@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.
- package/build/bundle-worker-image-decoder.js +1 -1
- package/build/bundle-worker-terrain.js +1 -1
- package/package.json +1 -1
- package/src/core/binary/BinaryBuffer.d.ts +11 -0
- package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
- package/src/core/binary/BinaryBuffer.js +30 -0
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.d.ts.map +1 -1
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js +28 -7
- package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +15 -0
- package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -1
- package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +41 -0
- package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts +12 -0
- package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts.map +1 -1
- package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.js +27 -0
- package/src/core/geom/3d/gjk/gjk.js +3 -3
- package/src/core/geom/3d/gjk/gjk_distance.d.ts +94 -0
- package/src/core/geom/3d/gjk/gjk_distance.d.ts.map +1 -0
- package/src/core/geom/3d/gjk/gjk_distance.js +782 -0
- package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts +5 -4
- package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
- package/src/core/geom/3d/gjk/gjk_epa_penetration.js +14 -9
- package/src/core/geom/3d/gjk/minkowski_support.d.ts +11 -7
- package/src/core/geom/3d/gjk/minkowski_support.d.ts.map +1 -1
- package/src/core/geom/3d/gjk/minkowski_support.js +33 -9
- package/src/core/geom/3d/gjk/mpr.d.ts.map +1 -1
- package/src/core/geom/3d/gjk/mpr.js +26 -5
- package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +15 -0
- package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts.map +1 -1
- package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +106 -33
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts +2 -1
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts.map +1 -1
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.js +4 -8
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts +32 -0
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts.map +1 -0
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.js +85 -0
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts +3 -3
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts.map +1 -1
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.js +24 -34
- package/src/core/geom/3d/quaternion/quat3_integrate.d.ts +17 -0
- package/src/core/geom/3d/quaternion/quat3_integrate.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_integrate.js +45 -4
- package/src/core/geom/3d/quaternion/quat3_multiply.d.ts +16 -0
- package/src/core/geom/3d/quaternion/quat3_multiply.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_multiply.js +25 -0
- package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts +18 -0
- package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_nlerp.js +45 -0
- package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts +17 -0
- package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_shortest_arc.js +155 -94
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +12 -0
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +31 -0
- package/src/core/geom/3d/shape/AbstractShape3D.d.ts +20 -6
- package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/AbstractShape3D.js +20 -6
- package/src/core/geom/3d/shape/BoxShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/BoxShape3D.js +5 -1
- package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/CapsuleShape3D.js +5 -1
- package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts +25 -11
- package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/ConvexHullShape3D.js +392 -22
- package/src/core/geom/3d/shape/CylinderShape3D.d.ts +8 -7
- package/src/core/geom/3d/shape/CylinderShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/CylinderShape3D.js +12 -7
- package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +51 -8
- package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/HeightMapShape3D.js +260 -14
- package/src/core/geom/3d/shape/MeshShape3D.d.ts +61 -7
- package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/MeshShape3D.js +111 -20
- package/src/core/geom/3d/shape/PointShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/PointShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PointShape3D.js +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.js +36 -6
- package/src/core/geom/3d/shape/SphereShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/SphereShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/SphereShape3D.js +5 -1
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts +12 -10
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/TransformedShape3D.js +53 -19
- package/src/core/geom/3d/shape/Triangle3D.d.ts +1 -1
- package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/Triangle3D.js +5 -1
- package/src/core/geom/3d/shape/UnionShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.js +19 -2
- package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts +14 -0
- package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_box.js +67 -5
- package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts +14 -0
- package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_capsule.js +61 -3
- package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts +14 -0
- package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_cylinder.js +63 -4
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +15 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_plane.js +64 -2
- package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts +21 -0
- package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_sphere.js +66 -3
- package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts +2 -0
- package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts.map +1 -1
- package/src/core/geom/3d/shape/shape3_mesh_from_geometry.js +7 -0
- package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts +41 -0
- package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts.map +1 -0
- package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.js +538 -0
- package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts +31 -0
- package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts.map +1 -0
- package/src/core/geom/3d/sphere/harmonics/sh_basis_at.js +85 -0
- package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts +18 -0
- package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts.map +1 -0
- package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.js +19 -0
- package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts +49 -0
- package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts.map +1 -0
- package/src/core/geom/3d/triangle/TriangleEdgeFlags.js +55 -0
- package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts +42 -0
- package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts.map +1 -0
- package/src/core/geom/3d/triangle/tri3_classify_shared_edge.js +85 -0
- package/src/core/geom/3d/triangle/tri3_closest_point.d.ts +13 -0
- package/src/core/geom/3d/triangle/tri3_closest_point.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_closest_point.js +36 -1
- package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts +14 -0
- package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.js +40 -0
- package/src/core/geom/vec3/v3_quaternion_apply.d.ts +19 -0
- package/src/core/geom/vec3/v3_quaternion_apply.d.ts.map +1 -1
- package/src/core/geom/vec3/v3_quaternion_apply.js +32 -0
- package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +19 -0
- package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts.map +1 -1
- package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +32 -0
- package/src/engine/EngineHarness.d.ts.map +1 -1
- package/src/engine/EngineHarness.js +17 -4
- package/src/engine/asset/loaders/image/avif/threaded_image_encoder.js +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +135 -10
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +338 -105
- package/src/engine/control/first-person/abilities/Ability.d.ts +14 -5
- package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -1
- package/src/engine/control/first-person/abilities/Ability.js +14 -5
- package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
- package/src/engine/control/first-person/abilities/LedgeGrab.js +16 -12
- package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
- package/src/engine/control/first-person/abilities/Mantle.js +5 -1
- package/src/engine/control/first-person/abilities/Slide.js +1 -1
- package/src/engine/control/first-person/collision/KinematicMover.d.ts +92 -14
- package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
- package/src/engine/control/first-person/collision/KinematicMover.js +218 -37
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +5 -0
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +17 -10
- package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
- package/src/engine/ecs/EntityComponentDataset.js +27 -13
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +8 -0
- package/src/engine/ecs/transform/Transform64.d.ts +4 -2
- package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
- package/src/engine/ecs/transform/Transform64.js +10 -16
- package/src/engine/graphics/ecs/water/Water.d.ts +31 -72
- package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/Water.js +59 -84
- package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +11 -49
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +1 -1
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -18
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts +6 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.js +10 -0
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
- package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
- package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
- package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
- package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
- package/src/engine/graphics/texture/sampler/sampler2d_to_avif.d.ts.map +1 -1
