@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.
- package/build/bundle-worker-terrain.js +1 -1
- package/editor/particles/effect/ParticleReferenceSimulation.d.ts +12 -2
- package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
- package/editor/particles/effect/ParticleReferenceSimulation.js +30 -4
- package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
- package/editor/view/particles/effect/ParticleGraphEditorView.js +3 -1
- package/package.json +1 -1
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
- package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
- package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
- package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
- package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
- package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
- package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
- package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
- package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
- package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
- package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
- package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
- package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
- package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
- package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
- package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
- package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
- package/src/core/math/falloff_quadratic.d.ts +13 -0
- package/src/core/math/falloff_quadratic.d.ts.map +1 -0
- package/src/core/math/falloff_quadratic.js +20 -0
- package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
- package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
- package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
- package/src/engine/EngineHarness.d.ts.map +1 -1
- package/src/engine/EngineHarness.js +6 -0
- package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
- package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
- package/src/engine/ecs/EntityComponentDataset.js +120 -11
- package/src/engine/ecs/async/WORKER_SYSTEM_PLAN.md +27 -11
- package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
- package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +13 -0
- package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
- package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
- package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +2 -2
- package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
- package/src/engine/graphics/ecs/particles/ParticleEffect.js +7 -7
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +8 -0
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +11 -3
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +26 -0
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts.map +1 -0
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +91 -0
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
- package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
- package/src/engine/graphics3/GPUParticleEmitterSystem.js +2 -2
- package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
- package/src/engine/graphics3/GraphicsEngine.js +8 -1
- package/src/engine/graphics3/ParticipatingMedia.d.ts +90 -1
- package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMedia.js +145 -5
- package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +6 -2
- package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +29 -4
- package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts +10 -0
- package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts.map +1 -0
- package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.js +38 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMediaSystem.js +236 -45
- package/src/engine/graphics3/WaterSystem.d.ts +9 -2
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem.js +53 -15
- package/src/engine/network/NetworkSession.d.ts +16 -5
- package/src/engine/network/NetworkSession.d.ts.map +1 -1
- package/src/engine/network/NetworkSession.js +104 -7
- package/src/engine/network/README.md +27 -1
- package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts +40 -18
- package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts.map +1 -1
- package/src/engine/network/orchestrator/ServerAuthoritativeServer.js +180 -190
- package/src/engine/network/replication/Replicator.d.ts +15 -4
- package/src/engine/network/replication/Replicator.d.ts.map +1 -1
- package/src/engine/network/replication/Replicator.js +50 -16
- package/src/engine/network/state/RecordArrivalRing.d.ts +57 -0
- package/src/engine/network/state/RecordArrivalRing.d.ts.map +1 -0
- package/src/engine/network/state/RecordArrivalRing.js +144 -0
- package/src/engine/physics/cloth/MEASUREMENTS.md +393 -0
- package/src/engine/physics/cloth/PLAN.md +106 -7
- package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
- package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
- package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
- package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
- package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -21
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -22
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +5 -3
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothSystem.js +10 -3
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothWorld.js +140 -43
- package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +2 -1
- package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +6 -1
- package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_build_rows.js +20 -10
- package/src/engine/physics/cloth/playground/README.md +8 -4
- package/src/engine/physics/cloth/playground/collide.html +5 -3
- package/src/engine/physics/cloth/playground/collide_main.js +14 -13
- package/src/engine/physics/cloth/playground/wind.html +4 -4
- package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
- package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
- package/src/engine/physics/cloth/playground/wind_build.js +4 -3
- package/src/engine/physics/cloth/playground/wind_main.js +58 -19
- package/src/engine/physics/cloth/solver/ClothState.d.ts +30 -2
- package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/ClothState.js +62 -4
- package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +11 -3
- package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_self_find.js +52 -11
- package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts +42 -0
- package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts.map +1 -0
- package/src/engine/physics/cloth/solver/cloth_self_radius.js +64 -0
- package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +99 -24
- package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_solver_constants.js +102 -25
- package/src/engine/physics/cloth/solver/cloth_step.d.ts +5 -1
- package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_step.js +13 -3
- package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +0 -1
- package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_step_instance.js +12 -14
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +23 -4
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +36 -8
- 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 +4 -2
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
- package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
- package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
- package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
- package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
- package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
- package/src/engine/physics/fluid/FluidField.d.ts +14 -2
- package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidField.js +26 -6
- package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
- package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidSimulator.js +13 -2
- package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
- package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
- package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +53 -3
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +73 -13
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +207 -88
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +35 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +72 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +34 -10
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +139 -150
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts +26 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.js +51 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts +55 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.js +255 -0
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- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts.map +1 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.js +22 -0
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts +15 -0
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts.map +1 -0
- package/src/shade/renderer/wind/wind_field_add_resources.js +22 -0
- package/src/shade/wgsl/emulator/CPUBitmapData.d.ts +5 -2
- package/src/shade/wgsl/emulator/CPUBitmapData.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/CPUBitmapData.js +5 -2
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts +5 -1
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +118 -31
- package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLLanguageCore.js +90 -22
- package/src/engine/network/transport/Channel.d.ts +0 -85
- package/src/engine/network/transport/Channel.d.ts.map +0 -1
- package/src/engine/network/transport/ReliableCommandPipeline.d.ts +0 -155
- package/src/engine/network/transport/ReliableCommandPipeline.d.ts.map +0 -1
- package/src/engine/network/transport/fragments/FragmentAssembler.d.ts +0 -105
- package/src/engine/network/transport/fragments/FragmentAssembler.d.ts.map +0 -1
- package/src/engine/network/transport/fragments/FragmentRetention.d.ts +0 -103
- package/src/engine/network/transport/fragments/FragmentRetention.d.ts.map +0 -1
- package/src/engine/network/transport/fragments/fragment_send.d.ts +0 -61
- package/src/engine/network/transport/fragments/fragment_send.d.ts.map +0 -1
- package/src/engine/network/transport/fragments/packet_size.d.ts +0 -99
- package/src/engine/network/transport/fragments/packet_size.d.ts.map +0 -1
- package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +0 -87
- package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +0 -1
- package/src/engine/physics/cloth/wind/ClothAmbientWind.js +0 -185
- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.d.ts +0 -7
- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.js +0 -25
- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.d.ts +0 -43
- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.js +0 -207
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.d.ts +0 -21
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.js +0 -40
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.d.ts +0 -13
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.js +0 -47
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts +0 -7
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.js +0 -115
- package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.d.ts +0 -7
- package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.d.ts.map +0 -1
- package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.js +0 -6
- package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.d.ts +0 -21
- package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.d.ts.map +0 -1
- package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.js +0 -47
- package/src/shade/renderer/postprocess/ssr/resolve/build_ssr_resolve_shader.d.ts +0 -21
- package/src/shade/renderer/postprocess/ssr/resolve/build_ssr_resolve_shader.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.d.ts +0 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.js +0 -24
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts +0 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.js +0 -21
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts +0 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +0 -34
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts +0 -3
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts +0 -7
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js +0 -178
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.js +0 -110
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +0 -110
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts +0 -9
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js +0 -22
- package/src/shade/renderer/shader/chunk/color/sRGB/chunk_RRTAndODTFit.d.ts +0 -6
- package/src/shade/renderer/shader/chunk/color/sRGB/chunk_RRTAndODTFit.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/color/sRGB/chunk_RRTAndODTFit.js +0 -16
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_aces.d.ts +0 -7
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_aces.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_aces.js +0 -46
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_agx.d.ts +0 -10
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_agx.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_agx.js +0 -127
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_pbr_neutral.d.ts +0 -7
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_pbr_neutral.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_pbr_neutral.js +0 -39
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js +0 -55
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js +0 -47
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.js +0 -63
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/**
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* A participating-media volume's noise multiplier at a world point: a [0, 1] factor on its density
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* from a tile of the noise atlas, which the importing shader binds as `tParticipatingMediaNoise`
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* (`texture_3d<f32>`) with `sParticipatingMediaNoise` (a filtering sampler, clamped) — the way
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* `scene_database` is a binding every reader of the volumes declares for itself — carried by the
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* scene's wind, which it binds as `wind_field_add_resources` declares it (`wind_field`,
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* `wind_field_atlas`, `wind_field_sampler`) and `GPUSceneWind.bind` fills.
