@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
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  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
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  910. package/src/shade/renderer/texture/util/PIXEL_TEXTURE_NORMAL.js +24 -3
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  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
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  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
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@@ -0,0 +1,7 @@
1
+ export const WATER_LEVEL_TOLERANCE_DECLARATION: CodeChunk;
2
+ export const chunk_water_refraction_confidence: CodeChunk;
3
+ export const chunk_water_transport: CodeChunk;
4
+ export const chunk_water_receiver_texel: CodeChunk;
5
+ export const chunk_water_receiver_radiance: CodeChunk;
6
+ import { CodeChunk } from '../shader/compiler/CodeChunk.js';
7
+ //# sourceMappingURL=chunk_water_transport.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_transport.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/chunk_water_transport.js"],"names":[],"mappings":"AAUA,0DAEG;AAEH,0DAeG;AAEH,8CAsBG;AAGH,mDAS6F;AAI7F,sDAmCoE;0BAxG1C,iCAAiC"}
@@ -0,0 +1,105 @@
1
+ import { CodeChunk } from '../shader/compiler/CodeChunk.js';
2
+ import { chunk_decode_g_buffer_normal } from '../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js';
3
+ import { chunk_inv_project_position } from '../shader/chunk/screen_space/chunk_inv_project_position.js';
4
+ import { chunk_is_background } from '../shader/chunk/depth/chunk_is_background.js';
5
+ import { chunk_screen_space_newton_ray } from '../shader/chunk/screen_space/chunk_screen_space_newton_ray.js';
6
+ import { chunk_texel_coordinate_to_uv } from '../shader/chunk/texture/chunk_texel_coordinate_to_uv.js';
7
+ import { chunk_get_bilinear_filter_uv } from '../shader/chunk/texture/sample/chunk_get_bilinear_filter_uv.js';
8
+
9
+ // How far above the water level a screen-space receiver may lie and still count as submerged.
10
+ // Receiver selection and the optics' color gather must agree on it.
11
+ export const WATER_LEVEL_TOLERANCE_DECLARATION = CodeChunk.from(/* language=WGSL */ `
12
+ const WATER_LEVEL_TOLERANCE: f32 = 0.02;
13
+ `);
14
+
15
+ export const chunk_water_refraction_confidence = CodeChunk.from(/* language=WGSL */ `
16
+ fn water_refraction_lookup(original: vec2f, receiver: vec2f, confidence: f32) -> vec2f {
17
+ return mix(original, receiver, clamp(confidence, 0.0, 1.0));
18
+ }
19
+ fn water_refraction_confidence(uv: vec2f, original_uv: vec2f, size: vec2f, distance_tiles: f32) -> f32 {
20
+ let displacement = length((uv - original_uv) * size);
21
+ let fade_width = clamp(displacement, 8.0, 64.0);
22
+ let visibility = smoothstep(0.0, fade_width, distance_tiles * 4.0);
23
+ // Distance from the frame border of whichever of source and receiver is nearer to it.
24
+ let edge = min(min(original_uv, 1.0 - original_uv), min(uv, 1.0 - uv));
25
+ // Approaching an off-screen receiver must approach the control lookup continuously,
26
+ // even while the water fragment itself is far enough from the frame border.
27
+ return visibility * smoothstep(0.0, clamp(displacement / min(size.x, size.y), 0.01, 0.1),
28
+ min(edge.x, edge.y));
29
+ }
30
+ `);
31
+
32
+ export const chunk_water_transport = CodeChunk.from(/* language=WGSL */ `
33
+ struct WaterEvent { transmission: vec3f, radiance: vec3f }
34
+ struct WaterTransport { transmission: vec3f, radiance: vec3f, background: vec3f }
35
+ // The water's own event at one pixel, before coverage: the fraction of the radiance behind it that
36
+ // it transmits, and the radiance it sends towards the camera itself. A transmittance under the floor
37
+ // AVBOIT can encode is raised to it, and the radiance scaled with the lost throughput so the shared
38
+ // normalization still returns it whole.
39
+ fn water_event(transmission: vec3f, radiance: vec3f) -> WaterEvent {
40
+ let t = max(transmission, vec3f(1e-6));
41
+ let scale = (1.0 - t) / max(1.0 - transmission, vec3f(1e-20));
42
+ return WaterEvent(t, select(scale, vec3f(1.0), transmission >= vec3f(1e-6)) * radiance);
43
+ }
44
+ // One selected lookup and its optical event. Only geometric coverage mixes images;
45
+ // fading refraction interpolates the lookup UV before sampling, never two displaced colors.
