@woosh/meep-engine 3.39.0 → 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 (367) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/package.json +1 -1
  3. package/src/engine/EngineHarness.d.ts.map +1 -1
  4. package/src/engine/EngineHarness.js +17 -4
  5. package/src/engine/asset/loaders/image/avif/threaded_image_encoder.js +1 -1
  6. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  7. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +4 -0
  8. package/src/engine/graphics/ecs/water/Water.d.ts +14 -17
  9. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  10. package/src/engine/graphics/ecs/water/Water.js +100 -110
  11. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  12. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +36 -38
  13. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts +6 -0
  14. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts.map +1 -0
  15. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.js +10 -0
  16. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +3 -3
  17. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -46
  18. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.d.ts.map +1 -1
  19. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.js +8 -5
  20. package/src/engine/graphics3/WaterSystem.d.ts +21 -74
  21. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  22. package/src/engine/graphics3/WaterSystem.js +174 -367
  23. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  24. package/src/format/image/avif/api/convert_to_rgba.d.ts +2 -2
  25. package/src/format/image/avif/api/convert_to_rgba.d.ts.map +1 -1
  26. package/src/format/image/avif/api/convert_to_rgba.js +10 -9
  27. package/src/format/image/avif/api/decode_avif.d.ts +2 -2
  28. package/src/format/image/avif/api/decode_avif.d.ts.map +1 -1
  29. package/src/format/image/avif/api/decode_avif.js +1 -1
  30. package/src/shade/playground/ssr_reprojection/README.md +111 -103
  31. package/src/shade/playground/ssr_reprojection/SpatialFilterProbe.js +68 -68
  32. package/src/shade/playground/ssr_reprojection/index.html +80 -79
  33. package/src/shade/playground/ssr_reprojection/main.js +256 -247
  34. package/src/shade/playground/ssr_variance/capture.js +96 -96
  35. package/src/shade/playground/ssr_variance/reference.js +78 -78
  36. package/src/shade/playground/vsm/README.md +96 -0
  37. package/src/shade/playground/vsm/VSMDebugOverlay.d.ts +49 -0
  38. package/src/shade/playground/vsm/VSMDebugOverlay.d.ts.map +1 -0
  39. package/src/shade/playground/vsm/VSMDebugOverlay.js +351 -0
  40. package/src/shade/playground/vsm/clipmap_panel.d.ts +8 -0
  41. package/src/shade/playground/vsm/clipmap_panel.d.ts.map +1 -0
  42. package/src/shade/playground/vsm/clipmap_panel.js +138 -0
  43. package/src/shade/playground/vsm/index.html +170 -0
  44. package/src/shade/playground/vsm/main.d.ts +2 -0
  45. package/src/shade/playground/vsm/main.d.ts.map +1 -0
  46. package/src/shade/playground/vsm/main.js +389 -0
  47. package/src/shade/playground/vsm/scenes.d.ts +52 -0
  48. package/src/shade/playground/vsm/scenes.d.ts.map +1 -0
  49. package/src/shade/playground/vsm/scenes.js +320 -0
  50. package/src/shade/playground/vsm/verify_vsm.d.ts +38 -0
  51. package/src/shade/playground/vsm/verify_vsm.d.ts.map +1 -0
  52. package/src/shade/playground/vsm/verify_vsm.js +305 -0
  53. package/src/shade/playground/water_refraction/README.md +57 -9
  54. package/src/shade/playground/water_refraction/main.js +12 -3
  55. package/src/shade/playground/water_refraction/world.d.ts +1 -0
  56. package/src/shade/playground/water_refraction/world.d.ts.map +1 -1
  57. package/src/shade/playground/water_refraction/world.js +15 -5
  58. package/src/shade/renderer/Renderer.d.ts +19 -0
  59. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  60. package/src/shade/renderer/Renderer.js +72 -1
  61. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +8 -0
  62. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  63. package/src/shade/renderer/animation/GPUAnimationManager.js +18 -0
  64. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts +7 -0
  65. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  66. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +11 -0
  67. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.d.ts +3 -1
  68. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.d.ts.map +1 -1
  69. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.js +10 -1
