@woosh/meep-engine 3.11.3 → 3.12.0
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/README.md +14 -18
- package/editor/SelectionVisualizer.js +127 -127
- package/editor/entity_world_bounds.js +27 -27
- package/editor/particles/rebuildParticleEmitter.js +31 -31
- package/editor/process/SymbolicDisplayProcess.js +1 -1
- package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
- package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
- package/editor/prototypeEditorShell.js +156 -156
- package/editor/selection/editor_pick.js +130 -130
- package/editor/selection/screen_rect_frustum.js +119 -119
- package/editor/tools/v2/TransformControls.js +971 -971
- package/package.json +1 -1
- package/src/engine/Engine.d.ts +3 -3
- package/src/engine/Engine.d.ts.map +1 -1
- package/src/engine/Engine.js +726 -726
- package/src/engine/EngineHarness.d.ts +1 -1
- package/src/engine/EngineHarness.js +590 -590
- package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
- package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
- package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
- package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
- package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
- package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
- package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
- package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
- package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
- package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
- package/src/engine/graphics/ecs/water/Water.js +104 -104
- package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
- package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
- package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
- package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
- package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
- package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
- package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
- package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
- package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
- package/src/engine/graphics3/AnimationSystem.js +352 -0
- package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
- package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/AnimationSystem3.js +6 -348
- package/src/engine/graphics3/CameraSystem.d.ts +49 -0
- package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
- package/src/engine/graphics3/CameraSystem.js +170 -0
- package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
- package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/CameraSystem3.js +6 -166
- package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
- package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
- package/src/engine/graphics3/DebugDrawSystem.js +205 -0
- package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
- package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
- package/src/engine/graphics3/DecalSystem.d.ts +81 -0
- package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
- package/src/engine/graphics3/DecalSystem.js +441 -0
- package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
- package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/DecalSystem3.js +6 -437
- package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
- package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
- package/src/engine/graphics3/FogOfWarSystem.js +265 -0
- package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
- package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
- package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
- package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
- package/src/engine/graphics3/GraphicsEngine.js +790 -0
- package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
- package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
- package/src/engine/graphics3/GraphicsEngine3.js +6 -786
- package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
- package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
- package/src/engine/graphics3/HighlightSystem.js +241 -0
- package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
- package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/HighlightSystem3.js +6 -237
- package/src/engine/graphics3/LightSystem.d.ts +40 -0
- package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
- package/src/engine/graphics3/LightSystem.js +211 -0
- package/src/engine/graphics3/LightSystem3.d.ts +6 -36
- package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/LightSystem3.js +6 -207
- package/src/engine/graphics3/MeshSystem.d.ts +106 -0
- package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
- package/src/engine/graphics3/MeshSystem.js +647 -0
- package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
- package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/MeshSystem3.js +6 -642
- package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
- package/src/engine/graphics3/ParticipatingMedia.js +203 -203
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
- package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
- package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
- package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
- package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
- package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
- package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
- package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
- package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
- package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
- package/src/engine/graphics3/PathDisplaySystem.js +309 -0
- package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
- package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
- package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
- package/src/engine/graphics3/Pickable.d.ts +1 -1
- package/src/engine/graphics3/Pickable.js +65 -65
- package/src/engine/graphics3/PickingQuery.d.ts +1 -1
- package/src/engine/graphics3/PickingQuery.js +48 -48
- package/src/engine/graphics3/PickingSystem.d.ts +67 -0
- package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
- package/src/engine/graphics3/PickingSystem.js +273 -0
- package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
- package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/PickingSystem3.js +6 -269
- package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
- package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
- package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
- package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
- package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
- package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
- package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
- package/src/engine/graphics3/TerrainSystem.js +566 -0
- package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
- package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/TerrainSystem3.js +6 -562
- package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
- package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
- package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
- package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
- package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
- package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
- package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
- package/src/engine/graphics3/Trail3DSystem.js +221 -0
- package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
- package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/Trail3DSystem3.js +6 -217
- package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
- package/src/engine/graphics3/VolumetricLightMap.js +2 -2
- package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
- package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
- package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
- package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
- package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
