@woosh/meep-engine 3.37.0 → 3.38.0
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/package.json +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
- package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.d.ts +11 -0
- package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.d.ts.map +1 -0
- package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.js +10 -0
- package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
- package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +16 -0
- package/src/engine/graphics/ecs/water/Water.d.ts +30 -0
- package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/Water.js +125 -104
- package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +13 -1
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +6 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +18 -0
- package/src/engine/graphics3/WaterSystem.d.ts +22 -6
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem.js +314 -293
- package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +13 -14
- package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderIndex.js +137 -36
- package/src/engine/physics/cloth/collider/cloth_collider_bounds.d.ts +30 -0
- package/src/engine/physics/cloth/collider/cloth_collider_bounds.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +33 -0
- package/src/engine/physics/cloth/ecs/ClothColliderFlags.js +2 -1
- package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts +10 -1
- package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothColliderSystem.js +36 -14
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +15 -2
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothInstance.js +17 -2
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothWorld.js +19 -6
- package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +18 -20
- package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +139 -89
- package/src/engine/physics/ecs/PhysicsSystem.d.ts.map +1 -1
- package/src/engine/physics/ecs/PhysicsSystem.js +32 -16
- package/src/shade/playground/water_refraction/README.md +149 -0
- package/src/shade/playground/water_refraction/index.html +42 -0
- package/src/shade/playground/water_refraction/main.d.ts +2 -0
- package/src/shade/playground/water_refraction/main.d.ts.map +1 -0
- package/src/shade/playground/water_refraction/main.js +201 -0
- package/src/shade/playground/water_refraction/world.d.ts +37 -0
- package/src/shade/playground/water_refraction/world.d.ts.map +1 -0
- package/src/shade/playground/water_refraction/world.js +137 -0
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +4 -0
- package/src/shade/renderer/animation/chunk_pose_accumulator.d.ts +2 -3
- package/src/shade/renderer/animation/chunk_pose_accumulator.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
- package/src/shade/renderer/light/environment/chunk_roughness_to_mip_ratio.d.ts +8 -0
- package/src/shade/renderer/light/environment/chunk_roughness_to_mip_ratio.d.ts.map +1 -0
- package/src/shade/renderer/light/environment/chunk_sphere_probe_roughness_to_lod.d.ts +0 -6
- package/src/shade/renderer/light/environment/chunk_sphere_probe_roughness_to_lod.d.ts.map +1 -1
- package/src/shade/renderer/particles/bounds/chunk_particle_bounds.d.ts +1 -1
- package/src/shade/renderer/particles/bounds/chunk_particle_bounds.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts +17 -0
- package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.js +7 -0
- package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_renormalization.d.ts +4 -0
- package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_renormalization.d.ts.map +1 -0
- package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_renormalization.js +11 -0
- package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_rgb_contribution.d.ts +4 -0
- package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_rgb_contribution.d.ts.map +1 -0
- package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_rgb_contribution.js +19 -0
- package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_splat_slice.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_splat_slice.js +5 -3
- package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_split_counts.d.ts +4 -0
- package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_split_counts.d.ts.map +1 -0
- package/src/shade/renderer/rasterize/native/avboit/chunk_avboit_split_counts.js +8 -0
- package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.d.ts +1 -1
- package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.js +21 -2