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*
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* **One field, in world space.** The tile repeats every `1 / noise_inverse_scale` metres along
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* each world axis, so neighbouring volumes with the same settings share one continuous field and a
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* volume carried by a moving entity has the world's fog flow through it. `noise_offset` is the
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* scroll, in tile units, already wrapped to [0, 1) by the host; `fract` folds the world position
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* onto the tile.
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*
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* **Two taps for the shape.** A warp tap reads the same tile at half frequency and its own scroll
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* (`noise_warp_offset`), and displaces the base lookup along a fixed oblique direction by
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* `noise_warp` tile units times how far the warp value sits from its mean. As the two scrolls
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* slide against each other the base field changes shape in place, which is the evolution a static
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* texture otherwise lacks. `noise_warp == 0` is no warp tap; `noise_strength == 0` is none at all —
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* callers branch on it before calling, uniformly, since it is a property of the volume and not of
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* the thread.
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*
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* **The wind: the far field on the host, the rest here, as a flow map.** The host folds the far
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* field `v_far(t)` × `noise_wind_factor` (plus the volume's own motion) into `noise_offset`, exactly,
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* as a running sum. Where the published wind `w(p)` departs from the far field, the departure
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* `d = (w(p) − v_far(t)) · noise_wind_factor` carries the noise on top, flow-map style: there is no
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* history at a point to integrate a phase in, and `t · d` would jump by `t · Δd` whenever the local
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* wind changed. Two phases half a period apart, `φ₀ = fract(s)` and `φ₁ = fract(s + ½)` with
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* `s = t / P` (`noise_flow_phase`, folded on the host), each move the base lookup by `−d · φₖ · P`
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* (in tile units), and a triangle weight `1 − |2φ₀ − 1|` crossfades them, so each phase resets
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* where its weight is zero. The warp tap is shared by both. Bounded by 1 still: a convex blend of
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* taps of a [0, 1] tile.
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*
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* **Uniform air is one tap, the scroll alone.** Below a reach of
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* `PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD` tile units a period, the base takes one tap at the
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* scrolled lookup, which is every point outside every cascade and every point whose air moves with
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* the far field (`wind_field_sample` returns `v_far` exactly there). Above it the reach ramps in,
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* from zero at the threshold to all of it at twice the threshold, so at the threshold both phases
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* tap the one lookup and blend to it exactly: the branch is continuous.
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*
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* **By the field's shape** ({@link WIND_FIELD_UNIFORM}), the same functions either way:
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* - as it is (`false`, the default): the flow map wherever the field departs from the far field
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* ({@link chunk_participating_media_noise_carried});
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* - uniform (`true`), no cascades: the field departs from the far field nowhere, and the multiplier is
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* the one tap at the scrolled lookup and nothing else ({@link chunk_participating_media_noise_scrolled}),
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* which is what the flow map reads there, bit for bit. A pass whose field has no cascades links no
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* flow-map code: linked and never run, it cost the froxel build 1.3–1.9 µs a frame (RTX 4090,
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* 1280×720, camera inside the fog), and the variant without it costs what the scroll alone did.
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*
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* The tap and the lookup both share are {@link chunk_participating_media_noise_tap}'s.
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*
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* **The entry points:**
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* - `participating_media_noise_multiplier(volume, position)` samples the wind at `position` itself,
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* when the volume feels it;
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* - `participating_media_noise_multiplier_in_wind(volume, position, wind)` takes the wind there
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* from the caller, for a pass that evaluates several volumes at one point and samples it once
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* (the froxel build). Pass `wind_field.far_velocity` for a volume that feels no wind.
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*
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* Bounded above by 1, which is what keeps `density` the path tracer's majorant.
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*
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* @see PARTICIPATING_MEDIA_NOISE the constants
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* @see shader_volumetrics_noise_tile_bake what the engine's default tile holds
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* @type {CodeChunkChoice}
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*/
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export const chunk_participating_media_noise: CodeChunkChoice;
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import { CodeChunkChoice } from "../../shader/compiler/CodeChunkChoice.js";
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//# sourceMappingURL=chunk_participating_media_noise.d.ts.map
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{"version":3,"file":"chunk_participating_media_noise.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/noise/chunk_participating_media_noise.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+DG;AACH,8CAFU,eAAe,CAE+D;gCArExD,0CAA0C"}
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import { CodeChunkChoice } from "../../shader/compiler/CodeChunkChoice.js";
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import { WIND_FIELD_UNIFORM } from "../../wind/WIND_FIELD_UNIFORM.js";
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import { chunk_participating_media_noise_carried } from "./chunk_participating_media_noise_carried.js";
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import { chunk_participating_media_noise_scrolled } from "./chunk_participating_media_noise_scrolled.js";
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/**
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* A participating-media volume's noise multiplier at a world point: a [0, 1] factor on its density
|
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8
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* from a tile of the noise atlas, which the importing shader binds as `tParticipatingMediaNoise`
|
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9
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+
* (`texture_3d<f32>`) with `sParticipatingMediaNoise` (a filtering sampler, clamped) — the way
|
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10
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+
* `scene_database` is a binding every reader of the volumes declares for itself — carried by the
|
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11
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+
* scene's wind, which it binds as `wind_field_add_resources` declares it (`wind_field`,
|
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12
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+
* `wind_field_atlas`, `wind_field_sampler`) and `GPUSceneWind.bind` fills.
