@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
@@ -0,0 +1,270 @@
1
+ import { chunk_get_ibl_radiance } from "../../renderer/deferred/indirect/chunk_get_ibl_radiance.js";
2
+ import { chunk_sh_exp_p4q2_base_reflectance } from "../../renderer/shader/chunk/spherical_harmonics/exponential/chunk_sh_exp_p4q2_base_reflectance.js";
3
+ import { SH_EXP_P4Q2_PROBE_STRUCT } from "../../renderer/shader/chunk/spherical_harmonics/exponential/SH_EXP_P4Q2_PROBE_STRUCT.js";
4
+ import { chunk_D_GGX } from "../../renderer/shader/chunk/brdf/chunk_D_GGX.js";
5
+ import { chunk_V_GGX_SmithCorrelated } from "../../renderer/shader/chunk/brdf/chunk_V_GGX_SmithCorrelated.js";
6
+ import { CodeChunk } from "../../renderer/shader/compiler/CodeChunk.js";
7
+ import { ComputeShader } from "../../renderer/shader/ComputeShader.js";
8
+ import { ShaderResourceSetDescriptor } from "../../renderer/shader/resource/ShaderResourceSetDescriptor.js";
9
+ import { WebGPUArray } from "../../renderer/shader/type/WebGPUArray.js";
10
+ import { f32, u32, vec4f } from "../../renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
11
+ import { WebGPUStruct } from "../../renderer/shader/type/WebGPUStruct.js";
12
+ import { SAMPLER_LINEAR_UPSCALE } from "../../renderer/texture/SAMPLER_LINEAR_UPSCALE.js";
13
+
14
+ /**
15
+ * Rows of the sphere grid, top to bottom.
16
+ * @type {string[]}
17
+ */
18
+ export const PLAYGROUND_ROWS = [
19
+ 'reference (quadrature)',
20
+ 'SH exponential, P4 Q2',
21
+ 'engine IBL (split sum)',
22
+ 'SH exponential − reference',
23
+ ];
24
+
25
+ /**
26
+ * Step through the reference grid's cells: odd, so it visits every cell of a power-of-two grid once
27
+ * per pass, and large, so any run of consecutive steps is spread over the sphere and a partial sum
28
+ * is already a fair estimate of the whole.
29
+ *
30
+ * @type {number}
31
+ */
32
+ export const REFERENCE_CELL_STRIDE = 7919;
33
+
34
+ /**
35
+ * What both playground kernels read.
36
+ *
37
+ * - `right`, `up`, `back`: the orthographic camera's basis; `back` points at the viewer and is every
38
+ * pixel's view direction;
39
+ * - `cell_size`: pixels per sphere cell, `columns` spheres per row, one per roughness;
40
+ * - `alpha_first_root`, `alpha_root_step`: column `c` is at roughness `first + step * c`, GGX alpha
41
+ * its square — the paper's own sweep is 0.3 to 1 in steps of 0.1;
42
+ * - `slice_start`, `slice_count`: which reference cells this frame adds; `processed` how many will
43
+ * have been added after it, of `cell_count`;
44
+ * - `exposure`, `error_gain`: display only.
45
+ *
46
+ * @type {WebGPUStruct}
47
+ */
48
+ export const PLAYGROUND_VIEW_STRUCT = WebGPUStruct.from({
49
+ right: vec4f,
50
+ up: vec4f,
51
+ back: vec4f,
52
+ cell_size: u32,
53
+ columns: u32,
54
+ slice_start: u32,
55
+ slice_count: u32,
56
+ cell_count: u32,
57
+ processed: u32,
58
+ alpha_first_root: f32,
59
+ alpha_root_step: f32,
60
+ exposure: f32,
61
+ error_gain: f32,
62
+ }, "SHExpPlaygroundView");
63
+
64
+ /**
65
+ * The sphere a pixel of a cell sees: `w` is 1 on the sphere and 0 off it, `xyz` the world normal.
