@woosh/meep-engine 3.38.0 → 3.40.0

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 (1183) 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/EngineHarness.d.ts.map +1 -1
  139. package/src/engine/EngineHarness.js +17 -4
  140. package/src/engine/asset/loaders/image/avif/threaded_image_encoder.js +1 -1
  141. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +135 -10
  142. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  143. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +338 -105
  144. package/src/engine/control/first-person/abilities/Ability.d.ts +14 -5
  145. package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -1
  146. package/src/engine/control/first-person/abilities/Ability.js +14 -5
  147. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
  148. package/src/engine/control/first-person/abilities/LedgeGrab.js +16 -12
  149. package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
  150. package/src/engine/control/first-person/abilities/Mantle.js +5 -1
  151. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  152. package/src/engine/control/first-person/collision/KinematicMover.d.ts +92 -14
  153. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  154. package/src/engine/control/first-person/collision/KinematicMover.js +218 -37
  155. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +5 -0
  156. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  157. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +17 -10
  158. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  159. package/src/engine/ecs/EntityComponentDataset.js +27 -13
  160. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  161. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +8 -0
  162. package/src/engine/ecs/transform/Transform64.d.ts +4 -2
  163. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  164. package/src/engine/ecs/transform/Transform64.js +10 -16
  165. package/src/engine/graphics/ecs/water/Water.d.ts +31 -72
  166. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  167. package/src/engine/graphics/ecs/water/Water.js +59 -84
  168. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  169. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +11 -49
  170. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +1 -1
  171. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -1
  172. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -18
  173. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
  174. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
  175. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
  176. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts +6 -0
  177. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts.map +1 -0
  178. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.js +10 -0
  179. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
  180. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
  181. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
  182. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
  183. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
  184. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
  185. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
  186. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
  187. package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
  188. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
  189. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
  190. package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
  191. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.d.ts.map +1 -1
  192. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.js +8 -5
  193. package/src/engine/graphics3/WaterSystem.d.ts +31 -48
  194. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  195. package/src/engine/graphics3/WaterSystem.js +177 -261
  196. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
  197. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
  198. package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
  199. package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
  200. package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
  201. package/src/engine/interpolation/InterpolationLog.js +12 -6
  202. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  203. package/src/engine/interpolation/InterpolationSystem.js +39 -8
  204. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
  205. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
  206. package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
  207. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  208. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
  209. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
  210. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
  211. package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
  212. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
  213. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
  214. package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
  215. package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
  216. package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
  217. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  218. package/src/engine/physics/body/SolverBodyState.js +4 -5
  219. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
  220. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  221. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
  222. package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
  223. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  224. package/src/engine/physics/ccd/linear_sweep.js +1131 -97
  225. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +13 -0
  226. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  227. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +90 -22
  228. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +84 -24
  229. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
  230. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  231. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
  232. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  233. package/src/engine/physics/cloth/ecs/ClothWorld.js +59 -47
  234. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  235. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +62 -55
  236. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
  238. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  239. package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
  240. package/src/engine/physics/cloth/playground/garment_build.js +6 -6
  241. package/src/engine/physics/cloth/playground/garment_main.js +18 -14
  242. package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
  243. package/src/engine/physics/cloth/solver/cloth_contact_find.js +8 -5
  244. package/src/engine/physics/cloth/solver/cloth_solve_vertex.d.ts.map +1 -1
  245. package/src/engine/physics/cloth/solver/cloth_solve_vertex.js +8 -5
  246. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
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  1128. package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
  1129. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
  1130. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1131. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