  70. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_read_code.d.ts.map +1 -1
  71. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_read_code.js +28 -0
  72. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_write_code.d.ts.map +1 -1
  73. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_write_code.js +31 -1
  74. package/src/shade/renderer/geometry/MeshletGeometry.d.ts +3 -0
  75. package/src/shade/renderer/geometry/MeshletGeometry.d.ts.map +1 -1
  76. package/src/shade/renderer/geometry/MeshletGeometry.js +1 -0
  77. package/src/shade/renderer/light/LIGHT_DATABASE_SPEC.d.ts.map +1 -1
  78. package/src/shade/renderer/light/LIGHT_DATABASE_SPEC.js +62 -4
  79. package/src/shade/renderer/light/environment/rgbe/parse_rgbe.d.ts +1 -1
  80. package/src/shade/renderer/light/environment/rgbe/parse_rgbe.js +2 -2
  81. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.d.ts +2 -2
  82. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.d.ts.map +1 -1
  83. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.js +6 -14
  84. package/src/shade/renderer/light/environment/sh_exponential/chunk_sh_exp_workgroup_sum.d.ts.map +1 -1
  85. package/src/shade/renderer/light/environment/sh_exponential/chunk_sh_exp_workgroup_sum.js +5 -1
  86. package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
  87. package/src/shade/renderer/medium/ParticipatingMedium.d.ts +3 -0
  88. package/src/shade/renderer/medium/ParticipatingMedium.d.ts.map +1 -1
  89. package/src/shade/renderer/medium/ParticipatingMedium.js +7 -0
  90. package/src/shade/renderer/postprocess/eye/shader_autoexposure_build_histogram.d.ts.map +1 -1
  91. package/src/shade/renderer/postprocess/eye/shader_autoexposure_build_histogram.js +5 -35
  92. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
  93. package/src/shade/renderer/postprocess/ssr/SSR.d.ts +12 -4
  94. package/src/shade/renderer/postprocess/ssr/SSR.d.ts.map +1 -1
  95. package/src/shade/renderer/postprocess/ssr/SSR.js +36 -8
  96. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.d.ts +3 -0
  97. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.d.ts.map +1 -0
  98. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.js +2 -0
  99. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.d.ts +8 -0
  100. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.d.ts.map +1 -0
  101. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.js +40 -0
  102. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.d.ts.map +1 -1
  103. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.js +150 -137
  104. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.d.ts +3 -0
  105. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.d.ts.map +1 -0
  106. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.js +44 -0
  107. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.d.ts +5 -0
  108. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.d.ts.map +1 -0
  109. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.js +35 -0
  110. package/src/shade/renderer/postprocess/ssr/ssr_graph_denoise_tiles.d.ts +26 -0
  111. package/src/shade/renderer/postprocess/ssr/ssr_graph_denoise_tiles.d.ts.map +1 -0
  112. package/src/shade/renderer/postprocess/ssr/ssr_graph_denoise_tiles.js +42 -0
  113. package/src/shade/renderer/postprocess/ssr/ssr_reproject_shader.d.ts +1 -0
  114. package/src/shade/renderer/postprocess/ssr/ssr_reproject_shader.d.ts.map +1 -1
  115. package/src/shade/renderer/postprocess/ssr/ssr_reproject_shader.js +113 -105
  116. package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.d.ts +2 -0
  117. package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.d.ts.map +1 -1
  118. package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.js +177 -167
  119. package/src/shade/renderer/rasterize/DEPTH_STENCIL_STATE_SHADOW.d.ts.map +1 -1
  120. package/src/shade/renderer/rasterize/DEPTH_STENCIL_STATE_SHADOW.js +10 -0
  121. package/src/shade/renderer/rasterize/RasterizationJob.d.ts +1 -2
  122. package/src/shade/renderer/rasterize/RasterizationJob.d.ts.map +1 -1
  123. package/src/shade/renderer/rasterize/RasterizationJob.js +1 -2
  124. package/src/shade/renderer/rasterize/bucket/construct_primitive_state.d.ts +5 -6
  125. package/src/shade/renderer/rasterize/bucket/construct_primitive_state.d.ts.map +1 -1
  126. package/src/shade/renderer/rasterize/bucket/construct_primitive_state.js +5 -6
