@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 +1,202 @@
1
+ import ConcurrentExecutor from "../../../core/process/executor/ConcurrentExecutor.js";
2
+ import Vector3 from "../../../core/geom/Vector3.js";
3
+ import Quaternion from "../../../core/geom/Quaternion.js";
4
+ import { AssetManager } from "../../../engine/asset/AssetManager.js";
5
+ import { GameAssetType } from "../../../engine/asset/GameAssetType.js";
6
+ import { ImageRGBADataLoader } from "../../../engine/asset/loaders/image/ImageRGBADataLoader.js";
7
+ import { EntityComponentDataset } from "../../../engine/ecs/EntityComponentDataset.js";
8
+ import { EntityManager } from "../../../engine/ecs/EntityManager.js";
9
+ import { Entity } from "../../../engine/ecs/Entity.js";
10
+ import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
11
+ import { Light } from "../../../engine/graphics/ecs/light/Light.js";
12
+ import { GPUParticleEmitterSystem } from "../../../engine/graphics3/GPUParticleEmitterSystem.js";
13
+ import { GraphicsEngine } from "../../../engine/graphics3/GraphicsEngine.js";
14
+ import { LightSystem } from "../../../engine/graphics3/LightSystem.js";
15
+ import { ShadedGeometrySystem } from "../../../engine/graphics3/ShadedGeometrySystem.js";
16
+ import { WaterSystem } from "../../../engine/graphics3/WaterSystem.js";
17
+ import { OrbitalCameraController } from "../../renderer/camera/OrbitalCameraController.js";
18
+ import { create_frame_loop } from "../../renderer/create_frame_loop.js";
19
+ import { DynamicMeshAVBOITChannel } from "../../renderer/dynamic/DynamicMeshAVBOITChannel.js";
20
+ import { Scene } from "../../renderer/scene/Scene.js";
21
+ import { ShadeTransparencyMode } from "../../renderer/ShadeTransparencyMode.js";
22
+ import { ShadeUpscalerType } from "../../renderer/ShadeUpscalerType.js";
23
+ import { ParticipatingMediaVolume } from "../../renderer/volumetrics/ParticipatingMediaVolume.js";
24
+ import { water_medium_preset } from "../../renderer/medium/water/water_presets.js";
25
+ import { water_finalize_shader_brick4, water_finalize_shader_ibl, water_shader } from "../../renderer/water/shader_water.js";
26
+ import * as water_shaders from "../../renderer/water/shader_water_avboit.js";
27
+ import { install_profile_hotkey } from "../profile_hotkey.js";
28
+ import { build_world } from "./world.js";
29
+
30
+ const element = id => document.getElementById(id);
31
+ const presets = {
32
+ shore: [[22,9,28],[16,0,15]], normal: [[12,17,12.01],[12,0,12]],
33
+ grazing: [[21,0.6,17],[12,0,12]], posts: [[8,3,20],[10,-0.5,14]],
34
+ edge: [[22,5,18],[23,0,11]], underwater: [[19,-0.8,18],[12,-1,12]],
35
+ discontinuities: [[18.946,7.002,6.28],[15.4,2.439,10.562]],
36
+ };
37
+ const input_ids = ["preset","enabled","level","ior","wind","wind_direction","roughness","medium","segments",
38
+ "reflection","layer_height","opacity","particles","ribbon","animate",
39
+ "overlap","warp_steps","mode","iterations","fallback","temporal","resolution","ssr","fog","transparency","debug"];
40
+ const initial_inputs = Object.fromEntries(input_ids.map(id => [id,element(id).type === "checkbox" ? element(id).checked : element(id).value]));
41
+ const number = id => Number(element(id).value);
42
+ const checked = id => element(id).checked;
43
+
44
+ async function main() {
45
+ const viewport = element("viewport"), graphics = new GraphicsEngine(), scene = new Scene();
46
+ viewport.appendChild(graphics.viewport.el);
47
+ const assets = new AssetManager({context:{},executor:new ConcurrentExecutor()});
48
+ await assets.registerLoader(GameAssetType.Image,new ImageRGBADataLoader()); assets.startup();
49
+ const dataset = new EntityComponentDataset(), entities = new EntityManager();
50
+ const water_system = new WaterSystem(graphics);
51
+ entities.addSystem(new ShadedGeometrySystem(graphics,scene)); entities.addSystem(new LightSystem(graphics,scene));
52
+ entities.addSystem(new GPUParticleEmitterSystem(graphics,scene,assets)); entities.addSystem(water_system);
53
+ entities.attachDataset(dataset);
54
+ await new Promise((resolve,reject) => entities.startup(resolve,reject));
55
+ const world = await build_world(dataset), channel = new DynamicMeshAVBOITChannel(world.batch);
56
+ graphics.add_transparency_channel(channel);
57
+ const sun = new Light(); sun.intensity.set(2.2);
58
+ const sun_pose = new Transform64(), rotation = new Quaternion();
59
+ rotation.fromUnitVectors(Vector3.forward,new Vector3(-0.3,-1,0.2).normalize());
60
+ sun_pose.setRotation(rotation.x,rotation.y,rotation.z,rotation.w);sun_pose.updateMatrix();
61
+ const sun_entity = new Entity().add(sun).add(sun_pose);sun_entity.build(dataset);
62
+ const camera = graphics.camera.camera, controller = new OrbitalCameraController(camera,viewport);
63
+ camera.near=0.1;camera.far=300;camera.fov=Math.PI/3;
64
+ const look = key => controller.look(new Vector3(...presets[key][0]),new Vector3(...presets[key][1]));
65
+ look("shore");
66
+ let ready=false,paused=false,step=false,time=0,profile=null,stop_loop=null,swapped=false,terrain_offset=0,revision=0;
67
+ const fog = new ParticipatingMediaVolume();fog.target_extinction=0.015;
68
+ fog.transform.setScale(80,40,80);fog.transform.setTranslation(16,0,16);fog.transform.updateMatrix();
69
+ let fog_added=false;
70
+ const report = message => {element("status").textContent=message;};
71
+ graphics.on.contextFailed.add(error => report(error.message));
72
+ graphics.on.contextLost.add(error => {ready=false;report(`GPU device lost · ${error.message} · use Restart device`);});
73
+ function configure() {
74
+ revision++;
75
+ const w=world.water,s=water_system.settings,r=graphics.renderer;
76
+ w.level.set(number("level"));w.ior.set(number("ior"));w.roughness.set(number("roughness"));
77
+ world.waves.windSpeed.set(number("wind"));world.waves.windDirection.set(number("wind_direction")*Math.PI/180);
78
+ w.medium=water_medium_preset({preset:element("medium").value});
79
+ Object.assign(s,{enabled:checked("enabled"),mode:number("mode"),max_updates:number("iterations"),
80
+ inscatter_segments:number("segments"),
81
+ fallback_steps:number("fallback"),reflections:checked("reflection")?1:0,debug_view:number("debug")});
82
+ world.card.component.material.diffuse_color.a=number("opacity");
83
+ world.effects.forEach(effect=>effect.emitting=checked("particles"));world.ribbon.visible=checked("ribbon");
84
+ world.overlap(checked("overlap"));
85
+ if(checked("fog")&&!fog_added){scene.volumetrics.add(fog);fog_added=true;}
86
+ if(!checked("fog")&&fog_added){scene.volumetrics.remove(fog);fog_added=false;}
