@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
@@ -1 +1 @@
1
- {"version":3,"file":"shader_water_avboit.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/shader_water_avboit.js"],"names":[],"mappings":";AAiCA,mDAwBG;AAQH,+CAqCG;AAUH,4CAwBG;AAQH,uDAuBG;AAyBH,oDAA2E;AAC3E,oDAA0E;AAM1E,uDAYG;AAOH,6CAuCG;8BAlP2B,4BAA4B;4BAC9B,0BAA0B"}
1
+ {"version":3,"file":"shader_water_avboit.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/shader_water_avboit.js"],"names":[],"mappings":";AAqCA,mDAwBG;AAQH,+CAqCG;AAUH,4CA4BG;AAQH,uDAuBG;AAyBH,oDAA2E;AAC3E,oDAA0E;AAM1E,uDAYG;AAOH,6CAyCG;8BAxP2B,4BAA4B;4BAC9B,0BAA0B"}
@@ -3,6 +3,7 @@ import { chunk_sample_volumetrics } from "../deferred/chunk_sample_volumetrics.j
3
3
  import { AVBOIT_OCCUPANCY_WORDS, AVBOIT_VOXEL_DOWNSCALE } from "../rasterize/native/avboit/AVBOIT_CONSTANTS.js";
4
4
  import { AVBOIT_WARP_STRUCT } from "../rasterize/native/avboit/AVBOIT_WARP_STRUCT.js";
5
5
  import { AVBOIT_DRAW_TARGETS } from "../rasterize/native/avboit/avboit_draw_fragment_body.js";
6
+ import { chunk_avboit_footprint_bias } from "../rasterize/native/avboit/chunk_avboit_footprint_bias.js";
6
7
  import { chunk_avboit_occupancy_mark } from "../rasterize/native/avboit/chunk_avboit_occupancy_mark.js";
7
8
  import { chunk_avboit_rgb_contribution } from "../rasterize/native/avboit/chunk_avboit_rgb_contribution.js";
8
9
  import { chunk_avboit_sample_transmittance } from "../rasterize/native/avboit/chunk_avboit_sample_transmittance.js";
@@ -10,8 +11,11 @@ import { chunk_avboit_splat_slice } from "../rasterize/native/avboit/chunk_avboi
10
11
  import { chunk_avboit_split_counts } from "../rasterize/native/avboit/chunk_avboit_split_counts.js";
11
12
  import { chunk_avboit_transmittance_to_extinction } from "../rasterize/native/avboit/chunk_avboit_transmittance_to_extinction.js";
12
13
  import { chunk_avboit_view_depth_to_physical } from "../rasterize/native/avboit/chunk_avboit_view_depth_to_physical.js";
14
+ import { chunk_avboit_view_depth_to_virtual } from "../rasterize/native/avboit/chunk_avboit_view_depth_to_virtual.js";
13
15
  import { AVBOIT_OCCUPANCY_SETTINGS_STRUCT } from "../rasterize/native/avboit/shader_avboit_occupancy.js";
14
16
  import { chunk_get_view_space_depth } from "../shader/chunk/depth/chunk_get_view_space_depth.js";
17
+ import { chunk_is_background } from "../shader/chunk/depth/chunk_is_background.js";
18
+ import { chunk_is_on_screen_i32 } from "../shader/chunk/texture/chunk_is_on_screen_i32.js";
15
19
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
16
20
  import { ComputeShader } from "../shader/ComputeShader.js";
17
21
  import { ImageShader } from "../shader/ImageShader.js";
@@ -121,18 +125,22 @@ struct WaterContribution {
121
125
  fn main(@builtin(position) coord: vec4f) -> WaterContribution {
122
126
  let pixel = vec2u(coord.xy);
123
127
  let d = textureLoad(interface_depth, pixel, 0).r;
124
- if (d <= 0.0) { discard; }
125
128
  let z = get_view_space_depth(d, camera);
129
+ // the water splats into the volume too, and a plane seen at an angle runs through depth across a
130
+ // voxel (avboit_footprint_bias). Taken before the discard, in uniform control flow; a dry pixel's
131
+ // virtual coordinate clamps, so the derivative at the shore stays finite and the cap holds it
132
+ let footprint = avboit_footprint_bias(&warp, fwidth(avboit_view_depth_to_virtual(&warp, z)));
133
+ if (d <= 0.0) { discard; }
126
134
  let uv = coord.xy / vec2f(textureDimensions(interface_depth, 0));
