@woosh/meep-engine 3.37.0 → 3.39.0

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 (1016) hide show
  1. package/build/bundle-worker-image-decoder.js +1 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/package.json +1 -1
  4. package/src/core/binary/BinaryBuffer.d.ts +11 -0
  5. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  6. package/src/core/binary/BinaryBuffer.js +30 -0
  7. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.d.ts.map +1 -1
  8. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js +28 -7
  9. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +15 -0
  10. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -1
  11. package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +41 -0
  12. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts +12 -0
  13. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts.map +1 -1
  14. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.js +27 -0
  15. package/src/core/geom/3d/gjk/gjk.js +3 -3
  16. package/src/core/geom/3d/gjk/gjk_distance.d.ts +94 -0
  17. package/src/core/geom/3d/gjk/gjk_distance.d.ts.map +1 -0
  18. package/src/core/geom/3d/gjk/gjk_distance.js +782 -0
  19. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts +5 -4
  20. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
  21. package/src/core/geom/3d/gjk/gjk_epa_penetration.js +14 -9
  22. package/src/core/geom/3d/gjk/minkowski_support.d.ts +11 -7
  23. package/src/core/geom/3d/gjk/minkowski_support.d.ts.map +1 -1
  24. package/src/core/geom/3d/gjk/minkowski_support.js +33 -9
  25. package/src/core/geom/3d/gjk/mpr.d.ts.map +1 -1
  26. package/src/core/geom/3d/gjk/mpr.js +26 -5
  27. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +15 -0
  28. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts.map +1 -1
  29. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +106 -33
  30. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts +2 -1
  31. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts.map +1 -1
  32. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.js +4 -8
  33. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts +32 -0
  34. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts.map +1 -0
  35. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.js +85 -0
  36. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts +3 -3
  37. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts.map +1 -1
  38. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.js +24 -34
  39. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts +17 -0
  40. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts.map +1 -1
  41. package/src/core/geom/3d/quaternion/quat3_integrate.js +45 -4
  42. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts +16 -0
  43. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts.map +1 -1
  44. package/src/core/geom/3d/quaternion/quat3_multiply.js +25 -0
  45. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts +18 -0
  46. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts.map +1 -1
  47. package/src/core/geom/3d/quaternion/quat3_nlerp.js +45 -0
  48. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts +17 -0
  49. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts.map +1 -1
  50. package/src/core/geom/3d/quaternion/quat3_shortest_arc.js +155 -94
  51. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +12 -0
  52. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -1
  53. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +31 -0
  54. package/src/core/geom/3d/shape/AbstractShape3D.d.ts +20 -6
  55. package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
  56. package/src/core/geom/3d/shape/AbstractShape3D.js +20 -6
  57. package/src/core/geom/3d/shape/BoxShape3D.d.ts +1 -1
  58. package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -1
  59. package/src/core/geom/3d/shape/BoxShape3D.js +5 -1
  60. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +1 -1
  61. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
  62. package/src/core/geom/3d/shape/CapsuleShape3D.js +5 -1
  63. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts +25 -11
  64. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
  65. package/src/core/geom/3d/shape/ConvexHullShape3D.js +392 -22
  66. package/src/core/geom/3d/shape/CylinderShape3D.d.ts +8 -7
  67. package/src/core/geom/3d/shape/CylinderShape3D.d.ts.map +1 -1
  68. package/src/core/geom/3d/shape/CylinderShape3D.js +12 -7
  69. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +51 -8
  70. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -1
  71. package/src/core/geom/3d/shape/HeightMapShape3D.js +260 -14
  72. package/src/core/geom/3d/shape/MeshShape3D.d.ts +61 -7
  73. package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -1
  74. package/src/core/geom/3d/shape/MeshShape3D.js +111 -20
  75. package/src/core/geom/3d/shape/PointShape3D.d.ts +1 -1
  76. package/src/core/geom/3d/shape/PointShape3D.d.ts.map +1 -1
  77. package/src/core/geom/3d/shape/PointShape3D.js +1 -1
  78. package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
  79. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  80. package/src/core/geom/3d/shape/PosedShape3D.js +36 -6
  81. package/src/core/geom/3d/shape/SphereShape3D.d.ts +1 -1
  82. package/src/core/geom/3d/shape/SphereShape3D.d.ts.map +1 -1
  83. package/src/core/geom/3d/shape/SphereShape3D.js +5 -1
  84. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +12 -10
  85. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  86. package/src/core/geom/3d/shape/TransformedShape3D.js +53 -19
  87. package/src/core/geom/3d/shape/Triangle3D.d.ts +1 -1
  88. package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -1
  89. package/src/core/geom/3d/shape/Triangle3D.js +5 -1
  90. package/src/core/geom/3d/shape/UnionShape3D.d.ts +1 -1
  91. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  92. package/src/core/geom/3d/shape/UnionShape3D.js +19 -2
  93. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts +14 -0
  94. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts.map +1 -1
  95. package/src/core/geom/3d/shape/sdf/sdf3_box.js +67 -5
  96. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts +14 -0
  97. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts.map +1 -1
  98. package/src/core/geom/3d/shape/sdf/sdf3_capsule.js +61 -3
  99. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts +14 -0
  100. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts.map +1 -1
  101. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.js +63 -4
  102. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +15 -0
  103. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  104. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +64 -2
  105. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts +21 -0
  106. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts.map +1 -1
  107. package/src/core/geom/3d/shape/sdf/sdf3_sphere.js +66 -3
  108. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts +2 -0
  109. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts.map +1 -1
  110. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.js +7 -0
  111. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts +41 -0
  112. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts.map +1 -0
  113. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.js +538 -0
  114. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts +31 -0
  115. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts.map +1 -0
  116. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.js +85 -0
  117. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts +18 -0
  118. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts.map +1 -0
  119. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.js +19 -0