66
+ */
67
+ const chunk_playground_sphere = CodeChunk.from(
68
+ //language=WGSL
69
+ `
70
+ const SPHERE_RADIUS : f32 = 0.92;
71
+
72
+ fn playground_sphere_normal(local: vec2<u32>) -> vec4<f32> {
73
+ let p = (vec2<f32>(local) + 0.5) / f32(view.cell_size) * 2.0 - 1.0;
74
+ // screen y grows downwards
75
+ let q = vec2<f32>(p.x, -p.y) / SPHERE_RADIUS;
76
+ let r2 = dot(q, q);
77
+
78
+ if (r2 >= 1.0) {
79
+ return vec4<f32>(0.0);
80
+ }
81
+
82
+ let normal = view.right.xyz * q.x + view.up.xyz * q.y + view.back.xyz * sqrt(1.0 - r2);
83
+
84
+ return vec4<f32>(normalize(normal), 1.0);
85
+ }
86
+
87
+ fn playground_alpha(column: u32) -> f32 {
88
+ let root = view.alpha_first_root + view.alpha_root_step * f32(column);
89
+ return root * root;
90
+ }
91
+ `);
92
+
93
+ const accumulate_resources = new ShaderResourceSetDescriptor();
94
+
95
+ accumulate_resources.createGroup()
96
+ .addUniform("view", PLAYGROUND_VIEW_STRUCT)
97
+ .addStorageBuffer("cells", WebGPUArray.from(vec4f), false)
98
+ .addStorageBuffer("accumulation", WebGPUArray.from(vec4f), true);
99
+
100
+ /**
101
+ * Adds one slice of the reference quadrature to every sphere pixel: `E0` summed over
102
+ * `slice_count` cells of an octahedral grid made by `shader_sh_exp_environment_cells`, at a finer
103
+ * resolution than the encoder fits on. Spread over frames, so no invocation loops over the sphere.
104
+ *
105
+ * @type {ComputeShader}
106
+ */
107
+ export const shader_playground_accumulate_reference = ComputeShader.from({
108
+ label: "SH exponential playground / accumulate reference",
109
+ resources: accumulate_resources,
110
+ body: CodeChunk.from(
111
+ //language=WGSL
112
+ `
113
+ @compute @workgroup_size(8, 8)
114
+ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
115
+ let width = view.columns * view.cell_size;
116
+
117
+ if (id.x >= width || id.y >= view.cell_size) {
118
+ return;
119
+ }
120
+
121
+ let column = id.x / view.cell_size;
122
+ let local = vec2<u32>(id.x % view.cell_size, id.y);
123
+ let sphere = playground_sphere_normal(local);
124
+
125
+ if (sphere.w == 0.0) {
126
+ return;
127
+ }
128
+
129
+ let normal = sphere.xyz;
130
+ let view_direction = view.back.xyz;
131
+ let NoV = max(dot(normal, view_direction), 1e-4);
132
+ let alpha = playground_alpha(column);
133
+ let alpha2 = alpha * alpha;
134
+
135
+ var sum = vec3<f32>(0.0);
136
+
137
+ // a uniform trip count: the slice is the same for every pixel
138
+ for (var k = 0u; k < view.slice_count; k++) {
139
+ let cell = ((view.slice_start + k) * ${REFERENCE_CELL_STRIDE}u) % view.cell_count;
140
+ let light = cells[2u * cell].xyz;
141
+ let NoL = dot(normal, light);
142
+
143
+ if (NoL > 0.0) {
144
+ let half_vector = normalize(light + view_direction);
145
+ let NoH = saturate(dot(normal, half_vector));
146
+
147
+ sum += cells[2u * cell + 1u].xyz * (D_GGX(alpha2, NoH * NoH) * V_GGX_SmithCorrelated(alpha, NoL, NoV) * NoL);
148
+ }
149
+ }
150
+
151
+ let pixel = column * view.cell_size * view.cell_size + local.y * view.cell_size + local.x;
152
+
153
+ accumulation[pixel] += vec4<f32>(sum, 0.0);
154
+ }
155
+ `, [
156
+ chunk_playground_sphere,
157
+ chunk_D_GGX,
158
+ chunk_V_GGX_SmithCorrelated,
159
+ ]),
160
+ });
161
+
162
+ const view_resources = new ShaderResourceSetDescriptor();
163
+
164
+ view_resources.createGroup()
165
+ .addUniform("view", PLAYGROUND_VIEW_STRUCT)
166
+ .addTexture("tEnvironment")
167
+ .addTexture("tSplitSum", "float")
168
+ .addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE)
169
+ .addStorageBuffer("probe", SH_EXP_P4Q2_PROBE_STRUCT, false)
170
+ .addStorageBuffer("accumulation", WebGPUArray.from(vec4f), false)
171
+ .addStorageBuffer("values", WebGPUArray.from(vec4f), true)
172
+ .addStorageTexture("output", "rgba8unorm", "2d", "write-only");
173
+
174
+ /**
175
+ * Draws the four rows of {@link PLAYGROUND_ROWS}, and writes the linear values of the first three
176
+ * into `values` (`[row][column][pixel]`, `w` = 1 on the sphere) for `verify()` to read.