  1132. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
  1133. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  1134. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +48 -6
  1135. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts +0 -2
  1136. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts.map +0 -1
  1137. package/src/engine/graphics/ecs/water/WATER_SIZE.js +0 -1
  1138. package/src/shade/renderer/light/GPUViewLightContext.d.ts +0 -22
  1139. package/src/shade/renderer/light/GPUViewLightContext.d.ts.map +0 -1
  1140. package/src/shade/renderer/light/GPUViewLightContext.js +0 -62
  1141. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
  1142. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
  1143. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
  1144. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
  1145. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
  1146. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
  1147. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts +0 -27
  1148. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts.map +0 -1
  1149. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.js +0 -125
  1150. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.d.ts +0 -7
  1151. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.d.ts.map +0 -1
  1152. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.js +0 -41
  1153. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts +0 -2
  1154. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts.map +0 -1
  1155. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.js +0 -1
  1156. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.d.ts +0 -3
  1157. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.d.ts.map +0 -1
  1158. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.js +0 -7
  1159. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts +0 -24
  1160. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts.map +0 -1
  1161. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.js +0 -103
  1162. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.d.ts +0 -8
  1163. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.d.ts.map +0 -1
  1164. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.js +0 -34
  1165. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts +0 -10
  1166. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts.map +0 -1
  1167. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.js +0 -64
  1168. package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts +0 -11
  1169. package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts.map +0 -1
  1170. package/src/shade/renderer/shadow/vsm/decode_tile_address.js +0 -34
  1171. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts +0 -2
  1172. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts.map +0 -1
  1173. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.js +0 -11
  1174. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts +0 -20
  1175. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts.map +0 -1
  1176. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.js +0 -187
  1177. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts +0 -25
  1178. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts.map +0 -1
  1179. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.js +0 -220
  1180. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts +0 -19
  1181. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts.map +0 -1
  1182. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.js +0 -115
  1183. package/src/shade/renderer/texture/encode/ENCODE_NOTES_2026_09_02.md +0 -462
@@ -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
- uv: vec2f, inverse_projection: mat4x4f, inverse_view: mat4x4f, level: f32, below_interface: bool) -> vec4f {
79
+ uv: vec2f, inverse_projection: mat4x4f, inverse_view: mat4x4f, surface: vec3f, surface_normal: vec3f, 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 && dot(center.position - surface, surface_normal) > 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 && dot(tap.position - surface, surface_normal) > 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 +1,15 @@
1
+ /** GPU work over the scene's water table; no per-body render commands or transient body uniforms. */
2
+ export class GPUWaterBodies {
3
+ record({ graph, scene }: {
4
+ graph: any;
5
+ scene: any;
6
+ }): void;
7
+ /** Ordered prefix expansion preserves equal-depth ownership, including after holes and reuse. */
8
+ meshlets({ graph, view, camera, meshlet_capacity }: {
9
+ graph: any;
10
+ view: any;
11
+ camera: any;
12
+ meshlet_capacity: any;
13
+ }): any;
14
+ }
15
+ //# 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":"AAUA,qGAAqG;AACrG;IACI;;;aASC;IAED,iGAAiG;IACjG;;;;;YAsCC;CACJ"}
@@ -0,0 +1,64 @@
1
+ import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
2
+ import { round_up } from "../../../../core/math/round_up.js";
3
+ import { graph_prefix_scan_csdldf } from "../../gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdldf.js";
4
+ import { INDIRECT_COMPUTE_COMMAND_DESCRIPTOR } from "../../gpu_primitive/indirect/IndirectComputeCommandBuildPass.js";
5
+ import { shader_prefix_sum_to_command } from "../../rasterize/expand/mesh/shader_prefix_sum_to_command.js";
6
+ import { shader_increment_count_by_prefix_sum } from "../../rasterize/expand/mesh/shader_increment_count_by_prefix_sum.js";
7
+ import { graph_compute_pass } from "../../shader/graph/compute/graph_compute_pass.js";
8
+ import { shader_water_meshlet_counts, shader_water_meshlets_expand } from "./shader_water_meshlets.js";
9
+ import { shader_water_bodies_derive, WORKGROUP_SIZE } from "./shader_water_bodies_derive.js";
10
+
11
+ /** GPU work over the scene's water table; no per-body render commands or transient body uniforms. */
12
+ export class GPUWaterBodies {
13
+ record({ graph, scene }) {
14
+ const table = scene.scene_database.get('water_bodies');
15
+ const groups = table.dispatch_group_count(WORKGROUP_SIZE);
16
+ if (groups === 0) { return; }
17
+ const pass = graph.add('Water / bodies derive', {}, (_data, _resources, { encoder }) => {
18
+ shader_water_bodies_derive.dispatch({ encoder, bindings: { scene_database: scene.scene_database_buffer },
19
+ group_count_x: Math.min(groups, 65535), group_count_y: Math.ceil(groups / 65535) });
20
+ });
21
+ pass.make_side_effect();
22
+ }
23
+
24
+ /** Ordered prefix expansion preserves equal-depth ownership, including after holes and reuse. */
25
+ meshlets({ graph, view, camera, meshlet_capacity }) {
26
+ const scene = view.scene, table = scene.scene_database.get('water_bodies');
27
+ const capacity = table.element_capacity;
28
+ const data = {};
29
+ const pass = graph.add('Water / meshlet counts', data, (d, resources, { encoder }) => {
30
+ const groups = table.dispatch_group_count(64);
31
+ shader_water_meshlet_counts.dispatch({ encoder, bindings: {
32
+ capacity: round_up(capacity, 4), camera: resources.get(d.camera), scene_database: scene.scene_database_buffer,
33
+ geometries: scene.geometries.buffer_metadata, counts: resources.get(d.counts),
34
+ }, group_count_x: Math.min(groups, 65535), group_count_y: Math.ceil(groups / 65535) });
35
+ });
36
+ data.camera = pass.read(camera);
37
+ // The shared scan reads vec4u blocks, including the padded final block.
