@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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import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
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14
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+
import { chunk_read_meshlet_vertex_by_draw_index } from "../../shader/chunk/geometry/meshlet/chunk_read_meshlet_vertex_by_draw_index.js";
|
|
15
|
+
import { WATER_BODIES_TABLE, WATER_WAVES_TABLE } from "../medium/chunk_water_bodies.js";
|
|
16
|
+
import { chunk_water_tessellation, WATER_TILE_CELLS, WATER_TILE_STRUCT, WATER_TESSELLATION_STRUCT } from "./chunk_water_tessellation.js";
|
|
17
|
+
|
|
18
|
+
const resources = new ShaderResourceSetDescriptor();
|
|
19
|
+
resources.setImmediate('capacity', u32);
|
|
20
|
+
resources.createGroup().addUniform('camera', CAMERA_UNIFORM_STRUCT).addUniform('tessellation', WATER_TESSELLATION_STRUCT)
|
|
21
|
+
.addStorageBuffer('scene_database', WebGPUArray.u32)
|
|
22
|
+
.addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
|
|
23
|
+
.addStorageBuffer('water_meshlets', MESHLET_COLLECTION_STRUCT)
|
|
24
|
+
.addStorageBuffer('meshlet_metadata', WebGPUArray.from(MESHLET_METADATA_STRUCT))
|
|
25
|
+
.addStorageBuffer('meshlet_data', WebGPUArray.from(f32))
|
|
26
|
+
.addStorageBuffer('tiles', WebGPUArray.from(WATER_TILE_STRUCT), true)
|
|
27
|
+
.addStorageBuffer('counts', COLLECTION_U32_STRUCT_READ, true);
|
|
28
|
+
|
|
29
|
+
/** Keep triangle identity, including hidden bodies. Only displaced raster depth selects ownership. */
|
|
30
|
+
export const shader_water_tiles = ComputeShader.from({ label: 'Water / classify view tiles', resources,
|
|
31
|
+
body: CodeChunk.from(/* language=WGSL */ `
|
|
32
|
+
@compute @workgroup_size(128)
|
|
33
|
+
fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
|
|
34
|
+
let i = folded_workgroup_index(group) * 128u + lane;
|
|
35
|
+
if (i == 0u) { counts.count = capacity; }
|
|
36
|
+
if (i >= capacity) { return; }
|
|
37
|
+
counts.elements[i] = 0u;
|
|
38
|
+
let meshlet_slot = i / ${GEOMETRY_MESHLET_TRIANGLE_LIMIT}u;
|
|
39
|
+
if (meshlet_slot >= water_meshlets.count) { return; }
|
|
40
|
+
let definition = water_meshlets.elements[meshlet_slot];
|
|
41
|
+
let triangle = i % ${GEOMETRY_MESHLET_TRIANGLE_LIMIT}u;
|
|
42
|
+
let header = meshlet_metadata[definition.index];
|
|
43
|
+
if (triangle >= header.primitive_count) { return; }
|
|
44
|
+
let body = ${WATER_BODIES_TABLE.marshalling_method_read}(&scene_database, definition.mesh);
|
|
45
|
+
let node = scene_read_node(&scene_database, body.node);
|
|
46
|
+
let simulated = body.wave != ~0u;
|
|
47
|
+
var bounds = vec2f(0);
|
|
48
|
+
if (simulated) { bounds = ${WATER_WAVES_TABLE.marshalling_method_read}(&scene_database, body.wave).displacement_bounds; }
|
|
49
|
+
// Increasing near-plane distance is farther from the camera. Use the far endpoint;
|
|
50
|
+
// clipping it at the near plane cannot discard a point displaced into the visible frustum.
|
|
51
|
+
let direction = tessellation.view_projection_matrix * node.global[1];
|
|
52
|
+
let farther = direction.w - direction.z >= 0.0;
|
|
53
|
+
var anchor = 0.0;
|
|
54
|
+
var pixels = tessellation.pixels;
|
|
55
|
+
if (simulated) {
|
|
56
|
+
let box = geometries[body.geometry].bounding_box;
|
|
57
|
+
// A shared local-xz reference keeps adjacent triangles' generated edge vertices
|
|
58
|
+
// identical, including sloped rest geometry. Only reconstruction flattens height;
|
|
59
|
+
// rendered vertices still interpolate all three authored position coordinates.
