@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
@@ -3,6 +3,7 @@ import { chunk_sample_volumetrics } from "../deferred/chunk_sample_volumetrics.j
3
3
  import { AVBOIT_OCCUPANCY_WORDS, AVBOIT_VOXEL_DOWNSCALE } from "../rasterize/native/avboit/AVBOIT_CONSTANTS.js";
4
4
  import { AVBOIT_WARP_STRUCT } from "../rasterize/native/avboit/AVBOIT_WARP_STRUCT.js";
5
5
  import { AVBOIT_DRAW_TARGETS } from "../rasterize/native/avboit/avboit_draw_fragment_body.js";
6
+ import { chunk_avboit_footprint_bias } from "../rasterize/native/avboit/chunk_avboit_footprint_bias.js";
6
7
  import { chunk_avboit_occupancy_mark } from "../rasterize/native/avboit/chunk_avboit_occupancy_mark.js";
7
8
  import { chunk_avboit_rgb_contribution } from "../rasterize/native/avboit/chunk_avboit_rgb_contribution.js";
8
9
  import { chunk_avboit_sample_transmittance } from "../rasterize/native/avboit/chunk_avboit_sample_transmittance.js";
@@ -10,8 +11,11 @@ import { chunk_avboit_splat_slice } from "../rasterize/native/avboit/chunk_avboi
10
11
  import { chunk_avboit_split_counts } from "../rasterize/native/avboit/chunk_avboit_split_counts.js";
11
12
  import { chunk_avboit_transmittance_to_extinction } from "../rasterize/native/avboit/chunk_avboit_transmittance_to_extinction.js";
12
13
  import { chunk_avboit_view_depth_to_physical } from "../rasterize/native/avboit/chunk_avboit_view_depth_to_physical.js";
14
+ import { chunk_avboit_view_depth_to_virtual } from "../rasterize/native/avboit/chunk_avboit_view_depth_to_virtual.js";
13
15
  import { AVBOIT_OCCUPANCY_SETTINGS_STRUCT } from "../rasterize/native/avboit/shader_avboit_occupancy.js";
14
16
  import { chunk_get_view_space_depth } from "../shader/chunk/depth/chunk_get_view_space_depth.js";
17
+ import { chunk_is_background } from "../shader/chunk/depth/chunk_is_background.js";
18
+ import { chunk_is_on_screen_i32 } from "../shader/chunk/texture/chunk_is_on_screen_i32.js";
15
19
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
16
20
  import { ComputeShader } from "../shader/ComputeShader.js";
17
21
  import { ImageShader } from "../shader/ImageShader.js";
@@ -121,18 +125,22 @@ struct WaterContribution {
121
125
  fn main(@builtin(position) coord: vec4f) -> WaterContribution {
122
126
  let pixel = vec2u(coord.xy);
123
127
  let d = textureLoad(interface_depth, pixel, 0).r;
124
- if (d <= 0.0) { discard; }
125
128
  let z = get_view_space_depth(d, camera);
129
+ // the water splats into the volume too, and a plane seen at an angle runs through depth across a
130
+ // voxel (avboit_footprint_bias). Taken before the discard, in uniform control flow; a dry pixel's
131
+ // virtual coordinate clamps, so the derivative at the shore stays finite and the cap holds it
132
+ let footprint = avboit_footprint_bias(&warp, fwidth(avboit_view_depth_to_virtual(&warp, z)));
133
+ if (d <= 0.0) { discard; }
126
134
  let uv = coord.xy / vec2f(textureDimensions(interface_depth, 0));
127
- let front = avboit_sample_transmittance(&warp, tIntegral, sLinear, uv, z);
135
+ let front = avboit_sample_transmittance(&warp, tIntegral, sLinear, uv, z, footprint);
128
136
  let t = textureLoad(transmission, pixel, 0).rgb;
129
137
  let w = textureLoad(radiance, pixel, 0).rgb;
130
138
  let fog = sample_volumetrics(z, uv, coord.xy);
131
139
  let c = avboit_rgb_contribution(w, t, front, fog);
132
140
  return WaterContribution(c.color, c.norm, c.extinction, c.emission);
133
141
  }
134
- `, [chunk_get_view_space_depth, chunk_avboit_sample_transmittance,
135
- chunk_avboit_rgb_contribution, chunk_sample_volumetrics]),
142
+ `, [chunk_get_view_space_depth, chunk_avboit_view_depth_to_virtual, chunk_avboit_footprint_bias,
143
+ chunk_avboit_sample_transmittance, chunk_avboit_rgb_contribution, chunk_sample_volumetrics]),
136
144
  }), targets: AVBOIT_DRAW_TARGETS,
137
145
  });
138
146
 
@@ -157,13 +165,13 @@ fn main(@builtin(position) coord: vec4f) -> @location(0) vec4f {
157
165
  let t = textureLoad(trace_metadata, pixel, 0);
158
166
  // Only actual geometry/sky boundaries seed the spatial fade. Trace budget
159
167
  // or numerical failures must not create moving 64-pixel holes around themselves.