38
+ const bytes = 16 + round_up(capacity, 4) * 4;
39
+ data.counts = pass.create('counts', BufferResourceDescriptor.from(bytes, GPUBufferUsage.STORAGE, 0, bytes));
40
+ const sums = graph_prefix_scan_csdldf({ graph, data: data.counts, element_max_count: capacity });
41
+ const command_data = {};
42
+ const command_pass = graph.add('Water / expand command', command_data, (d, resources, { encoder }) => {
43
+ shader_prefix_sum_to_command.dispatch({ encoder, bindings: {
44
+ prefix_sums: resources.get(d.sums), command: resources.get(d.command),
45
+ } });
46
+ });
47
+ command_data.sums = command_pass.read(sums);
48
+ const command = command_data.command = command_pass.create('command', INDIRECT_COMPUTE_COMMAND_DESCRIPTOR);
49
+ const expand_data = {};
50
+ const expand = graph.add('Water / expand meshlets', expand_data, (d, resources, { encoder }) => {
51
+ shader_water_meshlets_expand.dispatchIndirect({ encoder, command: resources.get(d.command), bindings: {
52
+ prefix_sums: resources.get(d.sums), output: resources.get(d.output),
53
+ scene_database: scene.scene_database_buffer, geometries: scene.geometries.buffer_metadata,
54
+ } });
55
+ });
56
+ expand_data.command = expand.read(command);
57
+ expand_data.sums = expand.read(sums);
58
+ expand_data.output = expand.create('meshlets', BufferResourceDescriptor.from(16 + meshlet_capacity * 8,
59
+ GPUBufferUsage.STORAGE, 0, 16));
60
+ const { output } = graph_compute_pass({ graph, shader: shader_increment_count_by_prefix_sum,
61
+ bindings: { prefix_sums: sums, output: expand_data.output } });
62
+ return output;
63
+ }
64
+ }
@@ -0,0 +1,4 @@
1
+ /** A persistent scene row. Geometry and node refer to the shared scene resources. */
2
+ export const WATER_BODY_STRUCT: WebGPUStruct;
3
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
+ //# 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":"AAIA,qFAAqF;AACrF,6CAIgB;6BAPa,mCAAmC"}
@@ -0,0 +1,10 @@
1
+ import { MEDIUM_STRUCT } from "../../medium/MEDIUM_STRUCT.js";
2
+ import { f32, u32, vec4f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
+
5
+ /** A persistent scene row. Geometry and node refer to the shared scene resources. */
6
+ export const WATER_BODY_STRUCT = WebGPUStruct.from({
7
+ geometry: u32, node: u32, wave: u32, roughness: f32, dirty: u32,
8
+ medium: MEDIUM_STRUCT, ior: f32,
9
+ backscattering: vec4f, extinction: vec4f, diffuse_transmittance: f32,
10
+ }, "WaterBody");
@@ -0,0 +1,3 @@
1
+ export const WATER_BODIES_TABLE: import("../../buffer/table/GPUTypedTableDescriptor.js").GPUTypedTableDescriptor;
2
+ export const WATER_WAVES_TABLE: import("../../buffer/table/GPUTypedTableDescriptor.js").GPUTypedTableDescriptor;
3
+ //# sourceMappingURL=chunk_water_bodies.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_bodies.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/chunk_water_bodies.js"],"names":[],"mappings":"AACA,iHAA0E;AAC1E,gHAAwE"}
@@ -0,0 +1,3 @@
1
+ import { SCENE_DATABASE_SPEC } from "../../scene/SCENE_DATABASE_SPEC.js";
2
+ export const WATER_BODIES_TABLE = SCENE_DATABASE_SPEC.get('water_bodies');
3
+ export const WATER_WAVES_TABLE = SCENE_DATABASE_SPEC.get('water_waves');
@@ -0,0 +1,9 @@
1
+ /**
2
+ * What water's lighting needs from a medium beyond its coefficients, integrated from the medium's own
3
+ * phase functions and from the exact Fresnel term rather than tabulated beside them.
