@woosh/meep-engine 3.38.0 → 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 (962) 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 +4 -0
  159. package/src/engine/ecs/transform/Transform64.d.ts +4 -2
  160. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  161. package/src/engine/ecs/transform/Transform64.js +10 -16
  162. package/src/engine/graphics/ecs/water/Water.d.ts +25 -63
  163. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  164. package/src/engine/graphics/ecs/water/Water.js +110 -125
  165. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  166. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +38 -74
  167. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +1 -1
  168. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -1
  169. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -18
  170. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
  171. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
  172. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
  173. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
  174. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
  175. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
  176. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
  177. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
  178. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
  179. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
  180. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
  181. package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
  182. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
  183. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
  184. package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
  185. package/src/engine/graphics3/WaterSystem.d.ts +39 -3
  186. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  187. package/src/engine/graphics3/WaterSystem.js +134 -25
  188. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
  189. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
  190. package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
  191. package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
  192. package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
  193. package/src/engine/interpolation/InterpolationLog.js +12 -6
  194. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  195. package/src/engine/interpolation/InterpolationSystem.js +39 -8
  196. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
  197. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
  198. package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
  199. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  200. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
  201. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
  202. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
  203. package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
  204. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
  205. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
  206. package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
  207. package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
  208. package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
  209. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  210. package/src/engine/physics/body/SolverBodyState.js +4 -5
  211. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
  212. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  213. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
  214. package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
  215. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  216. package/src/engine/physics/ccd/linear_sweep.js +1131 -97
  217. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +13 -0
  218. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  219. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +90 -22
  220. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +84 -24
  221. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
  222. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  223. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
  224. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  225. package/src/engine/physics/cloth/ecs/ClothWorld.js +59 -47
  226. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  227. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +62 -55
  228. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  229. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
  230. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  231. package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
  232. package/src/engine/physics/cloth/playground/garment_build.js +6 -6
  233. package/src/engine/physics/cloth/playground/garment_main.js +18 -14
  234. package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
  235. package/src/engine/physics/cloth/solver/cloth_contact_find.js +8 -5
  236. package/src/engine/physics/cloth/solver/cloth_solve_vertex.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/solver/cloth_solve_vertex.js +8 -5
  238. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  239. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +15 -15
  240. package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.d.ts +5 -0
  241. package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.d.ts.map +1 -1
  242. package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.js +32 -9
  243. package/src/engine/physics/constraint/solve_constraints.d.ts +50 -8
  244. package/src/engine/physics/constraint/solve_constraints.d.ts.map +1 -1
  245. package/src/engine/physics/constraint/solve_constraints.js +703 -429
  246. package/src/engine/physics/contact/ManifoldStore.d.ts +12 -0
  247. package/src/engine/physics/contact/ManifoldStore.d.ts.map +1 -1
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  904. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts +8 -0
  905. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts.map +1 -0
  906. package/src/shade/renderer/water/medium/shader_water_bodies_derive.js +30 -0
  907. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts +28 -0
  908. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts.map +1 -0
  909. package/src/shade/renderer/water/optics/chunk_water_inscatter.js +123 -0
  910. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts +23 -0
  911. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts.map +1 -0
  912. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts +18 -0
  913. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts.map +1 -0
  914. package/src/shade/renderer/water/optics/chunk_water_optics.d.ts +12 -0
  915. package/src/shade/renderer/water/optics/chunk_water_optics.d.ts.map +1 -0
  916. package/src/shade/renderer/water/optics/chunk_water_optics.js +75 -0
  917. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts +27 -0
  918. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts.map +1 -0
  919. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js +74 -0
  920. package/src/shade/renderer/water/shader_water.d.ts +10 -4
  921. package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
