@woosh/meep-engine 3.39.0 → 3.41.0

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 (561) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/package.json +1 -1
  3. package/src/core/geom/3d/quaternion/swing_twist_clamp.d.ts +24 -0
  4. package/src/core/geom/3d/quaternion/swing_twist_clamp.d.ts.map +1 -0
  5. package/src/core/geom/3d/quaternion/swing_twist_clamp.js +62 -0
  6. package/src/core/geom/3d/quaternion/swing_twist_compose.d.ts +15 -0
  7. package/src/core/geom/3d/quaternion/swing_twist_compose.d.ts.map +1 -0
  8. package/src/core/geom/3d/quaternion/swing_twist_compose.js +36 -0
  9. package/src/core/geom/3d/quaternion/swing_twist_error.d.ts +39 -0
  10. package/src/core/geom/3d/quaternion/swing_twist_error.d.ts.map +1 -0
  11. package/src/core/geom/3d/quaternion/swing_twist_error.js +85 -0
  12. package/src/core/geom/vec3/v3_rigid_align_paired_unit_vectors.d.ts +11 -6
  13. package/src/core/geom/vec3/v3_rigid_align_paired_unit_vectors.d.ts.map +1 -1
  14. package/src/core/geom/vec3/v3_rigid_align_paired_unit_vectors.js +27 -13
  15. package/src/core/math/linalg/eigen/matrix_symmetric_4x4_eigen.d.ts +25 -0
  16. package/src/core/math/linalg/eigen/matrix_symmetric_4x4_eigen.d.ts.map +1 -0
  17. package/src/core/math/linalg/eigen/matrix_symmetric_4x4_eigen.js +166 -0
  18. package/src/core/math/linalg/eigen/matrix_top_eigenvector_power_iteration.d.ts +5 -3
  19. package/src/core/math/linalg/eigen/matrix_top_eigenvector_power_iteration.d.ts.map +1 -1
  20. package/src/core/math/linalg/eigen/matrix_top_eigenvector_power_iteration.js +5 -3
  21. package/src/engine/EngineHarness.d.ts.map +1 -1
  22. package/src/engine/EngineHarness.js +17 -4
  23. package/src/engine/animation/curve/AnimationCurve.d.ts +3 -0
  24. package/src/engine/animation/curve/AnimationCurve.d.ts.map +1 -1
  25. package/src/engine/animation/curve/AnimationCurve.js +6 -1
  26. package/src/engine/asset/loaders/image/avif/threaded_image_encoder.js +1 -1
  27. package/src/engine/ecs/EntityManager.d.ts +9 -1
  28. package/src/engine/ecs/EntityManager.d.ts.map +1 -1
  29. package/src/engine/ecs/EntityManager.js +26 -27
  30. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts +20 -0
  31. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts.map +1 -1
  32. package/src/engine/ecs/gpu/GPUStateAuthority.js +21 -0
  33. package/src/engine/ecs/gpu/GPU_AUTHORITY_EVENT_HOLD_CHANGE.d.ts +13 -0
  34. package/src/engine/ecs/gpu/GPU_AUTHORITY_EVENT_HOLD_CHANGE.d.ts.map +1 -0
  35. package/src/engine/ecs/gpu/GPU_AUTHORITY_EVENT_HOLD_CHANGE.js +12 -0
  36. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts +6 -0
  37. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts.map +1 -1
  38. package/src/engine/ecs/gpu/gpu_authority_grant.js +7 -1
  39. package/src/engine/ecs/gpu/gpu_authority_held.d.ts +14 -0
  40. package/src/engine/ecs/gpu/gpu_authority_held.d.ts.map +1 -0
  41. package/src/engine/ecs/gpu/gpu_authority_held.js +23 -0
  42. package/src/engine/ecs/gpu/gpu_authority_hold.d.ts +23 -0
  43. package/src/engine/ecs/gpu/gpu_authority_hold.d.ts.map +1 -0
  44. package/src/engine/ecs/gpu/gpu_authority_hold.js +41 -0
  45. package/src/engine/ecs/gpu/gpu_authority_unhold.d.ts +14 -0
  46. package/src/engine/ecs/gpu/gpu_authority_unhold.d.ts.map +1 -0
  47. package/src/engine/ecs/gpu/gpu_authority_unhold.js +32 -0
  48. package/src/engine/ecs/ik/IKGoal.d.ts +59 -0
  49. package/src/engine/ecs/ik/IKGoal.d.ts.map +1 -0
  50. package/src/engine/ecs/ik/IKGoal.js +83 -0
  51. package/src/engine/ecs/ik/IKGoalSystem.d.ts +75 -0
  52. package/src/engine/ecs/ik/IKGoalSystem.d.ts.map +1 -0
  53. package/src/engine/ecs/ik/IKGoalSystem.js +1456 -0
  54. package/src/engine/ecs/ik/PLAN.md +179 -0
  55. package/src/engine/ecs/speaker/VoiceSystem.d.ts +2 -2
  56. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  57. package/src/engine/ecs/storage/BinaryBufferSerializer.d.ts.map +1 -1
  58. package/src/engine/ecs/storage/BinaryBufferSerializer.js +4 -5
  59. package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +7 -3
  60. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  61. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +5 -2
  62. package/src/engine/ecs/system/orderSystemsByDeclaredAccess.d.ts +33 -0
  63. package/src/engine/ecs/system/orderSystemsByDeclaredAccess.d.ts.map +1 -0
  64. package/src/engine/ecs/system/orderSystemsByDeclaredAccess.js +282 -0
  65. package/src/engine/ecs/transform/T64WorldCache.js +139 -139
  66. package/src/engine/ecs/transform/t64_evaluate_local.d.ts +25 -0
  67. package/src/engine/ecs/transform/t64_evaluate_local.d.ts.map +1 -0
  68. package/src/engine/ecs/transform/t64_evaluate_local.js +35 -0
  69. package/src/engine/ecs/transform/t64_evaluate_world.d.ts +5 -3
  70. package/src/engine/ecs/transform/t64_evaluate_world.d.ts.map +1 -1
  71. package/src/engine/ecs/transform/t64_evaluate_world.js +128 -126
  72. package/src/engine/graphics/ecs/water/Water.d.ts +14 -17
  73. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  74. package/src/engine/graphics/ecs/water/Water.js +100 -110
  75. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  76. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +36 -38
