@woosh/meep-engine 3.42.0 → 3.44.0
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/editor/prototypeEditorShell.d.ts.map +1 -1
- package/editor/prototypeEditorShell.js +4 -2
- package/package.json +91 -96
- package/src/engine/Clock.d.ts +15 -0
- package/src/engine/Clock.d.ts.map +1 -1
- package/src/engine/Clock.js +29 -5
- package/src/engine/Engine.d.ts.map +1 -1
- package/src/engine/Engine.js +11 -19
- package/src/engine/graphics/ecs/mesh-v2/MeshSkin.d.ts +57 -0
- package/src/engine/graphics/ecs/mesh-v2/MeshSkin.d.ts.map +1 -0
- package/src/engine/graphics/ecs/mesh-v2/MeshSkin.js +84 -0
- package/src/engine/graphics3/AnimationGraphSystem.d.ts +23 -13
- package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -1
- package/src/engine/graphics3/AnimationGraphSystem.js +61 -64
- package/src/engine/graphics3/AnimationSystem.d.ts +24 -15
- package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -1
- package/src/engine/graphics3/AnimationSystem.js +67 -61
- package/src/engine/graphics3/MeshSkinSystem.d.ts +56 -0
- package/src/engine/graphics3/MeshSkinSystem.d.ts.map +1 -0
- package/src/engine/graphics3/MeshSkinSystem.js +317 -0
- package/src/engine/graphics3/MeshSystem.d.ts +15 -35
- package/src/engine/graphics3/MeshSystem.d.ts.map +1 -1
- package/src/engine/graphics3/MeshSystem.js +21 -298
- package/src/engine/graphics3/RowChains.d.ts +76 -0
- package/src/engine/graphics3/RowChains.d.ts.map +1 -0
- package/src/engine/graphics3/RowChains.js +347 -0
- package/src/engine/graphics3/ShadedGeometrySystem.d.ts +6 -0
- package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
- package/src/engine/graphics3/ShadedGeometrySystem.js +329 -309
- package/src/engine/graphics3/animation/AnimationClips.d.ts +56 -0
- package/src/engine/graphics3/animation/AnimationClips.d.ts.map +1 -0
- package/src/engine/graphics3/animation/AnimationClips.js +79 -0
- package/src/engine/graphics3/animation/ClipListPlayer.d.ts +13 -14
- package/src/engine/graphics3/animation/ClipListPlayer.d.ts.map +1 -1
- package/src/engine/graphics3/animation/ClipListPlayer.js +262 -263
- package/src/engine/graphics3/animation/write_clip_playback.d.ts +3 -3
- package/src/engine/graphics3/animation/write_clip_playback.js +4 -4
- package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +5 -0
- package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts.map +1 -1
- package/src/engine/graphics3/pose/query_entity_node_world_pose.js +80 -75
- package/src/engine/graphics3/prefab/PrefabInstance.d.ts +4 -24
- package/src/engine/graphics3/prefab/PrefabInstance.d.ts.map +1 -1
- package/src/engine/graphics3/prefab/PrefabInstance.js +60 -80
- package/src/engine/graphics3/prefab/prefab_instantiate.d.ts +16 -3
- package/src/engine/graphics3/prefab/prefab_instantiate.d.ts.map +1 -1
- package/src/engine/graphics3/prefab/prefab_instantiate.js +49 -12
- package/src/engine/graphics3/prefab/prefab_place.d.ts +31 -17
- package/src/engine/graphics3/prefab/prefab_place.d.ts.map +1 -1
- package/src/engine/graphics3/prefab/prefab_place.js +175 -130
- package/src/engine/graphics3/register_clips.d.ts +64 -0
- package/src/engine/graphics3/register_clips.d.ts.map +1 -0
- package/src/engine/graphics3/register_clips.js +114 -0
- package/src/engine/physics/cloth/MEASUREMENTS.md +795 -0
- package/src/engine/physics/cloth/PLAN.md +339 -9
- package/src/engine/physics/cloth/build/ClothProxy.d.ts +113 -61
- package/src/engine/physics/cloth/build/ClothProxy.d.ts.map +1 -1
- package/src/engine/physics/cloth/build/ClothProxy.js +142 -77
- package/src/engine/physics/cloth/build/cloth_bind_in_frame.d.ts +22 -0
- package/src/engine/physics/cloth/build/cloth_bind_in_frame.d.ts.map +1 -0
- package/src/engine/physics/cloth/build/cloth_bind_in_frame.js +75 -0
- package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts +43 -30
- package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts.map +1 -1
- package/src/engine/physics/cloth/build/cloth_proxy_from_joints.js +357 -284
- package/src/engine/physics/cloth/build/cloth_proxy_from_mesh.d.ts +62 -0
- package/src/engine/physics/cloth/build/cloth_proxy_from_mesh.d.ts.map +1 -0
- package/src/engine/physics/cloth/build/cloth_proxy_from_mesh.js +280 -0
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +1 -1
- package/src/engine/physics/cloth/ecs/Cloth.d.ts +17 -9
- package/src/engine/physics/cloth/ecs/Cloth.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/Cloth.js +220 -212
- package/src/engine/physics/cloth/ecs/ClothDynamicsFlags.js +6 -0
- package/src/engine/physics/cloth/ecs/ClothHold.d.ts +91 -0
- package/src/engine/physics/cloth/ecs/ClothHold.d.ts.map +1 -0
- package/src/engine/physics/cloth/ecs/ClothHold.js +103 -0
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +254 -48
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothInstance.js +277 -47
- package/src/engine/physics/cloth/ecs/ClothPin.d.ts +73 -0
- package/src/engine/physics/cloth/ecs/ClothPin.d.ts.map +1 -0
- package/src/engine/physics/cloth/ecs/ClothPin.js +92 -0
- package/src/engine/physics/cloth/ecs/ClothPinSerializationAdapter.d.ts +36 -0
- package/src/engine/physics/cloth/ecs/ClothPinSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/cloth/ecs/ClothPinSerializationAdapter.js +61 -0
- package/src/engine/physics/cloth/ecs/ClothRig.d.ts +23 -17
- package/src/engine/physics/cloth/ecs/ClothRig.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothRig.js +29 -27
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +12 -14
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothSystem.js +20 -15
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +57 -36
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothWorld.js +816 -179
- package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +12 -13
- package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +20 -14
- package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts +63 -11
- package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_build_rows.js +321 -84
- package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts +9 -7
- package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_dynamics_map.js +9 -7
- package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +3 -3
- package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +30 -30
- package/src/engine/physics/cloth/ecs/cloth_geodesic.d.ts +37 -0
- package/src/engine/physics/cloth/ecs/cloth_geodesic.d.ts.map +1 -0
- package/src/engine/physics/cloth/ecs/cloth_geodesic.js +142 -0
- package/src/engine/physics/cloth/ecs/cloth_holds.d.ts +97 -0
- package/src/engine/physics/cloth/ecs/cloth_holds.d.ts.map +1 -0
- package/src/engine/physics/cloth/ecs/cloth_holds.js +608 -0
- package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts +2 -2
- package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +160 -9
- package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +17 -22
- package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +55 -117
- package/src/engine/physics/cloth/ecs/cloth_seed_subtree.d.ts +21 -6
- package/src/engine/physics/cloth/ecs/cloth_seed_subtree.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_seed_subtree.js +44 -15
- package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts +5 -0
- package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_write_back.js +60 -16
- package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_write_back_rig.js +65 -58
- package/src/engine/physics/cloth/playground/collide_main.js +1 -1
- package/src/engine/physics/cloth/playground/garment_build.d.ts.map +1 -1
- package/src/engine/physics/cloth/playground/garment_build.js +17 -5
- package/src/engine/physics/cloth/playground/garment_main.js +1 -1
- package/src/engine/physics/cloth/playground/rig_build.d.ts.map +1 -1
- package/src/engine/physics/cloth/playground/rig_build.js +302 -296
- package/src/engine/physics/cloth/solver/ClothState.d.ts +45 -7
- package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/ClothState.js +63 -7
- package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts +6 -1
- package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_contact_find.js +7 -2
- package/src/engine/physics/cloth/solver/cloth_hold_line.d.ts +114 -0
- package/src/engine/physics/cloth/solver/cloth_hold_line.d.ts.map +1 -0
- package/src/engine/physics/cloth/solver/cloth_hold_line.js +362 -0
- package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +6 -2
- package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_self_find.js +13 -13
- package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +24 -12
- package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_solver_constants.js +24 -12
- package/src/engine/physics/cloth/solver/cloth_step.d.ts +16 -0
- package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_step.js +183 -20
- package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +1 -0
- package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_step_instance.js +10 -3
- package/src/engine/physics/cloth/solver/constraint/cloth_leash_row.d.ts +1 -1
- package/src/engine/physics/cloth/solver/constraint/cloth_leash_row.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/constraint/cloth_leash_row.js +353 -346
- package/src/engine/physics/cloth/solver/constraint/cloth_self_row.d.ts +7 -5
- package/src/engine/physics/cloth/solver/constraint/cloth_self_row.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/constraint/cloth_self_row.js +7 -5
- package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -9
- package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/cloth_sample_air.js +26 -26
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/engine/simulation/Ticker.d.ts +13 -0
- package/src/engine/simulation/Ticker.d.ts.map +1 -1
- package/src/engine/simulation/Ticker.js +43 -8
- package/src/shade/RENDERER_CONTRACT.md +8 -2
- package/src/shade/playground/mesh_row_ceiling/main.js +2 -1
- package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/main.js +11 -19
- package/src/shade/playground/skinned_blas_refit/place_character.d.ts +6 -3
- package/src/shade/playground/skinned_blas_refit/place_character.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/place_character.js +90 -90
- package/src/shade/playground/skinned_mesh_soup/main.d.ts.map +1 -1
- package/src/shade/playground/skinned_mesh_soup/main.js +502 -509
- package/src/shade/playground/texture_encode/README.md +129 -109
- package/src/shade/playground/texture_encode/main.js +1430 -1430
- package/src/shade/playground/vgeo_runtime/README.md +5 -4
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +6 -5
- package/src/shade/renderer/animation/GPUAnimationManager.d.ts +45 -14
- package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
- package/src/shade/renderer/animation/GPUAnimationManager.js +316 -64
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts +5 -0
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +11 -1
- package/src/shade/renderer/atmosphere/GPUSky.d.ts +12 -0
- package/src/shade/renderer/atmosphere/GPUSky.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/GPUSky.js +162 -147
- package/src/shade/renderer/geometry/BoxGeometry.d.ts +1 -11
- package/src/shade/renderer/geometry/BoxGeometry.d.ts.map +1 -1
- package/src/shade/renderer/geometry/BoxGeometry.js +6 -13
- package/src/shade/renderer/geometry/CapsuleGeometry.d.ts +19 -0
- package/src/shade/renderer/geometry/CapsuleGeometry.d.ts.map +1 -0
- package/src/shade/renderer/geometry/CapsuleGeometry.js +24 -0
- package/src/shade/renderer/geometry/ConeGeometry.d.ts +20 -0
- package/src/shade/renderer/geometry/ConeGeometry.d.ts.map +1 -0
- package/src/shade/renderer/geometry/ConeGeometry.js +33 -0
- package/src/shade/renderer/geometry/CylinderGeometry.d.ts +21 -0
- package/src/shade/renderer/geometry/CylinderGeometry.d.ts.map +1 -0
- package/src/shade/renderer/geometry/CylinderGeometry.js +35 -0
- package/src/shade/renderer/geometry/PlaneGeometry.d.ts +17 -0