  120. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts +49 -0
  121. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts.map +1 -0
  122. package/src/core/geom/3d/triangle/TriangleEdgeFlags.js +55 -0
  123. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts +42 -0
  124. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts.map +1 -0
  125. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.js +85 -0
  126. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts +13 -0
  127. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts.map +1 -1
  128. package/src/core/geom/3d/triangle/tri3_closest_point.js +36 -1
  129. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts +14 -0
  130. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts.map +1 -1
  131. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.js +40 -0
  132. package/src/core/geom/vec3/v3_quaternion_apply.d.ts +19 -0
  133. package/src/core/geom/vec3/v3_quaternion_apply.d.ts.map +1 -1
  134. package/src/core/geom/vec3/v3_quaternion_apply.js +32 -0
  135. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +19 -0
  136. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts.map +1 -1
  137. package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +32 -0
  138. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +135 -10
  139. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  140. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +338 -105
  141. package/src/engine/control/first-person/abilities/Ability.d.ts +14 -5
  142. package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -1
  143. package/src/engine/control/first-person/abilities/Ability.js +14 -5
  144. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
  145. package/src/engine/control/first-person/abilities/LedgeGrab.js +16 -12
  146. package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
  147. package/src/engine/control/first-person/abilities/Mantle.js +5 -1
  148. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  149. package/src/engine/control/first-person/collision/KinematicMover.d.ts +92 -14
  150. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  151. package/src/engine/control/first-person/collision/KinematicMover.js +218 -37
  152. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +5 -0
  153. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  154. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +17 -10
  155. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  156. package/src/engine/ecs/EntityComponentDataset.js +27 -13
  157. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  158. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +6 -0
  159. package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.d.ts +11 -0
  160. package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.d.ts.map +1 -0
  161. package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.js +10 -0
  162. package/src/engine/ecs/transform/Transform64.d.ts +4 -2
  163. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  164. package/src/engine/ecs/transform/Transform64.js +10 -16
  165. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  166. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +16 -0
  167. package/src/engine/graphics/ecs/water/Water.d.ts +26 -34
  168. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  169. package/src/engine/graphics/ecs/water/Water.js +42 -36
  170. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  171. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +38 -62
  172. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +6 -0
  173. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -0
  174. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -0
  175. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
  176. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
  177. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
  178. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
  179. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
  180. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
  181. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
  182. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
  183. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
  184. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
  185. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
  186. package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
  187. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
  188. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
  189. package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
  190. package/src/engine/graphics3/WaterSystem.d.ts +58 -6
  191. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  192. package/src/engine/graphics3/WaterSystem.js +423 -293
  193. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
  194. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
  195. package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
  196. package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
  197. package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
  198. package/src/engine/interpolation/InterpolationLog.js +12 -6
  199. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  200. package/src/engine/interpolation/InterpolationSystem.js +39 -8
  201. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
  202. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
  203. package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
  204. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  205. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
  206. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
  207. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
  208. package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
  209. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
  210. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
  211. package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
  212. package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
  213. package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
  214. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  215. package/src/engine/physics/body/SolverBodyState.js +4 -5
  216. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
  217. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  218. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
  219. package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
  220. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  221. package/src/engine/physics/ccd/linear_sweep.js +1131 -97
  222. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +26 -14
  223. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  224. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +221 -52
  225. package/src/engine/physics/cloth/collider/cloth_collider_bounds.d.ts +30 -0
  226. package/src/engine/physics/cloth/collider/cloth_collider_bounds.d.ts.map +1 -1
  227. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +117 -24
  228. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
  229. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  230. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
  231. package/src/engine/physics/cloth/ecs/ClothColliderFlags.js +2 -1
  232. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts +10 -1
  233. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts.map +1 -1
  234. package/src/engine/physics/cloth/ecs/ClothColliderSystem.js +36 -14
  235. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +15 -2
  236. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/ecs/ClothInstance.js +17 -2