|
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*
|
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14
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+
* **One field, in world space.** The tile repeats every `1 / noise_inverse_scale` metres along
|
|
15
|
+
* each world axis, so neighbouring volumes with the same settings share one continuous field and a
|
|
16
|
+
* volume carried by a moving entity has the world's fog flow through it. `noise_offset` is the
|
|
17
|
+
* scroll, in tile units, already wrapped to [0, 1) by the host; `fract` folds the world position
|
|
18
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* onto the tile.
|
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19
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+
*
|
|
20
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+
* **Two taps for the shape.** A warp tap reads the same tile at half frequency and its own scroll
|
|
21
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+
* (`noise_warp_offset`), and displaces the base lookup along a fixed oblique direction by
|
|
22
|
+
* `noise_warp` tile units times how far the warp value sits from its mean. As the two scrolls
|
|
23
|
+
* slide against each other the base field changes shape in place, which is the evolution a static
|
|
24
|
+
* texture otherwise lacks. `noise_warp == 0` is no warp tap; `noise_strength == 0` is none at all —
|
|
25
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+
* callers branch on it before calling, uniformly, since it is a property of the volume and not of
|
|
26
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+
* the thread.
|
|
27
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+
*
|
|
28
|
+
* **The wind: the far field on the host, the rest here, as a flow map.** The host folds the far
|
|
29
|
+
* field `v_far(t)` × `noise_wind_factor` (plus the volume's own motion) into `noise_offset`, exactly,
|
|
30
|
+
* as a running sum. Where the published wind `w(p)` departs from the far field, the departure
|
|
31
|
+
* `d = (w(p) − v_far(t)) · noise_wind_factor` carries the noise on top, flow-map style: there is no
|
|
32
|
+
* history at a point to integrate a phase in, and `t · d` would jump by `t · Δd` whenever the local
|
|
33
|
+
* wind changed. Two phases half a period apart, `φ₀ = fract(s)` and `φ₁ = fract(s + ½)` with
|
|
34
|
+
* `s = t / P` (`noise_flow_phase`, folded on the host), each move the base lookup by `−d · φₖ · P`
|
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35
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+
* (in tile units), and a triangle weight `1 − |2φ₀ − 1|` crossfades them, so each phase resets
|
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36
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* where its weight is zero. The warp tap is shared by both. Bounded by 1 still: a convex blend of
|
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37
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* taps of a [0, 1] tile.
|
|
38
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+
*
|
|
39
|
+
* **Uniform air is one tap, the scroll alone.** Below a reach of
|
|
40
|
+
* `PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD` tile units a period, the base takes one tap at the
|
|
41
|
+
* scrolled lookup, which is every point outside every cascade and every point whose air moves with
|
|
42
|
+
* the far field (`wind_field_sample` returns `v_far` exactly there). Above it the reach ramps in,
|
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43
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+
* from zero at the threshold to all of it at twice the threshold, so at the threshold both phases
|
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44
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+
* tap the one lookup and blend to it exactly: the branch is continuous.
|
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45
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+
*
|
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46
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+
* **By the field's shape** ({@link WIND_FIELD_UNIFORM}), the same functions either way:
|
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47
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+
* - as it is (`false`, the default): the flow map wherever the field departs from the far field
|
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48
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* ({@link chunk_participating_media_noise_carried});
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49
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* - uniform (`true`), no cascades: the field departs from the far field nowhere, and the multiplier is
|
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50
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+
* the one tap at the scrolled lookup and nothing else ({@link chunk_participating_media_noise_scrolled}),
|
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51
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+
* which is what the flow map reads there, bit for bit. A pass whose field has no cascades links no
|
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52
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+
* flow-map code: linked and never run, it cost the froxel build 1.3–1.9 µs a frame (RTX 4090,
|
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53
|
+
* 1280×720, camera inside the fog), and the variant without it costs what the scroll alone did.
|
|
54
|
+
*
|
|
55
|
+
* The tap and the lookup both share are {@link chunk_participating_media_noise_tap}'s.
|
|
56
|
+
*
|
|
57
|
+
* **The entry points:**
|
|
58
|
+
* - `participating_media_noise_multiplier(volume, position)` samples the wind at `position` itself,
|
|
59
|
+
* when the volume feels it;
|
|
60
|
+
* - `participating_media_noise_multiplier_in_wind(volume, position, wind)` takes the wind there
|
|
61
|
+
* from the caller, for a pass that evaluates several volumes at one point and samples it once
|
|
62
|
+
* (the froxel build). Pass `wind_field.far_velocity` for a volume that feels no wind.
|
|
63
|
+
*
|
|
64
|
+
* Bounded above by 1, which is what keeps `density` the path tracer's majorant.
|
|
65
|
+
*
|
|
66
|
+
* @see PARTICIPATING_MEDIA_NOISE the constants
|
|
67
|
+
* @see shader_volumetrics_noise_tile_bake what the engine's default tile holds
|
|
68
|
+
* @type {CodeChunkChoice}
|
|
69
|
+
*/
|
|
70
|
+
export const chunk_participating_media_noise = CodeChunkChoice.from(WIND_FIELD_UNIFORM);
|
|
71
|
+
|
|
72
|
+
chunk_participating_media_noise.add(false, chunk_participating_media_noise_carried);
|
|
73
|
+
chunk_participating_media_noise.add(true, chunk_participating_media_noise_scrolled);
|
|
@@ -0,0 +1,14 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* {@link chunk_participating_media_noise} in a wind field as it is ({@link WIND_FIELD_UNIFORM}
|
|
3
|
+
* `false`): the scroll, and on top of it the flow map of the field's departure from the far field,
|
|
4
|
+
* wherever the field departs. Samples the wind through `chunk_wind_field_sample`.