127
- let front = avboit_sample_transmittance(&warp, tIntegral, sLinear, uv, z);
135
+ let front = avboit_sample_transmittance(&warp, tIntegral, sLinear, uv, z, footprint);
128
136
  let t = textureLoad(transmission, pixel, 0).rgb;
129
137
  let w = textureLoad(radiance, pixel, 0).rgb;
130
138
  let fog = sample_volumetrics(z, uv, coord.xy);
131
139
  let c = avboit_rgb_contribution(w, t, front, fog);
132
140
  return WaterContribution(c.color, c.norm, c.extinction, c.emission);
133
141
  }
134
- `, [chunk_get_view_space_depth, chunk_avboit_sample_transmittance,
135
- chunk_avboit_rgb_contribution, chunk_sample_volumetrics]),
142
+ `, [chunk_get_view_space_depth, chunk_avboit_view_depth_to_virtual, chunk_avboit_footprint_bias,
143
+ chunk_avboit_sample_transmittance, chunk_avboit_rgb_contribution, chunk_sample_volumetrics]),
136
144
  }), targets: AVBOIT_DRAW_TARGETS,
137
145
  });
138
146
 
@@ -157,13 +165,13 @@ fn main(@builtin(position) coord: vec4f) -> @location(0) vec4f {
157
165
  let t = textureLoad(trace_metadata, pixel, 0);
158
166
  // Only actual geometry/sky boundaries seed the spatial fade. Trace budget
159
167
  // or numerical failures must not create moving 64-pixel holes around themselves.
160
- if (t.b <= 0.0 || textureLoad(scene_depth, pixel, 0).r == 0.0) { distance = 0.0; }
168
+ if (t.b <= 0.0 || is_background(textureLoad(scene_depth, pixel, 0).r)) { distance = 0.0; }
161
169
  }
162
170
  }
163
171
  }
164
172
  return vec4f(distance, 0.0, 0.0, 1.0);
165
173
  }
166
- `),
174
+ `, [chunk_is_background]),
167
175
  }), targets: [{ format: "r16float" }],
168
176
  });
169
177
 
@@ -180,14 +188,14 @@ fn main(@builtin(position) coord: vec4f) -> @location(0) vec4f {
180
188
  var distance = 16.0;
181
189
  for (var offset = -16; offset <= 16; offset++) {
182
190
  let sample = pixel + ${vertical ? "vec2i(0, offset)" : "vec2i(offset, 0)"};
183
- if (all(sample >= vec2i(0)) && all(sample < size)) {
191
+ if (is_on_screen_i32(sample, size)) {
184
192
  let d = textureLoad(distance_field, sample, 0).r;
185
193
  distance = min(distance, ${vertical ? "length(vec2f(d, f32(offset)))" : "d + abs(f32(offset))"});
186
194
  }
187
195
  }
188
196
  return vec4f(distance, 0.0, 0.0, 1.0);
189
197
  }
190
- `),
198
+ `, [chunk_is_on_screen_i32]),
191
199
  }), targets: [{ format: "r16float" }] });
192
200
  }
193
201
  export const shader_water_confidence_x = confidence_distance_shader(false);
@@ -246,7 +254,9 @@ fn main(@builtin(position) coord: vec4f) -> @location(0) vec4f {
246
254
  }
247
255
  case 8u, 9u: {
248
256
  let z = get_view_space_depth(textureLoad(interface_depth, pixel, 0).r, camera);
249
- let front = avboit_sample_transmittance(&warp, tIntegral, sLinear, uv, z);
257
+ // without the draw's footprint (a derivative this switch cannot take): where the water is
258
+ // seen at an angle this also shows it occluding itself, which the draw looks past
259
+ let front = avboit_sample_transmittance(&warp, tIntegral, sLinear, uv, z, 0.0);
250
260
  color = select(front, (1.0 - t.rgb) * front, inspection.mode == 9u);
251
261
  }
252
262
  default: {}
@@ -0,0 +1,98 @@
1
+ /**
2
+ * Slope variance of the waves a grid does not resolve, from the wind: the Cox-Munk total,
3
+ * 0.003 + 5.12e-3·U for wind speed U in m/s (Ocean Optics Web Book, "Cox-Munk sea surface slope
4
+ * statistics"). The fit's intercept is ramped in below 1 m/s, where it has no data, so still water
5
+ * is a mirror rather than carrying the open sea's background slopes.