  922. package/src/shade/renderer/water/shader_water.js +406 -384
  923. package/src/shade/renderer/water/shader_water_avboit.d.ts.map +1 -1
  924. package/src/shade/renderer/water/shader_water_avboit.js +19 -9
  925. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts +98 -0
  926. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts.map +1 -0
  927. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.js +408 -0
  928. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts +12 -0
  929. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts.map +1 -0
  930. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.js +27 -0
  931. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts +14 -0
  932. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts.map +1 -0
  933. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.js +49 -0
  934. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts +15 -0
  935. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts.map +1 -0
  936. package/src/shade/renderer/water/surface/chunk_water_wave.js +48 -0
  937. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts +9 -0
  938. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts.map +1 -0
  939. package/src/shade/renderer/water/surface/chunk_water_wave_grid.js +47 -0
  940. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts +10 -0
  941. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts.map +1 -0
  942. package/src/shade/renderer/water/surface/shader_water_surface_write.js +51 -0
  943. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts +12 -0
  944. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts.map +1 -0
  945. package/src/shade/renderer/water/surface/shader_water_wave_step.js +54 -0
  946. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts +13 -0
  947. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts.map +1 -0
  948. package/src/shade/renderer/water/surface/water_surface_grid_indices.js +39 -0
  949. package/src/shade/renderer/water/water_missing_receiver_path.d.ts +17 -0
  950. package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
  951. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
  952. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  953. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
  954. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
  955. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  956. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +48 -6
  957. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
  958. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
  959. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
  960. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
  961. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
  962. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
@@ -0,0 +1,270 @@
1
+ import { chunk_get_ibl_radiance } from "../../renderer/deferred/indirect/chunk_get_ibl_radiance.js";
2
+ import { chunk_sh_exp_p4q2_base_reflectance } from "../../renderer/shader/chunk/spherical_harmonics/exponential/chunk_sh_exp_p4q2_base_reflectance.js";
3
+ import { SH_EXP_P4Q2_PROBE_STRUCT } from "../../renderer/shader/chunk/spherical_harmonics/exponential/SH_EXP_P4Q2_PROBE_STRUCT.js";
4
+ import { chunk_D_GGX } from "../../renderer/shader/chunk/brdf/chunk_D_GGX.js";
5
+ import { chunk_V_GGX_SmithCorrelated } from "../../renderer/shader/chunk/brdf/chunk_V_GGX_SmithCorrelated.js";
6
+ import { CodeChunk } from "../../renderer/shader/compiler/CodeChunk.js";
7
+ import { ComputeShader } from "../../renderer/shader/ComputeShader.js";
8
+ import { ShaderResourceSetDescriptor } from "../../renderer/shader/resource/ShaderResourceSetDescriptor.js";
9
+ import { WebGPUArray } from "../../renderer/shader/type/WebGPUArray.js";
10
+ import { f32, u32, vec4f } from "../../renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
11
+ import { WebGPUStruct } from "../../renderer/shader/type/WebGPUStruct.js";
12
+ import { SAMPLER_LINEAR_UPSCALE } from "../../renderer/texture/SAMPLER_LINEAR_UPSCALE.js";
13
+
14
+ /**
15
+ * Rows of the sphere grid, top to bottom.
16
+ * @type {string[]}
17
+ */
18
+ export const PLAYGROUND_ROWS = [
19
+ 'reference (quadrature)',
20
+ 'SH exponential, P4 Q2',
21
+ 'engine IBL (split sum)',
22
+ 'SH exponential − reference',
23
+ ];
24
+
25
+ /**
26
+ * Step through the reference grid's cells: odd, so it visits every cell of a power-of-two grid once
27
+ * per pass, and large, so any run of consecutive steps is spread over the sphere and a partial sum
28
+ * is already a fair estimate of the whole.
29
+ *
30
+ * @type {number}
31
+ */
32
+ export const REFERENCE_CELL_STRIDE = 7919;
33
+
34
+ /**
35
+ * What both playground kernels read.
36
+ *
37
+ * - `right`, `up`, `back`: the orthographic camera's basis; `back` points at the viewer and is every
38
+ * pixel's view direction;
39
+ * - `cell_size`: pixels per sphere cell, `columns` spheres per row, one per roughness;
40
+ * - `alpha_first_root`, `alpha_root_step`: column `c` is at roughness `first + step * c`, GGX alpha
41
+ * its square — the paper's own sweep is 0.3 to 1 in steps of 0.1;
42
+ * - `slice_start`, `slice_count`: which reference cells this frame adds; `processed` how many will
43
+ * have been added after it, of `cell_count`;
44
+ * - `exposure`, `error_gain`: display only.
45
+ *
46
+ * @type {WebGPUStruct}
47
+ */
48
+ export const PLAYGROUND_VIEW_STRUCT = WebGPUStruct.from({
49
+ right: vec4f,
50
+ up: vec4f,
51
+ back: vec4f,
52
+ cell_size: u32,
53
+ columns: u32,
54
+ slice_start: u32,
55
+ slice_count: u32,
56
+ cell_count: u32,
57
+ processed: u32,
58
+ alpha_first_root: f32,
59
+ alpha_root_step: f32,
60
+ exposure: f32,
61
+ error_gain: f32,
62
+ }, "SHExpPlaygroundView");
63
+
64
+ /**
65
+ * The sphere a pixel of a cell sees: `w` is 1 on the sphere and 0 off it, `xyz` the world normal.
66
+ */
67
+ const chunk_playground_sphere = CodeChunk.from(
68
+ //language=WGSL
69
+ `
70
+ const SPHERE_RADIUS : f32 = 0.92;
71
+
72
+ fn playground_sphere_normal(local: vec2<u32>) -> vec4<f32> {
73
+ let p = (vec2<f32>(local) + 0.5) / f32(view.cell_size) * 2.0 - 1.0;
74
+ // screen y grows downwards
75
+ let q = vec2<f32>(p.x, -p.y) / SPHERE_RADIUS;
76
+ let r2 = dot(q, q);
77
+
78
+ if (r2 >= 1.0) {
79
+ return vec4<f32>(0.0);
80
+ }
81
+
82
+ let normal = view.right.xyz * q.x + view.up.xyz * q.y + view.back.xyz * sqrt(1.0 - r2);
83
+
84
+ return vec4<f32>(normalize(normal), 1.0);
85
+ }
86
+
87
+ fn playground_alpha(column: u32) -> f32 {
88
+ let root = view.alpha_first_root + view.alpha_root_step * f32(column);
89
+ return root * root;
90
+ }
91
+ `);
92
+
93
+ const accumulate_resources = new ShaderResourceSetDescriptor();
94
+
95
+ accumulate_resources.createGroup()
96
+ .addUniform("view", PLAYGROUND_VIEW_STRUCT)
97
+ .addStorageBuffer("cells", WebGPUArray.from(vec4f), false)
98
+ .addStorageBuffer("accumulation", WebGPUArray.from(vec4f), true);
99
+
100
+ /**
101
+ * Adds one slice of the reference quadrature to every sphere pixel: `E0` summed over
102
+ * `slice_count` cells of an octahedral grid made by `shader_sh_exp_environment_cells`, at a finer
103
+ * resolution than the encoder fits on. Spread over frames, so no invocation loops over the sphere.
