@woosh/meep-engine 3.47.0 → 3.50.0

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 (1770) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +12 -2
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +30 -4
  5. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  6. package/editor/view/particles/effect/ParticleGraphEditorView.js +3 -1
  7. package/package.json +1 -1
  8. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
  9. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
  10. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
  11. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
  12. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
  13. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
  14. package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
  15. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  16. package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
  17. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
  18. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  19. package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
  20. package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
  21. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  22. package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
  23. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
  24. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
  25. package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
  26. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
  27. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
  28. package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
  29. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
  30. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
  31. package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
  32. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
  33. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
  34. package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
  35. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
  36. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
  37. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
  38. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
  39. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
  40. package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
  41. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
  42. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  43. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
  44. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
  45. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
  46. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
  47. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
  48. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
  49. package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
  50. package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
  51. package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
  52. package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
  53. package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
  54. package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
  55. package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
  56. package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
  57. package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
  58. package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
  59. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
  60. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
  61. package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
  62. package/src/core/math/falloff_quadratic.d.ts +13 -0
  63. package/src/core/math/falloff_quadratic.d.ts.map +1 -0
  64. package/src/core/math/falloff_quadratic.js +20 -0
  65. package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
  66. package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
  67. package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
  68. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
  69. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
  70. package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
  71. package/src/engine/EngineHarness.d.ts.map +1 -1
  72. package/src/engine/EngineHarness.js +6 -0
  73. package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
  74. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  75. package/src/engine/ecs/EntityComponentDataset.js +120 -11
  76. package/src/engine/ecs/async/WORKER_SYSTEM_PLAN.md +27 -11
  77. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
  78. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
  79. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  80. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +13 -0
  81. package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
  82. package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
  83. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +2 -2
  84. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  85. package/src/engine/graphics/ecs/particles/ParticleEffect.js +7 -7
  86. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +8 -0
  87. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  88. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +11 -3
  89. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +26 -0
  90. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts.map +1 -0
  91. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +91 -0
  92. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
  93. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
  94. package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
  95. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
  96. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
  97. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
  98. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
  99. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
  100. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
  101. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
  102. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
  103. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
  104. package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
  105. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
  106. package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
  107. package/src/engine/graphics3/GPUParticleEmitterSystem.js +2 -2
  108. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  109. package/src/engine/graphics3/GraphicsEngine.js +8 -1
  110. package/src/engine/graphics3/ParticipatingMedia.d.ts +90 -1
  111. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  112. package/src/engine/graphics3/ParticipatingMedia.js +145 -5
  113. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +6 -2
  114. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -1
  115. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +29 -4
  116. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts +10 -0
  117. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts.map +1 -0
  118. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.js +38 -0
  119. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
  120. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  121. package/src/engine/graphics3/ParticipatingMediaSystem.js +236 -45
  122. package/src/engine/graphics3/WaterSystem.d.ts +9 -2
  123. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  124. package/src/engine/graphics3/WaterSystem.js +53 -15
  125. package/src/engine/network/NetworkSession.d.ts +16 -5
  126. package/src/engine/network/NetworkSession.d.ts.map +1 -1
  127. package/src/engine/network/NetworkSession.js +104 -7
  128. package/src/engine/network/README.md +27 -1
  129. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts +40 -18
  130. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts.map +1 -1
  131. package/src/engine/network/orchestrator/ServerAuthoritativeServer.js +180 -190
  132. package/src/engine/network/replication/Replicator.d.ts +15 -4
  133. package/src/engine/network/replication/Replicator.d.ts.map +1 -1
  134. package/src/engine/network/replication/Replicator.js +50 -16
  135. package/src/engine/network/state/RecordArrivalRing.d.ts +57 -0
  136. package/src/engine/network/state/RecordArrivalRing.d.ts.map +1 -0
  137. package/src/engine/network/state/RecordArrivalRing.js +144 -0
  138. package/src/engine/physics/cloth/MEASUREMENTS.md +393 -0
  139. package/src/engine/physics/cloth/PLAN.md +106 -7
  140. package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
  141. package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
  142. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
  143. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
  144. package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
  145. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
  146. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
  147. package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
  148. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
  149. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  150. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
  151. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -21
  152. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  153. package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -22
  154. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +5 -3
  155. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  156. package/src/engine/physics/cloth/ecs/ClothSystem.js +10 -3
  157. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
  158. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  159. package/src/engine/physics/cloth/ecs/ClothWorld.js +140 -43
  160. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +2 -1
  161. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
  162. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +6 -1
  163. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  164. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +20 -10
  165. package/src/engine/physics/cloth/playground/README.md +8 -4
  166. package/src/engine/physics/cloth/playground/collide.html +5 -3
  167. package/src/engine/physics/cloth/playground/collide_main.js +14 -13
  168. package/src/engine/physics/cloth/playground/wind.html +4 -4
  169. package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
  170. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
  171. package/src/engine/physics/cloth/playground/wind_build.js +4 -3
  172. package/src/engine/physics/cloth/playground/wind_main.js +58 -19
  173. package/src/engine/physics/cloth/solver/ClothState.d.ts +30 -2
  174. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  175. package/src/engine/physics/cloth/solver/ClothState.js +62 -4
  176. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +11 -3
  177. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
  178. package/src/engine/physics/cloth/solver/cloth_self_find.js +52 -11
  179. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts +42 -0
  180. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts.map +1 -0
  181. package/src/engine/physics/cloth/solver/cloth_self_radius.js +64 -0
  182. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +99 -24
  183. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  184. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +102 -25
  185. package/src/engine/physics/cloth/solver/cloth_step.d.ts +5 -1
  186. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  187. package/src/engine/physics/cloth/solver/cloth_step.js +13 -3
  188. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +0 -1
  189. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -1
  190. package/src/engine/physics/cloth/solver/cloth_step_instance.js +12 -14
  191. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +23 -4
  192. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  193. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +36 -8
  194. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.d.ts.map +1 -1
  195. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.js +4 -2
  196. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
  197. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
  198. package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
  199. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
  200. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  201. package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
  202. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
  203. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
  204. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
  205. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
  206. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
  207. package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
  208. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
  209. package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
  210. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
  211. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
  212. package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
  213. package/src/engine/physics/fluid/FluidField.d.ts +14 -2
  214. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  215. package/src/engine/physics/fluid/FluidField.js +26 -6
  216. package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
  217. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  218. package/src/engine/physics/fluid/FluidSimulator.js +13 -2
  219. package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
  220. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
  221. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
  222. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
  223. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
  224. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
  225. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
  226. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
  227. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
  228. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
  229. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
  230. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  231. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
  232. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
  233. package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
  234. package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
  235. package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
  236. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
  237. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
  238. package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
  239. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
  240. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
  241. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
  242. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
  243. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
  244. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
  245. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
  246. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
  247. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
  248. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
  249. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
  250. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
  251. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
  252. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
  253. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
  254. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
  255. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
  256. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
  257. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
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@@ -1,6 +1,36 @@
1
+ import { assert } from "../../../core/assert.js";
1
2
  import { m4_invert } from "../../../core/geom/3d/mat4/m4_invert.js";
3
+ import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
4
+ import { generate_record_writer } from "../buffer/table/serde/generate_record_writer.js";
5
+ import { GPUTileAtlas3D } from "../texture/atlas/GPUTileAtlas3D.js";
6
+ import {
7
+ bake_volumetrics_noise_tile,
8
+ enquire_bake_volumetrics_noise_tile_pipelines
9
+ } from "./noise/bake_volumetrics_noise_tile.js";
10
+ import {
11
+ PARTICIPATING_MEDIA_NOISE_ATLAS_CAPACITY,
12
+ PARTICIPATING_MEDIA_NOISE_ATLAS_SLOTS_X,
13
+ PARTICIPATING_MEDIA_NOISE_ATLAS_SLOTS_Y,
14
+ PARTICIPATING_MEDIA_NOISE_DEFAULT_FEATURES,
15
+ PARTICIPATING_MEDIA_NOISE_DEFAULT_OCTAVES,
16
+ PARTICIPATING_MEDIA_NOISE_DEFAULT_SLOT,
17
+ PARTICIPATING_MEDIA_NOISE_TILE_BORDER,
18
+ PARTICIPATING_MEDIA_NOISE_TILE_CONTENT_SIZE,
19
+ PARTICIPATING_MEDIA_NOISE_TILE_FORMAT
20
+ } from "./noise/PARTICIPATING_MEDIA_NOISE.js";
21
+ import { PARTICIPATING_MEDIA_VOLUME_STRUCT } from "./PARTICIPATING_MEDIA_VOLUME_STRUCT.js";
2
22
 