87
+ if(r!==null&&r!==undefined){
88
+ r.transparency_mode=element("transparency").value==="avboit"?ShadeTransparencyMode.AVBOIT:ShadeTransparencyMode.MBOIT;
89
+ r.avboit.warp_steps_per_octave=checked("warp_steps")?4:1;
90
+ r.feature_taa_enabled=element("temporal").value!=="off";
91
+ r.upscale_type=element("temporal").value==="nss"?ShadeUpscalerType.NSS:ShadeUpscalerType.TAA;
92
+ r.feature_ssr_enabled=checked("ssr");r.pixel_ratio=number("resolution");
93
+ r.feature_automatic_exposure_enabled=false;r.exposure_compensation=0;
94
+ r.feature_bloom_enabled=false;r.feature_ssao_enabled=false;
95
+ }
96
+ element("probe").textContent="Settings changed — Shift-click to inspect a fresh pixel.";
97
+ if(element("transparency").value!=="avboit")report("MBOIT · water, particles and ribbons are unavailable");
98
+ else if(!s.enabled)report("Water disabled · shared transparency remains active");
99
+ else if(element("preset").value==="underwater")report("Below interface · bounded tint control; underwater transport is unsupported");
100
+ else report("Ready · one water interface · shared AVBOIT");
101
+ }
102
+ async function start_device() {
103
+ ready=false;profile?.dispose();await graphics.start();configure();
104
+ const renderer=graphics.renderer;
105
+ profile=install_profile_hotkey({renderer,name:"water_refraction",status:element("status"),target:viewport,
106
+ settings:()=>[element("mode").selectedOptions[0].textContent,`${number("iterations")} updates`,`${number("fallback")} fallback`,element("temporal").value]});
107
+ let validation_failed=false;
108
+ renderer.graphics.device.addEventListener("uncapturederror",event=>{
109
+ if(validation_failed)return;
110
+ validation_failed=true;ready=false;report(event.error.message);console.error(event.error.message);
111
+ });
112
+ ready=true;report("Ready · one water interface · shared AVBOIT");
113
+ }
114
+ function state() {
115
+ const t=camera.transform;
116
+ return {version:1,inputs:Object.fromEntries(input_ids.map(id=>[id,element(id).type==="checkbox"?checked(id):element(id).value])),
117
+ camera:{position:[t.translation_x,t.translation_y,t.translation_z],target:[controller.target.x,controller.target.y,controller.target.z]},
118
+ time,paused,terrain_offset,swapped};
119
+ }
120
+ function apply_state(value) {
121
+ if(value.version!==1)throw new Error("Unsupported state version");
122
+ for(const id of input_ids){const el=element(id),v=value.inputs?.[id];if(v===undefined)continue;
123
+ if(el.type==="checkbox")el.checked=!!v;
124
+ else if(el.type==="range"||el.type==="number"){
125
+ const n=Number(v);if(!Number.isFinite(n))throw new Error(`Invalid ${id}`);
126
+ el.value=Math.max(Number(el.min),Math.min(Number(el.max),n));
127
+ }else if(el.tagName==="SELECT"){
128
+ if(![...el.options].some(o=>o.value===String(v)))throw new Error(`Invalid ${id}`);el.value=v;
129
+ }else if(/^#[0-9a-f]{6}$/i.test(v))el.value=v;
130
+ }
131
+ const vector=v=>{if(!Array.isArray(v)||v.length!==3||!v.every(Number.isFinite))throw new Error("Invalid camera");return new Vector3(...v);};
132
+ controller.look(vector(value.camera.position),vector(value.camera.target));
133
+ if(!Number.isFinite(value.time)||value.time<0)throw new Error("Invalid time");
134
+ time=value.time;water_system.time=time;paused=!!value.paused;
135
+ terrain_offset=Number(value.terrain_offset)||0;world.replace_terrain(terrain_offset);
136
+ if(!!value.swapped!==swapped)swap_order();
137
+ configure();element("pause").textContent=paused?"Resume":"Pause";
138
+ }
139
+ function swap_order() {
140
+ graphics.remove_transparency_channel(channel);graphics.remove_transparency_channel(water_system.transparency_channel);
141
+ swapped=!swapped;
142
+ (swapped?[channel,water_system.transparency_channel]:[water_system.transparency_channel,channel]).forEach(c=>graphics.add_transparency_channel(c));
143
+ }
144
+ input_ids.forEach(id=>element(id).addEventListener("input",configure));
145
+ element("preset").addEventListener("change",()=>{look(element("preset").value);configure();});
146
+ element("pause").onclick=()=>{paused=!paused;element("pause").textContent=paused?"Resume":"Pause";};
147
+ element("step").onclick=()=>{paused=true;step=true;element("pause").textContent="Resume";};
148
+ element("reset").onclick=()=>{world.reset_particles();apply_state({version:1,inputs:initial_inputs,
149
+ camera:{position:presets.shore[0],target:presets.shore[1]},time:0,paused:false,terrain_offset:0,swapped:false});};
150
+ element("order").onclick=swap_order;
151
+ element("terrain").onclick=()=>{terrain_offset=terrain_offset===0?-0.25:0;world.replace_terrain(terrain_offset);};
152
+ element("restart").onclick=async()=>{try{ready=false;graphics.stop();await start_device();}catch(error){report(error.message);}};
153
+ element("profile").onclick=()=>profile?.toggle().catch(error=>report(error.message));
154
+ element("copy").onclick=async()=>{const json=JSON.stringify(state(),null,2);element("state").value=json;
155
+ try{await navigator.clipboard.writeText(json);}catch{/* Text remains available for manual copying. */}};
156
+ element("apply").onclick=()=>{try{apply_state(JSON.parse(element("state").value));}catch(error){report(error.message);}};
157
+ element("compile").onclick=async()=>{
158
+ if(!ready)return;
159
+ const device=graphics.renderer.graphics.device,errors=[];
160
+ for(const shader of [water_shader,water_finalize_shader_ibl,water_finalize_shader_brick4,...Object.values(water_shaders).map(s=>s.descriptor)]){
161
+ if(typeof shader?.source!=="string")continue;
162
+ const module=device.createShaderModule({code:shader.source});const info=await module.getCompilationInfo();
163
+ errors.push(...info.messages.filter(m=>m.type==="error").map(m=>`${m.lineNum}: ${m.message}`));
164
+ }
165
+ report(errors.length?errors.join("\n"):"Water shader modules compiled successfully.");
166
+ };
167
+ let probe_pending=false;
168
+ viewport.addEventListener("click",async event=>{
169
+ if(!event.shiftKey||!ready||probe_pending)return;
170
+ if(!checked("enabled")||element("transparency").value!=="avboit"){element("probe").textContent="Enable AVBOIT water before inspecting.";return;}
171
+ const rect=viewport.getBoundingClientRect();probe_pending=true;
172
+ const probe_revision=revision,probe_camera=JSON.stringify(state().camera);
173
+ try{const result=await water_system.request_probe([(event.clientX-rect.left)/rect.width,(event.clientY-rect.top)/rect.height]);
174
+ const packed=result.receiver[3],code=Math.floor(packed);
175