104
+ *
105
+ * @type {ComputeShader}
106
+ */
107
+ export const shader_playground_accumulate_reference = ComputeShader.from({
108
+ label: "SH exponential playground / accumulate reference",
109
+ resources: accumulate_resources,
110
+ body: CodeChunk.from(
111
+ //language=WGSL
112
+ `
113
+ @compute @workgroup_size(8, 8)
114
+ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
115
+ let width = view.columns * view.cell_size;
116
+
117
+ if (id.x >= width || id.y >= view.cell_size) {
118
+ return;
119
+ }
120
+
121
+ let column = id.x / view.cell_size;
122
+ let local = vec2<u32>(id.x % view.cell_size, id.y);
123
+ let sphere = playground_sphere_normal(local);
124
+
125
+ if (sphere.w == 0.0) {
126
+ return;
127
+ }
128
+
129
+ let normal = sphere.xyz;
130
+ let view_direction = view.back.xyz;
131
+ let NoV = max(dot(normal, view_direction), 1e-4);
132
+ let alpha = playground_alpha(column);
133
+ let alpha2 = alpha * alpha;
134
+
135
+ var sum = vec3<f32>(0.0);
136
+
137
+ // a uniform trip count: the slice is the same for every pixel
138
+ for (var k = 0u; k < view.slice_count; k++) {
139
+ let cell = ((view.slice_start + k) * ${REFERENCE_CELL_STRIDE}u) % view.cell_count;
140
+ let light = cells[2u * cell].xyz;
141
+ let NoL = dot(normal, light);
142
+
143
+ if (NoL > 0.0) {
144
+ let half_vector = normalize(light + view_direction);
145
+ let NoH = saturate(dot(normal, half_vector));
146
+
147
+ sum += cells[2u * cell + 1u].xyz * (D_GGX(alpha2, NoH * NoH) * V_GGX_SmithCorrelated(alpha, NoL, NoV) * NoL);
148
+ }
149
+ }
150
+
151
+ let pixel = column * view.cell_size * view.cell_size + local.y * view.cell_size + local.x;
152
+
153
+ accumulation[pixel] += vec4<f32>(sum, 0.0);
154
+ }
155
+ `, [
156
+ chunk_playground_sphere,
157
+ chunk_D_GGX,
158
+ chunk_V_GGX_SmithCorrelated,
159
+ ]),
160
+ });
161
+
162
+ const view_resources = new ShaderResourceSetDescriptor();
163
+
164
+ view_resources.createGroup()
165
+ .addUniform("view", PLAYGROUND_VIEW_STRUCT)
166
+ .addTexture("tEnvironment")
167
+ .addTexture("tSplitSum", "float")
168
+ .addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE)
169
+ .addStorageBuffer("probe", SH_EXP_P4Q2_PROBE_STRUCT, false)
170
+ .addStorageBuffer("accumulation", WebGPUArray.from(vec4f), false)
171
+ .addStorageBuffer("values", WebGPUArray.from(vec4f), true)
172
+ .addStorageTexture("output", "rgba8unorm", "2d", "write-only");
173
+
174
+ /**
175
+ * Draws the four rows of {@link PLAYGROUND_ROWS}, and writes the linear values of the first three
176
+ * into `values` (`[row][column][pixel]`, `w` = 1 on the sphere) for `verify()` to read.