- package/src/shade/renderer/geometry/PlaneGeometry.d.ts.map +1 -0
- package/src/shade/renderer/geometry/PlaneGeometry.js +22 -0
- package/src/shade/renderer/geometry/TorusGeometry.d.ts +18 -0
- package/src/shade/renderer/geometry/TorusGeometry.d.ts.map +1 -0
- package/src/shade/renderer/geometry/TorusGeometry.js +23 -0
- package/src/shade/renderer/geometry/UVSphereGeometry.d.ts +21 -0
- package/src/shade/renderer/geometry/UVSphereGeometry.d.ts.map +1 -0
- package/src/shade/renderer/geometry/UVSphereGeometry.js +34 -0
- package/src/shade/renderer/geometry/primitives/make_capsule_geometry.d.ts +19 -0
- package/src/shade/renderer/geometry/primitives/make_capsule_geometry.d.ts.map +1 -0
- package/src/shade/renderer/geometry/primitives/make_capsule_geometry.js +205 -0
- package/src/shade/renderer/geometry/primitives/make_cone_geometry.d.ts +21 -0
- package/src/shade/renderer/geometry/primitives/make_cone_geometry.d.ts.map +1 -0
- package/src/shade/renderer/geometry/primitives/make_cone_geometry.js +36 -0
- package/src/shade/renderer/geometry/primitives/make_cylinder_geometry.d.ts +1 -1
- package/src/shade/renderer/geometry/primitives/make_cylinder_geometry.d.ts.map +1 -1
- package/src/shade/renderer/geometry/primitives/make_cylinder_geometry.js +44 -9
- package/src/shade/renderer/geometry/primitives/make_uv_sphere_geometry.d.ts +20 -0
- package/src/shade/renderer/geometry/primitives/make_uv_sphere_geometry.d.ts.map +1 -0
- package/src/shade/renderer/geometry/primitives/make_uv_sphere_geometry.js +190 -0
- package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.d.ts.map +1 -1
- package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.js +7 -2
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdldf.d.ts +26 -8
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdldf.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdldf.js +56 -39
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/shader_prefix_scan_csdldf.d.ts +7 -0
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/shader_prefix_scan_csdldf.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/shader_prefix_scan_csdldf.js +46 -4
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js +4 -2
- package/src/shade/renderer/gpu_primitive/sort/defs.d.ts +2 -2
- package/src/shade/renderer/gpu_primitive/sort/defs.js +79 -79
- package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts +1 -1
- package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.js +7 -3
- package/src/shade/renderer/lightmap/bake/shader_lightmap_denoise_sh.d.ts.map +1 -1
- package/src/shade/renderer/lightmap/bake/shader_lightmap_denoise_sh.js +10 -3
- package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
- package/src/shade/renderer/particles/DESIGN.md +13 -9
- package/src/shade/renderer/particles/GPUParticleSystem.js +1 -1
- package/src/shade/renderer/particles/coherence/graph_particle_bucket.d.ts +4 -3
- package/src/shade/renderer/particles/coherence/graph_particle_bucket.d.ts.map +1 -1
- package/src/shade/renderer/particles/coherence/graph_particle_bucket.js +200 -194
- package/src/shade/renderer/particles/graph_particles.d.ts.map +1 -1
- package/src/shade/renderer/particles/graph_particles.js +6 -2
- package/src/shade/renderer/particles/shaders/chunk_particle_lighting.d.ts +1 -1
- package/src/shade/renderer/particles/shaders/chunk_particle_lighting.js +1 -1
- package/src/shade/renderer/particles/warmup/graph_particle_warmup.d.ts.map +1 -1
- package/src/shade/renderer/particles/warmup/graph_particle_warmup.js +334 -329
- package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
- package/src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.js +7 -2
- package/src/shade/renderer/rasterize/expand/mesh/graph_expand_meshes_to_meshlets.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/expand/mesh/graph_expand_meshes_to_meshlets.js +16 -4
- package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts +3 -2
- package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.js +3 -2
- package/src/shade/renderer/scene/GPUSceneContext.d.ts +9 -1
- package/src/shade/renderer/scene/GPUSceneContext.d.ts.map +1 -1
- package/src/shade/renderer/scene/GPUSceneContext.js +23 -1
- package/src/shade/renderer/texture/COMPRESSED_TEXTURE_PLAN_2026_09_01.md +2444 -2345
- package/src/shade/renderer/texture/encode/chunk_astc_encode_block_4x4_rgb.d.ts.map +1 -1
- package/src/shade/renderer/texture/encode/chunk_astc_encode_block_4x4_rgb.js +312 -310
- package/src/shade/renderer/texture/encode/chunk_bc1_encode_block.d.ts +3 -3
- package/src/shade/renderer/texture/encode/chunk_bc1_encode_block.d.ts.map +1 -1
- package/src/shade/renderer/texture/encode/chunk_bc1_encode_block.js +383 -375
- package/src/shade/renderer/texture/encode/chunk_bc6h_encode_block_mode11.d.ts.map +1 -1
- package/src/shade/renderer/texture/encode/chunk_bc6h_encode_block_mode11.js +349 -346
- package/src/shade/renderer/texture/encode/chunk_bc7_encode_block.d.ts +58 -0
- package/src/shade/renderer/texture/encode/chunk_bc7_encode_block.d.ts.map +1 -0
- package/src/shade/renderer/texture/encode/chunk_bc7_encode_block.js +536 -0
- package/src/shade/renderer/texture/encode/chunk_bc7_encode_block_mode6.d.ts +21 -7
- package/src/shade/renderer/texture/encode/chunk_bc7_encode_block_mode6.d.ts.map +1 -1
- package/src/shade/renderer/texture/encode/chunk_bc7_encode_block_mode6.js +291 -327
- package/src/shade/renderer/texture/encode/chunk_bc7_pack_mode1.d.ts +25 -0
- package/src/shade/renderer/texture/encode/chunk_bc7_pack_mode1.d.ts.map +1 -0
- package/src/shade/renderer/texture/encode/chunk_bc7_pack_mode1.js +99 -0
- package/src/shade/renderer/texture/encode/chunk_bc7_pack_mode6.d.ts +5 -3
- package/src/shade/renderer/texture/encode/chunk_bc7_pack_mode6.d.ts.map +1 -1
- package/src/shade/renderer/texture/encode/chunk_bc7_pack_mode6.js +47 -71
- package/src/shade/renderer/texture/encode/chunk_bc7_partition_2.d.ts +10 -0
- package/src/shade/renderer/texture/encode/chunk_bc7_partition_2.d.ts.map +1 -0
- package/src/shade/renderer/texture/encode/chunk_bc7_partition_2.js +50 -0
- package/src/shade/renderer/texture/encode/shader_texture_encode_bc7.d.ts +4 -5
- package/src/shade/renderer/texture/encode/shader_texture_encode_bc7.d.ts.map +1 -1
- package/src/shade/renderer/texture/encode/shader_texture_encode_bc7.js +7 -8
- package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts +4 -1
- package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +74 -3
- package/src/shade/renderer/volumetrics/NOTES.md +1023 -957
- package/src/shade/renderer/volumetrics/chunk_volumetrics_irradiance_sh.d.ts +5 -4
- package/src/shade/renderer/volumetrics/chunk_volumetrics_irradiance_sh.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/chunk_volumetrics_irradiance_sh.js +5 -4
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.d.ts +1 -1
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.js +1 -1
- package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.d.ts +1 -1
- package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.js +1 -1
- package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.d.ts +41 -0
- package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.js +112 -0
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts +9 -23
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +18 -126
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.d.ts +22 -0
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.js +228 -0
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +0 -53
- package/src/shade/renderer/water/chunk_water_transport.d.ts.map +1 -1
- package/src/shade/renderer/water/chunk_water_transport.js +7 -5
- package/src/shade/renderer/water/medium/GPUWaterBodies.d.ts.map +1 -1
- package/src/shade/renderer/water/medium/GPUWaterBodies.js +8 -2
- package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts +3 -2
- package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts.map +1 -1
- package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js +3 -2
- package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
- package/src/shade/renderer/water/shader_water.js +3 -1
- package/src/shade/renderer/water/surface/GPUWaterSurface.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/GPUWaterSurface.js +3 -1
- package/src/shade/renderer/water/surface/chunk_water_surface_sample.d.ts +4 -3
- package/src/shade/renderer/water/surface/chunk_water_surface_sample.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/chunk_water_surface_sample.js +17 -7
- package/src/shade/renderer/water/surface/graph_water_tessellation.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/graph_water_tessellation.js +11 -4
- package/src/shade/renderer/water/surface/particles/GPUWaterParticles.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/particles/GPUWaterParticles.js +93 -30
- package/src/shade/renderer/water/surface/particles/WATER_PARTICLE_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/particles/WATER_PARTICLE_STRUCT.js +13 -5
- package/src/shade/renderer/water/surface/particles/chunk_water_particle.d.ts +29 -8
- package/src/shade/renderer/water/surface/particles/chunk_water_particle.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/particles/chunk_water_particle.js +155 -30
- package/src/shade/renderer/water/surface/particles/chunk_water_particle_step.d.ts +6 -1
- package/src/shade/renderer/water/surface/particles/chunk_water_particle_step.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/particles/chunk_water_particle_step.js +157 -39
- package/src/shade/renderer/water/surface/particles/shader_water_particles.d.ts +91 -21
- package/src/shade/renderer/water/surface/particles/shader_water_particles.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/particles/shader_water_particles.js +442 -70
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +11 -3
- package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLLanguageCore.js +3 -0
- package/src/shade/wgsl/validate_wgsl_source.d.ts.map +1 -1
- package/src/shade/wgsl/validate_wgsl_source.js +74 -3
- package/src/engine/graphics3/register_instance_animation.d.ts +0 -114
- package/src/engine/graphics3/register_instance_animation.d.ts.map +0 -1
- package/src/engine/graphics3/register_instance_animation.js +0 -201
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import { WebGPUExtensionType } from "../../../../descriptor/WebGPUExtensionType.js";
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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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@@ -8,6 +9,7 @@ import { WGSLAttributes } from "../../../shader/type/WGSLAttributes.js";
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import { WGSLStructField } from "../../../shader/type/WGSLStructField.js";
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import { atomic_u32, f32, u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { COLLECTION_U32_STRUCT_READ } from "../../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
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import { STRUCT_DISPATCH_COMPUTE_COMMAND } from "../../../gpu_primitive/indirect/STRUCT_DISPATCH_COMPUTE_COMMAND.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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@@ -20,6 +22,7 @@ import { WATER_PARTICLE_ENTRY_STRUCT, WATER_PARTICLE_STRUCT } from "./WATER_PART
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import { WATER_WAVE_IMPULSE_LIMIT } from "../WATER_WAVE_RECORD_STRUCT.js";
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import { chunk_water_particle } from "./chunk_water_particle.js";
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import { chunk_water_particle_step } from "./chunk_water_particle_step.js";
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import { WATER_PARTICLE_GATHER_BUDGET } from "../chunk_water_surface_sample.js";
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/** A particle array with its live count in front, as the indirect commands read it. */