  127. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts +2 -2
  128. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts.map +1 -1
  129. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.js +1 -1
  130. package/src/shade/renderer/scene/SCENE_DATABASE_SPEC.d.ts.map +1 -1
  131. package/src/shade/renderer/scene/SCENE_DATABASE_SPEC.js +11 -0
  132. package/src/shade/renderer/shader/chunk/atmosphere/phase/jd/build_lut_fog_parameters_jendersie_deon.d.ts.map +1 -1
  133. package/src/shade/renderer/shader/chunk/atmosphere/phase/jd/build_lut_fog_parameters_jendersie_deon.js +4 -5
  134. package/src/shade/renderer/shader/chunk/brdf/dfg/generate_dfg_texture.d.ts.map +1 -1
  135. package/src/shade/renderer/shader/chunk/brdf/dfg/generate_dfg_texture.js +1 -5
  136. package/src/shade/renderer/shader/chunk/screen_space/chunk_screen_importance.d.ts +30 -0
  137. package/src/shade/renderer/shader/chunk/screen_space/chunk_screen_importance.d.ts.map +1 -0
  138. package/src/shade/renderer/shader/chunk/screen_space/chunk_screen_importance.js +54 -0
  139. package/src/shade/renderer/shader/type/serde/read_gpu_typed_buffer.d.ts.map +1 -1
  140. package/src/shade/renderer/shader/type/serde/read_gpu_typed_buffer.js +3 -2
  141. package/src/shade/renderer/shadow/map/DIRECTIONAL_SHADOWMAP_STRUCT.d.ts +19 -0
  142. package/src/shade/renderer/shadow/map/DIRECTIONAL_SHADOWMAP_STRUCT.d.ts.map +1 -0
  143. package/src/shade/renderer/shadow/map/DIRECTIONAL_SHADOWMAP_STRUCT.js +27 -0
  144. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts +1 -0
  145. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
  146. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +4 -0
  147. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts +54 -0
  148. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  149. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +502 -10
  150. package/src/shade/renderer/shadow/map/Shadowmap.d.ts +3 -2
  151. package/src/shade/renderer/shadow/map/Shadowmap.d.ts.map +1 -1
  152. package/src/shade/renderer/shadow/map/Shadowmap.js +3 -2
  153. package/src/shade/renderer/shadow/map/shader/chunk_sample_shadowmap_atlas_for_light.d.ts +8 -0
  154. package/src/shade/renderer/shadow/map/shader/chunk_sample_shadowmap_atlas_for_light.d.ts.map +1 -1
  155. package/src/shade/renderer/shadow/map/shader/chunk_sample_shadowmap_atlas_for_light.js +34 -3
  156. package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_directional.d.ts +3 -2
  157. package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_directional.d.ts.map +1 -1
  158. package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_directional.js +17 -2
  159. package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_point2.d.ts.map +1 -1
  160. package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_point2.js +137 -133
  161. package/src/shade/renderer/shadow/vsm/DEFAULT_VSM_FIRST_TEXEL_SIZE.d.ts +15 -0
  162. package/src/shade/renderer/shadow/vsm/DEFAULT_VSM_FIRST_TEXEL_SIZE.d.ts.map +1 -0
  163. package/src/shade/renderer/shadow/vsm/DEFAULT_VSM_FIRST_TEXEL_SIZE.js +14 -0
  164. package/src/shade/renderer/shadow/vsm/DEFAULT_VSM_PAGE_BUDGET.d.ts +16 -0
  165. package/src/shade/renderer/shadow/vsm/DEFAULT_VSM_PAGE_BUDGET.d.ts.map +1 -0
  166. package/src/shade/renderer/shadow/vsm/DEFAULT_VSM_PAGE_BUDGET.js +15 -0
  167. package/src/shade/renderer/shadow/vsm/PLAN.md +440 -0
  168. package/src/shade/renderer/shadow/vsm/REVIEW_LEDGER.md +43 -0
  169. package/src/shade/renderer/shadow/vsm/VSMMoverTracker.d.ts +42 -0
  170. package/src/shade/renderer/shadow/vsm/VSMMoverTracker.d.ts.map +1 -0
  171. package/src/shade/renderer/shadow/vsm/VSMMoverTracker.js +153 -0
  172. package/src/shade/renderer/shadow/vsm/VSMPageManager.d.ts +327 -0
  173. package/src/shade/renderer/shadow/vsm/VSMPageManager.d.ts.map +1 -0
  174. package/src/shade/renderer/shadow/vsm/VSMPageManager.js +1408 -0
  175. package/src/shade/renderer/shadow/vsm/VSM_COVER_LEVEL_STEP.d.ts +14 -0
  176. package/src/shade/renderer/shadow/vsm/VSM_COVER_LEVEL_STEP.d.ts.map +1 -0
  177. package/src/shade/renderer/shadow/vsm/VSM_COVER_LEVEL_STEP.js +13 -0
  178. package/src/shade/renderer/shadow/vsm/VSM_FEEDBACK_LAYOUT.d.ts +63 -0
  179. package/src/shade/renderer/shadow/vsm/VSM_FEEDBACK_LAYOUT.d.ts.map +1 -0
  180. package/src/shade/renderer/shadow/vsm/VSM_FEEDBACK_LAYOUT.js +70 -0
  181. package/src/shade/renderer/shadow/vsm/VSM_LEVEL_LIMIT.d.ts +11 -0