  77. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts +6 -0
  78. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts.map +1 -0
  79. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.js +10 -0
  80. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +3 -3
  81. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -46
  82. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.d.ts.map +1 -1
  83. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.js +8 -5
  84. package/src/engine/graphics3/AnimationGraphSystem.d.ts +2 -0
  85. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -1
  86. package/src/engine/graphics3/AnimationGraphSystem.js +337 -329
  87. package/src/engine/graphics3/AnimationSystem.d.ts +2 -0
  88. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -1
  89. package/src/engine/graphics3/AnimationSystem.js +360 -352
  90. package/src/engine/graphics3/WaterSystem.d.ts +21 -74
  91. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  92. package/src/engine/graphics3/WaterSystem.js +174 -367
  93. package/src/engine/physics/cloth/MEASUREMENTS.md +130 -0
  94. package/src/engine/physics/cloth/PLAN.md +16 -1
  95. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts +5 -6
  96. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts.map +1 -1
  97. package/src/engine/physics/cloth/ecs/ClothColliderSystem.js +5 -6
  98. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +4 -7
  99. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  100. package/src/engine/physics/cloth/ecs/ClothInstance.js +4 -7
  101. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +4 -3
  102. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  103. package/src/engine/physics/cloth/ecs/ClothSystem.js +4 -3
  104. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  105. package/src/engine/physics/cloth/ecs/ClothWorld.js +10 -0
  106. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +24 -24
  107. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
  108. package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +46 -43
  109. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts +1 -1
  110. package/src/engine/physics/cloth/ecs/cloth_write_back.js +1 -1
  111. package/src/engine/physics/constraint/solve_constraints.d.ts +0 -35
  112. package/src/engine/physics/constraint/solve_constraints.d.ts.map +1 -1
  113. package/src/engine/physics/constraint/solve_constraints.js +1 -83
  114. package/src/engine/physics/ecs/ContactProbe.d.ts +73 -0
  115. package/src/engine/physics/ecs/ContactProbe.d.ts.map +1 -0
  116. package/src/engine/physics/ecs/ContactProbe.js +103 -0
  117. package/src/engine/physics/ecs/ContactProbeSystem.d.ts +44 -0
  118. package/src/engine/physics/ecs/ContactProbeSystem.d.ts.map +1 -0
  119. package/src/engine/physics/ecs/ContactProbeSystem.js +397 -0
  120. package/src/engine/physics/fluid/ecs/FluidComponent.d.ts +1 -1
  121. package/src/engine/physics/fluid/ecs/FluidComponent.js +1 -1
  122. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  123. package/src/engine/physics/inverse_kinematics/frame_fabrik/FrameFabrikProblem.d.ts +205 -0
  124. package/src/engine/physics/inverse_kinematics/frame_fabrik/FrameFabrikProblem.d.ts.map +1 -0
  125. package/src/engine/physics/inverse_kinematics/frame_fabrik/FrameFabrikProblem.js +245 -0
  126. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_limit_from_joint.d.ts +21 -0
  127. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_limit_from_joint.d.ts.map +1 -0
  128. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_limit_from_joint.js +63 -0
  129. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_solve.d.ts +33 -0
  130. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_solve.d.ts.map +1 -0
  131. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_solve.js +874 -0
  132. package/src/engine/physics/inverse_kinematics/joint_hinge_mid_axis.d.ts +27 -0
  133. package/src/engine/physics/inverse_kinematics/joint_hinge_mid_axis.d.ts.map +1 -0
  134. package/src/engine/physics/inverse_kinematics/joint_hinge_mid_axis.js +77 -0
  135. package/src/engine/physics/inverse_kinematics/two_bone_path_solve.d.ts +36 -0
  136. package/src/engine/physics/inverse_kinematics/two_bone_path_solve.d.ts.map +1 -0
  137. package/src/engine/physics/inverse_kinematics/two_bone_path_solve.js +97 -0
  138. package/src/engine/physics/inverse_kinematics/two_joint_ik.d.ts +33 -11
  139. package/src/engine/physics/inverse_kinematics/two_joint_ik.d.ts.map +1 -1
  140. package/src/engine/physics/inverse_kinematics/two_joint_ik.js +158 -67
  141. package/src/format/image/avif/api/convert_to_rgba.d.ts +2 -2
  142. package/src/format/image/avif/api/convert_to_rgba.d.ts.map +1 -1
  143. package/src/format/image/avif/api/convert_to_rgba.js +10 -9
  144. package/src/format/image/avif/api/decode_avif.d.ts +2 -2
  145. package/src/format/image/avif/api/decode_avif.d.ts.map +1 -1
  146. package/src/format/image/avif/api/decode_avif.js +1 -1
  147. package/src/shade/playground/ssr_reprojection/README.md +111 -103
  148. package/src/shade/playground/ssr_reprojection/SpatialFilterProbe.js +68 -68
  149. package/src/shade/playground/ssr_reprojection/index.html +80 -79
  150. package/src/shade/playground/ssr_reprojection/main.js +256 -247