  238. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  239. package/src/engine/physics/cloth/ecs/ClothWorld.js +78 -53
  240. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +18 -20
  241. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  242. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +185 -128
  243. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  244. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
  245. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  246. package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
  247. package/src/engine/physics/cloth/playground/garment_build.js +6 -6
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  899. package/src/shade/renderer/shadow/vsm/decode_tile_address.js +15 -23
  900. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts.map +1 -1
  901. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.js +6 -9
  902. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts.map +1 -1
  903. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.js +19 -9
  904. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts.map +1 -1
  905. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.js +18 -6
  906. package/src/shade/renderer/texture/util/BLACK_PIXEL_TEXTURE.d.ts +1 -1
  907. package/src/shade/renderer/texture/util/BLACK_PIXEL_TEXTURE.d.ts.map +1 -1
  908. package/src/shade/renderer/texture/util/PIXEL_TEXTURE_NORMAL.d.ts +18 -1
  909. package/src/shade/renderer/texture/util/PIXEL_TEXTURE_NORMAL.d.ts.map +1 -1
  910. package/src/shade/renderer/texture/util/PIXEL_TEXTURE_NORMAL.js +24 -3
  911. package/src/shade/renderer/texture/util/WHITE_PIXEL_TEXTURE.d.ts +1 -1
  912. package/src/shade/renderer/texture/util/WHITE_PIXEL_TEXTURE.d.ts.map +1 -1
  913. package/src/shade/renderer/texture/util/get_single_pixel_texture.d.ts +0 -1
  914. package/src/shade/renderer/texture/util/get_single_pixel_texture.d.ts.map +1 -1
  915. package/src/shade/renderer/texture/util/get_single_pixel_texture.js +2 -23
  916. package/src/shade/renderer/texture/util/single_pixel_texture_from_sampler.d.ts +11 -0
  917. package/src/shade/renderer/texture/util/single_pixel_texture_from_sampler.d.ts.map +1 -0
  918. package/src/shade/renderer/texture/util/single_pixel_texture_from_sampler.js +34 -0
  919. package/src/shade/renderer/volumetrics/GPUSceneVolumetrics.d.ts +17 -8
  920. package/src/shade/renderer/volumetrics/GPUSceneVolumetrics.d.ts.map +1 -1
  921. package/src/shade/renderer/volumetrics/GPUSceneVolumetrics.js +35 -64
  922. package/src/shade/renderer/volumetrics/chunk_participating_media_volume_sample.d.ts +21 -0
  923. package/src/shade/renderer/volumetrics/chunk_participating_media_volume_sample.d.ts.map +1 -0
  924. package/src/shade/renderer/volumetrics/chunk_participating_media_volume_sample.js +70 -0
  925. package/src/shade/renderer/volumetrics/chunk_participating_media_volumes_iterate.d.ts +31 -0
  926. package/src/shade/renderer/volumetrics/chunk_participating_media_volumes_iterate.d.ts.map +1 -0
  927. package/src/shade/renderer/volumetrics/chunk_participating_media_volumes_iterate.js +86 -0
  928. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  929. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +2 -4
  930. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.d.ts.map +1 -1
  931. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js +6 -7
  932. package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.js +7 -7
  933. package/src/shade/renderer/water/GPUWaterRenderer.d.ts +72 -27
  934. package/src/shade/renderer/water/GPUWaterRenderer.d.ts.map +1 -1
  935. package/src/shade/renderer/water/GPUWaterRenderer.js +275 -138
  936. package/src/shade/renderer/water/chunk_water_gi.d.ts +14 -0
  937. package/src/shade/renderer/water/chunk_water_gi.d.ts.map +1 -0
  938. package/src/shade/renderer/water/chunk_water_gi.js +56 -0
  939. package/src/shade/renderer/water/chunk_water_transport.d.ts +7 -0
  940. package/src/shade/renderer/water/chunk_water_transport.d.ts.map +1 -0
  941. package/src/shade/renderer/water/chunk_water_transport.js +105 -0
  942. package/src/shade/renderer/water/medium/GPUWaterBodies.d.ts +29 -0
  943. package/src/shade/renderer/water/medium/GPUWaterBodies.d.ts.map +1 -0
  944. package/src/shade/renderer/water/medium/GPUWaterBodies.js +116 -0
  945. package/src/shade/renderer/water/medium/WATER_BODIES_STRUCT.d.ts +23 -0
  946. package/src/shade/renderer/water/medium/WATER_BODIES_STRUCT.d.ts.map +1 -0
  947. package/src/shade/renderer/water/medium/WATER_BODIES_STRUCT.js +42 -0
  948. package/src/shade/renderer/water/medium/chunk_water_medium_derived.d.ts +9 -0
  949. package/src/shade/renderer/water/medium/chunk_water_medium_derived.d.ts.map +1 -0
  950. package/src/shade/renderer/water/medium/chunk_water_medium_derived.js +55 -0
  951. package/src/shade/renderer/water/medium/chunk_water_medium_scattering.d.ts +8 -0
  952. package/src/shade/renderer/water/medium/chunk_water_medium_scattering.d.ts.map +1 -0
  953. package/src/shade/renderer/water/medium/chunk_water_medium_scattering.js +17 -0
  954. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts +8 -0
  955. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts.map +1 -0
  956. package/src/shade/renderer/water/medium/shader_water_bodies_derive.js +30 -0
  957. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts +28 -0
  958. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts.map +1 -0
  959. package/src/shade/renderer/water/optics/chunk_water_inscatter.js +123 -0
  960. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts +23 -0
  961. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts.map +1 -0
  962. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts +18 -0
  963. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts.map +1 -0
  964. package/src/shade/renderer/water/optics/chunk_water_optics.d.ts +12 -0
  965. package/src/shade/renderer/water/optics/chunk_water_optics.d.ts.map +1 -0
  966. package/src/shade/renderer/water/optics/chunk_water_optics.js +75 -0
  967. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts +27 -0
  968. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts.map +1 -0
  969. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js +74 -0
  970. package/src/shade/renderer/water/shader_water.d.ts +15 -26
  971. package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
  972. package/src/shade/renderer/water/shader_water.js +373 -213
  973. package/src/shade/renderer/water/shader_water_avboit.d.ts +12 -0
  974. package/src/shade/renderer/water/shader_water_avboit.d.ts.map +1 -0
  975. package/src/shade/renderer/water/shader_water_avboit.js +268 -0
  976. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts +98 -0
  977. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts.map +1 -0
  978. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.js +408 -0
  979. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts +12 -0
  980. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts.map +1 -0
  981. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.js +27 -0
  982. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts +14 -0
  983. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts.map +1 -0
  984. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.js +49 -0
  985. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts +15 -0
  986. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts.map +1 -0
  987. package/src/shade/renderer/water/surface/chunk_water_wave.js +48 -0
  988. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts +9 -0
  989. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts.map +1 -0
  990. package/src/shade/renderer/water/surface/chunk_water_wave_grid.js +47 -0
  991. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts +10 -0