46
+ fn water_transport(event: WaterEvent, original: vec3f, receiver: vec3f,
47
+ coverage: f32) -> WaterTransport {
48
+ let a = clamp(coverage, 0.0, 1.0);
49
+ let t = mix(vec3f(1.0), event.transmission, a);
50
+ let w = a * event.radiance;
51
+ let background = mix(original, event.transmission * receiver, a) / t;
52
+ return WaterTransport(t, w, background);
53
+ }
54
+ `);
55
+
56
+ // One G-buffer texel in world space: its stored depth, texel-center position and face normal.
57
+ export const chunk_water_receiver_texel = CodeChunk.from(/* language=WGSL */ `
58
+ struct WaterReceiverTexel { depth: f32, position: vec3f, normal: vec3f }
59
+ fn water_receiver_texel(depth: texture_2d<f32>, normals: texture_2d<u32>, coord: vec2i,
60
+ inverse_projection: mat4x4f, inverse_view: mat4x4f) -> WaterReceiverTexel {
61
+ let d = textureLoad(depth, coord, 0).r;
62
+ let center = texel_coordinate_to_uv(vec2f(coord), textureDimensions(depth, 0));
63
+ let position = inverse_view * vec4f(inv_project_position(vec3f(center, d), inverse_projection), 1.0);
64
+ return WaterReceiverTexel(d, position.xyz, decode_g_buffer_normal(textureLoad(normals, coord, 0).zw));
65
+ }
66
+ `, [chunk_decode_g_buffer_normal, chunk_inv_project_position, chunk_texel_coordinate_to_uv]);
67
+
68
+ // Filtering radiance across a silhouette must not introduce a surface that the ray never hit.
69
+ // The center depth/face normal define receiver ownership; taps must lie on that same local plane.
70
+ export const chunk_water_receiver_radiance = CodeChunk.from(/* language=WGSL */ `
71
+ // Depth is stored at the texel center. Reconstruct the lookup on that texel's tangent
72
+ // plane so subpixel lookup motion does not quantize water thickness.
73
+ fn water_receiver_path(depth: texture_2d<f32>, normals: texture_2d<u32>, uv: vec2f,
74
+ inverse_projection: mat4x4f, world_to_view: mat4x4f, origin: vec3f) -> f32 {
75
+ let receiver = screen_space_ray_load_receiver(uv, depth, normals, inverse_projection, world_to_view);
76
+ return distance(origin, screen_space_ray_lookup_position(uv, receiver, inverse_projection).xyz);
77
+ }
78
+ fn water_receiver_radiance(scene: texture_2d<f32>, depth: texture_2d<f32>, normals: texture_2d<u32>,
79
+ uv: vec2f, inverse_projection: mat4x4f, inverse_view: mat4x4f, level: f32, below_interface: bool) -> vec4f {
80
+ let size = vec2i(textureDimensions(depth, 0));
81
+ let center = water_receiver_texel(depth, normals, clamp(vec2i(uv * vec2f(size)), vec2i(0), size-1),
82
+ inverse_projection, inverse_view);
83
+ if (is_background(center.depth)
84
+ || (below_interface && center.position.y > level + WATER_LEVEL_TOLERANCE)) { return vec4f(0.0); }
85
+ let bilinear = get_bilinear_filter_uv(uv, vec2u(size));
86
+ let base = vec2i(bilinear.origin);
87
+ let f = bilinear.weights;
88
+ var color = vec3f(0.0);
89
+ var weight = 0.0;
90
+ for (var y = 0; y < 2; y++) {
91
+ for (var x = 0; x < 2; x++) {
92
+ let coord = clamp(base + vec2i(x,y), vec2i(0), size-1);
93
+ let tap = water_receiver_texel(depth, normals, coord, inverse_projection, inverse_view);
94
+ if (is_background(tap.depth) || (below_interface && tap.position.y > level + WATER_LEVEL_TOLERANCE)
95
+ || dot(center.normal, tap.normal) < 0.95
96
+ || abs(dot(tap.position - center.position, center.normal)) > 0.02) { continue; }
97
+ let w = select(1.0-f.x, f.x, x == 1) * select(1.0-f.y, f.y, y == 1);
98
+ color += w * textureLoad(scene, coord, 0).rgb;
99
+ weight += w;
100
+ }
101
+ }
102
+ return vec4f(color / max(weight, 1e-20), weight);
103
+ }
104
+ `, [chunk_is_background, chunk_screen_space_newton_ray, chunk_get_bilinear_filter_uv,
105
+ chunk_water_receiver_texel, WATER_LEVEL_TOLERANCE_DECLARATION]);
@@ -0,0 +1,29 @@
1
+ /**
2
+ * The frame's water bodies on the GPU, as {@link WATER_BODIES_STRUCT}: one uniform buffer every
3
+ * consumer of the water medium binds.