3
23
  /**
24
+ * A row's noise phases, the only words of it a scrolling field changes from frame to frame.
25
+ * @type {import("../buffer/table/serde/generate_record_writer.js").GPURecordWriter}
26
+ */
27
+ const NOISE_PHASE_WRITER = generate_record_writer(PARTICIPATING_MEDIA_VOLUME_STRUCT, ['noise_flow_phase', 'noise_offset', 'noise_warp_offset']);
28
+
29
+ /** `noise_offset` and `noise_warp_offset`, three floats each, and `noise_flow_phase`. */
30
+ const NOISE_PHASE_WORDS = 7;
31
+
32
+ /**
33
+ * @typedef {import("../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry} PipelineEnquiry
4
34
  * @typedef {import("../GraphicsContext.js").GraphicsContext} GraphicsContext
5
35
  * @typedef {import("./SceneVolumetrics.js").SceneVolumetrics} SceneVolumetrics
6
36
  * @typedef {import("../buffer/table/GPUTypedTable.js").GPUTypedTable} GPUTypedTable
@@ -13,13 +43,32 @@ import { m4_invert } from "../../../core/geom/3d/mat4/m4_invert.js";
13
43
  * of their own.
14
44
  *
15
45
  * The table is written whole whenever {@link SceneVolumetrics#version} moves — cleared and refilled
16
- * in the scene's volume order — and not at all otherwise; the scene database's own update, later in
17
- * the same frame, takes the rows to the GPU. The rows are dense from 0, which the passes' walk over
18
- * `[0, participating_media_volumes_count)` relies on. A volume whose transform has no inverse —
19
- * scaled to nothing on an axis — gets no row.
46
+ * in the scene's volume order. While only {@link SceneVolumetrics#noise_version} moves, each row whose
47
+ * noise phases differ from what was last written gets those seven words and nothing else, through the
48
+ * table's partial stream (`set_fields`): a scrolling field costs a few words a volume a frame, not a
49
+ * table rebuild with an inversion a volume. Otherwise nothing is written. The scene database's own
50
+ * update, later in the same frame, takes the rows to the GPU. The rows are dense from 0, which the
51
+ * passes' walk over `[0, participating_media_volumes_count)` relies on. A volume whose transform has
52
+ * no inverse — scaled to nothing on an axis — gets no row.
53
+ *
54
+ * **The noise atlas lives here too.** Every volume's noise is a tile of one 3-D atlas the passes
55
+ * bind beside the scene database, and the atlas is this scene's: slot 0 is the engine's own tile,
56
+ * baked on the device the first time this updates, and the rest are whoever asked
57
+ * {@link noise_atlas} for them. Per scene rather than per device because a volume names its tile
58
+ * by slot, and the volumes are the scene's.
20
59
  */
21
60
  export class GPUSceneVolumetrics {
22
61
 