- package/src/engine/graphics3/WaterSystem.d.ts +59 -0
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
- package/src/engine/graphics3/WaterSystem.js +293 -0
- package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
- package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem3.js +6 -289
- package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
- package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
- package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
- package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
- package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
- package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
- package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
- package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
- package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
- package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
- package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
- package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
- package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
- package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
- package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
- package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
- package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
- package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
- package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
- package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
- package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
- package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
- package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
- package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
- 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 +0 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +0 -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 +133 -134
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
- package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
- package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
- package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
- package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
- package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
- package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
- package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_tick.js +125 -126
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +98 -99
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +212 -213
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +120 -121
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +75 -76
- package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +371 -372
- package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +0 -1
- package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +136 -136
- package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
- package/src/shade/renderer/buffer/table/GPUDatabase.js +2 -3
- package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +319 -319
- package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
- package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +41 -42
- package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.d.ts.map +1 -1
- package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.js +83 -84
- package/src/shade/renderer/dynamic/shader_dynamic_mesh.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/shader_dynamic_mesh.js +177 -170
- package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +918 -918
- package/src/shade/renderer/geometry/bvh/record_blas_refit.js +4 -4
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +121 -122
- package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +774 -774
- package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts +1 -1
- package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts.map +1 -1
- package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.js +69 -70
- package/src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.js +367 -367
- package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lvp_atlas_to_sh.js +184 -184
- package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -1115
- package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -217
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +142 -143
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +0 -1
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +140 -141
- package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.js +0 -1
- package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.js +0 -1
- package/src/shade/renderer/light/cluster/cull/graph_cull_lights.d.ts.map +1 -1
- package/src/shade/renderer/light/cluster/cull/graph_cull_lights.js +191 -198
- package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.d.ts +0 -6
- package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.d.ts.map +1 -1
- package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.js +120 -120
- package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.d.ts +0 -4
- package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.d.ts.map +1 -1
- package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.js +112 -112
- package/src/shade/renderer/light/cluster/graph_assign_clsuters.d.ts.map +1 -1
- package/src/shade/renderer/light/cluster/graph_assign_clsuters.js +4 -7
- package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.d.ts +0 -6
- package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.d.ts.map +1 -1
- package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.js +1 -1
- package/src/shade/renderer/lightmap/bake/raster/shader_lightmap_to_viz_buffer.js +222 -222
- package/src/shade/renderer/lightmap/bake/tile/shader_lightmap_tile_composit.js +81 -81
- package/src/shade/renderer/material/GPUMaterialContext.js +380 -380
- package/src/shade/renderer/material/standard/fragment_gbuffer_vt.js +169 -169
- package/src/shade/renderer/object_property/shader_object_property_process.d.ts.map +1 -1
- package/src/shade/renderer/object_property/shader_object_property_process.js +83 -84
- package/src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.d.ts.map +1 -1
- package/src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.js +57 -58
- package/src/shade/renderer/particles/prototypeParticleSystem.js +2 -3
- package/src/shade/renderer/particles/shaders/shader_particle_emit.d.ts.map +1 -1
- package/src/shade/renderer/particles/shaders/shader_particle_emit.js +117 -118
- package/src/shade/renderer/particles/shaders/shader_particle_finalize.d.ts.map +1 -1
- package/src/shade/renderer/particles/shaders/shader_particle_finalize.js +77 -79
- package/src/shade/renderer/particles/shaders/shader_particle_render.d.ts.map +1 -1
- package/src/shade/renderer/particles/shaders/shader_particle_render.js +190 -183
- package/src/shade/renderer/particles/shaders/shader_particle_simulate.d.ts.map +1 -1
- package/src/shade/renderer/particles/shaders/shader_particle_simulate.js +99 -100
- package/src/shade/renderer/particles/sort/shader_particle_sort.d.ts.map +1 -1
- package/src/shade/renderer/particles/sort/shader_particle_sort.js +158 -161
- package/src/shade/renderer/path_tracer/graph_path_trace_scene.js +184 -184
- package/src/shade/renderer/postprocess/denoise/graph_atorus_denoise_luma.js +119 -119
- package/src/shade/renderer/postprocess/dof/raymarch/graph_postprocess_dof.js +3 -4
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch_compute.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch_compute.js +266 -267
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_slice_compute.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_slice_compute.js +270 -271
- package/src/shade/renderer/postprocess/nss/shader_nss_concat.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/nss/shader_nss_concat.js +68 -69
- package/src/shade/renderer/postprocess/nss/shader_nss_conv_layer.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/nss/shader_nss_conv_layer.js +225 -226
- package/src/shade/renderer/postprocess/nss/shader_nss_extract_feedback.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/nss/shader_nss_extract_feedback.js +49 -50