160
- if (t.b <= 0.0 || textureLoad(scene_depth, pixel, 0).r == 0.0) { distance = 0.0; }
168
+ if (t.b <= 0.0 || is_background(textureLoad(scene_depth, pixel, 0).r)) { distance = 0.0; }
161
169
  }
162
170
  }
163
171
  }
164
172
  return vec4f(distance, 0.0, 0.0, 1.0);
165
173
  }
166
- `),
174
+ `, [chunk_is_background]),
167
175
  }), targets: [{ format: "r16float" }],
168
176
  });
169
177
 
@@ -180,14 +188,14 @@ fn main(@builtin(position) coord: vec4f) -> @location(0) vec4f {
180
188
  var distance = 16.0;
181
189
  for (var offset = -16; offset <= 16; offset++) {
182
190
  let sample = pixel + ${vertical ? "vec2i(0, offset)" : "vec2i(offset, 0)"};
183
- if (all(sample >= vec2i(0)) && all(sample < size)) {
191
+ if (is_on_screen_i32(sample, size)) {
184
192
  let d = textureLoad(distance_field, sample, 0).r;
185
193
  distance = min(distance, ${vertical ? "length(vec2f(d, f32(offset)))" : "d + abs(f32(offset))"});
186
194
  }
187
195
  }
188
196
  return vec4f(distance, 0.0, 0.0, 1.0);
189
197
  }
190
- `),
198
+ `, [chunk_is_on_screen_i32]),
191
199
  }), targets: [{ format: "r16float" }] });
192
200
  }
193
201
  export const shader_water_confidence_x = confidence_distance_shader(false);
@@ -246,7 +254,9 @@ fn main(@builtin(position) coord: vec4f) -> @location(0) vec4f {
246
254
  }
247
255
  case 8u, 9u: {
248
256
  let z = get_view_space_depth(textureLoad(interface_depth, pixel, 0).r, camera);
249
- let front = avboit_sample_transmittance(&warp, tIntegral, sLinear, uv, z);
257
+ // without the draw's footprint (a derivative this switch cannot take): where the water is
258
+ // seen at an angle this also shows it occluding itself, which the draw looks past
259
+ let front = avboit_sample_transmittance(&warp, tIntegral, sLinear, uv, z, 0.0);
250
260
  color = select(front, (1.0 - t.rgb) * front, inspection.mode == 9u);
251
261
  }
252
262
  default: {}
@@ -0,0 +1,25 @@
1
+ /**
2
+ * A shared wave atlas, indexed by occupied water_waves rows. Calm bodies allocate no grid.
3
+ * Each fixed step dispatches the whole atlas once; tessellated vertices sample it in local xz.
4
+ * The regular grid is a displacement field, never the rendered water footprint.
5
+ */
6
+ export class GPUWaterWaveSimulation {
7
+ onInputsConsumed: Signal;
8
+ resolution: number;
9
+ step: number;
10
+ max_steps_per_frame: number;
11
+ damping: number;
12
+ get time(): number;
13
+ get buffer(): any;
14
+ get grid_resolution(): number;
15
+ advance(dt: any): void;
16
+ dispose(): void;
17
+ record({ graph, device, scene }: {
18
+ graph: any;
19
+ device: any;
20
+ scene: any;
21
+ }): void;
22
+ #private;
23
+ }
24
+ import Signal from "../../../../core/events/signal/Signal.js";
25
+ //# sourceMappingURL=GPUWaterWaveSimulation.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GPUWaterWaveSimulation.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/GPUWaterWaveSimulation.js"],"names":[],"mappings":"AAKA;;;;GAIG;AACH;IACI,yBAAgC;IAChC,mBAAiB;IACjB,aAAe;IACf,4BAAwB;IACxB,gBAAe;IAYf,mBAAiC;IACjC,kBAAkD;IAClD,8BAAqE;IAErE,uBAIC;IAED,gBAMC;IAED;;;;aAiFC;;CACJ;mBA/HkB,0CAA0C"}
@@ -0,0 +1,128 @@
1
+ import Signal from "../../../../core/events/signal/Signal.js";
2
+ import { assert } from "../../../../core/assert.js";
3
+ import { WATER_WAVE_BATCH_STRUCT, shader_water_wave_batch, shader_water_wave_batch_finish } from "./shader_water_wave_batch.js";
4
+ import { shader_water_wave_bounds, shader_water_wave_domain } from "./shader_water_wave_domain.js";
5
+
6
+ /**
7
+ * A shared wave atlas, indexed by occupied water_waves rows. Calm bodies allocate no grid.