177
+ *
178
+ * @type {ComputeShader}
179
+ */
180
+ export const shader_playground_view = ComputeShader.from({
181
+ label: "SH exponential playground / view",
182
+ resources: view_resources,
183
+ body: CodeChunk.from(
184
+ //language=WGSL
185
+ `
186
+ const BACKGROUND = vec3<f32>(0.035);
187
+
188
+ fn tonemap(x: vec3<f32>) -> vec3<f32> {
189
+ return vec3<f32>(1.0) - exp(-max(x, vec3<f32>(0.0)) * view.exposure);
190
+ }
191
+
192
+ fn srgb_encode(x: vec3<f32>) -> vec3<f32> {
193
+ let low = x * 12.92;
194
+ let high = 1.055 * pow(x, vec3<f32>(1.0 / 2.4)) - 0.055;
195
+ return select(high, low, x <= vec3<f32>(0.0031308));
196
+ }
197
+
198
+ fn luminance(x: vec3<f32>) -> f32 {
199
+ return dot(x, vec3<f32>(0.2126, 0.7152, 0.0722));
200
+ }
201
+
202
+ @compute @workgroup_size(8, 8)
203
+ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
204
+ let width = view.columns * view.cell_size;
205
+
206
+ if (id.x >= width || id.y >= 4u * view.cell_size) {
207
+ return;
208
+ }
209
+
210
+ let column = id.x / view.cell_size;
211
+ let row = id.y / view.cell_size;
212
+ let local = vec2<u32>(id.x % view.cell_size, id.y % view.cell_size);
213
+ let pixel = column * view.cell_size * view.cell_size + local.y * view.cell_size + local.x;
214
+ let slots = view.columns * view.cell_size * view.cell_size;
215
+
216
+ let sphere = playground_sphere_normal(local);
217
+
218
+ if (sphere.w == 0.0) {
219
+ if (row < 3u) {
220
+ values[row * slots + pixel] = vec4<f32>(0.0);
221
+ }
222
+
223
+ textureStore(output, id.xy, vec4<f32>(srgb_encode(BACKGROUND), 1.0));
224
+ return;
225
+ }
226
+
227
+ let normal = sphere.xyz;
228
+ let view_direction = view.back.xyz;
229
+ let alpha = playground_alpha(column);
230
+ let roughness = sqrt(alpha);
231
+
232
+ // the partial sum so far stands for the whole sphere: the cells it has seen are spread over it
233
+ let reference = accumulation[pixel].xyz * (f32(view.cell_count) / f32(max(view.processed, 1u)));
234
+ let sh_exp = sh_exp_p4q2_base_reflectance(probe, view_direction, normal, alpha);
235
+
236
+ var value = vec3<f32>(0.0);
237
+
238
+ if (row == 0u) {
239
+ value = reference;
240
+ } else if (row == 1u) {
241
+ value = sh_exp;
242
+ } else if (row == 2u) {
243
+ // the forward path's specular with Fresnel taken out: prefiltered radiance times the
244
+ // split sum's F0 scale plus F90 bias, which together are the GGX directional albedo (the engine's
245
+ // LUT, to within 0.06%; see chunk_sh_exp_split_sum)
246
+ let NoV = saturate(dot(normal, view_direction));
247
+ let dfg = textureSampleLevel(tSplitSum, sLinear, vec2<f32>(NoV, roughness), 0.0).rg;
248
+
249
+ value = get_ibl_radiance(view_direction, normal, roughness) * (dfg.x + dfg.y);
250
+ }
251
+
252
+ var color: vec3<f32>;
253
+
254
+ if (row < 3u) {
255
+ values[row * slots + pixel] = vec4<f32>(value, 1.0);
256
+ color = tonemap(value);
257
+ } else {
258
+ // red: SH exponential brighter than the reference, blue: darker; on the tonemapped scale
259
+ let difference = (luminance(tonemap(sh_exp)) - luminance(tonemap(reference))) * view.error_gain;
260
+ color = vec3<f32>(max(difference, 0.0), 0.0, max(-difference, 0.0));
261
+ }
262
+
263
+ textureStore(output, id.xy, vec4<f32>(srgb_encode(saturate(color)), 1.0));
264
+ }
265
+ `, [
266
+ chunk_playground_sphere,
267
+ chunk_sh_exp_p4q2_base_reflectance,
268
+ chunk_get_ibl_radiance,
269
+ ]),
270
+ });
@@ -21,11 +21,17 @@ one 1/60-second engine tick. Presets cover the shore, normal incidence, grazing
21
21
  screen edges, the emergent-object/shoreline discontinuity view, and the deliberately unsupported
22
22
  below-interface view. The grazing camera stays over the submerged floor.
23
23
 
24
- Water fields edit the actual component. Optical normals are independent of the legacy shoreline
25
- wave modulation. Screen reflections can be disabled while retaining the environment fallback.
24
+ Water fields edit the actual component. The surface is a real mesh: a primitive wave simulation on a
25
+ 512² grid over the body, driven by the WaterWaves component (wind speed and direction), writes its
26
+ its mesh behind the surface interface the production simulation will replace
27
+ (WATER_OPTICS_PLAN_2026_10_02.md §7.2). Screen reflections can be disabled while retaining the
28
+ fallback to the renderer's indirect lighting (IBL, or Brick4 when it is the active mode).
26
29
  The Newton, bounded HZB traversal, and undisplaced control modes all use the same AVBOIT path.
27
- An IOR of 1, zero RGB extinction and zero optical normal strength should leave opaque transport
28
- unchanged. Increase extinction to see independent color attenuation and the body-color source.
30
+ The Medium select picks one of the water presets (`shade/renderer/medium/water/water_presets.js`):
31
+ what fills the body as absorption and scattering in 1/m. The body's colour is not authored — it is the sun
32
+ and sky scattered back up the refracted view ray, single scattering for now, and In-scatter segments
33
+ sets how many steps that integral takes. Seen from above, light leaving the water crosses the surface
34
+ by Fresnel and the n² law, so the floor reads about half as bright as it would dry.
29
35
 
30
36
  Move the card, alpha/additive particles and ribbon above/below the interface using Layer height.