177
+ *
178
+ * @type {ComputeShader}
179
+ */
180
+ export const shader_playground_view = ComputeShader.from({
181
+ label: "SH exponential playground / view",
182
+ resources: view_resources,
183
+ body: CodeChunk.from(
184
+ //language=WGSL
185
+ `
186
+ const BACKGROUND = vec3<f32>(0.035);
187
+
188
+ fn tonemap(x: vec3<f32>) -> vec3<f32> {
189
+ return vec3<f32>(1.0) - exp(-max(x, vec3<f32>(0.0)) * view.exposure);
190
+ }
191
+
192
+ fn srgb_encode(x: vec3<f32>) -> vec3<f32> {
193
+ let low = x * 12.92;
194
+ let high = 1.055 * pow(x, vec3<f32>(1.0 / 2.4)) - 0.055;
195
+ return select(high, low, x <= vec3<f32>(0.0031308));
196
+ }
197
+
198
+ fn luminance(x: vec3<f32>) -> f32 {
199
+ return dot(x, vec3<f32>(0.2126, 0.7152, 0.0722));
200
+ }
201
+
202
+ @compute @workgroup_size(8, 8)
203
+ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
204
+ let width = view.columns * view.cell_size;
205
+
206
+ if (id.x >= width || id.y >= 4u * view.cell_size) {
207
+ return;
208
+ }
209
+
210
+ let column = id.x / view.cell_size;
211
+ let row = id.y / view.cell_size;
212
+ let local = vec2<u32>(id.x % view.cell_size, id.y % view.cell_size);
213
+ let pixel = column * view.cell_size * view.cell_size + local.y * view.cell_size + local.x;
214
+ let slots = view.columns * view.cell_size * view.cell_size;
215
+
216
+ let sphere = playground_sphere_normal(local);
217
+
218
+ if (sphere.w == 0.0) {
219
+ if (row < 3u) {
220
+ values[row * slots + pixel] = vec4<f32>(0.0);
221
+ }
222
+
223
+ textureStore(output, id.xy, vec4<f32>(srgb_encode(BACKGROUND), 1.0));
224
+ return;
225
+ }
226
+
227
+ let normal = sphere.xyz;
228
+ let view_direction = view.back.xyz;
229
+ let alpha = playground_alpha(column);
230
+ let roughness = sqrt(alpha);
231
+
232
+ // the partial sum so far stands for the whole sphere: the cells it has seen are spread over it
233
+ let reference = accumulation[pixel].xyz * (f32(view.cell_count) / f32(max(view.processed, 1u)));
234
+ let sh_exp = sh_exp_p4q2_base_reflectance(probe, view_direction, normal, alpha);
235
+
236
+ var value = vec3<f32>(0.0);
237
+
238
+ if (row == 0u) {
239
+ value = reference;
240
+ } else if (row == 1u) {
241
+ value = sh_exp;
242
+ } else if (row == 2u) {
243
+ // the forward path's specular with Fresnel taken out: prefiltered radiance times the
244
+ // split sum's F0 scale plus F90 bias, which together are the GGX directional albedo (the engine's
245
+ // LUT, to within 0.06%; see chunk_sh_exp_split_sum)
246
+ let NoV = saturate(dot(normal, view_direction));
247
+ let dfg = textureSampleLevel(tSplitSum, sLinear, vec2<f32>(NoV, roughness), 0.0).rg;
248
+
249
+ value = get_ibl_radiance(view_direction, normal, roughness) * (dfg.x + dfg.y);
250
+ }
251
+
252
+ var color: vec3<f32>;
253
+
254
+ if (row < 3u) {
255
+ values[row * slots + pixel] = vec4<f32>(value, 1.0);
256
+ color = tonemap(value);
257
+ } else {
258
+ // red: SH exponential brighter than the reference, blue: darker; on the tonemapped scale
259
+ let difference = (luminance(tonemap(sh_exp)) - luminance(tonemap(reference))) * view.error_gain;
260
+ color = vec3<f32>(max(difference, 0.0), 0.0, max(-difference, 0.0));
261
+ }
262
+
263
+ textureStore(output, id.xy, vec4<f32>(srgb_encode(saturate(color)), 1.0));
264
+ }
265
+ `, [
266
+ chunk_playground_sphere,
267
+ chunk_sh_exp_p4q2_base_reflectance,
268
+ chunk_get_ibl_radiance,
269
+ ]),
270
+ });
@@ -0,0 +1,158 @@
1
+ # Water refraction / AVBOIT playground
2
+
3
+ Run `npm run dev --workspace @woosh/meep-engine` from the repository root and open
4
+ `http://localhost:5173/src/shade/playground/water_refraction/index.html`.