4
+ *
5
+ * @type {CodeChunk}
6
+ */
7
+ export const chunk_water_medium_derived: CodeChunk;
8
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
+ //# sourceMappingURL=chunk_water_medium_derived.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_medium_derived.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/chunk_water_medium_derived.js"],"names":[],"mappings":"AAMA;;;;;GAKG;AACH,yCAFU,SAAS,CA4CgF;0BAlDzE,oCAAoC"}
@@ -0,0 +1,55 @@
1
+ import { chunk_medium_lobe_phase } from "../../medium/chunk_medium_lobe_phase.js";
2
+ import { MEDIUM_STRUCT } from "../../medium/MEDIUM_STRUCT.js";
3
+ import { chunk_F_dielectric } from "../../shader/chunk/brdf/fresnel/chunk_F_dielectric.js";
4
+ import { PI_DECLARATION } from "../../shader/chunk/math/PI_DECLARATION.js";
5
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
6
+
7
+ /**
8
+ * What water's lighting needs from a medium beyond its coefficients, integrated from the medium's own
9
+ * phase functions and from the exact Fresnel term rather than tabulated beside them.
10
+ *
11
+ * @type {CodeChunk}
12
+ */
13
+ export const chunk_water_medium_derived = CodeChunk.from(/* language=WGSL */ `
14
+ const WATER_DERIVE_PANELS: u32 = 64u;
15
+
16
+ // Simpson weight of node i of WATER_DERIVE_PANELS panels.
17
+ fn water_simpson_weight(i: u32) -> f32 {
18
+ if (i == 0u || i == WATER_DERIVE_PANELS) { return 1.0; }
19
+ return select(2.0, 4.0, i % 2u == 1u);
20
+ }
21
+
22
+ // Fraction of one lobe's scattering sent backwards: the integral of its phase function over the
23
+ // backward hemisphere. That hemisphere holds no forward peak, so Simpson's rule in cos θ over
24
+ // [-1, 0] converges quickly even for a Fournier-Forand lobe.
25
+ fn water_lobe_backscatter_fraction(lobe: MediumPhaseLobe) -> f32 {
26
+ let h = 1.0 / f32(WATER_DERIVE_PANELS);
27
+ var sum = 0.0;
28
+ for (var i = 0u; i <= WATER_DERIVE_PANELS; i++) {
29
+ let mu = -1.0 + f32(i) * h;
30
+ sum += water_simpson_weight(i) * medium_lobe_phase(lobe, mu, 0.5 * (1.0 - mu));
31
+ }
32
+ return 2.0 * PI * sum * h / 3.0;
33
+ }
34
+
35
+ // Backscattering coefficient b_b = Σ b_i · B_i of a medium, RGB 1/m.
36
+ fn water_medium_backscattering(medium: ParticipatingMedium) -> vec3<f32> {
37
+ var result = vec3<f32>(0.0);
38
+ for (var l = 0u; l < medium.lobe_count; l++) {
39
+ result += medium.lobes[l].scattering * water_lobe_backscatter_fraction(medium.lobes[l]);
40
+ }
41
+ return result;
42
+ }
43
+
44
+ // Hemispherical Fresnel transmittance into the water for a uniform sky: 2 ∫ (1 − F(μ)) μ dμ over
45
+ // μ in [0, 1], F the exact dielectric reflectance at the given index.