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export const WATER_PARTICLE_ARRAY_STRUCT = WebGPUStruct.fromFields(
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@@ -49,11 +52,46 @@ export const WATER_PARTICLE_CORNERS = 4;
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export const WATER_PARTICLE_RANK_LIMIT = 64;
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/**
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* Packets a crowded
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*
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*
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* Packets a crowded point keeps. A point reads a cell of every level its body has, and a cell is crowded where its most
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* crowded point reads more than this: a point of it at its level and the coarser ones, or one under it where finer
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* levels hold packets too. Then each run of a front in it is drawn by its packets' least share of their cells: this
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* many times the packet's steepness over the summed steepness that point reads, whatever the levels it is read at. So
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* about this many stay at a point, the steepest whole wherever they sit, and a front stays whole or goes. What is
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* elsewhere on the body does not count, so a splash far off, or a front moving to a coarser level, changes nothing here.
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*
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* A front's lot is its own for life and the same in every cell it reaches, so the fronts of the lowest lots are kept in
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* every crowd they are in, whatever their size: the count at a point varies by fronts' worth around this, and a front
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* the outline broke is drawn particle by particle, ~20 entries in one cell. Where a point would read more than the
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* gather budget, its cells keep no more of it than their steepness's part, the lowest keys first
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* ({@link WATER_PARTICLE_CROWD_BINS}), so no point reads past the budget. A whole front is drawn as the seven it was
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* emitted as (water_particle_group), so three fresh splashes cross whole, whatever their steepness and levels; a fourth
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* over them thins one.
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*
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* A cell only one front reaches is not crowded, however many of its packets it holds: one front puts at most ~40 in
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* a cell, within the gather budget.
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*/
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export const WATER_PARTICLE_CELL_SHARE = 24;
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/**
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* Octaves a crowded cell counts its entries in, by the key its lottery keeps them by (a front's lot over its
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* steepness; the lowest kept first), below the most it can keep: bin j holds keys from 2^-(j+1) of that reach to
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* 2^-j of it, the last everything below. A cell whose point could read past the gather budget drops its octaves from
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* the top until the rest fit its part of the budget, so it may keep up to an octave's worth fewer than would fit.
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*/
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export const WATER_PARTICLE_CROWD_BINS = 4;
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/**
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* Words a bucket's crowd takes, as the weigh pass sums it: its summed steepness, its largest front and complement of a
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* front entered, and its entries.
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*/
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export const WATER_PARTICLE_CROWD_WORDS = 4;
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/**
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* Words the nest pass adds to a bucket's crowd, in a buffer of their own so that it reads weigh's sums as plain loads:
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* the most entries and the most summed steepness a point under it reads where finer levels hold packets, and its
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* entries by key, {@link WATER_PARTICLE_CROWD_BINS} octaves.
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*/
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export const
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export const WATER_PARTICLE_NEST_WORDS = 2 + WATER_PARTICLE_CROWD_BINS;
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/** Width of the ramp a thinned packet fades over, a fraction of its share. */
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export const WATER_PARTICLE_THINNING_RAMP = 0.25;
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@@ -62,6 +100,9 @@ export const WATER_PARTICLE_THINNING_RAMP = 0.25;
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const WATER_PARTICLE_WEIGHT_SCALE = 1 << 20;
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const STRIDE = WATER_PARTICLE_BODY_BOUNDS_STRIDE;
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const WORDS = WATER_PARTICLE_CROWD_WORDS;
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const NEST = WATER_PARTICLE_NEST_WORDS;
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const BINS = WATER_PARTICLE_CROWD_BINS;
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/** The step's settings: one immediate per entry point. */
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export const WATER_PARTICLE_STEP_STRUCT = WebGPUStruct.from({ dt: f32, capacity: u32 }, 'WaterParticleStepSettings');
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@@ -74,6 +115,7 @@ update_resources.setImmediate('frame', WATER_PARTICLE_STEP_STRUCT);
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update_resources.createGroup()
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.addStorageBuffer('particles', WATER_PARTICLE_ARRAY_STRUCT, true)
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.addStorageBuffer('children', COLLECTION_U32_STRUCT_READ, true)
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.addStorageBuffer('images', WebGPUArray.from(WATER_PARTICLE_STRUCT), true)
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.addStorageBuffer('activity', WebGPUArray.u32)
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.addStorageBuffer('scene_database', WebGPUArray.u32)
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.addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
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@@ -83,47 +125,91 @@ update_resources.createGroup()
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.addStorageBuffer('meshlet_data', WebGPUArray.from(f32));
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/**
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* Advance every live particle of a body simulated this frame in place and count what it leaves: 0, 1
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* Advance every live particle of a body simulated this frame in place and count what it leaves: 0, 1, 2 (it and the
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* mirror image it left at the outline, which goes to `images` at its index), 3 or 6 (each split into three). A paused
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* body's particles stand still and leave themselves.
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*/
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body: CodeChunk.from(/* language=WGSL */ `
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const update_body = CodeChunk.from(/* language=WGSL */ `
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@compute @workgroup_size(64)
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fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index)
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fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) index: u32,
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@builtin(subgroup_invocation_id) lane: u32, @builtin(subgroup_size) lanes: u32) {
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let i = folded_workgroup_index(group) * 64u + index;
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let count = min(particles.count, frame.capacity);
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var
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// every lane reaches the shuffles below: one past the count reads the last particle and writes nothing
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let live = i < count;
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var particle = particles.elements[min(i, max(count, 1u) - 1u)];
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141
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let node = ${waves.marshalling_method_read_field('node')}(&scene_database, particle.body);
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let paused = (activity[particle.body] & ${WaterActivity.Active}u) == 0u;
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let stepping = live && !paused && node != 0u && node != ~0u;
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var scale = vec2<f32>(1.0);
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var geometry = 0u;
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// the axis point of its leading arc a step on, and whether it is over the body
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var axis = vec2<f32>(0.0);
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var hint = WaterParticleArcHint(0u, 0u, 0u);
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if (stepping) {
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150
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let global = scene_read_node(&scene_database, node).global;
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-
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scale = max(vec2<f32>(length(global[0].xyz), length(global[2].xyz)), vec2<f32>(1e-20));
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geometry = ${waves.marshalling_method_read_field('geometry')}(&scene_database, particle.body);
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if (particle.reflected == 0u) {
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axis = water_particle_leading_point(particle, frame.dt, 0u);
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let hit = water_particle_over_body(geometry, axis / scale);
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hint = WaterParticleArcHint(1u, select(0u, 1u, hit.t >= 0.0), hit.triangle);
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}
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}
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159
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// A front's particles stand in a row β apart, so the ends of one's window are its neighbours' axis points: each
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// takes what the lanes either side found there rather than casting its own down-rays.