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_resolve.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_resolve.js +4 -8
- package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/atomic/chunk_atomic_add_f32_storage.d.ts +12 -0
- package/src/shade/renderer/shader/chunk/atomic/chunk_atomic_add_f32_storage.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/atomic/chunk_atomic_max_f32_storage.d.ts +12 -0
- package/src/shade/renderer/shader/chunk/atomic/chunk_atomic_max_f32_storage.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/atomic/chunk_atomic_min_f32_storage.d.ts +12 -0
- package/src/shade/renderer/shader/chunk/atomic/chunk_atomic_min_f32_storage.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/geometry/plane/{plane_ray_raycast.d.ts → chunk_plane_ray_raycast.d.ts} +2 -2
- package/src/shade/renderer/shader/chunk/geometry/plane/chunk_plane_ray_raycast.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/screen_space/chunk_screen_space_newton_ray.d.ts +4 -0
- package/src/shade/renderer/shader/chunk/screen_space/chunk_screen_space_newton_ray.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/screen_space/chunk_screen_space_newton_ray.js +101 -0
- package/src/shade/renderer/water/GPUWaterRenderer.d.ts +62 -29
- package/src/shade/renderer/water/GPUWaterRenderer.d.ts.map +1 -1
- package/src/shade/renderer/water/GPUWaterRenderer.js +235 -147
- package/src/shade/renderer/water/chunk_water_transport.d.ts +5 -0
- package/src/shade/renderer/water/chunk_water_transport.d.ts.map +1 -0
- package/src/shade/renderer/water/chunk_water_transport.js +94 -0
- package/src/shade/renderer/water/shader_water.d.ts +9 -26
- package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
- package/src/shade/renderer/water/shader_water.js +384 -246
- package/src/shade/renderer/water/shader_water_avboit.d.ts +12 -0
- package/src/shade/renderer/water/shader_water_avboit.d.ts.map +1 -0
- package/src/shade/renderer/water/shader_water_avboit.js +258 -0
- package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLLanguageCore.js +13 -0
- package/src/shade/renderer/animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.d.ts +0 -29
- package/src/shade/renderer/animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/geometry/plane/plane_ray_raycast.d.ts.map +0 -1
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import { GPUShaderStage } from "../../descriptor/GPUShaderStage.js";
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import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
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import { chunk_F_Schlick } from "../shader/chunk/brdf/fresnel/chunk_F_Schlick.js";
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import { chunk_dielectric_specular_color } from "../shader/chunk/material/chunk_dielectric_specular_color.js";
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import { chunk_ffx_sssr_advance_ray } from "../shader/chunk/screen_space/chunk_ffx_sssr_advance_ray.js";
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import { chunk_ffx_sssr_load_depth } from "../shader/chunk/screen_space/chunk_ffx_sssr_load_depth.js";
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import { chunk_ffx_sssr_validate_hit } from "../shader/chunk/screen_space/chunk_ffx_sssr_validate_hit.js";
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import { chunk_project_direction } from "../shader/chunk/screen_space/chunk_project_direction.js";
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import { chunk_screen_space_newton_ray } from "../shader/chunk/screen_space/chunk_screen_space_newton_ray.js";
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import { chunk_sample_environment_map } from "../shader/chunk/texture/sample/chunk_sample_environment_map.js";
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import { chunk_texture_sample_bilinear_uv } from "../shader/chunk/texture/sample/chunk_texture_sample_bilinear_uv.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, u32, vec2f, vec3f, vec4f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
|
|
19
|
+
import { chunk_water_receiver_radiance, chunk_water_refraction_confidence, chunk_water_transport } from './chunk_water_transport.js';
|
|
20
|
+
|
|
21
|
+
export const WATER_DRAW_STRUCT = WebGPUStruct.from({
|
|
22
|
+
extent: vec4f, height_uv: vec4f, color_deep: vec3f, color_shore: vec3f,
|
|
23
|
+
level: f32, time: f32, wave_amplitude: f32, wave_speed: f32, wave_frequency: f32,
|
|
24
|
+
scattering: f32, shore_transition: vec2f,
|
|
25
|
+
ior: f32, normal_strength: f32, normal_scale: f32, roughness: f32, extinction: vec3f, surface_id: u32,
|
|
26
|
+