- package/src/engine/graphics/texture/sampler/sampler2d_to_avif.js +8 -5
- package/src/engine/graphics3/WaterSystem.d.ts +31 -48
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem.js +177 -261
- package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
- package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
- package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
- package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
- package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
- package/src/engine/interpolation/InterpolationLog.js +12 -6
- package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
- package/src/engine/interpolation/InterpolationSystem.js +39 -8
- package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
- package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
- package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
- package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
- package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
- package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
- package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
- package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
- package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
- package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
- package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
- package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
- package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
- package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
- package/src/engine/physics/body/SolverBodyState.js +4 -5
- package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
- package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
- package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
- package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
- package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
- package/src/engine/physics/ccd/linear_sweep.js +1131 -97
- package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +13 -0
- package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderIndex.js +90 -22
- package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +84 -24
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothWorld.js +59 -47
- package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +62 -55
- package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
- package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
- package/src/engine/physics/cloth/playground/garment_build.js +6 -6
- package/src/engine/physics/cloth/playground/garment_main.js +18 -14
- package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_contact_find.js +8 -5
- package/src/engine/physics/cloth/solver/cloth_solve_vertex.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_solve_vertex.js +8 -5
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +15 -15
- package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.d.ts +5 -0
- package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.js +32 -9
- package/src/engine/physics/constraint/solve_constraints.d.ts +50 -8
- package/src/engine/physics/constraint/solve_constraints.d.ts.map +1 -1
- package/src/engine/physics/constraint/solve_constraints.js +703 -429
- package/src/engine/physics/contact/ManifoldStore.d.ts +12 -0
- package/src/engine/physics/contact/ManifoldStore.d.ts.map +1 -1
- package/src/engine/physics/contact/ManifoldStore.js +32 -0
- package/src/engine/physics/ecs/BodyKind.d.ts +16 -8
- package/src/engine/physics/ecs/BodyKind.d.ts.map +1 -1
- package/src/engine/physics/ecs/BodyKind.js +16 -8
- package/src/engine/physics/ecs/Collider.d.ts +7 -2
- package/src/engine/physics/ecs/Collider.d.ts.map +1 -1
- package/src/engine/physics/ecs/Collider.js +7 -2
- package/src/engine/physics/ecs/PhysicsEvents.d.ts +13 -0
- package/src/engine/physics/ecs/PhysicsEvents.d.ts.map +1 -1
- package/src/engine/physics/ecs/PhysicsEvents.js +13 -0
- package/src/engine/physics/ecs/PhysicsSystem.d.ts +320 -36
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@@ -2,94 +2,192 @@ import { GPUShaderStage } from "../../descriptor/GPUShaderStage.js";
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import { DepthStencilState } from "../../descriptor/pipeline/render/DepthStencilState.js";
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import {
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import {
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import { chunk_F_dielectric } from "../shader/chunk/brdf/fresnel/chunk_F_dielectric.js";
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import { chunk_ffx_sssr_load_depth } from "../shader/chunk/screen_space/chunk_ffx_sssr_load_depth.js";
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import { chunk_ffx_sssr_validate_hit } from "../shader/chunk/screen_space/chunk_ffx_sssr_validate_hit.js";
|
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10
14
|
import { chunk_project_direction } from "../shader/chunk/screen_space/chunk_project_direction.js";
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11
15
|
import { chunk_screen_space_newton_ray } from "../shader/chunk/screen_space/chunk_screen_space_newton_ray.js";
|
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12
|
-
import { chunk_sample_environment_map } from "../shader/chunk/texture/sample/chunk_sample_environment_map.js";
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13
16
|
import { chunk_texture_sample_bilinear_uv } from "../shader/chunk/texture/sample/chunk_texture_sample_bilinear_uv.js";
|
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14
17
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import { CodeChunk } from "../shader/compiler/CodeChunk.js";
|
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15
18
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import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
|
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16
19
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import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
|
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17
|
-
import { f32, u32
|
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20
|
+
import { f32, u32 } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
|
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21
|
+
import { WebGPUArray } from "../shader/type/WebGPUArray.js";
|
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18
22
|
import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
|
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19
|
-
import {
|
|
23
|
+
import { VIEW_UNIFORM_STRUCT } from "../view/VIEW_UNIFORM_STRUCT.js";
|
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24
|
+
import { chunk_water_gi_brick4, chunk_water_gi_ibl } from "./chunk_water_gi.js";
|
|
25
|
+
import { WATER_BODIES_TABLE, WATER_WAVES_TABLE } from "./medium/chunk_water_bodies.js";
|
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26
|
+
import { MESHLET_METADATA_STRUCT } from "../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
|
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27
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+
import { COLLECTION_U32_STRUCT_READ } from "../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
|
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28
|
+
import { chunk_lower_bound_branchless } from "../shader/chunk/math/chunk_lower_bound_branchless.js";
|
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29
|
+
import { chunk_water_tessellation, WATER_TILE_STRUCT, WATER_TESSELLATION_STRUCT, WATER_TILE_CELLS } from "./surface/chunk_water_tessellation.js";
|
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30
|
+
import { chunk_read_meshlet_vertex_by_draw_index } from "../shader/chunk/geometry/meshlet/chunk_read_meshlet_vertex_by_draw_index.js";
|
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31
|
+
import { chunk_scene_database_access } from "../scene/chunk_scene_database_access.js";
|
|
32
|
+
import { chunk_mat3_inverse } from "../shader/chunk/geometry/mat3/chunk_mat3_inverse.js";
|
|
33
|
+
import { NODE3D_GLOBAL_FLAG_MIRRORED } from "../scene/NODE3D_STRUCT.js";
|
|
34
|
+
import { chunk_water_inscatter } from "./optics/chunk_water_inscatter.js";
|
|
35
|
+
import { chunk_water_receiver_downwelling } from "./optics/chunk_water_receiver_downwelling.js";
|
|
36
|
+
import { chunk_water_optics } from "./optics/chunk_water_optics.js";
|
|
37
|
+
import { chunk_water_receiver_radiance, chunk_water_receiver_texel, chunk_water_refraction_confidence,
|
|
38
|
+
chunk_water_transport, WATER_LEVEL_TOLERANCE_DECLARATION } from './chunk_water_transport.js';
|
|
20
39
|
|
|
21
|
-
export const
|
|
22
|
-
extent: vec4f, height_uv: vec4f, color_deep: vec3f, color_shore: vec3f,
|
|
23
|
-
level: f32, time: f32, wave_amplitude: f32, wave_speed: f32, wave_frequency: f32,
|
|
24
|
-
scattering: f32, shore_transition: vec2f,
|
|
25
|
-
ior: f32, normal_strength: f32, normal_scale: f32, roughness: f32, extinction: vec3f, surface_id: u32,
|
|
26
|
-
}, "WaterDraw").pack();
|
|
40
|
+
export const WATER_GRID_STRUCT = WebGPUStruct.from({ resolution: u32 }, 'WaterGrid');
|
|
27
41
|
|
|
28
42
|
export const WATER_TRACE_STRUCT = WebGPUStruct.from({
|
|
29
43
|
max_distance: f32, distance_tolerance: f32, max_updates: u32, fallback_steps: u32,
|
|
30
44
|
mode: u32, reflections: u32,
|
|
45
|
+
// steps of the water body's in-scatter along each refracted view ray
|
|
46
|
+
inscatter_segments: u32,
|
|
31
47
|
}, "WaterTrace").pack();
|
|
32
48
|
|
|
33
49
|
function water_resources(finalize = false) {
|
|
34
50
|
const resources = new ShaderResourceSetDescriptor();
|
|
35
51
|
const group = resources.createGroup()
|
|
36
52
|
.addUniform("camera", CAMERA_UNIFORM_STRUCT)
|
|
37
|
-
.addUniform("water", WATER_DRAW_STRUCT)
|
|
38
53
|
.addUniform("trace", WATER_TRACE_STRUCT)
|
|
39
54
|
.addTexture("tDepth")
|
|
40
55
|
.addTexture("tNormal", "uint")
|
|
41
56
|
.addTexture("tHZB")
|
|
42
57
|
.addTexture("tScene")
|
|
43
|
-
.