  992. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts.map +1 -0
  993. package/src/shade/renderer/water/surface/shader_water_surface_write.js +51 -0
  994. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts +12 -0
  995. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts.map +1 -0
  996. package/src/shade/renderer/water/surface/shader_water_wave_step.js +54 -0
  997. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts +13 -0
  998. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts.map +1 -0
  999. package/src/shade/renderer/water/surface/water_surface_grid_indices.js +39 -0
  1000. package/src/shade/renderer/water/water_missing_receiver_path.d.ts +17 -0
  1001. package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
  1002. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
  1003. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1004. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
  1005. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
  1006. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  1007. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +61 -6
  1008. package/src/shade/renderer/animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.d.ts +0 -29
  1009. package/src/shade/renderer/animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.d.ts.map +0 -1
  1010. package/src/shade/renderer/shader/chunk/geometry/plane/plane_ray_raycast.d.ts.map +0 -1
  1011. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
  1012. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
  1013. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
  1014. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
  1015. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
  1016. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
@@ -1,246 +1,406 @@
1
1
  import { GPUShaderStage } from "../../descriptor/GPUShaderStage.js";
2
- import { ColorTargetState } from "../../descriptor/pipeline/render/ColorTargetState.js";
2
+ import { DepthStencilState } from "../../descriptor/pipeline/render/DepthStencilState.js";
3
3
  import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
4
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";
5
+ import { SHADING_LIGHT_RESOURCE_GROUP } from "../deferred/SHADING_LIGHT_RESOURCE_GROUP.js";
6
+ import { BRICK4_DATA_STRUCT } from "../global_illumination/brick4/gpu/BRICK4_DATA_STRUCT.js";
7
+ import { chunk_F_dielectric } from "../shader/chunk/brdf/fresnel/chunk_F_dielectric.js";
8
+ import { chunk_direction_view_to_world } from "../shader/chunk/camera/chunk_direction_view_to_world.js";
9
+ import { chunk_direction_world_to_view } from "../shader/chunk/camera/chunk_direction_world_to_view.js";
10
+ import { chunk_ray_at } from "../shader/chunk/geometry/ray/chunk_ray_at.js";
11
+ import { chunk_ffx_sssr_advance_ray } from "../shader/chunk/screen_space/chunk_ffx_sssr_advance_ray.js";
12
+ import { chunk_ffx_sssr_load_depth } from "../shader/chunk/screen_space/chunk_ffx_sssr_load_depth.js";
13
+ import { chunk_ffx_sssr_validate_hit } from "../shader/chunk/screen_space/chunk_ffx_sssr_validate_hit.js";
14
+ import { chunk_project_direction } from "../shader/chunk/screen_space/chunk_project_direction.js";
15
+ import { chunk_screen_space_newton_ray } from "../shader/chunk/screen_space/chunk_screen_space_newton_ray.js";
16
+ import { chunk_texture_sample_bilinear_uv } from "../shader/chunk/texture/sample/chunk_texture_sample_bilinear_uv.js";
6
17
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
7
18
  import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
8
19
  import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
9
- import { f32, vec2f, vec3f, vec4f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
20
+ import { f32, u32 } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
21
+ import { WebGPUArray } from "../shader/type/WebGPUArray.js";
10
22
  import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
23
+ import { VIEW_UNIFORM_STRUCT } from "../view/VIEW_UNIFORM_STRUCT.js";
24
+ import { chunk_water_gi_brick4, chunk_water_gi_ibl } from "./chunk_water_gi.js";
25
+ import { WATER_BODIES_STRUCT } from "./medium/WATER_BODIES_STRUCT.js";
26
+ import { chunk_water_inscatter } from "./optics/chunk_water_inscatter.js";
27
+ import { chunk_water_receiver_downwelling } from "./optics/chunk_water_receiver_downwelling.js";
28
+ import { chunk_water_optics } from "./optics/chunk_water_optics.js";
29
+ import { WATER_SURFACE_VERTEX_STRUCT } from "./surface/WATER_SURFACE_VERTEX_STRUCT.js";
30
+ import { chunk_water_receiver_radiance, chunk_water_receiver_texel, chunk_water_refraction_confidence,
31
+ chunk_water_transport, WATER_LEVEL_TOLERANCE_DECLARATION } from './chunk_water_transport.js';
11
32
 
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
33
  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,
34
+ level: f32, ior: f32, roughness: f32, surface_id: u32,
35
+ // row of this body in the water bodies table
36
+ body_index: u32,
37
+ // how far to integrate the water when no receiver is seen through it: where its clearest channel's
38
+ // transmittance falls to a thousandth, bounded by the trace distance (water_missing_receiver_path)
39
+ missing_receiver_path: f32,
55
40
  }, "WaterDraw").pack();
56
41
 
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>,
42
+ export const WATER_TRACE_STRUCT = WebGPUStruct.from({
43
+ max_distance: f32, distance_tolerance: f32, max_updates: u32, fallback_steps: u32,
44
+ mode: u32, reflections: u32,
45
+ // steps of the water body's in-scatter along each refracted view ray
46
+ inscatter_segments: u32,
47
+ }, "WaterTrace").pack();
48
+
49
+ function water_resources(finalize = false) {
50
+ const resources = new ShaderResourceSetDescriptor();
51
+ const group = resources.createGroup()
52
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
53
+ .addUniform("water", WATER_DRAW_STRUCT)
54
+ .addUniform("trace", WATER_TRACE_STRUCT)
55
+ .addTexture("tDepth")
56
+ .addTexture("tNormal", "uint")
57
+ .addTexture("tHZB")
58
+ .addTexture("tScene")
59
+ // the surface interface: the producer's vertices
60
+ .addStorageBuffer("surface_vertices", WebGPUArray.from(WATER_SURFACE_VERTEX_STRUCT), false);
61
+ if (finalize) {
62
+ group.addTexture('receiver').addTexture('trace_metadata').addTexture('visibility_distance')
63
+ .addUniform("water_bodies", WATER_BODIES_STRUCT);
64
+ }
65
+ return resources;
77
66
  }
67
+ const resources = water_resources();
78
68
 
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
- );
69
+ /** Optics under IBL (and LPV, which has no transparent variant): the lights and the environment. */
70
+ export const WATER_FINALIZE_RESOURCES_IBL = water_resources(true);
71
+ WATER_FINALIZE_RESOURCES_IBL.addGroup(SHADING_LIGHT_RESOURCE_GROUP);
102
72
 
103
- var out : WaterVertexOut;
73
+ /** Optics under Brick4: the lights, and the light map with the view its sampling jitters by. */
74
+ export const WATER_FINALIZE_RESOURCES_BRICK4 = water_resources(true);
75
+ WATER_FINALIZE_RESOURCES_BRICK4.addGroup(SHADING_LIGHT_RESOURCE_GROUP);
76
+ WATER_FINALIZE_RESOURCES_BRICK4.createGroup()
77
+ .addStorageBuffer("brick4", BRICK4_DATA_STRUCT, false)
78
+ .addUniform("view", VIEW_UNIFORM_STRUCT);
104
79
 
105
- out.clip = camera.view_projection_matrix * vec4<f32>(world, 1.0);
106
- out.world = world;
107
- out.uv = corner;
108
-
109
- return out;
80
+ const surface_body = CodeChunk.from(/* language=WGSL */ `
81
+ struct WaterVertexOut {
82
+ // Receivers and optics are separate modules drawing this mesh; optics tests depth 'equal'
83
+ // against the receivers' depth, and both must cover the same edge pixels. Only @invariant
84
+ // makes the position bit-identical across programs.