  151. package/src/shade/playground/ssr_variance/capture.js +96 -96
  152. package/src/shade/playground/ssr_variance/reference.js +78 -78
  153. package/src/shade/playground/vsm/README.md +96 -0
  154. package/src/shade/playground/vsm/VSMDebugOverlay.d.ts +49 -0
  155. package/src/shade/playground/vsm/VSMDebugOverlay.d.ts.map +1 -0
  156. package/src/shade/playground/vsm/VSMDebugOverlay.js +351 -0
  157. package/src/shade/playground/vsm/clipmap_panel.d.ts +8 -0
  158. package/src/shade/playground/vsm/clipmap_panel.d.ts.map +1 -0
  159. package/src/shade/playground/vsm/clipmap_panel.js +138 -0
  160. package/src/shade/playground/vsm/index.html +170 -0
  161. package/src/shade/playground/vsm/main.d.ts +2 -0
  162. package/src/shade/playground/vsm/main.d.ts.map +1 -0
  163. package/src/shade/playground/vsm/main.js +389 -0
  164. package/src/shade/playground/vsm/scenes.d.ts +52 -0
  165. package/src/shade/playground/vsm/scenes.d.ts.map +1 -0
  166. package/src/shade/playground/vsm/scenes.js +320 -0
  167. package/src/shade/playground/vsm/verify_vsm.d.ts +38 -0
  168. package/src/shade/playground/vsm/verify_vsm.d.ts.map +1 -0
  169. package/src/shade/playground/vsm/verify_vsm.js +305 -0
  170. package/src/shade/playground/water_refraction/README.md +57 -9
  171. package/src/shade/playground/water_refraction/main.js +12 -3
  172. package/src/shade/playground/water_refraction/world.d.ts +1 -0
  173. package/src/shade/playground/water_refraction/world.d.ts.map +1 -1
  174. package/src/shade/playground/water_refraction/world.js +15 -5
  175. package/src/shade/renderer/Renderer.d.ts +19 -0
  176. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  177. package/src/shade/renderer/Renderer.js +72 -1
  178. package/src/shade/renderer/animation/ANIMATION_TRACK_BINDING_STRUCT.d.ts.map +1 -1
  179. package/src/shade/renderer/animation/ANIMATION_TRACK_BINDING_STRUCT.js +10 -1
  180. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +18 -4
  181. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  182. package/src/shade/renderer/animation/GPUAnimationManager.js +269 -23
  183. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.d.ts +12 -4
  184. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.d.ts.map +1 -1
  185. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.js +12 -4
  186. package/src/shade/renderer/animation/chunk_pose_accumulator.d.ts.map +1 -1
  187. package/src/shade/renderer/animation/chunk_pose_accumulator.js +14 -1
  188. package/src/shade/renderer/animation/pose/PoseChannelIndex.d.ts +78 -0
  189. package/src/shade/renderer/animation/pose/PoseChannelIndex.d.ts.map +1 -0
  190. package/src/shade/renderer/animation/pose/PoseChannelIndex.js +274 -0
  191. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +40 -3
  192. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  193. package/src/shade/renderer/animation/pose/PosePlayback.js +77 -3
  194. package/src/shade/renderer/animation/pose/pose_evaluate_local.d.ts +21 -3
  195. package/src/shade/renderer/animation/pose/pose_evaluate_local.d.ts.map +1 -1
  196. package/src/shade/renderer/animation/pose/pose_evaluate_local.js +79 -11
  197. package/src/shade/renderer/animation/shader_animation_apply.js +1 -1
  198. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts +3 -2
  199. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  200. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +187 -176
  201. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts +7 -0
  202. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  203. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +11 -0
  204. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.d.ts +3 -1
  205. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.d.ts.map +1 -1
  206. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.js +10 -1
  207. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_read_code.d.ts.map +1 -1
  208. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_read_code.js +28 -0
  209. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_write_code.d.ts.map +1 -1
  210. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_write_code.js +31 -1
  211. package/src/shade/renderer/geometry/MeshletGeometry.d.ts +3 -0
  212. package/src/shade/renderer/geometry/MeshletGeometry.d.ts.map +1 -1
  213. package/src/shade/renderer/geometry/MeshletGeometry.js +1 -0
  214. package/src/shade/renderer/light/LIGHT_DATABASE_SPEC.d.ts.map +1 -1
  215. package/src/shade/renderer/light/LIGHT_DATABASE_SPEC.js +62 -4
  216. package/src/shade/renderer/light/environment/rgbe/parse_rgbe.d.ts +1 -1
  217. package/src/shade/renderer/light/environment/rgbe/parse_rgbe.js +2 -2
  218. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.d.ts +2 -2
  219. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.d.ts.map +1 -1
  220. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.js +6 -14
  221. package/src/shade/renderer/light/environment/sh_exponential/chunk_sh_exp_workgroup_sum.d.ts.map +1 -1
  222. package/src/shade/renderer/light/environment/sh_exponential/chunk_sh_exp_workgroup_sum.js +5 -1
  223. package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
  224. package/src/shade/renderer/medium/ParticipatingMedium.d.ts +3 -0