|
|
44
|
-
.
|
|
45
|
-
.
|
|
46
|
-
|
|
58
|
+
.addStorageBuffer('scene_database', WebGPUArray.u32)
|
|
59
|
+
.addStorageBuffer('water_tiles', WebGPUArray.from(WATER_TILE_STRUCT))
|
|
60
|
+
.addStorageBuffer('water_tile_sums', COLLECTION_U32_STRUCT_READ)
|
|
61
|
+
.addUniform('tessellation', WATER_TESSELLATION_STRUCT)
|
|
62
|
+
.addStorageBuffer('meshlet_metadata', WebGPUArray.from(MESHLET_METADATA_STRUCT))
|
|
63
|
+
.addStorageBuffer('meshlet_data', WebGPUArray.from(f32))
|
|
64
|
+
.addStorageBuffer('wave_state', WebGPUArray.from(f32))
|
|
65
|
+
.addUniform('wave_grid', WATER_GRID_STRUCT);
|
|
66
|
+
if (finalize) {
|
|
67
|
+
group.addTexture('receiver').addTexture('trace_metadata').addTexture('visibility_distance');
|
|
68
|
+
}
|
|
47
69
|
return resources;
|
|
48
70
|
}
|
|
49
71
|
const resources = water_resources();
|
|
50
|
-
export const WATER_FINALIZE_RESOURCES = water_resources(true);
|
|
51
72
|
|
|
52
|
-
|
|
53
|
-
|
|
54
|
-
|
|
55
|
-
|
|
56
|
-
|
|
73
|
+
/** Optics under IBL (and LPV, which has no transparent variant): the lights and the environment. */
|
|
74
|
+
export const WATER_FINALIZE_RESOURCES_IBL = water_resources(true);
|
|
75
|
+
WATER_FINALIZE_RESOURCES_IBL.addGroup(SHADING_LIGHT_RESOURCE_GROUP);
|
|
76
|
+
|
|
77
|
+
/** Optics under Brick4: the lights, and the light map with the view its sampling jitters by. */
|
|
78
|
+
export const WATER_FINALIZE_RESOURCES_BRICK4 = water_resources(true);
|
|
79
|
+
WATER_FINALIZE_RESOURCES_BRICK4.addGroup(SHADING_LIGHT_RESOURCE_GROUP);
|
|
80
|
+
WATER_FINALIZE_RESOURCES_BRICK4.createGroup()
|
|
81
|
+
.addStorageBuffer("brick4", BRICK4_DATA_STRUCT, false)
|
|
82
|
+
.addUniform("view", VIEW_UNIFORM_STRUCT);
|
|
57
83
|
|
|
58
84
|
const surface_body = CodeChunk.from(/* language=WGSL */ `
|
|
59
85
|
struct WaterVertexOut {
|
|
60
|
-
|
|
86
|
+
// Receivers and optics are separate modules drawing this mesh; optics tests depth 'equal'
|
|
87
|
+
// against the receivers' depth, and both must cover the same edge pixels. Only @invariant
|
|
88
|
+
// makes the position bit-identical across programs.
|
|
89
|
+
@invariant @builtin(position) clip: vec4<f32>,
|
|
61
90
|
@location(0) world: vec3<f32>,
|
|
62
|
-
@location(1)
|
|
91
|
+
@location(1) normal: vec3<f32>,
|
|
92
|
+
// slope variance of the waves the surface's mesh does not resolve
|
|
93
|
+
@location(2) unresolved_variance: f32,
|
|
94
|
+
@location(3) @interpolate(flat) body_index: u32,
|
|
95
|
+
@location(4) rest_normal: vec3<f32>,
|
|
63
96
|
}
|
|
64
97
|
|
|
65
|
-
|
|
66
|
-
|
|
67
|
-
|
|
68
|
-
|
|
69
|
-
let corner = corners[vi];
|
|
70
|
-
let world = vec3<f32>(mix(water.extent.x, water.extent.z, corner.x), water.level,
|
|
71
|
-
mix(water.extent.y, water.extent.w, corner.y));
|
|
72
|
-
return WaterVertexOut(camera.view_projection_matrix * vec4<f32>(world, 1.0), world, corner);
|
|
98
|
+
fn water_wave_height(row: u32, cell: vec2i) -> f32 {
|
|
99
|
+
let n = i32(wave_grid.resolution);
|
|
100
|
+
let c = clamp(cell, vec2i(0), vec2i(n - 1));
|
|
101
|
+
return wave_state[row * u32(n * n) + u32(c.y * n + c.x)];
|
|
73
102
|
}
|
|
74
103
|
|
|
75
|
-
|
|
76
|
-
|
|
77
|
-
|
|
78
|
-
|
|
79
|
-
|
|
80
|
-
|
|
81
|
-
|
|
104
|
+
// One instance per occupied view tile and source triangle. All overlap candidates survive
|
|
105
|
+
// classification; receiver depth selects the nearest displaced interface.
|
|
106
|
+
@vertex
|
|
107
|
+
fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> WaterVertexOut {
|
|
108
|
+
let row = lower_bound_branchless(&water_tile_sums.elements, ii + 1u, water_tile_sums.count);
|
|
109
|
+
let definition = water_tiles[row];
|
|
110
|
+
let body = ${WATER_BODIES_TABLE.marshalling_method_read}(&scene_database, definition.body);
|
|
111
|
+
let header = meshlet_metadata[definition.meshlet];
|
|
112
|
+
let node = scene_read_node(&scene_database, body.node);
|
|
113
|
+
var previous = 0u;
|
|
114
|
+
if (row > 0u) { previous = water_tile_sums.elements[row - 1u]; }
|
|
115
|
+
let patch_index = ii - previous;
|
|
116
|
+
let tile = definition.origin + vec2i(i32(patch_index % definition.size.x), i32(patch_index / definition.size.x));
|
|
117
|
+
let cell = vi / 18u;
|
|
118
|
+
let lattice = tile * ${WATER_TILE_CELLS} + vec2i(i32(cell % ${WATER_TILE_CELLS}u), i32(cell / ${WATER_TILE_CELLS}u));
|
|
119
|
+
let pixel = vec2f(lattice) * definition.pixels;
|
|
120
|
+
let ndc0 = pixel / tessellation.resolution * vec2f(2,-2) + vec2f(-1,1);
|
|
121
|
+
// Form both endpoints from their integer lattice coordinate. Adding the pitch to
|
|
122
|
+
// an already rounded pixel coordinate gives neighbouring cells different edges.