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let state = hint.known | (hint.over << 1u) | (particle.body << 2u);
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let below = max(lane, 1u) - 1u;
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let above = min(lane + 1u, lanes - 1u);
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let below_axis = subgroupShuffle(axis, below);
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let below_state = subgroupShuffle(state, below);
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let above_axis = subgroupShuffle(axis, above);
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let above_state = subgroupShuffle(state, above);
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if (!live) { return; }
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var left = 1u;
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if (stepping) {
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if (particle.reflected == 0u) {
|
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let tolerance = 2e-3 * particle.radius;
|
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for (var k = 1u; k < 3u; k++) {
|
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+
let end = water_particle_leading_point(particle, frame.dt, k);
|
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175
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var neighbour = 0u;
|
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|
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if ((below_state >> 2u) == particle.body && distance(end, below_axis) <= tolerance) { neighbour = below_state; }
|
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177
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if ((above_state >> 2u) == particle.body && distance(end, above_axis) <= tolerance) { neighbour = above_state; }
|
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hint.known |= (neighbour & 1u) << k;
|
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hint.over |= ((neighbour >> 1u) & 1u) << k;
|
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180
|
+
}
|
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181
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+
}
|
|
104
182
|
let threshold = water_particle_threshold(${waves.marshalling_method_read_field('slope_variance')}(&scene_database, particle.body),
|
|
105
183
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count, frame.capacity);
|
|
106
|
-
let advanced = water_particle_advance(particle, frame.dt,
|
|
107
|
-
|
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184
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let advanced = water_particle_advance(particle, frame.dt, geometry, scale,
|
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|
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${waves.marshalling_method_read_field('wind')}(&scene_database, particle.body).w, threshold, hint);
|
|
108
186
|
particle = advanced.particle;
|
|
109
187
|
left = advanced.children;
|
|
188
|
+
if (left == 2u || left == 6u) { images[i] = advanced.image; }
|
|
189
|
+
} else if (!paused) {
|
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190
|
+
left = 0u;
|
|
110
191
|
}
|
|
111
192
|
particles.elements[i] = particle;
|
|
112
193
|
children.elements[i] = left;
|
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113
194
|
}
|
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114
195
|
`, [chunk_water_particle_step, chunk_scene_database_access, waves.chunk_read_field('node'), waves.chunk_read_field('slope_variance'),
|
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115
|
-
|
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196
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+
waves.chunk_read_field('geometry'), waves.chunk_read_field('wind'), chunk_folded_workgroup_index]);
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197
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+
update_body.addExtension(WebGPUExtensionType.Subgroups);
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export const shader_water_particles_update = ComputeShader.from({ label: 'Water / particles update', resources: update_resources,
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body: update_body });
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const split_resources = new ShaderResourceSetDescriptor();
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split_resources.setImmediate('capacity', u32);
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split_resources.createGroup()
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.addStorageBuffer('particles', WATER_PARTICLE_ARRAY_STRUCT)
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.addStorageBuffer('children', COLLECTION_U32_STRUCT_READ)
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.addStorageBuffer('images', WebGPUArray.from(WATER_PARTICLE_STRUCT))
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.addStorageBuffer('next', WATER_PARTICLE_ARRAY_STRUCT, true);
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/**
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* Write what each particle leaves into the next array at its scanned offset, in order:
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* three at θ − β/3, θ, θ + β/3 with β/3 each.
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* Write what each particle leaves into the next array at its scanned offset, in order: the particle, then the mirror
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* image it left; each split one's three at θ − β/3, θ, θ + β/3 with β/3 each. So a front's particles stay in a row
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* and in order, and an image follows its packet as a front of its own. Past capacity, the tail is dropped.
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*/
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export const shader_water_particles_split = ComputeShader.from({ label: 'Water / particles split', resources: split_resources,
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body: CodeChunk.from(/* language=WGSL */ `
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@@ -140,10 +226,16 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
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if (start < capacity) { next.elements[start] = particle; }
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return;
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}
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// three of each when they split
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let split = (end - start) % 3u == 0u;
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let each = select(1u, 3u, split);
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for (var k = start; k < end && k < capacity; k++) {
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var child = particle;
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child
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if (k - start >= each) { child = images[i]; }
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if (split) {
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child.dispersion = child.dispersion / 3.0;
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child.angle += (f32((k - start) % 3u) - 1.0) * child.dispersion;
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}
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next.elements[k] = child;
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}
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}
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@@ -178,7 +270,7 @@ emit_resources.createGroup()
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/**
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* Each queued splash of a row on the culling pass's emit list becomes a ring
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* (WATER_SURFACE_SIMULATION_PLAN_2026_10_06.md §5.3): packets of the splash's radius r, two radii out from its centre,
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*
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* their windows' arcs no longer than their envelopes, ridge height strength·r/c (a vertical velocity over the time a crest takes to cross the
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* packet), no steeper than 0.1. The row's queue is spent. A paused body's ring stands still with its other particles,
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* which this frame's binning does not visit, so the ring's bound is added to the body's own here.
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*/
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@@ -200,8 +292,9 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
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let impulse = wave.impulses[j];
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let radius = clamp(impulse.z, 1e-3, 16.0);
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let height = clamp(impulse.w * radius / water_particle_phase_speed(radius), -0.1 * radius, 0.1 * radius);
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let reach =
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+
let reach = water_particle_launch_distance(radius);
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// as many as keep each window's arc within the envelope's half-length, as the step splits them
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let count = u32(ceil(WATER_TAU * reach / water_particle_half_length_at(radius, reach)));
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let dispersion = WATER_TAU / f32(count);
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let age = reach / water_particle_group_speed(radius);
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let base = atomicAdd(&next.count, count);
|
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@@ -210,7 +303,7 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
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let ridge = select(0.0, height, base + count <= capacity);
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|
for (var k = 0u; k < count; k++) {
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if (base + k >= capacity) { break; }
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-
next.elements[base + k] = ${WATER_PARTICLE_STRUCT.wgsl_ref}(impulse.xy * scale, f32(k) * dispersion, age, ridge, radius, dispersion, row);
|
|
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|
+
next.elements[base + k] = ${WATER_PARTICLE_STRUCT.wgsl_ref}(impulse.xy * scale, f32(k) * dispersion, age, ridge, radius, dispersion, row, 0u);
|
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|
}
|
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|
held += f32(count) * abs(ridge);
|
|
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|
}
|
|
@@ -228,11 +321,13 @@ const finalize_resources = new ShaderResourceSetDescriptor();
|
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|
finalize_resources.setImmediate('limits', WATER_PARTICLE_LIMITS_STRUCT);
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|
finalize_resources.createGroup()
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.addStorageBuffer('next', WATER_PARTICLE_ARRAY_STRUCT, true)
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|
-
.addStorageBuffer('offsets', COLLECTION_U32_STRUCT_READ, true)
|
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|
+
.addStorageBuffer('offsets', COLLECTION_U32_STRUCT_READ, true)
|
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+
.addStorageBuffer('table_command', STRUCT_DISPATCH_COMPUTE_COMMAND, true);
|
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326
|
|
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233
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|
/**
|
|
234
328
|
* The live count, clamped to capacity (emitters append past it), and the frame's hash table size: twice the
|
|
235
|
-
* entries the particles can take, a power of two, at least ${WATER_PARTICLE_TABLE_MIN}
|
|
329
|
+
* entries the particles can take, a power of two, at least ${WATER_PARTICLE_TABLE_MIN}; and the command that clears
|
|
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|
+
* that much of the table, a thread a bucket.
|
|
236
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|
*/
|
|
237
332
|
export const shader_water_particles_finalize = ComputeShader.from({ label: 'Water / particles finalize', resources: finalize_resources,
|
|
238
333
|
body: CodeChunk.from(/* language=WGSL */ `
|
|
@@ -241,10 +336,38 @@ fn main() {
|
|
|
241
336
|
let live = min(next.count, limits.capacity);
|
|
242
337
|
next.count = live;
|
|
243
338
|
let wanted = max(2u * ${WATER_PARTICLE_CORNERS}u * live, ${WATER_PARTICLE_TABLE_MIN}u);
|
|
244
|
-
|
|
339
|
+
let table = min(1u << (32u - countLeadingZeros(wanted - 1u)), limits.table_limit);
|
|
340
|
+
offsets.count = table;
|
|
341
|
+
table_command.workgroupCountX = (table + 63u) / 64u;
|
|
342
|
+
table_command.workgroupCountY = 1u;
|
|
343
|
+
table_command.workgroupCountZ = 1u;
|
|
245
344
|
}
|
|
246
345
|
`, [WATER_PARTICLE_STRUCT.declaration_chunk]) });
|
|
247
346
|
|
|
347
|
+
const clear_resources = new ShaderResourceSetDescriptor();
|
|
348
|
+
clear_resources.createGroup()
|
|
349
|
+
.addStorageBuffer('buckets', WATER_PARTICLE_BUCKETS_STRUCT, true)
|
|
350
|
+
.addStorageBuffer('bucket_amplitude', WebGPUArray.u32, true)
|
|
351
|
+
.addStorageBuffer('bucket_weight', WebGPUArray.u32, true)
|
|
352
|
+
.addStorageBuffer('bucket_nest', WebGPUArray.u32, true);
|
|
353
|
+
|
|
354
|
+
/**
|
|
355
|
+
* Zero the frame's table, as far as finalize sized it: each bucket's count, largest |a| and crowd. A frame pays for the
|
|
356
|
+
* table its particles take, not for the pool's capacity; the buckets past it are never read.