62
+ /**
63
+ * Offer the pipeline every scene's first {@link update} bakes its default noise tile with — see
64
+ * {@link PipelineEnquiry}. Fog itself is drawn by passes of the view, for a scene that has volumes.
65
+ *
66
+ * @param {PipelineEnquiry} enquiry
67
+ */
68
+ static enquirePipelines(enquiry) {
69
+ enquire_bake_volumetrics_noise_tile_pipelines(enquiry);
70
+ }
71
+
23
72
  /**
24
73
  * @type {SceneVolumetrics}
25
74
  */
@@ -27,27 +76,100 @@ export class GPUSceneVolumetrics {
27
76
 
28
77
  #version = -1;
29
78
 
79
+ /** The {@link SceneVolumetrics#noise_version} the rows' phases were last brought up to. */
80
+ #noise_version = -1;
81
+
82
+ /**
83
+ * Each volume's row as {@link #repack} placed it, by the volume's index, -1 for one with no row.
84
+ * Grown by the repack, never shrunk.
85
+ * @type {Int32Array}
86
+ */
87
+ #rows = new Int32Array(16);
88
+
89
+ /**
90
+ * The phases each volume's row holds, as f32, {@link NOISE_PHASE_WORDS} a volume by its index:
91
+ * `noise_offset`, `noise_warp_offset`, then `noise_flow_phase`.
92
+ * @type {Float32Array}
93
+ */
94
+ #written_phases = new Float32Array(16 * NOISE_PHASE_WORDS);
95
+
96
+ /** What {@link NOISE_PHASE_WRITER} is handed, reused for every row. */
97
+ #phase_record = {
98
+ noise_flow_phase: 0,
99
+ noise_offset: new Float32Array(3),
100
+ noise_warp_offset: new Float32Array(3),
101
+ };
102
+
103
+ /** The repack's scratch for each volume's inverse transform. */
104
+ #transform_inverse = new Float32Array(16);
105
+
30
106
  /**
31
107
  * The scene database's `participating_media_volumes` table; owned by the database.
32
108
  * @type {GPUTypedTable}
33
109
  */
34
110
  #table;
35
111
 
112
+ /**
113
+ * @type {GPUTileAtlas3D}
114
+ */
115
+ #noise_atlas;
116
+
117
+ /**
118
+ * Whether slot 0 holds the engine's tile yet. Baked on the first update, since a bake needs a
119
+ * command stream and the constructor has none.
120
+ * @type {boolean}
121
+ */
122
+ #default_baked = false;
123
+
36
124
  /**
37
125
  *
126
+ * @param {GPUDevice} device
38
127
  * @param {GPUTypedTable} table the scene database's `participating_media_volumes` table
39
128
  * @param {SceneVolumetrics} volumetrics
40
129
  */
41
- constructor(table, volumetrics) {
42
- this.#table = table;
130
+ constructor(device, table, volumetrics) {
131
+ assert.defined(device, 'device');
132
+ assert.defined(table, 'table');
133
+ assert.defined(volumetrics, 'volumetrics');
43
134
 
135
+ this.#table = table;
44
136
  this.source = volumetrics;
137
+
138
+ this.#noise_atlas = new GPUTileAtlas3D({
139
+ device,
140
+ format: PARTICIPATING_MEDIA_NOISE_TILE_FORMAT,
141
+ // a cube: the bake makes the same number of features along every edge
142
+ content_size: [PARTICIPATING_MEDIA_NOISE_TILE_CONTENT_SIZE, PARTICIPATING_MEDIA_NOISE_TILE_CONTENT_SIZE, PARTICIPATING_MEDIA_NOISE_TILE_CONTENT_SIZE],
143
+ border: PARTICIPATING_MEDIA_NOISE_TILE_BORDER,
144
+ slots_x: PARTICIPATING_MEDIA_NOISE_ATLAS_SLOTS_X,
145
+ slots_y: PARTICIPATING_MEDIA_NOISE_ATLAS_SLOTS_Y,
146
+ capacity: PARTICIPATING_MEDIA_NOISE_ATLAS_CAPACITY,
147
+ // sampled by the density pass; the bake lands by copy, which the atlas provides for
148
+ usage: GPUTextureUsage.TEXTURE_BINDING,
149
+ label: "GPUSceneVolumetrics/noise atlas",
150
+ });
151
+
152
+ // the first slot of a fresh atlas, which is what makes 0 the engine's by convention
153
+ const slot = this.#noise_atlas.allocate();
154
+
155
+ assert.equal(slot, PARTICIPATING_MEDIA_NOISE_DEFAULT_SLOT, 'the engine\'s tile takes the first slot');
45
156
  }
46
157
 
47
158
  /**
48
- * Nothing to release: the rows belong to the scene database.
159
+ * The tiles a volume's `noise_slot` names. Slot {@link PARTICIPATING_MEDIA_NOISE_DEFAULT_SLOT}
160
+ * is the engine's; `allocate` one and `write` it for a tile of your own.
161
+ *
162
+ * @returns {GPUTileAtlas3D}
163
+ */
164
+ get noise_atlas() {
165
+ return this.#noise_atlas;
166
+ }
167
+
168
+ /**
169
+ * The rows belong to the scene database; the atlas is ours.
49
170
  */
50
171
  destroy() {
172
+ this.#noise_atlas.destroy();
51
173
  }
52
174
 