4
+ *
5
+ * Rebuilt each frame from the surfaces in entity order — the order the water passes draw in — and
6
+ * each surface is told its row as `surface.body_index`. The derived fields are then integrated on
7
+ * the GPU, in a pass recorded at the head of the frame, so everything recorded after reads them.
8
+ */
9
+ export class GPUWaterBodies {
10
+ /**
11
+ * The table, or null before the first record.
12
+ * @returns {GPUBuffer|null}
13
+ */
14
+ get buffer(): any;
15
+ dispose(): void;
16
+ /**
17
+ * @param {Object} options
18
+ * @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} options.graph
19
+ * @param {GPUDevice} options.device
20
+ * @param {Object[]} options.surfaces
21
+ */
22
+ record({ graph, device, surfaces }: {
23
+ graph: import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
24
+ device: GPUDevice;
25
+ surfaces: any[];
26
+ }): void;
27
+ #private;
28
+ }
29
+ //# sourceMappingURL=GPUWaterBodies.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GPUWaterBodies.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/GPUWaterBodies.js"],"names":[],"mappings":"AAaA;;;;;;;GAOG;AACH;IAaI;;;OAGG;IACH,kBAEC;IAED,gBAIC;IAED;;;;;OAKG;IACH;QAJsG,KAAK,EAAhG,OAAO,8DAA8D,EAAE,UAAU;QAC9D,MAAM;QACP,QAAQ,EAA1B,KAAQ;aA8DlB;;CACJ"}
@@ -0,0 +1,116 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { write_gpu_typed_buffer } from "../../shader/type/serde/write_gpu_typed_buffer.js";
3
+ import { shader_water_bodies_derive } from "./shader_water_bodies_derive.js";
4
+ import { WATER_BODIES_STRUCT, WATER_BODY_CAPACITY } from "./WATER_BODIES_STRUCT.js";
5
+
6
+ /**
7
+ * An empty medium record, for the table's unused slots.
8
+ */
9
+ const EMPTY_MEDIUM = Object.freeze({
10
+ absorption: [0, 0, 0], priority: 0, lobe_count: 0,
11
+ lobes: [0, 1, 2, 3].map(() => ({ scattering: [0, 0, 0], kind: 0, p0: 0, p1: 0 })),
12
+ });
13
+
14
+ /**
15
+ * The frame's water bodies on the GPU, as {@link WATER_BODIES_STRUCT}: one uniform buffer every
16
+ * consumer of the water medium binds.
17
+ *
18
+ * Rebuilt each frame from the surfaces in entity order — the order the water passes draw in — and
19
+ * each surface is told its row as `surface.body_index`. The derived fields are then integrated on
20
+ * the GPU, in a pass recorded at the head of the frame, so everything recorded after reads them.
21
+ */
22
+ export class GPUWaterBodies {
23
+ /**
24
+ * @type {GPUDevice|null}
25
+ */
26
+ #device = null;
27
+
28
+ /**
29
+ * @type {GPUBuffer|null}
30
+ */
31
+ #buffer = null;
32
+
33
+ #bytes = new ArrayBuffer(WATER_BODIES_STRUCT.size);
34
+
35
+ /**
36
+ * The table, or null before the first record.
37
+ * @returns {GPUBuffer|null}
38
+ */
39
+ get buffer() {
40
+ return this.#buffer;
41
+ }
42
+
43
+ dispose() {
44
+ this.#buffer?.destroy();
45
+ this.#buffer = null;
46
+ this.#device = null;
47
+ }
48
+
49
+ /**
50
+ * @param {Object} options
51
+ * @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} options.graph
52
+ * @param {GPUDevice} options.device
53
+ * @param {Object[]} options.surfaces
54
+ */
55
+ record({ graph, device, surfaces }) {
56
+ assert.defined(graph, 'graph');
57
+ assert.defined(device, 'device');
58
+ assert.isArray(surfaces, 'surfaces');
59
+
60
+ if (device !== this.#device) {
61
+ this.dispose();
62
+ this.#device = device;
63
+ this.#buffer = device.createBuffer({
64
+ label: "Water / bodies",
65
+ size: WATER_BODIES_STRUCT.size,
66
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
67
+ });
68
+ }
69
+
70
+ const ordered = surfaces.slice().sort((a, b) => a.entity - b.entity);
71
+
72
+ assert.lessThanOrEqual(ordered.length, WATER_BODY_CAPACITY, `at most ${WATER_BODY_CAPACITY} water bodies`);
73
+
74
+ const bodies = [];
75
+
76
+ for (let i = 0; i < WATER_BODY_CAPACITY; i++) {
77
+ const surface = ordered[i];
78
+
79
+ if (surface === undefined) {
80
+ bodies.push({
81
+ medium: EMPTY_MEDIUM, ior: 1,
82
+ backscattering: [0, 0, 0, 0], extinction: [0, 0, 0, 0], diffuse_transmittance: 0,
