@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.
Files changed (398) hide show
  1. package/CHANGELOG.md +30 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/package.json +1 -1
  4. package/src/core/bvh8/build/BVH8Converter.d.ts +16 -0
  5. package/src/core/bvh8/build/BVH8Converter.d.ts.map +1 -1
  6. package/src/core/bvh8/build/BVH8Converter.js +64 -37
  7. package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts +25 -0
  8. package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts.map +1 -0
  9. package/src/core/bvh8/build/bvh8_assign_slots_greedy.js +68 -0
  10. package/src/core/bvh8/build/bvh8_from_proxy.d.ts.map +1 -1
  11. package/src/core/bvh8/build/bvh8_from_proxy.js +2 -33
  12. package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts +22 -0
  13. package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts.map +1 -0
  14. package/src/core/bvh8/build/bvh8_node_fit_slots.js +115 -0
  15. package/src/core/bvh8/bvh8_depth.d.ts +8 -0
  16. package/src/core/bvh8/bvh8_depth.d.ts.map +1 -0
  17. package/src/core/bvh8/bvh8_depth.js +39 -0
  18. package/src/core/math/complex/complex_fft_radix2.d.ts +19 -0
  19. package/src/core/math/complex/complex_fft_radix2.d.ts.map +1 -0
  20. package/src/core/math/complex/complex_fft_radix2.js +71 -0
  21. package/src/engine/graphics3/GPUFluidSystem.d.ts +17 -4
  22. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -1
  23. package/src/engine/graphics3/GPUFluidSystem.js +113 -16
  24. package/src/engine/physics/cloth/playground/wind_main.js +7 -6
  25. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +2 -2
  26. package/src/engine/physics/cloth/wind/AbstractClothWind.js +2 -2
  27. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +3 -3
  28. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  29. package/src/engine/physics/cloth/wind/ClothFluidWind.js +7 -9
  30. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +10 -10
  31. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -1
  32. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +14 -22
  33. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +16 -2
  34. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -1
  35. package/src/engine/physics/fluid/FluidAtmosphere.js +17 -3
  36. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +1 -2
  37. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -1
  38. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +1 -2
  39. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +8 -5
  40. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -1
  41. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +60 -17
  42. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +1 -1
  43. package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +1 -1
  44. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +33 -47
  45. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
  46. package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +38 -176
  47. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +8 -11
  48. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -1
  49. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +13 -24
  50. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts +16 -0
  51. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts.map +1 -0
  52. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.js +35 -0
  53. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +1 -1
  54. package/src/engine/physics/fluid/fluid_apply_atmosphere.js +1 -1
  55. package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts +28 -0
  56. package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts.map +1 -0
  57. package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.js +29 -0
  58. package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts +16 -0
  59. package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts.map +1 -0
  60. package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.js +49 -0
  61. package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts +11 -0
  62. package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts.map +1 -0
  63. package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.js +18 -0
  64. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts +25 -0
  65. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts.map +1 -0
  66. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.js +65 -0
  67. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts +56 -0
  68. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts.map +1 -0
  69. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.js +313 -0
  70. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts +16 -0
  71. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts.map +1 -0
  72. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.js +69 -0
  73. package/src/generation/foliage/mesh/branch_ring_triangulate.d.ts +1 -1
  74. package/src/generation/foliage/mesh/branch_ring_triangulate.js +1 -1
  75. package/src/shade/playground/bvh_repro/README.md +8 -6
  76. package/src/shade/playground/bvh_repro/index.html +125 -124
  77. package/src/shade/playground/bvh_repro/main.js +259 -254
  78. package/src/shade/playground/foliage_wind/foliage_world.d.ts.map +1 -1
  79. package/src/shade/playground/foliage_wind/foliage_world.js +7 -4
  80. package/src/shade/playground/grass_surfaces/main.js +3 -2
  81. package/src/shade/playground/particle_ecs/bonfire_wind.d.ts +23 -13
  82. package/src/shade/playground/particle_ecs/bonfire_wind.d.ts.map +1 -1
  83. package/src/shade/playground/particle_ecs/bonfire_wind.js +30 -33
  84. package/src/shade/playground/skinned_blas_refit/README.md +26 -14
  85. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +14 -9
  86. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  87. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +126 -127
  88. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +95 -95
  89. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +9 -1
  90. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  91. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +146 -135
  92. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts +6 -6
  93. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts.map +1 -1
  94. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.js +148 -134
  95. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +11 -8
  96. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -1
  97. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +342 -202
  98. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +12 -13
  99. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -1
  100. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +136 -116
  101. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +4 -4
  102. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -1
  103. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +255 -249
  104. package/src/shade/playground/water_surface/main.js +6 -3
