@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
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package/src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.js
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bounds.
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bounds.
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|
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348
|
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|
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349
|
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350
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368
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371
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372
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373
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374
|
-
gpu_lpv.source.positions = position_data.data.slice(0, generated_count * 3);
|
|
375
|
-
gpu_lpv.source.build_mesh();
|
|
376
|
-
|
|
1
|
+
import { assert } from "../../../../../core/assert.js";
|
|
2
|
+
import { UINT32_MAX } from "../../../../../core/binary/UINT32_MAX.js";
|
|
3
|
+
import { AABB3 } from "../../../../../core/geom/3d/aabb/AABB3.js";
|
|
4
|
+
import Vector3 from "../../../../../core/geom/Vector3.js";
|
|
5
|
+
import { delay } from "../../../../../core/process/delay.js";
|
|
6
|
+
import { FrameGraph } from "../../../../../engine/graphics/render/frame_graph/FrameGraph.js";
|
|
7
|
+
import { BufferResourceDescriptor } from "../../../../device/graph/BufferResourceDescriptor.js";
|
|
8
|
+
import { ShadeGPUCommandContext } from "../../../../device/ShadeGPUCommandContext.js";
|
|
9
|
+
import { atomic_u32, vec3u } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
|
|
10
|
+
import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
|
|
11
|
+
import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
|
|
12
|
+
import { inspect_gpu_buffer_typed } from "../../../buffer/inspect_gpu_buffer_typed.js";
|
|
13
|
+
import { GEOMETRY_METADATA_STRUCT } from "../../../geometry/GEOMETRY_METADATA_STRUCT.js";
|
|
14
|
+
import { AABB3_STRUCT } from "../../../shader/chunk/geometry/aabb3/AABB3_STRUCT.js";
|
|
15
|
+
import { chunk_array_to_aabb3 } from "../../../shader/chunk/geometry/aabb3/chunk_array_to_aabb3.js";
|
|
16
|
+
import { chunk_ray_query_occluded } from "../../../shader/chunk/geometry/ray/chunk_ray_query_occluded.js";
|
|
17
|
+
import {
|
|
18
|
+
chunk_scene_point_query_is_inside_geometry
|
|
19
|
+
} from "../../../shader/chunk/geometry/ray/chunk_scene_point_query_is_inside_geometry.js";
|
|
20
|
+
import { RAY_STRUCT } from "../../../shader/chunk/geometry/ray/RAY_STRUCT.js";
|
|
21
|
+
import { chunk_scene_point_query_nearest } from "../../../shader/chunk/sdf/chunk_scene_point_query_nearest.js";
|
|
22
|
+
import { SURFACE_POINT_3D } from "../../../shader/chunk/sdf/SURFACE_POINT_3D.js";
|
|
23
|
+
import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
|
|
24
|
+
import { ComputeShader } from "../../../shader/ComputeShader.js";
|
|
25
|
+
import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
|
|
26
|
+
import { sr_create_group_RTX } from "../../../geometry/sr_create_group_RTX.js";