83
+ });
84
+ continue;
85
+ }
86
+
87
+ surface.body_index = i;
88
+
89
+ bodies.push({
90
+ medium: surface.medium.to_gpu_record(),
91
+ ior: surface.ior,
92
+ backscattering: [0, 0, 0, 0],
93
+ extinction: [0, 0, 0, 0],
94
+ diffuse_transmittance: 0,
95
+ });
96
+ }
97
+
98
+ write_gpu_typed_buffer({ count: ordered.length, bodies }, WATER_BODIES_STRUCT, this.#bytes, 0);
99
+
100
+ device.queue.writeBuffer(this.#buffer, 0, this.#bytes);
101
+
102
+ if (ordered.length === 0) {
103
+ // an empty table, still valid to bind; nothing to derive
104
+ return;
105
+ }
106
+
107
+ const buffer = this.#buffer;
108
+
109
+ const pass = graph.add("Water / bodies derive", {}, (data, resources, { encoder }) => {
110
+ shader_water_bodies_derive.dispatch({ encoder, bindings: { water_bodies: buffer } });
111
+ });
112
+
113
+ // fills a persistent buffer that later passes bind directly
114
+ pass.make_side_effect();
115
+ }
116
+ }
@@ -0,0 +1,23 @@
1
+ /**
2
+ * Most water bodies a frame carries.
3
+ * @type {number}
4
+ */
5
+ export const WATER_BODY_CAPACITY: number;
6
+ /**
7
+ * One body of water as the water passes read it (WATER_OPTICS_PLAN_2026_10_02.md §7.2): its optics,
8
+ * and nothing about where it is — where a body's water is, is its mesh. The authored part is written
9
+ * from the CPU each frame; the derived part is integrated on the GPU from the medium's own phase
10
+ * functions right after, so the two can never disagree with what the path tracer samples.
11
+ *
12
+ * @type {WebGPUStruct}
13
+ */
14
+ export const WATER_BODY_STRUCT: WebGPUStruct;
15
+ /**
16
+ * Every body of a frame, as the uniform `water_bodies`. Uniform rather than storage because the water
17
+ * optics pass binds it beside the light group, whose storage buffers spend the stage's budget.
18
+ *
19
+ * @type {WebGPUStruct}
20
+ */
21
+ export const WATER_BODIES_STRUCT: WebGPUStruct;
22
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
23
+ //# sourceMappingURL=WATER_BODIES_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"WATER_BODIES_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/WATER_BODIES_STRUCT.js"],"names":[],"mappings":"AAKA;;;GAGG;AACH,kCAFU,MAAM,CAEsB;AAEtC;;;;;;;GAOG;AACH,gCAFU,YAAY,CAaN;AAEhB;;;;;GAKG;AACH,kCAFU,YAAY,CAKJ;6BAtCW,mCAAmC"}
@@ -0,0 +1,42 @@
1
+ import { MEDIUM_STRUCT } from "../../medium/MEDIUM_STRUCT.js";
2
+ import { f32, u32, vec4f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
4
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
5
+
6
+ /**
7
+ * Most water bodies a frame carries.
8
+ * @type {number}
9
+ */
10
+ export const WATER_BODY_CAPACITY = 16;
11
+
12
+ /**
13
+ * One body of water as the water passes read it (WATER_OPTICS_PLAN_2026_10_02.md §7.2): its optics,
14
+ * and nothing about where it is — where a body's water is, is its mesh. The authored part is written
15
+ * from the CPU each frame; the derived part is integrated on the GPU from the medium's own phase
16
+ * functions right after, so the two can never disagree with what the path tracer samples.
17
+ *
18
+ * @type {WebGPUStruct}
19
+ */
20
+ export const WATER_BODY_STRUCT = WebGPUStruct.from({
21
+ /** what fills the body: absorption and scattering lobes, RGB 1/m */
22
+ medium: MEDIUM_STRUCT,
23
+ /** index of refraction relative to the air above */
24
+ ior: f32,
25
+ /** derived: backscattering b_b = Σ b_i · B_i, RGB 1/m, in xyz */
26
+ backscattering: vec4f,
27
+ /** derived: beam attenuation c = a + Σ b_i, RGB 1/m, in xyz; per-pixel code reads it rather than walk the lobes */
28
+ extinction: vec4f,
29
+ /** derived: hemispherical Fresnel transmittance into the water for a uniform sky */
30
+ diffuse_transmittance: f32,
31
+ }, "WaterBody");
32
+
33
+ /**
34
+ * Every body of a frame, as the uniform `water_bodies`. Uniform rather than storage because the water
35
+ * optics pass binds it beside the light group, whose storage buffers spend the stage's budget.