85
+ @invariant @builtin(position) clip: vec4<f32>,
86
+ @location(0) world: vec3<f32>,
87
+ @location(1) normal: vec3<f32>,
88
+ // slope variance of the waves the surface's mesh does not resolve
89
+ @location(2) unresolved_variance: f32,
110
90
  }
111
91
 
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;
92
+ // Pulls the producer's vertex: in an indexed draw the vertex index is the index-buffer entry.
93
+ @vertex
94
+ fn vs_main(@builtin(vertex_index) vi: u32) -> WaterVertexOut {
95
+ let vertex = surface_vertices[vi];
96
+ let world = vertex.position.xyz;
97
+ return WaterVertexOut(camera.view_projection_matrix * vec4<f32>(world, 1.0), world,
98
+ vertex.normal.xyz, vertex.position.w);
99
+ }
120
100
 
121
- var total = 0.0;
101
+ // The interface at one water fragment, in view space. Receivers trace through it and optics
102
+ // shade it, so both passes take it from here.
103
+ struct WaterInterface {
104
+ origin: vec3<f32>,
105
+ incident: vec3<f32>,
106
+ // Faces the camera's side of the interface.
107
+ normal: vec3<f32>,
108
+ above: bool,
109
+ ior: f32,
110
+ // Screen-space travel bound.
111
+ limit: f32,
112
+ }
122
113
 
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;
114
+ fn water_interface(world: vec3<f32>, surface_normal: vec3<f32>) -> WaterInterface {
115
+ let origin = (camera.view_matrix * vec4f(world, 1.0)).xyz;
116
+ let above = camera.view_matrix_inverse[3].y >= world.y;
117
+ var normal_ws = normalize(surface_normal);
118
+ if (!above) { normal_ws = -normal_ws; }
119
+ return WaterInterface(origin, normalize(origin), normalize(direction_world_to_view(normal_ws, camera)), above,
120
+ max(water.ior, 1.0), min(max(trace.max_distance, 0.1), camera.clip_near_far.y));
121
+ }
122
+ `, [chunk_direction_world_to_view]);
126
123
 
127
- total = total + textureSampleLevel(terrain_height, height_sampler, uv + offset, 0.0).r;
128
- }
124
+ export const chunk_water_screen_ray = CodeChunk.from(/* language=WGSL */ `
125
+ fn water_hzb_mip_size(depth_size: vec2f, hzb_size: vec2f, mip: i32) -> vec2f {
126
+ if (mip <= 0) { return depth_size; }
127
+ return max(vec2f(1.0), floor(hzb_size / exp2(f32(mip-1))));
128
+ }
129
+ // Reuse the renderer's FFX cell intersection and depth loads, but walk the actual
130
+ // integer mip grids. Its SSR driver halves floating sizes and assumes power-of-two
131
+ // reductions; Meep's HZB conservatively resamples arbitrary viewport dimensions.
132
+ fn water_hzb_crossing(origin: vec3f, direction: vec3f, budget: u32,
133
+ valid: ptr<function,bool>, iterations: ptr<function,u32>) -> vec3f {
134
+ let size = vec2f(textureDimensions(tDepth,0));
135
+ let pyramid_size = vec2f(textureDimensions(tHZB,0));
136
+ let last_mip = i32(textureNumLevels(tHZB));
137
+ let inverse_direction = select(vec3f(F32_MAX), 1.0/direction, abs(direction)>vec3f(1e-12));
138
+ let floor_offset = select(vec2f(1.0), vec2f(0.0), direction.xy<vec2f(0.0));
139
+ let uv_offset = select(0.005/size, -0.005/size, direction.xy<vec2f(0.0));
140
+ var mip = 0;
141
+ var position = origin;
142
+ var travel = 0.0;
143
+ *valid = false;
144
+ // Water is absent from the opaque depth buffer: skipping the initial pixel
145
+ // can skip the entire receiver for almost zero projected displacement.
146
+ for (var i=0u; i<min(budget,128u); i++) {
147
+ *iterations = i+1u;
148
+ if (!screen_space_ray_in_bounds(position.xy) || is_background(position.z)) { break; }
149
+ let resolution = water_hzb_mip_size(size,pyramid_size,mip);
150
+ let pixel = resolution * position.xy;
151
+ let depth = ffx_sssr_load_depth(vec2i(pixel),mip);
152
+ let skipped = ffx_sssr_advance_ray(origin,direction,inverse_direction,pixel,
153
+ 1.0/resolution,floor_offset,uv_offset,depth,&position,&travel);
154
+ if (!skipped && mip==0) { *valid=true; break; }
155
+ mip = clamp(mip+select(-1,1,skipped),0,last_mip);
129
156
  }
157
+ return position;
158
+ }
159
+ // HZB returns a depth-slab crossing, not the intersection of the ray with the
160
+ // receiver's plane. Refine that crossing before using its UV or optical path.
161
+ fn water_exact_receiver(ray: Ray, input: ScreenSpaceRayHit) -> ScreenSpaceRayHit {
162
+ var hit = input;
163
+ if (hit.status != 0u) { return hit; }
164
+ let receiver = screen_space_ray_load_receiver(hit.uv, tDepth, tNormal,
165
+ camera.projection_matrix_inverse, camera.view_matrix);
166
+ let travel = plane_ray_raycast(ray.origin, ray.direction, receiver.plane);
167
+ // Keep the analytic distance rather than the projection of the texel center onto the ray.
168
+ if (travel > 1e-4 && travel <= ray.tmax) {
169
+ hit.distance = travel;
170
+ hit.uv = project_position(ray_at(ray.origin, ray.direction, travel), camera.projection_matrix).xy;
171
+ // Reprojection can change texel ownership at a silhouette. Validate that lookup
172
+ // again; the analytic travel above already checked the ray's bounded interval.