  105. package/src/shade/renderer/animation/GPUAnimationManager.js +2 -2
  106. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  107. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +7 -8
  108. package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts +111 -0
  109. package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts.map +1 -0
  110. package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.js +162 -0
  111. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +37 -8
  112. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts.map +1 -1
  113. package/src/shade/renderer/fluid/GPUFluidCascade.js +149 -47
  114. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +10 -3
  115. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts.map +1 -1
  116. package/src/shade/renderer/fluid/GPUFluidCascadeStack.js +69 -10
  117. package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts +19 -0
  118. package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts.map +1 -0
  119. package/src/shade/renderer/fluid/chunk_fluid_far_field.js +43 -0
  120. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts +10 -9
  121. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts.map +1 -1
  122. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.js +14 -12
  123. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts +3 -2
  124. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts.map +1 -1
  125. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.js +7 -5
  126. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts +17 -9
  127. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts.map +1 -1
  128. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.js +58 -18
  129. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts +23 -11
  130. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts.map +1 -1
  131. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.js +371 -335
  132. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.d.ts.map +1 -1
  133. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.js +2 -1
  134. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.d.ts.map +1 -1
  135. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.js +109 -108
  136. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts +5 -3
  137. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts.map +1 -1
  138. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.js +24 -12
  139. package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts +6 -2
  140. package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts.map +1 -1
  141. package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.js +10 -5
  142. package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts +20 -21
  143. package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts.map +1 -1
  144. package/src/shade/renderer/fluid/mac/FluidMacPasses.js +453 -427
  145. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts.map +1 -1
  146. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.js +2 -1
  147. package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts +13 -5
  148. package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts.map +1 -1
  149. package/src/shade/renderer/fluid/publish/FluidWindPublish.js +20 -10
  150. package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.d.ts +2 -2
  151. package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.js +2 -2
  152. package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts +5 -3
  153. package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts.map +1 -1
  154. package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.js +147 -142
  155. package/src/shade/renderer/fluid/query/GPUFluidQueries.js +2 -2
  156. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  157. package/src/shade/renderer/geometry/GPUGeometryManager.js +5 -7
  158. package/src/shade/renderer/geometry/MeshletGeometry.d.ts +4 -1
  159. package/src/shade/renderer/geometry/MeshletGeometry.d.ts.map +1 -1
  160. package/src/shade/renderer/geometry/MeshletGeometry.js +4 -1
  161. package/src/shade/renderer/geometry/MeshletGeometrySerializationAdapter.d.ts +20 -0
  162. package/src/shade/renderer/geometry/MeshletGeometrySerializationAdapter.d.ts.map +1 -1
  163. package/src/shade/renderer/geometry/MeshletGeometrySerializationAdapter.js +35 -3
  164. package/src/shade/renderer/geometry/blas_from_meshlets.d.ts +9 -3
  165. package/src/shade/renderer/geometry/blas_from_meshlets.d.ts.map +1 -1
  166. package/src/shade/renderer/geometry/blas_from_meshlets.js +16 -30
  167. package/src/shade/renderer/geometry/bvh/BLAS8_REFIT_TARGET_STRUCT.d.ts +14 -0
  168. package/src/shade/renderer/geometry/bvh/BLAS8_REFIT_TARGET_STRUCT.d.ts.map +1 -0
  169. package/src/shade/renderer/geometry/bvh/BLAS8_REFIT_TARGET_STRUCT.js +33 -0
  170. package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.d.ts +18 -21
  171. package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.d.ts.map +1 -1
  172. package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.js +78 -158
  173. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +18 -39
  174. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  175. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +39 -398
  176. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +6 -7
  177. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
  178. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +5 -7
  179. package/src/shade/renderer/geometry/bvh/bvh8_build_for_meshlets.d.ts +36 -0
  180. package/src/shade/renderer/geometry/bvh/bvh8_build_for_meshlets.d.ts.map +1 -0
  181. package/src/shade/renderer/geometry/bvh/bvh8_build_for_meshlets.js +179 -0
  182. package/src/shade/renderer/geometry/bvh/meshlet_batch_to_clustered_bvh.d.ts +30 -0
  183. package/src/shade/renderer/geometry/bvh/meshlet_batch_to_clustered_bvh.d.ts.map +1 -0
  184. package/src/shade/renderer/geometry/bvh/meshlet_batch_to_clustered_bvh.js +207 -0
  185. package/src/shade/renderer/geometry/bvh/shader_blas8_refit_batch.d.ts +52 -0
  186. package/src/shade/renderer/geometry/bvh/shader_blas8_refit_batch.d.ts.map +1 -0
  187. package/src/shade/renderer/geometry/bvh/shader_blas8_refit_batch.js +464 -0
  188. package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts +12 -0
  189. package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts.map +1 -1
  190. package/src/shade/renderer/geometry/meshlet/MeshletBatch.js +37 -0
  191. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts.map +1 -1
  192. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.js +4 -4
  193. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts.map +1 -1
  194. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.js +2 -2
  195. package/src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.d.ts.map +1 -1
  196. package/src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.js +2 -2