46
+ fn water_diffuse_fresnel_transmittance(ior: f32) -> f32 {
47
+ let h = 1.0 / f32(WATER_DERIVE_PANELS);
48
+ var sum = 0.0;
49
+ for (var i = 0u; i <= WATER_DERIVE_PANELS; i++) {
50
+ let mu = f32(i) * h;
51
+ sum += water_simpson_weight(i) * (1.0 - F_dielectric(mu, ior)) * mu;
52
+ }
53
+ return 2.0 * sum * h / 3.0;
54
+ }
55
+ `, [MEDIUM_STRUCT.declaration_chunk, chunk_medium_lobe_phase, chunk_F_dielectric, PI_DECLARATION]);
@@ -0,0 +1,8 @@
1
+ /**
2
+ * Total scattering coefficient of a medium, the sum of its lobes', RGB 1/m.
3
+ *
4
+ * @type {CodeChunk}
5
+ */
6
+ export const chunk_water_medium_scattering: CodeChunk;
7
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
+ //# sourceMappingURL=chunk_water_medium_scattering.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_medium_scattering.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/chunk_water_medium_scattering.js"],"names":[],"mappings":"AAGA;;;;GAIG;AACH,4CAFU,SAAS,CAUmB;0BAfZ,oCAAoC"}
@@ -0,0 +1,17 @@
1
+ import { MEDIUM_STRUCT } from "../../medium/MEDIUM_STRUCT.js";
2
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
3
+
4
+ /**
5
+ * Total scattering coefficient of a medium, the sum of its lobes', RGB 1/m.
6
+ *
7
+ * @type {CodeChunk}
8
+ */
9
+ export const chunk_water_medium_scattering = CodeChunk.from(/* language=WGSL */ `
10
+ fn water_medium_scattering(medium: ParticipatingMedium) -> vec3<f32> {
11
+ var result = vec3<f32>(0.0);
12
+ for (var l = 0u; l < medium.lobe_count; l++) {
13
+ result += medium.lobes[l].scattering;
14
+ }
15
+ return result;
16
+ }
17
+ `, [MEDIUM_STRUCT.declaration_chunk]);
@@ -0,0 +1,4 @@
1
+ export const WORKGROUP_SIZE: 64;
2
+ export const shader_water_bodies_derive: ComputeShader;
3
+ import { ComputeShader } from "../../shader/ComputeShader.js";
4
+ //# sourceMappingURL=shader_water_bodies_derive.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_water_bodies_derive.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/shader_water_bodies_derive.js"],"names":[],"mappings":"AASA,gCAAiC;AAIjC,uDAkBG;8BA/B2B,+BAA+B"}
@@ -0,0 +1,32 @@
1
+ import { ComputeShader } from "../../shader/ComputeShader.js";
2
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
3
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
4
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
5
+ import { chunk_water_medium_derived } from "./chunk_water_medium_derived.js";
6
+ import { chunk_water_medium_scattering } from "./chunk_water_medium_scattering.js";
7
+ import { WATER_BODIES_TABLE as table } from "./chunk_water_bodies.js";
8
+ import { chunk_folded_workgroup_index } from "../../shader/chunk/grid/chunk_folded_workgroup_index.js";
9
+
10
+ export const WORKGROUP_SIZE = 64;
11
+ const pg = table.page_iterator_symbol_prefix(WORKGROUP_SIZE, true);
12
+ const resources = new ShaderResourceSetDescriptor();
13
+ resources.createGroup().addStorageBuffer('scene_database', WebGPUArray.u32, true);
14
+ export const shader_water_bodies_derive = ComputeShader.from({
15
+ label: "Water / bodies derive", resources,
16
+ body: CodeChunk.from(/* language=WGSL */ `
17
+ @compute @workgroup_size(${WORKGROUP_SIZE})
18
+ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
19
+ if (!${pg}_setup(&scene_database, folded_workgroup_index(group), lane)) { return; }
20
+ let slot = ${pg}_slot_in_page(lane);
21
+ if (slot >= ${pg}_ELEMENTS_PER_PAGE || !${pg}_is_occupied(slot)) { return; }
22
+ var body = ${pg}_read(&scene_database, slot);
23
+ if (body.dirty == 0u) { return; }
24
+ body.backscattering = vec4f(water_medium_backscattering(body.medium), 0.0);
25
+ body.extinction = vec4f(body.medium.absorption + water_medium_scattering(body.medium), 0.0);
26
+ body.diffuse_transmittance = water_diffuse_fresnel_transmittance(body.ior);
27