+ const classification=result.transmission[3]<=0?"no water coverage":code===31?"below-interface control":
176
+ ["Newton hit","HZB hit","undisplaced fallback","bounded sky"][Math.floor(code/8)]??"invalid";
177
+ const reason=["none / not attempted","bounds / clip","sky","parallel / invalid","ray interval","budget / residual"][code%8];
178
+ element("probe").textContent=JSON.stringify({...result,
179
+ stale:revision!==probe_revision||JSON.stringify(state().camera)!==probe_camera,
180
+ classification,newton_reason:code===31?"unsupported view":reason,
181
+ newton_updates:Math.round((packed-code)*32)},null,2);
182
+ }catch(error){element("probe").textContent=error.message;}finally{probe_pending=false;}
183
+ });
184
+ Object.assign(globalThis,{graphics,scene,dataset,entities,world,water_system,camera,controller,
185
+ water_playground:{state,apply_state,get ready(){return ready;}}});
186
+ await start_device();
187
+ function frame(raw_dt) {
188
+ if(!ready)return;
189
+ const dt=step?1/60:paused?0:Math.min(raw_dt,0.05);step=false;time+=dt;
190
+ graphics.viewport.size.set(Math.max(1,viewport.clientWidth),Math.max(1,viewport.clientHeight));
191
+ controller.update();world.update(time,{layer_height:number("layer_height"),animate:checked("animate")});
192
+ entities.update(dt);graphics.render(dt);
193
+ }
194
+ stop_loop=create_frame_loop(frame,60);
195
+ globalThis.water_playground.frame=frame;
196
+ window.addEventListener("pagehide",()=>{
197
+ ready=false;stop_loop?.();profile?.dispose();world.dispose();dataset.removeEntity(sun_entity.id);
198
+ channel.release(world.ribbon.geometry);graphics.remove_transparency_channel(channel);
199
+ entities.shutdown(()=>{},console.error);controller.pointer.stop();controller.keyboard.stop();graphics.stop();
200
+ },{once:true});
201
+ }
202
+ main().catch(error=>{console.error(error);element("status").textContent=error.message;});
@@ -0,0 +1,39 @@
1
+ /** All visible static content uses ordinary ECS meshlets; water owns no demo-specific pass. */
2
+ export function build_world(dataset: any): Promise<{
3
+ terrain: Terrain;
4
+ water: Water;
5
+ waves: WaterWaves;
6
+ water_entity: any;
7
+ card: {
8
+ transform: Transform64;
9
+ component: ShadedGeometry;
10
+ entity: any;
11
+ };
12
+ submerged: {
13
+ transform: Transform64;
14
+ component: ShadedGeometry;
15
+ entity: any;
16
+ };
17
+ batch: DynamicMeshBatch;
18
+ ribbon: DynamicMesh;
19
+ effects: ParticleEffect[];
20
+ entities: any[];
21
+ reset_particles(): void;
22
+ update(time: any, { layer_height, animate }?: {
23
+ layer_height?: number;
24
+ animate?: boolean;
25
+ }): void;
26
+ replace_terrain(offset?: number): void;
27
+ overlap(enabled: any): void;
28
+ dispose(): void;
29
+ }>;
30
+ export function height_at(x: any, z: any, offset?: number): number;
31
+ import Terrain from "../../../engine/ecs/terrain/ecs/Terrain.js";
32
+ import Water from "../../../engine/graphics/ecs/water/Water.js";
33
+ import WaterWaves from "../../../engine/graphics/ecs/water/WaterWaves.js";
34
+ import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
35
+ import { ShadedGeometry } from "../../../engine/graphics/ecs/mesh-v2/ShadedGeometry.js";
36
+ import { DynamicMeshBatch } from "../../renderer/scene/DynamicMeshBatch.js";
37
+ import { DynamicMesh } from "../../renderer/scene/DynamicMesh.js";
38
+ import { ParticleEffect } from "../../../engine/graphics/ecs/particles/ParticleEffect.js";
39
+ //# sourceMappingURL=world.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"world.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/water_refraction/world.js"],"names":[],"mappings":"AA4DA,+FAA+F;AAC/F;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+EC;AA9GM,mEAAsE;oBAzBzD,4CAA4C;kBAI9C,6CAA6C;uBACxC,kDAAkD;4BAJ7C,8CAA8C;+BAE3C,wDAAwD;iCAetD,0CAA0C;4BAD/C,qCAAqC;+BAXlC,0DAA0D"}
@@ -0,0 +1,141 @@
1
+ import { Color } from "../../../core/color/Color.js";
2
+ import { water_medium_preset } from "../../renderer/medium/water/water_presets.js";
3
+ import Quaternion from "../../../core/geom/Quaternion.js";
4
+ import Vector3 from "../../../core/geom/Vector3.js";
5
+ import { Entity } from "../../../engine/ecs/Entity.js";
6
+ import Terrain from "../../../engine/ecs/terrain/ecs/Terrain.js";
7
+ import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
8
+ import { t64_announce_change } from "../../../engine/ecs/transform/t64_announce_change.js";
9
+ import { ShadedGeometry } from "../../../engine/graphics/ecs/mesh-v2/ShadedGeometry.js";
10
+ import Water from "../../../engine/graphics/ecs/water/Water.js";
11
+ import WaterWaves from "../../../engine/graphics/ecs/water/WaterWaves.js";
12
+ import { ParticleEffect } from "../../../engine/graphics/ecs/particles/ParticleEffect.js";
13
+ import { Sampler2D } from "../../../engine/graphics/texture/sampler/Sampler2D.js";
14
+ import { MeshoptClusterizer } from "../../renderer/geometry/meshlet/build/meshoptimizer/meshopt_clusterizer.js";
15
+ import { meshlet_geometry_build_from_geometry } from "../../renderer/geometry/meshlet_geometry_build_from_geometry.js";
16
+ import { MeshletGeometry } from "../../renderer/geometry/MeshletGeometry.js";
17
+ import { make_box_geometry } from "../../renderer/geometry/primitives/make_box_geometry.js";
18
+ import { make_plane_geometry } from "../../renderer/geometry/primitives/make_plane_geometry.js";
19
+ import { StandardAttributes } from "../../renderer/geometry/StandardAttributes.js";
20
+ import { ShadeDrawSide } from "../../renderer/material/ShadeDrawSide.js";
21
+ import { StandardShadeMaterial } from "../../renderer/material/StandardShadeMaterial.js";
22
+ import { TransparencyMode } from "../../renderer/material/TransparencyMode.js";
23
+ import { DynamicMesh } from "../../renderer/scene/DynamicMesh.js";
24
+ import { DynamicMeshBatch } from "../../renderer/scene/DynamicMeshBatch.js";
25
+ import { ColorSpace } from "../../renderer/texture/ColorSpace.js";
26
+ import { ShadeTexture } from "../../renderer/texture/ShadeTexture.js";
27
+ import { ShadeImage } from "../../renderer/texture/source/ShadeImage.js";
28
+ import { bonfire_effects } from "../particle_ecs/bonfire_effects.js";
29
+ import { bonfire_sprites } from "../particle_ecs/bonfire_sprites.js";
30
+
31
+ export const height_at = (x,z,offset=0) => -2 + Math.max(0,z-18)*0.5 + offset;
32
+
33
+ function pose(x,y,z,rotation=Quaternion.identity) {
34
+ const transform = new Transform64();
35
+ transform.setTranslation(x,y,z);
36
+ if (rotation !== undefined) { transform.setRotation(rotation.x,rotation.y,rotation.z,rotation.w); }
37