|
|
5
|
+
*
|
|
6
|
+
* Below a reach of {@link PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD} tile units a period, the base is
|
|
7
|
+
* one tap at the scrolled lookup; above it the reach ramps in, from zero at the threshold to all of it
|
|
8
|
+
* at twice the threshold, so at the threshold both phases tap the one lookup and blend to it exactly.
|
|
9
|
+
*
|
|
10
|
+
* @type {CodeChunk}
|
|
11
|
+
*/
|
|
12
|
+
export const chunk_participating_media_noise_carried: CodeChunk;
|
|
13
|
+
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
14
|
+
//# sourceMappingURL=chunk_participating_media_noise_carried.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"chunk_participating_media_noise_carried.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_carried.js"],"names":[],"mappings":"AAOA;;;;;;;;;;GAUG;AACH,sDAFU,SAAS,CA2DjB;0BA3EwB,oCAAoC"}
|
|
@@ -0,0 +1,76 @@
|
|
|
1
|
+
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
2
|
+
import { chunk_wind_field_sample } from "../../wind/chunk_wind_field_sample.js";
|
|
3
|
+
import { WIND_FIELD_STRUCT } from "../../wind/WIND_FIELD_STRUCT.js";
|
|
4
|
+
import { PARTICIPATING_MEDIA_VOLUME_STRUCT } from "../PARTICIPATING_MEDIA_VOLUME_STRUCT.js";
|
|
5
|
+
import { chunk_participating_media_noise_tap } from "./chunk_participating_media_noise_tap.js";
|
|
6
|
+
import { PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD, PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD } from "./PARTICIPATING_MEDIA_NOISE.js";
|
|
7
|
+
|
|
8
|
+
/**
|
|
9
|
+
* {@link chunk_participating_media_noise} in a wind field as it is ({@link WIND_FIELD_UNIFORM}
|
|
10
|
+
* `false`): the scroll, and on top of it the flow map of the field's departure from the far field,
|
|
11
|
+
* wherever the field departs. Samples the wind through `chunk_wind_field_sample`.
|
|
12
|
+
*
|
|
13
|
+
* Below a reach of {@link PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD} tile units a period, the base is
|
|
14
|
+
* one tap at the scrolled lookup; above it the reach ramps in, from zero at the threshold to all of it
|
|
15
|
+
* at twice the threshold, so at the threshold both phases tap the one lookup and blend to it exactly.
|
|
16
|
+
*
|
|
17
|
+
* @type {CodeChunk}
|
|
18
|
+
*/
|
|
19
|
+
export const chunk_participating_media_noise_carried = CodeChunk.from(
|
|
20
|
+
//language=WGSL
|
|
21
|
+
`
|
|
22
|
+
const PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD: f32 = ${PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD};
|
|
23
|
+
const PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD: f32 = ${PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD};
|
|
24
|
+
|
|
25
|
+
fn participating_media_noise_multiplier_in_wind(
|
|
26
|
+
volume: ${PARTICIPATING_MEDIA_VOLUME_STRUCT.wgsl_ref},
|
|
27
|
+
position: vec3<f32>,
|
|
28
|
+
wind: vec3<f32>,
|
|
29
|
+
) -> f32 {
|
|
30
|
+
let u = participating_media_noise_lookup(volume, position);
|
|
31
|
+
|
|
32
|
+
// the departure from the far field the host scrolled by, as tile units a flow period
|
|
33
|
+
let flow = (wind - wind_field.far_velocity) * (volume.noise_wind_factor * PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD * volume.noise_inverse_scale);
|
|
34
|
+
let reach = length(flow);
|
|
35
|
+
|
|
36
|
+
var value: f32;
|
|
37
|
+
|
|
38
|
+
if (reach <= PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD) {
|
|
39
|
+
value = participating_media_noise_tap(volume.noise_slot, u);
|
|
40
|
+
} else {
|
|
41
|
+
// 0 at the threshold, where both phases tap u and blend to it exactly, and 1 from twice it
|
|
42
|
+
let carried = flow * min(reach / PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD - 1.0, 1.0);
|
|
43
|
+
|
|
44
|
+
let phase0 = fract(volume.noise_flow_phase);
|
|
45
|
+
let phase1 = fract(volume.noise_flow_phase + 0.5);
|
|
46
|
+
|
|
47
|
+
// phase 0's weight: zero where it resets, one half a period later, where phase 1 resets
|
|
48
|
+
let weight0 = 1.0 - abs(2.0 * phase0 - 1.0);
|
|
49
|
+
|
|
50
|
+
let tap0 = participating_media_noise_tap(volume.noise_slot, u - carried * phase0);
|
|
51
|
+
let tap1 = participating_media_noise_tap(volume.noise_slot, u - carried * phase1);
|
|
52
|
+
|
|
53
|
+
// mix's form, so that equal taps blend to themselves exactly
|
|
54
|
+
value = tap1 + (tap0 - tap1) * weight0;
|
|
55
|
+
}
|
|
56
|
+
|
|
57
|
+
return mix(1.0, value, volume.noise_strength);
|
|
58
|
+
}
|
|
59
|
+
|
|
60
|
+
fn participating_media_noise_multiplier(volume: ${PARTICIPATING_MEDIA_VOLUME_STRUCT.wgsl_ref}, position: vec3<f32>) -> f32 {
|
|
61
|
+
var wind = wind_field.far_velocity;
|
|
62
|
+
|
|
63
|
+
// a property of the volume, so every thread agrees
|
|
64
|
+
if (volume.noise_wind_factor != 0.0) {
|
|
65
|
+
wind = wind_field_sample(position);
|
|
66
|
+
}
|
|
67
|
+
|
|
68
|
+
return participating_media_noise_multiplier_in_wind(volume, position, wind);
|
|
69
|
+
}
|
|
70
|
+
`, [
|
|
71
|
+
PARTICIPATING_MEDIA_VOLUME_STRUCT.declaration_chunk,
|
|
72
|
+
WIND_FIELD_STRUCT.declaration_chunk,
|
|
73
|
+
chunk_participating_media_noise_tap,
|
|
74
|
+
chunk_wind_field_sample,
|
|
75
|
+
]
|
|
76
|
+
);
|
|
@@ -0,0 +1,14 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* {@link chunk_participating_media_noise} in a uniform wind field ({@link WIND_FIELD_UNIFORM} `true`):
|
|
3
|
+
* the field has no cascades, so the wind is the far field everywhere and departs from it nowhere, and
|
|
4
|
+
* the noise is the host's scroll alone — one tap at the scrolled lookup, which is what the flow map
|
|
5
|
+
* takes at a departure of zero, exactly.
