123
|
+
]);
|
|
124
|
+
|
|
125
|
+
/**
|
|
126
|
+
* Ask the traversal, once per triangle, whether it can find that triangle.
|
|
127
|
+
*
|
|
128
|
+
* Every structural check on the tree has passed, which narrows the fault to the traversal itself —
|
|
129
|
+
* and traversal is the one thing no readback of the tree can exercise. So this runs the real
|
|
130
|
+
* `ray_query_blas_nearest`, the same function the path tracer calls, along a ray whose answer is
|
|
131
|
+
* known in advance.
|
|
132
|
+
*
|
|
133
|
+
* The ray goes from the camera to a triangle's centroid. That point is inside the triangle, so the
|
|
134
|
+
* ray intersects it, so the query must return a hit — this triangle if nothing is in front, some
|
|
135
|
+
* other one if something is. Only a miss is impossible, and a miss is therefore a traversal that
|
|
136
|
+
* failed to reach a slot whose box it was inside.
|
|
137
|
+
*
|
|
138
|
+
* Which triangles miss, and where they are, is the whole diagnosis.
|
|
139
|
+
*
|
|
140
|
+
* @type {ComputeShader}
|
|
141
|
+
*/
|
|
142
|
+
export const shader_blas_audit_visibility = ComputeShader.from({
|
|
143
|
+
label: "BLAS/AuditVisibility",
|
|
144
|
+
resources,
|
|
145
|
+
body,
|
|
146
|
+
});
|
|
@@ -1,15 +1,15 @@
|
|
|
1
1
|
/**
|
|
2
2
|
* The leaf audit, on a skinned clone: its tree as the frame's refit left it, against the deformed
|
|
3
|
-
* triangles the intersector fetches
|
|
3
|
+
* triangles the intersector fetches now.
|
|
4
4
|
*
|
|
5
5
|
* `verify_leaf_triangles` needs a target, and a clone's owner handle lives inside the skinning
|
|
6
|
-
* context.
|
|
7
|
-
* the clone's own
|
|
6
|
+
* context. A copy of a geometry has as many nodes as its source, so the clone's target is the
|
|
7
|
+
* source's count at the clone's own address — and that address is what the published lookup holds
|
|
8
8
|
* for the clone's geometry row.
|
|
9
9
|
*
|
|
10
|
-
* The refit and this audit run a frame apart at most, so a
|
|
11
|
-
*
|
|
12
|
-
* is the point: reported as runs of
|
|
10
|
+
* The refit and this audit run a frame apart at most, so a slot may be a little larger than its
|
|
11
|
+
* triangles; a slot that is *somewhere else* is a node the frame did not refit. The pattern of those
|
|
12
|
+
* is the point: reported as runs of node indices and as the refit's workgroups they fall in.
|
|
13
13
|
*
|
|
14
14
|
* @param {object} options
|
|
15
15
|
* @param {Renderer} options.renderer
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"verify_clone_leaves.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/verify_clone_leaves.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"verify_clone_leaves.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/verify_clone_leaves.js"],"names":[],"mappings":"AAwDA;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAN6B,QAAQ;IACX,KAAK;IACJ,MAAM,EAAtB,MAAM;IACW,SAAS,GAA1B,MAAM;IACJ,QAAQ,MAAM,CAAC,CAyE3B"}
|