173
+ let checked = screen_space_ray_validate(Ray(ray.origin,ray.direction,1e20),hit.uv,tDepth,tNormal,
174
+ camera.projection_matrix,camera.projection_matrix_inverse,camera.view_matrix,trace.distance_tolerance);
175
+ hit.status = checked.status;
176
+ hit.residual = checked.residual;
177
+ } else { hit.status = 4u; }
178
+ return hit;
179
+ }
180
+ fn water_refine_receiver(ray: Ray, seed: vec2f) -> ScreenSpaceRayHit {
181
+ // The traversal already selected the first depth footprint. Intersect its plane
182
+ // once and validate ownership; another Newton search could jump past that footprint
183
+ // to a later root that the traversal has already ruled out.
184
+ return water_exact_receiver(ray, ScreenSpaceRayHit(seed, 0.0, 1e20, 0u, 0u));
185
+ }
186
+ fn water_hzb_hit(ray: Ray, budget: u32) -> ScreenSpaceRayHit {
187
+ var miss = ScreenSpaceRayHit(vec2f(0.0), 0.0, 1e20, 0u, 5u);
188
+ if (budget == 0u || !screen_space_ray_projectable(ray.origin, camera.projection_matrix)
189
+ || !screen_space_ray_projectable(ray.origin + ray.direction, camera.projection_matrix)) { return miss; }
190
+ let origin = project_position(ray.origin, camera.projection_matrix);
191
+ let direction = project_direction(ray.origin, ray.direction, origin, camera.projection_matrix);
192
+ // Only rays advancing into reverse-Z are supported by this adapter.
193
+ if (direction.z >= -1e-8 || !screen_space_ray_in_bounds(origin.xy)) { return miss; }
194
+ var valid = false;
195
+ var iterations = 0u;
196
+ let candidate = water_hzb_crossing(origin, direction, budget, &valid, &iterations);
197
+ if (!valid) { miss.iterations = iterations; return miss; }
198
+ var hit = water_refine_receiver(ray, candidate.xy);
199
+ hit.iterations = iterations;
200
+ return hit;
201
+ }
202
+ `, [chunk_screen_space_newton_ray, chunk_ffx_sssr_advance_ray, chunk_ffx_sssr_load_depth, chunk_project_direction,
203
+ chunk_ray_at]);
204
+
205
+ const body = CodeChunk.from(/* language=WGSL */ `
206
+ struct WaterReceiver {
207
+ @location(0) receiver: vec4<f32>,
208
+ @location(1) metadata: vec4<f32>,
209
+ // Receiver UV, bounded path, classified status + Newton updates / 32. Readback is opt-in.
210
+ }
130
211
 
131
- return total / 9.0;
212
+ // A screen-space receiver must lie below the surface point the ray entered at: the refracted ray runs
213
+ // downward from it, so any point on the ray is lower, and one that is not is a root off the ray.
214
+ fn water_receiver_submerged(uv: vec2f, surface_y: f32) -> bool {
215
+ let receiver = water_receiver_texel(tDepth, tNormal, vec2i(uv * vec2f(textureDimensions(tDepth, 0))),
216
+ camera.projection_matrix_inverse, camera.view_matrix_inverse);
217
+ return receiver.position.y <= surface_y + WATER_LEVEL_TOLERANCE;
132
218
  }
133
219
 
134
220
  @fragment
135
- fn fs_main(in : WaterVertexOut) -> @location(0) vec4<f32> {
221
+ fn fs_main(in: WaterVertexOut) -> WaterReceiver {
136
222
  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;
223
+ let dimensions = vec2f(textureDimensions(tDepth, 0));
224
+ let uv = in.clip.xy / dimensions;
225
+ let scene_depth = textureLoad(tDepth, coord, 0).r;
226
+ if (scene_depth >= in.clip.z) { discard; }
227
+ // the opaque scene behind this pixel, and how deep under the surface point it lies: shore water
228
+ // fades in over its first 10 cm, whatever is under it
229
+ var behind_vs = vec3f(0.0);
230
+ var water_depth = 1e20;
231
+ if (!is_background(scene_depth)) {
232
+ behind_vs = inv_project_position(vec3f(uv, scene_depth), camera.projection_matrix_inverse);
233
+ water_depth = in.world.y - (camera.view_matrix_inverse * vec4f(behind_vs, 1.0)).y;
157
234
  }
235
+ let coverage = smoothstep(0.0, 0.1, water_depth);
236
+ let surface = water_interface(in.world, in.normal);
237
+ let above = surface.above;
238
+ let limit = surface.limit;
239
+ let direction = refract(surface.incident, surface.normal, 1.0 / surface.ior);
240
+ let ray = Ray(surface.origin, normalize(direction), limit);
241
+ var hit = ScreenSpaceRayHit(uv, limit, 1e20, 0u, 8u);
242
+ var newton_updates = 0u;
243
+ var newton_failure = 0u;
244
+ if (above && trace.mode == 0u) {
245
+ // Mayer et al. §2.2: a root within one pixel of the ray is accepted as is. Like the paper,
246
+ // this can converge past a thin occluder; traversal is only the fallback for failures.
247
+ hit = screen_space_newton_ray(ray, uv, tDepth, tNormal, camera.projection_matrix,
248
+ camera.projection_matrix_inverse, camera.view_matrix, trace.max_updates, trace.distance_tolerance);
249
+ newton_updates = hit.iterations;
250
+ newton_failure = hit.status;
251
+ }
252
+ // Reject foreground receivers before deciding whether traversal is needed.
253
+ if (hit.status == 0u && !water_receiver_submerged(hit.uv, in.world.y)) { hit.status = 5u; newton_failure = 5u; }
254
+ if (above && trace.mode != 2u && hit.status != 0u) {
255
+ let fallback = water_hzb_hit(ray, trace.fallback_steps);
256
+ if (fallback.status == 0u && water_receiver_submerged(fallback.uv, in.world.y)) { hit = fallback; hit.status = 6u; }
257
+ }
258
+ // Compute the control event for every pixel, independently of Newton/HZB success. With nothing
259
+ // behind the water on screen, integrate it to where it has taken all but a thousandth.