|
|
6
|
+
*
|
|
7
|
+
* The wind `participating_media_noise_multiplier_in_wind` is handed is the far field at the point,
|
|
8
|
+
* whoever sampled it, and is not read.
|
|
9
|
+
*
|
|
10
|
+
* @type {CodeChunk}
|
|
11
|
+
*/
|
|
12
|
+
export const chunk_participating_media_noise_scrolled: CodeChunk;
|
|
13
|
+
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
14
|
+
//# sourceMappingURL=chunk_participating_media_noise_scrolled.d.ts.map
|
package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_scrolled.d.ts.map
ADDED
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"chunk_participating_media_noise_scrolled.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_scrolled.js"],"names":[],"mappings":"AAKA;;;;;;;;;;GAUG;AACH,uDAFU,SAAS,CAuBjB;0BArCwB,oCAAoC"}
|
|
@@ -0,0 +1,38 @@
|
|
|
1
|
+
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
2
|
+
import { WIND_FIELD_STRUCT } from "../../wind/WIND_FIELD_STRUCT.js";
|
|
3
|
+
import { PARTICIPATING_MEDIA_VOLUME_STRUCT } from "../PARTICIPATING_MEDIA_VOLUME_STRUCT.js";
|
|
4
|
+
import { chunk_participating_media_noise_tap } from "./chunk_participating_media_noise_tap.js";
|
|
5
|
+
|
|
6
|
+
/**
|
|
7
|
+
* {@link chunk_participating_media_noise} in a uniform wind field ({@link WIND_FIELD_UNIFORM} `true`):
|
|
8
|
+
* the field has no cascades, so the wind is the far field everywhere and departs from it nowhere, and
|
|
9
|
+
* the noise is the host's scroll alone — one tap at the scrolled lookup, which is what the flow map
|
|
10
|
+
* takes at a departure of zero, exactly.
|
|
11
|
+
*
|
|
12
|
+
* The wind `participating_media_noise_multiplier_in_wind` is handed is the far field at the point,
|
|
13
|
+
* whoever sampled it, and is not read.
|
|
14
|
+
*
|
|
15
|
+
* @type {CodeChunk}
|
|
16
|
+
*/
|
|
17
|
+
export const chunk_participating_media_noise_scrolled = CodeChunk.from(
|
|
18
|
+
//language=WGSL
|
|
19
|
+
`
|
|
20
|
+
fn participating_media_noise_multiplier_in_wind(
|
|
21
|
+
volume: ${PARTICIPATING_MEDIA_VOLUME_STRUCT.wgsl_ref},
|
|
22
|
+
position: vec3<f32>,
|
|
23
|
+
wind: vec3<f32>,
|
|
24
|
+
) -> f32 {
|
|
25
|
+
let value = participating_media_noise_tap(volume.noise_slot, participating_media_noise_lookup(volume, position));
|
|
26
|
+
|
|
27
|
+
return mix(1.0, value, volume.noise_strength);
|
|
28
|
+
}
|
|
29
|
+
|
|
30
|
+
fn participating_media_noise_multiplier(volume: ${PARTICIPATING_MEDIA_VOLUME_STRUCT.wgsl_ref}, position: vec3<f32>) -> f32 {
|
|
31
|
+
return participating_media_noise_multiplier_in_wind(volume, position, wind_field.far_velocity);
|
|
32
|
+
}
|
|
33
|
+
`, [
|
|
34
|
+
PARTICIPATING_MEDIA_VOLUME_STRUCT.declaration_chunk,
|
|
35
|
+
WIND_FIELD_STRUCT.declaration_chunk,
|
|
36
|
+
chunk_participating_media_noise_tap,
|
|
37
|
+
]
|
|
38
|
+
);
|
|
@@ -0,0 +1,21 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* What both of {@link chunk_participating_media_noise}'s alternatives read the tile through:
|
|
3
|
+
* - `participating_media_noise_tap(slot, u)`: one trilinear tap of a slot's tile at a tile
|
|
4
|
+
* coordinate, wrapped;
|
|
5
|
+
* - `participating_media_noise_lookup(volume, position)`: where a volume's base tap lands for a world
|
|
6
|
+
* point before the wind's departure carries it, the scroll and the warp applied, in tile units.
|
|
7
|
+
*
|
|
8
|
+
* Reads `tParticipatingMediaNoise` with `sParticipatingMediaNoise`, as the importing shader binds them.
|
|
9
|
+
*
|
|
10
|
+
* **The slot's texels.** The atlas is tiles of `PARTICIPATING_MEDIA_NOISE_TILE_SIZE` texels — the
|
|
11
|
+
* content and a one-texel skirt holding the content wrapped — in a grid the texture's own
|
|
12
|
+
* dimensions describe, x fastest and z slowest, placed by `tile_atlas_slot_origin` as the atlas
|
|
13
|
+
* places it. A tile coordinate in [0, 1) lands on the content; the trilinear footprint at its edges
|
|
14
|
+
* reaches exactly one texel into the skirt, which is why the skirt is there and why the sampler is
|
|
15
|
+
* clamped rather than repeating.
|
|
16
|
+
*
|
|
17
|
+
* @type {CodeChunk}
|
|
18
|
+
*/
|
|
19
|
+
export const chunk_participating_media_noise_tap: CodeChunk;
|
|
20
|
+
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
21
|
+
//# sourceMappingURL=chunk_participating_media_noise_tap.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"chunk_participating_media_noise_tap.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_tap.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;GAiBG;AACH,kDAFU,SAAS,CA4CjB;0BAzEwB,oCAAoC"}
|
|
@@ -0,0 +1,74 @@
|
|
|
1
|
+
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
2
|
+
import { chunk_tile_atlas_slot_origin } from "../../texture/atlas/chunk_tile_atlas_slot_origin.js";
|
|
3
|
+
import { PARTICIPATING_MEDIA_VOLUME_STRUCT } from "../PARTICIPATING_MEDIA_VOLUME_STRUCT.js";
|
|
4
|
+
import {
|
|
5
|
+
PARTICIPATING_MEDIA_NOISE_TILE_BORDER,
|
|
6
|
+
PARTICIPATING_MEDIA_NOISE_TILE_CONTENT_SIZE,
|
|
7
|
+
PARTICIPATING_MEDIA_NOISE_TILE_SIZE,
|
|
8
|
+
PARTICIPATING_MEDIA_NOISE_WARP_DIRECTION,
|
|
9
|
+
PARTICIPATING_MEDIA_NOISE_WARP_SCALE
|
|
10
|
+
} from "./PARTICIPATING_MEDIA_NOISE.js";
|
|
11
|
+
|
|
12
|
+
const [warp_x, warp_y, warp_z] = PARTICIPATING_MEDIA_NOISE_WARP_DIRECTION;
|
|
13
|
+
|
|
14
|
+
/**
|
|
15
|
+
* What both of {@link chunk_participating_media_noise}'s alternatives read the tile through:
|
|
16
|
+
* - `participating_media_noise_tap(slot, u)`: one trilinear tap of a slot's tile at a tile
|
|
17
|
+
* coordinate, wrapped;
|
|
18
|
+
* - `participating_media_noise_lookup(volume, position)`: where a volume's base tap lands for a world
|
|
19
|
+
* point before the wind's departure carries it, the scroll and the warp applied, in tile units.