|
|
27
|
+
import { chunk_refine_probe_placement } from "./chunk_refine_probe_placement.js";
|
|
28
|
+
|
|
29
|
+
const INITIAL_PLACEMENT_SETTINGS_STRUCT = WebGPUStruct.from({
|
|
30
|
+
bounds: AABB3_STRUCT,
|
|
31
|
+
resolution: vec3u
|
|
32
|
+
});
|
|
33
|
+
|
|
34
|
+
const POSITION_COLLECTION_STRUCT = WebGPUStruct.from({
|
|
35
|
+
count: atomic_u32,
|
|
36
|
+
data: WebGPUArray.f32
|
|
37
|
+
});
|
|
38
|
+
|
|
39
|
+
const resources = new ShaderResourceSetDescriptor();
|
|
40
|
+
resources.createGroup()
|
|
41
|
+
.addUniform("settings", INITIAL_PLACEMENT_SETTINGS_STRUCT)
|
|
42
|
+
.addStorageBuffer("out", POSITION_COLLECTION_STRUCT, true)
|
|
43
|
+
;
|
|
44
|
+
|
|
45
|
+
sr_create_group_RTX(resources)
|
|
46
|
+
|
|
47
|
+
const chunk_attempt_refine_probe_placement = CodeChunk.from(
|
|
48
|
+
//language=WGSL
|
|
49
|
+
`
|
|
50
|
+
fn attempt_refine_probe_placement(
|
|
51
|
+
output:ptr<function,vec3f>,
|
|
52
|
+
probe_origin: vec3f,
|
|
53
|
+
hit: ${SURFACE_POINT_3D.wgsl_ref},
|
|
54
|
+
cell_size: vec3f,
|
|
55
|
+
) -> bool{
|
|
56
|
+
var probe_position = probe_origin;
|
|
57
|
+
|
|
58
|
+
let to_hit = hit.position - probe_origin;
|
|
59
|
+
|
|
60
|
+
// don't allow motion within the entire cell, to prevent overlapping probes and sharp angles between them
|
|
61
|
+
let cell_bounds = ${AABB3_STRUCT.wgsl_ref}(
|
|
62
|
+
probe_origin - cell_size*0.3,
|
|
63
|
+
probe_origin + cell_size*0.3,
|
|
64
|
+
);
|
|
65
|
+
|
|
66
|
+
// hit is within this cell
|
|
67
|
+
probe_position = refine_probe_placement(probe_position, hit, cell_bounds);
|
|
68
|
+
|
|
69
|
+
let cell_bounding_sphere_radius = length( cell_size );
|
|
70
|
+
|
|
71
|
+
// check new distance
|
|
72
|
+
let corrected_hit = scene_point_query_nearest(probe_position, cell_bounding_sphere_radius);
|
|
73
|
+
|
|
74
|
+
let new_to_hit = corrected_hit.position - probe_position;
|
|
75
|
+
|
|
76
|
+
if(dot(corrected_hit.normal, new_to_hit) > 0){
|
|
77
|
+
// new position is behind closest surface
|
|
78
|
+
return false;
|
|
79
|
+
}
|
|
80
|
+
|
|
81
|
+
let new_distance = length(new_to_hit);
|
|
82
|
+
let old_distance = length(to_hit);
|
|
83
|
+
|
|
84
|
+
if(old_distance < cell_bounding_sphere_radius * 0.2 && new_distance < old_distance){
|
|
85
|
+
// we got a bad refinement
|
|
86
|
+
return false;
|
|
87
|
+
}
|
|
88
|
+
|
|
89
|
+
if(new_distance < cell_bounding_sphere_radius * 0.05){
|
|
90
|
+
// probe too close to geometry
|
|
91
|
+
return false;
|
|
92
|
+
}
|
|
93
|
+
|
|
94
|
+
let offset = probe_position - probe_origin;
|
|
95
|
+
|
|
96
|
+
var penetration_ray: ${RAY_STRUCT.wgsl_ref};
|
|
97
|
+
penetration_ray.origin = probe_origin;
|
|
98
|
+
penetration_ray.direction = normalize(offset);
|
|
99
|
+
penetration_ray.tmax = length(offset);
|
|
100
|
+
|
|
101
|
+
if(ray_query_occluded(penetration_ray)){
|
|
102
|
+
// bad probe, moved through something
|
|
103
|
+
return false;
|
|
104
|
+
}
|
|
105
|
+
|
|
106
|
+
if(scene_point_query_is_inside_geometry(probe_position, length(cell_bounding_sphere_radius))){
|
|
107
|
+
// bad probe
|
|
108
|
+
return false;
|
|
109
|
+
}
|
|
110
|
+
|
|
111
|
+