  225. package/src/shade/renderer/medium/ParticipatingMedium.d.ts.map +1 -1
  226. package/src/shade/renderer/medium/ParticipatingMedium.js +7 -0
  227. package/src/shade/renderer/object_property/chunk_write_object_property.d.ts +3 -1
  228. package/src/shade/renderer/object_property/chunk_write_object_property.d.ts.map +1 -1
  229. package/src/shade/renderer/object_property/chunk_write_object_property.js +5 -2
  230. package/src/shade/renderer/object_property/chunk_write_object_property_node3d.d.ts +4 -0
  231. package/src/shade/renderer/object_property/chunk_write_object_property_node3d.d.ts.map +1 -1
  232. package/src/shade/renderer/object_property/chunk_write_object_property_node3d.js +6 -1
  233. package/src/shade/renderer/postprocess/eye/shader_autoexposure_build_histogram.d.ts.map +1 -1
  234. package/src/shade/renderer/postprocess/eye/shader_autoexposure_build_histogram.js +5 -35
  235. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
  236. package/src/shade/renderer/postprocess/ssr/SSR.d.ts +12 -4
  237. package/src/shade/renderer/postprocess/ssr/SSR.d.ts.map +1 -1
  238. package/src/shade/renderer/postprocess/ssr/SSR.js +36 -8
  239. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.d.ts +3 -0
  240. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.d.ts.map +1 -0
  241. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.js +2 -0
  242. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.d.ts +8 -0
  243. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.d.ts.map +1 -0
  244. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.js +40 -0
  245. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.d.ts.map +1 -1
  246. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.js +150 -137
  247. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.d.ts +3 -0
  248. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.d.ts.map +1 -0
  249. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.js +44 -0
  250. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.d.ts +5 -0
  251. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.d.ts.map +1 -0
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  540. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts +0 -23
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  549. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.js +0 -49
  550. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts +0 -9
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  561. package/src/shade/renderer/water/surface/water_surface_grid_indices.js +0 -39
@@ -1,116 +1,64 @@
1
- import { assert } from "../../../../core/assert.js";
2
- import { write_gpu_typed_buffer } from "../../shader/type/serde/write_gpu_typed_buffer.js";
3
- import { shader_water_bodies_derive } from "./shader_water_bodies_derive.js";
4
- import { WATER_BODIES_STRUCT, WATER_BODY_CAPACITY } from "./WATER_BODIES_STRUCT.js";
5
-
6
- /**
7
- * An empty medium record, for the table's unused slots.
8
- */
9
- const EMPTY_MEDIUM = Object.freeze({
10
- absorption: [0, 0, 0], priority: 0, lobe_count: 0,
11
- lobes: [0, 1, 2, 3].map(() => ({ scattering: [0, 0, 0], kind: 0, p0: 0, p1: 0 })),
12
- });
13
-
14
- /**
15
- * The frame's water bodies on the GPU, as {@link WATER_BODIES_STRUCT}: one uniform buffer every
16
- * consumer of the water medium binds.
17
- *
18
- * Rebuilt each frame from the surfaces in entity order — the order the water passes draw in — and
19
- * each surface is told its row as `surface.body_index`. The derived fields are then integrated on
20
- * the GPU, in a pass recorded at the head of the frame, so everything recorded after reads them.
21
- */
22
- export class GPUWaterBodies {
23
- /**
24
- * @type {GPUDevice|null}
25
- */
26
- #device = null;
27
-
28
- /**
29
- * @type {GPUBuffer|null}
30
- */
31
- #buffer = null;
32
-
33
- #bytes = new ArrayBuffer(WATER_BODIES_STRUCT.size);
34
-
35
- /**
36
- * The table, or null before the first record.
37
- * @returns {GPUBuffer|null}
38
- */
39
- get buffer() {
40
- return this.#buffer;
41
- }
42
-
43
- dispose() {
44
- this.#buffer?.destroy();
45
- this.#buffer = null;
46
- this.#device = null;
47
- }
48
-
49
- /**
50
- * @param {Object} options
51
- * @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} options.graph
52
- * @param {GPUDevice} options.device
53
- * @param {Object[]} options.surfaces
54
- */
55
- record({ graph, device, surfaces }) {
56
- assert.defined(graph, 'graph');
57
- assert.defined(device, 'device');
58
- assert.isArray(surfaces, 'surfaces');
59
-
60
- if (device !== this.#device) {
61
- this.dispose();
62
- this.#device = device;
63
- this.#buffer = device.createBuffer({
64
- label: "Water / bodies",
65
- size: WATER_BODIES_STRUCT.size,
66
- usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
67
- });
68
- }
69
-
70
- const ordered = surfaces.slice().sort((a, b) => a.entity - b.entity);
71
-
72
- assert.lessThanOrEqual(ordered.length, WATER_BODY_CAPACITY, `at most ${WATER_BODY_CAPACITY} water bodies`);
73
-
74
- const bodies = [];
75
-
76
- for (let i = 0; i < WATER_BODY_CAPACITY; i++) {
77
- const surface = ordered[i];
78
-
79
- if (surface === undefined) {
80
- bodies.push({
81
- medium: EMPTY_MEDIUM, ior: 1,