|
|
20
|
+
*
|
|
21
|
+
* Reads `tParticipatingMediaNoise` with `sParticipatingMediaNoise`, as the importing shader binds them.
|
|
22
|
+
*
|
|
23
|
+
* **The slot's texels.** The atlas is tiles of `PARTICIPATING_MEDIA_NOISE_TILE_SIZE` texels — the
|
|
24
|
+
* content and a one-texel skirt holding the content wrapped — in a grid the texture's own
|
|
25
|
+
* dimensions describe, x fastest and z slowest, placed by `tile_atlas_slot_origin` as the atlas
|
|
26
|
+
* places it. A tile coordinate in [0, 1) lands on the content; the trilinear footprint at its edges
|
|
27
|
+
* reaches exactly one texel into the skirt, which is why the skirt is there and why the sampler is
|
|
28
|
+
* clamped rather than repeating.
|
|
29
|
+
*
|
|
30
|
+
* @type {CodeChunk}
|
|
31
|
+
*/
|
|
32
|
+
export const chunk_participating_media_noise_tap = CodeChunk.from(
|
|
33
|
+
//language=WGSL
|
|
34
|
+
`
|
|
35
|
+
const PARTICIPATING_MEDIA_NOISE_TILE_SIZE: u32 = ${PARTICIPATING_MEDIA_NOISE_TILE_SIZE}u;
|
|
36
|
+
const PARTICIPATING_MEDIA_NOISE_TILE_CONTENT: f32 = ${PARTICIPATING_MEDIA_NOISE_TILE_CONTENT_SIZE}.0;
|
|
37
|
+
const PARTICIPATING_MEDIA_NOISE_TILE_BORDER: f32 = ${PARTICIPATING_MEDIA_NOISE_TILE_BORDER}.0;
|
|
38
|
+
const PARTICIPATING_MEDIA_NOISE_WARP_SCALE: f32 = ${PARTICIPATING_MEDIA_NOISE_WARP_SCALE};
|
|
39
|
+
const PARTICIPATING_MEDIA_NOISE_WARP_DIRECTION: vec3<f32> = vec3<f32>(${warp_x}, ${warp_y}, ${warp_z});
|
|
40
|
+
|
|
41
|
+
// one trilinear tap of a slot's tile at a tile coordinate, which may be anything: it is wrapped here
|
|
42
|
+
fn participating_media_noise_tap(slot: u32, u: vec3<f32>) -> f32 {
|
|
43
|
+
let atlas = textureDimensions(tParticipatingMediaNoise);
|
|
44
|
+
let tile = vec3<u32>(PARTICIPATING_MEDIA_NOISE_TILE_SIZE);
|
|
45
|
+
|
|
46
|
+
// the footprint the bound texture was built with, read off the texture itself
|
|
47
|
+
let origin = vec3<f32>(tile_atlas_slot_origin(slot, atlas.xy / tile.xy, tile));
|
|
48
|
+
|
|
49
|
+
// content texel c is centred at origin + border + c + 0.5, so a tile coordinate t in [0, 1) is
|
|
50
|
+
// the texel coordinate origin + border + t * content; no half-texel term
|
|
51
|
+
let texel = origin + PARTICIPATING_MEDIA_NOISE_TILE_BORDER + fract(u) * PARTICIPATING_MEDIA_NOISE_TILE_CONTENT;
|
|
52
|
+
|
|
53
|
+
return textureSampleLevel(tParticipatingMediaNoise, sParticipatingMediaNoise, texel / vec3<f32>(atlas), 0.0).r;
|
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+
}
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+
|
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+
// the base tap's tile coordinate for a world point: scrolled, and displaced by the warp tap
|
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+
fn participating_media_noise_lookup(volume: ${PARTICIPATING_MEDIA_VOLUME_STRUCT.wgsl_ref}, position: vec3<f32>) -> vec3<f32> {
|
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58
|
+
let base = position * volume.noise_inverse_scale;
|
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+
|
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+
var u = base + volume.noise_offset;
|
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+
|
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+
if (volume.noise_warp > 0.0) {
|
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let warp = participating_media_noise_tap(volume.noise_slot, base * PARTICIPATING_MEDIA_NOISE_WARP_SCALE + volume.noise_warp_offset);
|
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+
|
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+
u += (warp - 0.5) * volume.noise_warp * PARTICIPATING_MEDIA_NOISE_WARP_DIRECTION;
|
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+
}
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+
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return u;
|
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}
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+
`, [
|
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PARTICIPATING_MEDIA_VOLUME_STRUCT.declaration_chunk,
|
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chunk_tile_atlas_slot_origin,
|
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+
]
|
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74
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+
);
|
|
@@ -0,0 +1,10 @@
|
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1
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+
/**
|
|
2
|
+
* The most octaves one bake sums. A per-thread budget in the sense of the engine's loop rule: at
|
|
3
|
+
* 8 the finest octave of a 128³ tile is already below one texel a wavelength, so nothing past it
|
|
4
|
+
* can land in the texture.