}, "WaterDraw").pack();
|
|
27
|
+
|
|
28
|
+
export const WATER_TRACE_STRUCT = WebGPUStruct.from({
|
|
29
|
+
max_distance: f32, distance_tolerance: f32, max_updates: u32, fallback_steps: u32,
|
|
30
|
+
mode: u32, reflections: u32,
|
|
31
|
+
}, "WaterTrace").pack();
|
|
32
|
+
|
|
33
|
+
function water_resources(finalize = false) {
|
|
34
|
+
const resources = new ShaderResourceSetDescriptor();
|
|
35
|
+
const group = resources.createGroup()
|
|
36
|
+
.addUniform("camera", CAMERA_UNIFORM_STRUCT)
|
|
37
|
+
.addUniform("water", WATER_DRAW_STRUCT)
|
|
38
|
+
.addUniform("trace", WATER_TRACE_STRUCT)
|
|
39
|
+
.addTexture("tDepth")
|
|
40
|
+
.addTexture("tNormal", "uint")
|
|
41
|
+
.addTexture("tHZB")
|
|
42
|
+
.addTexture("tScene")
|
|
43
|
+
.addTexture("tEnvironment")
|
|
44
|
+
.addTexture("terrain_height", "float")
|
|
45
|
+
.addSampler("height_sampler");
|
|
46
|
+
if (finalize) { group.addTexture('receiver').addTexture('trace_metadata').addTexture('visibility_distance'); }
|
|
47
|
+
return resources;
|
|
48
|
+
}
|
|
49
|
+
const resources = water_resources();
|
|
50
|
+
export const WATER_FINALIZE_RESOURCES = water_resources(true);
|
|
51
|
+
|
|
52
|
+
export const water_transport_fallback = CodeChunk.from(/* language=WGSL */ `
|
|
53
|
+
fn water_bounded_column_path(depth: f32, direction_y: f32, limit: f32) -> f32 {
|
|
54
|
+
return min(max(depth, 0.0) / max(abs(direction_y), 0.05), limit);
|
|
55
|
+
}
|
|
56
|
+
`);
|
|
57
|
+
|
|
58
|
+
const surface_body = CodeChunk.from(/* language=WGSL */ `
|
|
59
|
+
struct WaterVertexOut {
|
|
60
|
+
@builtin(position) clip: vec4<f32>,
|
|
61
|
+
@location(0) world: vec3<f32>,
|
|
62
|
+
@location(1) uv: vec2<f32>,
|
|
63
|
+
}
|
|
64
|
+
|
|
65
|
+
@vertex
|
|
66
|
+
fn vs_main(@builtin(vertex_index) vi: u32) -> WaterVertexOut {
|
|
67
|
+
var corners = array<vec2<f32>, 6>(vec2f(0,0), vec2f(1,0), vec2f(0,1),
|
|
68
|
+
vec2f(1,0), vec2f(1,1), vec2f(0,1));
|
|
69
|
+
let corner = corners[vi];
|
|
70
|
+
let world = vec3<f32>(mix(water.extent.x, water.extent.z, corner.x), water.level,
|
|
71
|
+
mix(water.extent.y, water.extent.w, corner.y));
|
|
72
|
+
return WaterVertexOut(camera.view_projection_matrix * vec4<f32>(world, 1.0), world, corner);
|
|
73
|
+
}
|
|
74
|
+
|
|
75
|
+
fn sample_terrain_height(uv: vec2<f32>) -> f32 {
|
|
76
|
+
let texel = 1.0 / vec2<f32>(textureDimensions(terrain_height, 0));
|
|
77
|
+
var total = 0.0;
|
|
78
|
+
for (var y = -1; y <= 1; y++) {
|
|
79
|
+
for (var x = -1; x <= 1; x++) {
|
|
80
|
+
total += textureSampleLevel(terrain_height, height_sampler, uv + vec2f(f32(x), f32(y)) * texel, 0.0).r;
|
|
81
|
+
}
|
|
82
|
+
}
|
|
83
|
+
return total / 9.0;
|
|
84
|
+
}
|
|
85
|
+
|
|
86
|
+
fn water_optical_normal(world: vec3<f32>) -> vec3<f32> {
|
|
87
|
+
let p = world.xz / max(water.normal_scale, 0.01);
|
|
88
|
+
let t = water.time * water.wave_speed;
|
|
89
|
+
let slope = vec2f(cos(p.x + p.y * 0.61 + t), cos(p.y - p.x * 0.43 - t * 0.73));
|
|
90
|
+
return normalize(vec3f(slope.x * water.normal_strength, 1.0, slope.y * water.normal_strength));
|
|
91
|
+
}
|
|
92
|
+
`);
|
|
93
|
+
|
|
94
|
+
export const chunk_water_screen_ray = CodeChunk.from(/* language=WGSL */ `
|
|
95
|
+
fn water_hzb_mip_size(depth_size: vec2f, hzb_size: vec2f, mip: i32) -> vec2f {
|
|
96
|
+
if (mip <= 0) { return depth_size; }
|
|
97
|
+
return max(vec2f(1.0), floor(hzb_size / exp2(f32(mip-1))));
|
|
98
|
+
}
|
|
99
|
+
// Reuse the renderer's FFX cell intersection and depth loads, but walk the actual
|
|
100
|
+
// integer mip grids. Its SSR driver halves floating sizes and assumes power-of-two
|
|
101
|
+
// reductions; Meep's HZB conservatively resamples arbitrary viewport dimensions.
|
|
102
|
+
fn water_hzb_crossing(origin: vec3f, direction: vec3f, budget: u32,
|
|
103
|
+
valid: ptr<function,bool>, iterations: ptr<function,u32>) -> vec3f {
|
|
104
|
+
let size = vec2f(textureDimensions(tDepth,0));
|
|
105
|
+
let pyramid_size = vec2f(textureDimensions(tHZB,0));
|
|
106
|
+
let last_mip = i32(textureNumLevels(tHZB));
|
|
107
|
+
let inverse_direction = select(vec3f(F32_MAX), 1.0/direction, abs(direction)>vec3f(1e-12));
|
|
108
|
+
let floor_offset = select(vec2f(1.0), vec2f(0.0), direction.xy<vec2f(0.0));
|
|
109
|
+
let uv_offset = select(0.005/size, -0.005/size, direction.xy<vec2f(0.0));
|
|
110
|
+
var mip = 0;
|
|
111
|
+
var position = origin;
|
|
112
|
+
var travel = 0.0;
|
|
113
|
+
*valid = false;
|
|
114
|
+
// Water is absent from the opaque depth buffer: skipping the initial pixel
|
|
115
|
+
// can skip the entire receiver for almost zero projected displacement.