82
- backscattering: [0, 0, 0, 0], extinction: [0, 0, 0, 0], diffuse_transmittance: 0,
83
- });
84
- continue;
85
- }
86
-
87
- surface.body_index = i;
88
-
89
- bodies.push({
90
- medium: surface.medium.to_gpu_record(),
91
- ior: surface.ior,
92
- backscattering: [0, 0, 0, 0],
93
- extinction: [0, 0, 0, 0],
94
- diffuse_transmittance: 0,
95
- });
96
- }
97
-
98
- write_gpu_typed_buffer({ count: ordered.length, bodies }, WATER_BODIES_STRUCT, this.#bytes, 0);
99
-
100
- device.queue.writeBuffer(this.#buffer, 0, this.#bytes);
101
-
102
- if (ordered.length === 0) {
103
- // an empty table, still valid to bind; nothing to derive
104
- return;
105
- }
106
-
107
- const buffer = this.#buffer;
108
-
109
- const pass = graph.add("Water / bodies derive", {}, (data, resources, { encoder }) => {
110
- shader_water_bodies_derive.dispatch({ encoder, bindings: { water_bodies: buffer } });
111
- });
112
-
113
- // fills a persistent buffer that later passes bind directly
114
- pass.make_side_effect();
115
- }
116
- }
1
+ import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
2
+ import { round_up } from "../../../../core/math/round_up.js";
3
+ import { graph_prefix_scan_csdldf } from "../../gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdldf.js";
4
+ import { INDIRECT_COMPUTE_COMMAND_DESCRIPTOR } from "../../gpu_primitive/indirect/IndirectComputeCommandBuildPass.js";
5
+ import { shader_prefix_sum_to_command } from "../../rasterize/expand/mesh/shader_prefix_sum_to_command.js";
6
+ import { shader_increment_count_by_prefix_sum } from "../../rasterize/expand/mesh/shader_increment_count_by_prefix_sum.js";
7
+ import { graph_compute_pass } from "../../shader/graph/compute/graph_compute_pass.js";
8
+ import { shader_water_meshlet_counts, shader_water_meshlets_expand } from "./shader_water_meshlets.js";
9
+ import { shader_water_bodies_derive, WORKGROUP_SIZE } from "./shader_water_bodies_derive.js";
10
+
11
+ /** GPU work over the scene's water table; no per-body render commands or transient body uniforms. */
12
+ export class GPUWaterBodies {
13
+ record({ graph, scene }) {
14
+ const table = scene.scene_database.get('water_bodies');
15
+ const groups = table.dispatch_group_count(WORKGROUP_SIZE);
16
+ if (groups === 0) { return; }
17
+ const pass = graph.add('Water / bodies derive', {}, (_data, _resources, { encoder }) => {
18
+ shader_water_bodies_derive.dispatch({ encoder, bindings: { scene_database: scene.scene_database_buffer },
19
+ group_count_x: Math.min(groups, 65535), group_count_y: Math.ceil(groups / 65535) });
20
+ });
21
+ pass.make_side_effect();
22
+ }
23
+
24
+ /** Ordered prefix expansion preserves equal-depth ownership, including after holes and reuse. */
25
+ meshlets({ graph, view, camera, meshlet_capacity }) {
26
+ const scene = view.scene, table = scene.scene_database.get('water_bodies');
27
+ const capacity = table.element_capacity;
28
+ const data = {};
29
+ const pass = graph.add('Water / meshlet counts', data, (d, resources, { encoder }) => {
30
+ const groups = table.dispatch_group_count(64);
31
+ shader_water_meshlet_counts.dispatch({ encoder, bindings: {
32
+ capacity: round_up(capacity, 4), camera: resources.get(d.camera), scene_database: scene.scene_database_buffer,
33
+ geometries: scene.geometries.buffer_metadata, counts: resources.get(d.counts),
34
+ }, group_count_x: Math.min(groups, 65535), group_count_y: Math.ceil(groups / 65535) });
35
+ });
36
+ data.camera = pass.read(camera);
37
+ // The shared scan reads vec4u blocks, including the padded final block.
38
+ const bytes = 16 + round_up(capacity, 4) * 4;
39
+ data.counts = pass.create('counts', BufferResourceDescriptor.from(bytes, GPUBufferUsage.STORAGE, 0, bytes));
40
+ const sums = graph_prefix_scan_csdldf({ graph, data: data.counts, element_max_count: capacity });
41
+ const command_data = {};
42
+ const command_pass = graph.add('Water / expand command', command_data, (d, resources, { encoder }) => {
43
+ shader_prefix_sum_to_command.dispatch({ encoder, bindings: {
44
+ prefix_sums: resources.get(d.sums), command: resources.get(d.command),
45
+ } });
46
+ });
47
+ command_data.sums = command_pass.read(sums);
48
+ const command = command_data.command = command_pass.create('command', INDIRECT_COMPUTE_COMMAND_DESCRIPTOR);
49
+ const expand_data = {};
50
+ const expand = graph.add('Water / expand meshlets', expand_data, (d, resources, { encoder }) => {
51
+ shader_water_meshlets_expand.dispatchIndirect({ encoder, command: resources.get(d.command), bindings: {
52
+ prefix_sums: resources.get(d.sums), output: resources.get(d.output),
53
+ scene_database: scene.scene_database_buffer, geometries: scene.geometries.buffer_metadata,
54
+ } });
55
+ });
56
+ expand_data.command = expand.read(command);
57
+ expand_data.sums = expand.read(sums);
58
+ expand_data.output = expand.create('meshlets', BufferResourceDescriptor.from(16 + meshlet_capacity * 8,
59
+ GPUBufferUsage.STORAGE, 0, 16));
60
+ const { output } = graph_compute_pass({ graph, shader: shader_increment_count_by_prefix_sum,
61
+ bindings: { prefix_sums: sums, output: expand_data.output } });
62
+ return output;
63
+ }
64
+ }
@@ -1,23 +1,4 @@
1
- /**
2
- * Most water bodies a frame carries.