|
|
123
|
+
let ndc1 = (vec2f(lattice + vec2i(1)) * definition.pixels) / tessellation.resolution * vec2f(2,-2) + vec2f(-1,1);
|
|
124
|
+
let a = read_meshlet_vertex_by_draw_index(header, definition.triangle * 3u);
|
|
125
|
+
let b = read_meshlet_vertex_by_draw_index(header, definition.triangle * 3u + 1u);
|
|
126
|
+
let c = read_meshlet_vertex_by_draw_index(header, definition.triangle * 3u + 2u);
|
|
127
|
+
let simulated = body.wave != ~0u;
|
|
128
|
+
let ca = tessellation.view_projection_matrix * (node.global * vec4f(water_reference_position(a.position, definition.anchor, simulated), 1));
|
|
129
|
+
let cb = tessellation.view_projection_matrix * (node.global * vec4f(water_reference_position(b.position, definition.anchor, simulated), 1));
|
|
130
|
+
let cc = tessellation.view_projection_matrix * (node.global * vec4f(water_reference_position(c.position, definition.anchor, simulated), 1));
|
|
131
|
+
let polygon = water_cell_polygon(ca, cb, cc, min(ndc0,ndc1), max(ndc0,ndc1));
|
|
132
|
+
let fan = (vi % 18u) / 3u;
|
|
133
|
+
if (polygon.count < fan + 3u) { return WaterVertexOut(vec4f(0,0,0,1),vec3f(0),vec3f(0,1,0),0,definition.body,vec3f(0,1,0)); }
|
|
134
|
+
let corner = select(vi % 3u, 2u - vi % 3u, (node.global_flags & ${NODE3D_GLOBAL_FLAG_MIRRORED}u) != 0u);
|
|
135
|
+
var index = 0u;
|
|
136
|
+
if (corner != 0u) { index = fan + corner; }
|
|
137
|
+
let barycentric = polygon.points[index];
|
|
138
|
+
var position = water_corner_position(a.position,b.position,c.position,ca,cb,cc,barycentric,
|
|
139
|
+
polygon.boundaries[index],min(ndc0,ndc1),max(ndc0,ndc1));
|
|
140
|
+
var normal = normalize(a.normal * barycentric.x + b.normal * barycentric.y + c.normal * barycentric.z);
|
|
141
|
+
let rest_normal = normal;
|
|
142
|
+
var variance = 0.0;
|
|
143
|
+
if (body.wave != ~0u) {
|
|
144
|
+
let params = ${WATER_WAVES_TABLE.marshalling_method_read}(&scene_database, body.wave);
|
|
145
|
+
let spacing = max((params.extent.zw - params.extent.xy) / f32(wave_grid.resolution - 1u), vec2f(1e-20));
|
|
146
|
+
let grid = clamp((position.xz - params.extent.xy) / spacing, vec2f(0.0), vec2f(f32(wave_grid.resolution - 1u)));
|
|
147
|
+
let cell = vec2i(grid);
|
|
148
|
+
let blend = fract(grid);
|
|
149
|
+
let h00 = water_wave_height(body.wave, cell);
|
|
150
|
+
let h10 = water_wave_height(body.wave, cell + vec2i(1, 0));
|
|
151
|
+
let h01 = water_wave_height(body.wave, cell + vec2i(0, 1));
|
|
152
|
+
let h11 = water_wave_height(body.wave, cell + vec2i(1, 1));
|
|
153
|
+
position.y += mix(mix(h00, h10, blend.x), mix(h01, h11, blend.x), blend.y);
|
|
154
|
+
let slope = vec2f(mix(h10 - h00, h11 - h01, blend.y), mix(h01 - h00, h11 - h10, blend.x)) / spacing;
|
|
155
|
+
normal = normalize(vec3f(normal.x - normal.y * slope.x, normal.y, normal.z - normal.y * slope.y));
|
|
156
|
+
variance = params.unresolved_variance;
|
|
82
157
|
}
|
|
83
|
-
|
|
158
|
+
let world = (node.global * vec4f(position, 1.0)).xyz;
|
|
159
|
+
let linear = mat3x3f(node.global[0].xyz, node.global[1].xyz, node.global[2].xyz);
|
|
160
|
+
let inverse_transpose = transpose(mat3_inverse(linear));
|
|
161
|
+
let normal_ws = normalize(inverse_transpose * normal);
|
|
162
|
+
let rest_normal_ws = normalize(inverse_transpose * rest_normal);
|
|
163
|
+
return WaterVertexOut(camera.view_projection_matrix * vec4f(world, 1.0), world, normal_ws, variance, definition.body,rest_normal_ws);
|
|
84
164
|
}
|
|
85
165
|
|
|
86
|
-
|
|
87
|
-
|
|
88
|
-
|
|
89
|
-
|
|
90
|
-
|
|
166
|
+
// The interface at one water fragment, in view space. Receivers trace through it and optics
|
|
167
|
+
// shade it, so both passes take it from here.
|
|
168
|
+
struct WaterInterface {
|
|
169
|
+
origin: vec3<f32>,
|
|
170
|
+
incident: vec3<f32>,
|
|
171
|
+
// Faces the camera's side of the interface.
|
|
172
|
+
normal: vec3<f32>,
|
|
173
|
+
ior: f32,
|
|
174
|
+
// Screen-space travel bound.
|
|
175
|
+
limit: f32,
|
|
91
176
|
}
|
|
92
|
-
|
|
177
|
+
|
|
178
|
+
fn water_interface(world: vec3<f32>, surface_normal: vec3<f32>, ior: f32, above: bool) -> WaterInterface {
|
|
179
|
+
let origin = (camera.view_matrix * vec4f(world, 1.0)).xyz;
|
|
180
|
+
let view = normalize(camera.view_matrix_inverse[3].xyz - world);
|
|
181
|
+
let shading = normalize(select(-surface_normal, surface_normal, above));
|
|
182
|
+
// At a crest the interpolated shading normal can leave the rasterized face's
|
|
183
|
+
// visible hemisphere. Keep Snell/Fresnel on that face's side, continuously at grazing.
|
|
184
|
+
let normal_ws = normalize(shading + view * max(1e-4 - dot(shading,view), 0.0));
|
|
185
|
+
return WaterInterface(origin, normalize(origin), normalize(direction_world_to_view(normal_ws, camera)),
|
|
186
|
+
max(ior, 1.0), min(max(trace.max_distance, 0.1), camera.clip_near_far.y));
|
|
187
|
+
}
|
|
188
|
+
`, [chunk_direction_world_to_view, WATER_BODIES_TABLE.chunk_read, WATER_WAVES_TABLE.chunk_read,
|
|
189
|
+
chunk_read_meshlet_vertex_by_draw_index, chunk_scene_database_access, chunk_mat3_inverse,
|
|
190
|
+
chunk_lower_bound_branchless, chunk_water_tessellation]);
|
|
93
191
|
|
|
94
192
|
export const chunk_water_screen_ray = CodeChunk.from(/* language=WGSL */ `
|
|
95
193
|
fn water_hzb_mip_size(depth_size: vec2f, hzb_size: vec2f, mip: i32) -> vec2f {
|
|
@@ -131,16 +229,13 @@ fn water_hzb_crossing(origin: vec3f, direction: vec3f, budget: u32,
|
|
|
131
229
|
fn water_exact_receiver(ray: Ray, input: ScreenSpaceRayHit) -> ScreenSpaceRayHit {
|
|
132
230
|
var hit = input;
|
|
133
231
|
if (hit.status != 0u) { return hit; }
|
|
134
|
-
let
|
|
135
|
-
|
|
136
|
-
let
|
|
137
|
-
camera.projection_matrix_inverse);
|
|
138
|
-
let n = (camera.view_matrix * vec4f(decode_g_buffer_normal(textureLoad(tNormal, coord, 0).zw), 0.0)).xyz;
|
|
139
|
-
let travel = plane_ray_raycast(ray.origin, ray.direction, plane_from_normal_and_point(n,p));
|
|
232
|
+
let receiver = screen_space_ray_load_receiver(hit.uv, tDepth, tNormal,
|
|
233
|
+
camera.projection_matrix_inverse, camera.view_matrix);
|
|
234
|
+
let travel = plane_ray_raycast(ray.origin, ray.direction, receiver.plane);
|
|
140
235
|
// Keep the analytic distance rather than the projection of the texel center onto the ray.