*output = probe_position;
|
|
112
|
+
|
|
113
|
+
return true;
|
|
114
|
+
}
|
|
115
|
+
`, [
|
|
116
|
+
chunk_refine_probe_placement,
|
|
117
|
+
]
|
|
118
|
+
)
|
|
119
|
+
|
|
120
|
+
const chunk_generate_probes = CodeChunk.from(
|
|
121
|
+
//language=WGSL
|
|
122
|
+
`
|
|
123
|
+
|
|
124
|
+
@compute @workgroup_size(16,16,1)
|
|
125
|
+
fn main(
|
|
126
|
+
@builtin(global_invocation_id) global_id : vec3<u32>,
|
|
127
|
+
){
|
|
128
|
+
if(any(global_id >= settings.resolution) ){
|
|
129
|
+
// too far
|
|
130
|
+
return;
|
|
131
|
+
}
|
|
132
|
+
|
|
133
|
+
|
|
134
|
+
let bounds = settings.bounds;
|
|
135
|
+
let bounds_span = bounds.max - bounds.min;
|
|
136
|
+
|
|
137
|
+
let max_coord_i = settings.resolution - 1u;
|
|
138
|
+
|
|
139
|
+
let cell_size = bounds_span / vec3<f32>(max_coord_i);
|
|
140
|
+
|
|
141
|
+
let cell_bounding_sphere_radius = length( cell_size );
|
|
142
|
+
|
|
143
|
+
let probe_origin = vec3<f32>(global_id) * cell_size + bounds.min;
|
|
144
|
+
|
|
145
|
+
let hit = scene_point_query_nearest(probe_origin, cell_bounding_sphere_radius);
|
|
146
|
+
|
|
147
|
+
if(hit.primitive == ${UINT32_MAX}){
|
|
148
|
+
// hit nothing, this position is useless
|
|
149
|
+
return;
|
|
150
|
+
}
|
|
151
|
+
|
|
152
|
+
let to_hit = hit.position - probe_origin;
|
|
153
|
+
|
|
154
|
+
if(any(abs(to_hit) > cell_size)){
|
|
155
|
+
// hit crosses cell boundary, too far
|
|
156
|
+
return;
|
|
157
|
+
}
|
|
158
|
+
|
|
159
|
+
var probe_position = probe_origin;
|
|
160
|
+
|
|
161
|
+
if(any( abs(to_hit) < cell_size*0.5 )){
|
|
162
|
+
// some geometry is within the cell bounds
|
|
163
|
+
let refinement_succeeded = attempt_refine_probe_placement(
|
|
164
|
+
&probe_position,
|
|
165
|
+
probe_origin,
|
|
166
|
+
hit,
|
|
167
|
+
cell_size
|
|
168
|
+
);
|
|
169
|
+
|
|
170
|
+
if(!refinement_succeeded){
|
|
171
|
+
return ;
|
|
172
|
+
}
|
|
173
|
+
}
|
|
174
|
+
|
|
175
|
+
if(scene_point_query_is_inside_geometry(probe_position, cell_bounding_sphere_radius*4)){
|
|
176
|
+
// bad probe
|
|
177
|
+
return;
|
|
178
|
+
}
|
|
179
|
+
|
|
180
|
+
let probe_index = atomicAdd(&out.count,1);
|
|
181
|
+
|
|
182
|
+
if(probe_index*3u + 2u >= arrayLength(&out.data)){
|
|
183
|
+
// output buffer is full
|
|
184
|
+
return;
|
|
185
|
+
}
|
|
186
|
+
|
|
187
|
+
out.data[probe_index*3] = probe_position.x;
|
|
188
|
+
out.data[probe_index*3 + 1] = probe_position.y;
|
|
189
|
+
out.data[probe_index*3 + 2] = probe_position.z;
|
|
190
|
+
|
|
191
|
+
}
|
|
192
|
+
`, [
|
|
193
|
+
INITIAL_PLACEMENT_SETTINGS_STRUCT.declaration_chunk,
|
|
194
|
+
POSITION_COLLECTION_STRUCT.declaration_chunk,
|
|
195
|
+
RAY_STRUCT.declaration_chunk,
|
|
196
|
+
GEOMETRY_METADATA_STRUCT.declaration_chunk,
|
|
197
|
+
chunk_array_to_aabb3,
|
|
198
|
+
chunk_scene_point_query_nearest,
|
|
199
|
+
chunk_scene_point_query_is_inside_geometry,
|
|
200
|
+
chunk_attempt_refine_probe_placement,
|
|
201
|
+
chunk_ray_query_occluded,
|
|
202
|
+
]);
|
|
203
|
+
|
|
204
|
+
const shader_initial_placement = ComputeShader.from({
|
|
205
|
+
label: "Probe Placement / initial",
|
|
206
|
+
body: chunk_generate_probes,
|
|
207
|
+
resources,
|
|
208
|
+
})
|
|
209
|
+
|
|
210