260
+ var control_path = min(water.missing_receiver_path, limit);
261
+ var control_status = select(8u, 9u, !above);
262
+ if (!is_background(scene_depth)) {
263
+ if (water_depth >= -WATER_LEVEL_TOLERANCE || !above) {
264
+ control_path = min(distance(ray.origin, behind_vs), limit);
265
+ control_status = select(7u, 9u, !above);
266
+ }
267
+ }
268
+ if (trace.mode == 2u || !above || (hit.status != 0u && hit.status != 6u)) {
269
+ // Never use an unvalidated Newton iterate as a color lookup.
270
+ hit.uv = uv;
271
+ // A missing screen receiver is missing visibility, not 300 metres of water.
272
+ hit.distance = control_path;
273
+ hit.status = control_status;
274
+ }
275
+ var status = hit.status;
276
+ if (status == 6u) { status = 8u + newton_failure; }
277
+ else if (status == 7u) { status = 16u + newton_failure; }
278
+ else if (status == 8u) { status = 24u + newton_failure; }
279
+ else if (status == 9u) { status = 31u; }
280
+ return WaterReceiver(vec4f(hit.uv, hit.distance, f32(status) + f32(newton_updates)/32.0),
281
+ vec4f(control_path, min(hit.residual, 65504.0), coverage, f32(water.surface_id)));
282
+ }
283
+ `, [surface_body, chunk_water_screen_ray, chunk_direction_view_to_world,
284
+ chunk_water_receiver_texel, WATER_LEVEL_TOLERANCE_DECLARATION]);
285
+
286
+ const finalize_body = CodeChunk.from(/* language=WGSL */ `
287
+ struct WaterOptics {
288
+ @location(0) transmission: vec4f,
289
+ @location(1) radiance: vec4f,
290
+ @location(2) background: vec4f,
291
+ }
292
+ @fragment
293
+ fn fs_main(in: WaterVertexOut) -> WaterOptics {
294
+ let coord = vec2i(in.clip.xy);
295
+ let metadata = textureLoad(trace_metadata, coord, 0);
296
+ // Equal-depth surfaces must retain the same deterministic owner as receiver selection.
297
+ if (metadata.w != f32(water.surface_id)) { discard; }
298
+ let dimensions = vec2f(textureDimensions(tDepth, 0));
299
+ let uv = in.clip.xy / dimensions;
300
+ let receiver_data = textureLoad(receiver, coord, 0);
301
+ let surface = water_interface(in.world, in.normal);
302
+ let body = water_bodies.bodies[water.body_index];
303
+ let origin = surface.origin;
304
+ let above = surface.above;
305
+ let ior = surface.ior;
306
+ let limit = surface.limit;
307
+ let nov = clamp(dot(-surface.incident, surface.normal), 0.0, 1.0);
308
+ // exact dielectric Fresnel: water is most reflective at grazing angles, where Schlick's is not right
309
+ let fresnel = F_dielectric(nov, ior);
310
+ let reflection_direction = reflect(surface.incident, surface.normal);
311
+ // a reflection that misses on screen falls back to the GI mode, as SSR's resolve does
312
+ var reflection = water_gi_specular(in.world, direction_view_to_world(surface.normal, camera),
313
+ direction_view_to_world(-surface.incident, camera), water.roughness);
314
+ if (trace.reflections != 0u && above) {
315
+ let reflected = water_hzb_hit(Ray(ray_at(origin, reflection_direction, 0.02), reflection_direction, limit),
316
+ trace.fallback_steps);
317
+ if (reflected.status == 0u) {
318
+ let reflected_point = ray_at(origin, reflection_direction, reflected.distance + 0.02);
319
+ let projected = project_position(reflected_point, camera.projection_matrix);
320
+ // Reflection uses the renderer's usual back-face, thickness, self-hit and
321
+ // vignette validation. Its two-pixel rule must not reject normal-incidence refraction.
322
+ let confidence = ffx_sssr_validate_hit(vec3f(reflected.uv, projected.z), uv,
323
+ reflection_direction, dimensions, max(trace.distance_tolerance, 0.02), 0.05);
324
+ let radiance = water_receiver_radiance(tScene, tDepth, tNormal, reflected.uv,
325
+ camera.projection_matrix_inverse, camera.view_matrix_inverse, in.world.y, false);
326
+ reflection = mix(reflection, radiance.rgb,
327
+ confidence * min(radiance.a * 2.0, 1.0) * smoothstep(0.05, 0.5, reflected.distance)
328
+ * smoothstep(1.0, 4.0, length((reflected.uv - uv) * dimensions)));
329
+ }
330
+ }
331
+ let original = textureLoad(tScene, coord, 0);
332
+ let valid = receiver_data.w < 16.0 && above && trace.mode != 2u;
333
+ var confidence = select(0.0, water_refraction_confidence(receiver_data.xy, uv, dimensions,
334
+ texture_sample_bilinear_uv(visibility_distance, uv, 0u).r), valid);
335
+ // Mayer's fade selects one UV, rather than crossfading two images of the same edge.
336
+ let lookup = water_refraction_lookup(uv, receiver_data.xy, confidence);
337
+ // The surface height here stands for the one above the displaced receiver: they differ by the
338
+ // wave height across a few metres, against a tolerance the gather already allows.
339
+ let gathered = water_receiver_radiance(tScene, tDepth, tNormal, lookup,
340
+ camera.projection_matrix_inverse, camera.view_matrix_inverse, in.world.y, above);
341
+ var path = metadata.x;
342
+ var color = original.rgb;
343
+ // the receiver seen through the surface: refracted, or the pixel's own when there is none
344
+ var receiver_coord = coord;
345
+ if (confidence > 0.0 && gathered.a > 0.0) {
346
+ path = min(water_receiver_path(tDepth, tNormal, lookup, camera.projection_matrix_inverse,
347
+ camera.view_matrix, origin), limit);
348
+ color = gathered.rgb;
349
+ receiver_coord = vec2i(lookup * dimensions);
350
+ } else { confidence = 0.0; }
351
+ // The opaque scene was shaded dry: what reaches the receiver is what survives the water above it
352
+ // (WATER_OPTICS_PLAN_2026_10_02.md §4.3). Seen from under the surface, the receiver is above it.