36
+ *
37
+ * @type {WebGPUStruct}
38
+ */
39
+ export const WATER_BODIES_STRUCT = WebGPUStruct.from({
40
+ count: u32,
41
+ bodies: WebGPUArray.from(WATER_BODY_STRUCT, WATER_BODY_CAPACITY),
42
+ }, "WaterBodies");
@@ -0,0 +1,9 @@
1
+ /**
2
+ * What water's lighting needs from a medium beyond its coefficients, integrated from the medium's own
3
+ * phase functions and from the exact Fresnel term rather than tabulated beside them.
4
+ *
5
+ * @type {CodeChunk}
6
+ */
7
+ export const chunk_water_medium_derived: CodeChunk;
8
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
+ //# sourceMappingURL=chunk_water_medium_derived.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_medium_derived.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/chunk_water_medium_derived.js"],"names":[],"mappings":"AAMA;;;;;GAKG;AACH,yCAFU,SAAS,CA4CgF;0BAlDzE,oCAAoC"}
@@ -0,0 +1,55 @@
1
+ import { chunk_medium_lobe_phase } from "../../medium/chunk_medium_lobe_phase.js";
2
+ import { MEDIUM_STRUCT } from "../../medium/MEDIUM_STRUCT.js";
3
+ import { chunk_F_dielectric } from "../../shader/chunk/brdf/fresnel/chunk_F_dielectric.js";
4
+ import { PI_DECLARATION } from "../../shader/chunk/math/PI_DECLARATION.js";
5
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
6
+
7
+ /**
8
+ * What water's lighting needs from a medium beyond its coefficients, integrated from the medium's own
9
+ * phase functions and from the exact Fresnel term rather than tabulated beside them.
10
+ *
11
+ * @type {CodeChunk}
12
+ */
13
+ export const chunk_water_medium_derived = CodeChunk.from(/* language=WGSL */ `
14
+ const WATER_DERIVE_PANELS: u32 = 64u;
15
+
16
+ // Simpson weight of node i of WATER_DERIVE_PANELS panels.
17
+ fn water_simpson_weight(i: u32) -> f32 {
18
+ if (i == 0u || i == WATER_DERIVE_PANELS) { return 1.0; }
19
+ return select(2.0, 4.0, i % 2u == 1u);
20
+ }
21
+
22
+ // Fraction of one lobe's scattering sent backwards: the integral of its phase function over the
23
+ // backward hemisphere. That hemisphere holds no forward peak, so Simpson's rule in cos θ over
24
+ // [-1, 0] converges quickly even for a Fournier-Forand lobe.
25
+ fn water_lobe_backscatter_fraction(lobe: MediumPhaseLobe) -> f32 {
26
+ let h = 1.0 / f32(WATER_DERIVE_PANELS);
27
+ var sum = 0.0;
28
+ for (var i = 0u; i <= WATER_DERIVE_PANELS; i++) {
29
+ let mu = -1.0 + f32(i) * h;
30
+ sum += water_simpson_weight(i) * medium_lobe_phase(lobe, mu, 0.5 * (1.0 - mu));
31
+ }
32
+ return 2.0 * PI * sum * h / 3.0;
33
+ }
34
+
35
+ // Backscattering coefficient b_b = Σ b_i · B_i of a medium, RGB 1/m.
36
+ fn water_medium_backscattering(medium: ParticipatingMedium) -> vec3<f32> {
37
+ var result = vec3<f32>(0.0);
38
+ for (var l = 0u; l < medium.lobe_count; l++) {
39
+ result += medium.lobes[l].scattering * water_lobe_backscatter_fraction(medium.lobes[l]);
40
+ }
41
+ return result;
42
+ }
43
+
44
+ // Hemispherical Fresnel transmittance into the water for a uniform sky: 2 ∫ (1 − F(μ)) μ dμ over
45
+ // μ in [0, 1], F the exact dielectric reflectance at the given index.
46
+ fn water_diffuse_fresnel_transmittance(ior: f32) -> f32 {
47
+ let h = 1.0 / f32(WATER_DERIVE_PANELS);
48
+ var sum = 0.0;
49
+ for (var i = 0u; i <= WATER_DERIVE_PANELS; i++) {
50
+ let mu = f32(i) * h;
51
+ sum += water_simpson_weight(i) * (1.0 - F_dielectric(mu, ior)) * mu;
52
+ }
53
+ return 2.0 * sum * h / 3.0;
54
+ }
55
+ `, [MEDIUM_STRUCT.declaration_chunk, chunk_medium_lobe_phase, chunk_F_dielectric, PI_DECLARATION]);
@@ -0,0 +1,8 @@
1
+ /**
2
+ * Total scattering coefficient of a medium, the sum of its lobes', RGB 1/m.
