@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
@@ -3,27 +3,59 @@ import { TextureResourceDescriptor } from "../../device/graph/TextureResourceDes
3
3
  import { DEFAULT_DEPTH_TEXTURE_VIEW } from "../depth/DEFAULT_DEPTH_TEXTURE_VIEW.js";
4
4
  import { graph_compute_pass } from "../shader/graph/compute/graph_compute_pass.js";
5
5
  import { graph_image_pass } from "../shader/graph/graph_image_pass.js";
6
+ import { ShadeIndirectLightingMode } from "../ShadeIndirectLightingMode.js";
7
+ import { water_missing_receiver_path } from "./water_missing_receiver_path.js";
6
8
  import { STATIC_GRAPHICS_ENGINE_ASSETS } from "../STATIC_GRAPHICS_ENGINE_ASSETS.js";
7
9
  import { SAMPLER_LINEAR_UPSCALE } from "../texture/SAMPLER_LINEAR_UPSCALE.js";
8
- import { create_water_pipeline, create_water_finalize_pipeline, WATER_DRAW_STRUCT, WATER_TRACE_STRUCT,
9
- WATER_RESOURCES, WATER_FINALIZE_RESOURCES } from "./shader_water.js";
10
+ import { SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR } from "../shadow/map/SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR.js";
11
+ import { create_water_finalize_pipeline_brick4, create_water_finalize_pipeline_ibl, create_water_pipeline,
12
+ WATER_DRAW_STRUCT, WATER_FINALIZE_RESOURCES_BRICK4, WATER_FINALIZE_RESOURCES_IBL, WATER_RESOURCES,
13
+ WATER_TRACE_STRUCT } from "./shader_water.js";
10
14
  import { shader_water_background_copy, shader_water_debug, shader_water_draw,
11
15
  shader_water_occupancy, shader_water_splat, shader_water_confidence_seed,
12
16
  shader_water_confidence_x, shader_water_confidence_y } from "./shader_water_avboit.js";
13
17
 
18
+ /**
19
+ * A surface the water passes can draw: visible, and with its surface interface published by the
20
+ * producer this frame.
21
+ * @param {Object} s
22
+ * @returns {boolean}
23
+ */
24
+ function water_surface_drawable(s) {
25
+ return s.visible && s.gpu_surface !== undefined;
26
+ }
27
+
28
+ /**
29
+ * Draw a surface interface's mesh: the producer's index buffer over its vertex storage buffer.
30
+ * @param {ShadeGPURenderPassEncoder} render
31
+ * @param {{indices: GPUBuffer, index_count: number}} surface
32
+ */
33
+ function water_surface_draw(render, surface) {
34
+ render.setIndexBuffer(surface.indices, "uint32");
35
+ render.drawIndexed(surface.index_count);
36
+ }
37
+
14
38
  /** Production water channel. Only AVBOIT's shared resolve composites its radiance. */
15
39
  export class GPUWaterRenderer {
16
40
  surfaces = [];
17
41
  settings = { enabled: true, max_distance: 300, distance_tolerance: 0.15,
18
- max_updates: 4, fallback_steps: 48, mode: 0, reflections: 1, debug_view: 0 };
42
+ max_updates: 4, fallback_steps: 48, mode: 0, reflections: 1, debug_view: 0, inscatter_segments: 4 };
43
+ /**
44
+ * The frame's water bodies table, recorded by whoever owns the surfaces at the head of the frame;
45
+ * each drawable surface carries its row as `body_index`.