5
+ The page needs the renderer's usual WebGPU features, including subgroups and immediate data.
6
+ It generates its fixtures and sprites locally; no external scene download is required.
7
+
8
+ This uses `EntityManager`, the production `WaterSystem`, `ShadedGeometrySystem`, `LightSystem`,
9
+ and `GPUParticleEmitterSystem`. The ribbon uses `DynamicMeshAVBOITChannel`. The terrain component
10
+ holds the real CPU height field; a normal opaque meshlet floor visualizes the same field.
11
+ Terrain tile streaming is deliberately outside this fixture. Water records through the production
12
+ shared occupancy, warp, extinction volume, integral, four accumulators and single AVBOIT resolve.
13
+ There is no playground water renderer or color overlay.
14
+
15
+ ## Controls and review
16
+
17
+ Drag to orbit, right-drag to pan, wheel to zoom. Camera input is confined to the viewport.
18
+ Pause freezes waves, particles and fixture motion; the camera remains interactive. Reset also replaces
19
+ the particle components through the ECS lifecycle to start fresh emitter populations. Step advances
20
+ one 1/60-second engine tick. Presets cover the shore, normal incidence, grazing views, thin posts,
21
+ screen edges, the emergent-object/shoreline discontinuity view, and the deliberately unsupported
22
+ below-interface view. The grazing camera stays over the submerged floor.
23
+
24
+ Water fields edit the actual component. The surface is a real mesh: a primitive wave simulation on a
25
+ 512² grid over the body, driven by the WaterWaves component (wind speed and direction), writes its
26
+ its mesh behind the surface interface the production simulation will replace
27
+ (WATER_OPTICS_PLAN_2026_10_02.md §7.2). Screen reflections can be disabled while retaining the
28
+ fallback to the renderer's indirect lighting (IBL, or Brick4 when it is the active mode).
29
+ The Newton, bounded HZB traversal, and undisplaced control modes all use the same AVBOIT path.
30
+ The Medium select picks one of the water presets (`shade/renderer/medium/water/water_presets.js`):
31
+ what fills the body as absorption and scattering in 1/m. The body's colour is not authored — it is the sun
32
+ and sky scattered back up the refracted view ray, single scattering for now, and In-scatter segments
33
+ sets how many steps that integral takes. Seen from above, light leaving the water crosses the surface
34
+ by Fresnel and the n² law, so the floor reads about half as bright as it would dry.
35
+
36
+ Move the card, alpha/additive particles and ribbon above/below the interface using Layer height.
37
+ The box and five thin posts exercise opaque occlusion and discontinuities. Swap channel order
38
+ checks registration independence. Overlap water verifies deterministic nearest-interface selection;
39
+ it does **not** enable transport through multiple interfaces. Replace terrain exercises height-field
40
+ replacement. Restart device exercises retained facade registration and new GPU resource ownership.
41
+
42
+ Water enabled off elides all water preparation/contribution passes. MBOIT suppresses water and
43
+ the other AVBOIT side channels. There is no legacy-overlay fallback. TAA can be enabled for moving
44
+ wave/object checks. NSS uses the renderer's existing weight requirement and falls back to TAA
45
+ when weights have not been installed; this standalone page does not supply NSS weights.