+ body.dirty = 0u;
28
+ ${table.marshalling_method_write}(&scene_database, ${pg}_slot_to_index(slot), body);
29
+ }
30
+ `, [table.chunk_iterate(WORKGROUP_SIZE, true), table.chunk_write, chunk_water_medium_derived,
31
+ chunk_water_medium_scattering, chunk_folded_workgroup_index]),
32
+ });
@@ -0,0 +1,4 @@
1
+ export const shader_water_meshlet_counts: ComputeShader;
2
+ export const shader_water_meshlets_expand: ComputeShader;
3
+ import { ComputeShader } from "../../shader/ComputeShader.js";
4
+ //# sourceMappingURL=shader_water_meshlets.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_water_meshlets.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/shader_water_meshlets.js"],"names":[],"mappings":"AAyBA,wDAsBkH;AAOlH,yDAcsF;8BAhExD,+BAA+B"}
@@ -0,0 +1,69 @@
1
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
2
+ import { GEOMETRY_METADATA_STRUCT } from "../../geometry/GEOMETRY_METADATA_STRUCT.js";
3
+ import { MESHLET_COLLECTION_STRUCT } from "../../rasterize/MESHLET_COLLECTION_STRUCT.js";
4
+ import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
5
+ import { ComputeShader } from "../../shader/ComputeShader.js";
6
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
7
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
8
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
9
+ import { chunk_scene_database_access } from "../../scene/chunk_scene_database_access.js";
10
+ import { chunk_folded_workgroup_index } from "../../shader/chunk/grid/chunk_folded_workgroup_index.js";
11
+ import { chunk_lower_bound_branchless } from "../../shader/chunk/math/chunk_lower_bound_branchless.js";
12
+ import { WATER_BODIES_TABLE as table, WATER_WAVES_TABLE } from "./chunk_water_bodies.js";
13
+ import { chunk_aabb3_project } from "../../shader/chunk/geometry/aabb3/chunk_aabb3_project.js";
14
+ import { chunk_aabb3_intersects_frustum } from "../../shader/chunk/geometry/aabb3/chunk_aabb3_intersects_frustum.js";
15
+ import { chunk_array_to_aabb3 } from "../../shader/chunk/geometry/aabb3/chunk_array_to_aabb3.js";
16
+ import { chunk_mat4_linear_determinant } from "../../shader/chunk/geometry/mat4/chunk_mat4_linear_determinant.js";
17
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
18
+
19
+ const pg = table.page_iterator_symbol_prefix(64);
20
+ const counts_resources = new ShaderResourceSetDescriptor();
21
+ counts_resources.setImmediate('capacity', u32);
22
+ counts_resources.createGroup().addUniform('camera', CAMERA_UNIFORM_STRUCT)
23
+ .addStorageBuffer('scene_database', WebGPUArray.u32)
24
+ .addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
25
+ .addStorageBuffer('counts', COLLECTION_U32_STRUCT_READ, true);
26
+ export const shader_water_meshlet_counts = ComputeShader.from({ label: 'Water / meshlet counts', resources: counts_resources,
27
+ body: CodeChunk.from(/* language=WGSL */ `
28
+ @compute @workgroup_size(64)
29
+ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
30
+ if (all(group == vec3u(0)) && lane == 0u) { counts.count = capacity; }
31
+ if (!${pg}_setup(&scene_database, folded_workgroup_index(group), lane)) { return; }
32
+ let slot = ${pg}_slot_in_page(lane);
33
+ if (slot >= ${pg}_ELEMENTS_PER_PAGE || !${pg}_is_occupied(slot)) { return; }
34
+ let body = ${pg}_read(&scene_database, slot);
35
+ let geometry = geometries[body.geometry];
36
+ let node = scene_read_node(&scene_database, body.node);
37
+ if (abs(mat4_linear_determinant(node.global)) < 1e-20) { return; }
38
+ var box = geometry.bounding_box;
39
+ if (body.wave != ~0u) {
40
+ let displacement = ${WATER_WAVES_TABLE.marshalling_method_read}(&scene_database, body.wave).displacement_bounds;
41
+ box[1] += displacement.x; box[4] += displacement.y;
42
+ }
43
+ let bounds = aabb3_project(array_to_aabb3(box), node.global);