|
|
60
|
+
anchor = select(box[1] + bounds.x, box[4] + bounds.y, farther);
|
|
61
|
+
let x = tessellation.view_projection_matrix * node.global[0];
|
|
62
|
+
let z = tessellation.view_projection_matrix * node.global[2];
|
|
63
|
+
let origin = tessellation.view_projection_matrix * node.global[3];
|
|
64
|
+
let plane = cross(x.xyw, z.xyw);
|
|
65
|
+
let reference = origin + direction * anchor;
|
|
66
|
+
let span = box[4] - box[1] + bounds.y - bounds.x;
|
|
67
|
+
if (span > 0.0 && abs(dot(plane, reference.xyw)) <= 1e-5 * length(plane) * max(length(reference.xyw), 1.0)
|
|
68
|
+
&& abs(dot(plane, direction.xyw)) > 1e-20) {
|
|
69
|
+
anchor += select(-span, span, farther);
|
|
70
|
+
}
|
|
71
|
+
var minimum_w = 1e30;
|
|
72
|
+
for (var corner = 0u; corner < 4u; corner++) {
|
|
73
|
+
let p = vec3f(select(box[0], box[3], (corner & 1u) != 0u), anchor, select(box[2], box[5], (corner & 2u) != 0u));
|
|
74
|
+
minimum_w = min(minimum_w, (tessellation.view_projection_matrix * (node.global * vec4f(p, 1))).w);
|
|
75
|
+
}
|
|
76
|
+
let low = box[1] + bounds.x - anchor;
|
|
77
|
+
let high = box[4] + bounds.y - anchor;
|
|
78
|
+
let slopes = vec4f(direction.w + direction.x, direction.w - direction.x, direction.w + direction.y, direction.w - direction.y);
|
|
79
|
+
let allowance = max(vec4f(0), max(slopes * low, slopes * high));
|
|
80
|
+
// After swept side-plane clipping, the reference's NDC span is at most
|
|
81
|
+
// 2 + (left + right allowance)/minimum_w. Use this body-wide bound so a
|
|
82
|
+
// near-plane envelope cannot amplify patches or split shared edge grids.
|
|
83
|
+
let amplification = 1.0 + max(allowance.x + allowance.y, allowance.z + allowance.w)
|
|
84
|
+
/ (2.0 * max(camera.clip_near_far.x, minimum_w));
|
|
85
|
+
pixels *= amplification;
|
|
86
|
+
}
|
|
87
|
+
let pa = read_meshlet_vertex_by_draw_index(header, triangle * 3u).position;
|
|
88
|
+
let pb = read_meshlet_vertex_by_draw_index(header, triangle * 3u + 1u).position;
|
|
89
|
+
let pc = read_meshlet_vertex_by_draw_index(header, triangle * 3u + 2u).position;
|
|
90
|
+
let a = tessellation.view_projection_matrix * (node.global * vec4f(water_reference_position(pa, anchor, simulated), 1));
|
|
91
|
+
let b = tessellation.view_projection_matrix * (node.global * vec4f(water_reference_position(pb, anchor, simulated), 1));
|
|
92
|
+
let c = tessellation.view_projection_matrix * (node.global * vec4f(water_reference_position(pc, anchor, simulated), 1));
|
|
93
|
+
let heights = select(vec3f(0), vec3f(pa.y, pb.y, pc.y) - vec3f(anchor), simulated);
|
|
94
|
+
var p = water_clip_polygon(water_triangle_polygon(), water_plane_distances(a,b,c,vec4f(0,0,-1,1)), 0u);
|
|
95
|
+
// The reference is unjittered, but raster samples may move into the viewport by
|
|
96
|
+
// a pixel. Retain that fixed border without letting jitter change the tile grid.