46
+
47
+ Inspection modes display prepared coverage, receiver UV, bounded path, classification/update count,
48
+ surface radiance, residual, RGB throughput, shared front throughput, water's normalization term,
49
+ and the confidence used to select the refraction lookup.
50
+ They replace presentation **after** shared resolve and temporal processing, so diagnostics show
51
+ the current frame's measurements without TAA history. Internal-resolution measurements are
52
+ displayed with nearest sampling at the output resolution.
53
+ Shift-click requests one pixel from four prepared textures on the next frame; normal frames perform
54
+ no readback. Arrays are `receiver=[u,v,path,status+updates/32]`,
55
+ `transmission=[Tr,Tg,Tb,coverage]`, `radiance=[Wr,Wg,Wb,residual]`.
56
+ The separate `confidence` field is the final weight after rejecting unsupported lookups; the
57
+ confidence display reads this same weight rather than recomputing an approximation.
58
+ Status 0 is a converged Newton hit; codes 8–13 are validated HZB hits, 16–21 undisplaced opaque fallbacks,
59
+ 24–29 bounded sky fallbacks, and 31 the below-interface control. The low three bits preserve the
60
+ Newton miss reason: 0 none/not attempted, 1 bounds/clip, 2 sky, 3 parallel/invalid, 4 ray interval,
61
+ 5 exhausted budget/residual. The probe decodes these names and the update count. Residual is capped
62
+ at 65504 for half-float storage. The status display uses green/cyan/purple/orange/pink for those
63
+ five final classes; red increases with update count.
64
+
65
+ Compile check compiles all ten production water modules on the active device. Rendering exercises
66
+ their real pipelines and bind groups; the first validation error stops rendering and remains visible
67
+ in the status panel and console. Restart device resumes after correcting the error. Profile / T
68
+ uses the existing GPU profiler and exports `.sgpt`. Compare water on/off at a fixed paused camera,
69
+ resolution and transparency population; include preparation, background transport and all AVBOIT
70
+ passes, rather than quoting just the Newton loop. The recording includes trace budgets and temporal
71
+ mode in its note. A device without timestamp-query records structure without timings.
72
+
73
+ Copy state writes versioned JSON into the text area and attempts clipboard copying. Apply state
74
+ restores camera, displayed controls, water/fixture clock, terrain offset and channel order.
75
+ GPU particle populations and temporal histories are not serialized: reload/reset them and warm up
76
+ equally for image/performance comparisons. Probe values describe the captured frame; camera changes
77
+ require a fresh probe.
78
+
79
+ ## Integration boundaries and adversarial checks
80
+
81
+ Opaque receiver transport uses the immutable pre-transparency HDR scene. Water contributes only its
82
+ reflection and in-scattered radiance and its RGB transmittance; shared resolve applies the transported opaque background once.
83
+ Rear transparent surfaces/particles are attenuated at their original screen positions. Their radiance
84
+ is not sampled through the bent ray. Missing/off-screen receivers get bounded, explicit fallbacks.
85
+ Missing receivers use the local terrain column to estimate water thickness; the trace budget is only
86
+ an upper bound. Final shading fades the receiver UV toward the control UV around emergent silhouettes,
87
+ shoreline visibility gaps and screen edges, then performs one geometry-aware color lookup. It derives
88
+ water thickness from that lookup's local receiver plane and builds its complete optical event. It
89
+ does not crossfade two displaced images. Three quarter-resolution passes form a conservative
90
+ geometry/sky boundary mask and bounded Euclidean distance field. Isolated trace failures never seed
91
+ that field, which would amplify them into large moving blotches. The raw receiver/residual displays
92
+ still show classified misses; Refraction confidence shows the displacement fade actually used by
93
+ the final image. Screen reflections also fade near the ray origin and frame
94
+ edges to avoid self-hit speckles, reusing the existing SSR back-face/thickness/vignette validation.