|
|
357
|
+
*/
|
|
358
|
+
export const shader_water_particles_clear = ComputeShader.from({ label: 'Water / particles clear', resources: clear_resources,
|
|
359
|
+
body: CodeChunk.from(/* language=WGSL */ `
|
|
360
|
+
@compute @workgroup_size(64)
|
|
361
|
+
fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
|
|
362
|
+
let b = folded_workgroup_index(group) * 64u + lane;
|
|
363
|
+
if (b >= buckets.count) { return; }
|
|
364
|
+
atomicStore(&buckets.elements[b], 0u);
|
|
365
|
+
bucket_amplitude[b] = 0u;
|
|
366
|
+
for (var word = 0u; word < ${WORDS}u; word++) { bucket_weight[${WORDS}u * b + word] = 0u; }
|
|
367
|
+
for (var word = 0u; word < ${NEST}u; word++) { bucket_nest[${NEST}u * b + word] = 0u; }
|
|
368
|
+
}
|
|
369
|
+
`, [chunk_folded_workgroup_index]) });
|
|
370
|
+
|
|
248
371
|
/**
|
|
249
372
|
* A live particle's place in the hash this frame: its kernel at this time, its level and the cells its
|
|
250
373
|
* support overlaps (one or two a side, the level's cell being at least the support's diameter).
|
|
@@ -261,14 +384,16 @@ fn water_particle_cells(particle: ${WATER_PARTICLE_STRUCT.wgsl_ref}, source: u32
|
|
|
261
384
|
var cells: WaterParticleCells;
|
|
262
385
|
let position = water_particle_position(particle);
|
|
263
386
|
let width = water_particle_width(particle);
|
|
264
|
-
let
|
|
387
|
+
let distance = water_particle_distance(particle);
|
|
388
|
+
let half_length = water_particle_half_length_at(particle.radius, distance);
|
|
389
|
+
let support = water_particle_support(half_length, width, particle.dispersion);
|
|
265
390
|
cells.level = water_particle_level(support);
|
|
266
391
|
let size = water_particle_cell_size(cells.level);
|
|
267
392
|
cells.first = vec2<i32>(floor((position - vec2<f32>(support)) / size));
|
|
268
393
|
let last = vec2<i32>(floor((position + vec2<f32>(support)) / size));
|
|
269
394
|
cells.span = vec2<u32>(clamp(last - cells.first, vec2<i32>(0), vec2<i32>(1))) + vec2<u32>(1u);
|
|
270
395
|
cells.entry = ${WATER_PARTICLE_ENTRY_STRUCT.wgsl_ref}(position, cells.first, particle.angle, particle.amplitude, particle.radius,
|
|
271
|
-
|
|
396
|
+
particle.dispersion, water_particle_phase(particle), water_particle_key(particle.body, cells.level), source, distance, half_length);
|
|
272
397
|
return cells;
|
|
273
398
|
}
|
|
274
399
|
|
|
@@ -285,30 +410,135 @@ fn water_particle_weight(particle: ${WATER_PARTICLE_STRUCT.wgsl_ref}) -> u32 {
|
|
|
285
410
|
return u32(min(abs(particle.amplitude) / max(particle.radius, 1e-6), 1.0) * ${WATER_PARTICLE_WEIGHT_SCALE}.0);
|
|
286
411
|
}
|
|
287
412
|
|
|
288
|
-
//
|
|
413
|
+
// The front a packet belongs to: from its centre, the same for every packet of the front.
|
|
414
|
+
fn water_particle_front(particle: ${WATER_PARTICLE_STRUCT.wgsl_ref}) -> u32 {
|
|
415
|
+
return pcg3d(vec3<u32>(bitcast<u32>(particle.origin.x), bitcast<u32>(particle.origin.y), particle.body)).x;
|
|
416
|
+
}
|
|
417
|
+
|
|
418
|
+
// A number in [0, 1) that stays with a front while it travels, the same for all its packets.
|
|
289
419
|
fn water_particle_lot(particle: ${WATER_PARTICLE_STRUCT.wgsl_ref}) -> f32 {
|
|
290
|
-
|
|
291
|
-
|
|
420
|
+
return f32(water_particle_front(particle) >> 8u) * (1.0 / 16777216.0);
|
|
421
|
+
}
|
|
422
|
+
|
|
423
|
+
// The bucket of the cell holding a cell's points at a level as coarse as its own or coarser, as the sampler finds it.
|
|
424
|
+
fn water_particle_bucket_over(body: u32, level: u32, cell: vec2<i32>, over: u32, table_size: u32) -> u32 {
|
|
425
|
+
return water_particle_bucket(body, over, cell >> vec2<u32>(over - level), table_size);
|
|
426
|
+
}
|
|
427
|
+
|
|
428
|
+
// The key a crowd keeps a packet by: its front's lot over its steepness. A packet is drawn while its lot is under its
|
|
429
|
+
// share, which is its steepness times its cell's, so a crowd keeps the packets of its lowest keys, the steepest first.
|
|
430
|
+
fn water_particle_precedence(particle: ${WATER_PARTICLE_STRUCT.wgsl_ref}) -> f32 {
|
|
431
|
+
return water_particle_lot(particle) / f32(water_particle_weight(particle));
|
|
432
|
+
}
|
|
433
|
+
|
|
434
|
+
// The largest key a crowded cell's lottery can keep, from the summed steepness a point of it reads at its level and
|
|
435
|
+
// the coarser ones: its most crowded point reads at least that, and the ramp draws a lot up to its share above it.
|
|
436
|
+
fn water_particle_crowd_reach(steepness: u32) -> f32 {
|
|
437
|
+
return ${1 + WATER_PARTICLE_THINNING_RAMP} * ${WATER_PARTICLE_CELL_SHARE}.0 / f32(steepness);
|
|
438
|
+
}
|
|
439
|
+
|
|
440
|
+
// The octave of a cell's reach a key falls in, from the exponent of their ratio: [2^-(j+1), 2^-j) is bin j, the last
|
|
441
|
+
// takes everything below, and one past the reach is not counted (${BINS}u).
|
|
442
|
+
fn water_particle_crowd_bin(precedence: f32, reach: f32) -> u32 {
|
|
443
|
+
let ratio = precedence / reach;
|
|
444
|
+
if (!(ratio < 1.0)) { return ${BINS}u; }
|
|
445
|
+
return min(126u - ((bitcast<u32>(ratio) >> 23u) & 0xffu), ${BINS - 1}u);
|
|
292
446
|
}
|
|
293
447
|
|
|
294
448
|
// How much of a packet its crowd leaves drawn, from its share of the most crowded of its cells: all of it from a share
|
|
295
|
-
// of one, and below that, all of it while its lot is under its share, fading to none a ramp of that share above
|
|
296
|
-
// cell keeps about its share whatever its crowd.
|
|
449
|
+
// of one, and below that, all of it while its lot is under its share, fading to none a ramp of that share above, and
|
|
450
|
+
// none from a share of none. So a cell keeps about its share whatever its crowd.
|
|
297
451
|
fn water_particle_visibility(share: f32, lot: f32) -> f32 {
|
|
452
|
+
if (!(share > 0.0)) { return 0.0; }
|
|
298
453
|
return clamp((share - lot) / (${WATER_PARTICLE_THINNING_RAMP} * share) + 1.0, 0.0, 1.0);
|
|
299
454
|
}
|
|
300
455
|
`, [chunk_water_particle]);
|
|
301
456
|
|
|
457
|
+
const fronts_resources = new ShaderResourceSetDescriptor();
|
|
458
|
+
fronts_resources.createGroup()
|
|
459
|
+
.addStorageBuffer('next', WATER_PARTICLE_ARRAY_STRUCT)
|
|
460
|
+
.addStorageBuffer('fronts', COLLECTION_U32_STRUCT_READ, true);
|
|
461
|
+
|
|
462
|
+
/**
|
|
463
|
+
* Where each front's run of particles begins: 1 at a particle not of the front before it, else 0. A front keeps its
|
|
464
|
+
* particles in a row and in order — a ring is emitted whole, a split puts its three in its place, the dead leave no
|
|
465
|
+
* gap — so the inclusive scan of these numbers each run from 1. A mirror image follows its packet in the row: it
|
|
466
|
+
* breaks its front's run there, as a death does, and is a front of its own.