3
+ *
4
+ * @type {CodeChunk}
5
+ */
6
+ export const chunk_water_medium_scattering: CodeChunk;
7
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
+ //# sourceMappingURL=chunk_water_medium_scattering.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_medium_scattering.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/chunk_water_medium_scattering.js"],"names":[],"mappings":"AAGA;;;;GAIG;AACH,4CAFU,SAAS,CAUmB;0BAfZ,oCAAoC"}
@@ -0,0 +1,17 @@
1
+ import { MEDIUM_STRUCT } from "../../medium/MEDIUM_STRUCT.js";
2
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
3
+
4
+ /**
5
+ * Total scattering coefficient of a medium, the sum of its lobes', RGB 1/m.
6
+ *
7
+ * @type {CodeChunk}
8
+ */
9
+ export const chunk_water_medium_scattering = CodeChunk.from(/* language=WGSL */ `
10
+ fn water_medium_scattering(medium: ParticipatingMedium) -> vec3<f32> {
11
+ var result = vec3<f32>(0.0);
12
+ for (var l = 0u; l < medium.lobe_count; l++) {
13
+ result += medium.lobes[l].scattering;
14
+ }
15
+ return result;
16
+ }
17
+ `, [MEDIUM_STRUCT.declaration_chunk]);
@@ -0,0 +1,8 @@
1
+ /**
2
+ * Fills the derived fields of every water body from its authored ones, one thread a body.
3
+ *
4
+ * @type {ComputeShader}
5
+ */
6
+ export const shader_water_bodies_derive: ComputeShader;
7
+ import { ComputeShader } from "../../shader/ComputeShader.js";
8
+ //# sourceMappingURL=shader_water_bodies_derive.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_water_bodies_derive.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/shader_water_bodies_derive.js"],"names":[],"mappings":"AAWA;;;;GAIG;AACH,yCAFU,aAAa,CAepB;8BA7B2B,+BAA+B"}
@@ -0,0 +1,30 @@
1
+ import { ComputeShader } from "../../shader/ComputeShader.js";
2
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
3
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
4
+ import { chunk_water_medium_derived } from "./chunk_water_medium_derived.js";
5
+ import { chunk_water_medium_scattering } from "./chunk_water_medium_scattering.js";
6
+ import { WATER_BODIES_STRUCT, WATER_BODY_CAPACITY } from "./WATER_BODIES_STRUCT.js";
7
+
8
+ const resources = new ShaderResourceSetDescriptor();
9
+ resources.createGroup()
10
+ .addStorageBuffer("water_bodies", WATER_BODIES_STRUCT, true);
11
+
12
+ /**
13
+ * Fills the derived fields of every water body from its authored ones, one thread a body.
14
+ *
15
+ * @type {ComputeShader}
16
+ */
17
+ export const shader_water_bodies_derive = ComputeShader.from({
18
+ label: "Water / bodies derive",
19
+ resources,
20
+ body: CodeChunk.from(/* language=WGSL */ `
21
+ @compute @workgroup_size(${WATER_BODY_CAPACITY})
22
+ fn main(@builtin(local_invocation_index) i: u32) {
23
+ if (i >= water_bodies.count) { return; }
24
+ let medium = water_bodies.bodies[i].medium;
25
+ water_bodies.bodies[i].backscattering = vec4<f32>(water_medium_backscattering(medium), 0.0);
26
+ water_bodies.bodies[i].extinction = vec4<f32>(medium.absorption + water_medium_scattering(medium), 0.0);
27
+ water_bodies.bodies[i].diffuse_transmittance = water_diffuse_fresnel_transmittance(water_bodies.bodies[i].ior);
28
+ }
29
+ `, [chunk_water_medium_derived, chunk_water_medium_scattering]),
30
+ });
@@ -0,0 +1,28 @@
1
+ /**
2
+ * Light the water body sends back towards a viewer above it (WATER_OPTICS_PLAN_2026_10_02.md §4.4):
3
+ * the column term of Lee et al.'s shallow-water model (1998), with the deep-water reflectance from
4
+ * QAA (Lee et al. 2002, v6), integrated along the refracted view ray.