31
37
  The box and five thin posts exercise opaque occlusion and discontinuities. Swap channel order
@@ -49,7 +55,7 @@ no readback. Arrays are `receiver=[u,v,path,status+updates/32]`,
49
55
  `transmission=[Tr,Tg,Tb,coverage]`, `radiance=[Wr,Wg,Wb,residual]`.
50
56
  The separate `confidence` field is the final weight after rejecting unsupported lookups; the
51
57
  confidence display reads this same weight rather than recomputing an approximation.
52
- Status 0 is a Newton-assisted, visibility-checked hit; codes 8–13 are validated HZB hits, 16–21 undisplaced opaque fallbacks,
58
+ Status 0 is a converged Newton hit; codes 8–13 are validated HZB hits, 16–21 undisplaced opaque fallbacks,
53
59
  24–29 bounded sky fallbacks, and 31 the below-interface control. The low three bits preserve the
54
60
  Newton miss reason: 0 none/not attempted, 1 bounds/clip, 2 sky, 3 parallel/invalid, 4 ray interval,
55
61
  5 exhausted budget/residual. The probe decodes these names and the update count. Residual is capped
@@ -73,7 +79,7 @@ require a fresh probe.
73
79
  ## Integration boundaries and adversarial checks
74
80
 
75
81
  Opaque receiver transport uses the immutable pre-transparency HDR scene. Water contributes only its
76
- surface source and RGB extinction; shared resolve applies the transported opaque background once.
82
+ reflection and in-scattered radiance and its RGB transmittance; shared resolve applies the transported opaque background once.
77
83
  Rear transparent surfaces/particles are attenuated at their original screen positions. Their radiance
78
84
  is not sampled through the bent ray. Missing/off-screen receivers get bounded, explicit fallbacks.
79
85
  Missing receivers use the local terrain column to estimate water thickness; the trace budget is only
@@ -86,14 +92,16 @@ that field, which would amplify them into large moving blotches. The raw receive
86
92
  still show classified misses; Refraction confidence shows the displacement fade actually used by
87
93
  the final image. Screen reflections also fade near the ray origin and frame
88
94
  edges to avoid self-hit speckles, reusing the existing SSR back-face/thickness/vignette validation.
89
- Displaced Newton roots also require first-intersection evidence from a water adapter using the
90
- existing FFX cell intersection/depth-loading chunks. The adapter traverses the HZB's actual integer
95
+ As in the paper, a converged Newton root is final: screen bounds plus the one-pixel and distance
96
+ residuals accept it, with no further visibility proof. Like the paper's method it can converge past
97
+ a thin occluder between the interface and the receiver; that is the accepted cost of a few G-buffer
98
+ reads per pixel. Pixels Newton fails fall back to a water adapter using the existing FFX cell
99
+ intersection/depth-loading chunks. The adapter traverses the HZB's actual integer
91
100
  mip dimensions, including odd viewport sizes; it does not assume a floating halving of the source
92
101
  grid. It starts in the source pixel, since water is absent from opaque depth. HZB slab crossings
93
102
  are intersected once with the selected receiver plane and validated again before shading. A second
94
- Newton search here could jump to a farther root and falsely certify it as the first hit. Analytic ray distance sets the visibility
95
- interval instead of the biased texel-center projection. An exhausted traversal uses the control
96
- event. Color filtering accepts only taps on the validated
103
+ Newton search here could jump past the first footprint to a root the traversal has ruled out.
104
+ An exhausted traversal uses the control event. Color filtering accepts only taps on the validated
97
105
  receiver's local plane, with geometric-normal and interface-side checks. Receiver selection retains
98
106
  full-precision UV/path/control-path data. Final shading reads the same selected interface and
99
107
  deterministic surface owner before shared occupancy/extinction/draw consume its optical result.
@@ -112,13 +120,14 @@ statistics nor its timing results apply directly to this implementation.
112
120
  Acceptance reconstructs the receiver at its subpixel UV on the sampled face plane before measuring
113
121
  ray proximity. Using the texel-center position instead can reject exact planar intersections at
114
122
  grazing angles and introduce striped hit/control transitions. This is independent of adaptive mip
115
- filtering. First-hit traversal still has a finite budget: inspect trace status when increasing the
116
- fallback steps, since an exhausted visibility check deliberately selects the control event.
123
+ filtering. Each Newton lookup reads depth and face normal once: the plane that rejects one lookup
124
+ is the tangent plane for the next update, so N updates read N+1 texels. Fallback steps bound only
125
+ the traversal for failed pixels and screen reflections.
117
126
 
118
127
  The main risks to check on target hardware are moving-wave temporal ghosts (water keeps the opaque
119
128
  depth/motion contract), coarse 8×8 volume attenuation near thin/partial edges, tangent-plane hits at
120
129
  depth discontinuities, and first activation of AVBOIT in otherwise opaque scenes. No paper performance
121
- claim is adopted; visibility checks and geometry-aware filtering add work to water rendering.
130
+ claim is adopted; disocclusion fades and geometry-aware filtering add work to water rendering.