|
|
116
|
+
for (var i=0u; i<min(budget,128u); i++) {
|
|
117
|
+
*iterations = i+1u;
|
|
118
|
+
if (!screen_space_ray_in_bounds(position.xy) || is_background(position.z)) { break; }
|
|
119
|
+
let resolution = water_hzb_mip_size(size,pyramid_size,mip);
|
|
120
|
+
let pixel = resolution * position.xy;
|
|
121
|
+
let depth = ffx_sssr_load_depth(vec2i(pixel),mip);
|
|
122
|
+
let skipped = ffx_sssr_advance_ray(origin,direction,inverse_direction,pixel,
|
|
123
|
+
1.0/resolution,floor_offset,uv_offset,depth,&position,&travel);
|
|
124
|
+
if (!skipped && mip==0) { *valid=true; break; }
|
|
125
|
+
mip = clamp(mip+select(-1,1,skipped),0,last_mip);
|
|
126
|
+
}
|
|
127
|
+
return position;
|
|
128
|
+
}
|
|
129
|
+
// HZB returns a depth-slab crossing, not the intersection of the ray with the
|
|
130
|
+
// receiver's plane. Refine that crossing before using its UV or optical path.
|
|
131
|
+
fn water_exact_receiver(ray: Ray, input: ScreenSpaceRayHit) -> ScreenSpaceRayHit {
|
|
132
|
+
var hit = input;
|
|
133
|
+
if (hit.status != 0u) { return hit; }
|
|
134
|
+
let size = vec2f(textureDimensions(tDepth, 0));
|
|
135
|
+
let coord = vec2i(hit.uv * size);
|
|
136
|
+
let p = inv_project_position(vec3f((vec2f(coord)+0.5)/size, textureLoad(tDepth, coord, 0).r),
|
|
137
|
+
camera.projection_matrix_inverse);
|
|
138
|
+
let n = (camera.view_matrix * vec4f(decode_g_buffer_normal(textureLoad(tNormal, coord, 0).zw), 0.0)).xyz;
|
|
139
|
+
let travel = plane_ray_raycast(ray.origin, ray.direction, plane_from_normal_and_point(n,p));
|
|
140
|
+
// Keep the analytic distance rather than the projection of the texel center onto the ray.
|
|
141
|
+
if (travel > 1e-4 && travel <= ray.tmax) {
|
|
142
|
+
hit.distance = travel;
|
|
143
|
+
hit.uv = project_position(ray.origin + ray.direction*travel, camera.projection_matrix).xy;
|
|
144
|
+
// Reprojection can change texel ownership at a silhouette. Validate that lookup
|
|
145
|
+
// again; the analytic travel above already checked the ray's bounded interval.
|
|
146
|
+
let checked = screen_space_ray_validate(Ray(ray.origin,ray.direction,1e20),hit.uv,tDepth,tNormal,
|
|
147
|
+
camera.projection_matrix,camera.projection_matrix_inverse,camera.view_matrix,trace.distance_tolerance);
|
|
148
|
+
hit.status = checked.status;
|
|
149
|
+
hit.residual = checked.residual;
|
|
150
|
+
} else { hit.status = 4u; }
|
|
151
|
+
return hit;
|
|
152
|
+
}
|
|
153
|
+
fn water_refine_receiver(ray: Ray, seed: vec2f) -> ScreenSpaceRayHit {
|
|
154
|
+
// The traversal already selected the first depth footprint. Intersect its plane
|
|
155
|
+
// once and validate ownership; another Newton search could jump past that footprint
|
|
156
|
+
// to a later root and incorrectly turn it into first-hit visibility evidence.
|
|
157
|
+
return water_exact_receiver(ray, ScreenSpaceRayHit(seed, 0.0, 1e20, 0u, 0u));
|
|
158
|
+
}
|
|
159
|
+
fn water_hzb_hit(ray: Ray, budget: u32) -> ScreenSpaceRayHit {
|
|
160
|
+
var miss = ScreenSpaceRayHit(vec2f(0.0), 0.0, 1e20, 0u, 5u);
|
|
161
|
+
if (budget == 0u || !screen_space_ray_projectable(ray.origin, camera.projection_matrix)
|
|
162
|
+
|| !screen_space_ray_projectable(ray.origin + ray.direction, camera.projection_matrix)) { return miss; }
|
|
163
|
+
let origin = project_position(ray.origin, camera.projection_matrix);
|
|
164
|
+
let direction = project_direction(ray.origin, ray.direction, origin, camera.projection_matrix);
|
|
165
|
+
// Only rays advancing into reverse-Z are supported by this adapter.