|
|
141
236
|
if (travel > 1e-4 && travel <= ray.tmax) {
|
|
142
237
|
hit.distance = travel;
|
|
143
|
-
hit.uv = project_position(ray.origin
|
|
238
|
+
hit.uv = project_position(ray_at(ray.origin, ray.direction, travel), camera.projection_matrix).xy;
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// Reprojection can change texel ownership at a silhouette. Validate that lookup
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// again; the analytic travel above already checked the ray's bounded interval.
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let checked = screen_space_ray_validate(Ray(ray.origin,ray.direction,1e20),hit.uv,tDepth,tNormal,
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@@ -153,7 +248,7 @@ fn water_exact_receiver(ray: Ray, input: ScreenSpaceRayHit) -> ScreenSpaceRayHit
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fn water_refine_receiver(ray: Ray, seed: vec2f) -> ScreenSpaceRayHit {
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// The traversal already selected the first depth footprint. Intersect its plane
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// once and validate ownership; another Newton search could jump past that footprint
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// to a later root
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// to a later root that the traversal has already ruled out.
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return water_exact_receiver(ray, ScreenSpaceRayHit(seed, 0.0, 1e20, 0u, 0u));
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}
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fn water_hzb_hit(ray: Ray, budget: u32) -> ScreenSpaceRayHit {
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@@ -172,25 +267,8 @@ fn water_hzb_hit(ray: Ray, budget: u32) -> ScreenSpaceRayHit {
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hit.iterations = iterations;
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return hit;
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}
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-
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if (first.status != 0u) { return first; }
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return ScreenSpaceRayHit(first.uv, first.distance, first.residual, candidate.iterations,
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select(0u, 6u, first.distance + tolerance < candidate.distance));
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}
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182
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fn water_first_receiver(ray: Ray, candidate: ScreenSpaceRayHit, budget: u32) -> ScreenSpaceRayHit {
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let start = project_position(ray.origin, camera.projection_matrix).xy;
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// A ray contained in its source pixel sees the same nearest G-buffer surface.
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let displacement = abs((candidate.uv-start) * vec2f(textureDimensions(tDepth, 0)));
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let size = vec2f(textureDimensions(tDepth, 0));
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if (all(displacement < vec2f(0.5)) && all(vec2i(start*size) == vec2i(candidate.uv*size))) { return candidate; }
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let first = water_hzb_hit(Ray(ray.origin, ray.direction,
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189
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-
min(ray.tmax, candidate.distance + trace.distance_tolerance)), budget);
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// A local root is not visibility evidence. An exhausted traversal uses the control event.
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-
return water_select_first_receiver(candidate, first, trace.distance_tolerance);
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-
}
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-
`, [chunk_screen_space_newton_ray, chunk_ffx_sssr_advance_ray, chunk_ffx_sssr_load_depth, chunk_project_direction]);
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270
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+
`, [chunk_screen_space_newton_ray, chunk_ffx_sssr_advance_ray, chunk_ffx_sssr_load_depth, chunk_project_direction,
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+
chunk_ray_at]);
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272
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195
273
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const body = CodeChunk.from(/* language=WGSL */ `
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274
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struct WaterReceiver {
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@@ -199,75 +277,64 @@ struct WaterReceiver {
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// Receiver UV, bounded path, classified status + Newton updates / 32. Readback is opt-in.
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}
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279
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// A screen-space receiver must lie below the surface point the ray entered at: the refracted ray runs
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// downward from it, so any point on the ray is lower, and one that is not is a root off the ray.
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282
|
+
fn water_receiver_submerged(uv: vec2f, surface: vec3f, normal: vec3f) -> bool {
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283
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+
let receiver = water_receiver_texel(tDepth, tNormal, vec2i(uv * vec2f(textureDimensions(tDepth, 0))),
|
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284
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+
camera.projection_matrix_inverse, camera.view_matrix_inverse);
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return dot(receiver.position - surface, normal) <= WATER_LEVEL_TOLERANCE;
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+
}
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+
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@fragment
|
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-
fn fs_main(in: WaterVertexOut) -> WaterReceiver {
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289
|
+
fn fs_main(in: WaterVertexOut, @builtin(front_facing) above: bool) -> WaterReceiver {
|
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let water = ${WATER_BODIES_TABLE.marshalling_method_read}(&scene_database, in.body_index);
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291
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let coord = vec2<i32>(in.clip.xy);
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let dimensions = vec2f(textureDimensions(tDepth, 0));
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let uv = in.clip.xy / dimensions;
|
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let scene_depth = textureLoad(tDepth, coord, 0).r;
|
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295
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if (scene_depth >= in.clip.z) { discard; }
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209
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-
|
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210
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-
|
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211
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-
|
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296
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+
// the opaque scene behind this pixel, and how deep under the surface point it lies: shore water
|
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297
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+
// fades in over its first 10 cm, whatever is under it
|
|
298
|
+
var behind_vs = vec3f(0.0);
|
|
299
|
+
var water_depth = 1e20;
|
|
300
|
+
if (!is_background(scene_depth)) {
|
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301
|
+
behind_vs = inv_project_position(vec3f(uv, scene_depth), camera.projection_matrix_inverse);
|
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302
|
+
// Measure shore thickness relative to the authored surface. Wave crests
|
|
303
|
+
// becoming tangent to the view do not turn deep water into a shore fade.
|
|
304
|
+
// Both sides retain coverage; back faces use bounded below-interface transport.