46
+ * @type {import("./medium/GPUWaterBodies.js").GPUWaterBodies|null}
47
+ */
48
+ bodies = null;
19
49
  #pipeline = create_water_pipeline();
20
- #finalize_pipeline = create_water_finalize_pipeline();
50
+ #finalize_pipeline_ibl = create_water_finalize_pipeline_ibl();
51
+ #finalize_pipeline_brick4 = create_water_finalize_pipeline_brick4();
21
52
  #prepared = new WeakMap();
22
53
  #inspection = new WeakMap();
23
54
  #probe = null;
24
55
 
25
56
  avboit_is_empty() {
26
- return !this.settings.enabled || !this.surfaces.some(s => s.visible && s.height_texture !== null);
57
+ // the authored state: whether there is water at all, not whether its surface was produced yet
58
+ return !this.settings.enabled || !this.surfaces.some(s => s.visible);
27
59
  }
28
60
 
29
61
  /** Optional single-pixel readback on the next rendered water frame. No per-frame readback. */
@@ -53,11 +85,11 @@ export class GPUWaterRenderer {
53
85
  }
54
86
 
55
87
  avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture,
56
- hzb_texture, environment_texture }) {
57
- const surfaces = this.surfaces.filter(s => s.visible && s.height_texture !== null)
58
- .map(s => ({ ...s, extent: s.extent.slice(), height_uv: s.height_uv.slice(),
59
- color_deep: s.color_deep.slice(), color_shore: s.color_shore.slice(),
60
- shore_transition: s.shore_transition.slice(), extinction: s.extinction.slice() }))
88
+ hzb_texture, environment_texture, light_cluster_parameters, light_cluster_lookup, light_cluster_data,
89
+ shadowmap_atlas, indirect_lighting_mode = ShadeIndirectLightingMode.IBL }) {
90
+ const surfaces = this.surfaces.filter(water_surface_drawable)
91
+ .map(s => ({ ...s, missing_receiver_path: water_missing_receiver_path({ medium: s.medium,
92
+ max_distance: this.settings.max_distance }) }))
61
93
  .sort((a, b) => a.entity - b.entity);
62
94
  surfaces.forEach((surface, index) => { surface.surface_id = index + 1; });
63
95
  const settings = { ...this.settings };
@@ -75,14 +107,12 @@ export class GPUWaterRenderer {
75
107
  tNormal: resources.get(data.normal).obtainView(),
76
108
  tHZB: resources.get(data.hzb).obtainView(),
77
109
  tScene: resources.get(data.color).obtainView(),
78
- tEnvironment: resources.get(data.environment).obtainView(),
79
- height_sampler: graphics.samplers.obtain(SAMPLER_LINEAR_UPSCALE),
80
110
  };
81
111
  // Copies/uniform uploads must be encoded before opening the render pass.
82
- const draws = surfaces.map(s => WATER_RESOURCES.generateBindings({ ...shared,
112
+ const draws = surfaces.map(s => ({ surface: s.gpu_surface, bindings: WATER_RESOURCES.generateBindings({ ...shared,
83
113
  water: encoder.allocateTransientValueBuffer(WATER_DRAW_STRUCT, s),
84
- terrain_height: graphics.textures.obtain(s.height_texture).obtainView(),
85
- }, encoder));
114
+ surface_vertices: s.gpu_surface.vertices,
115
+ }, encoder) }));
86
116
  const render = encoder.constructRenderPass({ label: "Water / receivers", pipeline, bindings: [],
87
117
  colorAttachments: [data.receiver, data.trace_metadata].map(handle => ({
88
118
  view: resources.get(handle).obtainView(), loadOp: "clear", storeOp: "store", clearValue: [0,0,0,0],
@@ -90,11 +120,11 @@ export class GPUWaterRenderer {
90
120
  depthStencilAttachment: { view: resources.get(data.interface_depth).obtainView(DEFAULT_DEPTH_TEXTURE_VIEW),
91
121
  depthLoadOp: "clear", depthStoreOp: "store", depthClearValue: 0 },
92
122
  });
93
- for (const bindings of draws) { graphics.setPipelineBindings(render, pipeline, bindings); render.draw(6); }
123
+ for (const draw of draws) { graphics.setPipelineBindings(render, pipeline, draw.bindings); water_surface_draw(render, draw.surface); }
94
124
  render.end();
95
125
  });
96
126
  for (const [name, handle] of Object.entries({ camera, color: color_texture, scene_depth: depth_texture,
97
- normal: normal_texture, hzb: hzb_texture, environment: environment_texture })) { data[name] = pass.read(handle); }
127
+ normal: normal_texture, hzb: hzb_texture })) { data[name] = pass.read(handle); }
98
128
  const target = (name, format) => pass.create(`Water ${name}`, TextureResourceDescriptor.from({
99
129
  resolution, format, usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
100
130
  | (probe !== null && format !== "depth32float" ? GPUTextureUsage.COPY_SRC : 0),
@@ -120,21 +150,38 @@ export class GPUWaterRenderer {
120
150
  inputs: { distance_field: horizontal }, output_resolution: visibility_resolution });
121
151
  data.visibility_distance = visibility_distance;
122
152
  const finalize_data = {};
123
- const finalize_pipeline = this.#finalize_pipeline;