  182. package/src/shade/renderer/shadow/vsm/VSM_LEVEL_LIMIT.d.ts.map +1 -0
  183. package/src/shade/renderer/shadow/vsm/VSM_LEVEL_LIMIT.js +10 -0
  184. package/src/shade/renderer/shadow/vsm/VSM_MOVER_LAYOUT.d.ts +54 -0
  185. package/src/shade/renderer/shadow/vsm/VSM_MOVER_LAYOUT.d.ts.map +1 -0
  186. package/src/shade/renderer/shadow/vsm/VSM_MOVER_LAYOUT.js +75 -0
  187. package/src/shade/renderer/shadow/vsm/VSM_RECORD_STRUCT.d.ts +23 -0
  188. package/src/shade/renderer/shadow/vsm/VSM_RECORD_STRUCT.d.ts.map +1 -0
  189. package/src/shade/renderer/shadow/vsm/VSM_RECORD_STRUCT.js +85 -0
  190. package/src/shade/renderer/shadow/vsm/VSM_SLOT_STRUCT.d.ts +16 -0
  191. package/src/shade/renderer/shadow/vsm/VSM_SLOT_STRUCT.d.ts.map +1 -0
  192. package/src/shade/renderer/shadow/vsm/VSM_SLOT_STRUCT.js +29 -0
  193. package/src/shade/renderer/shadow/vsm/VirtualShadowMap.d.ts +136 -25
  194. package/src/shade/renderer/shadow/vsm/VirtualShadowMap.d.ts.map +1 -1
  195. package/src/shade/renderer/shadow/vsm/VirtualShadowMap.js +282 -116
  196. package/src/shade/renderer/shadow/vsm/graph_vsm_feedback.d.ts +39 -0
  197. package/src/shade/renderer/shadow/vsm/graph_vsm_feedback.d.ts.map +1 -0
  198. package/src/shade/renderer/shadow/vsm/graph_vsm_feedback.js +289 -0
  199. package/src/shade/renderer/shadow/vsm/shader/chunk_shadowmap_sample_virtual.d.ts +18 -0
  200. package/src/shade/renderer/shadow/vsm/shader/chunk_shadowmap_sample_virtual.d.ts.map +1 -0
  201. package/src/shade/renderer/shadow/vsm/shader/chunk_shadowmap_sample_virtual.js +65 -0
  202. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_addressing.d.ts +17 -0
  203. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_addressing.d.ts.map +1 -0
  204. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_addressing.js +75 -0
  205. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_append_mover.d.ts +14 -0
  206. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_append_mover.d.ts.map +1 -0
  207. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_append_mover.js +45 -0
  208. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_find_page.d.ts +17 -0
  209. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_find_page.d.ts.map +1 -0
  210. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_find_page.js +100 -0
  211. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_page_view_projection.d.ts +15 -0
  212. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_page_view_projection.d.ts.map +1 -0
  213. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_page_view_projection.js +47 -0
  214. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_demand.d.ts +26 -0
  215. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_demand.d.ts.map +1 -0
  216. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_demand.js +156 -0
  217. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_gather_counts.d.ts +13 -0
  218. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_gather_counts.d.ts.map +1 -0
  219. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_gather_counts.js +65 -0
  220. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_movers.d.ts +30 -0
  221. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_movers.d.ts.map +1 -0
  222. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_movers.js +184 -0
  223. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_skinned_movers.d.ts +23 -0
  224. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_skinned_movers.d.ts.map +1 -0
  225. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_skinned_movers.js +109 -0
  226. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_stale.d.ts +56 -0
  227. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_stale.d.ts.map +1 -0
  228. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_stale.js +211 -0
  229. package/src/shade/renderer/texture/format/decode_typed_gpu_data.d.ts +1 -1
  230. package/src/shade/renderer/texture/format/decode_typed_gpu_data.d.ts.map +1 -1
  231. package/src/shade/renderer/texture/format/decode_typed_gpu_data.js +3 -13
  232. package/src/shade/renderer/texture/format/infer_format_from_parameters.d.ts.map +1 -1
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@@ -1,27 +0,0 @@
1
- import { vec4f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
3
-
4
- /**
5
- * One vertex of a water surface: what every surface producer writes and the water draws read.