|
|
166
|
+
if (direction.z >= -1e-8 || !screen_space_ray_in_bounds(origin.xy)) { return miss; }
|
|
167
|
+
var valid = false;
|
|
168
|
+
var iterations = 0u;
|
|
169
|
+
let candidate = water_hzb_crossing(origin, direction, budget, &valid, &iterations);
|
|
170
|
+
if (!valid) { miss.iterations = iterations; return miss; }
|
|
171
|
+
var hit = water_refine_receiver(ray, candidate.xy);
|
|
172
|
+
hit.iterations = iterations;
|
|
173
|
+
return hit;
|
|
174
|
+
}
|
|
175
|
+
|
|
176
|
+
fn water_select_first_receiver(candidate: ScreenSpaceRayHit, first: ScreenSpaceRayHit, tolerance: f32) -> ScreenSpaceRayHit {
|
|
177
|
+
if (first.status != 0u) { return first; }
|
|
178
|
+
return ScreenSpaceRayHit(first.uv, first.distance, first.residual, candidate.iterations,
|
|
179
|
+
select(0u, 6u, first.distance + tolerance < candidate.distance));
|
|
180
|
+
}
|
|
181
|
+
|
|
182
|
+
fn water_first_receiver(ray: Ray, candidate: ScreenSpaceRayHit, budget: u32) -> ScreenSpaceRayHit {
|
|
183
|
+
let start = project_position(ray.origin, camera.projection_matrix).xy;
|
|
184
|
+
// A ray contained in its source pixel sees the same nearest G-buffer surface.
|
|
185
|
+
let displacement = abs((candidate.uv-start) * vec2f(textureDimensions(tDepth, 0)));
|
|
186
|
+
let size = vec2f(textureDimensions(tDepth, 0));
|
|
187
|
+
if (all(displacement < vec2f(0.5)) && all(vec2i(start*size) == vec2i(candidate.uv*size))) { return candidate; }
|
|
188
|
+
let first = water_hzb_hit(Ray(ray.origin, ray.direction,
|
|
189
|
+
min(ray.tmax, candidate.distance + trace.distance_tolerance)), budget);
|
|
190
|
+
// A local root is not visibility evidence. An exhausted traversal uses the control event.
|
|
191
|
+
return water_select_first_receiver(candidate, first, trace.distance_tolerance);
|
|
192
|
+
}
|
|
193
|
+
`, [chunk_screen_space_newton_ray, chunk_ffx_sssr_advance_ray, chunk_ffx_sssr_load_depth, chunk_project_direction]);
|
|
194
|
+
|
|
195
|
+
const body = CodeChunk.from(/* language=WGSL */ `
|
|
196
|
+
struct WaterReceiver {
|
|
197
|
+
@location(0) receiver: vec4<f32>,
|
|
198
|
+
@location(1) metadata: vec4<f32>,
|
|
199
|
+
// Receiver UV, bounded path, classified status + Newton updates / 32. Readback is opt-in.
|
|
200
|
+
}
|
|
201
|
+
|
|
202
|
+
@fragment
|
|
203
|
+
fn fs_main(in: WaterVertexOut) -> WaterReceiver {
|
|
204
|
+
let coord = vec2<i32>(in.clip.xy);
|
|
205
|
+
let dimensions = vec2f(textureDimensions(tDepth, 0));
|
|
206
|
+
let uv = in.clip.xy / dimensions;
|
|
207
|
+
let scene_depth = textureLoad(tDepth, coord, 0).r;
|
|
208
|
+
if (scene_depth >= in.clip.z) { discard; }
|
|
209
|
+
let terrain = sample_terrain_height(in.uv * water.height_uv.zw + water.height_uv.xy);
|
|
210
|
+
let water_depth = water.level - terrain;
|
|
211
|
+
if (water_depth <= 0.0) { discard; }
|
|
212
|
+
let coverage = smoothstep(0.0, 0.1, water_depth);
|
|
213
|
+
let origin = (camera.view_matrix * vec4f(in.world, 1.0)).xyz;
|
|
214
|
+
let incident = normalize(origin);
|
|
215
|
+
var normal_ws = water_optical_normal(in.world);
|
|
216
|
+
let above = camera.view_matrix_inverse[3].y >= water.level;
|
|
217
|
+
if (!above) { normal_ws = -normal_ws; }
|
|
218
|
+
let normal = normalize((camera.view_matrix * vec4f(normal_ws, 0.0)).xyz);
|
|
219
|
+
let ior = max(water.ior, 1.0);
|
|
220
|
+
let direction = refract(incident, normal, 1.0 / ior);
|
|
221
|
+
let limit = min(max(trace.max_distance, 0.1), camera.clip_near_far.y);
|
|
222
|
+
let ray = Ray(origin, normalize(direction), limit);
|
|
223
|
+
var hit = ScreenSpaceRayHit(uv, limit, 1e20, 0u, 8u);
|
|
224
|
+
var newton_updates = 0u;
|
|
225
|
+
var newton_failure = 0u;
|
|
226
|
+
var visibility_checked = false;
|
|
227
|
+
if (above && trace.mode == 0u) {
|
|
228
|
+
hit = screen_space_newton_ray(ray, uv, tDepth, tNormal, camera.projection_matrix,
|
|
229
|
+
camera.projection_matrix_inverse, camera.view_matrix, trace.max_updates, trace.distance_tolerance);
|
|
230
|
+
newton_updates = hit.iterations;
|
|
231
|
+
newton_failure = hit.status;
|
|
232
|
+
if (hit.status == 0u) {
|
|
233
|
+
// Refine against the selected face before bounding first-hit visibility.