153
+ // the optics read the GI mode the meshes in this frame are lit by: a reflection or a sky that
154
+ // misses on screen falls back to it, as SSR's resolve does
155
+ const use_brick4 = indirect_lighting_mode === ShadeIndirectLightingMode.Brick4;
156
+ const finalize_pipeline = use_brick4 ? this.#finalize_pipeline_brick4 : this.#finalize_pipeline_ibl;
157
+ const finalize_resources = use_brick4 ? WATER_FINALIZE_RESOURCES_BRICK4 : WATER_FINALIZE_RESOURCES_IBL;
158
+ const bodies = this.bodies;
124
159
  const finalize = graph.add('Water / coherent optics', finalize_data, (d, resources, {encoder, graphics}) => {
125
160
  const shared = {
126
161
  camera: resources.get(d.camera), trace: encoder.allocateTransientValueBuffer(WATER_TRACE_STRUCT, settings),
127
162
  tDepth: resources.get(d.scene_depth).obtainView(DEFAULT_DEPTH_TEXTURE_VIEW),
128
163
  tNormal: resources.get(d.normal).obtainView(), tHZB: resources.get(d.hzb).obtainView(),
129
- tScene: resources.get(d.color).obtainView(), tEnvironment: resources.get(d.environment).obtainView(),
164
+ tScene: resources.get(d.color).obtainView(),
130
165
  receiver: resources.get(d.receiver).obtainView(), trace_metadata: resources.get(d.trace_metadata).obtainView(),
131
166
  visibility_distance: resources.get(d.visibility_distance).obtainView(),
132
- height_sampler: graphics.samplers.obtain(SAMPLER_LINEAR_UPSCALE),
167
+ water_bodies: bodies?.buffer,
168
+ // the lights, as the transparent meshes bind them
169
+ light_data: view_ctx.scene.lights.buffer_data,
170
+ tEnvironment: resources.get(d.environment).obtainView(),
171
+ cluster_parameters: resources.get(d.light_cluster_parameters),
172
+ cluster_lookup: resources.get(d.light_cluster_lookup),
173
+ cluster_data: resources.get(d.light_cluster_data),
174
+ shadowmapAtlas: resources.get(d.shadowmap_atlas).obtainView(),
175
+ sCompareLinear: graphics.samplers.obtain(SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR),
133
176
  };
134
- const draws = surfaces.map(s => WATER_FINALIZE_RESOURCES.generateBindings({...shared,
177
+ if (use_brick4) {
178
+ shared.brick4 = view_ctx.scene.volumetric_light_map.buffer;
179
+ shared.view = view_ctx.uniform_buffer.buffer;
180
+ }
181
+ const draws = surfaces.map(s => ({ surface: s.gpu_surface, bindings: finalize_resources.generateBindings({...shared,
135
182
  water: encoder.allocateTransientValueBuffer(WATER_DRAW_STRUCT, s),
136
- terrain_height: graphics.textures.obtain(s.height_texture).obtainView(),
137
- }, encoder));
183
+ surface_vertices: s.gpu_surface.vertices,
184
+ }, encoder) }));
138
185
  const copy_pipeline = shader_water_background_copy.pipeline;
139
186
  const copy_bindings = shader_water_background_copy.descriptor.resources.generateBindings({tScene: shared.tScene}, encoder);
140
187
  const render = encoder.constructRenderPass({label: 'Water / coherent optics', pipeline: finalize_pipeline, bindings: [],
@@ -145,12 +192,14 @@ export class GPUWaterRenderer {
145
192
  render.setPipeline(graphics.render_pipelines.obtain(copy_pipeline)); render.record_pipeline(copy_pipeline);
146
193
  graphics.setPipelineBindings(render, copy_pipeline, copy_bindings); render.draw(3);
147
194
  render.setPipeline(graphics.render_pipelines.obtain(finalize_pipeline)); render.record_pipeline(finalize_pipeline);
148
- for (const bindings of draws) { graphics.setPipelineBindings(render, finalize_pipeline, bindings); render.draw(6); }
195
+ for (const draw of draws) { graphics.setPipelineBindings(render, finalize_pipeline, draw.bindings); water_surface_draw(render, draw.surface); }
149
196
  render.end();
150
197
  });
151
- for (const key of ['camera','scene_depth','normal','hzb','color','environment','receiver','trace_metadata','visibility_distance','interface_depth']) {
198
+ for (const key of ['camera','scene_depth','normal','hzb','color','receiver','trace_metadata','visibility_distance','interface_depth']) {
152
199
  finalize_data[key] = finalize.read(data[key]);
153
200
  }
201
+ for (const [key, handle] of Object.entries({ environment: environment_texture, light_cluster_parameters,
202
+ light_cluster_lookup, light_cluster_data, shadowmap_atlas })) { finalize_data[key] = finalize.read(handle); }
154
203
  const optical_target = (name,format) => finalize.create(`Water ${name}`, TextureResourceDescriptor.from({
155
204
  resolution, format, usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
156
205
  | (probe !== null ? GPUTextureUsage.COPY_SRC : 0),
@@ -0,0 +1,14 @@
1
+ /**
2
+ * The environment map: irradiance as its roughness-1 level × π, specular from its prefiltered levels.