6
+ *
7
+ * @param {number} wind_speed m/s
8
+ * @returns {number}
9
+ */
10
+ export function wind_unresolved_variance(wind_speed: number): number;
11
+ /**
12
+ * What one body holds on the GPU.
13
+ *
14
+ * @typedef {Object} WaterWaveBody
15
+ * @property {number} resolution
16
+ * @property {GPUBuffer[]} state the two alternating height buffers
17
+ * @property {number} parity which of {@link state} holds the current heights
18
+ * @property {GPUBuffer} vertices
19
+ * @property {boolean} written
20
+ */
21
+ /**
22
+ * The primitive surface producer (WATER_OPTICS_PLAN_2026_10_02.md §7.2): a damped linear wave
23
+ * equation on a regular grid over each water body, written out as the surface interface — a
24
+ * vertex buffer and a shared index buffer.
25
+ *
26
+ * It owns its GPU resources, keyed by device so a restart rebuilds them, and records its work at
27
+ * the head of a frame's graph: everything that reads the surface is recorded after it, and the graph
28
+ * runs passes in insertion order. Time advances through {@link advance}, once per tick, and is
29
+ * consumed by the first view to record, so several views of one frame step the simulation once.
30
+ */
31
+ export class GPUWaterWaveSimulation {
32
+ /**
33
+ * Vertices along each side of a body's grid. Changing it rebuilds every body.
34
+ * @type {number}
35
+ */
36
+ resolution: number;
37
+ /**
38
+ * Fixed step, s. Explicit and fixed, so a frame-rate change does not change the waves.
39
+ * @type {number}
40
+ */
41
+ step: number;
42
+ /**
43
+ * Most steps one frame takes; time beyond it is dropped rather than queued, so a stall does not
44
+ * turn into a burst.
45
+ * @type {number}
46
+ */
47
+ max_steps_per_frame: number;
48
+ /**
49
+ * Damping everywhere, 1/s.
50
+ * @type {number}
51
+ */
52
+ damping: number;
53
+ /**
54
+ * Simulated time, s.
55
+ * @returns {number}
56
+ */
57
+ get time(): number;
58
+ /**
59
+ * @param {number} dt seconds of simulation to add
60
+ */
61
+ advance(dt: number): void;
62
+ /**
63
+ * Release every GPU resource.
64
+ */
65
+ dispose(): void;
66
+ /**
67
+ * Record this frame's steps and surface writes, and publish each surface's interface on it as
68
+ * `surface.gpu_surface`.
69
+ *
70
+ * @param {Object} options
71
+ * @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} options.graph
72
+ * @param {GPUDevice} options.device
73
+ * @param {Object[]} options.surfaces bodies with a terrain height texture, as the water system keeps them
74
+ */
75
+ record({ graph, device, surfaces }: {
76
+ graph: import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
77
+ device: GPUDevice;
78
+ surfaces: any[];
79
+ }): void;
80
+ #private;
81
+ }
82
+ /**
83
+ * What one body holds on the GPU.