122
131
  Water transient targets cost approximately 68 bytes per internal pixel before allocator lifetime
123
132
  reuse, plus up to 0.375 bytes per pixel for the three quarter-resolution visibility fields:
124
133
  32 bytes for receiver/trace metadata, 4 for interface depth, and 32 for final optics/background. The tiny-loss
@@ -133,7 +142,7 @@ They also cover the actual shared WGSL contribution/resolve, count conservation,
133
142
  normal-incidence acceptance, analytic plane/sphere intersections, invalid rays, bounded fallback thickness,
134
143
  geometry-only visibility seeds, single-lookup transport, subpixel receiver thickness,
135
144
  grazing visibility intervals, odd-dimension traversal crossings, receiver ownership at silhouettes,
136
- first-receiver selection, source/receiver frame-edge fades and old/new serialization.
145
+ converged roots kept without a traversal budget, source/receiver frame-edge fades and old/new serialization.
137
146
  Software-device orchestration verifies water precedes shared warp/integration/resolve without adding
138
147
  another one. Visual checks are complementary: inspect TAA/fog, mixed sources, below-interface fallback,
139
148
  overlap, no-water/MBOIT suppression, terrain replacement and device restart on a real GPU.
@@ -16,19 +16,17 @@ input[type=range]{width:135px}input[type=number]{width:84px}input,select,button,
16
16
  <h2>Water</h2><label>Enabled<input id="enabled" type="checkbox" checked></label>
17
17
  <label>Level<input id="level" type="range" min="-1.5" max="2" step=".05" value="0"></label>
18
18
  <label>IOR<input id="ior" type="range" min="1" max="1.6" step=".01" value="1.33"></label>
19
- <label>Optical normal<input id="normal" type="range" min="0" max=".5" step=".01" value=".08"></label>
20
- <label>Normal scale<input id="scale" type="range" min=".2" max="8" step=".1" value="3"></label>
21
- <label>Roughness<input id="roughness" type="range" min="0" max="1" step=".01" value=".08"></label>
22
- <label>Extinction R<input id="extinction_r" type="number" min="0" max="2" step=".01" value=".12"></label>
23
- <label>Extinction G<input id="extinction_g" type="number" min="0" max="2" step=".01" value=".035"></label>
24
- <label>Extinction B<input id="extinction_b" type="number" min="0" max="2" step=".01" value=".02"></label>
25
- <label>Body color<input id="color" type="color" value="#004d80"></label><label>Shore color<input id="shore_color" type="color" value="#95cad9"></label>
19
+ <label>Wind m/s<input id="wind" type="range" min="0" max="12" step=".1" value="3"></label>
20
+ <label>Wind direction °<input id="wind_direction" type="range" min="0" max="360" step="1" value="30"></label>
21
+ <label>Roughness<input id="roughness" type="range" min="0" max="1" step=".01" value=".02"></label>
22
+ <label>Medium<select id="medium"><option value="swimming_pool">Swimming pool</option><option value="clear_ocean">Clear ocean</option><option value="tropical_lagoon">Tropical lagoon</option><option value="open_ocean" selected>Open ocean</option><option value="coastal">Coastal</option><option value="green_lake">Green lake</option><option value="turbid_river">Turbid river</option></select></label>
23
+ <label>In-scatter segments<input id="segments" type="range" min="1" max="16" step="1" value="4"></label>
26
24
  <label>Screen reflections<input id="reflection" type="checkbox" checked></label>
27
25
  <h2>Mixed transparency</h2><label>Layer height<input id="layer_height" type="range" min="-2" max="3" step=".05" value="0"></label>
28
26
  <label>Card opacity<input id="opacity" type="range" min=".02" max=".98" step=".02" value=".5"></label>
29
27
  <label>Alpha + additive particles<input id="particles" type="checkbox" checked></label>
30
28
  <label>Ribbon<input id="ribbon" type="checkbox" checked></label><label>Move submerged object<input id="animate" type="checkbox"></label>
31
- <label>Overlap water<input id="overlap" type="checkbox"></label><div class="row"><button id="order">Swap channel order</button><button id="terrain">Replace terrain</button><button id="restart">Restart device</button></div>
29
+ <label>Overlap water<input id="overlap" type="checkbox"></label><label>Warp steps (4 per octave)<input id="warp_steps" type="checkbox" checked></label><div class="row"><button id="order">Swap channel order</button><button id="terrain">Replace terrain</button><button id="restart">Restart device</button></div>
32
30
  <h2>Tracing / frame</h2><label>Trace<select id="mode"><option value="0">Newton + fallback</option><option value="1">Bounded traversal</option><option value="2">Undisplaced control</option></select></label>
33
31
  <label>Newton updates<input id="iterations" type="number" min="0" max="16" value="4"></label><label>Fallback steps<input id="fallback" type="number" min="0" max="128" value="48"></label>