- package/src/shade/renderer/postprocess/nss/shader_nss_postprocess.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/nss/shader_nss_postprocess.js +291 -292
- package/src/shade/renderer/postprocess/nss/shader_nss_preprocess.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/nss/shader_nss_preprocess.js +230 -231
- package/src/shade/renderer/postprocess/ssr/reproject/shader_ffx_denoiser_reflections_reproject.d.ts +16 -2
- package/src/shade/renderer/postprocess/ssr/reproject/shader_ffx_denoiser_reflections_reproject.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/reproject/shader_ffx_denoiser_reflections_reproject.js +12 -12
- package/src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.js +2 -2
- package/src/shade/renderer/rasterize/bucket/shader_count_meshlets_by_material.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/bucket/shader_count_meshlets_by_material.js +68 -69
- package/src/shade/renderer/rasterize/bucket/shader_make_meshlet_indirect_draw_commands_by_material.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/bucket/shader_make_meshlet_indirect_draw_commands_by_material.js +59 -60
- package/src/shade/renderer/rasterize/bucket/shader_read_out_bucket.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/bucket/shader_read_out_bucket.js +0 -1
- package/src/shade/renderer/rasterize/bucket/shader_sort_meshlets_by_material.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/bucket/shader_sort_meshlets_by_material.js +64 -65
- package/src/shade/renderer/rasterize/compute/graph_mesh_frustum_cull.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/compute/graph_mesh_frustum_cull.js +168 -169
- package/src/shade/renderer/rasterize/compute/graph_mesh_sphere_cull.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/compute/graph_mesh_sphere_cull.js +160 -161
- package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_mesh_filter_2way.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_mesh_filter_2way.js +109 -110
- package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way_full.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way_full.js +115 -116
- package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_classify_bucket.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_classify_bucket.js +139 -140
- package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_count_by_rasterization_bucket.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_count_by_rasterization_bucket.js +91 -92
- package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_rasterization_bucket_sort.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_rasterization_bucket_sort.js +88 -89
- package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_count_by_rasterization_bucket.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_count_by_rasterization_bucket.js +90 -91
- package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.js +65 -66
- package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_rasterization_bucket_sort.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_rasterization_bucket_sort.js +89 -90
- package/src/shade/renderer/rasterize/expand/graph_mesh_filter_one_way.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/expand/graph_mesh_filter_one_way.js +169 -170
- package/src/shade/renderer/rasterize/expand/mesh/shader_mesh_expand_to_meshlets_prefix.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/expand/mesh/shader_mesh_expand_to_meshlets_prefix.js +89 -90
- package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.js +61 -62
- package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.js +153 -154
- package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_alpha_tested_pass_descriptor.js +144 -144
- package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_pass_descriptor.js +88 -88
- package/src/shade/renderer/rasterize/native/oit/shader_oit_generate_moments.js +217 -217
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments.js +179 -179
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +178 -178
- package/src/shade/renderer/rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.js +194 -194
- package/src/shade/renderer/rasterize/native/viz/viz_rasterization_opaque_pass_descriptor.js +76 -76
- package/src/shade/renderer/restir/di/shader_restir_di_denoise.d.ts.map +1 -1
- package/src/shade/renderer/restir/di/shader_restir_di_denoise.js +136 -137
- package/src/shade/renderer/restir/di/shader_restir_di_resample.d.ts.map +1 -1
- package/src/shade/renderer/restir/di/shader_restir_di_resample.js +129 -130
- package/src/shade/renderer/restir/di/shader_restir_di_resolve.d.ts.map +1 -1
- package/src/shade/renderer/restir/di/shader_restir_di_resolve.js +99 -100
- package/src/shade/renderer/restir/di/shader_restir_di_spatial.d.ts.map +1 -1
- package/src/shade/renderer/restir/di/shader_restir_di_spatial.js +116 -117
- package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.js +383 -383
- package/src/shade/renderer/scene/hierarchy/graph_scene_update_transform_hierarchy_naive.js +123 -123
- package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.d.ts.map +1 -1
- package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.js +64 -65
- package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.d.ts.map +1 -1
- package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.js +372 -373
- package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.d.ts.map +1 -1
- package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.js +111 -112
- package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.d.ts.map +1 -1
- package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.js +0 -1
- package/src/shade/renderer/shader/ComputeShader.d.ts +24 -3
- package/src/shade/renderer/shader/ComputeShader.d.ts.map +1 -1
- package/src/shade/renderer/shader/ComputeShader.js +350 -296
- package/src/shade/renderer/shader/ImageShader.js +217 -217
- package/src/shade/renderer/shader/ShaderDescriptor.d.ts +5 -0
- package/src/shade/renderer/shader/ShaderDescriptor.d.ts.map +1 -1
- package/src/shade/renderer/shader/ShaderDescriptor.js +20 -0
- package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts +47 -0
- package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts.map +1 -0
- package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.js +448 -0
- package/src/shade/renderer/shadow/map/csm/graph_csm_setup_cascades.js +3 -3
- package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +3 -3
- package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +2 -2
- package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +4 -4
- package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
- package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +231 -232
- package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +1 -1
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +12 -15
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +3 -2
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +3 -2
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +17 -6
- package/src/shade/renderer/water/shader_water.js +246 -246
- package/src/shade/vitest.setup.mjs +1 -1
- package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
- package/src/view/minimap/Minimap.d.ts +2 -2
- package/src/view/minimap/Minimap.d.ts.map +1 -1
- package/src/view/minimap/Minimap.js +225 -225
- package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
- package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
- package/src/view/minimap/dom/MinimapCameraView.js +206 -206
- package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
- package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts.map +0 -1
- package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
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import { GPUShaderStage } from "../../descriptor/GPUShaderStage.js";
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import { ColorTargetState } from "../../descriptor/pipeline/render/ColorTargetState.js";
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import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