84
+ */
85
+ export type WaterWaveBody = {
86
+ resolution: number;
87
+ /**
88
+ * the two alternating height buffers
89
+ */
90
+ state: GPUBuffer[];
91
+ /**
92
+ * which of {@link state } holds the current heights
93
+ */
94
+ parity: number;
95
+ vertices: GPUBuffer;
96
+ written: boolean;
97
+ };
98
+ //# sourceMappingURL=GPUWaterWaveSimulation.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GPUWaterWaveSimulation.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/GPUWaterWaveSimulation.js"],"names":[],"mappings":"AA2YA;;;;;;;;GAQG;AACH,qDAHW,MAAM,GACJ,MAAM,CAKlB;AAhYD;;;;;;;;;GASG;AAEH;;;;;;;;;GASG;AACH;IACI;;;OAGG;IACH,YAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,MAFU,MAAM,CAED;IAEf;;;;OAIG;IACH,qBAFU,MAAM,CAEQ;IAExB;;;OAGG;IACH,SAFU,MAAM,CAED;IAwCf;;;OAGG;IACH,mBAEC;IAED;;OAEG;IACH,YAFW,MAAM,QAQhB;IAED;;OAEG;IACH,gBAaC;IAED;;;;;;;;OAQG;IACH;QAJsG,KAAK,EAAhG,OAAO,8DAA8D,EAAE,UAAU;QAC9D,MAAM;QACP,QAAQ,EAA1B,KAAQ;aAiDlB;;CAgMJ;;;;;gBA9Wa,MAAM;;;;WACN,WAAW;;;;YACX,MAAM;;aAEN,OAAO"}
@@ -0,0 +1,408 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { SAMPLER_LINEAR_UPSCALE } from "../../texture/SAMPLER_LINEAR_UPSCALE.js";
3
+ import { shader_water_surface_write } from "./shader_water_surface_write.js";
4
+ import { shader_water_wave_step } from "./shader_water_wave_step.js";
5
+ import { WATER_WAVE_IMPULSE_LIMIT, WATER_WAVE_PARAMETERS_STRUCT } from "./WATER_WAVE_PARAMETERS_STRUCT.js";
6
+ import { water_surface_grid_indices } from "./water_surface_grid_indices.js";
7
+
8
+ /**
9
+ * Bytes of one {@link WATER_SURFACE_VERTEX_STRUCT}: three vec4f.
10
+ * @type {number}
11
+ */
12
+ const VERTEX_BYTES = 48;
13
+
14
+ /**
15
+ * Forcing amplitude per (m/s)² of wind, m/s² — wind stress grows as the square of its speed.
16
+ *
17
+ * Not calibrated to a wave spectrum: chosen so that the playground's 3 m/s breeze gives
18
+ * centimetre-scale waves. The production simulation, not this constant, is where calibration
19
+ * belongs.
20
+ * @type {number}
21
+ */
22
+ const FORCING_PER_WIND2 = 0.02;
23
+
24
+ /**
25
+ * What one body holds on the GPU.
26
+ *
27
+ * @typedef {Object} WaterWaveBody
28
+ * @property {number} resolution
29
+ * @property {GPUBuffer[]} state the two alternating height buffers
30
+ * @property {number} parity which of {@link state} holds the current heights
31
+ * @property {GPUBuffer} vertices
32
+ * @property {boolean} written
33
+ */
34
+
35
+ /**
36
+ * The primitive surface producer (WATER_OPTICS_PLAN_2026_10_02.md §7.2): a damped linear wave
37
+ * equation on a regular grid over each water body, written out as the surface interface — a
38
+ * vertex buffer and a shared index buffer.
39
+ *
40
+ * It owns its GPU resources, keyed by device so a restart rebuilds them, and records its work at
41
+ * the head of a frame's graph: everything that reads the surface is recorded after it, and the graph
42
+ * runs passes in insertion order. Time advances through {@link advance}, once per tick, and is
43
+ * consumed by the first view to record, so several views of one frame step the simulation once.