+ transform.updateMatrix(); return transform;
38
+ }
39
+ function material(rgb,alpha=1) {
40
+ const m=new StandardShadeMaterial(); m.diffuse_color.copy(new Color(...rgb,alpha));
41
+ m.metallic_factor=0; m.roughness_factor=0.55; m.draw_side=ShadeDrawSide.Double;
42
+ m.transparency_mode=alpha<1?TransparencyMode.Transparent:TransparencyMode.Opaque;
43
+ return m;
44
+ }
45
+ function meshlets(geometry) {
46
+ const result=new MeshletGeometry(); meshlet_geometry_build_from_geometry(geometry,result); return result;
47
+ }
48
+ function shaded(geometry,material) { const s=new ShadedGeometry(); s.geometry=geometry; s.material=material; return s; }
49
+ function checker() {
50
+ // A four-texel-wide square blurred under ordinary bilinear filtering even with
51
+ // water disabled. Keep the same world-space pattern with a sharp source image.
52
+ const size=1024, data=Sampler2D.uint8(4,size,size);
53
+ for(let y=0;y<size;y++) for(let x=0;x<size;x++) {
54
+ const bright=((x>>6)+(y>>6))%2===0;
55
+ const n=bright?215:42; data.data.set([n,bright?220:66,bright?200:84,255],(y*size+x)*4);
56
+ }
57
+ const image=ShadeImage.fromSampler2D(data); image.color_space=ColorSpace.SRGB;
58
+ return ShadeTexture.from(image);
59
+ }
60
+
61
+ /** All visible static content uses ordinary ECS meshlets; water owns no demo-specific pass. */
62
+ export async function build_world(dataset) {
63
+ await MeshoptClusterizer.ready;
64
+ const entities=[];
65
+ const build=builder=>{builder.build(dataset);entities.push(builder.id);return builder.id;};
66
+ const terrain=new Terrain(); terrain.size.set(32,32); terrain.gridScale=1;
67
+ function sampler(offset=0) {
68
+ const s=Sampler2D.float32(1,65,65);
69
+ for(let y=0;y<65;y++) for(let x=0;x<65;x++) s.data[y*65+x]=height_at(x/64*32,y/64*32,offset);
70
+ return s;
71
+ }
72
+ terrain.samplerHeight=sampler(); build(new Entity().add(terrain).add(pose(0,0,0)));
73
+ const floor_geo=make_plane_geometry(32,32,32,32);
74
+ const positions=floor_geo.getAttribute(StandardAttributes.Position).data;
75
+ const normals=floor_geo.getAttribute(StandardAttributes.Normal).data;
76
+ for(let i=0;i<positions.length;i+=3) {
77
+ const x=positions[i]+16,z=16-positions[i+1];
78
+ positions[i]=x; positions[i+1]=height_at(x,z); positions[i+2]=z;
79
+ const slope=z>18?0.5:0,n=Math.hypot(1,slope);
80
+ normals[i]=0; normals[i+1]=1/n; normals[i+2]=-slope/n;
81
+ }
82
+ const floor_material=material([1,1,1]); floor_material.texture_albedo=checker();
83
+ const floor_transform=pose(0,0,0);
84
+ const floor_entity=build(new Entity().add(floor_transform).add(shaded(meshlets(floor_geo),floor_material)));
85
+ const water=new Water(); water.level.set(0);
86
+ // the primitive wave simulation's forcing; the overlapping second body below has none and stays calm
87
+ const waves=new WaterWaves();
88
+ const water_entity=build(new Entity().add(water).add(waves));
89
+ const add_mesh=(geo,m,x,y,z,rotation)=>{
90
+ const t=pose(x,y,z,rotation);const component=shaded(meshlets(geo),m);
91
+ const entity=build(new Entity().add(t).add(component)); return {transform:t,component,entity};
92
+ };
93
+ add_mesh(make_box_geometry(4,1.5,2),material([0.48,0.23,0.08]),16,0.15,14);
94
+ for(let i=0;i<5;i++) add_mesh(make_box_geometry(0.12,3.5,0.12),material([0.9,0.5,0.13]),9+i*0.45,-0.25,14);
95
+ const card=add_mesh(make_plane_geometry(2,2),material([0.2,0.65,0.9],0.5),12,0,12);
96
+ const submerged=add_mesh(make_box_geometry(1.2,0.8,1.2),material([0.8,0.14,0.1]),15,-1.4,11);
97
+ const effects=bonfire_effects(bonfire_sprites());
98
+ const live_effects=[effects.smoke,effects.embers];
99
+ const particle_transforms=[];
100
+ for(const [i,effect] of [effects.smoke,effects.embers].entries()) {
101
+ effect.spawn_rate=80; const t=pose(11+i*2,-0.5,10);
102
+ const entity=build(new Entity().add(t).add(effect)); particle_transforms.push({transform:t,entity});
103
+ }
104
+ const ribbon=DynamicMesh.from(make_plane_geometry(6,0.14,16,1),[0.75,0.12,0.9,0.55]);
105
+ const ribbon_base=ribbon.geometry.getAttribute(StandardAttributes.Position).data.slice();
106
+ const batch=new DynamicMeshBatch(); batch.add(ribbon);
107
+ let secondary=null;
108
+ let last_update=null;
109
+ return {terrain,water,waves,water_entity,card,submerged,batch,ribbon,effects:live_effects,entities,
110
+ reset_particles() {
111
+ particle_transforms.forEach(({entity},i)=>{
112
+ const replacement=live_effects[i].clone();
113
+ dataset.removeComponentFromEntity(entity,ParticleEffect);
114
+ dataset.addComponentToEntity(entity,replacement);live_effects[i]=replacement;
115
+ });
116
+ },
117
+ update(time,{layer_height=0,animate=false}={}) {
118
+ if(last_update!==null&&last_update[0]===time&&last_update[1]===layer_height&&last_update[2]===animate)return;
119
+ last_update=[time,layer_height,animate];
120
+ card.transform.setTranslation(12,layer_height,12); t64_announce_change(dataset,card.entity);
121
+ particle_transforms.forEach(({transform:t,entity},i)=>{t.setTranslation(11+i*2,layer_height-0.7,10);t64_announce_change(dataset,entity);});
122
+ submerged.transform.setTranslation(15+(animate?Math.sin(time)*2:0),-1.4,11);
123
+ t64_announce_change(dataset,submerged.entity);
124
+ const p=ribbon.geometry.getAttribute(StandardAttributes.Position).data;
125
+ for(let i=0;i<p.length;i+=3) {
126
+ p[i]=13+ribbon_base[i]; p[i+1]=layer_height+ribbon_base[i+1]+Math.sin(ribbon_base[i]+time)*0.6;
127
+ p[i+2]=9+Math.cos(ribbon_base[i]*0.5)*0.7;
128
+ }
129
+ ribbon.geometry.needsUpdate=true;
130
+ },
131
+ replace_terrain(offset=-0.25) {
132
+ terrain.samplerHeight=sampler(offset); floor_transform.setTranslation(0,offset,0);t64_announce_change(dataset,floor_entity);
133
+ },
134
+ overlap(enabled) {
135
+ if(enabled&&secondary===null) {const other=new Water();other.level.set(water.level.getValue()-0.4);
136
+ other.medium=water_medium_preset({preset:'turbid_river'});secondary=build(new Entity().add(other));}
137
+ if(!enabled&&secondary!==null) {dataset.removeEntity(secondary);secondary=null;}
138
+ },
139
+ dispose() {entities.forEach(id=>{if(dataset.entityExists(id)) dataset.removeEntity(id);});batch.clear();},
140
+ };
141
+ }
@@ -73,6 +73,8 @@ export class Renderer {
73
73
  feature_tetrahedron_point_shadows: boolean;
74
74
  set shadow_update_budget(v: number);
75
75
  get shadow_update_budget(): number;
76
+ set shadow_cascade_count(v: number);
77
+ get shadow_cascade_count(): number;
76
78
  feature_bloom_enabled: boolean;
77
79
  feature_automatic_exposure_enabled: boolean;
78
80
  set exposure_compensation(v: number);
@@ -1 +1 @@