5
+ *
6
+ * Per channel, with κ = a + b_b and u = b_b / κ:
7
+ *
8
+ * - deep-water subsurface remote-sensing reflectance r_rs∞ = (0.089 + 0.1245 u) u, a fit to full
9
+ * radiative transfer, so it carries every order of scattering, not one;
10
+ * - the upwelling light attenuates along the view ray at κ_u = 1.03 √(1 + 2.4 u) κ, Lee's D_u^C κ:
11
+ * light scattered forward stays in the upwelling stream, which beam attenuation would throw away;
12
+ * - each source j — the refracted sun, shadowed by the cascaded shadow map per segment, and the sky the
13
+ * active GI mode reports at the surface — feeds the ray r_rs∞ (K_j + κ_u) E_d,j(z) per metre, where
14
+ * E_d,j(z) is its plane irradiance at depth decaying at Gordon's K_j. Deep water seen from straight
15
+ * above then returns exactly r_rs∞ E_d(0−), and a column of depth H the factor 1 − e^−(K + κ_u) H;
16
+ * - the upwelling light the surface reflects back down returns again: 1 / (1 − 1.7 r_rs∞).
17
+ *
18
+ * The medium's phase functions enter through b_b, which the bodies table integrates from them on the
19
+ * GPU. The model is gated against the Monte Carlo slab oracle (`water_inscatter_oracle.spec.js`).
20
+ *
21
+ * Expects `light_data` and the shadow atlas bindings, and a `water_gi_irradiance` from one of the GI
22
+ * modules. Returns radiance arriving at the surface from below; the caller takes it out of the water.
23
+ *
24
+ * @type {CodeChunk}
25
+ */
26
+ export const chunk_water_inscatter: CodeChunk;
27
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
28
+ //# sourceMappingURL=chunk_water_inscatter.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_inscatter.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/optics/chunk_water_inscatter.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,oCAFU,SAAS,CAuFmF;0BAnH5E,oCAAoC"}
@@ -0,0 +1,123 @@
1
+ import { PI_DECLARATION } from "../../shader/chunk/math/PI_DECLARATION.js";
2
+ import {
3
+ chunk_directional_lights_iteration_mask
4
+ } from "../../shader/chunk/light/io/chunk_directional_lights_iteration_mask.js";
5
+ import {
6
+ chunk_get_directional_light_info_by_index
7
+ } from "../../shader/chunk/light/io/chunk_get_directional_light_info_by_index.js";
8
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
+ import { chunk_shadowmap_get_light_visibility } from "../../shadow/map/shader/chunk_shadowmap_get_light_visibility.js";
10
+ import { WATER_BODY_STRUCT } from "../medium/WATER_BODIES_STRUCT.js";
11
+ import { chunk_water_optics } from "./chunk_water_optics.js";
12
+
13
+ /**
14
+ * Light the water body sends back towards a viewer above it (WATER_OPTICS_PLAN_2026_10_02.md §4.4):
15
+ * the column term of Lee et al.'s shallow-water model (1998), with the deep-water reflectance from
16
+ * QAA (Lee et al. 2002, v6), integrated along the refracted view ray.
17
+ *
18
+ * Per channel, with κ = a + b_b and u = b_b / κ:
19
+ *
20
+ * - deep-water subsurface remote-sensing reflectance r_rs∞ = (0.089 + 0.1245 u) u, a fit to full
21
+ * radiative transfer, so it carries every order of scattering, not one;
22
+ * - the upwelling light attenuates along the view ray at κ_u = 1.03 √(1 + 2.4 u) κ, Lee's D_u^C κ:
23
+ * light scattered forward stays in the upwelling stream, which beam attenuation would throw away;
24
+ * - each source j — the refracted sun, shadowed by the cascaded shadow map per segment, and the sky the
25
+ * active GI mode reports at the surface — feeds the ray r_rs∞ (K_j + κ_u) E_d,j(z) per metre, where
26
+ * E_d,j(z) is its plane irradiance at depth decaying at Gordon's K_j. Deep water seen from straight
27
+ * above then returns exactly r_rs∞ E_d(0−), and a column of depth H the factor 1 − e^−(K + κ_u) H;
28
+ * - the upwelling light the surface reflects back down returns again: 1 / (1 − 1.7 r_rs∞).
29
+ *
30
+ * The medium's phase functions enter through b_b, which the bodies table integrates from them on the
31
+ * GPU. The model is gated against the Monte Carlo slab oracle (`water_inscatter_oracle.spec.js`).
32
+ *
33
+ * Expects `light_data` and the shadow atlas bindings, and a `water_gi_irradiance` from one of the GI
34
+ * modules. Returns radiance arriving at the surface from below; the caller takes it out of the water.
35
+ *
36
+ * @type {CodeChunk}
37
+ */
38
+ export const chunk_water_inscatter = CodeChunk.from(/* language=WGSL */ `
39
+ // QAA's deep-water subsurface remote-sensing reflectance, per channel, sr^-1.
40
+ fn water_deep_reflectance(absorption: vec3<f32>, backscattering: vec3<f32>) -> vec3<f32> {
41
+ let u = backscattering / max(absorption + backscattering, vec3<f32>(1e-20));
42
+ return (0.089 + 0.1245 * u) * u;
43
+ }
44
+
45
+ // Lee's attenuation of the upwelling light along a view ray, per metre of ray, RGB 1/m.