53
175
  /**
@@ -59,29 +181,185 @@ export class GPUSceneVolumetrics {
59
181
  gfx,
60
182
  time_delta_s
61
183
  ) {
62
- if (this.#version === this.source.version) {
63
- // no change
184
+ if (!this.#default_baked) {
185
+ const command = ShadeGPUCommandContext.create(gfx, 'GPUSceneVolumetrics/noise bake');
186
+
187
+ bake_volumetrics_noise_tile({
188
+ command,
189
+ atlas: this.#noise_atlas,
190
+ slot: PARTICIPATING_MEDIA_NOISE_DEFAULT_SLOT,
191
+ features: PARTICIPATING_MEDIA_NOISE_DEFAULT_FEATURES,
192
+ octaves: PARTICIPATING_MEDIA_NOISE_DEFAULT_OCTAVES,
193
+ });
194
+
195
+ command.finish();
196
+
197
+ this.#default_baked = true;
198
+ }
199
+
200
+ const source = this.source;
201
+
202
+ if (this.#version !== source.version) {
203
+ this.#repack();
204
+
205
+ this.#version = source.version;
206
+ // the repack wrote the phases as they stand
207
+ this.#noise_version = source.noise_version;
208
+
64
209
  return;
65
210
  }
66
211
 
212
+ if (this.#noise_version !== source.noise_version) {
213
+ this.#write_phases();
214
+
215
+ this.#noise_version = source.noise_version;
216
+ }
217
+ }
218
+
219
+ /**
220
+ * Every row's noise phases that differ from what this last wrote for it, and nothing else:
221
+ * {@link NOISE_PHASE_WRITER}'s words per changed row, through the table's partial stream.
222
+ *
223
+ * Compared while assigned, as f32 — the precision the row holds — against
224
+ * {@link #written_phases}, so a noisy volume that is not scrolling writes nothing. The volumes
225
+ * are the ones {@link #repack} packed, in the same order: adding or removing one moves the
226
+ * version, which repacks instead.
227
+ */
228
+ #write_phases() {
229
+ const table = this.#table;
230
+ const volumes = this.source.volumes;
231
+ const rows = this.#rows;
232
+ const written = this.#written_phases;
233
+ const record = this.#phase_record;
234
+ const offset_out = record.noise_offset;
235
+ const warp_out = record.noise_warp_offset;
236
+
237
+ const count = volumes.length;
238
+
239
+ for (let i = 0; i < count; i++) {
240
+ const row = rows[i];
241
+
242
+ if (row < 0) {
243
+ // no row: scaled to nothing on an axis
244
+ continue;
245
+ }
246
+
247
+ const v = volumes[i];
248
+ const offset = v.noise_offset;
249
+ const warp = v.noise_warp_offset;
250
+ const base = i * NOISE_PHASE_WORDS;
251
+
252
+ let changed = false;
253
+
254
+ const o0 = Math.fround(offset[0]);
255
+ const o1 = Math.fround(offset[1]);
256
+ const o2 = Math.fround(offset[2]);
257
+ const w0 = Math.fround(warp[0]);
258
+ const w1 = Math.fround(warp[1]);
259
+ const w2 = Math.fround(warp[2]);
260
+ const flow = Math.fround(v.noise_flow_phase);
261
+
262
+ if (written[base] !== o0) {
263
+ written[base] = o0;
264
+ changed = true;
265
+ }
266
+
267
+ if (written[base + 1] !== o1) {
268
+ written[base + 1] = o1;
269
+ changed = true;
270
+ }
271
+
272
+ if (written[base + 2] !== o2) {
273
+ written[base + 2] = o2;
274
+ changed = true;
275
+ }
276
+
277
+ if (written[base + 3] !== w0) {
278
+ written[base + 3] = w0;
279
+ changed = true;
280
+ }
281
+
282
+ if (written[base + 4] !== w1) {
283
+ written[base + 4] = w1;
284
+ changed = true;
285
+ }
286
+
287
+ if (written[base + 5] !== w2) {
288
+ written[base + 5] = w2;
289
+ changed = true;
290
+ }
291
+
292
+ if (written[base + 6] !== flow) {
293
+ written[base + 6] = flow;
294
+ changed = true;
295
+ }
296
+
297
+ if (!changed) {
298
+ continue;
299
+ }
300
+
301
+ offset_out[0] = o0;
302
+ offset_out[1] = o1;
303
+ offset_out[2] = o2;
304
+ warp_out[0] = w0;
305
+ warp_out[1] = w1;
306
+ warp_out[2] = w2;
307
+ record.noise_flow_phase = flow;
308
+
309
+ table.set_fields(row, record, NOISE_PHASE_WRITER);
310
+ }
311
+ }
312
+
313
+ /**
314
+ * The whole table, cleared and refilled in the scene's volume order, dense from row 0; each
315
+ * volume's row and phases remembered for {@link #write_phases}.
316
+ */
317
+ #repack() {
67
318
  const table = this.#table;
68
319
 
69
320
  table.clear();
70
321
 
71
- const m4_transform_inverse = new Float32Array(16);
322
+ const m4_transform_inverse = this.#transform_inverse;
72
323
 