3
+ * Expects `tEnvironment`.
4
+ * @type {CodeChunk}
5
+ */
6
+ export const chunk_water_gi_ibl: CodeChunk;
7
+ /**
8
+ * Brick4, the volumetric directional light map: position-dependent, so water under a bridge receives
9
+ * less sky and reflects the bridge's light rather than the sky. Expects `brick4` and `view`.
10
+ * @type {CodeChunk}
11
+ */
12
+ export const chunk_water_gi_brick4: CodeChunk;
13
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
14
+ //# sourceMappingURL=chunk_water_gi.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_gi.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/chunk_water_gi.js"],"names":[],"mappings":"AAqBA;;;;GAIG;AACH,iCAFU,SAAS,CAUoC;AAEvD;;;;GAIG;AACH,oCAFU,SAAS,CAgBwB;0BAlDjB,iCAAiC"}
@@ -0,0 +1,56 @@
1
+ import { chunk_get_ibl_irradiance } from "../deferred/indirect/chunk_get_ibl_irradiance.js";
2
+ import { chunk_get_ibl_radiance } from "../deferred/indirect/chunk_get_ibl_radiance.js";
3
+ import {
4
+ chunk_brick4_sample_forward_indirect
5
+ } from "../global_illumination/brick4/gpu/draw/chunk_brick4_sample_forward_indirect.js";
6
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
7
+
8
+ /*
9
+ What the engine's indirect lighting says at a point on the water, one module per indirect-lighting
10
+ mode, as SSR's resolve and the transparent mesh draw are split (WATER_OPTICS_PLAN_2026_10_02.md
11
+ §5.4). Each defines the same two functions, so the water's optics body is written once and composed
12
+ with either:
13
+
14
+ - water_gi_irradiance(position, normal): plane irradiance on a surface facing normal — the sky light
15
+ that enters the water;
16
+ - water_gi_specular(position, normal, view_direction, roughness): the radiance a reflection that
17
+ missed on screen falls back to. view_direction points from the surface to the camera.
18
+
19
+ LPV has no transparent variant: like the transparent meshes, water uses the IBL module under it.
20
+ */
21
+
22
+ /**
23
+ * The environment map: irradiance as its roughness-1 level × π, specular from its prefiltered levels.
24
+ * Expects `tEnvironment`.
25
+ * @type {CodeChunk}
26
+ */
27
+ export const chunk_water_gi_ibl = CodeChunk.from(/* language=WGSL */ `
28
+ fn water_gi_irradiance(position: vec3<f32>, normal: vec3<f32>) -> vec3<f32> {
29
+ return get_ibl_irradiance(normal);
30
+ }
31
+
32
+ fn water_gi_specular(position: vec3<f32>, normal: vec3<f32>, view_direction: vec3<f32>, roughness: f32) -> vec3<f32> {
33
+ return get_ibl_radiance(view_direction, normal, roughness);
34
+ }
35
+ `, [chunk_get_ibl_irradiance, chunk_get_ibl_radiance]);
36
+
37
+ /**
38
+ * Brick4, the volumetric directional light map: position-dependent, so water under a bridge receives
39
+ * less sky and reflects the bridge's light rather than the sky. Expects `brick4` and `view`.