  197. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts.map +1 -1
  198. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.js +4 -4
  199. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts.map +1 -1
  200. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.js +2 -2
  201. package/src/shade/renderer/geometry/sr_create_group_RTX.d.ts.map +1 -1
  202. package/src/shade/renderer/geometry/sr_create_group_RTX.js +4 -4
  203. package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.d.ts.map +1 -1
  204. package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.js +1 -0
  205. package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.d.ts.map +1 -1
  206. package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.js +1 -0
  207. package/src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.d.ts.map +1 -1
  208. package/src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.js +372 -376
  209. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.d.ts +9 -10
  210. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.d.ts.map +1 -1
  211. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.js +10 -11
  212. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/chunk_mesh_brick_walk.d.ts +2 -2
  213. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/chunk_mesh_brick_walk.js +2 -2
  214. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_gather.d.ts +12 -8
  215. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_gather.d.ts.map +1 -1
  216. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_gather.js +109 -60
  217. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_sdf.js +2 -2
  218. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_surfaces.js +2 -2
  219. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +2 -2
  220. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -70
  221. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +6 -7
  222. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -1
  223. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +6 -7
  224. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +3 -3
  225. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +3 -3
  226. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.js +1 -1
  227. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +2 -2
  228. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +3 -3
  229. package/src/shade/renderer/gpu_primitive/bvh8/BVH8_TREE_BUFFER_LAYOUT.d.ts +69 -0
  230. package/src/shade/renderer/gpu_primitive/bvh8/BVH8_TREE_BUFFER_LAYOUT.d.ts.map +1 -0
  231. package/src/shade/renderer/gpu_primitive/bvh8/BVH8_TREE_BUFFER_LAYOUT.js +89 -0
  232. package/src/shade/renderer/gpu_primitive/bvh8/bvh8_encode_from_bvh2.d.ts +41 -0
  233. package/src/shade/renderer/gpu_primitive/bvh8/bvh8_encode_from_bvh2.d.ts.map +1 -0
  234. package/src/shade/renderer/gpu_primitive/bvh8/bvh8_encode_from_bvh2.js +348 -0
  235. package/src/shade/renderer/gpu_primitive/bvh8/check_bvh8_tree.d.ts +34 -0
  236. package/src/shade/renderer/gpu_primitive/bvh8/check_bvh8_tree.d.ts.map +1 -0
  237. package/src/shade/renderer/gpu_primitive/bvh8/check_bvh8_tree.js +291 -0
  238. package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_assign.d.ts +31 -0
  239. package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_assign.d.ts.map +1 -0
  240. package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_assign.js +175 -0
  241. package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_depth.d.ts +27 -0
  242. package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_depth.d.ts.map +1 -0
  243. package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_depth.js +48 -0
  244. package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_gather.d.ts +26 -0
  245. package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_gather.d.ts.map +1 -0
  246. package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_gather.js +118 -0
  247. package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_node.d.ts +22 -0
  248. package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_node.d.ts.map +1 -0
  249. package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_node.js +143 -0
  250. package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_sums.d.ts +36 -0
  251. package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_sums.d.ts.map +1 -0
  252. package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_sums.js +97 -0
  253. package/src/shade/renderer/gpu_primitive/bvh8/graph_bvh8_encode_from_bvh2.d.ts +49 -0
  254. package/src/shade/renderer/gpu_primitive/bvh8/graph_bvh8_encode_from_bvh2.d.ts.map +1 -0
  255. package/src/shade/renderer/gpu_primitive/bvh8/graph_bvh8_encode_from_bvh2.js +265 -0
  256. package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_assign.d.ts +37 -0
  257. package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_assign.d.ts.map +1 -0
  258. package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_assign.js +109 -0
  259. package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_count.d.ts +15 -0
  260. package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_count.d.ts.map +1 -0
  261. package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_count.js +85 -0
  262. package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_count_single_workgroup.d.ts +26 -0
  263. package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_count_single_workgroup.d.ts.map +1 -0
  264. package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_count_single_workgroup.js +200 -0
  265. package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_parents.d.ts +19 -0
  266. package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_parents.d.ts.map +1 -0
  267. package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_parents.js +81 -0
  268. package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_write.d.ts +14 -0
  269. package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_write.d.ts.map +1 -0
  270. package/src/shade/renderer/gpu_primitive/bvh8/shader_bvh8_encode_write.js +101 -0
  271. package/src/shade/renderer/gpu_primitive/bvh8/verify_gpu_bvh8_encode.d.ts +19 -0
  272. package/src/shade/renderer/gpu_primitive/bvh8/verify_gpu_bvh8_encode.d.ts.map +1 -0
  273. package/src/shade/renderer/gpu_primitive/bvh8/verify_gpu_bvh8_encode.js +361 -0
  274. package/src/shade/renderer/grass/surface/shader_grass_surface_bake.d.ts.map +1 -1
  275. package/src/shade/renderer/grass/surface/shader_grass_surface_bake.js +5 -6
  276. package/src/shade/renderer/lightmap/GPULightMap.d.ts.map +1 -1
  277. package/src/shade/renderer/lightmap/GPULightMap.js +1 -0
  278. package/src/shade/renderer/path_tracer/accumulating/AccumulatingPathTracer.d.ts.map +1 -1
  279. package/src/shade/renderer/path_tracer/accumulating/AccumulatingPathTracer.js +1 -0
  280. package/src/shade/renderer/path_tracer/graph_path_trace_scene.d.ts.map +1 -1