95
+ As in the paper, a converged Newton root is final: screen bounds plus the one-pixel and distance
96
+ residuals accept it, with no further visibility proof. Like the paper's method it can converge past
97
+ a thin occluder between the interface and the receiver; that is the accepted cost of a few G-buffer
98
+ reads per pixel. Pixels Newton fails fall back to a water adapter using the existing FFX cell
99
+ intersection/depth-loading chunks. The adapter traverses the HZB's actual integer
100
+ mip dimensions, including odd viewport sizes; it does not assume a floating halving of the source
101
+ grid. It starts in the source pixel, since water is absent from opaque depth. HZB slab crossings
102
+ are intersected once with the selected receiver plane and validated again before shading. A second
103
+ Newton search here could jump past the first footprint to a root the traversal has ruled out.
104
+ An exhausted traversal uses the control event. Color filtering accepts only taps on the validated
105
+ receiver's local plane, with geometric-normal and interface-side checks. Receiver selection retains
106
+ full-precision UV/path/control-path data. Final shading reads the same selected interface and
107
+ deterministic surface owner before shared occupancy/extinction/draw consume its optical result.
108
+ AVBOIT still supplies the sole transparency resolve.
109
+ Underwater transport, two-interface transport, transparent receivers and caustics remain the plan's
110
+ follow-on stage, rather than being implied by the below-interface/overlap controls.
111
+
112
+ The tangent-plane update follows the paper's Appendix A, but geometry reconstruction differs:
113
+ Newton reads the unfiltered depth and geometric face normal at mip zero, rather than the paper's
114
+ distance-dependent mip filtering for local smoothness. The conservative HZB is a visibility
115
+ traversal, not that filtered reconstruction. Nearest face planes avoid mixing foreground and
116
+ background geometry at silhouettes; the tradeoff is weaker convergence on curved or undersampled
117
+ surfaces. Bounded fallback and classified misses remain necessary. Neither the paper's convergence
118
+ statistics nor its timing results apply directly to this implementation.
119
+
120
+ Acceptance reconstructs the receiver at its subpixel UV on the sampled face plane before measuring
121
+ ray proximity. Using the texel-center position instead can reject exact planar intersections at
122
+ grazing angles and introduce striped hit/control transitions. This is independent of adaptive mip
123
+ filtering. Each Newton lookup reads depth and face normal once: the plane that rejects one lookup
124
+ is the tangent plane for the next update, so N updates read N+1 texels. Fallback steps bound only
125
+ the traversal for failed pixels and screen reflections.
126
+
127
+ The main risks to check on target hardware are moving-wave temporal ghosts (water keeps the opaque
128
+ depth/motion contract), coarse 8×8 volume attenuation near thin/partial edges, tangent-plane hits at
129
+ depth discontinuities, and first activation of AVBOIT in otherwise opaque scenes. No paper performance
130
+ claim is adopted; disocclusion fades and geometry-aware filtering add work to water rendering.
131
+ Water transient targets cost approximately 68 bytes per internal pixel before allocator lifetime
132
+ reuse, plus up to 0.375 bytes per pixel for the three quarter-resolution visibility fields:
133
+ 32 bytes for receiver/trace metadata, 4 for interface depth, and 32 for final optics/background. The tiny-loss
134
+ throughput target is float32 and is read through unfilterable loads, so float32-filterable is unnecessary.
135
+
136
+ The checker fixture uses 64 texels per square, preserving its world-space pattern while keeping
137
+ the opaque input sharp. Compare water disabled before attributing source-image filtering to water.
138
+
139
+ Numerical regressions execute production receiver/final-shading entries against analytic optical
140
+ transport, and water's volume splat through shared integration at full, partial and odd-edge coverage.
141
+ They also cover the actual shared WGSL contribution/resolve, count conservation,
142
+ normal-incidence acceptance, analytic plane/sphere intersections, invalid rays, bounded fallback thickness,
143
+ geometry-only visibility seeds, single-lookup transport, subpixel receiver thickness,
144
+ grazing visibility intervals, odd-dimension traversal crossings, receiver ownership at silhouettes,
145
+ converged roots kept without a traversal budget, source/receiver frame-edge fades and old/new serialization.
146
+ Software-device orchestration verifies water precedes shared warp/integration/resolve without adding
147
+ another one. Visual checks are complementary: inspect TAA/fog, mixed sources, below-interface fallback,
148
+ overlap, no-water/MBOIT suppression, terrain replacement and device restart on a real GPU.