46
+ fn water_upwelling_attenuation(absorption: vec3<f32>, backscattering: vec3<f32>) -> vec3<f32> {
47
+ let kappa = absorption + backscattering;
48
+ let u = backscattering / max(kappa, vec3<f32>(1e-20));
49
+ return 1.03 * sqrt(1.0 + 2.4 * u) * kappa;
50
+ }
51
+
52
+ // Radiance the water column sends back up the refracted view ray, arriving at the surface from
53
+ // below, for a ray leaving the surface point origin in direction (both world space, direction
54
+ // pointing down into the water) over path metres, in segments steps.
55
+ //
56
+ // Segment boundaries are spaced evenly in the mean upwelling transmittance, so the near-surface water
57
+ // that carries most of the light gets most of the steps; within a segment each source's decay with
58
+ // depth is integrated in closed form and the sun's shadow taken at its middle.
59
+ fn water_inscatter(body: WaterBody, origin: vec3<f32>, direction: vec3<f32>, path: f32, segments: u32) -> vec3<f32> {
60
+ let absorption = body.medium.absorption;
61
+ let backscattering = body.backscattering.xyz;
62
+ let reflectance = water_deep_reflectance(absorption, backscattering);
63
+ let upwelling = water_upwelling_attenuation(absorption, backscattering);
64
+ let up = vec3<f32>(0.0, 1.0, 0.0);
65
+ let toward_camera = -direction;
66
+ // depth grows by mu metres per metre of ray
67
+ let mu = max(-direction.y, 0.0);
68
+
69
+ let sky = water_gi_irradiance(origin, up);
70
+ let sky_decay = water_diffuse_attenuation(absorption, backscattering, WATER_SKY_DISTRIBUTION);
71
+ let sky_source = reflectance * (sky_decay + upwelling) * sky;
72
+
73
+ let mean_upwelling = (upwelling.x + upwelling.y + upwelling.z) / 3.0;
74
+ let thin = mean_upwelling * path < 1e-4;
75
+ let span = 1.0 - exp(-mean_upwelling * path);
76
+
77
+ var result = vec3<f32>(0.0);
78
+ var start = 0.0;
79
+
80
+ for (var i = 0u; i < segments; i++) {
81
+ let u = f32(i + 1u) / f32(segments);
82
+ let end = select(-log(1.0 - u * span) / max(mean_upwelling, 1e-20), u * path, thin);
83
+ let length = max(end - start, 0.0);
84
+ let depth = mu * start;
85
+ let transmittance = exp(-upwelling * start);
86
+
87
+ result += transmittance * water_inscatter_segment(
88
+ sky_source * water_sky_transmittance(depth, body.diffuse_transmittance, absorption, backscattering),
89
+ upwelling, sky_decay, mu, length);
90
+
91
+ let middle = origin + direction * (start + 0.5 * length);
92
+
93
+ var directional_bits = directional_lights_iteration_mask(&light_data);
94
+ while (directional_bits != 0u) {
95
+ let index = countTrailingZeros(directional_bits);
96
+ directional_bits &= ~(1u << index);
97
+
98
+ let sun = get_directional_light_info_by_index(&light_data, index);
99
+
100
+ // sun.direction points towards the light; below the horizon it does not reach the water
101
+ if (sun.direction.y <= 0.0) { continue; }
102
+
103
+ let cos_water = water_refracted_cosine(sun.direction.y, body.ior);
104
+ let visibility = shadowmap_get_directional_light_visibility(&light_data, index, middle,
105
+ toward_camera, sun.direction);
106
+ let decay = water_diffuse_attenuation(absorption, backscattering, 1.0 / max(cos_water, 1e-4));
107
+ // plane irradiance under the surface: the normal irradiance of the refracted beam times cos θ_w
108
+ let irradiance = sun.color * water_sun_transmittance(depth, sun.direction.y, body.ior,
109
+ absorption, backscattering) * cos_water;
110
+
111
+ result += transmittance * water_inscatter_segment(
112
+ reflectance * (decay + upwelling) * irradiance * visibility,
113
+ upwelling, decay, mu, length);
114
+ }
115
+
116
+ start = end;
117
+ }
118
+
119
+ // what the surface reflects back down returns again
120
+ return result / (1.0 - 1.7 * reflectance);
121
+ }
122
+ `, [WATER_BODY_STRUCT.declaration_chunk, chunk_water_optics, chunk_directional_lights_iteration_mask,
123
+ chunk_get_directional_light_info_by_index, chunk_shadowmap_get_light_visibility, PI_DECLARATION]);