|
|
305
|
+
water_depth = abs(dot(in.world - (camera.view_matrix_inverse * vec4f(behind_vs, 1.0)).xyz, normalize(in.rest_normal)));
|
|
306
|
+
}
|
|
212
307
|
let coverage = smoothstep(0.0, 0.1, water_depth);
|
|
213
|
-
let
|
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214
|
-
let
|
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215
|
-
|
|
216
|
-
let
|
|
217
|
-
|
|
218
|
-
let normal = normalize((camera.view_matrix * vec4f(normal_ws, 0.0)).xyz);
|
|
219
|
-
let ior = max(water.ior, 1.0);
|
|
220
|
-
let direction = refract(incident, normal, 1.0 / ior);
|
|
221
|
-
let limit = min(max(trace.max_distance, 0.1), camera.clip_near_far.y);
|
|
222
|
-
let ray = Ray(origin, normalize(direction), limit);
|
|
308
|
+
let surface = water_interface(in.world, in.normal, water.ior, above);
|
|
309
|
+
let interface_normal = direction_view_to_world(surface.normal, camera);
|
|
310
|
+
let limit = surface.limit;
|
|
311
|
+
let direction = refract(surface.incident, surface.normal, 1.0 / surface.ior);
|
|
312
|
+
let ray = Ray(surface.origin, normalize(direction), limit);
|
|
223
313
|
var hit = ScreenSpaceRayHit(uv, limit, 1e20, 0u, 8u);
|
|
224
314
|
var newton_updates = 0u;
|
|
225
315
|
var newton_failure = 0u;
|
|
226
|
-
var visibility_checked = false;
|
|
227
316
|
if (above && trace.mode == 0u) {
|
|
317
|
+
// Mayer et al. §2.2: a root within one pixel of the ray is accepted as is. Like the paper,
|
|
318
|
+
// this can converge past a thin occluder; traversal is only the fallback for failures.
|
|
228
319
|
hit = screen_space_newton_ray(ray, uv, tDepth, tNormal, camera.projection_matrix,
|
|
229
320
|
camera.projection_matrix_inverse, camera.view_matrix, trace.max_updates, trace.distance_tolerance);
|
|
230
321
|
newton_updates = hit.iterations;
|
|
231
322
|
newton_failure = hit.status;
|
|
232
|
-
if (hit.status == 0u) {
|
|
233
|
-
// Refine against the selected face before bounding first-hit visibility.
|
|
234
|
-
hit = water_exact_receiver(ray, hit);
|
|
235
|
-
visibility_checked = true;
|
|
236
|
-
hit = water_first_receiver(ray, hit, trace.fallback_steps);
|
|
237
|
-
if (hit.status != 0u && hit.status != 6u) { newton_failure = 5u; }
|
|
238
|
-
}
|
|
239
|
-
}
|
|
240
|
-
// A screen-space receiver must remain below this flat interface.
|
|
241
|
-
if (hit.status == 0u || hit.status == 6u) {
|
|
242
|
-
let receiver_coord = vec2i(hit.uv * dimensions);
|
|
243
|
-
let receiver_depth = textureLoad(tDepth, receiver_coord, 0).r;
|
|
244
|
-
let receiver_center = (vec2f(receiver_coord) + 0.5) / dimensions;
|
|
245
|
-
let receiver_vs = inv_project_position(vec3f(receiver_center, receiver_depth), camera.projection_matrix_inverse);
|
|
246
|
-
let receiver_ws = (camera.view_matrix_inverse * vec4f(receiver_vs, 1.0)).xyz;
|
|
247
|
-
if (receiver_ws.y > water.level + 0.02) { hit.status = 5u; newton_failure = 5u; }
|
|
248
323
|
}
|
|
249
324
|
// Reject foreground receivers before deciding whether traversal is needed.
|
|
250
|
-
if (
|
|
251
|
-
|
|
325
|
+
if (hit.status == 0u && !water_receiver_submerged(hit.uv, in.world, interface_normal)) { hit.status = 5u; newton_failure = 5u; }
|
|
326
|
+
if (above && trace.mode != 2u && hit.status != 0u) {
|
|
252
327
|
let fallback = water_hzb_hit(ray, trace.fallback_steps);
|
|
253
|
-
if (fallback.status == 0u) {
|
|
254
|
-
let coord = vec2i(fallback.uv * dimensions);
|
|
255
|
-
let p = inv_project_position(vec3f((vec2f(coord) + 0.5) / dimensions,
|
|
256
|
-
textureLoad(tDepth, coord, 0).r), camera.projection_matrix_inverse);
|
|
257
|
-
if ((camera.view_matrix_inverse * vec4f(p, 1.0)).y <= water.level + 0.02) {
|
|
258
|
-
hit = fallback; hit.status = 6u;
|
|
259
|
-
}
|
|
260
|
-
}
|
|
328
|
+
if (fallback.status == 0u && water_receiver_submerged(fallback.uv, in.world, interface_normal)) { hit = fallback; hit.status = 6u; }
|
|
261
329
|
}
|
|
262
|
-
// Compute the control event for every pixel, independently of Newton/HZB success.
|
|
263
|
-
|
|
264
|
-
|
|
330
|
+
// Compute the control event for every pixel, independently of Newton/HZB success. With nothing
|
|
331
|
+
// behind the water on screen, integrate it to where it has taken all but a thousandth.
|
|
332
|
+
let clearest = min(min(water.extinction.x, water.extinction.y), water.extinction.z);
|
|
333
|
+
var control_path = min(log(1000.0) / max(clearest, 1e-30), limit);
|
|
265
334
|
var control_status = select(8u, 9u, !above);
|
|
266
335
|
if (!is_background(scene_depth)) {
|
|
267
|
-
|
|
268
|
-
|
|
269
|
-
if (receiver_ws.y <= water.level + 0.02 || !above) {
|
|
270
|
-
control_path = min(distance(origin, receiver_vs), limit);
|
|
336
|
+
if (water_depth >= -WATER_LEVEL_TOLERANCE || !above) {
|
|
337
|
+
control_path = min(distance(ray.origin, behind_vs), limit);
|
|
271
338
|
control_status = select(7u, 9u, !above);
|
|
272
339
|
}
|
|
273
340
|
}
|
|
@@ -275,7 +342,6 @@ fn fs_main(in: WaterVertexOut) -> WaterReceiver {
|
|
|
275
342
|
// Never use an unvalidated Newton iterate as a color lookup.
|
|
276
343
|
hit.uv = uv;
|
|
277
344
|
// A missing screen receiver is missing visibility, not 300 metres of water.
|
|
278
|
-
// Use the local terrain column for a bounded physical fallback at sky/edges.