1
- {"version":3,"file":"Renderer.d.ts","sourceRoot":"","sources":["../../../../src/shade/renderer/Renderer.js"],"names":[],"mappings":"AA8GA;IAOI,0BAEC;IAED;;OAEG;IACH,0BAAQ;IAER;;;;;;OAMG;IACH,kDAEC;IAED;;OAEG;IACH,kBAAO;IAYP;;;OAGG;IACH,2BAEC;IAaD,wCAGC;IAED,uCAEC;IAED;;;;OAIG;IACH,wBAFU,yBAAyB,CAEoB;IAEvD;;;;;;;OAOG;IACH,mBAFU,qBAAqB,CAEkB;IAEjD;;;OAGG;IACH,QAFU,cAAc,CAEM;IAE9B;;;;;;;;;OASG;IACH,2BAFU,OAAO,CAEiB;IAElC,6BAA4B;IAC5B,8BAA4B;IAC5B;;;;OAIG;IACH,mCAAkC;IAClC;;;;;;;OAOG;IACH,mCAFU,OAAO,CAEyB;IAW1C,oCAIC;IAED,mCAEC;IAED,+BAA6B;IAC7B,4CAA0C;IAkB1C,qCAKC;IArBD;;;;;;;;;;OAUG;IACH,oCAGC;IASD;;;;;;;OAOG;IACH,0BAFU,OAAO,CAEe;IAQhC;;;;;OAKG;IACH,oCAOC;IAjBD,mCAEC;IAiBD;;;;;;;;;OASG;IACH,6BAFU,OAAO,CAEmB;IAWpC;;;;;OAKG;IACH,8BAA+C;IAE/C;;;;;;;;OAQG;IACH,6BAFU,OAAO,CAEmB;IAEpC;;;;;;;;;;;;;;OAcG;IACH,8BAFU,OAAO,CAEoB;IAErC;;;;;;;;;;OAUG;IACH,qBAFU,OAAO,CAEW;IAU5B;;;;;OAKG;IACH,wBAA0C;IAE1C;;;;;;;;OAQG;IACH,eAFU,UAAU,GAAC,QAAQ,CAEF;IAU3B;;;;OAIG;IACH,gCAAwD;IAExD;;;OAGG;IACH,4BAFU,OAAO,CAEiB;IAKlC;;;OAGG;IACH,yBAEC;IAOD;;;OAGG;IACH,gCAEC;IAcD;;;;;;;;;OASG;IACH,qBAA+B;IAE/B;;;;;;;;;;OAUG;IACH,qBAA+B;IAgB/B;;;OAGG;IACH,yCAeC;IAED;;;OAGG;IACH,wCAEC;IA0BD;;;OAGG;IACH,iCAEC;IAED;;;;OAIG;IACH,2BAEC;IAQD;;;OAGG;IACH,+CAIC;IAED;;;OAGG;IACH,gDAIC;IAwCD;;;OAGG;IACH,+BAcC;IA1BD;;;OAGG;IACH,0BAEC;IAsBD;;;;;;;;;;;;;;;;;;;OAmBG;IACH,iBAFU,iBAAiB,GAAC,IAAI,CAET;IAEvB;;OAEG;IACH;;;;;;;;;;;;;;OAcG;IACH,yBAHW,eAAe,GACb,eAAe,CAI3B;IAED;;;;;OAKG;IACH,4BAHW,eAAe,GACb,OAAO,CAInB;IAED;;;OAGG;IACH,uBAHW,UAAU,GACR,MAAM,CAIlB;IAUD;;;;;;;;;;;;;;;;;OAiBG;IACH,kCAHW,iBAAiB,GACf,iBAAiB,CAsB7B;IAED;;;;;OAKG;IACH,qCAHW,iBAAiB,GACf,OAAO,CAYnB;IAED;;OAEG;IACH,8BAFa,MAAM,CAIlB;IAgBD;;;;OAIG;IACH,yBAHW,KAAK,GACJ,gBAAgB,CAW3B;IAED;;;OAGG;IACH,6BAYC;IAED;;;;OAIG;IACH,gCAHW,KAAK,GACH,2BAA2B,CAcvC;IAGD;;;OAGG;IACH,kBAFW,KAAK,QAyBf;IA8OD,oGAAoG;IACpG,kDAA2C;IAO3C;;;;OAIG;IACH,0BAEC;IAiBD;;;;;;OAMG;IACH,qBAHW,eAAe,GACb,iBAAiB,CAW7B;IAgBD;;;;;;OAMG;IACH,cAFU,iBAAiB,CAEU;IAErC;;;;;;OAMG;IACH,eAgBC;IAiFD;;;;;;OAMG;IACH;QAJsC,OAAO;QACd,MAAM;QACT,UAAU,GAA3B,MAAM;sBAoOhB;IAUD;;;;;;;;;;;;;;;;;OAiBG;IACH,WAFa,IAAI,CAuChB;IAgCD,4BAwBC;IAqID;;;;;OAKG;IACH,UAHW,MAAM,KACN,MAAM,QAgBhB;IAoFD,0CAMC;IAED;;;;;;;;;;;;;;;OAeG;IACH,eAVW,iBAAiB,SACjB,KAAK,uBACL,MAAM,GAIJ,OAAO,CAyBnB;IAED;;;;;;;;;;;;;;;;;OAiBG;IACH,yBARW,iBAAiB,SACjB,KAAK,sBACL,MAAM,UACN,iBAAiB,GACf,OAAO,CAiBnB;;CA8gCJ;+BAz2FY,OAAO,8CAA8C,EAAE,gBAAgB;gCACvE,OAAO,+CAA+C,EAAE,iBAAiB;gCACzE,OAAO,+BAA+B,EAAE,iBAAiB;8BACzD,OAAO,gCAAgC,EAAE,eAAe;gCACxD,OAAO,gDAAgD,EAAE,iBAAiB;8BAC1E,OAAO,4BAA4B,EAAE,eAAe;oBACpD,OAAO,kBAAkB,EAAE,KAAK;6BAvBhB,yBAAyB;0CACZ,gCAAgC;sCACpC,4BAA4B;+BACnC,6CAA6C;2BA1BjD,yCAAyC;6BAFvC,4CAA4C;8BAD3C,2CAA2C;4BAwC7C,uBAAuB;gCA7CnB,sBAAsB;oBApClC,4BAA4B;kCA8Ed,gCAAgC;2BA3DvC,2BAA2B;iCAyDrB,0CAA0C;4CA3C/B,+DAA+D;yBAgClF,yBAAyB;kCAChB,kCAAkC;kCAQlC,wBAAwB;oBA7BtC,0BAA0B;uCAPP,sDAAsD"}
1
+ {"version":3,"file":"Renderer.d.ts","sourceRoot":"","sources":["../../../../src/shade/renderer/Renderer.js"],"names":[],"mappings":"AA+GA;IAOI,0BAEC;IAED;;OAEG;IACH,0BAAQ;IAER;;;;;;OAMG;IACH,kDAEC;IAED;;OAEG;IACH,kBAAO;IAYP;;;OAGG;IACH,2BAEC;IAaD,wCAGC;IAED,uCAEC;IAED;;;;OAIG;IACH,wBAFU,yBAAyB,CAEoB;IAEvD;;;;;;;OAOG;IACH,mBAFU,qBAAqB,CAEkB;IAEjD;;;OAGG;IACH,QAFU,cAAc,CAEM;IAE9B;;;;;;;;;OASG;IACH,2BAFU,OAAO,CAEiB;IAElC,6BAA4B;IAC5B,8BAA4B;IAC5B;;;;OAIG;IACH,mCAAkC;IAClC;;;;;;;OAOG;IACH,mCAFU,OAAO,CAEyB;IAW1C,oCAIC;IAED,mCAEC;IAYD,oCAIC;IAED,mCAEC;IAED,+BAA6B;IAC7B,4CAA0C;IAkB1C,qCAKC;IArBD;;;;;;;;;;OAUG;IACH,oCAGC;IASD;;;;;;;OAOG;IACH,0BAFU,OAAO,CAEe;IAQhC;;;;;OAKG;IACH,oCAOC;IAjBD,mCAEC;IAiBD;;;;;;;;;OASG;IACH,6BAFU,OAAO,CAEmB;IAWpC;;;;;OAKG;IACH,8BAA+C;IAE/C;;;;;;;;OAQG;IACH,6BAFU,OAAO,CAEmB;IAEpC;;;;;;;;;;;;;;OAcG;IACH,8BAFU,OAAO,CAEoB;IAErC;;;;;;;;;;OAUG;IACH,qBAFU,OAAO,CAEW;IAU5B;;;;;OAKG;IACH,wBAA0C;IAE1C;;;;;;;;OAQG;IACH,eAFU,UAAU,GAAC,QAAQ,CAEF;IAU3B;;;;OAIG;IACH,gCAAwD;IAExD;;;OAGG;IACH,4BAFU,OAAO,CAEiB;IAKlC;;;OAGG;IACH,yBAEC;IAOD;;;OAGG;IACH,gCAEC;IAcD;;;;;;;;;OASG;IACH,qBAA+B;IAE/B;;;;;;;;;;OAUG;IACH,qBAA+B;IAgB/B;;;OAGG;IACH,yCAeC;IAED;;;OAGG;IACH,wCAEC;IA0BD;;;OAGG;IACH,iCAEC;IAED;;;;OAIG;IACH,2BAEC;IAQD;;;OAGG;IACH,+CAIC;IAED;;;OAGG;IACH,gDAIC;IAwCD;;;OAGG;IACH,+BAcC;IA1BD;;;OAGG;IACH,0BAEC;IAsBD;;;;;;;;;;;;;;;;;;;OAmBG;IACH,iBAFU,iBAAiB,GAAC,IAAI,CAET;IAEvB;;OAEG;IACH;;;;;;;;;;;;;;OAcG;IACH,yBAHW,eAAe,GACb,eAAe,CAI3B;IAED;;;;;OAKG;IACH,4BAHW,eAAe,GACb,OAAO,CAInB;IAED;;;OAGG;IACH,uBAHW,UAAU,GACR,MAAM,CAIlB;IAUD;;;;;;;;;;;;;;;;;OAiBG;IACH,kCAHW,iBAAiB,GACf,iBAAiB,CAsB7B;IAED;;;;;OAKG;IACH,qCAHW,iBAAiB,GACf,OAAO,CAYnB;IAED;;OAEG;IACH,8BAFa,MAAM,CAIlB;IAgBD;;;;OAIG;IACH,yBAHW,KAAK,GACJ,gBAAgB,CAW3B;IAED;;;OAGG;IACH,6BAYC;IAED;;;;OAIG;IACH,gCAHW,KAAK,GACH,2BAA2B,CAcvC;IAGD;;;OAGG;IACH,kBAFW,KAAK,QAyBf;IA8OD,oGAAoG;IACpG,kDAA2C;IAO3C;;;;OAIG;IACH,0BAEC;IAiBD;;;;;;OAMG;IACH,qBAHW,eAAe,GACb,iBAAiB,CAW7B;IAgBD;;;;;;OAMG;IACH,cAFU,iBAAiB,CAEU;IAErC;;;;;;OAMG;IACH,eAgBC;IAiFD;;;;;;OAMG;IACH;QAJsC,OAAO;QACd,MAAM;QACT,UAAU,GAA3B,MAAM;sBAoOhB;IAUD;;;;;;;;;;;;;;;;;OAiBG;IACH,WAFa,IAAI,CAuChB;IAgCD,4BAwBC;IAqID;;;;;OAKG;IACH,UAHW,MAAM,KACN,MAAM,QAgBhB;IAoFD,0CAMC;IAED;;;;;;;;;;;;;;;OAeG;IACH,eAVW,iBAAiB,SACjB,KAAK,uBACL,MAAM,GAIJ,OAAO,CAyBnB;IAED;;;;;;;;;;;;;;;;;OAiBG;IACH,yBARW,iBAAiB,SACjB,KAAK,sBACL,MAAM,UACN,iBAAiB,GACf,OAAO,CAiBnB;;CAohCJ;+BAn4FY,OAAO,8CAA8C,EAAE,gBAAgB;gCACvE,OAAO,+CAA+C,EAAE,iBAAiB;gCACzE,OAAO,+BAA+B,EAAE,iBAAiB;8BACzD,OAAO,gCAAgC,EAAE,eAAe;gCACxD,OAAO,gDAAgD,EAAE,iBAAiB;8BAC1E,OAAO,4BAA4B,EAAE,eAAe;oBACpD,OAAO,kBAAkB,EAAE,KAAK;6BAxBhB,yBAAyB;0CACZ,gCAAgC;sCACpC,4BAA4B;+BACnC,6CAA6C;2BA1BjD,yCAAyC;6BAFvC,4CAA4C;8BAD3C,2CAA2C;4BAyC7C,uBAAuB;gCA9CnB,sBAAsB;oBApClC,4BAA4B;kCA+Ed,gCAAgC;2BA5DvC,2BAA2B;iCA0DrB,0CAA0C;4CA5C/B,+DAA+D;yBAgClF,yBAAyB;kCAChB,kCAAkC;kCAQlC,wBAAwB;oBA7BtC,0BAA0B;uCAPP,sDAAsD"}
@@ -77,6 +77,7 @@ import { graph_import_buffer } from "./shader/graph/graph_import_buffer.js";
77
77
  import { graph_import_texture } from "./shader/graph/graph_import_texture.js";
78
78
  import { ShadeUpscalerType } from "./ShadeUpscalerType.js";
79
79
  import { DEFAULT_SHADOWMAP_UPDATE_BUDGET } from "./shadow/map/DEFAULT_SHADOWMAP_UPDATE_BUDGET.js";
80
+ import { SHADOWMAP_CSM_DEFAULT_CASCADE_COUNT } from "./shadow/map/csm/SHADOWMAP_CSM_DEFAULT_CASCADE_COUNT.js";
80
81
  import { CascadedSceneSDF } from "./shadow/sdf/cascade/CascadedSceneSDF.js";
81
82
  import { STATIC_GRAPHICS_ENGINE_ASSETS } from "./STATIC_GRAPHICS_ENGINE_ASSETS.js";
82
83
  import { GPUTextureContext } from "./texture/GPUTextureContext.js";
@@ -250,6 +251,26 @@ export class Renderer {
250
251
  return this.#shadow_update_budget;
251
252
  }
252
253
 