73
324
  const volumes = this.source.volumes;
325
+ const count = volumes.length;
326
+
327
+ if (this.#rows.length < count) {
328
+ const capacity = Math.max(count, 2 * this.#rows.length);
329
+
330
+ this.#rows = new Int32Array(capacity);
331
+ this.#written_phases = new Float32Array(capacity * NOISE_PHASE_WORDS);
332
+ }
333
+
334
+ const rows = this.#rows;
335
+ const written = this.#written_phases;
74
336
 
75
- for (let i = 0; i < volumes.length; i++) {
337
+ for (let i = 0; i < count; i++) {
76
338
  const v = volumes[i];
77
339
 
78
- if (!m4_invert(m4_transform_inverse, v.transform.matrix)) {
340
+ rows[i] = -1;
341
+
342
+ // the transform itself: its matrix is its first sixteen elements
343
+ if (!m4_invert(m4_transform_inverse, v.transform)) {
79
344
  // scaled to nothing on an axis: it encloses nothing, and without an inverse every
80
345
  // pass would place it wrong — an all-zero matrix puts the whole world inside it
81
346
  continue;
82
347
  }
83
348
 
84
- table.add({
349
+ assert.greaterThan(v.noise_scale, 0, 'noise_scale must be positive');
350
+ assert.ok(this.#noise_atlas.is_live(v.noise_slot), `noise_slot ${v.noise_slot} is not an allocated tile of this scene's noise atlas`);
351
+
352
+ const base = i * NOISE_PHASE_WORDS;
353
+
354
+ written[base] = Math.fround(v.noise_offset[0]);
355
+ written[base + 1] = Math.fround(v.noise_offset[1]);
356
+ written[base + 2] = Math.fround(v.noise_offset[2]);
357
+ written[base + 3] = Math.fround(v.noise_warp_offset[0]);
358
+ written[base + 4] = Math.fround(v.noise_warp_offset[1]);
359
+ written[base + 5] = Math.fround(v.noise_warp_offset[2]);
360
+ written[base + 6] = Math.fround(v.noise_flow_phase);
361
+
362
+ rows[i] = table.add({
85
363
  particle_spec: {
86
364
  scattering: v.particle_spec.scattering,
87
365
  extinction: v.particle_spec.extinction,
@@ -93,10 +371,15 @@ export class GPUSceneVolumetrics {
93
371
  transform_inverse: m4_transform_inverse,
94
372
  fade_distance: v.fade_distance,
95
373
  density: v.density,
374
+ noise_wind_factor: v.noise_wind_factor,
375
+ noise_flow_phase: v.noise_flow_phase,
376
+ noise_offset: v.noise_offset,
377
+ noise_warp_offset: v.noise_warp_offset,
378
+ noise_slot: v.noise_slot,
379
+ noise_strength: v.noise_strength,
380
+ noise_inverse_scale: 1 / v.noise_scale,
381
+ noise_warp: v.noise_warp,
96
382
  });
97
383
  }
98
-
99
- this.#version = this.source.version;
100
384
  }
101
-
102
385
  }
@@ -30,8 +30,12 @@ export class GPUViewVolumetrics {
30
30
  * @param {number} options.light_cluster_lookup
31
31
  * @param {number} options.light_cluster_parameters
32
32
  * @param {number} options.shadowmap_atlas
33
- * @param {import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode} options.indirect_lighting_mode the renderer's; picks the froxel GI
34
- * module that starts the froxel irradiance volume
33
+ * @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the passes that light froxels are built
34
+ * for them, the froxel GI that starts the froxel irradiance volume among them
35
+ * @param {import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
36
+ * while Brick4 runs
37
+ * @param {import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
38
+ * scene's, while LPV runs
35
39
  * @returns {{resolved: number, metadata: number, irradiance: {Y: number, CoCg: number}}} the
36
40
  * integrated aerial LUT, the metadata buffer, and the froxel irradiance volume
37
41
  * (chunk_volumetrics_irradiance_sh) that lit particles are lit by. The two do not depend on
@@ -39,13 +43,15 @@ export class GPUViewVolumetrics {
39
43
  * with no participating-media volume records no fog at all, and `resolved` is then a constant:
40
44
  * no in-scatter, full transmittance.
41
45
  */
42
- graph_update({ graph, light_cluster_data, light_cluster_lookup, light_cluster_parameters, shadowmap_atlas, indirect_lighting_mode, }: {
46
+ graph_update({ graph, light_cluster_data, light_cluster_lookup, light_cluster_parameters, shadowmap_atlas, shader_switches, brick4, lpv, }: {
43
47
  graph: FrameGraph;
44
48
  light_cluster_data: number;
45
49
  light_cluster_lookup: number;
46
50
  light_cluster_parameters: number;
47
51
  shadowmap_atlas: number;
48
- indirect_lighting_mode: import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode;
52
+ shader_switches?: ShaderSwitchSet;
53
+ brick4?: import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap;
54
+ lpv?: import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume;
49
55
  }): {
50
56
  resolved: number;
51
57
  metadata: number;
@@ -58,4 +64,5 @@ export class GPUViewVolumetrics {
58
64
  }
59
65
  export type FrameGraph = import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
60
66
  export type GPUViewContext = import("../view/GPUViewContext.js").GPUViewContext;
67
+ import { ShaderSwitchSet } from "../shader/compiler/ShaderSwitchSet.js";
61
68
  //# sourceMappingURL=GPUViewVolumetrics.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"GPUViewVolumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/GPUViewVolumetrics.js"],"names":[],"mappings":"AAkCA;IA2II;;;;OAIG;IACH,kBAHW,cAAc,qBAyCxB;IAlJD;;OAEG;IACH,4BAOC;IAjBD;;OAEG;IACH,2BAEC;IAsCD;;OAEG;IACH,0BAEC;IAZD;;OAEG;IACH,yBAEC;IAkHD,gBAaC;IA6ND;;;;;;;;;;;;;;;;OAgBG;IACH;QAd+B,KAAK,EAAzB,UAAU;QACM,kBAAkB,EAAlC,MAAM;QACU,oBAAoB,EAApC,MAAM;QACU,wBAAwB,EAAxC,MAAM;QACU,eAAe,EAA/B,MAAM;QACuE,sBAAsB,EAAnG,OAAO,iCAAiC,EAAE,yBAAyB;QAEjE;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE;YAAC,CAAC,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAA;SAAC,CAAA;KAAC,CAmIvF;;CAEJ;yBA1jBY,OAAO,2DAA2D,EAAE,UAAU;6BAC9E,OAAO,2BAA2B,EAAE,cAAc"}
1
+ {"version":3,"file":"GPUViewVolumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/GPUViewVolumetrics.js"],"names":[],"mappings":"AAmCA;IA2II;;;;OAIG;IACH,kBAHW,cAAc,qBAyCxB;IAlJD;;OAEG;IACH,4BAOC;IAjBD;;OAEG;IACH,2BAEC;IAsCD;;OAEG;IACH,0BAEC;IAZD;;OAEG;IACH,yBAEC;IAkHD,gBAaC;IA6ND;;;;;;;;;;;;;;;;;;;;OAoBG;IACH;QAlB+B,KAAK,EAAzB,UAAU;QACM,kBAAkB,EAAlC,MAAM;QACU,oBAAoB,EAApC,MAAM;QACU,wBAAwB,EAAxC,MAAM;QACU,eAAe,EAA/B,MAAM;QACoB,eAAe,GAAzC,eAAe;QAEoE,MAAM,GAAzF,OAAO,iDAAiD,EAAE,cAAc;QAEkB,GAAG,GAA7F,OAAO,mDAAmD,EAAE,mBAAmB;QAE7E;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE;YAAC,CAAC,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAA;SAAC,CAAA;KAAC,CAwIvF;;CAEJ;yBAnkBY,OAAO,2DAA2D,EAAE,UAAU;6BAC9E,OAAO,2BAA2B,EAAE,cAAc;gCAf/B,uCAAuC"}
@@ -10,6 +10,7 @@ import {
10
10
  build_volumetrics_sun_shadow_transform,
11
11
  volumetrics_sun_shadow_cascade_far
12
12
  } from "./build_volumetrics_sun_shadow_transform.js";
13
+ import { ShaderSwitchSet } from "../shader/compiler/ShaderSwitchSet.js";
13
14
  import { graph_build_froxel_irradiance } from "./graph_build_froxel_irradiance.js";
14
15
  import { graph_build_volumetrics } from "./graph_build_volumetrics.js";
15
16
  import {
@@ -458,8 +459,12 @@ export class GPUViewVolumetrics {
458
459
  * @param {number} options.light_cluster_lookup
459
460
  * @param {number} options.light_cluster_parameters
460
461
  * @param {number} options.shadowmap_atlas
461
- * @param {import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode} options.indirect_lighting_mode the renderer's; picks the froxel GI
462
- * module that starts the froxel irradiance volume
462
+ * @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the passes that light froxels are built
463
+ * for them, the froxel GI that starts the froxel irradiance volume among them
464
+ * @param {import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
465
+ * while Brick4 runs
466
+ * @param {import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
467
+ * scene's, while LPV runs
463
468
  * @returns {{resolved: number, metadata: number, irradiance: {Y: number, CoCg: number}}} the
464
469
  * integrated aerial LUT, the metadata buffer, and the froxel irradiance volume
465
470
  * (chunk_volumetrics_irradiance_sh) that lit particles are lit by. The two do not depend on
@@ -473,7 +478,9 @@ export class GPUViewVolumetrics {
473
478
  light_cluster_lookup,
474
479
  light_cluster_parameters,
475
480
  shadowmap_atlas,
476
- indirect_lighting_mode,
481
+ shader_switches = ShaderSwitchSet.EMPTY,
482
+ brick4,
483
+ lpv,
477
484
  }) {
478
485
 