|
|
279
345
|
hit.distance = control_path;
|
|
280
346
|
hit.status = control_status;
|
|
281
347
|
}
|
|
@@ -285,9 +351,10 @@ fn fs_main(in: WaterVertexOut) -> WaterReceiver {
|
|
|
285
351
|
else if (status == 8u) { status = 24u + newton_failure; }
|
|
286
352
|
else if (status == 9u) { status = 31u; }
|
|
287
353
|
return WaterReceiver(vec4f(hit.uv, hit.distance, f32(status) + f32(newton_updates)/32.0),
|
|
288
|
-
vec4f(control_path, min(hit.residual, 65504.0), coverage, f32(
|
|
354
|
+
vec4f(control_path, min(hit.residual, 65504.0), coverage, f32(in.body_index + 1u)));
|
|
289
355
|
}
|
|
290
|
-
`, [surface_body, chunk_water_screen_ray,
|
|
356
|
+
`, [surface_body, chunk_water_screen_ray, chunk_direction_view_to_world,
|
|
357
|
+
chunk_water_receiver_texel, WATER_LEVEL_TOLERANCE_DECLARATION]);
|
|
291
358
|
|
|
292
359
|
const finalize_body = CodeChunk.from(/* language=WGSL */ `
|
|
293
360
|
struct WaterOptics {
|
|
@@ -296,84 +363,122 @@ struct WaterOptics {
|
|
|
296
363
|
@location(2) background: vec4f,
|
|
297
364
|
}
|
|
298
365
|
@fragment
|
|
299
|
-
fn fs_main(in: WaterVertexOut) -> WaterOptics {
|
|
366
|
+
fn fs_main(in: WaterVertexOut, @builtin(front_facing) above: bool) -> WaterOptics {
|
|
367
|
+
let water = ${WATER_BODIES_TABLE.marshalling_method_read}(&scene_database, in.body_index);
|
|
300
368
|
let coord = vec2i(in.clip.xy);
|
|
301
369
|
let metadata = textureLoad(trace_metadata, coord, 0);
|
|
302
370
|
// Equal-depth surfaces must retain the same deterministic owner as receiver selection.
|
|
303
|
-
if (metadata.w != f32(
|
|
371
|
+
if (metadata.w != f32(in.body_index + 1u)) { discard; }
|
|
304
372
|
let dimensions = vec2f(textureDimensions(tDepth, 0));
|
|
305
373
|
let uv = in.clip.xy / dimensions;
|
|
306
374
|
let receiver_data = textureLoad(receiver, coord, 0);
|
|
307
|
-
let
|
|
308
|
-
let
|
|
309
|
-
let
|
|
310
|
-
|
|
311
|
-
|
|
312
|
-
let
|
|
313
|
-
let
|
|
314
|
-
|
|
315
|
-
let
|
|
316
|
-
let
|
|
317
|
-
|
|
318
|
-
|
|
319
|
-
|
|
320
|
-
var reflection = sample_environment_map(tEnvironment, reflection_ws, water.roughness);
|
|
375
|
+
let surface = water_interface(in.world, in.normal, water.ior, above);
|
|
376
|
+
let interface_normal = direction_view_to_world(surface.normal, camera);
|
|
377
|
+
let body = water;
|
|
378
|
+
let origin = surface.origin;
|
|
379
|
+
let ior = surface.ior;
|
|
380
|
+
let limit = surface.limit;
|
|
381
|
+
let nov = clamp(dot(-surface.incident, surface.normal), 0.0, 1.0);
|
|
382
|
+
// exact dielectric Fresnel: water is most reflective at grazing angles, where Schlick's is not right
|
|
383
|
+
let fresnel = F_dielectric(nov, ior);
|
|
384
|
+
let reflection_direction = reflect(surface.incident, surface.normal);
|
|
385
|
+
// a reflection that misses on screen falls back to the GI mode, as SSR's resolve does
|
|
386
|
+
var reflection = water_gi_specular(in.world, direction_view_to_world(surface.normal, camera),
|
|
387
|
+
direction_view_to_world(-surface.incident, camera), clamp(sqrt(water.roughness * water.roughness + in.unresolved_variance), 0.0, 1.0));
|
|
321
388
|
if (trace.reflections != 0u && above) {
|
|
322
|
-
let reflected = water_hzb_hit(Ray(origin
|
|
389
|
+
let reflected = water_hzb_hit(Ray(ray_at(origin, reflection_direction, 0.02), reflection_direction, limit),
|
|
390
|
+
trace.fallback_steps);
|
|
323
391
|
if (reflected.status == 0u) {
|
|
324
|
-
let reflected_point = origin
|
|
392
|
+
let reflected_point = ray_at(origin, reflection_direction, reflected.distance + 0.02);
|
|
325
393
|
let projected = project_position(reflected_point, camera.projection_matrix);
|
|
326
394
|
// Reflection uses the renderer's usual back-face, thickness, self-hit and
|
|
327
395
|
// vignette validation. Its two-pixel rule must not reject normal-incidence refraction.
|
|
328
396
|
let confidence = ffx_sssr_validate_hit(vec3f(reflected.uv, projected.z), uv,
|
|
329
397
|
reflection_direction, dimensions, max(trace.distance_tolerance, 0.02), 0.05);
|
|
330
398
|
let radiance = water_receiver_radiance(tScene, tDepth, tNormal, reflected.uv,
|
|
331
|
-
camera.projection_matrix_inverse, camera.view_matrix_inverse,
|
|
399
|
+
camera.projection_matrix_inverse, camera.view_matrix_inverse, in.world, interface_normal, false);
|
|
332
400
|
reflection = mix(reflection, radiance.rgb,
|
|
333
401
|
confidence * min(radiance.a * 2.0, 1.0) * smoothstep(0.05, 0.5, reflected.distance)
|
|
334
402
|
* smoothstep(1.0, 4.0, length((reflected.uv - uv) * dimensions)));
|
|
335
403
|
}
|
|
336
404
|
}
|
|
337
|
-
let wave = sin((in.world.x + in.world.z) * water.wave_frequency + water.time * water.wave_speed) * 0.318309886;
|
|
338
|
-
let water_depth = water.level - sample_terrain_height(in.uv * water.height_uv.zw + water.height_uv.xy);
|
|
339
|
-
let deep = smoothstep(water.shore_transition.x, max(water.shore_transition.y, water.shore_transition.x + 0.001),
|
|
340
|
-
water_depth + water.wave_amplitude * wave);
|
|
341
|
-
let body_color = mix(water.color_shore, water.color_deep, deep);
|
|
342
|
-
let extinction = water.extinction * max(water.scattering, 0.0);
|
|
343
405
|
let original = textureLoad(tScene, coord, 0);
|
|
344
406
|
let valid = receiver_data.w < 16.0 && above && trace.mode != 2u;
|
|
345
407
|
var confidence = select(0.0, water_refraction_confidence(receiver_data.xy, uv, dimensions,
|
|
346
408
|
texture_sample_bilinear_uv(visibility_distance, uv, 0u).r), valid);
|
|
347
409
|
// Mayer's fade selects one UV, rather than crossfading two images of the same edge.
|
|
348
410
|
let lookup = water_refraction_lookup(uv, receiver_data.xy, confidence);
|
|
411
|
+
// The surface height here stands for the one above the displaced receiver: they differ by the
|
|
412
|
+
// wave height across a few metres, against a tolerance the gather already allows.
|
|
349
413
|
let gathered = water_receiver_radiance(tScene, tDepth, tNormal, lookup,
|
|
350
|
-
camera.projection_matrix_inverse, camera.view_matrix_inverse,
|
|
414
|
+
camera.projection_matrix_inverse, camera.view_matrix_inverse, in.world, interface_normal, above);
|
|
351
415
|
var path = metadata.x;
|
|
352
416
|
var color = original.rgb;
|
|
417
|
+
// the receiver seen through the surface: refracted, or the pixel's own when there is none
|
|
418
|
+
var receiver_coord = coord;
|
|
353
419
|
if (confidence > 0.0 && gathered.a > 0.0) {
|
|
354
420
|
path = min(water_receiver_path(tDepth, tNormal, lookup, camera.projection_matrix_inverse,
|
|
355
421
|
camera.view_matrix, origin), limit);
|
|
356
422
|
color = gathered.rgb;
|
|
423
|
+
receiver_coord = vec2i(lookup * dimensions);
|
|
357
424
|
} else { confidence = 0.0; }
|
|
358
|
-
|
|
425
|
+
// The opaque scene was shaded dry: what reaches the receiver is what survives the water above it
|
|
426
|
+
// (WATER_OPTICS_PLAN_2026_10_02.md §4.3). Seen from under the surface, the receiver is above it.