|
|
234
|
+
hit = water_exact_receiver(ray, hit);
|
|
235
|
+
visibility_checked = true;
|
|
236
|
+
hit = water_first_receiver(ray, hit, trace.fallback_steps);
|
|
237
|
+
if (hit.status != 0u && hit.status != 6u) { newton_failure = 5u; }
|
|
238
|
+
}
|
|
239
|
+
}
|
|
240
|
+
// A screen-space receiver must remain below this flat interface.
|
|
241
|
+
if (hit.status == 0u || hit.status == 6u) {
|
|
242
|
+
let receiver_coord = vec2i(hit.uv * dimensions);
|
|
243
|
+
let receiver_depth = textureLoad(tDepth, receiver_coord, 0).r;
|
|
244
|
+
let receiver_center = (vec2f(receiver_coord) + 0.5) / dimensions;
|
|
245
|
+
let receiver_vs = inv_project_position(vec3f(receiver_center, receiver_depth), camera.projection_matrix_inverse);
|
|
246
|
+
let receiver_ws = (camera.view_matrix_inverse * vec4f(receiver_vs, 1.0)).xyz;
|
|
247
|
+
if (receiver_ws.y > water.level + 0.02) { hit.status = 5u; newton_failure = 5u; }
|
|
248
|
+
}
|
|
249
|
+
// Reject foreground receivers before deciding whether traversal is needed.
|
|
250
|
+
if (above && trace.mode != 2u && (trace.mode == 1u ||
|
|
251
|
+
(hit.status != 0u && hit.status != 6u && (!visibility_checked || hit.status == 4u)))) {
|
|
252
|
+
let fallback = water_hzb_hit(ray, trace.fallback_steps);
|
|
253
|
+
if (fallback.status == 0u) {
|
|
254
|
+
let coord = vec2i(fallback.uv * dimensions);
|
|
255
|
+
let p = inv_project_position(vec3f((vec2f(coord) + 0.5) / dimensions,
|
|
256
|
+
textureLoad(tDepth, coord, 0).r), camera.projection_matrix_inverse);
|
|
257
|
+
if ((camera.view_matrix_inverse * vec4f(p, 1.0)).y <= water.level + 0.02) {
|
|
258
|
+
hit = fallback; hit.status = 6u;
|
|
259
|
+
}
|
|
260
|
+
}
|
|
261
|
+
}
|
|
262
|
+
// Compute the control event for every pixel, independently of Newton/HZB success.
|
|
263
|
+
let direction_ws = (camera.view_matrix_inverse * vec4f(ray.direction, 0.0)).xyz;
|
|
264
|
+
var control_path = water_bounded_column_path(water_depth, direction_ws.y, limit);
|
|
265
|
+
var control_status = select(8u, 9u, !above);
|
|
266
|
+
if (!is_background(scene_depth)) {
|
|
267
|
+
let receiver_vs = inv_project_position(vec3f(uv, scene_depth), camera.projection_matrix_inverse);
|
|
268
|
+
let receiver_ws = (camera.view_matrix_inverse * vec4f(receiver_vs, 1.0)).xyz;
|
|
269
|
+
if (receiver_ws.y <= water.level + 0.02 || !above) {
|
|
270
|
+
control_path = min(distance(origin, receiver_vs), limit);
|
|
271
|
+
control_status = select(7u, 9u, !above);
|
|
272
|
+
}
|
|
273
|
+
}
|
|
274
|
+
if (trace.mode == 2u || !above || (hit.status != 0u && hit.status != 6u)) {
|
|
275
|
+
// Never use an unvalidated Newton iterate as a color lookup.
|
|
276
|
+
hit.uv = uv;
|
|
277
|
+
// A missing screen receiver is missing visibility, not 300 metres of water.
|
|
278
|
+
// Use the local terrain column for a bounded physical fallback at sky/edges.