479
486
  const view = this.#view;
@@ -524,7 +531,9 @@ export class GPUViewVolumetrics {
524
531
  shadowmap_atlas,
525
532
  volumetrics_metadata: gr_metadata,
526
533
  resolution,
527
- indirect_lighting_mode,
534
+ shader_switches,
535
+ brick4,
536
+ lpv,
528
537
  });
529
538
 
530
539
  if (view.scene.volumetrics.source.volumes.length === 0) {
@@ -582,6 +591,7 @@ export class GPUViewVolumetrics {
582
591
  taa_history,
583
592
  taa_output,
584
593
  camera_previous: view.gpu_previous_camera_state,
594
+ shader_switches,
585
595
  });
586
596
 
587
597
  this.#reset_history = false;
@@ -1021,3 +1021,100 @@ Observed in that same set-up, and not changed here: with the light 0.25 m from t
1021
1021
  jittered irradiance shows as blotchy 16-pixel blocks around the light even after 420 frames of the
1022
1022
  main TAA, identically on the old build. Nothing filters the irradiance volume in time, and a whole
1023
1023
  froxel flickering together is coherent over more pixels than the TAA's neighbourhood clamp looks at.
1024
+
1025
+ ## Noise on the volumes — built and measured, 2026-10-15
1026
+
1027
+ `VOLUMETRIC_NOISE_PLAN_2026_10_15.md` is the design and the record of how it got there (Smolder,
1028
+ Enshrouded 2025 and AC4 read; three revisions; Alex's answers). What landed: a general 3-D tile
1029
+ atlas (`texture/atlas/GPUTileAtlas3D`), the volumetrics instance of it on `GPUSceneVolumetrics`
1030
+ (`r8unorm`, 128³ content + a one-texel skirt, growing by a layer along z), slot 0 baked on the
1031
+ device from three octaves of `psrdnoise3` the first time the scene updates, and a per-volume
1032
+ `[0, 1]` multiplier on density — two trilinear taps at most (base, and a warp tap that displaces the
1033
+ base lookup), read at a per-froxel STBN-jittered point at a third decorrelation offset `(53, 97)`,
1034
+ scrolled by phases the host folds and wraps in f64. The path tracer reads the same function.
1035
+
1036
+ **The tile is on the device.** Read back off the atlas through `download_region` in the froxel
1037
+ playground (RTX 4090, Chrome, headless): a z slice through the middle of slot 0 spans 0–255 with a
1038
+ mean of 125.5 and texels in all eight histogram bins; every skirt texel checked equals the content
1039
+ texel it wraps; a row reads 127, 167, 200, 220, …, 253, …, 14 — a continuous field, not a block.
1040
+
1041
+ **The picture changes by the noise and nothing else.** `measure.js`'s image `ab` from the "Inside
1042
+ the fog" viewpoint at 1080p, the fog bank with `noise_strength` 0 against 1 (16-frame averages after
1043
+ 45 frames of settling, the floor from a repeat of each side):
1044
+
1045
+ | | mean |d| luminance |
1046
+ |---|---|
1047
+ | floor, off vs off / on vs on | 0.44 / 0.24 |
1048
+ | signal, off vs on, twice | 17.0 / 16.7 |
1049
+
1050
+ Signed mean +14.9: the fog thins where the tile is below its mean, so more of the lit scene shows.
1051
+
1052
+ **What it costs: the taps are below the density pass's timestamp quantum unless the camera is in
1053
+ the noisy volume.** Per-pass GPU medians (`profile`, 60 recorded frames an arm, six rounds, the
1054
+ two arms interleaved and their order alternated each round, 3796×1852):
1055
+
1056
+ | view | `build participating media`, uniform | with noise | frame |
1057
+ |---|---|---|---|
1058
+ | Dead overview, 2 noisy volumes covering few froxels | 0.2355 (6/6 identical) | 0.2355 (6/6) | 5.062 vs 5.068 |
1059
+ | Inside the graveyard fog | 0.2427–0.2437 | 0.2468 (6/6) | 4.619 vs 4.624 |
1060
+ | Inside the fog bank, 3 noisy volumes | 0.2642 (6/6) | 0.2703–0.2714 | 5.456 vs 5.466 |
1061
+
1062
+ So +0.003 to +0.007 ms on the pass at 2160p with every froxel in front of the camera paying two
1063
+ taps, spreads disjoint; the frame totals sit inside their own round-to-round spread (±0.01 ms).
1064
+ Lighting, TAA and the LUT read identically in both arms. The whole-frame readings are the usual
1065
+ reminder that the pass capture is the number to believe (the README's Q-04 story).
1066
+
1067
+ **The uniform path is untouched by construction**, not by measurement: `noise_strength > 0` is a
1068
+ per-volume uniform branch around the taps. A zero-volume scene was not re-timed.
1069
+
1070
+ Not done on the device: the froxel-versus-tracer parity check for a noisy volume (both paths read
1071
+ one function and `chunk_participating_media_noise.spec.js` pins it on the emulator), and the
1072
+ giant-particle seam check with a noisy volume (the point is jittered on all three axes exactly as
1073