44
+ if (!aabb3_intersects_frustum(bounds, camera.frustum)) { return; }
45
+ counts.elements[${pg}_slot_to_index(slot)] = geometry.meshlets_count;
46
+ }
47
+ `, [table.chunk_iterate(64), WATER_WAVES_TABLE.chunk_read, chunk_scene_database_access, chunk_folded_workgroup_index,
48
+ chunk_aabb3_project, chunk_array_to_aabb3, chunk_aabb3_intersects_frustum, chunk_mat4_linear_determinant]) });
49
+
50
+ const expand_resources = new ShaderResourceSetDescriptor();
51
+ expand_resources.createGroup().addStorageBuffer('prefix_sums', COLLECTION_U32_STRUCT_READ)
52
+ .addStorageBuffer('scene_database', WebGPUArray.u32)
53
+ .addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
54
+ .addStorageBuffer('output', MESHLET_COLLECTION_STRUCT, true);
55
+ export const shader_water_meshlets_expand = ComputeShader.from({ label: 'Water / expand meshlets', resources: expand_resources,
56
+ body: CodeChunk.from(/* language=WGSL */ `
57
+ @compute @workgroup_size(128)
58
+ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
59
+ let i = folded_workgroup_index(group) * 128u + lane;
60
+ let row = lower_bound_branchless(&prefix_sums.elements, i + 1u, prefix_sums.count);
61
+ if (row >= prefix_sums.count) { return; }
62
+ var previous = 0u;
63
+ if (row > 0u) { previous = prefix_sums.elements[row - 1u]; }
64
+ let body = ${table.marshalling_method_read}(&scene_database, row);
65
+ let geometry = geometries[body.geometry];
66
+ output.elements[i].index = geometry.meshlets_address + i - previous;
67
+ output.elements[i].mesh = row;
68
+ }
69
+ `, [table.chunk_read, chunk_folded_workgroup_index, chunk_lower_bound_branchless]) });
@@ -0,0 +1,28 @@
1
+ /**
2
+ * Light the water body sends back towards a viewer above it (WATER_OPTICS_PLAN_2026_10_02.md §4.4):
3
+ * the column term of Lee et al.'s shallow-water model (1998), with the deep-water reflectance from
4
+ * QAA (Lee et al. 2002, v6), integrated along the refracted view ray.
5
+ *
6
+ * Per channel, with κ = a + b_b and u = b_b / κ:
7
+ *
8
+ * - deep-water subsurface remote-sensing reflectance r_rs∞ = (0.089 + 0.1245 u) u, a fit to full
9
+ * radiative transfer, so it carries every order of scattering, not one;
10
+ * - the upwelling light attenuates along the view ray at κ_u = 1.03 √(1 + 2.4 u) κ, Lee's D_u^C κ:
11
+ * light scattered forward stays in the upwelling stream, which beam attenuation would throw away;
12
+ * - each source j — the refracted sun, shadowed by the cascaded shadow map per segment, and the sky the
13
+ * active GI mode reports at the surface — feeds the ray r_rs∞ (K_j + κ_u) E_d,j(z) per metre, where
14
+ * E_d,j(z) is its plane irradiance at depth decaying at Gordon's K_j. Deep water seen from straight
15
+ * above then returns exactly r_rs∞ E_d(0−), and a column of depth H the factor 1 − e^−(K + κ_u) H;
16
+ * - the upwelling light the surface reflects back down returns again: 1 / (1 − 1.7 r_rs∞).
17
+ *
18
+ * The medium's phase functions enter through b_b, which the bodies table integrates from them on the
19
+ * GPU. The model is gated against the Monte Carlo slab oracle (`water_inscatter_oracle.spec.js`).
20
+ *
21
+ * Expects `light_data` and the shadow atlas bindings, and a `water_gi_irradiance` from one of the GI
22
+ * modules. Returns radiance arriving at the surface from below; the caller takes it out of the water.
23
+ *
24
+ * @type {CodeChunk}
25
+ */
26
+ export const chunk_water_inscatter: CodeChunk;
27
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
28
+ //# sourceMappingURL=chunk_water_inscatter.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_inscatter.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/optics/chunk_water_inscatter.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,oCAFU,SAAS,CAwFmF;0BApH5E,oCAAoC"}