|
|
279
|
+
hit.distance = control_path;
|
|
280
|
+
hit.status = control_status;
|
|
281
|
+
}
|
|
282
|
+
var status = hit.status;
|
|
283
|
+
if (status == 6u) { status = 8u + newton_failure; }
|
|
284
|
+
else if (status == 7u) { status = 16u + newton_failure; }
|
|
285
|
+
else if (status == 8u) { status = 24u + newton_failure; }
|
|
286
|
+
else if (status == 9u) { status = 31u; }
|
|
287
|
+
return WaterReceiver(vec4f(hit.uv, hit.distance, f32(status) + f32(newton_updates)/32.0),
|
|
288
|
+
vec4f(control_path, min(hit.residual, 65504.0), coverage, f32(water.surface_id)));
|
|
289
|
+
}
|
|
290
|
+
`, [surface_body, chunk_water_screen_ray, water_transport_fallback]);
|
|
291
|
+
|
|
292
|
+
const finalize_body = CodeChunk.from(/* language=WGSL */ `
|
|
293
|
+
struct WaterOptics {
|
|
294
|
+
@location(0) transmission: vec4f,
|
|
295
|
+
@location(1) radiance: vec4f,
|
|
296
|
+
@location(2) background: vec4f,
|
|
297
|
+
}
|
|
298
|
+
@fragment
|
|
299
|
+
fn fs_main(in: WaterVertexOut) -> WaterOptics {
|
|
300
|
+
let coord = vec2i(in.clip.xy);
|
|
301
|
+
let metadata = textureLoad(trace_metadata, coord, 0);
|
|
302
|
+
// Equal-depth surfaces must retain the same deterministic owner as receiver selection.
|
|
303
|
+
if (metadata.w != f32(water.surface_id)) { discard; }
|
|
304
|
+
let dimensions = vec2f(textureDimensions(tDepth, 0));
|
|
305
|
+
let uv = in.clip.xy / dimensions;
|
|
306
|
+
let receiver_data = textureLoad(receiver, coord, 0);
|
|
307
|
+
let origin = (camera.view_matrix * vec4f(in.world, 1.0)).xyz;
|
|
308
|
+
let incident = normalize(origin);
|
|
309
|
+
let above = camera.view_matrix_inverse[3].y >= water.level;
|
|
310
|
+
var normal_ws = water_optical_normal(in.world);
|
|
311
|
+
if (!above) { normal_ws = -normal_ws; }
|
|
312
|
+
let normal = normalize((camera.view_matrix * vec4f(normal_ws, 0.0)).xyz);
|
|
313
|
+
let ior = max(water.ior, 1.0);
|
|
314
|
+
let limit = min(max(trace.max_distance, 0.1), camera.clip_near_far.y);
|
|
315
|
+
let nov = clamp(dot(-incident, normal), 0.0, 1.0);
|
|
316
|
+
let f0 = dielectric_specular_color(ior, 0.0, vec3f(1.0));
|
|
317
|
+
let fresnel = select(F_Schlick(f0, 1.0, nov).r, 0.0, ior <= 1.00001);
|
|
318
|
+
let reflection_direction = reflect(incident, normal);
|
|
319
|
+
let reflection_ws = (camera.view_matrix_inverse * vec4f(reflection_direction, 0.0)).xyz;
|
|
320
|
+
var reflection = sample_environment_map(tEnvironment, reflection_ws, water.roughness);
|
|
321
|
+
if (trace.reflections != 0u && above) {
|
|
322
|
+
let reflected = water_hzb_hit(Ray(origin + reflection_direction * 0.02, reflection_direction, limit), trace.fallback_steps);
|
|
323
|
+
if (reflected.status == 0u) {
|
|
324
|
+
let reflected_point = origin + reflection_direction * (reflected.distance + 0.02);
|
|
325
|
+
let projected = project_position(reflected_point, camera.projection_matrix);
|
|
326
|
+
// Reflection uses the renderer's usual back-face, thickness, self-hit and
|
|
327
|
+
// vignette validation. Its two-pixel rule must not reject normal-incidence refraction.