8
+ * Each fixed step dispatches the whole atlas once; tessellated vertices sample it in local xz.
9
+ * The regular grid is a displacement field, never the rendered water footprint.
10
+ */
11
+ export class GPUWaterWaveSimulation {
12
+ onInputsConsumed = new Signal();
13
+ resolution = 128;
14
+ step = 1 / 120;
15
+ max_steps_per_frame = 8;
16
+ damping = 0.08;
17
+ #device = null;
18
+ #scene = null;
19
+ #state = [];
20
+ #domain = null;
21
+ #capacity = 0;
22
+ #resolution = 0;
23
+ #parity = 0;
24
+ #pending = 0;
25
+ #time = 0;
26
+ #recorded = new WeakSet();
27
+ #write_pending = true;
28
+ get time() { return this.#time; }
29
+ get buffer() { return this.#state[this.#parity]; }
30
+ get grid_resolution() { return this.#resolution || this.resolution; }
31
+
32
+ advance(dt) {
33
+ assert.isFinite(dt, 'dt'); assert.greaterThanOrEqual(dt, 0, 'dt');
34
+ this.#pending += dt;
35
+ this.#write_pending = true;
36
+ }
37
+
38
+ dispose() {
39
+ for (const buffer of this.#state) { buffer.destroy(); }
40
+ this.#domain?.destroy(); this.#domain = null;
41
+ this.#state = []; this.#capacity = 0; this.#device = null; this.#scene = null;
42
+ this.#recorded = new WeakSet();
43
+ this.#write_pending = true;
44
+ }
45
+
46
+ record({ graph, device, scene }) {
47
+ if (this.#recorded.has(graph)) { return; }
48
+ if (device !== this.#device || scene !== this.#scene) {
49
+ this.dispose(); this.#device = device; this.#scene = scene;
50
+ }
51
+ this.#recorded.add(graph);
52
+ if (!this.#write_pending) { return; }
53
+ this.#write_pending = false;
54
+ const table = scene.scene_database.get('water_waves');
55
+ const capacity = table.count === 0 ? 0 : table.element_capacity;
56
+ assert.isInteger(this.resolution, 'resolution'); assert.greaterThanOrEqual(this.resolution, 2, 'resolution');
57
+ assert.greaterThan(this.step, 0, 'step');
58
+ const resize = capacity > this.#capacity || (capacity === 0 && this.#capacity !== 0) || this.resolution !== this.#resolution;
59
+ const old = this.#state;
60
+ const old_domain = this.#domain;
61
+ if (resize || old.length === 0) {
62
+ const size = Math.max(4, capacity * this.resolution ** 2 * 4);
63
+ assert.lessThanOrEqual(size, device.limits.maxStorageBufferBindingSize, 'Water wave atlas exceeds device storage limit; lower waves.resolution');
64
+ this.#state = [0, 1].map(i => device.createBuffer({ label: `Water / wave state ${i}`, size,
65
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST }));
66
+ this.#domain = device.createBuffer({ label: 'Water / authored footprint', size,
67
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST });
68
+ this.#capacity = capacity;
69
+ }
70
+ const same_resolution = this.#resolution === this.resolution;
71
+ this.#resolution = this.resolution;
72
+ const steps = Math.min(Math.floor(this.#pending / this.step + 1e-6), this.max_steps_per_frame);
73
+ this.#pending = Math.max(0, Math.min(this.#pending - steps * this.step, this.step));
74
+ const start = this.#parity, time = this.#time, state = this.#state, domain = this.#domain;
75
+ this.#parity = (start + steps) % 2;
76
+ this.#time += steps * this.step;
77
+ const n = this.#resolution, dt = this.step, damping = this.damping;
78
+ const pass = graph.add('Water / batched surface update', {}, (_d, _r, { encoder }) => {
79
+ if (state !== old) {
80
+ if (same_resolution && old.length !== 0) {
81
+ for (let i = 0; i < 2; i++) { encoder.copyBufferToBuffer(old[i], 0, state[i], 0, Math.min(old[i].size, state[i].size)); }
82
+ encoder.copyBufferToBuffer(old_domain, 0, domain, 0, Math.min(old_domain.size, domain.size));
83
+ }
84
+ encoder.done.then(() => { for (const buffer of old) { buffer.destroy(); } old_domain?.destroy(); });
85
+ }
86
+ if (capacity === 0) { return; }
87
+ const groups = Math.ceil(capacity * n * n / 128);
88
+ shader_water_wave_domain.dispatch({ encoder, bindings: {
89
+ batch: encoder.allocateTransientValueBuffer(WATER_WAVE_BATCH_STRUCT,
90
+ { resolution: n, capacity, apply_impulses: same_resolution ? 0 : 1 }),
91
+ scene_database: scene.scene_database_buffer, domain,
92
+ geometries: scene.geometries.buffer_metadata,
93
+ blas_lookup: scene.geometries.blas.buffer_metadata, blas_data: scene.geometries.blas.buffer_data,
94
+ meshlet_metadata: scene.geometries.meshlets.buffer_metadata, meshlet_data: scene.geometries.meshlets.buffer_data,
95
+ }, group_count_x: Math.min(groups, 65535), group_count_y: Math.ceil(groups / 65535) });
96
+ const dispatch = (parity, step_dt, step_time, apply_impulses) => {
97
+ shader_water_wave_batch.dispatch({ encoder, bindings: {
98
+ batch: encoder.allocateTransientValueBuffer(WATER_WAVE_BATCH_STRUCT,
99
+ { resolution: n, capacity, dt: step_dt, time: step_time, damping, apply_impulses }),
100
+ scene_database: scene.scene_database_buffer, domain, state_current: state[parity], state_previous: state[1 - parity],
101
+ }, group_count_x: Math.min(groups, 65535), group_count_y: Math.ceil(groups / 65535) });
102
+ };
103
+ // Clear both histories of new/reused slots before advancing, then release the reset flag.