44
+ */
45
+ export class GPUWaterWaveSimulation {
46
+ /**
47
+ * Vertices along each side of a body's grid. Changing it rebuilds every body.
48
+ * @type {number}
49
+ */
50
+ resolution = 512;
51
+
52
+ /**
53
+ * Fixed step, s. Explicit and fixed, so a frame-rate change does not change the waves.
54
+ * @type {number}
55
+ */
56
+ step = 1 / 120;
57
+
58
+ /**
59
+ * Most steps one frame takes; time beyond it is dropped rather than queued, so a stall does not
60
+ * turn into a burst.
61
+ * @type {number}
62
+ */
63
+ max_steps_per_frame = 8;
64
+
65
+ /**
66
+ * Damping everywhere, 1/s.
67
+ * @type {number}
68
+ */
69
+ damping = 0.08;
70
+
71
+ /**
72
+ * @type {GPUDevice|null}
73
+ */
74
+ #device = null;
75
+
76
+ /**
77
+ * @type {Map<Object, WaterWaveBody>}
78
+ */
79
+ #bodies = new Map();
80
+
81
+ /**
82
+ * @type {GPUBuffer|null}
83
+ */
84
+ #indices = null;
85
+
86
+ #index_resolution = 0;
87
+
88
+ #index_count = 0;
89
+
90
+ /**
91
+ * Simulated time not yet stepped, s.
92
+ * @type {number}
93
+ */
94
+ #pending = 0;
95
+
96
+ /**
97
+ * Simulated time stepped so far, s.
98
+ * @type {number}
99
+ */
100
+ #time = 0;
101
+
102
+ /**
103
+ * Whether the next record writes the surface: once per tick, even a tick of zero, so a paused
104
+ * frame's previous positions settle onto its current ones.
105
+ * @type {boolean}
106
+ */
107
+ #write_pending = true;
108
+
109
+ /**
110
+ * Simulated time, s.
111
+ * @returns {number}
112
+ */
113
+ get time() {
114
+ return this.#time;
115
+ }
116
+
117
+ /**
118
+ * @param {number} dt seconds of simulation to add
119
+ */
120
+ advance(dt) {
121
+ assert.isFinite(dt, 'dt');
122
+ assert.greaterThanOrEqual(dt, 0, 'dt');
123
+
124
+ this.#pending += dt;
125
+ this.#write_pending = true;
126
+ }
127
+
128
+ /**
129
+ * Release every GPU resource.
130
+ */
131
+ dispose() {
132
+ for (const body of this.#bodies.values()) {
133
+ body.state[0].destroy();
134
+ body.state[1].destroy();
135
+ body.vertices.destroy();
136
+ }
137
+
138
+ this.#bodies.clear();
139
+
140
+ this.#indices?.destroy();
141
+ this.#indices = null;
142
+ this.#index_resolution = 0;
143
+ this.#device = null;
144
+ }
145
+
146
+ /**
147
+ * Record this frame's steps and surface writes, and publish each surface's interface on it as
148
+ * `surface.gpu_surface`.