  281. package/src/shade/renderer/path_tracer/graph_path_trace_scene.js +1 -0
  282. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts +8 -4
  283. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts.map +1 -1
  284. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.js +60 -33
  285. package/src/shade/renderer/scene/verify_gpu_tlas_build.d.ts +6 -6
  286. package/src/shade/renderer/scene/verify_gpu_tlas_build.d.ts.map +1 -1
  287. package/src/shade/renderer/scene/verify_gpu_tlas_build.js +23 -53
  288. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/BVH8_INODE_STRUCT.d.ts +3 -1
  289. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/BVH8_INODE_STRUCT.d.ts.map +1 -1
  290. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/BVH8_INODE_STRUCT.js +5 -3
  291. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/BVH8_MAX_DEPTH.d.ts +28 -0
  292. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/BVH8_MAX_DEPTH.d.ts.map +1 -0
  293. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js +29 -0
  294. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_grid.d.ts +25 -0
  295. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_grid.d.ts.map +1 -0
  296. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_grid.js +97 -0
  297. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_intersect.d.ts +8 -0
  298. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_intersect.d.ts.map +1 -1
  299. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_intersect.js +23 -14
  300. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_slot_distances.d.ts +36 -0
  301. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_slot_distances.d.ts.map +1 -0
  302. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_node_slot_distances.js +222 -0
  303. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_direction_rcp.d.ts +20 -0
  304. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_direction_rcp.d.ts.map +1 -0
  305. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_direction_rcp.js +30 -0
  306. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_tree_read.d.ts +30 -0
  307. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_tree_read.d.ts.map +1 -0
  308. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_tree_read.js +91 -0
  309. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_waiting_slots.d.ts +23 -0
  310. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_waiting_slots.d.ts.map +1 -0
  311. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_waiting_slots.js +40 -0
  312. package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_nearest.d.ts +22 -0
  313. package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_nearest.d.ts.map +1 -1
  314. package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_nearest.js +121 -70
  315. package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_occluded.d.ts +13 -1
  316. package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_occluded.d.ts.map +1 -1
  317. package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_occluded.js +117 -61
  318. package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest.d.ts +21 -0
  319. package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest.d.ts.map +1 -1
  320. package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest.js +111 -72
  321. package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest_among.d.ts +1 -2
  322. package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest_among.d.ts.map +1 -1
  323. package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest_among.js +83 -54
  324. package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_occluded.d.ts +14 -0
  325. package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_occluded.d.ts.map +1 -1
  326. package/src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_occluded.js +92 -60
  327. package/src/shade/renderer/shader/chunk/sdf/chunk_point_query_blas_nearest.d.ts +22 -0
  328. package/src/shade/renderer/shader/chunk/sdf/chunk_point_query_blas_nearest.d.ts.map +1 -1
  329. package/src/shade/renderer/shader/chunk/sdf/chunk_point_query_blas_nearest.js +153 -106
  330. package/src/shade/renderer/shader/chunk/sdf/chunk_scene_point_query_nearest.d.ts +21 -0
  331. package/src/shade/renderer/shader/chunk/sdf/chunk_scene_point_query_nearest.d.ts.map +1 -1
  332. package/src/shade/renderer/shader/chunk/sdf/chunk_scene_point_query_nearest.js +115 -74
  333. package/src/shade/renderer/shader/chunk/sdf/chunk_scene_sdf_raymarch.d.ts +5 -2
  334. package/src/shade/renderer/shader/chunk/sdf/chunk_scene_sdf_raymarch.d.ts.map +1 -1
  335. package/src/shade/renderer/shader/chunk/sdf/chunk_scene_sdf_raymarch.js +89 -63
  336. package/src/shade/renderer/shader/chunk/sdf/chunk_sdf_query_distance.d.ts +15 -0
  337. package/src/shade/renderer/shader/chunk/sdf/chunk_sdf_query_distance.d.ts.map +1 -1
  338. package/src/shade/renderer/shader/chunk/sdf/chunk_sdf_query_distance.js +108 -63
  339. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast.d.ts +14 -0
  340. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast.d.ts.map +1 -1
  341. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast.js +94 -60
  342. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.d.ts.map +1 -1
  343. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js +4 -4
  344. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +2 -2
  345. package/src/shade/renderer/water/query/shader_water_surface_query.d.ts.map +1 -1
  346. package/src/shade/renderer/water/query/shader_water_surface_query.js +227 -227
  347. package/src/shade/renderer/water/surface/particles/chunk_water_particle_step.d.ts.map +1 -1
  348. package/src/shade/renderer/water/surface/particles/chunk_water_particle_step.js +7 -4
  349. package/src/shade/renderer/water/surface/particles/shader_water_particles.js +2 -2
  350. package/src/shade/renderer/wind/GPUSceneWind.d.ts +36 -4
  351. package/src/shade/renderer/wind/GPUSceneWind.d.ts.map +1 -1
  352. package/src/shade/renderer/wind/GPUSceneWind.js +150 -4
  353. package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts +9 -3
  354. package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts.map +1 -1
  355. package/src/shade/renderer/wind/WIND_FIELD_STRUCT.js +13 -3
  356. package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.d.ts +6 -6
  357. package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.js +6 -6
  358. package/src/shade/renderer/wind/chunk_fluid_turbulence.d.ts +39 -0
  359. package/src/shade/renderer/wind/chunk_fluid_turbulence.d.ts.map +1 -0
  360. package/src/shade/renderer/wind/chunk_fluid_turbulence.js +63 -0
  361. package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts +10 -7
  362. package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts.map +1 -1
  363. package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.js +34 -11
  364. package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts +2 -2