104
+ dispatch(0, 0, time, 0); dispatch(1, 0, time, 0);
105
+ const finish = apply_impulses => {
106
+ const groups = table.dispatch_group_count(64);
107
+ shader_water_wave_batch_finish.dispatch({ encoder, bindings: { scene_database: scene.scene_database_buffer,
108
+ batch: encoder.allocateTransientValueBuffer(WATER_WAVE_BATCH_STRUCT,
109
+ { resolution: n, capacity, dt, time, damping, apply_impulses }) },
110
+ group_count_x: Math.min(groups, 65535), group_count_y: Math.ceil(groups / 65535) });
111
+ };
112
+ finish(0);
113
+ for (let i = 0; i < steps; i++) { dispatch((start + i) % 2, dt, time + i * dt, i === 0 ? 1 : 0); }
114
+ if (steps > 0) {
115
+ finish(1);
116
+ // Submit is the ownership boundary for staged CPU inputs. Use the encoder's
117
+ // existing synchronous signal so a later scene/update cannot be cleared by
118
+ // an old promise callback.
119
+ encoder.onFinished.addOne(() => this.onInputsConsumed.dispatch(scene));
120
+ }
121
+ shader_water_wave_bounds.dispatch({ encoder, bindings: {
122
+ batch: encoder.allocateTransientValueBuffer(WATER_WAVE_BATCH_STRUCT, { resolution: n, capacity }),
123
+ scene_database: scene.scene_database_buffer, state: state[(start + steps) % 2],
124
+ }, group_count_x: Math.min(capacity, 65535), group_count_y: Math.ceil(capacity / 65535) });
125
+ });
126
+ pass.make_side_effect();
127
+ }
128
+ }
@@ -0,0 +1,6 @@
1
+ /** Most impulses one body applies in one step. */
2
+ export const WATER_WAVE_IMPULSE_LIMIT: 16;
3
+ /** Persistent inputs; the shared dispatch owns timestep and grid resolution. */
4
+ export const WATER_WAVE_RECORD_STRUCT: WebGPUStruct;
5
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
6
+ //# sourceMappingURL=WATER_WAVE_RECORD_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"WATER_WAVE_RECORD_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.js"],"names":[],"mappings":"AAIA,kDAAkD;AAClD,0CAA2C;AAE3C,gFAAgF;AAChF,oDAcsB;6BApBO,mCAAmC"}
@@ -0,0 +1,23 @@
1
+ import { f32, u32, vec2f, vec4f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
+
5
+ /** Most impulses one body applies in one step. */
6
+ export const WATER_WAVE_IMPULSE_LIMIT = 16;
7
+
8
+ /** Persistent inputs; the shared dispatch owns timestep and grid resolution. */
9
+ export const WATER_WAVE_RECORD_STRUCT = WebGPUStruct.from({
10
+ /** Local xz bounds; these describe the displacement field, not the water outline. */
11
+ extent: vec4f,
12
+ /** Local wind direction, world acceleration and drift speed. */
13
+ forcing: vec4f,
14
+ /** Local xz centre, world radius and velocity kick. */
15
+ impulses: WebGPUArray.from(vec4f, WATER_WAVE_IMPULSE_LIMIT),
16
+ node: u32,
17
+ unresolved_variance: f32,
18
+ impulse_count: u32,
19
+ first_write: u32,
20
+ geometry: u32,
21
+ /** GPU-owned signed local-y displacement bounds, reduced after simulation. */
22
+ displacement_bounds: vec2f,
23
+ }, "WaterWaveRecord");
@@ -0,0 +1,9 @@
1
+ export const WATER_TILE_CELLS: 16;
2
+ export const WATER_TILE_VERTEX_COUNT: number;
3
+ export const WATER_TILE_STRUCT: WebGPUStruct;
4
+ export const WATER_TESSELLATION_STRUCT: WebGPUStruct;
5
+ /** Clip in barycentric space: every generated point remains on the authored triangle. */
6
+ export const chunk_water_tessellation: CodeChunk;
7
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
8
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
+ //# sourceMappingURL=chunk_water_tessellation.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_tessellation.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/chunk_water_tessellation.js"],"names":[],"mappings":"AAKA,kCAAmC;AAEnC,6CAAkE;AAClE,6CAEuB;AACvB,qDAE+B;AAE/B,yFAAyF;AACzF,iDA+H8B;6BA9ID,mCAAmC;0BADtC,oCAAoC"}
@@ -0,0 +1,144 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
3
+ import { f32, u32, vec2i, vec2u, vec2f, mat4x4f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
4
+ import { chunk_barycentric_solve } from "../../shader/chunk/geometry/triangle/chunk_barycentric_solve.js";
5
+
6
+ export const WATER_TILE_CELLS = 16;
7
+ // A triangle clipped by five planes has at most eight corners, hence six fan triangles.