254
+ /**
255
+ * How many cascades a directional light's shadow map is split into, pushed to the scene's
256
+ * shadow context each frame; see {@link GPUSceneShadowmapContext.cascade_count}. More cascades
257
+ * put more shadow texels near the camera at the cost of a rasterization pass each. A change
258
+ * rebuilds every directional map, and its near planes come back loose for the two frames its
259
+ * caster range takes to be measured again.
260
+ * @type {number}
261
+ */
262
+ #shadow_cascade_count = SHADOWMAP_CSM_DEFAULT_CASCADE_COUNT;
263
+
264
+ set shadow_cascade_count(v) {
265
+ assert.isPositiveInteger(v, 'shadow_cascade_count');
266
+
267
+ this.#shadow_cascade_count = v;
268
+ }
269
+
270
+ get shadow_cascade_count() {
271
+ return this.#shadow_cascade_count;
272
+ }
273
+
253
274
  feature_bloom_enabled = true;
254
275
  feature_automatic_exposure_enabled = true;
255
276
 
@@ -2093,6 +2114,8 @@ export class Renderer {
2093
2114
  sm.use_tetrahedron_point_shadows = this.feature_tetrahedron_point_shadows;
2094
2115
  // How many views the refresh scheduler may spend on this scene this frame.
2095
2116
  sm.update_budget = this.#shadow_update_budget;
2117
+ // How many cascades a directional map has; a change rebuilds the maps inside process_lights.
2118
+ sm.cascade_count = this.#shadow_cascade_count;
2096
2119
 