|
+
|
|
211
|
+
/**
|
|
212
|
+
*
|
|
213
|
+
* @param {Object} options
|
|
214
|
+
* @param {GPUSceneContext} options.scene
|
|
215
|
+
* @param {GraphicsContext} options.graphics
|
|
216
|
+
* @param {number} [options.resolution] probes per cubic meter
|
|
217
|
+
*/
|
|
218
|
+
export async function graph_generate_probe_locations({
|
|
219
|
+
scene,
|
|
220
|
+
graphics,
|
|
221
|
+
resolution = 2
|
|
222
|
+
}) {
|
|
223
|
+
/*
|
|
224
|
+
FIXME the delay is due to some kind of race condition that prevents something from being updated, here's potential list:
|
|
225
|
+
- BLAS
|
|
226
|
+
- TLAS
|
|
227
|
+
- instance metadata
|
|
228
|
+
- geometry metadata
|
|
229
|
+
- geometry indices/vertices
|
|
230
|
+
*/
|
|
231
|
+
|
|
232
|
+
await delay(10);
|
|
233
|
+
|
|
234
|
+
graphics.update();
|
|
235
|
+
scene.update(graphics);
|
|
236
|
+
|
|
237
|
+
const geometries = scene.geometries;
|
|
238
|
+
|
|
239
|
+
|
|
240
|
+
assert.isNonNegativeInteger(resolution, 'resolution');
|
|
241
|
+
assert.greaterThanOrEqual(resolution, 2, 'must be at least 2');
|
|
242
|
+
|
|
243
|
+
const graph = new FrameGraph('generate probe positions');
|
|
244
|
+
|
|
245
|
+
const data_initial_placement = {};
|
|
246
|
+
|
|
247
|
+
// the box the GPU built the TLAS under — the union of every drawn row's bounds as the bounds
|
|
248
|
+
// pass derived them, which is the whole scene whoever placed what
|
|
249
|
+
const scene_bounds = new Float32Array(6);
|
|
250
|
+
const has_bounds = await scene.tlas.read_scene_bounds(scene_bounds);
|
|
251
|
+
|
|
252
|
+
assert.equal(has_bounds, true, 'the scene has no mesh row to place probes around');
|
|
253
|
+
|
|
254
|
+
const bounds = new AABB3(...scene_bounds);
|
|
255
|
+
|
|
256
|
+
const largest_bounds_dimension = Math.max(bounds.width, bounds.height, bounds.depth);
|
|
257
|
+
bounds.grow(Math.max(largest_bounds_dimension, 1e-5) * 0.05);
|
|
258
|
+
|
|
259
|
+
|
|
260
|
+
const step_size_limit = largest_bounds_dimension / resolution;
|
|
261
|
+
|
|
262
|
+
const resolution_x = Math.max(2, Math.round(bounds.width / step_size_limit));
|
|
263
|
+
const resolution_y = Math.max(2, Math.round(bounds.height / step_size_limit));
|
|
264
|
+
const resolution_z = Math.max(2, Math.round(bounds.depth / step_size_limit));
|
|
265
|
+
|
|
266
|
+
const voxel_size = new Vector3(
|
|
267
|
+
bounds.width / resolution_x,
|
|
268
|
+
bounds.height / resolution_y,
|
|
269
|
+
bounds.depth / resolution_z,
|
|
270
|
+
);
|
|
271
|
+
|
|
272
|
+
// expand by a voxel to add half a voxel border around the scene
|
|
273
|
+
bounds.x0 -= voxel_size.x * 0.5;
|
|
274
|
+
bounds.y0 -= voxel_size.y * 0.5;
|
|
275
|
+
bounds.z0 -= voxel_size.z * 0.5;
|
|
276
|
+
|
|
277
|
+
bounds.x1 += voxel_size.x * 0.5;
|
|
278
|
+
bounds.y1 += voxel_size.y * 0.5;
|
|
279
|
+
bounds.z1 += voxel_size.z * 0.5;
|
|
280
|
+
|
|
281
|
+
const pass_initial = graph.add("initial point placement", data_initial_placement,
|
|
282
|
+
|
|
283
|
+
/**
|
|
284
|
+
*
|
|
285
|
+
* @param {} data
|
|
286
|
+
* @param {FramePassResources} resources
|
|
287
|
+
* @param {GraphicsExecutionContext} context
|
|
288
|
+
*/
|
|
289
|
+
(data, resources, context) => {