|
|
97
|
+
let border = vec2f(1.0) + vec2f(2.0) / tessellation.resolution;
|
|
98
|
+
let planes = array<vec4f,4>(vec4f(1,0,0,border.x),vec4f(-1,0,0,border.x),vec4f(0,1,0,border.y),vec4f(0,-1,0,border.y));
|
|
99
|
+
for (var plane = 0u; plane < 4u; plane++) {
|
|
100
|
+
let sweep = dot(direction, planes[plane]);
|
|
101
|
+
let allowance = max((heights + vec3f(bounds.x)) * sweep, (heights + vec3f(bounds.y)) * sweep);
|
|
102
|
+
p = water_clip_polygon(p, water_plane_distances(a,b,c,planes[plane]) + allowance, 0u);
|
|
103
|
+
}
|
|
104
|
+
if (p.count < 3u) { return; }
|
|
105
|
+
var lo = vec2f(1e30); var hi = vec2f(-1e30);
|
|
106
|
+
for (var corner = 0u; corner < p.count; corner++) {
|
|
107
|
+
let q = a * p.points[corner].x + b * p.points[corner].y + c * p.points[corner].z;
|
|
108
|
+
let pixel = (q.xy / q.w * vec2f(0.5,-0.5) + vec2f(0.5)) * tessellation.resolution;
|
|
109
|
+
lo = min(lo, pixel); hi = max(hi, pixel);
|
|
110
|
+
}
|
|
111
|
+
let tile_pixels = pixels * ${WATER_TILE_CELLS}.0;
|
|
112
|
+
let origin = vec2i(floor(lo / tile_pixels));
|
|
113
|
+
let end = vec2i(ceil(hi / tile_pixels));
|
|
114
|
+
let size = vec2u(max(end - origin, vec2i(0)));
|
|
115
|
+
if (any(size == vec2u(0))) { return; }
|
|
116
|
+
var tile: WaterTile;
|
|
117
|
+
tile.meshlet = definition.index; tile.triangle = triangle; tile.body = definition.mesh;
|
|
118
|
+
tile.anchor = anchor; tile.origin = origin; tile.size = size; tile.pixels = pixels;
|
|
119
|
+
tiles[i] = tile;
|
|
120
|
+
counts.elements[i] = size.x * size.y;
|
|
121
|
+
}
|
|
122
|
+
`, [chunk_water_tessellation, chunk_read_meshlet_vertex_by_draw_index, chunk_scene_database_access,
|
|
123
|
+
WATER_BODIES_TABLE.chunk_read, WATER_WAVES_TABLE.chunk_read, chunk_folded_workgroup_index]) });
|
|
@@ -0,0 +1,6 @@
|
|
|
1
|
+
export const WATER_WAVE_BATCH_STRUCT: WebGPUStruct;
|
|
2
|
+
export const shader_water_wave_batch: ComputeShader;
|
|
3
|
+
export const shader_water_wave_batch_finish: ComputeShader;
|
|
4
|
+
import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
|
|
5
|
+
import { ComputeShader } from "../../shader/ComputeShader.js";
|
|
6
|
+
//# sourceMappingURL=shader_water_wave_batch.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"shader_water_wave_batch.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/shader_water_wave_batch.js"],"names":[],"mappings":"AAYA,mDAC+E;AAO/E,oDA8CwH;AAMxH,2DAY4F;6BA/E/D,mCAAmC;8BALlC,+BAA+B"}
|
|
@@ -0,0 +1,85 @@
|
|
|
1
|
+
import { ComputeShader } from "../../shader/ComputeShader.js";
|
|
2
|
+
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
3
|
+
import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
|
|
4
|
+
import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
|
|
5
|
+
import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
|
|
6
|
+
import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
|
|
7
|
+
import { WATER_WAVES_TABLE as table } from "../medium/chunk_water_bodies.js";
|
|
8
|
+
import { chunk_folded_workgroup_index } from "../../shader/chunk/grid/chunk_folded_workgroup_index.js";
|
|
9
|
+
import { chunk_srdnoise2 } from "../../shader/chunk/noise/psrdnoise/chunk_srdnoise2.js";
|
|
10
|
+
import { chunk_water_wave } from "./chunk_water_wave.js";
|
|
11
|
+
import { chunk_scene_database_access } from "../../scene/chunk_scene_database_access.js";
|
|
12
|
+
|
|
13
|
+
export const WATER_WAVE_BATCH_STRUCT = WebGPUStruct.from({ resolution: u32, capacity: u32,
|
|
14
|
+