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import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
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import { chunk_get_view_space_depth } from "../shader/chunk/depth/chunk_get_view_space_depth.js";
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import { CodeChunk } from "../shader/compiler/CodeChunk.js";
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import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
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import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
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import { f32, vec2f, vec3f, vec4f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
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export const WATER_DRAW_STRUCT = WebGPUStruct.from({
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* World-space extent of the surface, `x0, z0, x1, z1`. The quad is generated from this rather
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const body = CodeChunk.from(
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struct WaterVertexOut {
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/*
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Two triangles from the vertex index alone. The surface is a rectangle at a constant height, so
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there is no geometry worth uploading, and nothing about it changes between frames except the
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uniform.
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@vertex
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fn vs_main(@builtin(vertex_index) vi : u32) -> WaterVertexOut {
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var CORNERS = array<vec2<f32>, 6>(
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vec2<f32>(1.0, 0.0),
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vec2<f32>(0.0, 1.0),
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* The terrain under the water, softened. A hard heightmap read makes the shore line crawl along
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* texel edges; the legacy shader blurred it for the same reason, and the softness is the look
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fn sample_terrain_height(uv : vec2<f32>) -> f32 {
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let dimensions = vec2<f32>(textureDimensions(terrain_height, 0));
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for (var x = -1; x <= 1; x = x + 1) {
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let offset = vec2<f32>(f32(x), f32(y)) * texel;
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total = total + textureSampleLevel(terrain_height, height_sampler, uv + offset, 0.0).r;
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return total / 9.0;
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}
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@fragment
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fn fs_main(in : WaterVertexOut) -> @location(0) vec4<f32> {
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let coord = vec2<i32>(in.clip.xy);
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/*
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How much scene sits behind the water at this pixel. Both depths go through the camera's own
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device-to-view parameters, so this is correct under the reverse-Z infinite-far projection Shade
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draws with — the legacy shader's near/far reconstruction is not, and reproducing its arithmetic
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*/
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let scene_view_depth = get_view_space_depth(
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textureLoad(scene_depth, coord, 0).r,
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camera
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let surface_view_depth = get_view_space_depth(in.clip.z, camera);
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let behind = scene_view_depth - surface_view_depth;
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if (!(behind > 0.0)) {
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// the water surface is behind something opaque — written as a positive test so a depth that
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// arrives as NaN discards too rather than drawing over the scene
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discard;
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}
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-
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let height_uv = in.uv * water.height_uv.zw + water.height_uv.xy;
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let terrain = sample_terrain_height(height_uv);
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let depth = water.level - terrain;
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let hash = (in.world.x + in.world.z) * water.wave_frequency;
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const INVERSE_PI = 0.3183098861837907;
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-
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let wave = sin(hash + water.time * water.wave_speed) * INVERSE_PI;
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let wave_depth = depth + water.wave_amplitude * wave;
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let deep = smoothstep(water.shore_transition.x, water.shore_transition.y, wave_depth);
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var color = mix(
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vec4<f32>(water.color_shore, 0.8),
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vec4<f32>(water.color_deep, 1.0),
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deep
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);
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-
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// scattering: the more scene there is behind the water, the less of it comes back through
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color.a = color.a * (1.0 - exp(-behind * water.scattering));
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return color;
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}
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`, [
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chunk_get_view_space_depth
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]
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);
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export const water_shader = ShaderDescriptor.from({
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label: "Water",
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resources,
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body
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});
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const WATER_BLEND = {
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color: {
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srcFactor: "src-alpha",
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dstFactor: "one-minus-src-alpha",
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operation: "add",
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},
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alpha: {
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srcFactor: "one",
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dstFactor: "one-minus-src-alpha",
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operation: "add",
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|
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},
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|
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};
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|
-
|
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210
|
-
/**
|
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211
|
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* Build the water pipeline.