149
+ *
150
+ * @param {Object} options
151
+ * @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} options.graph
152
+ * @param {GPUDevice} options.device
153
+ * @param {Object[]} options.surfaces bodies with a terrain height texture, as the water system keeps them
154
+ */
155
+ record({ graph, device, surfaces }) {
156
+ assert.defined(graph, 'graph');
157
+ assert.defined(device, 'device');
158
+ assert.isArray(surfaces, 'surfaces');
159
+
160
+ if (device !== this.#device) {
161
+ this.dispose();
162
+ this.#device = device;
163
+ }
164
+
165
+ this.#release_unused(surfaces);
166
+
167
+ if (surfaces.length === 0) {
168
+ return;
169
+ }
170
+
171
+ this.#ensure_indices(device);
172
+
173
+ // the epsilon keeps accumulated rounding — two half steps summing to just under one — from
174
+ // dropping a step
175
+ const steps = Math.min(Math.floor(this.#pending / this.step + 1e-6), this.max_steps_per_frame);
176
+ // time past the frame's limit is dropped, so a stall does not come back as a burst
177
+ this.#pending = Math.max(0, Math.min(this.#pending - steps * this.step, this.step));
178
+
179
+ const write = this.#write_pending;
180
+ this.#write_pending = false;
181
+
182
+ if (steps === 0 && !write) {
183
+ return;
184
+ }
185
+
186
+ const time_start = this.#time;
187
+ this.#time += steps * this.step;
188
+
189
+ for (let i = 0; i < surfaces.length; i++) {
190
+ const surface = surfaces[i];
191
+ const body = this.#ensure_body(device, surface);
192
+
193
+ surface.gpu_surface = {
194
+ vertices: body.vertices,
195
+ indices: this.#indices,
196
+ index_count: this.#index_count,
197
+ resolution: body.resolution,
198
+ };
199
+
200
+ this.#record_body(graph, surface, body, steps, time_start);
201
+ }
202
+ }
203
+
204
+ /**
205
+ * @param {Object[]} surfaces
206
+ */
207
+ #release_unused(surfaces) {
208
+ for (const [surface, body] of this.#bodies) {
209
+ if (surfaces.indexOf(surface) !== -1 && body.resolution === this.resolution) {
210
+ continue;
211
+ }
212
+
213
+ body.state[0].destroy();
214
+ body.state[1].destroy();
215
+ body.vertices.destroy();
216
+
217
+ this.#bodies.delete(surface);
218
+
219
+ if (surface.gpu_surface !== undefined && surface.gpu_surface.vertices === body.vertices) {
220
+ surface.gpu_surface = undefined;
221
+ }
222
+ }
223
+ }
224
+
225
+ /**
226
+ * @param {GPUDevice} device
227
+ */
228
+ #ensure_indices(device) {
229
+ if (this.#indices !== null && this.#index_resolution === this.resolution) {
230
+ return;
231
+ }
232
+
233
+ this.#indices?.destroy();
234
+
235
+ const indices = water_surface_grid_indices({ resolution: this.resolution });
236
+
237
+ this.#indices = device.createBuffer({
238
+ label: "Water / surface indices",
239
+ size: indices.byteLength,
240
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
241
+ });
242
+
243
+ device.queue.writeBuffer(this.#indices, 0, indices);
244
+
245
+ this.#index_resolution = this.resolution;
246
+ this.#index_count = indices.length;
247
+ }
248
+
249
+ /**
250
+ * @param {GPUDevice} device
251
+ * @param {Object} surface
252
+ * @returns {WaterWaveBody}
253
+ */
254
+ #ensure_body(device, surface) {
255
+ const existing = this.#bodies.get(surface);
256
+
257
+ if (existing !== undefined) {
258
+ return existing;
259
+ }
260
+
261
+ const resolution = this.resolution;
262
+ const vertex_count = resolution * resolution;
263
+
264
+ const state_buffer = (label) => device.createBuffer({
265
+ label,
266
+ size: vertex_count * 4,
267
+ usage: GPUBufferUsage.STORAGE,
268
+ });
269
+
270
+ /** @type {WaterWaveBody} */
271
+ const body = {
272
+ resolution,
273
+ state: [state_buffer("Water / wave state A"), state_buffer("Water / wave state B")],
274
+ parity: 0,
275
+ vertices: device.createBuffer({
276
+ label: "Water / surface vertices",
277
+ size: vertex_count * VERTEX_BYTES,
278
+ usage: GPUBufferUsage.STORAGE,
279
+ }),
280
+ written: false,
281
+ };
282
+
283
+ this.#bodies.set(surface, body);
284
+
285
+ return body;
286
+ }
287
+
288
+ /**