|
|
328
|
+
let confidence = ffx_sssr_validate_hit(vec3f(reflected.uv, projected.z), uv,
|
|
329
|
+
reflection_direction, dimensions, max(trace.distance_tolerance, 0.02), 0.05);
|
|
330
|
+
let radiance = water_receiver_radiance(tScene, tDepth, tNormal, reflected.uv,
|
|
331
|
+
camera.projection_matrix_inverse, camera.view_matrix_inverse, water.level, false);
|
|
332
|
+
reflection = mix(reflection, radiance.rgb,
|
|
333
|
+
confidence * min(radiance.a * 2.0, 1.0) * smoothstep(0.05, 0.5, reflected.distance)
|
|
334
|
+
* smoothstep(1.0, 4.0, length((reflected.uv - uv) * dimensions)));
|
|
335
|
+
}
|
|
336
|
+
}
|
|
337
|
+
let wave = sin((in.world.x + in.world.z) * water.wave_frequency + water.time * water.wave_speed) * 0.318309886;
|
|
338
|
+
let water_depth = water.level - sample_terrain_height(in.uv * water.height_uv.zw + water.height_uv.xy);
|
|
339
|
+
let deep = smoothstep(water.shore_transition.x, max(water.shore_transition.y, water.shore_transition.x + 0.001),
|
|
340
|
+
water_depth + water.wave_amplitude * wave);
|
|
341
|
+
let body_color = mix(water.color_shore, water.color_deep, deep);
|
|
342
|
+
let extinction = water.extinction * max(water.scattering, 0.0);
|
|
343
|
+
let original = textureLoad(tScene, coord, 0);
|
|
344
|
+
let valid = receiver_data.w < 16.0 && above && trace.mode != 2u;
|
|
345
|
+
var confidence = select(0.0, water_refraction_confidence(receiver_data.xy, uv, dimensions,
|
|
346
|
+
texture_sample_bilinear_uv(visibility_distance, uv, 0u).r), valid);
|
|
347
|
+
// Mayer's fade selects one UV, rather than crossfading two images of the same edge.
|
|
348
|
+
let lookup = water_refraction_lookup(uv, receiver_data.xy, confidence);
|
|
349
|
+
let gathered = water_receiver_radiance(tScene, tDepth, tNormal, lookup,
|
|
350
|
+
camera.projection_matrix_inverse, camera.view_matrix_inverse, water.level, above);
|
|
351
|
+
var path = metadata.x;
|
|
352
|
+
var color = original.rgb;
|
|
353
|
+
if (confidence > 0.0 && gathered.a > 0.0) {
|
|
354
|
+
path = min(water_receiver_path(tDepth, tNormal, lookup, camera.projection_matrix_inverse,
|
|
355
|
+
camera.view_matrix, origin), limit);
|
|
356
|
+
color = gathered.rgb;
|
|
357
|
+
} else { confidence = 0.0; }
|
|
358
|
+
let event = water_event(path, extinction, fresnel, reflection, body_color);
|
|
359
|
+
let optical = water_transport(event, original.rgb, color, metadata.z);
|
|
360
|
+
return WaterOptics(vec4f(optical.transmission, metadata.z), vec4f(optical.radiance, confidence),
|
|
361
|
+
vec4f(optical.background, original.a));
|
|
362
|
+
}
|
|
363
|
+
`, [surface_body, chunk_water_screen_ray, chunk_F_Schlick, chunk_dielectric_specular_color,
|
|
364
|
+
chunk_ffx_sssr_validate_hit, chunk_sample_environment_map, chunk_texture_sample_bilinear_uv,
|
|
365
|
+
chunk_water_transport, chunk_water_receiver_radiance, chunk_water_refraction_confidence]);
|
|
366
|
+
|
|
367
|
+
export const water_shader = ShaderDescriptor.from({ label: "Water / receivers", resources, body });
|
|
368
|
+
export const water_finalize_shader = ShaderDescriptor.from({ label: 'Water / coherent optics', resources: WATER_FINALIZE_RESOURCES, body: finalize_body });
|
|
369
|
+
export const WATER_RESOURCES = resources;
|
|
370
|
+
|
|
371
|
+
/** Nearest-interface selection writes only water-owned depth and optics, never opaque G-buffer. */
|
|
372
|
+
function water_pipeline(shader, targets, finalize) {
|
|
373
|
+
const code = shader.source;
|
|
374
|
+
return RenderPipelineDescriptor.from({
|
|
375
|
+
label: shader.label,
|
|
376
|
+
layout: shader.resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
|
|
377
|
+
vertex: { module: { code }, entryPoint: "vs_main" },
|
|
378
|
+
fragment: { module: { code }, entryPoint: "fs_main", targets: targets.map(format => ({ format })) },
|
|
379
|
+
depthStencil: DepthStencilState.from({ format: "depth32float", depthWriteEnabled: !finalize, depthCompare: finalize ? 'equal' : 'greater' }),
|
|
380
|
+
primitive: { topology: "triangle-list", cullMode: "none" },
|
|
381
|
+
});
|
|
382
|
+
}
|
|
383
|
+
export function create_water_pipeline() { return water_pipeline(water_shader, ['rgba32float', 'rgba32float'], false); }
|
|
384
|
+
export function create_water_finalize_pipeline() { return water_pipeline(water_finalize_shader, ['rgba32float', 'rgba16float', 'rgba16float'], true); }
|