+ the lighting pass's is). Driver and probes: `probe/` in session 2fe0ac92's scratchpad, a one-off.
1074
+
1075
+ ## The flow map is linked only where the wind field has cascades — measured, 2026-10-16
1076
+
1077
+ The noise's flow map (the GPU fluid's volumetrics, `e54461d36`) cost the froxel build 16.4 → 18.3 µs
1078
+ in uniform air, a scene with no fluid, where it never runs: a reach of exactly zero takes the one
1079
+ tap. The GPU fluid session's breakdown (RTX 4090, 1280×720, camera inside the fog) put it on the code
1080
+ being linked, not on running it: without the flow map and the wind sample the shader read 0.1–0.2 µs
1081
+ off the old one, and an exact-compare skip, dropping the two taps, or dropping the wind sample, each
1082
+ on its own, still cost about 1.8 µs.
1083
+
1084
+ So the field's shape is a shader switch, `WIND_FIELD_UNIFORM` (a bool; `false`, the default, is the
1085
+ field as it is), decided in two places from one value: `chunk_wind_field_sample` (uniform: return
1086
+ `far_velocity`, which the cascaded read returns at every point of a field with no cascades) and
1087
+ `chunk_participating_media_noise` (uniform: the one tap at the scrolled lookup, the flow map's value
1088
+ at a zero departure). The froxel build picks its variant from the field it binds,
1089
+ `scene.wind.cascade_count === 0`, the frame it binds it; the other readers are left at the default.
1090
+ `ShaderSwitchSet.with` now remembers the sets it hands out, so deriving the build's set every frame
1091
+ allocates nothing (it built two arrays, a key and an assert message a call: 595 B).
1092
+
1093
+ **On the device**, the three froxel builds interleaved by blocks of four frames in one capture: the
1094
+ pass as built (`new`, the variant it picked), the shader before the flow map (`old`, `ec5f0c093`), and
1095
+ master's (`head`, the flow map always linked). Means of ~175 frames an arm a round, µs, three rounds
1096
+ each:
1097
+
1098
+ | scene | order | new | old | head |
1099
+ |---|---|---|---|---|
1100
+ | uniform air | new, old, head | 15.89 / 15.71 / 16.28 | 15.80 / 15.65 / 16.27 | 17.32 / 17.17 / 17.80 |
1101
+ | uniform air | head, old, new | 14.24 / 14.68 / 14.97 | 14.23 / 14.75 / 15.09 | 15.66 / 16.02 / 16.46 |
1102
+ | a domain, a wake, a vortex | head, old, new | 20.13 / 17.05 / 17.05 | 16.76 / 13.98 / 13.87 | 20.18 / 17.17 / 16.79 |
1103
+
1104
+ Uniform air is the old cost to within 0.1 µs; disturbed air (the `new` arm on the full variant)
1105
+ is master's to within ±0.3 µs either way. TAA, which no arm touches, read alike in every row. The
1106
+ labels in the capture confirm which variant the pass picked in each scene.
1107
+
1108
+ Every touched shader compiles through Tint on the device and builds a pipeline: both variants of the
1109
+ build, the water cull, the fluid query, the accumulating tracer, the Brick4 bake, the LPV trace, both
1110
+ lightmap viz bakes. Linked for the default, the seven readers of the wind alone (five particle
1111
+ passes, the water cull, the fluid query) are byte-identical to master's WGSL; the six readers of the
1112
+ noise differ only by the scroll-and-warp lookup now being one function both alternatives call.
1113
+
1114
+ Specs: on the emulator, linked for a uniform field, the multiplier, the multiplier in a wind, the
1115
+ density and the wind read what the full variant reads in a field with no cascades, bit for bit (96
1116
+ random volumes, three far fields; red against a scrolled alternative that drops the warp and a
1117
+ uniform wind of zero). On the software device, the froxel build dispatches the uniform variant in a
1118
+ scene with no fluid and the full one when the field has a cascade, judged by the module it was
1119
+ handed (red against a pass that never and one that always picks it). Driver: `wfu_*` in session
1120
+ f2a32857's scratchpad, a one-off, adapted from the GPU fluid session's `s3g_*`.
@@ -1 +1 @@
1
- {"version":3,"file":"PARTICIPATING_MEDIA_VOLUME_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/PARTICIPATING_MEDIA_VOLUME_STRUCT.js"],"names":[],"mappings":"AAWA,6DAcE;6BAxB2B,gCAAgC"}
1
+ {"version":3,"file":"PARTICIPATING_MEDIA_VOLUME_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/PARTICIPATING_MEDIA_VOLUME_STRUCT.js"],"names":[],"mappings":"AAWA,6DAuDE;6BAjE2B,gCAAgC"}
@@ -1,4 +1,4 @@
1
- import { f32, mat4x4f, vec3f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
1
+ import { f32, mat4x4f, u32, vec3f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
2
  import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
3
3
 