289
+ * @param {Object} surface
290
+ * @param {WaterWaveBody} body
291
+ * @param {number} time
292
+ * @param {number} impulse_count
293
+ */
294
+ #parameters(surface, body, time, impulse_count) {
295
+ const extent = surface.extent;
296
+ const wind = surface.wind_speed;
297
+ const direction = surface.wind_direction;
298
+ const spacing = (extent[2] - extent[0]) / (body.resolution - 1);
299
+
300
+ return {
301
+ extent: Array.from(extent),
302
+ height_uv: Array.from(surface.height_uv),
303
+ forcing: [Math.cos(direction), Math.sin(direction), FORCING_PER_WIND2 * wind * wind, 0.5 * wind],
304
+ impulses: surface.impulses,
305
+ level: surface.level,
306
+ spacing,
307
+ dt: this.step,
308
+ time,
309
+ damping: this.damping,
310
+ sponge_width: Math.max(4, Math.round(body.resolution * 0.04)),
311
+ sponge_strength: 4,
312
+ // 2-D CFL: c·dt/dx ≤ 1/√2, with a margin
313
+ celerity_limit: 0.6 * spacing / this.step,
314
+ unresolved_variance: wind_unresolved_variance(wind),
315
+ resolution: body.resolution,
316
+ impulse_count,
317
+ first_write: body.written ? 0 : 1,
318
+ };
319
+ }
320
+
321
+ /**
322
+ * @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} graph
323
+ * @param {Object} surface
324
+ * @param {WaterWaveBody} body
325
+ * @param {number} steps
326
+ * @param {number} time_start
327
+ */
328
+ #record_body(graph, surface, body, steps, time_start) {
329
+ const groups = Math.ceil(body.resolution / 8);
330
+ // impulses wait for a frame that steps: a paused frame must not drop them
331
+ const impulses = steps > 0 ? surface.impulses.splice(0, WATER_WAVE_IMPULSE_LIMIT) : [];
332
+ const parameters = [];
333
+
334
+ for (let s = 0; s < steps; s++) {
335
+ parameters.push(this.#parameters(surface, body, time_start + s * this.step,
336
+ s === 0 ? impulses.length : 0));
337
+ }
338
+
339
+ while (impulses.length < WATER_WAVE_IMPULSE_LIMIT) {
340
+ impulses.push([0, 0, 0, 0]);
341
+ }
342
+
343
+ for (const p of parameters) { p.impulses = impulses; }
344
+
345
+ const write_parameters = this.#parameters(surface, body, time_start + steps * this.step, 0);
346
+ write_parameters.impulses = impulses;
347
+
348
+ const start_parity = body.parity;
349
+ body.parity = (start_parity + steps) % 2;
350
+ body.written = true;
351
+
352
+ const end_parity = body.parity;
353
+
354
+ const pass = graph.add("Water / surface update", {}, (data, resources, { encoder, graphics }) => {
355
+ const terrain_height = graphics.textures.obtain(surface.height_texture).obtainView();
356
+ const height_sampler = graphics.samplers.obtain(SAMPLER_LINEAR_UPSCALE);
357
+
358
+ let parity = start_parity;
359
+
360
+ for (let s = 0; s < parameters.length; s++) {
361
+ shader_water_wave_step.dispatch({
362
+ encoder,
363
+ bindings: {
364
+ params: encoder.allocateTransientValueBuffer(WATER_WAVE_PARAMETERS_STRUCT, parameters[s]),
365
+ terrain_height,
366
+ height_sampler,
367
+ state_current: body.state[parity],
368
+ state_previous: body.state[1 - parity],
369
+ },
370
+ group_count_x: groups,
371
+ group_count_y: groups,
372
+ });
373
+
374
+ parity = 1 - parity;
375
+ }
376
+
377
+ shader_water_surface_write.dispatch({
378
+ encoder,
379
+ bindings: {
380
+ params: encoder.allocateTransientValueBuffer(WATER_WAVE_PARAMETERS_STRUCT, write_parameters),
381
+ terrain_height,
382
+ height_sampler,
383
+ state: body.state[end_parity],
384
+ vertices: body.vertices,
385
+ },
386
+ group_count_x: groups,
387
+ group_count_y: groups,
388
+ });
389
+ });
390
+
391
+ // writes persistent resources that later passes read directly
392
+ pass.make_side_effect();
393
+ }
394
+ }
395
+
396
+ /**
397
+ * Slope variance of the waves a grid does not resolve, from the wind: the Cox-Munk total,
398
+ * 0.003 + 5.12e-3·U for wind speed U in m/s (Ocean Optics Web Book, "Cox-Munk sea surface slope
399
+ * statistics"). The fit's intercept is ramped in below 1 m/s, where it has no data, so still water
400
+ * is a mirror rather than carrying the open sea's background slopes.