dt: f32, time: f32, damping: f32, apply_impulses: u32 }, 'WaterWaveBatch');
|
|
15
|
+
const resources = new ShaderResourceSetDescriptor();
|
|
16
|
+
resources.createGroup().addUniform('batch', WATER_WAVE_BATCH_STRUCT)
|
|
17
|
+
.addStorageBuffer('scene_database', WebGPUArray.u32)
|
|
18
|
+
.addStorageBuffer('domain', WebGPUArray.u32)
|
|
19
|
+
.addStorageBuffer('state_current', WebGPUArray.from(f32))
|
|
20
|
+
.addStorageBuffer('state_previous', WebGPUArray.from(f32), true);
|
|
21
|
+
export const shader_water_wave_batch = ComputeShader.from({ label: 'Water / batched wave step', resources,
|
|
22
|
+
body: CodeChunk.from(/* language=WGSL */ `
|
|
23
|
+
@compute @workgroup_size(128)
|
|
24
|
+
fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
|
|
25
|
+
let i = folded_workgroup_index(group) * 128u + lane;
|
|
26
|
+
let n = batch.resolution;
|
|
27
|
+
let row = i / (n * n);
|
|
28
|
+
if (row >= batch.capacity) { return; }
|
|
29
|
+
let params = ${table.marshalling_method_read}(&scene_database, row);
|
|
30
|
+
if (params.first_write != 0u || params.node == 0u || params.node == ~0u || domain[i] == 0u) { state_previous[i] = 0.0; return; }
|
|
31
|
+
if (batch.dt == 0.0) { return; }
|
|
32
|
+
let cell = vec2u(i % n, (i / n) % n);
|
|
33
|
+
let start = row * n * n;
|
|
34
|
+
let spacing = max((params.extent.zw - params.extent.xy) / f32(n - 1u), vec2f(1e-20));
|
|
35
|
+
let world = scene_read_node(&scene_database, params.node).global;
|
|
36
|
+
let scale = vec3f(length(world[0].xyz), length(world[1].xyz), length(world[2].xyz));
|
|
37
|
+
// A temporarily collapsed transform must not poison persistent histories with NaNs.
|
|
38
|
+
if (any(scale <= vec3f(1e-10))) { state_previous[i] = state_current[i]; return; }
|
|
39
|
+
let world_spacing = max(spacing * scale.xz, vec2f(1e-10));
|
|
40
|
+
let h = state_current[i];
|
|
41
|
+
let left = start + cell.y * n + select(cell.x - 1u, 0u, cell.x == 0u);
|
|
42
|
+
let right = start + cell.y * n + min(cell.x + 1u, n - 1u);
|
|
43
|
+
let down = start + select(cell.y - 1u, 0u, cell.y == 0u) * n + cell.x;
|
|
44
|
+
let up = start + min(cell.y + 1u, n - 1u) * n + cell.x;
|
|
45
|
+
let laplacian = (state_current[left] + state_current[right] - 2.0 * h) / (world_spacing.x * world_spacing.x)
|
|
46
|
+
+ (state_current[down] + state_current[up] - 2.0 * h) / (world_spacing.y * world_spacing.y);
|
|
47
|
+
let position = mix(params.extent.xy, params.extent.zw, vec2f(cell) / f32(n - 1u));
|
|
48
|
+
let wind = params.forcing.xy * scale.xz;
|
|
49
|
+
let wind_direction = wind / max(length(wind), 1e-20);
|
|
50
|
+
let drift = wind_direction * params.forcing.w * batch.time;
|
|
51
|
+
var force = params.forcing.z / scale.y * srdnoise2((position * scale.xz - drift) / 6.0, 0.0).x;
|
|
52
|
+
if (batch.apply_impulses != 0u) {
|
|
53
|
+
for (var j = 0u; j < params.impulse_count; j++) {
|
|
54
|
+
let impulse = params.impulses[j];
|
|
55
|
+
let d = position - impulse.xy;
|
|
56
|
+
let world_delta = (world * vec4f(d.x, 0.0, d.y, 0.0)).xyz;
|
|
57
|
+
force += impulse.w / (batch.dt * scale.y) * exp(-dot(world_delta, world_delta) / max(impulse.z * impulse.z, 1e-6));
|
|
58
|
+
}
|
|
59
|
+
}
|
|
60
|
+
let damping = batch.damping + water_wave_sponge(cell, n, max(4.0, f32(n) * 0.04), 4.0);
|
|
61
|
+
// The authored surface has no bathymetry. The primitive producer uses a one-metre reference
|
|
62
|
+
// depth; the CFL cap follows both axes of its local grid. It does not define the mesh outline.