2097
2120
  const taa = this.#taa;
2098
2121
 
@@ -2678,6 +2701,10 @@ export class Renderer {
2678
2701
  color_texture: current_color_out,
2679
2702
  depth_texture: gr_texture_depth_current,
2680
2703
 
2704
+ normal_texture: gr_texture_normal,
2705
+ hzb_texture: gr_texture_hzb,
2706
+ environment_texture: gr_texture_environment,
2707
+
2681
2708
  limits: this.graphics.collection_limits,
2682
2709
 
2683
2710
  light_cluster_data: light_clusters.data,
@@ -4,9 +4,8 @@
4
4
  * The importing shader binds:
5
5
  * `var<storage, read_write> pose_accumulator: array<atomic<u32>>;`
6
6
  *
7
- * f32 atomic-add isn't native to WGSL. We implement it as a
8
- * `atomicCompareExchangeWeak` spin: load the current u32, reinterpret as
9
- * f32, add the contribution, reinterpret back, CAS. Contention is
7
+ * f32 atomic-add isn't native to WGSL. The shared `atomic_add_f32_storage`
8
+ * helper uses a compare-exchange retry loop over plain f32 bits. Contention is
10
9
  * typically low (each `(row, channel)` has 1–2 contributors in a
11
10
  * normalised blend), so the spin rarely loops more than once.
12
11
  *
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_pose_accumulator.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/animation/chunk_pose_accumulator.js"],"names":[],"mappings":"AAgBA;;;;;;;;;;;;;;;;;GAiBG;AACH,qCAFU,SAAS,CAsGhB;0BAtIuB,iCAAiC"}
1
+ {"version":3,"file":"chunk_pose_accumulator.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/animation/chunk_pose_accumulator.js"],"names":[],"mappings":"AAiBA;;;;;;;;;;;;;;;;GAgBG;AACH,qCAFU,SAAS,CA4FgB;0BA5HT,iCAAiC"}
@@ -1 +1 @@
1
- {"version":3,"file":"shader_meshlet_bounds_reduce.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js"],"names":[],"mappings":"AAUA;;;;;;;GAOG;AACH,gCAAiC;AAsKjC;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,yDAIG;8BAjN2B,kCAAkC"}
1
+ {"version":3,"file":"shader_meshlet_bounds_reduce.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js"],"names":[],"mappings":"AAWA;;;;;;;GAOG;AACH,gCAAiC;AAsKjC;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,yDAIG;8BAlN2B,kCAAkC"}
@@ -1 +1 @@
1
- {"version":3,"file":"shader_dynamic_mesh_avboit_draw.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.js"],"names":[],"mappings":"AAuBA;;;;;GAKG;AACH,uDAFU,MAAM,CAE0C;AAyF1D;;;;GAIG;AACH,gDAFU,wBAAwB,CAc/B;AAEH,8EAA8E;AAC9E,6EAA4D;AAE5D,mDAAmD;AACnD,+DAA0D;yCA5IjB,8DAA8D;4CAU3D,mDAAmD;iCAC9D,+BAA+B"}
1
+ {"version":3,"file":"shader_dynamic_mesh_avboit_draw.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.js"],"names":[],"mappings":"AAyBA;;;;;GAKG;AACH,uDAFU,MAAM,CAE0C;AA+F1D;;;;GAIG;AACH,gDAFU,wBAAwB,CAc/B;AAEH,8EAA8E;AAC9E,6EAA4D;AAE5D,mDAAmD;AACnD,+DAA0D;yCApJjB,8DAA8D;4CAY3D,mDAAmD;iCAC9D,+BAA+B"}
@@ -7,6 +7,8 @@ import { AVBOIT_DRAW_TARGETS } from "../rasterize/native/avboit/avboit_draw_frag
7
7
  import {
8
8
  chunk_avboit_premultiplied_contribution
9
9
  } from "../rasterize/native/avboit/chunk_avboit_premultiplied_contribution.js";
10
+ import { chunk_avboit_view_depth_to_virtual } from "../rasterize/native/avboit/chunk_avboit_view_depth_to_virtual.js";
11
+ import { chunk_avboit_footprint_bias } from "../rasterize/native/avboit/chunk_avboit_footprint_bias.js";
10
12
  import { chunk_avboit_sample_transmittance } from "../rasterize/native/avboit/chunk_avboit_sample_transmittance.js";
11
13
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
12
14
  import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
@@ -78,6 +80,10 @@ fn vs_main(@builtin(vertex_index) vi : u32, @builtin(instance_index) draw_index
78
80
 