6
- *
7
- * This and a producer-owned index buffer are the whole surface interface
8
- * (WATER_OPTICS_PLAN_2026_10_02.md §7.2). A producer that is not a height field writes the same
9
- * record, so the draws never learn which producer ran.
10
- *
11
- * @type {WebGPUStruct}
12
- */
13
- export const WATER_SURFACE_VERTEX_STRUCT = WebGPUStruct.from({
14
- /**
15
- * World position in `xyz`. `w` is the slope variance of the waves this mesh does not resolve,
16
- * which the shading adds to its roughness.
17
- */
18
- position: vec4f,
19
- /**
20
- * Last frame's world position in `xyz`, for motion vectors. `w` is unused.
21
- */
22
- previous: vec4f,
23
- /**
24
- * Unit world normal in `xyz`. `w` is unused.
25
- */
26
- normal: vec4f,
27
- }, "WaterSurfaceVertex");
@@ -1,14 +0,0 @@
1
- /**
2
- * Most impulses one body applies in one step.
3
- * @type {number}
4
- */
5
- export const WATER_WAVE_IMPULSE_LIMIT: number;
6
- /**
7
- * Per-body, per-step inputs of the primitive wave producer: its grid, the terrain it floods, the
8
- * step and the forcing.
9
- *
10
- * @type {WebGPUStruct}
11
- */
12
- export const WATER_WAVE_PARAMETERS_STRUCT: WebGPUStruct;
13
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
14
- //# sourceMappingURL=WATER_WAVE_PARAMETERS_STRUCT.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"WATER_WAVE_PARAMETERS_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.js"],"names":[],"mappings":"AAIA;;;GAGG;AACH,uCAFU,MAAM,CAE2B;AAE3C;;;;;GAKG;AACH,2CAFU,YAAY,CAkCI;6BA9CG,mCAAmC"}
@@ -1,49 +0,0 @@
1
- import { f32, u32, 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
- /**
6
- * Most impulses one body applies in one step.
7
- * @type {number}
8
- */
9
- export const WATER_WAVE_IMPULSE_LIMIT = 16;
10
-
11
- /**
12
- * Per-body, per-step inputs of the primitive wave producer: its grid, the terrain it floods, the
13
- * step and the forcing.
14
- *
15
- * @type {WebGPUStruct}
16
- */
17
- export const WATER_WAVE_PARAMETERS_STRUCT = WebGPUStruct.from({
18
- /** world-space grid rectangle: min x, min z, max x, max z */
19
- extent: vec4f,
20
- /** terrain height texture coordinates of the grid: `uv * zw + xy` */
21
- height_uv: vec4f,
22
- /** wind direction x, z (unit); forcing amplitude, m/s²; forcing drift speed, m/s */
23
- forcing: vec4f,
24
- /** queued impulses: world x, world z, radius m, velocity kick m/s */
25
- impulses: WebGPUArray.from(vec4f, WATER_WAVE_IMPULSE_LIMIT),
26
- /** rest height of the surface */
27
- level: f32,
28
- /** distance between neighbouring vertices, m */
29
- spacing: f32,
30
- /** step, s */
31
- dt: f32,
32
- /** simulated time, s */
33
- time: f32,
34
- /** damping rate everywhere, 1/s */
35
- damping: f32,
36
- /** border band of extra damping, vertices */
37
- sponge_width: f32,
38
- /** damping at the border, 1/s */
39
- sponge_strength: f32,
40
- /** largest celerity the step stays stable at, m/s */
41
- celerity_limit: f32,
42
- /** slope variance of the waves the grid does not resolve */
43
- unresolved_variance: f32,
44
- /** vertices along each side */
45
- resolution: u32,
46
- impulse_count: u32,
47
- /** 1 on the first write after the body's buffers were created, so `previous` starts at `position` */
48
- first_write: u32,
49
- }, "WaterWaveParameters");
@@ -1,9 +0,0 @@
1
- /**
2
- * Grid addressing, terrain lookup and forcing of the primitive wave producer. Expects `params`
3
- * ({@link WATER_WAVE_PARAMETERS_STRUCT}), `terrain_height` and `height_sampler` bound.