|
|
467
|
+
*/
|
|
468
|
+
export const shader_water_particles_fronts = ComputeShader.from({ label: 'Water / particles fronts', resources: fronts_resources,
|
|
469
|
+
body: CodeChunk.from(/* language=WGSL */ `
|
|
470
|
+
@compute @workgroup_size(64)
|
|
471
|
+
fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
|
|
472
|
+
let i = folded_workgroup_index(group) * 64u + lane;
|
|
473
|
+
if (i >= next.count) { return; }
|
|
474
|
+
fronts.elements[i] = select(1u, 0u, i > 0u && water_particle_same_front(next.elements[i - 1u], next.elements[i]));
|
|
475
|
+
}
|
|
476
|
+
`, [chunk_water_particle, chunk_folded_workgroup_index]) });
|
|
477
|
+
|
|
478
|
+
const runs_resources = new ShaderResourceSetDescriptor();
|
|
479
|
+
runs_resources.createGroup()
|
|
480
|
+
.addStorageBuffer('next', WATER_PARTICLE_ARRAY_STRUCT)
|
|
481
|
+
.addStorageBuffer('fronts', COLLECTION_U32_STRUCT_READ)
|
|
482
|
+
.addStorageBuffer('runs', WebGPUArray.u32, true);
|
|
483
|
+
|
|
484
|
+
/**
|
|
485
|
+
* Two words a run: its first particle, and the share its crowd leaves it, none yet (the share pass lowers it).
|
|
486
|
+
*/
|
|
487
|
+
export const shader_water_particles_runs = ComputeShader.from({ label: 'Water / particles runs', resources: runs_resources,
|
|
488
|
+
body: CodeChunk.from(/* language=WGSL */ `
|
|
489
|
+
@compute @workgroup_size(64)
|
|
490
|
+
fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
|
|
491
|
+
let i = folded_workgroup_index(group) * 64u + lane;
|
|
492
|
+
if (i >= next.count) { return; }
|
|
493
|
+
let run = fronts.elements[i];
|
|
494
|
+
if (i == 0u || fronts.elements[i - 1u] != run) {
|
|
495
|
+
runs[2u * (run - 1u)] = i;
|
|
496
|
+
runs[2u * (run - 1u) + 1u] = bitcast<u32>(1e30);
|
|
497
|
+
}
|
|
498
|
+
}
|
|
499
|
+
`, [WATER_PARTICLE_STRUCT.declaration_chunk, chunk_folded_workgroup_index]) });
|
|
500
|
+
|
|
501
|
+
const groups_resources = new ShaderResourceSetDescriptor();
|
|
502
|
+
groups_resources.createGroup()
|
|
503
|
+
.addStorageBuffer('next', WATER_PARTICLE_ARRAY_STRUCT)
|
|
504
|
+
.addStorageBuffer('fronts', COLLECTION_U32_STRUCT_READ)
|
|
505
|
+
.addStorageBuffer('runs', WebGPUArray.u32)
|
|
506
|
+
.addStorageBuffer('draw', WebGPUArray.u32, true);
|
|
507
|
+
|
|
508
|
+
/**
|
|
509
|
+
* Two words a particle: its run, and how the frame draws it ({@link chunk_water_particle}'s water_particle_group): 1 as
|
|
510
|
+
* itself, 0 not at all, 3^g for the middle of a whole front's group of 3^g, drawn as one packet.
|
|
511
|
+
*/
|
|
512
|
+
export const shader_water_particles_groups = ComputeShader.from({ label: 'Water / particles groups', resources: groups_resources,
|
|
513
|
+
body: CodeChunk.from(/* language=WGSL */ `
|
|
514
|
+
@compute @workgroup_size(64)
|
|
515
|
+
fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
|
|
516
|
+
let i = folded_workgroup_index(group) * 64u + lane;
|
|
517
|
+
let count = next.count;
|
|
518
|
+
if (i >= count) { return; }
|
|
519
|
+
let run = fronts.elements[i] - 1u;
|
|
520
|
+
let start = runs[2u * run];
|
|
521
|
+
var end = count;
|
|
522
|
+
if (run + 1u < fronts.elements[count - 1u]) { end = runs[2u * (run + 1u)]; }
|
|
523
|
+
draw[2u * i] = run;
|
|
524
|
+
draw[2u * i + 1u] = water_particle_group(next.elements[i], end - start, i - start);
|
|
525
|
+
}
|
|
526
|
+
`, [chunk_water_particle, chunk_folded_workgroup_index]) });
|
|
527
|
+
|
|
302
528
|
const weigh_resources = new ShaderResourceSetDescriptor();
|
|
303
529
|
weigh_resources.createGroup()
|
|
304
530
|
.addStorageBuffer('next', WATER_PARTICLE_ARRAY_STRUCT)
|
|
305
531
|
.addStorageBuffer('activity', WebGPUArray.u32)
|
|
306
532
|
.addStorageBuffer('offsets', COLLECTION_U32_STRUCT_READ)
|
|
307
|
-
.addStorageBuffer('
|
|
533
|
+
.addStorageBuffer('draw', WebGPUArray.u32)
|
|
534
|
+
.addStorageBuffer('bucket_weight', WebGPUArray.from(atomic_u32), true)
|
|
535
|
+
.addStorageBuffer('body_bounds', WebGPUArray.from(atomic_u32), true);
|
|
308
536
|
|
|
309
537
|
/**
|
|
310
|
-
* Each
|
|
311
|
-
* cell is, for the
|
|
538
|
+
* Each packet drawn of a body simulated this frame adds its steepness to every cell its support overlaps: how crowded
|
|
539
|
+
* a cell is, for the share pass to thin it by. Per bucket ({@link WATER_PARTICLE_CROWD_WORDS}) the sum, the largest
|
|
540
|
+
* front and complement of a front entered, which are each other's complements only where one front alone was, and the
|
|
541
|
+
* entries. And its level to its body's: a point reads a cell of every level its body has.
|
|
312
542
|
*/
|
|
313
543
|
export const shader_water_particles_weigh = ComputeShader.from({ label: 'Water / particles weigh', resources: weigh_resources,
|
|
314
544
|
body: CodeChunk.from(/* language=WGSL */ `
|
|
@@ -316,14 +546,154 @@ export const shader_water_particles_weigh = ComputeShader.from({ label: 'Water /
|
|
|
316
546
|
fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
|
|
317
547
|
let i = folded_workgroup_index(group) * 64u + lane;
|
|
318
548
|
if (i >= next.count) { return; }
|
|
319
|
-
let
|
|
549
|
+
let drawn = draw[2u * i + 1u];
|
|
550
|
+
if (drawn == 0u) { return; }
|
|
551
|
+
let particle = water_particle_drawn(next.elements[i], drawn);
|
|
320
552
|
if ((activity[particle.body] & ${WaterActivity.Active}u) == 0u) { return; }
|
|
321
553
|
let cells = water_particle_cells(particle, i);
|
|
322
554
|
let weight = water_particle_weight(particle);
|
|
555
|
+
let front = water_particle_front(particle);
|
|
556
|
+
atomicOr(&body_bounds[particle.body * ${STRIDE}u], 1u << cells.level);
|
|
557
|
+
for (var corner = 0u; corner < ${WATER_PARTICLE_CORNERS}u; corner++) {
|
|
558
|
+
if (!water_particle_has_corner(cells, corner)) { continue; }
|
|
559
|
+
let at = ${WATER_PARTICLE_CROWD_WORDS}u * water_particle_bucket(particle.body, cells.level, water_particle_corner_cell(cells, corner), offsets.count);
|
|
560
|
+
atomicAdd(&bucket_weight[at], weight);
|
|
561
|
+
atomicMax(&bucket_weight[at + 1u], front);
|
|
562
|
+
atomicMax(&bucket_weight[at + 2u], ~front);
|
|
563
|
+
atomicAdd(&bucket_weight[at + 3u], 1u);
|
|
564
|
+
}
|
|
565
|
+
}
|
|
566
|
+
`, [chunk_water_particle_cells, chunk_folded_workgroup_index]) });
|
|
567
|
+
|
|
568
|
+
const nest_resources = new ShaderResourceSetDescriptor();
|
|
569
|
+
nest_resources.createGroup()
|
|
570
|
+
.addStorageBuffer('next', WATER_PARTICLE_ARRAY_STRUCT)
|
|
571
|
+
.addStorageBuffer('activity', WebGPUArray.u32)
|
|
572
|
+
.addStorageBuffer('offsets', COLLECTION_U32_STRUCT_READ)
|
|
573
|
+
.addStorageBuffer('draw', WebGPUArray.u32)
|
|
574
|
+
.addStorageBuffer('body_bounds', WebGPUArray.u32)
|
|
575
|
+
.addStorageBuffer('bucket_weight', WebGPUArray.u32)
|
|
576
|
+
.addStorageBuffer('bucket_nest', WebGPUArray.from(atomic_u32), true);
|
|
577
|
+
|
|
578
|
+
/**
|
|
579
|
+
* Each packet drawn of a body simulated this frame, its cells weighed: what a point of each of its cells reads at its
|
|
580
|
+
* level and the coarser ones, entries and summed steepness, raised onto the cell over it at every coarser level its
|
|
581
|
+
* body has, so a cell knows its most crowded point where finer levels hold packets under it; and its entry counted
|
|
582
|
+
* among its cell's by its key (water_particle_crowd_bin), for the share pass to cap a crowd by.