|
|
5
|
+
* @type {number}
|
|
6
|
+
*/
|
|
7
|
+
export const VOLUMETRICS_NOISE_TILE_BAKE_OCTAVE_LIMIT: number;
|
|
8
|
+
export const shader_volumetrics_noise_tile_bake: ComputeShader;
|
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9
|
+
import { ComputeShader } from "../../shader/ComputeShader.js";
|
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10
|
+
//# sourceMappingURL=shader_volumetrics_noise_tile_bake.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
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1
|
+
{"version":3,"file":"shader_volumetrics_noise_tile_bake.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/noise/shader_volumetrics_noise_tile_bake.js"],"names":[],"mappings":"AAOA;;;;;GAKG;AACH,uDAFU,MAAM,CAE0C;AAuG1D,+DAIG;8BAtH2B,+BAA+B"}
|
|
@@ -0,0 +1,121 @@
|
|
|
1
|
+
import { chunk_psrdnoise3 } from "../../shader/chunk/noise/psrdnoise/chunk_psrdnoise3.js";
|
|
2
|
+
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
3
|
+
import { ComputeShader } from "../../shader/ComputeShader.js";
|
|
4
|
+
import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
|
|
5
|
+
import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
|
|
6
|
+
import { VOLUMETRICS_NOISE_TILE_BAKE_SETTINGS_STRUCT } from "./VOLUMETRICS_NOISE_TILE_BAKE_SETTINGS_STRUCT.js";
|
|
7
|
+
|
|
8
|
+
/**
|
|
9
|
+
* The most octaves one bake sums. A per-thread budget in the sense of the engine's loop rule: at
|
|
10
|
+
* 8 the finest octave of a 128³ tile is already below one texel a wavelength, so nothing past it
|
|
11
|
+
* can land in the texture.
|
|
12
|
+
* @type {number}
|
|
13
|
+
*/
|
|
14
|
+
export const VOLUMETRICS_NOISE_TILE_BAKE_OCTAVE_LIMIT = 8;
|
|
15
|
+
|
|
16
|
+
const resources = new ShaderResourceSetDescriptor();
|
|
17
|
+
|
|
18
|
+
resources.createGroup()
|
|
19
|
+
.addUniform("settings", VOLUMETRICS_NOISE_TILE_BAKE_SETTINGS_STRUCT)
|
|
20
|
+
.addStorageBuffer("output", WebGPUArray.u32, true);
|
|
21
|
+
|
|
22
|
+
/**
|
|
23
|
+
* Bakes one noise tile — content and skirt — into a byte block, four texels a word.
|
|
24
|
+
*
|
|
25
|
+
* **The field.** Three octaves (by default) of `psrdnoise3`, lacunarity 2, gain 0.5, each octave
|
|
26
|
+
* at an integer period in lattice units across the content so that each one tiles exactly: the
|
|
27
|
+
* base at `features` periods per edge, the next at twice that, and so on. Every octave is
|
|
28
|
+
* offset by a constant times its index so the doubled lattices do not sit on the base one's
|
|
29
|
+
* corners. The sum is normalised by the amplitudes and remapped with `smoothstep(-0.6, 0.6)` —
|
|
30
|
+
* psrdnoise's fBm sits in about ±0.7 — into the [0, 1] multiplier the volumes apply to density. The
|
|
31
|
+
* remap is baked rather than applied at sample time so that a user tile is a multiplier too, with
|
|
32
|
+
* nothing more to say about it.
|
|
33
|
+
*
|
|
34
|
+
* **The skirt is the content wrapped**, computed here by wrapping the texel index rather than
|
|
35
|
+
* copied afterwards — the same rule `tile_atlas_bordered_block` applies on the host, so a tile
|
|
36
|
+
* baked here and one written there are the same shape.
|
|
37
|
+
*
|
|
38
|
+
* **The block.** Rows of `words_per_row` u32s, four `r8unorm` texels a word, `tile_size` rows an
|
|
39
|
+
* image, `tile_size` images: the layout `copyBufferToTexture` reads when the row stride is padded
|
|
40
|
+
* to the copy alignment. One thread writes one word; a lane past the tile's edge writes nothing
|
|
41
|
+
* into it, so the padding words stay zero.
|
|
42
|
+
*
|
|
43
|
+
* Runs once per tile at start-up (the engine's default) and never per frame. Deterministic: the
|
|
44
|
+
* same settings give the same bytes on every device the hash agrees on, which is what lets the
|
|
45
|
+
* emulator bake a small one in a spec.
|
|
46
|
+
*
|
|
47
|
+
* @see bake_volumetrics_noise_tile the driver
|
|
48
|
+
* @see chunk_participating_media_noise the reader
|
|
49
|
+
*/
|
|
50
|
+
const body = CodeChunk.from(
|
|
51
|
+
//language=WGSL
|
|
52
|
+
`
|
|
53
|
+
const VOLUMETRICS_NOISE_TILE_BAKE_OCTAVE_LIMIT: u32 = ${VOLUMETRICS_NOISE_TILE_BAKE_OCTAVE_LIMIT}u;
|
|
54
|
+
|
|
55
|
+
// keeps each octave's lattice off the corners of the one below it
|
|
56
|
+
const VOLUMETRICS_NOISE_TILE_OCTAVE_OFFSET: vec3<f32> = vec3<f32>(17.0, 31.0, 47.0);
|
|
57
|
+
|
|
58
|
+
// the multiplier a texel holds, from where it sits in the tile: the skirt reads the content wrapped
|
|
59
|
+
fn volumetrics_noise_tile_texel(texel: vec3<u32>) -> f32 {
|
|
60
|
+
let n = settings.content_size;
|
|
61
|
+
|
|
62
|
+
// (texel - border) mod n, kept in u32: border <= n, so one extra period is enough
|
|
63
|
+
let c = (texel + vec3<u32>(n - settings.border)) % vec3<u32>(n);
|
|
64
|
+
|
|
65
|
+
// texel centres, across the content as [0, 1)
|
|
66
|
+
let p = (vec3<f32>(c) + 0.5) / f32(n);
|
|
67
|
+
|
|
68
|
+
let octaves = min(settings.octaves, VOLUMETRICS_NOISE_TILE_BAKE_OCTAVE_LIMIT);
|
|
69
|
+
|
|
70
|
+
var sum = 0.0;
|
|
71
|
+
var amplitude = 1.0;
|
|
72
|
+
var norm = 0.0;
|
|
73
|
+
|
|
74
|
+
for (var k = 0u; k < octaves; k++) {