4
- *
5
- * @type {CodeChunk}
6
- */
7
- export const chunk_water_wave_grid: CodeChunk;
8
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
- //# sourceMappingURL=chunk_water_wave_grid.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"chunk_water_wave_grid.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/chunk_water_wave_grid.js"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,oCAFU,SAAS,CAuCG;0BA9CI,oCAAoC"}
@@ -1,47 +0,0 @@
1
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
- import { chunk_srdnoise2 } from "../../shader/chunk/noise/psrdnoise/chunk_srdnoise2.js";
3
-
4
- /**
5
- * Grid addressing, terrain lookup and forcing of the primitive wave producer. Expects `params`
6
- * ({@link WATER_WAVE_PARAMETERS_STRUCT}), `terrain_height` and `height_sampler` bound.
7
- *
8
- * @type {CodeChunk}
9
- */
10
- export const chunk_water_wave_grid = CodeChunk.from(/* language=WGSL */ `
11
- // Spatial scale of the wind's pressure pattern, m.
12
- const WATER_WAVE_FORCING_SCALE: f32 = 6.0;
13
-
14
- fn water_wave_grid_uv(cell: vec2<u32>) -> vec2<f32> {
15
- return vec2<f32>(cell) / f32(params.resolution - 1u);
16
- }
17
-
18
- fn water_wave_world(cell: vec2<u32>) -> vec2<f32> {
19
- return mix(params.extent.xy, params.extent.zw, water_wave_grid_uv(cell));
20
- }
21
-
22
- fn water_wave_terrain(cell: vec2<u32>) -> f32 {
23
- let uv = water_wave_grid_uv(cell) * params.height_uv.zw + params.height_uv.xy;
24
- return textureSampleLevel(terrain_height, height_sampler, uv, 0.0).r;
25
- }
26
-
27
- // Clamped at the grid's edge, which reflects; the sponge band absorbs before waves get there.
28
- fn water_wave_index(cell: vec2<i32>) -> u32 {
29
- let n = i32(params.resolution);
30
- let c = clamp(cell, vec2<i32>(0), vec2<i32>(n - 1));
31
- return u32(c.y * n + c.x);
32
- }
33
-
34
- // Wind: a pressure pattern drifting downwind, plus this step's impulses as velocity kicks spread
35
- // over one step.
36
- fn water_wave_force(world: vec2<f32>) -> f32 {
37
- let drift = params.forcing.xy * params.forcing.w * params.time;
38
- var force = params.forcing.z * srdnoise2((world - drift) / WATER_WAVE_FORCING_SCALE, 0.0).x;
39
- for (var i = 0u; i < params.impulse_count; i++) {
40
- let impulse = params.impulses[i];
41
- let r = max(impulse.z, 1e-3);
42
- let d = world - impulse.xy;
43
- force += impulse.w / params.dt * exp(-dot(d, d) / (r * r));
44
- }
45
- return force;
46
- }
47
- `, [chunk_srdnoise2]);
@@ -1,10 +0,0 @@
1
- /**
2
- * Writes the surface interface from the primitive producer's heights: the vertex record every
3
- * water draw reads. A dry vertex sits at the rest level, under the terrain, where the opaque depth
4
- * hides it.