|
|
63
|
+
let celerity = 0.6 * min(world_spacing.x, world_spacing.y) / batch.dt;
|
|
64
|
+
state_previous[i] = water_wave_step(h, state_previous[i], laplacian,
|
|
65
|
+
water_wave_celerity2(1.0, celerity), damping, force, batch.dt);
|
|
66
|
+
}
|
|
67
|
+
`, [table.chunk_read, chunk_folded_workgroup_index, chunk_srdnoise2, chunk_water_wave, chunk_scene_database_access]) });
|
|
68
|
+
|
|
69
|
+
const finish_resources = new ShaderResourceSetDescriptor();
|
|
70
|
+
finish_resources.createGroup().addUniform('batch', WATER_WAVE_BATCH_STRUCT)
|
|
71
|
+
.addStorageBuffer('scene_database', WebGPUArray.u32, true);
|
|
72
|
+
const pg = table.page_iterator_symbol_prefix(64, true);
|
|
73
|
+
export const shader_water_wave_batch_finish = ComputeShader.from({ label: 'Water / consume wave inputs', resources: finish_resources,
|
|
74
|
+
body: CodeChunk.from(/* language=WGSL */ `
|
|
75
|
+
@compute @workgroup_size(64)
|
|
76
|
+
fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
|
|
77
|
+
if (!${pg}_setup(&scene_database, folded_workgroup_index(group), lane)) { return; }
|
|
78
|
+
let slot = ${pg}_slot_in_page(lane);
|
|
79
|
+
if (slot >= ${pg}_ELEMENTS_PER_PAGE || !${pg}_is_occupied(slot)) { return; }
|
|
80
|
+
let row = ${pg}_slot_to_index(slot);
|
|
81
|
+
${table.marshalling_method_write_field('first_write')}(&scene_database, row, 0u);
|
|
82
|
+
if (batch.apply_impulses != 0u) { ${table.marshalling_method_write_field('impulse_count')}(&scene_database, row, 0u); }
|
|
83
|
+
}
|
|
84
|
+
`, [table.chunk_iterate(64, true), table.wgsl_gen_write_field_code('first_write'),
|
|
85
|
+
table.wgsl_gen_write_field_code('impulse_count'), chunk_folded_workgroup_index]) });
|
|
@@ -0,0 +1,6 @@
|
|
|
1
|
+
/** Bake the authored footprint once per new wave row, using the existing geometry BLAS. */
|
|
2
|
+
export const shader_water_wave_domain: ComputeShader;
|
|
3
|
+
/** Bilinear reconstruction cannot leave the extrema of its samples. Include the rest surface. */
|
|
4
|
+
export const shader_water_wave_bounds: ComputeShader;
|
|
5
|
+
import { ComputeShader } from "../../shader/ComputeShader.js";
|
|
6
|
+
//# sourceMappingURL=shader_water_wave_domain.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"shader_water_wave_domain.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/shader_water_wave_domain.js"],"names":[],"mappings":"AAwBA,2FAA2F;AAC3F,qDAqBsF;AAOtF,iGAAiG;AACjG,qDA4BmH;8BAlFrF,+BAA+B"}
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import { ComputeShader } from "../../shader/ComputeShader.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
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import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
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import { GEOMETRY_METADATA_STRUCT } from "../../geometry/GEOMETRY_METADATA_STRUCT.js";
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import { MESHLET_METADATA_STRUCT } from "../../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
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import { BVH2_NODE_STRUCT } from "../../shader/chunk/bvh/BVH2_NODE_STRUCT.js";
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import { BVH_TRAVERSAL_STACK_SIZE } from "../../shader/chunk/bvh/BVH_TRAVERSAL_STACK_SIZE.js";
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import { chunk_ray_query_blas_nearest } from "../../shader/chunk/geometry/ray/chunk_ray_query_blas_nearest.js";
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import { chunk_folded_workgroup_index } from "../../shader/chunk/grid/chunk_folded_workgroup_index.js";
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import { f32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WATER_WAVES_TABLE as table } from "../medium/chunk_water_bodies.js";
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import { WATER_WAVE_BATCH_STRUCT } from "./shader_water_wave_batch.js";
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const resources = new ShaderResourceSetDescriptor();
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resources.createGroup().addUniform('batch', WATER_WAVE_BATCH_STRUCT)
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.addStorageBuffer('scene_database', WebGPUArray.u32)
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.addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
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.addStorageBuffer('blas_lookup', WebGPUArray.u32)
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.addStorageBuffer('blas_data', WebGPUArray.from(BVH2_NODE_STRUCT))
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.addStorageBuffer('meshlet_metadata', WebGPUArray.from(MESHLET_METADATA_STRUCT))
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.addStorageBuffer('meshlet_data', WebGPUArray.from(f32))
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.addStorageBuffer('domain', WebGPUArray.u32, true);
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/** Bake the authored footprint once per new wave row, using the existing geometry BLAS. */
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export const shader_water_wave_domain = ComputeShader.from({ label: 'Water / authored simulation domain', resources,
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body: CodeChunk.from(/* language=WGSL */ `
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@compute @workgroup_size(128)
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fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
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let i = folded_workgroup_index(group) * 128u + lane;
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let n = batch.resolution;
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let row = i / (n * n);
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if (row >= batch.capacity) { return; }
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let params = ${table.marshalling_method_read}(&scene_database, row);
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if (params.node == 0u || params.node == ~0u) { domain[i] = 0u; return; }
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if (params.first_write == 0u && batch.apply_impulses == 0u) { return; }