40
+ * @type {CodeChunk}
41
+ */
42
+ export const chunk_water_gi_brick4 = CodeChunk.from(/* language=WGSL */ `
43
+ fn water_gi_irradiance(position: vec3<f32>, normal: vec3<f32>) -> vec3<f32> {
44
+ var radiance: vec3<f32>;
45
+ var irradiance: vec3<f32>;
46
+ brick4_sample_forward_indirect(position, normal, normal, normal, 1.0, &radiance, &irradiance);
47
+ return irradiance;
48
+ }
49
+
50
+ fn water_gi_specular(position: vec3<f32>, normal: vec3<f32>, view_direction: vec3<f32>, roughness: f32) -> vec3<f32> {
51
+ var radiance: vec3<f32>;
52
+ var irradiance: vec3<f32>;
53
+ brick4_sample_forward_indirect(position, view_direction, normal, normal, roughness, &radiance, &irradiance);
54
+ return radiance;
55
+ }
56
+ `, [chunk_brick4_sample_forward_indirect]);
@@ -1,5 +1,7 @@
1
+ export const WATER_LEVEL_TOLERANCE_DECLARATION: CodeChunk;
1
2
  export const chunk_water_refraction_confidence: CodeChunk;
2
3
  export const chunk_water_transport: CodeChunk;
4
+ export const chunk_water_receiver_texel: CodeChunk;
3
5
  export const chunk_water_receiver_radiance: CodeChunk;
4
6
  import { CodeChunk } from '../shader/compiler/CodeChunk.js';
5
7
  //# sourceMappingURL=chunk_water_transport.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_water_transport.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/chunk_water_transport.js"],"names":[],"mappings":"AAKA,0DAeG;AAEH,8CAoBG;AAIH,sDA+CoF;0BA7F1D,iCAAiC"}
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"}
@@ -2,6 +2,15 @@ import { CodeChunk } from '../shader/compiler/CodeChunk.js';
2
2
  import { chunk_decode_g_buffer_normal } from '../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js';
3
3
  import { chunk_inv_project_position } from '../shader/chunk/screen_space/chunk_inv_project_position.js';
4
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
+ `);
5
14
 
6
15
  export const chunk_water_refraction_confidence = CodeChunk.from(/* language=WGSL */ `
7
16
  fn water_refraction_lookup(original: vec2f, receiver: vec2f, confidence: f32) -> vec2f {
@@ -11,79 +20,80 @@ fn water_refraction_confidence(uv: vec2f, original_uv: vec2f, size: vec2f, dista
11
20
  let displacement = length((uv - original_uv) * size);
12
21
  let fade_width = clamp(displacement, 8.0, 64.0);
13
22
  let visibility = smoothstep(0.0, fade_width, distance_tiles * 4.0);
14
- let source_edge = min(min(original_uv.x, original_uv.y), min(1.0-original_uv.x, 1.0-original_uv.y));
15
- let receiver_edge = min(min(uv.x, uv.y), min(1.0-uv.x, 1.0-uv.y));
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));
16
25
  // Approaching an off-screen receiver must approach the control lookup continuously,
17
26
  // even while the water fragment itself is far enough from the frame border.
18
27
  return visibility * smoothstep(0.0, clamp(displacement / min(size.x, size.y), 0.01, 0.1),
19
- min(source_edge, receiver_edge));
28
+ min(edge.x, edge.y));
20
29
  }
21
30
  `);
22
31
 
23
32
  export const chunk_water_transport = CodeChunk.from(/* language=WGSL */ `
24
33
  struct WaterEvent { transmission: vec3f, radiance: vec3f }
25
34
  struct WaterTransport { transmission: vec3f, radiance: vec3f, background: vec3f }
26
- fn water_event(path: f32, extinction: vec3f, fresnel: f32, reflection: vec3f, body: vec3f) -> WaterEvent {
27
- let absorption = exp(-max(extinction, vec3f(0.0)) * max(path, 0.0));
28
- let raw = (1.0 - fresnel) * absorption;
29
- let t = max(raw, vec3f(1e-6));
30
- let scale = (1.0 - t) / max(1.0 - raw, vec3f(1e-20));
31
- return WaterEvent(t, scale * (fresnel * reflection + (1.0-fresnel) * (1.0-absorption) * body));
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);
32
43
  }
33
44
  // One selected lookup and its optical event. Only geometric coverage mixes images;
34
45
  // fading refraction interpolates the lookup UV before sampling, never two displaced colors.