8
+ export const WATER_TILE_VERTEX_COUNT = WATER_TILE_CELLS ** 2 * 18;
9
+ export const WATER_TILE_STRUCT = WebGPUStruct.from({
10
+ meshlet: u32, triangle: u32, body: u32, anchor: f32, origin: vec2i, size: vec2u, pixels: f32,
11
+ }, 'WaterTile').pack();
12
+ export const WATER_TESSELLATION_STRUCT = WebGPUStruct.from({
13
+ resolution: vec2f, pixels: f32, view_projection_matrix: mat4x4f,
14
+ }, 'WaterTessellation').pack();
15
+
16
+ /** Clip in barycentric space: every generated point remains on the authored triangle. */
17
+ export const chunk_water_tessellation = CodeChunk.from(/* language=WGSL */ `
18
+ fn water_reference_position(position: vec3f, height: f32, simulated: bool) -> vec3f {
19
+ return vec3f(position.x, select(position.y, height, simulated), position.z);
20
+ }
21
+ // Bits identify the boundaries meeting at each corner: the three authored edges,
22
+ // followed by the near plane and four cell edges. Retaining them lets reconstruction
23
+ // evaluate an intersection directly, independent of the polygon clipping history.
24
+ struct WaterPolygon { points: array<vec3f, 8>, boundaries: array<u32, 8>, count: u32 }
25
+ fn water_triangle_polygon() -> WaterPolygon {
26
+ var p: WaterPolygon;
27
+ p.points[0] = vec3f(1,0,0); p.points[1] = vec3f(0,1,0); p.points[2] = vec3f(0,0,1); p.count = 3u;
28
+ p.boundaries[0] = 6u; p.boundaries[1] = 5u; p.boundaries[2] = 3u;
29
+ return p;
30
+ }
31
+ fn water_clip_polygon(p: WaterPolygon, distances: vec3f, boundary: u32) -> WaterPolygon {
32
+ var out: WaterPolygon;
33
+ if (p.count == 0u) { return out; }
34
+ var previous = p.points[p.count - 1u];
35
+ var d_previous = dot(previous, distances);
36
+ for (var i = 0u; i < p.count; i++) {
37
+ let current = p.points[i]; let d = dot(current, distances);
38
+ if ((d >= 0.0) != (d_previous >= 0.0)) {
39
+ let previous_index = select(i - 1u, p.count - 1u, i == 0u);
40
+ out.boundaries[out.count] = (p.boundaries[previous_index] & p.boundaries[i]) | boundary;
41
+ out.points[out.count] = mix(previous, current, d_previous / (d_previous - d)); out.count++;
42
+ }
43
+ if (d >= 0.0) { out.boundaries[out.count] = p.boundaries[i]; out.points[out.count] = current; out.count++; }
44
+ previous = current; d_previous = d;
45
+ }
46
+ return out;
47
+ }
48
+ fn water_plane_distances(a: vec4f, b: vec4f, c: vec4f, plane: vec4f) -> vec3f {
49
+ return vec3f(dot(a, plane), dot(b, plane), dot(c, plane));
50
+ }
51
+ fn water_point_weights(a: vec4f, b: vec4f, c: vec4f, point: vec2f) -> vec3f {
52
+ let w = vec3f(a.w,b.w,c.w);
53
+ return barycentric_solve(vec3f(a.x,b.x,c.x) - point.x * w, vec3f(a.y,b.y,c.y) - point.y * w);
54
+ }
55
+ fn water_authored_edges(weights: vec3f) -> u32 {
56
+ return select(0u,1u,weights.x == 0.0) | select(0u,2u,weights.y == 0.0) | select(0u,4u,weights.z == 0.0);
57
+ }
58
+ fn water_boundary_plane(boundary: u32, lo: vec2f, hi: vec2f) -> vec4f {
59
+ if ((boundary & 8u) != 0u) { return vec4f(0,0,-1,1); }
60
+ if ((boundary & 16u) != 0u) { return vec4f(1,0,0,-lo.x); }
61
+ if ((boundary & 32u) != 0u) { return vec4f(-1,0,0,hi.x); }
62
+ if ((boundary & 64u) != 0u) { return vec4f(0,1,0,-lo.y); }
63
+ return vec4f(0,-1,0,hi.y);
64
+ }
65