  365. package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.js +2 -2
  366. package/src/shade/renderer/wind/wind_field_add_resources.d.ts +6 -4
  367. package/src/shade/renderer/wind/wind_field_add_resources.d.ts.map +1 -1
  368. package/src/shade/renderer/wind/wind_field_add_resources.js +9 -6
  369. package/src/shade/renderer/geometry/bvh/BLAS_REFIT_TARGET_STRUCT.d.ts +0 -18
  370. package/src/shade/renderer/geometry/bvh/BLAS_REFIT_TARGET_STRUCT.d.ts.map +0 -1
  371. package/src/shade/renderer/geometry/bvh/BLAS_REFIT_TARGET_STRUCT.js +0 -50
  372. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +0 -23
  373. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +0 -1
  374. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +0 -87
  375. package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch.d.ts +0 -42
  376. package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch.d.ts.map +0 -1
  377. package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch.js +0 -141
  378. package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch_seed.d.ts +0 -21
  379. package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch_seed.d.ts.map +0 -1
  380. package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch_seed.js +0 -75
  381. package/src/shade/renderer/geometry/meshlet_batch_to_bvh.d.ts +0 -17
  382. package/src/shade/renderer/geometry/meshlet_batch_to_bvh.d.ts.map +0 -1
  383. package/src/shade/renderer/geometry/meshlet_batch_to_bvh.js +0 -247
  384. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.d.ts +0 -7
  385. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.d.ts.map +0 -1
  386. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.js +0 -226
  387. package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.d.ts +0 -8
  388. package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.d.ts.map +0 -1
  389. package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.js +0 -45
  390. package/src/shade/renderer/shader/chunk/light/sample/chunk_ray_sample_light.d.ts +0 -3
  391. package/src/shade/renderer/shader/chunk/light/sample/chunk_ray_sample_light.d.ts.map +0 -1
  392. package/src/shade/renderer/shader/chunk/light/sample/chunk_ray_sample_light.js +0 -105
  393. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_distance.d.ts +0 -6
  394. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_distance.d.ts.map +0 -1
  395. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_distance.js +0 -86
  396. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast_traversal_count.d.ts +0 -2
  397. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast_traversal_count.d.ts.map +0 -1
  398. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast_traversal_count.js +0 -136
@@ -1,100 +1,151 @@
1
1
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
- import { BVH_NULL_NODE_DEFINITION } from "../../bvh/BVH_NULL_NODE_DEFINITION.js";
3
- import { BVH_TRAVERSAL_STACK_SIZE } from "../../bvh/BVH_TRAVERSAL_STACK_SIZE.js";
4
- import { chunk_aabb3_intersects_ray } from "../aabb3/chunk_aabb3_intersects_ray.js";
5
- import { chunk_geometry_read_triangle_vertices } from "../format/chunk_geometry_read_triangle_vertices.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_positions
6
+ } from "../format/chunk_geometry_read_triangle_positions.js";
6
7
  import {
7
8
  chunk_ray_triangle_compute_intersection_barycentric
8
9
  } from "./chunk_ray_triangle_compute_intersection_barycentric.js";
9
10
  import { RAY_HIT_INFO } from "./RAY_HIT_INFO.js";
10
11
  import { RAY_STRUCT } from "./RAY_STRUCT.js";
12
+ import { BVH8_INODE_STRUCT } from "../../bvh/bvh8/webgpu/BVH8_INODE_STRUCT.js";
13
+ import { BVH8_TRAVERSAL_STACK_SIZE } from "../../bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js";
14
+ import { chunk_bvh8_node_intersect } from "../../bvh/bvh8/webgpu/chunk_bvh8_node_intersect.js";
15
+ import { chunk_bvh8_ray_direction_rcp } from "../../bvh/bvh8/webgpu/chunk_bvh8_ray_direction_rcp.js";
16
+ import { chunk_ray_get_octant_inv4 } from "../../bvh/bvh8/webgpu/chunk_ray_get_octant_inv4.js";
11
17
 
18
+ /**
19
+ * Nearest hit against one geometry's tree.
20
+ *
21
+ * Two-sided. `t` is -1 on a miss, and on a hit `triangle` is the
22
+ * `(meshlet << 8) | triangle` id and `barycentrics` the hit's coordinates on it. `geometry` and
23
+ * `instance` are left for the caller.
24
+ *
25
+ * A node's triangles are `base_index_triangle` plus an offset, and the sum is the id as it stands — so
26
+ * the tree must address triangles as {@link bvh8_build_for_meshlets} makes it.
27
+ *
28
+ * Children are visited in the order the ray's octant ranks their slots, nearer first, and the ray is
29
+ * shortened at every hit: a node tested after a hit is tested against the shorter ray. Groups already
30
+ * on the stack keep the hits they were given, so a node behind a later hit is still fetched once, and
31
+ * rejected there.
32
+ *
33
+ * `stack` is the caller's, used from `stack_top` up and handed back as it was found. A group of
34
+ * sibling nodes waits on it only while the walk is below one of its members, so the walk needs one
35
+ * entry per level of the tree.
36
+ *
37
+ * @see https://github.com/jan-van-bergen/GPU-Raytracer/blob/6559ae2241c8fdea0ddaec959fe1a47ec9b3ab0d/Src/CUDA/Raytracing/BVH8.h#L277
38
+ * @type {CodeChunk}
39
+ */
12
40
  export const chunk_ray_query_blas_nearest = CodeChunk.from(
13
41
  //language=WGSL
14
42
  `
15
43
  fn ray_query_blas_nearest(
16
44
  ray: ${RAY_STRUCT.wgsl_ref},
17
45
  geometry_index: u32,
18
- stack:ptr<function, array< u32, ${BVH_TRAVERSAL_STACK_SIZE}> >,
19
- stack_top: u32
46
+ stack: ptr<function, array<vec2u, ${BVH8_TRAVERSAL_STACK_SIZE}>>,
47
+ stack_top: u32,
20
48
  ) -> ${RAY_HIT_INFO.wgsl_ref} {
21
49
 
22
50
  let geometry = geometries[geometry_index];
23
-
51
+
24
52
  let blas_address = blas_lookup[geometry_index];
25
-
26
- var pointer = stack_top + 1;
27
-
28
- let direction_rcp = 1.0 / ray.direction;
29
-
53
+
30
54
  var best_hit: ${RAY_HIT_INFO.wgsl_ref};
31
55
  best_hit.t = -1.0;
32
-
56
+
57
+ // shortened as hits are found
33
58
  var _ray = ray;
34
-
35
- var node_index = 0u;
36
-
37
- for(;pointer > stack_top && pointer <= ${BVH_TRAVERSAL_STACK_SIZE};){
38
-
39
- let node = blas_data[ blas_address + node_index ];
40
-
41
- if(!aabb3_intersects_ray( node.bounds, _ray.origin, direction_rcp, _ray.tmax)){
42
-
43
- pointer --;
44
- node_index = stack[pointer];
45
-
46
- continue;
47
-
59
+
60
+ var pointer = stack_top;
61
+
62
+ let oct_inv4 = ray_get_octant_inv4(ray.direction);
63
+ let direction_rcp = bvh8_ray_direction_rcp(ray.direction);
64
+
65
+ // The group being walked: the nodes of one parent that the ray reaches and that are still to visit
66
+ // x: index of the parent's first child node
67
+ // y: | hits, by traversal priority | pad | imask |
68
+ // | 8 bits | 16 bits | 8 bits |
69
+ // The root is a group of one, already hit.