|
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212
|
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*
|
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213
|
-
* **It has no depth attachment, and that is forced rather than chosen.** The shader *samples* scene
|
|
214
|
-
* depth to know how much water the view looks through, and a texture may not be a sampled source
|
|
215
|
-
* and a render attachment in the same pass. So the depth test the hardware would have done is done
|
|
216
|
-
* in the shader instead — which is also why the fragment `discard` there is load-bearing rather
|
|
217
|
-
* than a guard: without it, water would draw over the things standing in it.
|
|
218
|
-
*
|
|
219
|
-
* @param {object} [options]
|
|
220
|
-
* @param {string} [options.color_format]
|
|
221
|
-
* @returns {RenderPipelineDescriptor}
|
|
222
|
-
*/
|
|
223
|
-
export function create_water_pipeline({ color_format = "rgba16float" } = {}) {
|
|
224
|
-
const code = water_shader.
|
|
225
|
-
|
|
226
|
-
return RenderPipelineDescriptor.from({
|
|
227
|
-
label: "Water",
|
|
228
|
-
layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
|
|
229
|
-
vertex: { module: { code }, entryPoint: "vs_main" },
|
|
230
|
-
fragment: {
|
|
231
|
-
module: { code },
|
|
232
|
-
entryPoint: "fs_main",
|
|
233
|
-
targets: [ColorTargetState.from({ format: color_format, blend: WATER_BLEND })],
|
|
234
|
-
},
|
|
235
|
-
// the surface is a rectangle seen from above or below — the legacy plane was BackSide for
|
|
236
|
-
// the same reason, and neither side of it should vanish
|
|
237
|
-
primitive: { topology: "triangle-list", cullMode: "none" },
|
|
238
|
-
});
|
|
239
|
-
}
|
|
240
|
-
|
|
241
|
-
/**
|
|
242
|
-
* The pipeline's resource set, for building bind groups.
|
|
243
|
-
*
|
|
244
|
-
* @type {ShaderResourceSetDescriptor}
|
|
245
|
-
*/
|
|
246
|
-
export const WATER_RESOURCES = resources;
|
|
1
|
+
import { GPUShaderStage } from "../../descriptor/GPUShaderStage.js";
|
|
2
|
+
import { ColorTargetState } from "../../descriptor/pipeline/render/ColorTargetState.js";
|
|
3
|
+
import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
|
|
4
|
+
import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
|
|
5
|
+
import { chunk_get_view_space_depth } from "../shader/chunk/depth/chunk_get_view_space_depth.js";
|
|
6
|
+
import { CodeChunk } from "../shader/compiler/CodeChunk.js";
|
|
7
|
+
import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
|
|
8
|
+
import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
|
|
9
|
+
import { f32, vec2f, vec3f, vec4f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
|
|
10
|
+
import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
|
|
11
|
+
|
|
12
|
+
/**
|
|
13
|
+
* One water surface. Small, and rewritten per surface per frame rather than tabled — a level has a
|
|
14
|
+
* handful of these, not thousands.