+ fn water_corner_weights(a: vec4f, b: vec4f, c: vec4f, boundaries: u32, lo: vec2f, hi: vec2f) -> vec3f {
66
+ if ((boundaries & 15u) == 0u) {
67
+ return water_point_weights(a,b,c,vec2f(select(lo.x,hi.x,(boundaries & 32u) != 0u),
68
+ select(lo.y,hi.y,(boundaries & 128u) != 0u)));
69
+ }
70
+ var distances: array<vec3f, 2>;
71
+ var count = 0u;
72
+ for (var bit = 0u; bit < 8u; bit++) {
73
+ if ((boundaries & (1u << bit)) == 0u) { continue; }
74
+ if (bit < 3u) { distances[count][bit] = 1.0; }
75
+ else { distances[count] = water_plane_distances(a,b,c,water_boundary_plane(1u << bit,lo,hi)); }
76
+ count++;
77
+ if (count == 2u) { break; }
78
+ }
79
+ return barycentric_solve(distances[0], distances[1]);
80
+ }
81
+ fn water_corner_position(a: vec3f, b: vec3f, c: vec3f, ca: vec4f, cb: vec4f, cc: vec4f,
82
+ weights: vec3f, boundaries: u32, lo: vec2f, hi: vec2f) -> vec3f {
83
+ let edges = boundaries & 7u;
84
+ if (edges == 6u) { return a; }
85
+ if (edges == 5u) { return b; }
86
+ if (edges == 3u) { return c; }
87
+ if (edges != 0u) {
88
+ var p = a; var q = b; var cp = ca; var cq = cb;
89
+ if (edges == 1u) { p = b; q = c; cp = cb; cq = cc; }
90
+ if (edges == 2u) { q = c; cq = cc; }
91
+ // Adjacent authored triangles traverse their common edge in opposite orders.
92
+ // Canonical endpoints and the original clipping plane give identical f32 positions.
93
+ if (p.x > q.x || (p.x == q.x && (p.y > q.y || (p.y == q.y && p.z > q.z)))) {
94
+ let tmp = p; p = q; q = tmp; let tc = cp; cp = cq; cq = tc;
95
+ }
96
+ // A cell corner may also lie on an authored edge coincident with a cell plane.
97
+ // Use the intersecting plane, rather than dividing by that coincident plane's zero span.
98
+ var dp = 0.0; var dq = 0.0;
99
+ for (var bit = 3u; bit < 8u; bit++) {
100
+ if ((boundaries & (1u << bit)) == 0u) { continue; }
101
+ let plane = water_boundary_plane(1u << bit,lo,hi);
102
+ let p_distance = dot(cp,plane); let q_distance = dot(cq,plane);
103
+ if (abs(p_distance - q_distance) > abs(dp - dq)) { dp = p_distance; dq = q_distance; }
104
+ }
105
+ return mix(p,q,dp / (dp - dq));
106
+ }
107
+ return a * weights.x + b * weights.y + c * weights.z;
108
+ }
109
+ fn water_cell_polygon(a: vec4f, b: vec4f, c: vec4f, lo: vec2f, hi: vec2f) -> WaterPolygon {
110
+ // Interior cells are ordinary quads. Reuse the rasterizer's homogeneous barycentric solve
111
+ // and reserve polygon clipping for the authored boundary and near-plane intersections.
112
+ if (a.w > 0.0 && b.w > 0.0 && c.w > 0.0 && a.w >= a.z && b.w >= b.z && c.w >= c.z) {
113
+ let p0 = water_point_weights(a,b,c,lo);
114
+ let p1 = water_point_weights(a,b,c,vec2f(hi.x,lo.y));
115
+ let p2 = water_point_weights(a,b,c,hi);
116
+ let p3 = water_point_weights(a,b,c,vec2f(lo.x,hi.y));
117
+ let minimum = min(min(p0,p1),min(p2,p3));
118
+ if (all(minimum >= vec3f(0))) {
119
+ var quad: WaterPolygon;
120
+ quad.points[0] = p0; quad.points[1] = p1; quad.points[2] = p2; quad.points[3] = p3;
121
+ quad.boundaries[0] = 80u | water_authored_edges(p0); quad.boundaries[1] = 96u | water_authored_edges(p1);
122
+ quad.boundaries[2] = 160u | water_authored_edges(p2); quad.boundaries[3] = 144u | water_authored_edges(p3);
123
+ // Preserve the source triangle's winding, just as the clipped path does.