5
- *
6
- * @type {ComputeShader}
7
- */
8
- export const shader_water_surface_write: ComputeShader;
9
- import { ComputeShader } from "../../shader/ComputeShader.js";
10
- //# sourceMappingURL=shader_water_surface_write.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"shader_water_surface_write.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/shader_water_surface_write.js"],"names":[],"mappings":"AAkBA;;;;;;GAMG;AACH,yCAFU,aAAa,CA2BpB;8BAlD2B,+BAA+B"}
@@ -1,51 +0,0 @@
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 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
6
- import { chunk_water_wave } from "./chunk_water_wave.js";
7
- import { chunk_water_wave_grid } from "./chunk_water_wave_grid.js";
8
- import { WATER_SURFACE_VERTEX_STRUCT } from "./WATER_SURFACE_VERTEX_STRUCT.js";
9
- import { WATER_WAVE_PARAMETERS_STRUCT } from "./WATER_WAVE_PARAMETERS_STRUCT.js";
10
-
11
- const resources = new ShaderResourceSetDescriptor();
12
- resources.createGroup()
13
- .addUniform("params", WATER_WAVE_PARAMETERS_STRUCT)
14
- .addTexture("terrain_height", "float")
15
- .addSampler("height_sampler")
16
- .addStorageBuffer("state", WebGPUArray.from(f32), false)
17
- .addStorageBuffer("vertices", WebGPUArray.from(WATER_SURFACE_VERTEX_STRUCT), true);
18
-
19
- /**
20
- * Writes the surface interface from the primitive producer's heights: the vertex record every
21
- * water draw reads. A dry vertex sits at the rest level, under the terrain, where the opaque depth
22
- * hides it.
23
- *
24
- * @type {ComputeShader}
25
- */
26
- export const shader_water_surface_write = ComputeShader.from({
27
- label: "Water / surface write",
28
- resources,
29
- body: CodeChunk.from(/* language=WGSL */ `
30
- fn water_surface_height_at(cell: vec2<i32>) -> f32 {
31
- return params.level + state[water_wave_index(cell)];
32
- }
33
-
34
- @compute @workgroup_size(8, 8)
35
- fn main(@builtin(global_invocation_id) id: vec3<u32>) {
36
- let n = params.resolution;
37
- if (any(id.xy >= vec2<u32>(n))) { return; }
38
- let cell = vec2<i32>(id.xy);
39
- let index = water_wave_index(cell);
40
- let world = water_wave_world(id.xy);
41
- let position = vec3<f32>(world.x, water_surface_height_at(cell), world.y);
42
- let normal = water_wave_normal(
43
- water_surface_height_at(cell - vec2<i32>(1, 0)), water_surface_height_at(cell + vec2<i32>(1, 0)),
44
- water_surface_height_at(cell - vec2<i32>(0, 1)), water_surface_height_at(cell + vec2<i32>(0, 1)),
45
- params.spacing);
46
- let previous = select(vertices[index].position.xyz, position, params.first_write != 0u);
47
- vertices[index] = WaterSurfaceVertex(vec4<f32>(position, params.unresolved_variance),
48
- vec4<f32>(previous, 0.0), vec4<f32>(normal, 0.0));
49
- }
50
- `, [chunk_water_wave, chunk_water_wave_grid]),
51
- });
@@ -1,12 +0,0 @@
1
- /**
2
- * One step of the primitive wave producer. Reads the current heights and overwrites the previous
3
- * ones with the next: each thread reads only its own previous height, so the two buffers alternate
4
- * roles step to step without a third.
5
- *
6
- * Dry vertices hold zero displacement, which makes the shore a reflecting boundary.
7
- *
8
- * @type {ComputeShader}
9
- */
10
- export const shader_water_wave_step: ComputeShader;
11
- import { ComputeShader } from "../../shader/ComputeShader.js";
12
- //# sourceMappingURL=shader_water_wave_step.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"shader_water_wave_step.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/shader_water_wave_step.js"],"names":[],"mappings":"AAiBA;;;;;;;;GAQG;AACH,qCAFU,aAAa,CA6BpB;8BArD2B,+BAA+B"}
@@ -1,54 +0,0 @@
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 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
6
- import { chunk_water_wave } from "./chunk_water_wave.js";
7
- import { chunk_water_wave_grid } from "./chunk_water_wave_grid.js";
8
- import { WATER_WAVE_PARAMETERS_STRUCT } from "./WATER_WAVE_PARAMETERS_STRUCT.js";
9
-
10
- const resources = new ShaderResourceSetDescriptor();
11
- resources.createGroup()
12
- .addUniform("params", WATER_WAVE_PARAMETERS_STRUCT)
13
- .addTexture("terrain_height", "float")
14
- .addSampler("height_sampler")
15
- .addStorageBuffer("state_current", WebGPUArray.from(f32), false)
16
- .addStorageBuffer("state_previous", WebGPUArray.from(f32), true);
17
-
18
- /**
19
- * One step of the primitive wave producer. Reads the current heights and overwrites the previous
20
- * ones with the next: each thread reads only its own previous height, so the two buffers alternate
21
- * roles step to step without a third.