|
|
583
|
+
*/
|
|
584
|
+
export const shader_water_particles_nest = ComputeShader.from({ label: 'Water / particles nest', resources: nest_resources,
|
|
585
|
+
body: CodeChunk.from(/* language=WGSL */ `
|
|
586
|
+
@compute @workgroup_size(64)
|
|
587
|
+
fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
|
|
588
|
+
let i = folded_workgroup_index(group) * 64u + lane;
|
|
589
|
+
if (i >= next.count) { return; }
|
|
590
|
+
let drawn = draw[2u * i + 1u];
|
|
591
|
+
if (drawn == 0u) { return; }
|
|
592
|
+
let particle = water_particle_drawn(next.elements[i], drawn);
|
|
593
|
+
if ((activity[particle.body] & ${WaterActivity.Active}u) == 0u) { return; }
|
|
594
|
+
let cells = water_particle_cells(particle, i);
|
|
595
|
+
let precedence = water_particle_precedence(particle);
|
|
596
|
+
// its body's levels coarser than its own
|
|
597
|
+
let coarser = body_bounds[particle.body * ${STRIDE}u] & ~((2u << cells.level) - 1u);
|
|
598
|
+
for (var corner = 0u; corner < ${WATER_PARTICLE_CORNERS}u; corner++) {
|
|
599
|
+
if (!water_particle_has_corner(cells, corner)) { continue; }
|
|
600
|
+
let cell = water_particle_corner_cell(cells, corner);
|
|
601
|
+
let bucket = water_particle_bucket(particle.body, cells.level, cell, offsets.count);
|
|
602
|
+
// what a point of the cell reads at its level and the coarser ones
|
|
603
|
+
var entries = bucket_weight[${WORDS}u * bucket + 3u];
|
|
604
|
+
var steepness = bucket_weight[${WORDS}u * bucket];
|
|
605
|
+
var above = coarser;
|
|
606
|
+
for (var n = 0u; n < WATER_PARTICLE_LEVELS && above != 0u; n++) {
|
|
607
|
+
let over = ${WORDS}u * water_particle_bucket_over(particle.body, cells.level, cell, firstTrailingBit(above), offsets.count);
|
|
608
|
+
above &= above - 1u;
|
|
609
|
+
entries += bucket_weight[over + 3u];
|
|
610
|
+
steepness += bucket_weight[over];
|
|
611
|
+
}
|
|
612
|
+
// onto every cell over it
|
|
613
|
+
above = coarser;
|
|
614
|
+
for (var n = 0u; n < WATER_PARTICLE_LEVELS && above != 0u; n++) {
|
|
615
|
+
let over = ${NEST}u * water_particle_bucket_over(particle.body, cells.level, cell, firstTrailingBit(above), offsets.count);
|
|
616
|
+
above &= above - 1u;
|
|
617
|
+
atomicMax(&bucket_nest[over], entries);
|
|
618
|
+
atomicMax(&bucket_nest[over + 1u], steepness);
|
|
619
|
+
}
|
|
620
|
+
let octave = water_particle_crowd_bin(precedence, water_particle_crowd_reach(steepness));
|
|
621
|
+
if (octave < ${BINS}u) { atomicAdd(&bucket_nest[${NEST}u * bucket + 2u + octave], 1u); }
|
|
622
|
+
}
|
|
623
|
+
}
|
|
624
|
+
`, [chunk_water_particle_cells, chunk_folded_workgroup_index]) });
|
|
625
|
+
|
|
626
|
+
const share_resources = new ShaderResourceSetDescriptor();
|
|
627
|
+
share_resources.createGroup()
|
|
628
|
+
.addStorageBuffer('next', WATER_PARTICLE_ARRAY_STRUCT)
|
|
629
|
+
.addStorageBuffer('activity', WebGPUArray.u32)
|
|
630
|
+
.addStorageBuffer('offsets', COLLECTION_U32_STRUCT_READ)
|
|
631
|
+
.addStorageBuffer('bucket_weight', WebGPUArray.u32)
|
|
632
|
+
.addStorageBuffer('bucket_nest', WebGPUArray.u32)
|
|
633
|
+
.addStorageBuffer('body_bounds', WebGPUArray.u32)
|
|
634
|
+
.addStorageBuffer('draw', WebGPUArray.u32)
|
|
635
|
+
.addStorageBuffer('runs', WebGPUArray.from(atomic_u32), true);
|
|
636
|
+
|
|
637
|
+
/**
|
|
638
|
+
* Each packet drawn its share of the most crowded of its cells, lowered onto its run: a run is thinned whole, by the most
|
|
639
|
+
* crowded cell any of its packets is in, so a front is never holed. A cell is crowded where its most crowded point (one
|
|
640
|
+
* of it at its level and the coarser ones, or one under it the nest pass raised) reads more than
|
|
641
|
+
* {@link WATER_PARTICLE_CELL_SHARE} entries, and a packet's share there is that many times its steepness over the summed
|
|
642
|
+
* steepness that point reads. Where that point would read more than the gather budget, the cell keeps no more of it
|
|
643
|
+
* than its own steepness's part: its keys' octaves dropped from the top until the rest fit
|
|
644
|
+
* ({@link WATER_PARTICLE_CROWD_BINS}). A cell only one front reaches does not count.
|
|
645
|
+
*/
|
|
646
|
+
export const shader_water_particles_share = ComputeShader.from({ label: 'Water / particles share', resources: share_resources,
|
|
647
|
+
body: CodeChunk.from(/* language=WGSL */ `
|
|
648
|
+
@compute @workgroup_size(64)
|
|
649
|
+
fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
|
|
650
|
+
let i = folded_workgroup_index(group) * 64u + lane;
|
|
651
|
+
if (i >= next.count) { return; }
|
|
652
|
+
let drawn = draw[2u * i + 1u];
|
|
653
|
+
if (drawn == 0u) { return; }
|
|
654
|
+
let particle = water_particle_drawn(next.elements[i], drawn);
|
|
655
|
+
if ((activity[particle.body] & ${WaterActivity.Active}u) == 0u) { return; }
|
|
656
|
+
let cells = water_particle_cells(particle, i);
|
|
657
|
+
let weight = f32(water_particle_weight(particle));
|
|
658
|
+
let coarser = body_bounds[particle.body * ${STRIDE}u] & ~((2u << cells.level) - 1u);
|
|
659
|
+
var share = 1e30;
|
|
323
660
|
for (var corner = 0u; corner < ${WATER_PARTICLE_CORNERS}u; corner++) {
|
|
324
661
|
if (!water_particle_has_corner(cells, corner)) { continue; }
|
|
325
|
-
|
|
662
|
+
let cell = water_particle_corner_cell(cells, corner);
|
|
663
|
+
let bucket = water_particle_bucket(particle.body, cells.level, cell, offsets.count);
|
|
664
|
+
let at = ${WORDS}u * bucket;
|
|
665
|
+
let nested = ${NEST}u * bucket;
|
|
666
|
+
if (bucket_weight[at + 1u] == ~bucket_weight[at + 2u]) { continue; }
|
|
667
|
+
// what a point of the cell reads at its level and the coarser ones
|
|
668
|
+
var entries = bucket_weight[at + 3u];
|
|
669
|
+
var steepness = bucket_weight[at];
|
|
670
|
+
var above = coarser;
|
|
671
|
+
for (var n = 0u; n < WATER_PARTICLE_LEVELS && above != 0u; n++) {
|
|
672
|
+
let over = ${WORDS}u * water_particle_bucket_over(particle.body, cells.level, cell, firstTrailingBit(above), offsets.count);
|
|
673
|
+
above &= above - 1u;
|
|
674
|
+
entries += bucket_weight[over + 3u];
|
|
675
|
+
steepness += bucket_weight[over];
|
|
676
|
+
}
|
|
677
|
+
// and what its most crowded point reads
|
|
678
|
+
let crowd = max(entries, bucket_nest[nested]);
|
|
679
|
+
let total = max(steepness, bucket_nest[nested + 1u]);
|
|
680
|
+
if (crowd <= ${WATER_PARTICLE_CELL_SHARE}u || total == 0u) { continue; }
|
|
681
|
+
share = min(share, ${WATER_PARTICLE_CELL_SHARE}.0 * weight / f32(total));
|
|
682
|
+
if (crowd <= ${WATER_PARTICLE_GATHER_BUDGET}u) { continue; }
|
|
683
|
+
// no more kept than its part of the budget: the octaves of its keys dropped from the top until the rest fit
|
|
684
|
+
let quota = ${WATER_PARTICLE_GATHER_BUDGET}.0 * f32(bucket_weight[at]) / f32(total);
|
|
685
|
+
var below = 0u;
|
|
686
|
+
for (var octave = 0u; octave < ${BINS}u; octave++) { below += bucket_nest[nested + 2u + octave]; }
|
|
687
|
+
var reach = water_particle_crowd_reach(steepness);
|
|
688
|
+
for (var octave = 0u; octave < ${BINS}u && f32(below) > quota; octave++) {
|
|
689
|
+
below -= bucket_nest[nested + 2u + octave];
|
|
690
|
+
reach = select(0.0, 0.5 * reach, octave + 1u < ${BINS}u);
|
|
691
|
+
}
|
|
692
|
+
// drawn while its lot is under the ramp above its share: while its key is under the reach left
|
|
693
|
+
share = min(share, reach * weight / ${1 + WATER_PARTICLE_THINNING_RAMP});
|
|
326
694
|
}
|
|
695
|
+
// non-negative floats order as their bits do
|
|
696
|
+
atomicMin(&runs[2u * draw[2u * i] + 1u], bitcast<u32>(share));
|
|
327
697
|
}
|
|
328
698
|
`, [chunk_water_particle_cells, chunk_folded_workgroup_index]) });
|
|
329
699
|
|
|
@@ -335,44 +705,37 @@ bin_resources.createGroup()
|
|
|
335
705
|
.addStorageBuffer('slots', WebGPUArray.u32, true)
|
|
336
706
|
.addStorageBuffer('bucket_amplitude', WebGPUArray.from(atomic_u32), true)
|
|
337
707
|
.addStorageBuffer('body_bounds', WebGPUArray.from(atomic_u32), true)
|
|
338
|
-
.addStorageBuffer('
|
|
708
|
+
.addStorageBuffer('draw', WebGPUArray.u32)
|
|
709
|
+
.addStorageBuffer('runs', WebGPUArray.u32)
|
|
339
710
|
.addStorageBuffer('visible', WebGPUArray.from(f32), true);
|
|
340
711
|
|
|
341
712
|
/**
|
|
342
|
-
* Enter each
|
|
343
|
-
* bucket, keep its slot there, raise the bucket's largest |a| to its own, and mark its level on its body. One
|
|
344
|
-
* each: no compare-exchange loop a crowded bucket would serialize. A paused body's particles take no slot:
|
|
345
|
-
* draws them this frame.