124
+ // The rasterizer must identify the same side on interior and boundary cells.
125
+ if (dot(cross(a.xyw,b.xyw),c.xyw) < 0.0) {
126
+ quad.points[1] = p3; quad.points[3] = p1;
127
+ let boundary = quad.boundaries[1]; quad.boundaries[1] = quad.boundaries[3]; quad.boundaries[3] = boundary;
128
+ }
129
+ quad.count = 4u; return quad;
130
+ }
131
+ }
132
+ var p = water_triangle_polygon();
133
+ p = water_clip_polygon(p, water_plane_distances(a,b,c,vec4f(0,0,-1,1)), 8u);
134
+ p = water_clip_polygon(p, water_plane_distances(a,b,c,vec4f(1,0,0,-lo.x)), 16u);
135
+ p = water_clip_polygon(p, water_plane_distances(a,b,c,vec4f(-1,0,0,hi.x)), 32u);
136
+ p = water_clip_polygon(p, water_plane_distances(a,b,c,vec4f(0,1,0,-lo.y)), 64u);
137
+ p = water_clip_polygon(p, water_plane_distances(a,b,c,vec4f(0,-1,0,hi.y)), 128u);
138
+ for (var i = 0u; i < p.count; i++) {
139
+ p.points[i] = water_corner_weights(a,b,c,p.boundaries[i],lo,hi);
140
+ p.boundaries[i] |= water_authored_edges(p.points[i]);
141
+ }
142
+ return p;
143
+ }
144
+ `, [chunk_barycentric_solve]);
@@ -0,0 +1,13 @@
1
+ /**
2
+ * The primitive surface producer's physics, as pure functions so each is testable alone.
3
+ *
4
+ * A damped linear wave equation on a height field, `h_tt = c² ∇²h − γ h_t + f`, stepped by
5
+ * leapfrog. The celerity is the shallow-water one, `c = √(g·d)`. The batched producer uses a
6
+ * one-metre reference depth because an authored surface supplies no bathymetry. This primitive
7
+ * model describes long waves; deep-water wind waves have wavelength-dependent speed.
8
+ *
9
+ * @type {CodeChunk}
10
+ */
11
+ export const chunk_water_wave: CodeChunk;
12
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
13
+ //# sourceMappingURL=chunk_water_wave.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_wave.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/chunk_water_wave.js"],"names":[],"mappings":"AAEA;;;;;;;;;GASG;AACH,+BAFU,SAAS,CA6BhB;0BAvCuB,oCAAoC"}
@@ -0,0 +1,40 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * The primitive surface producer's physics, as pure functions so each is testable alone.
5
+ *
6
+ * A damped linear wave equation on a height field, `h_tt = c² ∇²h − γ h_t + f`, stepped by
7
+ * leapfrog. The celerity is the shallow-water one, `c = √(g·d)`. The batched producer uses a
8
+ * one-metre reference depth because an authored surface supplies no bathymetry. This primitive
9
+ * model describes long waves; deep-water wind waves have wavelength-dependent speed.
10
+ *
11
+ * @type {CodeChunk}
12
+ */
13
+ export const chunk_water_wave = CodeChunk.from(/* language=WGSL */ `
14
+ const WATER_WAVE_GRAVITY: f32 = 9.81;
15
+
16
+ // Squared celerity of a long wave over water depth metres deep, capped so an explicit step of the
17
+ // size the producer takes stays stable (2-D CFL: c·dt/dx ≤ 1/√2).
18
+ fn water_wave_celerity2(depth: f32, celerity_limit: f32) -> f32 {
19
+ return min(WATER_WAVE_GRAVITY * max(depth, 0.0), celerity_limit * celerity_limit);
20
+ }
21
+
22
+ // One leapfrog step of h_tt = c² ∇²h − γ h_t + f: the next height from the current one, the
23
+ // previous one, the current height's Laplacian, c², the damping rate γ (1/s), the forcing f (m/s²)
24
+ // and the step dt (s).
25
+ fn water_wave_step(h: f32, h_previous: f32, laplacian: f32, celerity2: f32, damping: f32,
26
+ force: f32, dt: f32) -> f32 {
27
+ return h + (h - h_previous) * max(1.0 - damping * dt, 0.0) + dt * dt * (celerity2 * laplacian + force);
28
+ }
29
+
30
+ // Extra damping in a band along the grid's border, rising quadratically to strength at the edge,
31
+ // so waves leave the domain instead of reflecting off the end of the grid.