79
81
  @fragment
80
82
  fn fs_main(in : DynamicMeshAVBOITVertexOut) -> DynamicMeshAVBOITDrawOutput {
83
+ // a ribbon seen at an angle runs through depth across a voxel; see avboit_footprint_bias. Taken
84
+ // first, in uniform control flow
85
+ let footprint = avboit_footprint_bias(&warp, fwidth(avboit_view_depth_to_virtual(&warp, in.view_depth)));
86
+
81
87
  if (in.color.a <= 0.0) {
82
88
  // faded out: covers nothing, and straight alpha carries no light without coverage
83
89
  discard;
@@ -85,7 +91,7 @@ fn fs_main(in : DynamicMeshAVBOITVertexOut) -> DynamicMeshAVBOITDrawOutput {
85
91
 
86
92
  let screen_uv = in.clip.xy / vec2<f32>(f32(view.width), f32(view.height));
87
93
 
88
- let transmittance = avboit_sample_transmittance(&warp, tIntegral, sLinear, screen_uv, in.view_depth);
94
+ let transmittance = avboit_sample_transmittance(&warp, tIntegral, sLinear, screen_uv, in.view_depth, footprint);
89
95
 
90
96
  if (all(transmittance <= vec3<f32>(${AVBOIT_EXTINCT_TRANSMITTANCE}))) {
91
97
  // nothing this fragment contributes survives what is in front of it; skip the shading
@@ -109,6 +115,8 @@ fn fs_main(in : DynamicMeshAVBOITVertexOut) -> DynamicMeshAVBOITDrawOutput {
109
115
  }
110
116
  `, [
111
117
  chunk_dynamic_mesh_avboit_vertex,
118
+ chunk_avboit_view_depth_to_virtual,
119
+ chunk_avboit_footprint_bias,
112
120
  chunk_avboit_sample_transmittance,
113
121
  chunk_sample_volumetrics,
114
122
  chunk_avboit_premultiplied_contribution,
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_scene_point_query_volume_sign.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/chunk_scene_point_query_volume_sign.js"],"names":[],"mappings":"AAoBA,4DAoEE;0BA5EwB,oCAAoC"}
1
+ {"version":3,"file":"chunk_scene_point_query_volume_sign.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/sdf/chunk_scene_point_query_volume_sign.js"],"names":[],"mappings":"AAoBA,4DAsEE;0BA9EwB,oCAAoC"}
@@ -9,7 +9,7 @@ import { chunk_ray_query_nearest } from "../../shader/chunk/geometry/ray/chunk_r
9
9
  import { RAY_STRUCT } from "../../shader/chunk/geometry/ray/RAY_STRUCT.js";
10
10
  import { chunk_sphere_fibonacci_point } from "../../shader/chunk/geometry/sphere/chunk_sphere_fibonacci_point.js";
11
11
  import { chunk_f32_array_as_vec3 } from "../../shader/chunk/geometry/vec3/chunk_f32_array_as_vec3.js";
12
- import { chunk_v3_matrix4_rotate } from "../../shader/chunk/geometry/vec3/chunk_v3_matrix4_rotate.js";
12
+ import { chunk_compute_normal_matrix_from_m4 } from "../../shader/chunk/geometry/mat4/chunk_compute_normal_matrix_from_m4.js";
13
13
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
14
14
 
15
15
  /**
@@ -57,10 +57,12 @@ fn scene_point_query_volume_sign(position_ws: vec3<f32>, max_distance: f32) -> f
57
57
 
58
58
  let normal = compute_triangle_face_normal(a,b,c);
59
59
 
60
- // localize ray direction
60
+ // into the world by the normal matrix, not the instance matrix: under a non-uniform scale
61
+ // the two tilt a slanted face's normal opposite ways. Only its side is wanted, so it stays
62
+ // unnormalized
61
63
  let mesh = scene_read_mesh(&scene_database, hit.instance);
62
64
  let node = scene_read_node(&scene_database, mesh.node);
63
- let normal_ws = v3_matrix4_rotate(normal, node.global);
65
+ let normal_ws = compute_normal_matrix_from_m4(node.global) * normal;
64
66
 
65
67
  if(dot(normal_ws, ray.direction) > 0.0){
66
68
  // back-facing
@@ -83,7 +85,7 @@ fn scene_point_query_volume_sign(position_ws: vec3<f32>, max_distance: f32) -> f
83
85
  chunk_geometry_read_triangle_vertices,
84
86
  chunk_f32_array_as_vec3,
85
87
  chunk_compute_triangle_face_normal,
86
- chunk_v3_matrix4_rotate,
88
+ chunk_compute_normal_matrix_from_m4,
87
89
  chunk_scene_database_access,
88
90
  ]
89
91
  );
@@ -1 +1 @@
1
- {"version":3,"file":"brick4_bake_basic.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.js"],"names":[],"mappings":"AAoCA;;;;;;;GAOG;AACH;IAL2C,MAAM;IACb,QAAQ;IACT,GAAG;IACF,KAAK;yBAkMxC"}
1
+ {"version":3,"file":"brick4_bake_basic.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.js"],"names":[],"mappings":"AAoCA;;;;;;;GAOG;AACH;IAL2C,MAAM;IACb,QAAQ;IACT,GAAG;IACF,KAAK;yBAmMxC"}
@@ -156,6 +156,7 @@ export async function brick4_bake_basic({
156
156
  },
157
157
 
158
158
  materials: r_materials.buffer_materials,
159
+ media: r_materials.buffer_media,
159
160
  textures: r_materials.textureView,
160
161
 
161
162
  //
@@ -1,3 +1,10 @@
1
+ /**
2
+ * Fibonacci point `index` of `limit`, turned by a frame around a uniformly random axis.
3
+ *
4
+ * The axis must be uniform on the sphere: the resolve buckets samples by contiguous index, which is a
5
+ * latitude band in the frame, and only an isotropic axis makes every band isotropic in the world.
6
+ * @type {CodeChunk}
7
+ */
1
8
  export const chunk_direction_by_index_rand1: CodeChunk;
2
9
  import { CodeChunk } from "../../../../../shader/compiler/CodeChunk.js";
3
10
  //# sourceMappingURL=chunk_direction_by_index_rand1.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_direction_by_index_rand1.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/shade/renderer/global_illumination/brick4/gpu/bake/sampling/chunk_direction_by_index_rand1.js"],"names":[],"mappings":"AAaA,uDAuBC;0BAzByB,6CAA6C"}
1
+ {"version":3,"file":"chunk_direction_by_index_rand1.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/shade/renderer/global_illumination/brick4/gpu/bake/sampling/chunk_direction_by_index_rand1.js"],"names":[],"mappings":"AAUA;;;;;;GAMG;AACH,6CAFU,SAAS,CAqBlB;0BA5ByB,6CAA6C"}