3
- * @type {number}
4
- */
5
- export const WATER_BODY_CAPACITY: number;
6
- /**
7
- * One body of water as the water passes read it (WATER_OPTICS_PLAN_2026_10_02.md §7.2): its optics,
8
- * and nothing about where it is — where a body's water is, is its mesh. The authored part is written
9
- * from the CPU each frame; the derived part is integrated on the GPU from the medium's own phase
10
- * functions right after, so the two can never disagree with what the path tracer samples.
11
- *
12
- * @type {WebGPUStruct}
13
- */
1
+ /** A persistent scene row. Geometry and node refer to the shared scene resources. */
14
2
  export const WATER_BODY_STRUCT: WebGPUStruct;
15
- /**
16
- * Every body of a frame, as the uniform `water_bodies`. Uniform rather than storage because the water
17
- * optics pass binds it beside the light group, whose storage buffers spend the stage's budget.
18
- *
19
- * @type {WebGPUStruct}
20
- */
21
- export const WATER_BODIES_STRUCT: WebGPUStruct;
22
3
  import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
23
4
  //# sourceMappingURL=WATER_BODIES_STRUCT.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"WATER_BODIES_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/WATER_BODIES_STRUCT.js"],"names":[],"mappings":"AAKA;;;GAGG;AACH,kCAFU,MAAM,CAEsB;AAEtC;;;;;;;GAOG;AACH,gCAFU,YAAY,CAaN;AAEhB;;;;;GAKG;AACH,kCAFU,YAAY,CAKJ;6BAtCW,mCAAmC"}
1
+ {"version":3,"file":"WATER_BODIES_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/WATER_BODIES_STRUCT.js"],"names":[],"mappings":"AAIA,qFAAqF;AACrF,6CAIgB;6BAPa,mCAAmC"}
@@ -1,42 +1,10 @@
1
- import { MEDIUM_STRUCT } from "../../medium/MEDIUM_STRUCT.js";
2
- import { f32, u32, vec4f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
4
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
5
-
6
- /**
7
- * Most water bodies a frame carries.
8
- * @type {number}
9
- */
10
- export const WATER_BODY_CAPACITY = 16;
11
-
12
- /**
13
- * One body of water as the water passes read it (WATER_OPTICS_PLAN_2026_10_02.md §7.2): its optics,
14
- * and nothing about where it is — where a body's water is, is its mesh. The authored part is written
15
- * from the CPU each frame; the derived part is integrated on the GPU from the medium's own phase
16
- * functions right after, so the two can never disagree with what the path tracer samples.
17
- *
18
- * @type {WebGPUStruct}
19
- */
20
- export const WATER_BODY_STRUCT = WebGPUStruct.from({
21
- /** what fills the body: absorption and scattering lobes, RGB 1/m */
22
- medium: MEDIUM_STRUCT,
23
- /** index of refraction relative to the air above */
24
- ior: f32,
25
- /** derived: backscattering b_b = Σ b_i · B_i, RGB 1/m, in xyz */
26
- backscattering: vec4f,
27
- /** derived: beam attenuation c = a + Σ b_i, RGB 1/m, in xyz; per-pixel code reads it rather than walk the lobes */
28
- extinction: vec4f,
29
- /** derived: hemispherical Fresnel transmittance into the water for a uniform sky */
30
- diffuse_transmittance: f32,
31
- }, "WaterBody");
32
-
33
- /**
34
- * Every body of a frame, as the uniform `water_bodies`. Uniform rather than storage because the water
35
- * optics pass binds it beside the light group, whose storage buffers spend the stage's budget.
36
- *
37
- * @type {WebGPUStruct}
38
- */
39
- export const WATER_BODIES_STRUCT = WebGPUStruct.from({
40
- count: u32,
41
- bodies: WebGPUArray.from(WATER_BODY_STRUCT, WATER_BODY_CAPACITY),
42
- }, "WaterBodies");
1
+ import { MEDIUM_STRUCT } from "../../medium/MEDIUM_STRUCT.js";
2
+ import { f32, u32, vec4f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
+
5
+ /** A persistent scene row. Geometry and node refer to the shared scene resources. */
6
+ export const WATER_BODY_STRUCT = WebGPUStruct.from({
7
+ geometry: u32, node: u32, wave: u32, roughness: f32, dirty: u32,
8
+ medium: MEDIUM_STRUCT, ior: f32,
9
+ backscattering: vec4f, extinction: vec4f, diffuse_transmittance: f32,
10
+ }, "WaterBody");
@@ -0,0 +1,3 @@
1
+ export const WATER_BODIES_TABLE: import("../../buffer/table/GPUTypedTableDescriptor.js").GPUTypedTableDescriptor;
2
+ export const WATER_WAVES_TABLE: import("../../buffer/table/GPUTypedTableDescriptor.js").GPUTypedTableDescriptor;
3
+ //# sourceMappingURL=chunk_water_bodies.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_bodies.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/chunk_water_bodies.js"],"names":[],"mappings":"AACA,iHAA0E;AAC1E,gHAAwE"}
@@ -0,0 +1,3 @@
1
+ import { SCENE_DATABASE_SPEC } from "../../scene/SCENE_DATABASE_SPEC.js";
2
+ export const WATER_BODIES_TABLE = SCENE_DATABASE_SPEC.get('water_bodies');
3
+ export const WATER_WAVES_TABLE = SCENE_DATABASE_SPEC.get('water_waves');
@@ -1,8 +1,4 @@
1
- /**
2
- * Fills the derived fields of every water body from its authored ones, one thread a body.