70
+ var current_group = vec2(0u, 0x80000000u);
71
+
72
+ loop {
73
+ let hits_imask = current_group.y;
74
+
75
+ // nearest of the group's remaining nodes
76
+ let child_index_offset = first_bit_high(hits_imask);
77
+ let child_index_base = current_group.x;
78
+
79
+ current_group.y &= ~(1u << child_index_offset);
80
+
81
+ if ((current_group.y & 0xff000000u) != 0u && pointer < ${BVH8_TRAVERSAL_STACK_SIZE}u) {
82
+ // the rest of the group waits
83
+ stack[pointer] = current_group;
84
+ pointer++;
48
85
  }
49
-
50
- let child_1 = node.child_1;
51
- let child_2 = node.child_2;
52
-
53
- if(child_1 != BVH_NULL_NODE){
54
- // not a leaf node
55
-
56
- node_index = child_1;
57
-
58
- stack[ pointer ] = child_2;
59
-
60
- pointer ++;
61
-
62
- }else{
63
- pointer --;
64
- node_index = stack[pointer];
65
-
66
- let encoded_triangle_id = child_2;
67
-
68
- let triangle = geometry_read_triangle_vertices(geometry, encoded_triangle_id);
69
-
70
- let a = triangle.a.position;
71
- let b = triangle.b.position;
72
- let c = triangle.c.position;
73
-
74
- var triangle_hit:vec3<f32>;
75
-
76
- if(!ray_triangle_compute_intersection_barycentric(&triangle_hit, _ray, a, b, c)){
77
- // miss
78
- continue;
86
+
87
+ // undo the octant ranking to get the node's slot, then count the nodes in the slots below it
88
+ let slot_index = (child_index_offset - 24u) ^ (oct_inv4 & 0xffu);
89
+ let relative_index = countOneBits(hits_imask & ~(0xffffffffu << slot_index));
90
+
91
+ let node: ${BVH8_INODE_STRUCT.wgsl_ref} = blas_data[blas_address + child_index_base + relative_index];
92
+
93
+ let hitmask = bvh8_node_intersect(_ray, direction_rcp, oct_inv4, node);
94
+
95
+ current_group.x = node.data[1].x;
96
+ current_group.y = (hitmask & 0xff000000u) | extract_byte(node.data[0].w, 3u);
97
+
98
+ let triangle_base = node.data[1].y;
99
+
100
+ // one bit per triangle whose slot the ray reaches
101
+ var triangle_hits = hitmask & 0x00ffffffu;
102
+
103
+ while (triangle_hits != 0u) {
104
+ let triangle_offset = first_bit_high(triangle_hits);
105
+
106
+ triangle_hits &= ~(1u << triangle_offset);
107
+
108
+ let encoded_triangle_id = triangle_base + triangle_offset;
109
+
110
+ var v0: vec3f;
111
+ var v1: vec3f;
112
+ var v2: vec3f;
113
+
114
+ geometry_read_triangle_positions(&v0, &v1, &v2, geometry, encoded_triangle_id);
115
+
116
+ var triangle_hit: vec3<f32>;
117
+
118
+ if (ray_triangle_compute_intersection_barycentric(&triangle_hit, _ray, v0, v1, v2)) {
119
+ _ray.tmax = triangle_hit.z;
120
+
121
+ best_hit.t = triangle_hit.z;
122
+ best_hit.barycentrics = triangle_hit.xy;
123
+ best_hit.triangle = encoded_triangle_id;
79
124
  }
80
-
81
- _ray.tmax = triangle_hit.z;
82
-
83
- best_hit.t = triangle_hit.z;
84
- best_hit.barycentrics = triangle_hit.xy;
85
- best_hit.triangle = encoded_triangle_id;
125
+ }
126
+
127
+ if ((current_group.y & 0xff000000u) == 0u) {
128
+ if (pointer == stack_top) {
129
+ break;
130
+ }
131
+
132
+ pointer--;
133
+ current_group = stack[pointer];
86
134
  }
87
135
  }
88
-
89
- return best_hit;
90
136
 
137
+ return best_hit;
91
138
  }
92
- `, [
139
+ `, [
140
+ BVH8_INODE_STRUCT.declaration_chunk,
93
141
  RAY_STRUCT.declaration_chunk,
94
142
  RAY_HIT_INFO.declaration_chunk,
95
- BVH_NULL_NODE_DEFINITION,
96
- chunk_aabb3_intersects_ray,
143
+ chunk_extract_byte,
144
+ chunk_first_bit_high,
145
+ chunk_ray_get_octant_inv4,
146
+ chunk_bvh8_node_intersect,
147
+ chunk_bvh8_ray_direction_rcp,
97
148
  chunk_ray_triangle_compute_intersection_barycentric,
98
- chunk_geometry_read_triangle_vertices,
149
+ chunk_geometry_read_triangle_positions,
99
150
  ]
100
- );
151
+ );
@@ -1,5 +1,17 @@
1
1
  /**
2
- * NOTE: occlusion query is single-sided, back sides of triangles are ignored
2
+ * Whether anything of one geometry lies along a ray, through its tree.
3
+ *
4
+ * Single-sided: back sides of triangles are ignored.
5
+ *
6
+ * A node's triangles are `base_index_triangle` plus an offset, and the sum is handed to
7
+ * `geometry_read_triangle_positions` as it stands — so the tree must address triangles as
8
+ * `(meshlet << 8) | triangle`, which is what {@link bvh8_build_for_meshlets} produces.
9
+ *
10
+ * `stack` is the caller's, used from `stack_top` up and handed back as it was found. A group of
11
+ * sibling nodes waits on it only while the walk is below one of its members, so the walk needs one
12
+ * entry per level of the tree.