|
|
15
|
+
*/
|
|
16
|
+
export const WATER_DRAW_STRUCT = WebGPUStruct.from({
|
|
17
|
+
/**
|
|
18
|
+
* World-space extent of the surface, `x0, z0, x1, z1`. The quad is generated from this rather
|
|
19
|
+
* than from a vertex buffer: the surface is a rectangle at a constant height, and the waves
|
|
20
|
+
* displace nothing — they only move where the shore line falls.
|
|
21
|
+
*/
|
|
22
|
+
extent: vec4f,
|
|
23
|
+
|
|
24
|
+
/**
|
|
25
|
+
* Where the water's UV lands in the terrain height map, `offset.xy, scale.xy`.
|
|
26
|
+
*/
|
|
27
|
+
height_uv: vec4f,
|
|
28
|
+
|
|
29
|
+
color_deep: vec3f,
|
|
30
|
+
color_shore: vec3f,
|
|
31
|
+
|
|
32
|
+
/**
|
|
33
|
+
* The surface's world height.
|
|
34
|
+
*/
|
|
35
|
+
level: f32,
|
|
36
|
+
|
|
37
|
+
/**
|
|
38
|
+
* Seconds. Waves are a function of it, so it is the only field that must change every frame.
|
|
39
|
+
*/
|
|
40
|
+
time: f32,
|
|
41
|
+
|
|
42
|
+
wave_amplitude: f32,
|
|
43
|
+
wave_speed: f32,
|
|
44
|
+
wave_frequency: f32,
|
|
45
|
+
|
|
46
|
+
/**
|
|
47
|
+
* How fast the water goes opaque with the depth of scene behind it.
|
|
48
|
+
*/
|
|
49
|
+
scattering: f32,
|
|
50
|
+
|
|
51
|
+
/**
|
|
52
|
+
* Water depth over which the shore colour gives way to the deep colour.
|
|
53
|
+
*/
|
|
54
|
+
shore_transition: vec2f,
|
|
55
|
+
}, "WaterDraw").pack();
|
|
56
|
+
|
|
57
|
+
const resources = new ShaderResourceSetDescriptor();
|
|
58
|
+
|
|
59
|
+
resources.createGroup()
|
|
60
|
+
.addUniform("camera", CAMERA_UNIFORM_STRUCT)
|
|
61
|
+
.addUniform("water", WATER_DRAW_STRUCT)
|
|
62
|
+
// Bound as an unfilterable float rather than as `depth`, which is how every other pass in the
|
|
63
|
+
// engine reads the depth buffer — GTAO, TAA and the volumetrics all declare it this way and take
|
|
64
|
+
// `.r`. Declaring it `depth` yields a `texture_depth_2d` binding, and the depth this pass sampled
|
|
65
|
+
// through one did not come back as the scene's.
|
|
66
|
+
.addTexture("scene_depth")
|
|
67
|
+
.addTexture("terrain_height", "float")
|
|
68
|
+
.addSampler("height_sampler");
|
|
69
|
+
|
|
70
|
+
const body = CodeChunk.from(
|
|
71
|
+
//language=WGSL
|
|
72
|
+
`
|
|
73
|
+
struct WaterVertexOut {
|
|
74
|
+
@builtin(position) clip : vec4<f32>,
|
|
75
|
+
@location(0) world : vec3<f32>,
|
|
76
|
+
@location(1) uv : vec2<f32>,
|
|
77
|
+
}
|
|
78
|
+
|
|
79
|
+
/*
|
|
80
|
+
Two triangles from the vertex index alone. The surface is a rectangle at a constant height, so
|
|
81
|
+
there is no geometry worth uploading, and nothing about it changes between frames except the
|
|
82
|
+
uniform.