149
+ The CPU emulator stores one mip and cannot propagate scalar pointer outputs back to callers;
150
+ its traversal regression checks the returned crossing. Full mip-chain hit classification needs
151
+ the real GPU; the CPU test does not claim to prove that contract.
152
+
153
+ Blast radius: water lifecycle/shaders/data plus AVBOIT preparation/background plumbing and its
154
+ tiny-loss resolve guard; existing particle, mesh and ribbon APIs remain intact.
155
+
156
+ Reference: Mayer, Assarsson and Sintorn, *Ultrafast Screen-Space Refractions and Caustics via Newton's
157
+ Method*, JCGT 15(1), 2026, [paper](https://jcgt.org/published/0015/01/03/paper-lowres.pdf).
158
+ See [the integration plan](../../../../WATER_MAYER2026_INTEGRATION_PLAN.md) for the transport contract.
@@ -0,0 +1,40 @@
1
+ <!doctype html>
2
+ <html lang="en">
3
+ <head><meta charset="UTF-8"><meta name="viewport" content="width=device-width, initial-scale=1"><title>Water · Mayer refraction / AVBOIT</title>
4
+ <style>
5
+ :root{color-scheme:dark;font:14px/1.45 system-ui,sans-serif;color:#d6e4ea;background:#10161b}*{box-sizing:border-box}
6
+ body{margin:0;display:grid;grid-template-columns:minmax(0,1fr) 330px;grid-template-rows:minmax(0,1fr);height:100vh;overflow:hidden}
7
+ #viewport{min-width:0;min-height:0;overflow:hidden;position:relative;outline:none}#viewport canvas{width:100%;height:100%}
8
+ aside{padding:22px;overflow:auto;border-left:1px solid #2d3a42;background:#151e25}h1{font-size:21px;margin:0 0 6px}h2{font-size:13px;color:#8cb9bf;text-transform:uppercase;letter-spacing:.07em;margin:23px 0 9px}
9
+ p{margin:8px 0;color:#9faeb9;font-size:12px}label{display:flex;align-items:center;justify-content:space-between;gap:8px;margin:8px 0}
10
+ input[type=range]{width:135px}input[type=number]{width:84px}input,select,button,textarea{font:inherit;background:#202d36;border:1px solid #3c505e;border-radius:5px;color:#e2edf0;padding:5px}select{max-width:180px}button{cursor:pointer}button:hover{background:#304753}button:disabled{opacity:.4;cursor:default}.row{display:flex;gap:6px;flex-wrap:wrap}textarea{width:100%;height:92px;font:11px/1.4 monospace;resize:vertical}pre{white-space:pre-wrap;overflow-wrap:anywhere;font:11px/1.5 monospace;color:#8bd3d5;background:#0c151b;padding:10px;border-radius:5px}#status{border-left:3px solid #70b8b5;padding:10px;font-size:12px;background:#1d2c32}#badge{position:absolute;top:18px;left:18px;pointer-events:none;background:#13242cd9;padding:9px 13px;border-radius:5px;color:#c7eff0;font-size:12px}a{color:#8dd3db}@media(max-width:760px){body{grid-template-columns:minmax(0,1fr) 275px}aside{padding:14px}input[type=range]{width:95px}}
11
+ </style></head>
12
+ <body tabindex="0"><div id="viewport" tabindex="0"><div id="badge">Drag to orbit · wheel to zoom · Shift-click to inspect a pixel</div></div>
13
+ <aside><h1>Water / refraction</h1><p>Mayer 2026 · production ECS + shared AVBOIT</p><div id="status">Starting renderer…</div>
14
+ <h2>View</h2><label>Preset<select id="preset"><option value="shore">Shore</option><option value="normal">Normal incidence</option><option value="grazing">Grazing / horizon</option><option value="posts">Thin posts</option><option value="edge">Screen edge</option><option value="discontinuities">Objects / shoreline</option><option value="underwater">Below interface</option></select></label>
15
+ <div class="row"><button id="pause">Pause</button><button id="step">Step</button><button id="reset">Reset</button></div>
16
+ <h2>Water</h2><label>Enabled<input id="enabled" type="checkbox" checked></label>
17
+ <label>Level<input id="level" type="range" min="-1.5" max="2" step=".05" value="0"></label>
18
+ <label>IOR<input id="ior" type="range" min="1" max="1.6" step=".01" value="1.33"></label>
19
+ <label>Wind m/s<input id="wind" type="range" min="0" max="12" step=".1" value="3"></label>
20
+ <label>Wind direction °<input id="wind_direction" type="range" min="0" max="360" step="1" value="30"></label>