13
+ *
14
+ * @see https://github.com/jan-van-bergen/GPU-Raytracer/blob/6559ae2241c8fdea0ddaec959fe1a47ec9b3ab0d/Src/CUDA/Raytracing/BVH8.h#L277
3
15
  * @type {CodeChunk}
4
16
  */
5
17
  export const chunk_ray_query_blas_occluded: CodeChunk;
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_ray_query_blas_occluded.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_occluded.js"],"names":[],"mappings":"AAQA;;;GAGG;AACH,4CAFU,SAAS,CAuEjB;0BAjFwB,gCAAgC"}
1
+ {"version":3,"file":"chunk_ray_query_blas_occluded.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_occluded.js"],"names":[],"mappings":"AAiBA;;;;;;;;;;;;;;;GAeG;AACH,4CAFU,SAAS,CA0GjB;0BAzIwB,gCAAgC"}
@@ -1,82 +1,138 @@
1
1
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
- import { BVH_NULL_NODE_DEFINITION } from "../../bvh/BVH_NULL_NODE_DEFINITION.js";
3
- import { BVH_TRAVERSAL_STACK_SIZE } from "../../bvh/BVH_TRAVERSAL_STACK_SIZE.js";
4
- import { chunk_aabb3_intersects_ray } from "../aabb3/chunk_aabb3_intersects_ray.js";
5
- import { chunk_geometry_read_triangle_positions } from "../format/chunk_geometry_read_triangle_positions.js";
6
- import { chunk_ray_triangle_intersection_barycentric } from "./chunk_ray_triangle_intersection_barycentric.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_positions
6
+ } from "../format/chunk_geometry_read_triangle_positions.js";
7
+ import { chunk_ray_intersects_sphere } from "./chunk_ray_intersects_sphere.js";
8
+ import {
9
+ chunk_ray_triangle_intersection_barycentric
10
+ } from "./chunk_ray_triangle_intersection_barycentric.js";
7
11
  import { RAY_STRUCT } from "./RAY_STRUCT.js";
12
+ import { BVH8_INODE_STRUCT } from "../../bvh/bvh8/webgpu/BVH8_INODE_STRUCT.js";
13
+ import { BVH8_TRAVERSAL_STACK_SIZE } from "../../bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js";
14
+ import { chunk_bvh8_node_intersect } from "../../bvh/bvh8/webgpu/chunk_bvh8_node_intersect.js";
15
+ import { chunk_bvh8_ray_direction_rcp } from "../../bvh/bvh8/webgpu/chunk_bvh8_ray_direction_rcp.js";
16
+ import { chunk_ray_get_octant_inv4 } from "../../bvh/bvh8/webgpu/chunk_ray_get_octant_inv4.js";
8
17
 
9
18
  /**
10
- * NOTE: occlusion query is single-sided, back sides of triangles are ignored
19
+ * Whether anything of one geometry lies along a ray, through its tree.
20
+ *
21
+ * Single-sided: back sides of triangles are ignored.
22
+ *
23
+ * A node's triangles are `base_index_triangle` plus an offset, and the sum is handed to
24
+ * `geometry_read_triangle_positions` as it stands — so the tree must address triangles as
25
+ * `(meshlet << 8) | triangle`, which is what {@link bvh8_build_for_meshlets} produces.
26
+ *
27
+ * `stack` is the caller's, used from `stack_top` up and handed back as it was found. A group of
28
+ * sibling nodes waits on it only while the walk is below one of its members, so the walk needs one
29
+ * entry per level of the tree.
30
+ *
31
+ * @see https://github.com/jan-van-bergen/GPU-Raytracer/blob/6559ae2241c8fdea0ddaec959fe1a47ec9b3ab0d/Src/CUDA/Raytracing/BVH8.h#L277
11
32
  * @type {CodeChunk}
12
33
  */
13
34
  export const chunk_ray_query_blas_occluded = CodeChunk.from(
14
35
  //language=WGSL
15
36
  `
16
37
  fn ray_query_blas_occluded(
17
- ray: ${RAY_STRUCT.wgsl_ref},
18
- geometry_index: u32,
19
- stack: ptr<function, array<u32,${BVH_TRAVERSAL_STACK_SIZE}>>,
20
- stack_top: u32
38
+ ray: ${RAY_STRUCT.wgsl_ref},
39
+ geometry_index: u32,
40
+ stack: ptr<function, array<vec2u, ${BVH8_TRAVERSAL_STACK_SIZE}>>,
41
+ stack_top: u32,
21
42
  ) -> bool {
22
-
23
- let blas_address = blas_lookup[geometry_index];
43
+
24
44
  let geometry = geometries[geometry_index];
25
-
26
- var pointer = stack_top + 1;
27
-
28
- var node_index = 0u;
29
-
30
- for(;pointer > stack_top && pointer <= ${BVH_TRAVERSAL_STACK_SIZE};){
31
-
32
- let node = blas_data[ blas_address + node_index ];
33
-
34
- if(!aabb3_intersects_ray( node.bounds, ray.origin, 1.0 / ray.direction, ray.tmax)){
35
-
36
- pointer --;
37
- node_index = stack[pointer];
38
-
39
- continue;
40
-
45
+
46
+ let bounding_sphere = geometry.bounding_sphere;
47
+
48
+ if (!ray_intersects_sphere(ray, bounding_sphere.xyz, bounding_sphere.w)) {
49
+ // typically this lets us get misses much quicker
50
+ return false;
51
+ }
52
+
53
+ let blas_address = blas_lookup[geometry_index];
54
+
55
+ var pointer = stack_top;
56
+
57
+ let oct_inv4 = ray_get_octant_inv4(ray.direction);
58
+ let direction_rcp = bvh8_ray_direction_rcp(ray.direction);
59
+
60
+ // The group being walked: the nodes of one parent that the ray reaches and that are still to visit
61
+ // x: index of the parent's first child node
62
+ // y: | hits, by traversal priority | pad | imask |
63
+ // | 8 bits | 16 bits | 8 bits |
64
+ // The root is a group of one, already hit.