22
- *
23
- * Dry vertices hold zero displacement, which makes the shore a reflecting boundary.
24
- *
25
- * @type {ComputeShader}
26
- */
27
- export const shader_water_wave_step = ComputeShader.from({
28
- label: "Water / wave step",
29
- resources,
30
- body: CodeChunk.from(/* language=WGSL */ `
31
- @compute @workgroup_size(8, 8)
32
- fn main(@builtin(global_invocation_id) id: vec3<u32>) {
33
- let n = params.resolution;
34
- if (any(id.xy >= vec2<u32>(n))) { return; }
35
- let cell = vec2<i32>(id.xy);
36
- let index = water_wave_index(cell);
37
- let depth = params.level - water_wave_terrain(id.xy);
38
- if (depth <= 0.0) {
39
- state_previous[index] = 0.0;
40
- return;
41
- }
42
- let h = state_current[index];
43
- let neighbours = state_current[water_wave_index(cell + vec2<i32>(1, 0))]
44
- + state_current[water_wave_index(cell - vec2<i32>(1, 0))]
45
- + state_current[water_wave_index(cell + vec2<i32>(0, 1))]
46
- + state_current[water_wave_index(cell - vec2<i32>(0, 1))];
47
- let laplacian = (neighbours - 4.0 * h) / (params.spacing * params.spacing);
48
- let damping = params.damping + water_wave_sponge(id.xy, n, params.sponge_width, params.sponge_strength);
49
- state_previous[index] = water_wave_step(h, state_previous[index], laplacian,
50
- water_wave_celerity2(depth, params.celerity_limit), damping,
51
- water_wave_force(water_wave_world(id.xy)), params.dt);
52
- }
53
- `, [chunk_water_wave, chunk_water_wave_grid]),
54
- });
@@ -1,13 +0,0 @@
1
- /**
2
- * Triangle indices of a regular `resolution × resolution` vertex grid, vertices numbered row by
3
- * row (`index = y * resolution + x`). Two triangles a cell, split along the same diagonal
4
- * everywhere, so neighbouring cells share their edges exactly.
5
- *
6
- * @param {Object} options
7
- * @param {number} options.resolution vertices along each side, at least 2
8
- * @returns {Uint32Array} `(resolution - 1)² · 6` indices
9
- */
10
- export function water_surface_grid_indices({ resolution }: {
11
- resolution: number;
12
- }): Uint32Array;
13
- //# sourceMappingURL=water_surface_grid_indices.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"water_surface_grid_indices.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/water_surface_grid_indices.js"],"names":[],"mappings":"AAEA;;;;;;;;GAQG;AACH;IAH2B,UAAU,EAA1B,MAAM;IACJ,WAAW,CA6BvB"}
@@ -1,39 +0,0 @@
1
- import { assert } from "../../../../core/assert.js";
2
-
3
- /**
4
- * Triangle indices of a regular `resolution × resolution` vertex grid, vertices numbered row by
5
- * row (`index = y * resolution + x`). Two triangles a cell, split along the same diagonal
6
- * everywhere, so neighbouring cells share their edges exactly.
7
- *
8
- * @param {Object} options
9
- * @param {number} options.resolution vertices along each side, at least 2
10
- * @returns {Uint32Array} `(resolution - 1)² · 6` indices
11
- */
12
- export function water_surface_grid_indices({ resolution }) {
13
- assert.isInteger(resolution, 'resolution');
14
- assert.greaterThanOrEqual(resolution, 2, 'resolution');
15
-
16
- const cells = resolution - 1;
17
- const indices = new Uint32Array(cells * cells * 6);
18
-
19
- let cursor = 0;
20
-
21
- for (let y = 0; y < cells; y++) {
22
- for (let x = 0; x < cells; x++) {
23
- const a = y * resolution + x;
24
- const b = a + 1;
25
- const c = a + resolution;
26
- const d = c + 1;
27
-
28
- indices[cursor++] = a;
29
- indices[cursor++] = c;
30
- indices[cursor++] = b;
31
-
32
- indices[cursor++] = b;
33
- indices[cursor++] = c;
34
- indices[cursor++] = d;
35
- }
36
- }
37
-
38
- return indices;
39
- }