4
4
  const VOLUMETRICS_PARTICLE_SPEC_STRUCT = WebGPUStruct.from({
@@ -23,4 +23,45 @@ export const PARTICIPATING_MEDIA_VOLUME_STRUCT = WebGPUStruct.from({
23
23
  * Numeric density of particles. In physics this would be `N`.
24
24
  */
25
25
  density: f32,
26
+ /**
27
+ * How much of the scene's wind the noise feels: the shader scales the published wind field's
28
+ * departure from its far field by it, as the host scales the far field it folds into
29
+ * `noise_offset`. 0 reads no wind. Placed here, with the flow phase, in the eight bytes the
30
+ * vec3 below would otherwise pad.
31
+ */
32
+ noise_wind_factor: f32,
33
+ /**
34
+ * The flow map's clock, `t / PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD`, wrapped to [0, 1) on the
35
+ * host: the GPU has no clock of its own. See `chunk_participating_media_noise`.
36
+ */
37
+ noise_flow_phase: f32,
38
+ /**
39
+ * Noise: a tile of the volumetrics noise atlas, sampled in world space and multiplied into the
40
+ * density. See `chunk_participating_media_noise`.
41
+ *
42
+ * The scroll of the base tap, in tile units, wrapped to [0, 1) on the host — the GPU never
43
+ * multiplies a velocity by a time.
44
+ */
45
+ noise_offset: vec3f,
46
+ /**
47
+ * The scroll of the warp tap, in its own tile units, wrapped to [0, 1) on the host.
48
+ */
49
+ noise_warp_offset: vec3f,
50
+ /**
51
+ * Which tile: a slot of the atlas. 0 is the engine's own.
52
+ */
53
+ noise_slot: u32,
54
+ /**
55
+ * [0, 1]: how far the density goes from uniform toward the tile's multiplier. 0 means the
56
+ * noise is not evaluated at all.
57
+ */
58
+ noise_strength: f32,
59
+ /**
60
+ * 1 / the tile's world size in metres: world position times this is the tile coordinate.
61
+ */
62
+ noise_inverse_scale: f32,
63
+ /**
64
+ * How far, in tile units, the warp tap may displace the base lookup. 0 means one tap.
65
+ */
66
+ noise_warp: f32,
26
67
  })