21
+ <label>Roughness<input id="roughness" type="range" min="0" max="1" step=".01" value=".02"></label>
22
+ <label>Medium<select id="medium"><option value="swimming_pool">Swimming pool</option><option value="clear_ocean">Clear ocean</option><option value="tropical_lagoon">Tropical lagoon</option><option value="open_ocean" selected>Open ocean</option><option value="coastal">Coastal</option><option value="green_lake">Green lake</option><option value="turbid_river">Turbid river</option></select></label>
23
+ <label>In-scatter segments<input id="segments" type="range" min="1" max="16" step="1" value="4"></label>
24
+ <label>Screen reflections<input id="reflection" type="checkbox" checked></label>
25
+ <h2>Mixed transparency</h2><label>Layer height<input id="layer_height" type="range" min="-2" max="3" step=".05" value="0"></label>
26
+ <label>Card opacity<input id="opacity" type="range" min=".02" max=".98" step=".02" value=".5"></label>
27
+ <label>Alpha + additive particles<input id="particles" type="checkbox" checked></label>
28
+ <label>Ribbon<input id="ribbon" type="checkbox" checked></label><label>Move submerged object<input id="animate" type="checkbox"></label>
29
+ <label>Overlap water<input id="overlap" type="checkbox"></label><label>Warp steps (4 per octave)<input id="warp_steps" type="checkbox" checked></label><div class="row"><button id="order">Swap channel order</button><button id="terrain">Replace terrain</button><button id="restart">Restart device</button></div>
30
+ <h2>Tracing / frame</h2><label>Trace<select id="mode"><option value="0">Newton + fallback</option><option value="1">Bounded traversal</option><option value="2">Undisplaced control</option></select></label>
31
+ <label>Newton updates<input id="iterations" type="number" min="0" max="16" value="4"></label><label>Fallback steps<input id="fallback" type="number" min="0" max="128" value="48"></label>
32
+ <label>Temporal<select id="temporal"><option value="off">Off</option><option value="taa">TAA</option><option value="nss">NSS (requires weights)</option></select></label>
33
+ <label>Internal scale<select id="resolution"><option value="1">1×</option><option value=".75">0.75×</option><option value=".5">0.5×</option></select></label>
34
+ <label>Opaque SSR<input id="ssr" type="checkbox"></label><label>Atmospheric fog<input id="fog" type="checkbox"></label>
35
+ <label>Transparency<select id="transparency"><option value="avboit">AVBOIT</option><option value="mboit">MBOIT (water unavailable)</option></select></label>
36
+ <h2>Inspect</h2><label>Display<select id="debug"><option value="0">Final composite</option><option value="1">Coverage</option><option value="2">Receiver UV</option><option value="3">Water path</option><option value="4">Trace status / updates</option><option value="5">Surface radiance</option><option value="6">Residual</option><option value="7">RGB throughput</option><option value="8">Shared front throughput</option><option value="9">Water normalization</option><option value="10">Refraction confidence</option></select></label>
37
+ <div class="row"><button id="compile">Compile check</button><button id="profile">Profile (T)</button></div><pre id="probe">Shift-click water to read a pixel.</pre>
38
+ <h2>Reproduce a view</h2><div class="row"><button id="copy">Copy state</button><button id="apply">Apply state</button></div><textarea id="state" aria-label="Saved camera and settings"></textarea>
39
+ <p>Rear transparent radiance is attenuated on its original screen path. Initial optics select one water interface; underwater transport and caustics are follow-on work. <a href="./README.md">Review guide</a></p>
40
+ </aside><script type="module" src="./main.js"></script></body></html>
@@ -0,0 +1,2 @@
1
+ export {};
2
+ //# sourceMappingURL=main.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/water_refraction/main.js"],"names":[],"mappings":""}