34
32
  <label>Temporal<select id="temporal"><option value="off">Off</option><option value="taa">TAA</option><option value="nss">NSS (requires weights)</option></select></label>
@@ -21,7 +21,8 @@ import { Scene } from "../../renderer/scene/Scene.js";
21
21
  import { ShadeTransparencyMode } from "../../renderer/ShadeTransparencyMode.js";
22
22
  import { ShadeUpscalerType } from "../../renderer/ShadeUpscalerType.js";
23
23
  import { ParticipatingMediaVolume } from "../../renderer/volumetrics/ParticipatingMediaVolume.js";
24
- import { water_shader, water_finalize_shader } from "../../renderer/water/shader_water.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";
25
26
  import * as water_shaders from "../../renderer/water/shader_water_avboit.js";
26
27
  import { install_profile_hotkey } from "../profile_hotkey.js";
27
28
  import { build_world } from "./world.js";
@@ -33,13 +34,12 @@ const presets = {
33
34
  edge: [[22,5,18],[23,0,11]], underwater: [[19,-0.8,18],[12,-1,12]],
34
35
  discontinuities: [[18.946,7.002,6.28],[15.4,2.439,10.562]],
35
36
  };
36
- const input_ids = ["preset","enabled","level","ior","normal","scale","roughness","extinction_r","extinction_g",
37
- "extinction_b","color","shore_color","reflection","layer_height","opacity","particles","ribbon","animate",
38
- "overlap","mode","iterations","fallback","temporal","resolution","ssr","fog","transparency","debug"];
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"];
39
40
  const initial_inputs = Object.fromEntries(input_ids.map(id => [id,element(id).type === "checkbox" ? element(id).checked : element(id).value]));
40
41
  const number = id => Number(element(id).value);
41
42
  const checked = id => element(id).checked;
42
- const color = (target, hex) => target.setRGB(...[1,3,5].map(i => parseInt(hex.slice(i,i+2),16)/255));
43
43
 
44
44
  async function main() {
45
45
  const viewport = element("viewport"), graphics = new GraphicsEngine(), scene = new Scene();
@@ -73,11 +73,11 @@ async function main() {
73
73
  function configure() {
74
74
  revision++;
75
75
  const w=world.water,s=water_system.settings,r=graphics.renderer;
76
- w.level.set(number("level"));w.ior.set(number("ior"));w.opticalNormalStrength.set(number("normal"));
77
- w.opticalNormalScale.set(number("scale"));w.reflectionRoughness.set(number("roughness"));
78
- w.extinction.set(number("extinction_r"),number("extinction_g"),number("extinction_b"));
79
- color(w.color,element("color").value);color(w.shoreColor,element("shore_color").value);
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});
80
79
  Object.assign(s,{enabled:checked("enabled"),mode:number("mode"),max_updates:number("iterations"),
80
+ inscatter_segments:number("segments"),
81
81
  fallback_steps:number("fallback"),reflections:checked("reflection")?1:0,debug_view:number("debug")});
82
82
  world.card.component.material.diffuse_color.a=number("opacity");
83
83
  world.effects.forEach(effect=>effect.emitting=checked("particles"));world.ribbon.visible=checked("ribbon");
@@ -86,6 +86,7 @@ async function main() {
86
86
  if(!checked("fog")&&fog_added){scene.volumetrics.remove(fog);fog_added=false;}
87
87
  if(r!==null&&r!==undefined){
88
88
  r.transparency_mode=element("transparency").value==="avboit"?ShadeTransparencyMode.AVBOIT:ShadeTransparencyMode.MBOIT;
89
+ r.avboit.warp_steps_per_octave=checked("warp_steps")?4:1;
89
90
  r.feature_taa_enabled=element("temporal").value!=="off";
90
91
  r.upscale_type=element("temporal").value==="nss"?ShadeUpscalerType.NSS:ShadeUpscalerType.TAA;
91
92
  r.feature_ssr_enabled=checked("ssr");r.pixel_ratio=number("resolution");
@@ -156,7 +157,7 @@ async function main() {
156
157
  element("compile").onclick=async()=>{
157
158
  if(!ready)return;
158
159
  const device=graphics.renderer.graphics.device,errors=[];
159
- for(const shader of [water_shader,water_finalize_shader,...Object.values(water_shaders).map(s=>s.descriptor)]){
160
+ for(const shader of [water_shader,water_finalize_shader_ibl,water_finalize_shader_brick4,...Object.values(water_shaders).map(s=>s.descriptor)]){
160
161
  if(typeof shader?.source!=="string")continue;
161
162
  const module=device.createShaderModule({code:shader.source});const info=await module.getCompilationInfo();
162
163
  errors.push(...info.messages.filter(m=>m.type==="error").map(m=>`${m.lineNum}: ${m.message}`));
@@ -172,7 +173,7 @@ async function main() {
172
173
  try{const result=await water_system.request_probe([(event.clientX-rect.left)/rect.width,(event.clientY-rect.top)/rect.height]);
173
174
  const packed=result.receiver[3],code=Math.floor(packed);
174
175
  const classification=result.transmission[3]<=0?"no water coverage":code===31?"below-interface control":
175