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let geometry = geometries[params.geometry];
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let cell = vec2u(i % n, (i / n) % n);
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let xz = mix(params.extent.xy, params.extent.zw, vec2f(cell) / f32(n - 1u));
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let margin = max(1e-3, (geometry.bounding_box[4] - geometry.bounding_box[1]) * 1e-4);
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let top = geometry.bounding_box[4] + margin;
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var stack: array<u32, ${BVH_TRAVERSAL_STACK_SIZE}>;
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let hit = ray_query_blas_nearest(Ray(vec3f(xz.x, top, xz.y), vec3f(0.0, -1.0, 0.0),
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top - geometry.bounding_box[1] + margin), params.geometry, &stack, 0u);
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domain[i] = select(0u, 1u, hit.t >= 0.0);
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}
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`, [table.chunk_read, chunk_folded_workgroup_index, chunk_ray_query_blas_nearest]) });
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const bounds_resources = new ShaderResourceSetDescriptor();
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bounds_resources.createGroup().addUniform('batch', WATER_WAVE_BATCH_STRUCT)
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.addStorageBuffer('scene_database', WebGPUArray.u32, true)
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.addStorageBuffer('state', WebGPUArray.from(f32));
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/** Bilinear reconstruction cannot leave the extrema of its samples. Include the rest surface. */
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export const shader_water_wave_bounds = ComputeShader.from({ label: 'Water / displacement bounds', resources: bounds_resources,
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body: CodeChunk.from(/* language=WGSL */ `
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var<workgroup> lower: array<f32, 128>;
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var<workgroup> upper: array<f32, 128>;
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@compute @workgroup_size(128)
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fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
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let row = folded_workgroup_index(group);
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if (row >= batch.capacity) { return; }
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let params = ${table.marshalling_method_read_rw}(&scene_database, row);
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let occupied = params.node != 0u && params.node != ~0u;
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let size = select(0u, batch.resolution * batch.resolution, occupied);
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var lo = 0.0;
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var hi = 0.0;
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for (var cell = lane; cell < size; cell += 128u) {
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let h = state[row * size + cell];
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lo = min(lo, h); hi = max(hi, h);
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}
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lower[lane] = lo; upper[lane] = hi;
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workgroupBarrier();
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for (var stride = 64u; stride != 0u; stride /= 2u) {
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if (lane < stride) {
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lower[lane] = min(lower[lane], lower[lane + stride]);
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upper[lane] = max(upper[lane], upper[lane + stride]);
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}
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workgroupBarrier();
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}
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if (lane == 0u && occupied) { ${table.marshalling_method_write_field('displacement_bounds')}(&scene_database, row, vec2f(lower[0], upper[0])); }
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}
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`, [table.chunk_read_rw, table.wgsl_gen_write_field_code('displacement_bounds'), chunk_folded_workgroup_index]) });
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{"version":3,"file":"water_height_texture_from_sampler.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/water_height_texture_from_sampler.js"],"names":[],"mappings":"
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{"version":3,"file":"water_height_texture_from_sampler.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/water_height_texture_from_sampler.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,uEAFa,YAAY,CA8BxB;6BArD4B,4BAA4B"}
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import { assert } from "../../../core/assert.js";
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import { to_half_float_uint16 } from "../../../core/binary/to_half_float_uint16.js";
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import { BinaryDataType } from "../../../core/binary/type/BinaryDataType.js";
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import { ColorSpace } from "../texture/ColorSpace.js";
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import { ShadeTexture } from "../texture/ShadeTexture.js";
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const count = sampler.width * sampler.height;
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const data = new
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const data = new Float16Array(count);
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for (let i = 0; i < count; i++) {
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const value = source[i];
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// Keep finite heights inside binary16's range without changing special values.