|
|
713
|
+
* Enter each packet drawn of a body simulated this frame in every hash cell its support overlaps: count it into the
|
|
714
|
+
* cell's bucket, keep its slot there, raise the bucket's largest |a| to its own, and mark its level on its body. One
|
|
715
|
+
* atomic each: no compare-exchange loop a crowded bucket would serialize. A paused body's particles take no slot:
|
|
716
|
+
* nothing draws them this frame.
|
|
346
717
|
*
|
|
347
|
-
* Where cells are crowded (the
|
|
348
|
-
*
|
|
349
|
-
*
|
|
718
|
+
* Where cells are crowded (the share pass), a run is drawn by the share its most crowded cell leaves it and its
|
|
719
|
+
* front's lot: one decision for all its packets and all their cells, so neither a front nor the surface across cells
|
|
720
|
+
* is holed, and it does not change with the order particles arrive in. One left out takes no slot.
|
|
350
721
|
*/
|
|
351
722
|
export const shader_water_particles_bin = ComputeShader.from({ label: 'Water / particles bin', resources: bin_resources,
|
|
352
723
|
body: CodeChunk.from(/* language=WGSL */ `
|
|
724
|
+
fn water_particle_unslotted(i: u32) {
|
|
725
|
+
for (var corner = 0u; corner < ${WATER_PARTICLE_CORNERS}u; corner++) { slots[i * ${WATER_PARTICLE_CORNERS}u + corner] = ~0u; }
|
|
726
|
+
}
|
|
727
|
+
|
|
353
728
|
@compute @workgroup_size(64)
|
|
354
729
|
fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
|
|
355
730
|
let i = folded_workgroup_index(group) * 64u + lane;
|
|
356
731
|
if (i >= next.count) { return; }
|
|
357
|
-
let
|
|
358
|
-
|
|
359
|
-
|
|
360
|
-
return;
|
|
361
|
-
}
|
|
732
|
+
let drawn = draw[2u * i + 1u];
|
|
733
|
+
let particle = water_particle_drawn(next.elements[i], max(drawn, 1u));
|
|
734
|
+
if (drawn == 0u || (activity[particle.body] & ${WaterActivity.Active}u) == 0u) { water_particle_unslotted(i); return; }
|
|
362
735
|
let cells = water_particle_cells(particle, i);
|
|
363
|
-
let
|
|
364
|
-
var share = 1e30;
|
|
365
|
-
for (var corner = 0u; corner < ${WATER_PARTICLE_CORNERS}u; corner++) {
|
|
366
|
-
if (!water_particle_has_corner(cells, corner)) { continue; }
|
|
367
|
-
let total = f32(bucket_weight[water_particle_bucket(particle.body, cells.level, water_particle_corner_cell(cells, corner), buckets.count)]);
|
|
368
|
-
if (total > 0.0) { share = min(share, ${WATER_PARTICLE_CELL_SHARE}.0 * weight / total); }
|
|
369
|
-
}
|
|
370
|
-
let visibility = water_particle_visibility(share, water_particle_lot(particle));
|
|
736
|
+
let visibility = water_particle_visibility(bitcast<f32>(runs[2u * draw[2u * i] + 1u]), water_particle_lot(particle));
|
|
371
737
|
visible[i] = visibility;
|
|
372
|
-
if (!(visibility > 0.0)) {
|
|
373
|
-
for (var corner = 0u; corner < ${WATER_PARTICLE_CORNERS}u; corner++) { slots[i * ${WATER_PARTICLE_CORNERS}u + corner] = ~0u; }
|
|
374
|
-
return;
|
|
375
|
-
}
|
|
738
|
+
if (!(visibility > 0.0)) { water_particle_unslotted(i); return; }
|
|
376
739
|
atomicOr(&body_bounds[particle.body * ${STRIDE}u], 1u << cells.level);
|
|
377
740
|
for (var corner = 0u; corner < ${WATER_PARTICLE_CORNERS}u; corner++) {
|
|
378
741
|
var slot = ~0u;
|
|
@@ -393,6 +756,7 @@ scatter_resources.createGroup()
|
|
|
393
756
|
.addStorageBuffer('offsets', COLLECTION_U32_STRUCT_READ)
|
|
394
757
|
.addStorageBuffer('slots', WebGPUArray.u32)
|
|
395
758
|
.addStorageBuffer('visible', WebGPUArray.from(f32))
|
|
759
|
+
.addStorageBuffer('draw', WebGPUArray.u32)
|
|
396
760
|
.addStorageBuffer('staging', WebGPUArray.from(WATER_PARTICLE_ENTRY_STRUCT), true);
|
|
397
761
|
|
|
398
762
|
/** Each entry to its bucket's range, in arrival order, at the height its crowd leaves it; the rank pass orders it. */
|
|
@@ -402,7 +766,9 @@ export const shader_water_particles_scatter = ComputeShader.from({ label: 'Water
|
|
|
402
766
|
fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
|
|
403
767
|
let i = folded_workgroup_index(group) * 64u + lane;
|
|
404
768
|
if (i >= next.count) { return; }
|
|
405
|
-
let
|
|
769
|
+
let drawn = draw[2u * i + 1u];
|
|
770
|
+
if (drawn == 0u) { return; }
|
|
771
|
+
let particle = water_particle_drawn(next.elements[i], drawn);
|
|
406
772
|
let cells = water_particle_cells(particle, i);
|
|
407
773
|
for (var corner = 0u; corner < ${WATER_PARTICLE_CORNERS}u; corner++) {
|
|
408
774
|
let slot = slots[i * ${WATER_PARTICLE_CORNERS}u + corner];
|
|
@@ -424,6 +790,7 @@ rank_resources.createGroup()
|
|
|
424
790
|
.addStorageBuffer('next', WATER_PARTICLE_ARRAY_STRUCT)
|
|
425
791
|
.addStorageBuffer('offsets', COLLECTION_U32_STRUCT_READ)
|
|
426
792
|
.addStorageBuffer('slots', WebGPUArray.u32)
|
|
793
|
+
.addStorageBuffer('draw', WebGPUArray.u32)
|
|
427
794
|
.addStorageBuffer('staging', WebGPUArray.from(WATER_PARTICLE_ENTRY_STRUCT))
|
|
428
795
|
.addStorageBuffer('entries', WebGPUArray.from(WATER_PARTICLE_ENTRY_STRUCT), true);
|
|
429
796
|
|
|
@@ -444,7 +811,9 @@ fn water_entry_before(a: ${WATER_PARTICLE_ENTRY_STRUCT.wgsl_ref}, b: ${WATER_PAR
|
|
|
444
811
|
fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
|
|
445
812
|
let i = folded_workgroup_index(group) * 64u + lane;
|
|
446
813
|
if (i >= next.count) { return; }
|
|
447
|
-
let
|
|
814
|
+
let drawn = draw[2u * i + 1u];
|
|
815
|
+
if (drawn == 0u) { return; }
|
|
816
|
+
let particle = water_particle_drawn(next.elements[i], drawn);
|
|
448
817
|
let cells = water_particle_cells(particle, i);
|
|
449
818
|
for (var corner = 0u; corner < ${WATER_PARTICLE_CORNERS}u; corner++) {
|
|
450
819
|
let slot = slots[i * ${WATER_PARTICLE_CORNERS}u + corner];
|
|
@@ -470,6 +839,7 @@ bounds_resources.createGroup()
|
|
|
470
839
|
.addStorageBuffer('activity', WebGPUArray.u32)
|
|
471
840
|
.addStorageBuffer('offsets', COLLECTION_U32_STRUCT_READ)
|
|
472
841
|
.addStorageBuffer('bucket_amplitude', WebGPUArray.u32)
|
|
842
|
+
.addStorageBuffer('draw', WebGPUArray.u32)
|
|
473
843
|
.addStorageBuffer('body_bounds', WebGPUArray.from(atomic_u32), true);
|
|
474
844
|
|
|
475
845
|
/**
|
|
@@ -484,7 +854,9 @@ export const shader_water_particles_bounds = ComputeShader.from({ label: 'Water
|
|
|
484
854
|
fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {
|
|
485
855
|
let i = folded_workgroup_index(group) * 64u + lane;
|
|
486
856
|
if (i >= next.count) { return; }
|
|
487
|
-
let
|
|
857
|
+
let drawn = draw[2u * i + 1u];
|
|
858
|
+
if (drawn == 0u) { return; }
|
|
859
|
+
let particle = water_particle_drawn(next.elements[i], drawn);
|
|
488
860
|
// a paused body keeps the bounds its particles last had
|
|
489
861
|
if ((activity[particle.body] & ${WaterActivity.Active}u) == 0u) { return; }
|
|
490
862
|
let cells = water_particle_cells(particle, i);
|