|
|
427
|
+
let receiver_texel = water_receiver_texel(tDepth, tNormal, receiver_coord, camera.projection_matrix_inverse,
|
|
428
|
+
camera.view_matrix_inverse);
|
|
429
|
+
if (above && !is_background(receiver_texel.depth)) {
|
|
430
|
+
let camera_ws = camera.view_matrix_inverse[3].xyz;
|
|
431
|
+
let up = normalize(in.rest_normal);
|
|
432
|
+
color *= water_receiver_downwelling(body, receiver_texel.position, receiver_texel.normal, up,
|
|
433
|
+
max(dot(in.world - receiver_texel.position, up), 0.0), normalize(camera_ws - receiver_texel.position));
|
|
434
|
+
}
|
|
435
|
+
// Light in the water body (WATER_OPTICS_PLAN_2026_10_02.md §4.4): the receiver attenuated along
|
|
436
|
+
// the refracted path, and the sun and sky scattered back up it; both cross the surface by the
|
|
437
|
+
// n² law. A view from under the surface is outside this model: attenuation only.
|
|
438
|
+
let extinction = body.extinction.xyz;
|
|
439
|
+
var transmitted = exp(-extinction * max(path, 0.0));
|
|
440
|
+
var scattered = vec3f(0.0);
|
|
441
|
+
if (above) {
|
|
442
|
+
let exit = water_exit_factor(nov, ior);
|
|
443
|
+
let direction = normalize(direction_view_to_world(refract(surface.incident, surface.normal, 1.0 / ior), camera));
|
|
444
|
+
transmitted *= exit;
|
|
445
|
+
scattered = exit * water_inscatter(body, in.world, direction, normalize(in.rest_normal), max(path, 0.0), trace.inscatter_segments);
|
|
446
|
+
}
|
|
447
|
+
let event = water_event(transmitted, fresnel * reflection + scattered);
|
|
359
448
|
let optical = water_transport(event, original.rgb, color, metadata.z);
|
|
360
449
|
return WaterOptics(vec4f(optical.transmission, metadata.z), vec4f(optical.radiance, confidence),
|
|
361
450
|
vec4f(optical.background, original.a));
|
|
362
451
|
}
|
|
363
|
-
`, [surface_body, chunk_water_screen_ray,
|
|
364
|
-
chunk_ffx_sssr_validate_hit,
|
|
452
|
+
`, [surface_body, chunk_water_screen_ray, chunk_F_dielectric,
|
|
453
|
+
chunk_ffx_sssr_validate_hit, chunk_texture_sample_bilinear_uv,
|
|
454
|
+
chunk_direction_view_to_world, chunk_ray_at, chunk_water_optics, chunk_water_inscatter,
|
|
455
|
+
chunk_water_receiver_downwelling, chunk_water_receiver_texel,
|
|
365
456
|
chunk_water_transport, chunk_water_receiver_radiance, chunk_water_refraction_confidence]);
|
|
366
457
|
|
|
367
458
|
export const water_shader = ShaderDescriptor.from({ label: "Water / receivers", resources, body });
|
|
368
|
-
|
|
459
|
+
/** The optics pass under IBL, and under LPV, which has no transparent variant. */
|
|
460
|
+
export const water_finalize_shader_ibl = ShaderDescriptor.from({ label: 'Water / coherent optics IBL',
|
|
461
|
+
resources: WATER_FINALIZE_RESOURCES_IBL, body: CodeChunk.from('', [finalize_body, chunk_water_gi_ibl]) });
|
|
462
|
+
/** The optics pass under Brick4. */
|
|
463
|
+
export const water_finalize_shader_brick4 = ShaderDescriptor.from({ label: 'Water / coherent optics Brick4',
|
|
464
|
+
resources: WATER_FINALIZE_RESOURCES_BRICK4, body: CodeChunk.from('', [finalize_body, chunk_water_gi_brick4]) });
|
|
369
465
|
export const WATER_RESOURCES = resources;
|
|
370
466
|
|
|
371
467
|
/** Nearest-interface selection writes only water-owned depth and optics, never opaque G-buffer. */
|
|
372
468
|
function water_pipeline(shader, targets, finalize) {
|
|
373
469
|
const code = shader.source;
|
|
470
|
+
const layout = shader.resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT);
|
|
471
|
+
// Tile reconstruction spends six storage slots. Lighting spends four in the fragment stage.
|
|
472
|
+
// Keep their visibility precise so the Brick4 variant fits the guaranteed stage budget.
|
|
473
|
+
const vertex_only = new Set(['water_tiles', 'water_tile_sums', 'tessellation', 'meshlet_metadata', 'meshlet_data', 'wave_state', 'wave_grid']);
|
|
474
|
+
shader.resources.groups.forEach((group, gi) => group.resources.forEach((resource, ri) => {
|
|
475
|
+
layout.bindGroupLayouts[gi].entries[ri].visibility = vertex_only.has(resource.name) ? GPUShaderStage.VERTEX
|
|
476
|
+
: resource.name === 'camera' || resource.name === 'scene_database' ? GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT
|
|
477
|
+
: GPUShaderStage.FRAGMENT;
|
|
478
|
+
}));
|
|
374
479
|
return RenderPipelineDescriptor.from({
|
|
375
480
|
label: shader.label,
|
|
376
|
-
layout
|
|
481
|
+
layout,
|
|
377
482
|
vertex: { module: { code }, entryPoint: "vs_main" },
|
|
378
483
|
fragment: { module: { code }, entryPoint: "fs_main", targets: targets.map(format => ({ format })) },
|
|
379
484
|
depthStencil: DepthStencilState.from({ format: "depth32float", depthWriteEnabled: !finalize, depthCompare: finalize ? 'equal' : 'greater' }),
|
|
@@ -381,4 +486,5 @@ function water_pipeline(shader, targets, finalize) {
|
|
|
381
486
|
});
|
|
382
487
|
}
|
|
383
488
|
export function create_water_pipeline() { return water_pipeline(water_shader, ['rgba32float', 'rgba32float'], false); }
|
|
384
|
-
export function
|
|
489
|
+
export function create_water_finalize_pipeline_ibl() { return water_pipeline(water_finalize_shader_ibl, ['rgba32float', 'rgba16float', 'rgba16float'], true); }
|
|
490
|
+
export function create_water_finalize_pipeline_brick4() { return water_pipeline(water_finalize_shader_brick4, ['rgba32float', 'rgba16float', 'rgba16float'], true); }
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shader_water_avboit.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/shader_water_avboit.js"],"names":[],"mappings":";
|
|
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"}
|