32
+ fn water_wave_sponge(cell: vec2<u32>, resolution: u32, width: f32, strength: f32) -> f32 {
33
+ let last = f32(resolution - 1u);
34
+ let p = vec2<f32>(cell);
35
+ let edge = min(min(p.x, p.y), min(last - p.x, last - p.y));
36
+ let s = clamp(1.0 - edge / max(width, 1.0), 0.0, 1.0);
37
+ return strength * s * s;
38
+ }
39
+
40
+ `);
@@ -0,0 +1,14 @@
1
+ /** Storage grows with source primitives; patch instances are expanded by the vertex shader. */
2
+ export function graph_water_tessellation({ graph, scene, camera, meshlets, meshlet_capacity, tessellation }: {
3
+ graph: any;
4
+ scene: any;
5
+ camera: any;
6
+ meshlets: any;
7
+ meshlet_capacity: any;
8
+ tessellation: any;
9
+ }): {
10
+ tiles: any;
11
+ sums: number;
12
+ count: any;
13
+ };
14
+ //# sourceMappingURL=graph_water_tessellation.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"graph_water_tessellation.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/graph_water_tessellation.js"],"names":[],"mappings":"AAQA,+FAA+F;AAC/F;;;;;;;;;;;EAwBC"}
@@ -0,0 +1,34 @@
1
+ import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
2
+ import { GEOMETRY_MESHLET_TRIANGLE_LIMIT } from "../../geometry/meshlet/GEOMETRY_MESHLET_TRIANGLE_LIMIT.js";
3
+ import { graph_prefix_scan_csdldf } from "../../gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdldf.js";
4
+ import { graph_compute_pass } from "../../shader/graph/compute/graph_compute_pass.js";
5
+ import { shader_increment_count_by_prefix_sum } from "../../rasterize/expand/mesh/shader_increment_count_by_prefix_sum.js";
6
+ import { WATER_TILE_STRUCT, WATER_TESSELLATION_STRUCT } from "./chunk_water_tessellation.js";
7
+ import { shader_water_tiles } from "./shader_water_tiles.js";
8
+
9
+ /** Storage grows with source primitives; patch instances are expanded by the vertex shader. */
10
+ export function graph_water_tessellation({ graph, scene, camera, meshlets, meshlet_capacity, tessellation }) {
11
+ const capacity = meshlet_capacity * GEOMETRY_MESHLET_TRIANGLE_LIMIT;
12
+ const data = {};
13
+ const pass = graph.add('Water / classify view tiles', data, (d, resources, { encoder }) => {
14
+ const groups = Math.ceil(capacity / 128);
15
+ shader_water_tiles.dispatch({ encoder, bindings: {
16
+ capacity, camera: resources.get(d.camera), water_meshlets: resources.get(d.meshlets),
17
+ tessellation: encoder.allocateTransientValueBuffer(WATER_TESSELLATION_STRUCT, tessellation),
18
+ scene_database: scene.scene_database_buffer,
19
+ geometries: scene.geometries.buffer_metadata,
20
+ meshlet_metadata: scene.geometries.meshlets.buffer_metadata, meshlet_data: scene.geometries.meshlets.buffer_data,
21
+ counts: resources.get(d.counts), tiles: resources.get(d.tiles),
22
+ }, group_count_x: Math.min(groups, 65535), group_count_y: Math.ceil(groups / 65535) });
23
+ });
24
+ data.camera = pass.read(camera); data.meshlets = pass.read(meshlets);
25
+ data.tiles = pass.create('Water triangle tiles', BufferResourceDescriptor.from(capacity * WATER_TILE_STRUCT.size, GPUBufferUsage.STORAGE));
26
+ const bytes = 16 + capacity * 4;
27
+ data.counts = pass.create('Water tile counts', BufferResourceDescriptor.from(bytes, GPUBufferUsage.STORAGE, 0, bytes));
28
+ const sums = graph_prefix_scan_csdldf({ graph, data: data.counts, element_max_count: capacity });
29
+ const clear = graph.add('Water / patch count', {}, () => {});
30
+ const count = clear.create('Water patches', BufferResourceDescriptor.from(16, GPUBufferUsage.STORAGE, 0, 16));
31
+ const { output } = graph_compute_pass({ graph, shader: shader_increment_count_by_prefix_sum,
32
+ bindings: { prefix_sums: sums, output: count } });
33
+ return { tiles: data.tiles, sums, count: output };
34
+ }
@@ -0,0 +1,4 @@
1
+ /** Keep triangle identity, including hidden bodies. Only displaced raster depth selects ownership. */
2
+ export const shader_water_tiles: ComputeShader;
3
+ import { ComputeShader } from "../../shader/ComputeShader.js";
4
+ //# sourceMappingURL=shader_water_tiles.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_water_tiles.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/shader_water_tiles.js"],"names":[],"mappings":"AA4BA,sGAAsG;AACtG,+CA6FmG;8BApHrE,+BAA+B"}