353
+ let receiver_texel = water_receiver_texel(tDepth, tNormal, receiver_coord, camera.projection_matrix_inverse,
354
+ camera.view_matrix_inverse);
355
+ if (above && !is_background(receiver_texel.depth)) {
356
+ let camera_ws = camera.view_matrix_inverse[3].xyz;
357
+ color *= water_receiver_downwelling(body, receiver_texel.position, receiver_texel.normal,
358
+ max(in.world.y - receiver_texel.position.y, 0.0), normalize(camera_ws - receiver_texel.position));
359
+ }
360
+ // Light in the water body (WATER_OPTICS_PLAN_2026_10_02.md §4.4): the receiver attenuated along
361
+ // the refracted path, and the sun and sky scattered back up it; both cross the surface by the
362
+ // n² law. A view from under the surface is outside this model: attenuation only.
363
+ let extinction = body.extinction.xyz;
364
+ var transmitted = exp(-extinction * max(path, 0.0));
365
+ var scattered = vec3f(0.0);
366
+ if (above) {
367
+ let exit = water_exit_factor(nov, ior);
368
+ let direction = normalize(direction_view_to_world(refract(surface.incident, surface.normal, 1.0 / ior), camera));
369
+ transmitted *= exit;
370
+ scattered = exit * water_inscatter(body, in.world, direction, max(path, 0.0), trace.inscatter_segments);
371
+ }
372
+ let event = water_event(transmitted, fresnel * reflection + scattered);
373
+ let optical = water_transport(event, original.rgb, color, metadata.z);
374
+ return WaterOptics(vec4f(optical.transmission, metadata.z), vec4f(optical.radiance, confidence),
375
+ vec4f(optical.background, original.a));
376
+ }
377
+ `, [surface_body, chunk_water_screen_ray, chunk_F_dielectric,
378
+ chunk_ffx_sssr_validate_hit, chunk_texture_sample_bilinear_uv,
379
+ chunk_direction_view_to_world, chunk_ray_at, chunk_water_optics, chunk_water_inscatter,
380
+ chunk_water_receiver_downwelling, chunk_water_receiver_texel,
381
+ chunk_water_transport, chunk_water_receiver_radiance, chunk_water_refraction_confidence]);
382
+
383
+ export const water_shader = ShaderDescriptor.from({ label: "Water / receivers", resources, body });
384
+ /** The optics pass under IBL, and under LPV, which has no transparent variant. */
385
+ export const water_finalize_shader_ibl = ShaderDescriptor.from({ label: 'Water / coherent optics IBL',
386
+ resources: WATER_FINALIZE_RESOURCES_IBL, body: CodeChunk.from('', [finalize_body, chunk_water_gi_ibl]) });
387
+ /** The optics pass under Brick4. */
388
+ export const water_finalize_shader_brick4 = ShaderDescriptor.from({ label: 'Water / coherent optics Brick4',
389
+ resources: WATER_FINALIZE_RESOURCES_BRICK4, body: CodeChunk.from('', [finalize_body, chunk_water_gi_brick4]) });
390
+ export const WATER_RESOURCES = resources;
158
391
 
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
-
392
+ /** Nearest-interface selection writes only water-owned depth and optics, never opaque G-buffer. */
393
+ function water_pipeline(shader, targets, finalize) {
394
+ const code = shader.source;
226
395
  return RenderPipelineDescriptor.from({
227
- label: "Water",
228
- layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
396
+ label: shader.label,
397
+ layout: shader.resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
229
398
  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
399
+ fragment: { module: { code }, entryPoint: "fs_main", targets: targets.map(format => ({ format })) },
400
+ depthStencil: DepthStencilState.from({ format: "depth32float", depthWriteEnabled: !finalize, depthCompare: finalize ? 'equal' : 'greater' }),
237
401
  primitive: { topology: "triangle-list", cullMode: "none" },
238
402
  });
239
403
  }
240
-
241
- /**
242
- * The pipeline's resource set, for building bind groups.
243
- *
244
- * @type {ShaderResourceSetDescriptor}
245
- */
246
- export const WATER_RESOURCES = resources;
404
+ export function create_water_pipeline() { return water_pipeline(water_shader, ['rgba32float', 'rgba32float'], false); }
405
+ export function create_water_finalize_pipeline_ibl() { return water_pipeline(water_finalize_shader_ibl, ['rgba32float', 'rgba16float', 'rgba16float'], true); }
406
+ export function create_water_finalize_pipeline_brick4() { return water_pipeline(water_finalize_shader_brick4, ['rgba32float', 'rgba16float', 'rgba16float'], true); }
@@ -0,0 +1,12 @@
1
+ export { chunk_water_refraction_confidence } from "./chunk_water_transport.js";
2
+ export const shader_water_occupancy: ComputeShader;
3
+ export const shader_water_splat: ComputeShader;
4
+ export const shader_water_draw: ImageShader;
5
+ export const shader_water_confidence_seed: ImageShader;
6
+ export const shader_water_confidence_x: ImageShader;
7
+ export const shader_water_confidence_y: ImageShader;
8
+ export const shader_water_background_copy: ImageShader;
9
+ export const shader_water_debug: ImageShader;
10
+ import { ComputeShader } from "../shader/ComputeShader.js";
11
+ import { ImageShader } from "../shader/ImageShader.js";
12
+ //# sourceMappingURL=shader_water_avboit.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_water_avboit.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/shader_water_avboit.js"],"names":[],"mappings":";AAqCA,mDAwBG;AAQH,+CAqCG;AAUH,4CA4BG;AAQH,uDAuBG;AAyBH,oDAA2E;AAC3E,oDAA0E;AAM1E,uDAYG;AAOH,6CAyCG;8BAxP2B,4BAA4B;4BAC9B,0BAA0B"}