65
+ var current_group = vec2(0u, 0x80000000u);
66
+
67
+ loop {
68
+ let hits_imask = current_group.y;
69
+
70
+ // nearest of the group's remaining nodes
71
+ let child_index_offset = first_bit_high(hits_imask);
72
+ let child_index_base = current_group.x;
73
+
74
+ current_group.y &= ~(1u << child_index_offset);
75
+
76
+ if ((current_group.y & 0xff000000u) != 0u && pointer < ${BVH8_TRAVERSAL_STACK_SIZE}u) {
77
+ // the rest of the group waits
78
+ stack[pointer] = current_group;
79
+ pointer++;
41
80
  }
42
-
43
- let child_1 = node.child_1;
44
- let child_2 = node.child_2;
45
-
46
- if(child_1 != BVH_NULL_NODE){
47
- // not a leaf node
48
-
49
- node_index = child_1;
50
-
51
- stack[ pointer ] = child_2;
52
-
53
- pointer ++;
54
-
55
- }else{
56
-
57
- pointer --;
58
- node_index = stack[pointer];
59
-
60
- var v0:vec3f;
61
- var v1:vec3f;
62
- var v2:vec3f;
63
-
64
- geometry_read_triangle_positions(&v0, &v1, &v2, geometry, child_2);
65
-
66
- if( ray_triangle_intersection_barycentric(ray, v0, v1, v2) ){
67
- // got a hit
81
+
82
+ // undo the octant ranking to get the node's slot, then count the nodes in the slots below it
83
+ let slot_index = (child_index_offset - 24u) ^ (oct_inv4 & 0xffu);
84
+ let relative_index = countOneBits(hits_imask & ~(0xffffffffu << slot_index));
85
+
86
+ let node: ${BVH8_INODE_STRUCT.wgsl_ref} = blas_data[blas_address + child_index_base + relative_index];
87
+
88
+ let hitmask = bvh8_node_intersect(ray, direction_rcp, oct_inv4, node);
89
+
90
+ current_group.x = node.data[1].x;
91
+ current_group.y = (hitmask & 0xff000000u) | extract_byte(node.data[0].w, 3u);
92
+
93
+ let triangle_base = node.data[1].y;
94
+
95
+ // one bit per triangle whose slot the ray reaches
96
+ var triangle_hits = hitmask & 0x00ffffffu;
97
+
98
+ while (triangle_hits != 0u) {
99
+ let triangle_offset = first_bit_high(triangle_hits);
100
+
101
+ triangle_hits &= ~(1u << triangle_offset);
102
+
103
+ var v0: vec3f;
104
+ var v1: vec3f;
105
+ var v2: vec3f;
106
+
107
+ geometry_read_triangle_positions(&v0, &v1, &v2, geometry, triangle_base + triangle_offset);
108
+
109
+ if (ray_triangle_intersection_barycentric(ray, v0, v1, v2)) {
68
110
  return true;
69
111
  }
70
112
  }
113
+
114
+ if ((current_group.y & 0xff000000u) == 0u) {
115
+ if (pointer == stack_top) {
116
+ break;
117
+ }
118
+
119
+ pointer--;
120
+ current_group = stack[pointer];
121
+ }
71
122
  }
72
-
123
+
73
124
  return false;
74
- }`,
75
- [
76
- BVH_NULL_NODE_DEFINITION,
125
+ }
126
+ `, [
127
+ BVH8_INODE_STRUCT.declaration_chunk,
77
128
  RAY_STRUCT.declaration_chunk,
78
- chunk_aabb3_intersects_ray,
79
- chunk_geometry_read_triangle_positions,
129
+ chunk_extract_byte,
130
+ chunk_first_bit_high,
131
+ chunk_ray_get_octant_inv4,
132
+ chunk_bvh8_node_intersect,
133
+ chunk_bvh8_ray_direction_rcp,
80
134
  chunk_ray_triangle_intersection_barycentric,
135
+ chunk_ray_intersects_sphere,
136
+ chunk_geometry_read_triangle_positions,
81
137
  ]
82
- );
138
+ );
@@ -1,3 +1,24 @@
1
+ /**
2
+ * The nearest hit of a ray in the scene:
3
+ *
4
+ * ```wgsl
5
+ * fn ray_query_nearest(ray: Ray) -> RayHitInfo
6
+ * ```
7
+ *
8
+ * A hit holds the world distance in `t` (negative for a miss), the instance's `meshes` row in
9
+ * `instance`, its geometry in `geometry`, and `triangle` and `barycentrics` in that geometry.
10
+ *
11
+ * The scene's TLAS is walked with the ray, nearer slots first by the ray's octant, and the ray is
12
+ * shortened at every hit: a node tested after a hit is tested against the shorter ray. The geometry
13
+ * of an instance is entered in its own space ({@link chunk_ray_query_blas_nearest}, two-sided).
14
+ *
15
+ * One stack serves both levels: the BLAS under an instance takes the entries above the TLAS walk's
16
+ * own. A scene of no instances is a tree of one empty node, and is missed.
17
+ *
18
+ * The enclosing shader binds `tlas`, `scene_database` and the BLAS buffers.
19
+ *
20
+ * @type {CodeChunk}
21
+ */
1
22
  export const chunk_ray_query_nearest: CodeChunk;
2
23
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
3
24
  //# sourceMappingURL=chunk_ray_query_nearest.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_ray_query_nearest.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest.js"],"names":[],"mappings":"AAYA,gDAqGE;0BAhHwB,gCAAgC"}
1
+ {"version":3,"file":"chunk_ray_query_nearest.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest.js"],"names":[],"mappings":"AAcA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,sCAFU,SAAS,CAuHjB;0BAvJwB,gCAAgC"}