- ["Newton-assisted hit","HZB hit","undisplaced fallback","bounded sky"][Math.floor(code/8)]??"invalid";
176
+ ["Newton hit","HZB hit","undisplaced fallback","bounded sky"][Math.floor(code/8)]??"invalid";
176
177
  const reason=["none / not attempted","bounds / clip","sky","parallel / invalid","ray interval","budget / residual"][code%8];
177
178
  element("probe").textContent=JSON.stringify({...result,
178
179
  stale:revision!==probe_revision||JSON.stringify(state().camera)!==probe_camera,
@@ -2,6 +2,7 @@
2
2
  export function build_world(dataset: any): Promise<{
3
3
  terrain: Terrain;
4
4
  water: Water;
5
+ waves: WaterWaves;
5
6
  water_entity: any;
6
7
  card: {
7
8
  transform: Transform64;
@@ -29,6 +30,7 @@ export function build_world(dataset: any): Promise<{
29
30
  export function height_at(x: any, z: any, offset?: number): number;
30
31
  import Terrain from "../../../engine/ecs/terrain/ecs/Terrain.js";
31
32
  import Water from "../../../engine/graphics/ecs/water/Water.js";
33
+ import WaterWaves from "../../../engine/graphics/ecs/water/WaterWaves.js";
32
34
  import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
33
35
  import { ShadedGeometry } from "../../../engine/graphics/ecs/mesh-v2/ShadedGeometry.js";
34
36
  import { DynamicMeshBatch } from "../../renderer/scene/DynamicMeshBatch.js";
@@ -1 +1 @@
1
- {"version":3,"file":"world.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/water_refraction/world.js"],"names":[],"mappings":"AA0DA,+FAA+F;AAC/F;;;;;;;;;;;;;;;;;;;;;;;;;;GA6EC;AA5GM,mEAAsE;oBAxBzD,4CAA4C;kBAI9C,6CAA6C;4BAHnC,8CAA8C;+BAE3C,wDAAwD;iCActD,0CAA0C;4BAD/C,qCAAqC;+BAXlC,0DAA0D"}
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"}
@@ -1,4 +1,5 @@
1
1
  import { Color } from "../../../core/color/Color.js";
2
+ import { water_medium_preset } from "../../renderer/medium/water/water_presets.js";
2
3
  import Quaternion from "../../../core/geom/Quaternion.js";
3
4
  import Vector3 from "../../../core/geom/Vector3.js";
4
5
  import { Entity } from "../../../engine/ecs/Entity.js";
@@ -7,6 +8,7 @@ import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
7
8
  import { t64_announce_change } from "../../../engine/ecs/transform/t64_announce_change.js";
8
9
  import { ShadedGeometry } from "../../../engine/graphics/ecs/mesh-v2/ShadedGeometry.js";
9
10
  import Water from "../../../engine/graphics/ecs/water/Water.js";
11
+ import WaterWaves from "../../../engine/graphics/ecs/water/WaterWaves.js";
10
12
  import { ParticleEffect } from "../../../engine/graphics/ecs/particles/ParticleEffect.js";
11
13
  import { Sampler2D } from "../../../engine/graphics/texture/sampler/Sampler2D.js";
12
14
  import { MeshoptClusterizer } from "../../renderer/geometry/meshlet/build/meshoptimizer/meshopt_clusterizer.js";
@@ -80,8 +82,10 @@ export async function build_world(dataset) {
80
82
  const floor_material=material([1,1,1]); floor_material.texture_albedo=checker();
81
83
  const floor_transform=pose(0,0,0);
82
84
  const floor_entity=build(new Entity().add(floor_transform).add(shaded(meshlets(floor_geo),floor_material)));
83
- const water=new Water(); water.level.set(0); water.scattering.set(0.6);
84
- const water_entity=build(new Entity().add(water));
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));
85
89
  const add_mesh=(geo,m,x,y,z,rotation)=>{
86
90
  const t=pose(x,y,z,rotation);const component=shaded(meshlets(geo),m);
87
91
  const entity=build(new Entity().add(t).add(component)); return {transform:t,component,entity};
@@ -102,7 +106,7 @@ export async function build_world(dataset) {
102
106
  const batch=new DynamicMeshBatch(); batch.add(ribbon);
103
107
  let secondary=null;
104
108
  let last_update=null;
105
- return {terrain,water,water_entity,card,submerged,batch,ribbon,effects:live_effects,entities,
109
+ return {terrain,water,waves,water_entity,card,submerged,batch,ribbon,effects:live_effects,entities,
106
110
  reset_particles() {
107
111
  particle_transforms.forEach(({entity},i)=>{
108
112
  const replacement=live_effects[i].clone();
@@ -129,7 +133,7 @@ export async function build_world(dataset) {
129
133
  },
130
134
  overlap(enabled) {
131
135
  if(enabled&&secondary===null) {const other=new Water();other.level.set(water.level.getValue()-0.4);
132
- other.color.setRGB(0.65,0.1,0.25);secondary=build(new Entity().add(other));}
136
+ other.medium=water_medium_preset({preset:'turbid_river'});secondary=build(new Entity().add(other));}
133
137
  if(!enabled&&secondary!==null) {dataset.removeEntity(secondary);secondary=null;}
134
138
  },
135
139
  dispose() {entities.forEach(id=>{if(dataset.entityExists(id)) dataset.removeEntity(id);});batch.clear();},
@@ -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;;CAkhCJ;+BA72FY,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
 
@@ -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"}