401
+ *
402
+ * @param {number} wind_speed m/s
403
+ * @returns {number}
404
+ */
405
+ export function wind_unresolved_variance(wind_speed) {
406
+ const u = Math.max(wind_speed, 0);
407
+ return 0.003 * Math.min(u, 1) + 5.12e-3 * u;
408
+ }
@@ -0,0 +1,12 @@
1
+ /**
2
+ * One vertex of a water surface: what every surface producer writes and the water draws read.
3
+ *
4
+ * This and a producer-owned index buffer are the whole surface interface
5
+ * (WATER_OPTICS_PLAN_2026_10_02.md §7.2). A producer that is not a height field writes the same
6
+ * record, so the draws never learn which producer ran.
7
+ *
8
+ * @type {WebGPUStruct}
9
+ */
10
+ export const WATER_SURFACE_VERTEX_STRUCT: WebGPUStruct;
11
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
12
+ //# sourceMappingURL=WATER_SURFACE_VERTEX_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"WATER_SURFACE_VERTEX_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.js"],"names":[],"mappings":"AAGA;;;;;;;;GAQG;AACH,0CAFU,YAAY,CAgBG;6BAzBI,mCAAmC"}
@@ -0,0 +1,27 @@
1
+ import { vec4f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
3
+
4
+ /**
5
+ * One vertex of a water surface: what every surface producer writes and the water draws read.
6
+ *
7
+ * This and a producer-owned index buffer are the whole surface interface
8
+ * (WATER_OPTICS_PLAN_2026_10_02.md §7.2). A producer that is not a height field writes the same
9
+ * record, so the draws never learn which producer ran.
10
+ *
11
+ * @type {WebGPUStruct}
12
+ */
13
+ export const WATER_SURFACE_VERTEX_STRUCT = WebGPUStruct.from({
14
+ /**
15
+ * World position in `xyz`. `w` is the slope variance of the waves this mesh does not resolve,
16
+ * which the shading adds to its roughness.
17
+ */
18
+ position: vec4f,
19
+ /**
20
+ * Last frame's world position in `xyz`, for motion vectors. `w` is unused.
21
+ */
22
+ previous: vec4f,
23
+ /**
24
+ * Unit world normal in `xyz`. `w` is unused.
25
+ */
26
+ normal: vec4f,
27
+ }, "WaterSurfaceVertex");
@@ -0,0 +1,14 @@
1
+ /**
2
+ * Most impulses one body applies in one step.
3
+ * @type {number}
4
+ */
5
+ export const WATER_WAVE_IMPULSE_LIMIT: number;
6
+ /**
7
+ * Per-body, per-step inputs of the primitive wave producer: its grid, the terrain it floods, the
8
+ * step and the forcing.
9
+ *
10
+ * @type {WebGPUStruct}
11
+ */
12
+ export const WATER_WAVE_PARAMETERS_STRUCT: WebGPUStruct;
13
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
14
+ //# sourceMappingURL=WATER_WAVE_PARAMETERS_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"WATER_WAVE_PARAMETERS_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.js"],"names":[],"mappings":"AAIA;;;GAGG;AACH,uCAFU,MAAM,CAE2B;AAE3C;;;;;GAKG;AACH,2CAFU,YAAY,CAkCI;6BA9CG,mCAAmC"}