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data[i] = Number.isFinite(value) ? Math.min(Math.max(value, -65504), 65504) : value;
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}
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const image = ShadeImage.fromArrayBuffer(
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/**
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* How far the water passes integrate a body where nothing is seen through it on screen — the sky, the
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* screen edge, a trace that failed: to where its clearest channel's beam transmittance has fallen to a
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* thousandth, so the water's own light has stopped changing, bounded by the trace distance. A missing
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* receiver is missing visibility; assuming nothing about the geometry that is not there, the water
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* reads as deep.
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*
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* @param {Object} options
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* @param {import("../medium/ParticipatingMedium.js").ParticipatingMedium} options.medium
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* @param {number} options.max_distance the trace distance, m
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* @returns {number} m
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*/
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export function water_missing_receiver_path({ medium, max_distance }: {
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medium: import("../medium/ParticipatingMedium.js").ParticipatingMedium;
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max_distance: number;
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}): number;
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//# sourceMappingURL=water_missing_receiver_path.d.ts.map
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{"version":3,"file":"water_missing_receiver_path.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/water_missing_receiver_path.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;GAWG;AACH;IAJmF,MAAM,EAA9E,OAAO,kCAAkC,EAAE,mBAAmB;IAC9C,YAAY,EAA5B,MAAM;IACJ,MAAM,CA2BlB"}
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import { assert } from "../../../core/assert.js";
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/**
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* How far the water passes integrate a body where nothing is seen through it on screen — the sky, the
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* screen edge, a trace that failed: to where its clearest channel's beam transmittance has fallen to a
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* thousandth, so the water's own light has stopped changing, bounded by the trace distance. A missing
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* receiver is missing visibility; assuming nothing about the geometry that is not there, the water
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* reads as deep.
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*
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* @param {Object} options
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* @param {import("../medium/ParticipatingMedium.js").ParticipatingMedium} options.medium
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* @param {number} options.max_distance the trace distance, m
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* @returns {number} m
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*/
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export function water_missing_receiver_path({ medium, max_distance }) {
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assert.defined(medium, 'medium');
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assert.isFinite(max_distance, 'max_distance');
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assert.greaterThan(max_distance, 0, 'max_distance');
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const lobes = medium.lobes;
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let clearest = Infinity;
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for (let c = 0; c < 3; c++) {
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let extinction = medium.absorption[c];
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for (let i = 0; i < lobes.length; i++) {
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extinction += lobes[i].scattering[c];
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}
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clearest = Math.min(clearest, extinction);
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}
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if (!(clearest > 0)) {
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// a channel the water never attenuates: as far as the trace goes
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return max_distance;
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}
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return Math.min(Math.log(1000) / clearest, max_distance);
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}
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{"version":3,"file":"WGSLJavaScriptCompiler.d.ts","sourceRoot":"","sources":["../../../../../src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js"],"names":[],"mappings":"
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{"version":3,"file":"WGSLJavaScriptCompiler.d.ts","sourceRoot":"","sources":["../../../../../src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js"],"names":[],"mappings":"AAkmBA;IAEI;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA6BG;IACH,oBAFa,MAAM,CAMlB;CACJ;;UA9nBa,WAAW,GAAG,UAAU,GAAG,KAAK,GAAG,KAAK,GAAG,OAAO,GAAG,QAAQ,GAAG,YAAY,GAAG,SAAS,GAAG,QAAQ,GAAG,SAAS;WAC/G,MAAM;WACN,MAAM;WACN,MAAM;WACN,MAAM;aACN,MAAM;cACN,QAAQ;YACR,MAAM"}
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