|
|
83
|
+
*/
|
|
84
|
+
@vertex
|
|
85
|
+
fn vs_main(@builtin(vertex_index) vi : u32) -> WaterVertexOut {
|
|
86
|
+
var CORNERS = array<vec2<f32>, 6>(
|
|
87
|
+
vec2<f32>(0.0, 0.0),
|
|
88
|
+
vec2<f32>(1.0, 0.0),
|
|
89
|
+
vec2<f32>(0.0, 1.0),
|
|
90
|
+
vec2<f32>(1.0, 0.0),
|
|
91
|
+
vec2<f32>(1.0, 1.0),
|
|
92
|
+
vec2<f32>(0.0, 1.0),
|
|
93
|
+
);
|
|
94
|
+
|
|
95
|
+
let corner = CORNERS[vi];
|
|
96
|
+
|
|
97
|
+
let world = vec3<f32>(
|
|
98
|
+
mix(water.extent.x, water.extent.z, corner.x),
|
|
99
|
+
water.level,
|
|
100
|
+
mix(water.extent.y, water.extent.w, corner.y)
|
|
101
|
+
);
|
|
102
|
+
|
|
103
|
+
var out : WaterVertexOut;
|
|
104
|
+
|
|
105
|
+
out.clip = camera.view_projection_matrix * vec4<f32>(world, 1.0);
|
|
106
|
+
out.world = world;
|
|
107
|
+
out.uv = corner;
|
|
108
|
+
|
|
109
|
+
return out;
|
|
110
|
+
}
|
|
111
|
+
|
|
112
|
+
/**
|
|
113
|
+
* The terrain under the water, softened. A hard heightmap read makes the shore line crawl along
|
|
114
|
+
* texel edges; the legacy shader blurred it for the same reason, and the softness is the look
|
|
115
|
+
* rather than an approximation of one.
|
|
116
|
+
*/
|
|
117
|
+
fn sample_terrain_height(uv : vec2<f32>) -> f32 {
|
|
118
|
+
let dimensions = vec2<f32>(textureDimensions(terrain_height, 0));
|
|
119
|
+
let texel = 1.0 / dimensions;
|
|
120
|
+
|
|
121
|
+
var total = 0.0;
|
|
122
|
+
|
|
123
|
+
for (var y = -1; y <= 1; y = y + 1) {
|
|
124
|
+
for (var x = -1; x <= 1; x = x + 1) {
|
|
125
|
+
let offset = vec2<f32>(f32(x), f32(y)) * texel;
|
|
126
|
+
|
|
127
|
+
total = total + textureSampleLevel(terrain_height, height_sampler, uv + offset, 0.0).r;
|
|
128
|
+
}
|
|
129
|
+
}
|
|
130
|
+
|
|
131
|
+
return total / 9.0;
|
|
132
|
+
}
|
|
133
|
+
|
|
134
|
+
@fragment
|
|
135
|
+
fn fs_main(in : WaterVertexOut) -> @location(0) vec4<f32> {
|
|
136
|
+
let coord = vec2<i32>(in.clip.xy);
|
|
137
|
+
|
|
138
|
+
/*
|
|
139
|
+
How much scene sits behind the water at this pixel. Both depths go through the camera's own
|
|
140
|
+
device-to-view parameters, so this is correct under the reverse-Z infinite-far projection Shade
|
|
141
|
+
draws with — the legacy shader's near/far reconstruction is not, and reproducing its arithmetic
|
|
142
|
+
here would have put the shore line in the wrong place everywhere.
|
|
143
|
+
*/
|
|
144
|
+
let scene_view_depth = get_view_space_depth(
|
|
145
|
+
textureLoad(scene_depth, coord, 0).r,
|
|
146
|
+
camera
|
|
147
|
+
);
|
|
148
|
+
|
|
149
|
+
let surface_view_depth = get_view_space_depth(in.clip.z, camera);
|
|
150
|
+
|
|
151
|
+
let behind = scene_view_depth - surface_view_depth;
|
|
152
|
+
|
|
153
|
+
if (!(behind > 0.0)) {
|
|
154
|
+
// the water surface is behind something opaque — written as a positive test so a depth that
|
|
155
|
+
// arrives as NaN discards too rather than drawing over the scene
|
|
156
|
+
discard;
|
|
157
|
+
}
|
|
158
|
+
|
|
159
|
+
let height_uv = in.uv * water.height_uv.zw + water.height_uv.xy;
|
|
160
|
+
|
|
161
|
+
let terrain = sample_terrain_height(height_uv);
|
|
162
|
+
|
|
163
|
+
let depth = water.level - terrain;
|
|
164
|
+
|
|
165
|
+
let hash = (in.world.x + in.world.z) * water.wave_frequency;
|
|
166
|
+
|
|
167
|
+
const INVERSE_PI = 0.3183098861837907;
|
|
168
|
+
|
|
169
|
+
let wave = sin(hash + water.time * water.wave_speed) * INVERSE_PI;
|
|
170
|
+
|
|
171
|
+
let wave_depth = depth + water.wave_amplitude * wave;
|
|
172