3
- *
4
- * @type {ComputeShader}
5
- */
1
+ export const WORKGROUP_SIZE: 64;
6
2
  export const shader_water_bodies_derive: ComputeShader;
7
3
  import { ComputeShader } from "../../shader/ComputeShader.js";
8
4
  //# sourceMappingURL=shader_water_bodies_derive.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"shader_water_bodies_derive.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/shader_water_bodies_derive.js"],"names":[],"mappings":"AAWA;;;;GAIG;AACH,yCAFU,aAAa,CAepB;8BA7B2B,+BAA+B"}
1
+ {"version":3,"file":"shader_water_bodies_derive.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/shader_water_bodies_derive.js"],"names":[],"mappings":"AASA,gCAAiC;AAIjC,uDAkBG;8BA/B2B,+BAA+B"}
@@ -1,30 +1,32 @@
1
- import { ComputeShader } from "../../shader/ComputeShader.js";
2
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
3
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
4
- import { chunk_water_medium_derived } from "./chunk_water_medium_derived.js";
5
- import { chunk_water_medium_scattering } from "./chunk_water_medium_scattering.js";
6
- import { WATER_BODIES_STRUCT, WATER_BODY_CAPACITY } from "./WATER_BODIES_STRUCT.js";
7
-
8
- const resources = new ShaderResourceSetDescriptor();
9
- resources.createGroup()
10
- .addStorageBuffer("water_bodies", WATER_BODIES_STRUCT, true);
11
-
12
- /**
13
- * Fills the derived fields of every water body from its authored ones, one thread a body.
14
- *
15
- * @type {ComputeShader}
16
- */
17
- export const shader_water_bodies_derive = ComputeShader.from({
18
- label: "Water / bodies derive",
19
- resources,
20
- body: CodeChunk.from(/* language=WGSL */ `
21
- @compute @workgroup_size(${WATER_BODY_CAPACITY})
22
- fn main(@builtin(local_invocation_index) i: u32) {
23
- if (i >= water_bodies.count) { return; }
24
- let medium = water_bodies.bodies[i].medium;
25
- water_bodies.bodies[i].backscattering = vec4<f32>(water_medium_backscattering(medium), 0.0);
26
- water_bodies.bodies[i].extinction = vec4<f32>(medium.absorption + water_medium_scattering(medium), 0.0);
27
- water_bodies.bodies[i].diffuse_transmittance = water_diffuse_fresnel_transmittance(water_bodies.bodies[i].ior);
28
- }
29
- `, [chunk_water_medium_derived, chunk_water_medium_scattering]),
30
- });
1
+ import { ComputeShader } from "../../shader/ComputeShader.js";
2
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
3
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
4
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
5
+ import { chunk_water_medium_derived } from "./chunk_water_medium_derived.js";
6
+ import { chunk_water_medium_scattering } from "./chunk_water_medium_scattering.js";
7
+ import { WATER_BODIES_TABLE as table } from "./chunk_water_bodies.js";
8
+ import { chunk_folded_workgroup_index } from "../../shader/chunk/grid/chunk_folded_workgroup_index.js";
9
+
10
+ export const WORKGROUP_SIZE = 64;
11
+ const pg = table.page_iterator_symbol_prefix(WORKGROUP_SIZE, true);
12
+ const resources = new ShaderResourceSetDescriptor();
13
+ resources.createGroup().addStorageBuffer('scene_database', WebGPUArray.u32, true);
14
+ export const shader_water_bodies_derive = ComputeShader.from({
15
+ label: "Water / bodies derive", resources,
16
+ body: CodeChunk.from(/* language=WGSL */ `
17
+ @compute @workgroup_size(${WORKGROUP_SIZE})
18
+ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
19
+ if (!${pg}_setup(&scene_database, folded_workgroup_index(group), lane)) { return; }
20
+ let slot = ${pg}_slot_in_page(lane);
21
+ if (slot >= ${pg}_ELEMENTS_PER_PAGE || !${pg}_is_occupied(slot)) { return; }
22
+ var body = ${pg}_read(&scene_database, slot);
23
+ if (body.dirty == 0u) { return; }
24
+ body.backscattering = vec4f(water_medium_backscattering(body.medium), 0.0);
25
+ body.extinction = vec4f(body.medium.absorption + water_medium_scattering(body.medium), 0.0);
26
+ body.diffuse_transmittance = water_diffuse_fresnel_transmittance(body.ior);
27
+ body.dirty = 0u;
28
+ ${table.marshalling_method_write}(&scene_database, ${pg}_slot_to_index(slot), body);
29
+ }
30
+ `, [table.chunk_iterate(WORKGROUP_SIZE, true), table.chunk_write, chunk_water_medium_derived,
31
+ chunk_water_medium_scattering, chunk_folded_workgroup_index]),
32
+ });
@@ -0,0 +1,4 @@
1
+ export const shader_water_meshlet_counts: ComputeShader;
2
+ export const shader_water_meshlets_expand: ComputeShader;
3
+ import { ComputeShader } from "../../shader/ComputeShader.js";
4
+ //# sourceMappingURL=shader_water_meshlets.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_water_meshlets.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/medium/shader_water_meshlets.js"],"names":[],"mappings":"AAyBA,wDAsBkH;AAOlH,yDAcsF;8BAhExD,+BAA+B"}
@@ -0,0 +1,69 @@
1
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
2
+ import { GEOMETRY_METADATA_STRUCT } from "../../geometry/GEOMETRY_METADATA_STRUCT.js";
3