|
|
290
|
+
|
|
291
|
+
const encoder = context.encoder;
|
|
292
|
+
|
|
293
|
+
const buffer_settings = encoder.allocateTransientValueBuffer(
|
|
294
|
+
INITIAL_PLACEMENT_SETTINGS_STRUCT, {
|
|
295
|
+
bounds: {
|
|
296
|
+
min: [bounds.x0, bounds.y0, bounds.z0],
|
|
297
|
+
max: [bounds.x1, bounds.y1, bounds.z1],
|
|
298
|
+
},
|
|
299
|
+
resolution: [resolution_x, resolution_y, resolution_z]
|
|
300
|
+
}, GPUBufferUsage.UNIFORM);
|
|
301
|
+
|
|
302
|
+
const buffer_output = resources.get(data.out);
|
|
303
|
+
|
|
304
|
+
/**
|
|
305
|
+
*
|
|
306
|
+
* @type {GPUGeometryBVHManager}
|
|
307
|
+
*/
|
|
308
|
+
const blas = geometries.blas;
|
|
309
|
+
|
|
310
|
+
|
|
311
|
+
shader_initial_placement.dispatchThreads({
|
|
312
|
+
encoder,
|
|
313
|
+
thread_count_x: resolution_x,
|
|
314
|
+
thread_count_y: resolution_y,
|
|
315
|
+
thread_count_z: resolution_z,
|
|
316
|
+
bindings:{
|
|
317
|
+
settings: buffer_settings,
|
|
318
|
+
out: buffer_output,
|
|
319
|
+
|
|
320
|
+
//
|
|
321
|
+
scene_database: scene.scene_database_buffer,
|
|
322
|
+
tlas: scene.tlas.buffer,
|
|
323
|
+
blas_lookup: blas.buffer_metadata,
|
|
324
|
+
blas_data: blas.buffer_data,
|
|
325
|
+
geometries: geometries.buffer_metadata,
|
|
326
|
+
|
|
327
|
+
meshlet_metadata: geometries.meshlets.buffer_metadata,
|
|
328
|
+
meshlet_data: geometries.meshlets.buffer_data,
|
|
329
|
+
}
|
|
330
|
+
})
|
|
331
|
+
|
|
332
|
+
});
|
|
333
|
+
|
|
334
|
+
const out_buffer_descriptor = BufferResourceDescriptor.from(
|
|
335
|
+
// + 4 for the atomic_u32 count header that precedes the data array in POSITION_COLLECTION_STRUCT
|
|
336
|
+
resolution * resolution * resolution * Float32Array.BYTES_PER_ELEMENT * 3 + 4,
|
|
337
|
+
GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC
|
|
338
|
+
);
|
|
339
|
+
|
|
340
|
+
const out_buffer = graphics.buffer_allocator_main.get(out_buffer_descriptor);
|
|
341
|
+
|
|
342
|
+
|
|
343
|
+
const out_resource = graph.import_resource("out", out_buffer_descriptor, out_buffer);
|
|
344
|
+
data_initial_placement.out = pass_initial.write(out_resource);
|
|
345
|
+
|
|
346
|
+
|
|
347
|
+
const encoder = ShadeGPUCommandContext.create(graphics);
|
|
348
|
+
|
|
349
|
+
encoder.encodeGraph(graph);
|
|
350
|
+
|
|
351
|
+
encoder.finish();
|
|
352
|
+
|
|
353
|
+
const [position_data] = await inspect_gpu_buffer_typed({
|
|
354
|
+
buffer: out_buffer,
|
|
355
|
+
device: graphics.device,
|
|
356
|
+
type: POSITION_COLLECTION_STRUCT,
|
|
357
|
+
count: 1
|
|
358
|
+
});
|
|
359
|
+
|
|
360
|
+
graphics.buffer_allocator_main.release(out_buffer);
|
|
361
|
+
|
|
362
|
+
const gpu_lpv = scene.light_probe_volume;
|
|
363
|
+
const buffer_lpv_probes = gpu_lpv.buffer_probes;
|
|
364
|
+
|
|
365
|
+
const possible_count = resolution_x * resolution_y * resolution_z;
|
|
366
|
+
|
|
367
|
+
const generated_count = position_data.count;
|
|
368
|
+
console.warn(`Probe count = ${generated_count}, ${(generated_count * 100 / possible_count).toFixed(2)}%`, position_data);
|
|
369
|
+
|
|
370
|
+
gpu_lpv.source.positions = position_data.data.slice(0, generated_count * 3);
|
|
371
|
+
gpu_lpv.source.build_mesh();
|
|
372
|
+
|
|
377
373
|
}
|