|
+
|
|
173
|
+
let deep = smoothstep(water.shore_transition.x, water.shore_transition.y, wave_depth);
|
|
174
|
+
|
|
175
|
+
var color = mix(
|
|
176
|
+
vec4<f32>(water.color_shore, 0.8),
|
|
177
|
+
vec4<f32>(water.color_deep, 1.0),
|
|
178
|
+
deep
|
|
179
|
+
);
|
|
180
|
+
|
|
181
|
+
// scattering: the more scene there is behind the water, the less of it comes back through
|
|
182
|
+
color.a = color.a * (1.0 - exp(-behind * water.scattering));
|
|
183
|
+
|
|
184
|
+
return color;
|
|
185
|
+
}
|
|
186
|
+
`, [
|
|
187
|
+
chunk_get_view_space_depth
|
|
188
|
+
]
|
|
189
|
+
);
|
|
190
|
+
|
|
191
|
+
export const water_shader = ShaderDescriptor.from({
|
|
192
|
+
label: "Water",
|
|
193
|
+
resources,
|
|
194
|
+
body
|
|
195
|
+
});
|
|
196
|
+
|
|
197
|
+
const WATER_BLEND = {
|
|
198
|
+
color: {
|
|
199
|
+
srcFactor: "src-alpha",
|
|
200
|
+
dstFactor: "one-minus-src-alpha",
|
|
201
|
+
operation: "add",
|
|
202
|
+
},
|
|
203
|
+
alpha: {
|
|
204
|
+
srcFactor: "one",
|
|
205
|
+
dstFactor: "one-minus-src-alpha",
|
|
206
|
+
operation: "add",
|
|
207
|
+
},
|
|
208
|
+
};
|
|
209
|
+
|
|
210
|
+
/**
|
|
211
|
+
* Build the water pipeline.
|
|
212
|
+
*
|
|
213
|
+
* **It has no depth attachment, and that is forced rather than chosen.** The shader *samples* scene
|
|
214
|
+
* depth to know how much water the view looks through, and a texture may not be a sampled source
|
|
215
|
+
* and a render attachment in the same pass. So the depth test the hardware would have done is done
|
|
216
|
+
* in the shader instead — which is also why the fragment `discard` there is load-bearing rather
|
|
217
|
+
* than a guard: without it, water would draw over the things standing in it.
|
|
218
|
+
*
|
|
219
|
+
* @param {object} [options]
|
|
220
|
+
* @param {string} [options.color_format]
|
|
221
|
+
* @returns {RenderPipelineDescriptor}
|
|
222
|
+
*/
|
|
223
|
+
export function create_water_pipeline({ color_format = "rgba16float" } = {}) {
|
|
224
|
+
const code = water_shader.source;
|
|
225
|
+
|
|
226
|
+
return RenderPipelineDescriptor.from({
|
|
227
|
+
label: "Water",
|
|
228
|
+
layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
|
|
229
|
+
vertex: { module: { code }, entryPoint: "vs_main" },
|
|
230
|
+
fragment: {
|
|
231
|
+
module: { code },
|
|
232
|
+
entryPoint: "fs_main",
|
|
233
|
+
targets: [ColorTargetState.from({ format: color_format, blend: WATER_BLEND })],
|
|
234
|
+
},
|
|
235
|
+
// the surface is a rectangle seen from above or below — the legacy plane was BackSide for
|
|
236
|
+
// the same reason, and neither side of it should vanish
|
|
237
|
+
primitive: { topology: "triangle-list", cullMode: "none" },
|
|
238
|
+
});
|
|
239
|
+
}
|
|
240
|
+
|
|
241
|
+
/**
|
|
242
|
+
* The pipeline's resource set, for building bind groups.
|
|
243
|
+
*
|
|
244
|
+
* @type {ShaderResourceSetDescriptor}
|
|
245
|
+
*/
|
|
246
|
+
export const WATER_RESOURCES = resources;
|
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
// Vendored with Shade (
|
|
1
|
+
// Vendored with Shade (see ../../SHADE_ORIGIN.md). Vitest setup: stub WebGPU globals that production modules reference at load time. In a real
|
|
2
2
|
// WebGPU environment these are provided by the platform; under Node these are absent and reading
|
|
3
3
|
// them throws a ReferenceError, which trips any `import` of a production shader module that
|
|
4
4
|
// constructs an ImageShader / ComputeShader at top level.
|