35
46
  fn water_transport(event: WaterEvent, original: vec3f, receiver: vec3f,
36
47
  coverage: f32) -> WaterTransport {
37
48
  let a = clamp(coverage, 0.0, 1.0);
38
- let t = (1.0-a) + a * event.transmission;
49
+ let t = mix(vec3f(1.0), event.transmission, a);
39
50
  let w = a * event.radiance;
40
- let background = ((1.0-a)*original + a*event.transmission*receiver) / t;
51
+ let background = mix(original, event.transmission * receiver, a) / t;
41
52
  return WaterTransport(t, w, background);
42
53
  }
43
54
  `);
44
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
+
45
68
  // Filtering radiance across a silhouette must not introduce a surface that the ray never hit.
46
69
  // The center depth/face normal define receiver ownership; taps must lie on that same local plane.
47
70
  export const chunk_water_receiver_radiance = CodeChunk.from(/* language=WGSL */ `
48
- // Depth is stored at the texel center. Intersect the lookup's camera ray with that
49
- // local plane so subpixel lookup motion does not quantize water thickness.
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.
50
73
  fn water_receiver_path(depth: texture_2d<f32>, normals: texture_2d<u32>, uv: vec2f,
51
74
  inverse_projection: mat4x4f, world_to_view: mat4x4f, origin: vec3f) -> f32 {
52
- let size = vec2f(textureDimensions(depth, 0));
53
- let coord = clamp(vec2i(uv*size), vec2i(0), vec2i(size)-1);
54
- let d = textureLoad(depth, coord, 0).r;
55
- let p = inv_project_position(vec3f((vec2f(coord)+0.5)/size,d), inverse_projection);
56
- let direction = inv_project_position(vec3f(uv,d), inverse_projection);
57
- let n = (world_to_view * vec4f(decode_g_buffer_normal(textureLoad(normals,coord,0).zw),0.0)).xyz;
58
- let denominator = dot(n,direction);
59
- if (abs(denominator) <= 1e-6) { return distance(origin,p); }
60
- return distance(origin, direction * (dot(n,p)/denominator));
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);
61
77
  }
62
78
  fn water_receiver_radiance(scene: texture_2d<f32>, depth: texture_2d<f32>, normals: texture_2d<u32>,
63
79
  uv: vec2f, inverse_projection: mat4x4f, inverse_view: mat4x4f, level: f32, below_interface: bool) -> vec4f {
64
80
  let size = vec2i(textureDimensions(depth, 0));
65
- let center = clamp(vec2i(uv * vec2f(size)), vec2i(0), size-1);
66
- let center_depth = textureLoad(depth, center, 0).r;
67
- if (is_background(center_depth)) { return vec4f(0.0); }
68
- let center_vs = inv_project_position(vec3f((vec2f(center)+0.5)/vec2f(size), center_depth), inverse_projection);
69
- let p = (inverse_view * vec4f(center_vs, 1.0)).xyz;
70
- let n = decode_g_buffer_normal(textureLoad(normals, center, 0).zw);
71
- if (below_interface && p.y > level + 0.02) { return vec4f(0.0); }
72
- let texel = uv * vec2f(size) - 0.5;
73
- let base = vec2i(floor(texel));
74
- let f = fract(texel);
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;
75
88
  var color = vec3f(0.0);
76
89
  var weight = 0.0;
77
90
  for (var y = 0; y < 2; y++) {
78
91
  for (var x = 0; x < 2; x++) {
79
92
  let coord = clamp(base + vec2i(x,y), vec2i(0), size-1);
80
- let d = textureLoad(depth, coord, 0).r;
81
- if (is_background(d)) { continue; }
82
- let tap_vs = inv_project_position(vec3f((vec2f(coord)+0.5)/vec2f(size), d), inverse_projection);
83
- let tap = (inverse_view * vec4f(tap_vs, 1.0)).xyz;
84
- let tap_n = decode_g_buffer_normal(textureLoad(normals, coord, 0).zw);
85
- if ((below_interface && tap.y > level+0.02) || dot(n,tap_n) < 0.95
86
- || abs(dot(tap-p,n)) > 0.02) { continue; }
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; }
87
97
  let w = select(1.0-f.x, f.x, x == 1) * select(1.0-f.y, f.y, y == 1);
88
98
  color += w * textureLoad(scene, coord, 0).rgb;
89
99
  weight += w;
@@ -91,4 +101,5 @@ fn water_receiver_radiance(scene: texture_2d<f32>, depth: texture_2d<f32>, norma
91
101
  }
92
102
  return vec4f(color / max(weight, 1e-20), weight);
93
103
  }
94
- `, [chunk_decode_g_buffer_normal, chunk_inv_project_position, chunk_is_background]);
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");