+ import { MESHLET_COLLECTION_STRUCT } from "../../rasterize/MESHLET_COLLECTION_STRUCT.js";
4
+ import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
5
+ import { ComputeShader } from "../../shader/ComputeShader.js";
6
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
7
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
8
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
9
+ import { chunk_scene_database_access } from "../../scene/chunk_scene_database_access.js";
10
+ import { chunk_folded_workgroup_index } from "../../shader/chunk/grid/chunk_folded_workgroup_index.js";
11
+ import { chunk_lower_bound_branchless } from "../../shader/chunk/math/chunk_lower_bound_branchless.js";
12
+ import { WATER_BODIES_TABLE as table, WATER_WAVES_TABLE } from "./chunk_water_bodies.js";
13
+ import { chunk_aabb3_project } from "../../shader/chunk/geometry/aabb3/chunk_aabb3_project.js";
14
+ import { chunk_aabb3_intersects_frustum } from "../../shader/chunk/geometry/aabb3/chunk_aabb3_intersects_frustum.js";
15
+ import { chunk_array_to_aabb3 } from "../../shader/chunk/geometry/aabb3/chunk_array_to_aabb3.js";
16
+ import { chunk_mat4_linear_determinant } from "../../shader/chunk/geometry/mat4/chunk_mat4_linear_determinant.js";
17
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
18
+
19
+ const pg = table.page_iterator_symbol_prefix(64);
20
+ const counts_resources = new ShaderResourceSetDescriptor();
21
+ counts_resources.setImmediate('capacity', u32);
22
+ counts_resources.createGroup().addUniform('camera', CAMERA_UNIFORM_STRUCT)
23
+ .addStorageBuffer('scene_database', WebGPUArray.u32)
24
+ .addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
25
+ .addStorageBuffer('counts', COLLECTION_U32_STRUCT_READ, true);
26
+ export const shader_water_meshlet_counts = ComputeShader.from({ label: 'Water / meshlet counts', resources: counts_resources,
27
+ body: CodeChunk.from(/* language=WGSL */ `
28
+ @compute @workgroup_size(64)
29
+ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
30
+ if (all(group == vec3u(0)) && lane == 0u) { counts.count = capacity; }
31
+ if (!${pg}_setup(&scene_database, folded_workgroup_index(group), lane)) { return; }
32
+ let slot = ${pg}_slot_in_page(lane);
33
+ if (slot >= ${pg}_ELEMENTS_PER_PAGE || !${pg}_is_occupied(slot)) { return; }
34
+ let body = ${pg}_read(&scene_database, slot);
35
+ let geometry = geometries[body.geometry];
36
+ let node = scene_read_node(&scene_database, body.node);
37
+ if (abs(mat4_linear_determinant(node.global)) < 1e-20) { return; }
38
+ var box = geometry.bounding_box;
39
+ if (body.wave != ~0u) {
40
+ let displacement = ${WATER_WAVES_TABLE.marshalling_method_read}(&scene_database, body.wave).displacement_bounds;
41
+ box[1] += displacement.x; box[4] += displacement.y;
42
+ }
43
+ let bounds = aabb3_project(array_to_aabb3(box), node.global);
44
+ if (!aabb3_intersects_frustum(bounds, camera.frustum)) { return; }
45
+ counts.elements[${pg}_slot_to_index(slot)] = geometry.meshlets_count;
46
+ }
47
+ `, [table.chunk_iterate(64), WATER_WAVES_TABLE.chunk_read, chunk_scene_database_access, chunk_folded_workgroup_index,
48
+ chunk_aabb3_project, chunk_array_to_aabb3, chunk_aabb3_intersects_frustum, chunk_mat4_linear_determinant]) });
49
+
50
+ const expand_resources = new ShaderResourceSetDescriptor();
51
+ expand_resources.createGroup().addStorageBuffer('prefix_sums', COLLECTION_U32_STRUCT_READ)
52
+ .addStorageBuffer('scene_database', WebGPUArray.u32)
53
+ .addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
54
+ .addStorageBuffer('output', MESHLET_COLLECTION_STRUCT, true);
55
+ export const shader_water_meshlets_expand = ComputeShader.from({ label: 'Water / expand meshlets', resources: expand_resources,
56
+ body: CodeChunk.from(/* language=WGSL */ `
57
+ @compute @workgroup_size(128)
58
+ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
59
+ let i = folded_workgroup_index(group) * 128u + lane;
60
+ let row = lower_bound_branchless(&prefix_sums.elements, i + 1u, prefix_sums.count);
61
+ if (row >= prefix_sums.count) { return; }
62
+ var previous = 0u;
63
+ if (row > 0u) { previous = prefix_sums.elements[row - 1u]; }
64
+ let body = ${table.marshalling_method_read}(&scene_database, row);
65
+ let geometry = geometries[body.geometry];
66
+ output.elements[i].index = geometry.meshlets_address + i - previous;
67
+ output.elements[i].mesh = row;
68
+ }
69
+ `, [table.chunk_read, chunk_folded_workgroup_index, chunk_lower_bound_branchless]) });
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_water_inscatter.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/optics/chunk_water_inscatter.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,oCAFU,SAAS,CAuFmF;0BAnH5E,oCAAoC"}
1
+ {"version":3,"file":"chunk_water_inscatter.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/optics/chunk_water_inscatter.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,oCAFU,SAAS,CAwFmF;0BApH5E,oCAAoC"}