|
|
75
|
+
// an integer period per octave, so each one tiles the content exactly
|
|
76
|
+
let period = settings.features * f32(1u << k);
|
|
77
|
+
let offset = VOLUMETRICS_NOISE_TILE_OCTAVE_OFFSET * f32(k);
|
|
78
|
+
|
|
79
|
+
sum += psrdnoise3(p * period + offset, vec3<f32>(period), 0.0).x * amplitude;
|
|
80
|
+
norm += amplitude;
|
|
81
|
+
amplitude *= 0.5;
|
|
82
|
+
}
|
|
83
|
+
|
|
84
|
+
return smoothstep(-0.6, 0.6, sum / norm);
|
|
85
|
+
}
|
|
86
|
+
|
|
87
|
+
@compute @workgroup_size(8, 8, 1)
|
|
88
|
+
fn main(
|
|
89
|
+
@builtin(global_invocation_id) gid: vec3<u32>
|
|
90
|
+
) {
|
|
91
|
+
let tile = settings.tile_size;
|
|
92
|
+
let x0 = gid.x * 4u;
|
|
93
|
+
|
|
94
|
+
if (x0 >= tile || gid.y >= tile || gid.z >= tile) {
|
|
95
|
+
return;
|
|
96
|
+
}
|
|
97
|
+
|
|
98
|
+
var word = 0u;
|
|
99
|
+
|
|
100
|
+
for (var lane = 0u; lane < 4u; lane++) {
|
|
101
|
+
let x = x0 + lane;
|
|
102
|
+
|
|
103
|
+
if (x < tile) {
|
|
104
|
+
let value = volumetrics_noise_tile_texel(vec3<u32>(x, gid.y, gid.z));
|
|
105
|
+
|
|
106
|
+
word |= u32(clamp(value, 0.0, 1.0) * 255.0 + 0.5) << (lane * 8u);
|
|
107
|
+
}
|
|
108
|
+
}
|
|
109
|
+
|
|
110
|
+
output[(gid.z * tile + gid.y) * settings.words_per_row + gid.x] = word;
|
|
111
|
+
}
|
|
112
|
+
`, [
|
|
113
|
+
chunk_psrdnoise3,
|
|
114
|
+
]
|
|
115
|
+
);
|
|
116
|
+
|
|
117
|
+
export const shader_volumetrics_noise_tile_bake = ComputeShader.from({
|
|
118
|
+
label: "Volumetrics / bake noise tile",
|
|
119
|
+
resources,
|
|
120
|
+
body,
|
|
121
|
+
});
|
|
@@ -7,6 +7,12 @@
|
|
|
7
7
|
* @type {number[]}
|
|
8
8
|
*/
|
|
9
9
|
export const VOLUMETRICS_IRRADIANCE_WORKGROUP_RESOLUTION: number[];
|
|
10
|
+
/**
|
|
11
|
+
* The most point lights, and separately spot lights, of a froxel's cluster cell this pass adds, each with
|
|
12
|
+
* its shadow tap. Chosen, not derived. Past it the rest of that type's list in the cell goes unshaded: the highest ids, except within one 32-light window where the GPU's lane order decides (PROPOSAL_HIERARCHICAL, I.6).
|
|
13
|
+
* @type {number}
|
|
14
|
+
*/
|
|
15
|
+
export const VOLUMETRICS_IRRADIANCE_LIGHT_BUDGET: number;
|
|
10
16
|
/**
|
|
11
17
|
* The froxel irradiance volume (`chunk_volumetrics_irradiance_sh`): what a lit particle standing in a
|
|
12
18
|
* froxel is lit by. Starts from the froxel GI stage's volume and adds every directional, point and
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shader_volumetrics_build_irradiance.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.js"],"names":[],"mappings":"AAqCA;;;;;;;GAOG;AACH,0DAFU,MAAM,EAAE,CAEmD;
|
|
1
|
+
{"version":3,"file":"shader_volumetrics_build_irradiance.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.js"],"names":[],"mappings":"AAqCA;;;;;;;GAOG;AACH,0DAFU,MAAM,EAAE,CAEmD;AAErE;;;;GAIG;AACH,kDAFU,MAAM,CAEsC;AA0KtD;;;;;;;;;GASG;AACH,kDAFU,aAAa,CAMpB;8BApN2B,4BAA4B"}
|
|
@@ -45,6 +45,13 @@ import { VOLUMETRICS_METADATA_STRUCT } from "./VOLUMETRICS_METADATA_STRUCT.js";
|
|
|
45
45
|
*/
|
|
46
46
|
export const VOLUMETRICS_IRRADIANCE_WORKGROUP_RESOLUTION = [8, 8, 1];
|
|
47
47
|
|
|
48
|
+
/**
|
|
49
|
+
* The most point lights, and separately spot lights, of a froxel's cluster cell this pass adds, each with
|
|
50
|
+
* its shadow tap. Chosen, not derived. Past it the rest of that type's list in the cell goes unshaded: the highest ids, except within one 32-light window where the GPU's lane order decides (PROPOSAL_HIERARCHICAL, I.6).
|
|
51
|
+
* @type {number}
|
|
52
|
+
*/
|
|
53
|
+
export const VOLUMETRICS_IRRADIANCE_LIGHT_BUDGET = 32;
|
|
54
|
+
|
|
48
55
|
const resources = new ShaderResourceSetDescriptor();
|
|
49
56
|
|
|
50
57
|
// The froxel irradiance volume (chunk_volumetrics_irradiance_sh): luma SH2 in one, chroma in the .rg
|
|
@@ -151,7 +158,8 @@ fn main(
|
|
|
151
158
|
let point_count = light_cluster_count_point(cluster_metadata.counts);
|
|
152
159
|
let spot_count = light_cluster_count_spot(cluster_metadata.counts);
|
|
153
160
|
|
|
154
|
-
|
|
161
|
+
// Budget: VOLUMETRICS_IRRADIANCE_LIGHT_BUDGET
|
|
162
|
+
for (var j = 0u; j < min(point_count, ${VOLUMETRICS_IRRADIANCE_LIGHT_BUDGET}u); j++) {
|
|
155
163
|
let light_index = cluster_data[cluster_offset + j];
|
|
156
164
|
let direct_light = get_point_light_info_by_index(&light_data, light_index, position_ws);
|
|
157
165
|
|
|
@@ -164,7 +172,8 @@ fn main(
|
|
|
164
172
|
irradiance = volumetrics_irradiance_sh_add(irradiance, shadow_term * direct_light.color, direct_light.direction);
|
|
165
173
|
}
|
|
166
174
|
|
|
167
|
-
|
|
175
|
+
// Budget: VOLUMETRICS_IRRADIANCE_LIGHT_BUDGET
|
|
176
|
+
for (var k = 0u; k < min(spot_count, ${VOLUMETRICS_IRRADIANCE_LIGHT_BUDGET}u); k++) {
|
|
168
177
|
let light_index = cluster_data[cluster_offset + point_count + k];
|
|
169
178
|
let direct_light = get_spot_light_info_by_index(&light_data, light_index, position_ws);
|
|
170
179
|
|
|
@@ -15,6 +15,13 @@
|
|
|
15
15
|
* @type {number[]}
|
|
16
16
|
*/
|
|
17
17
|
export const VOLUMETRICS_LIGHTING_WORKGROUP_RESOLUTION: number[];
|
|
18
|
+
/**
|
|
19
|
+
* The most point lights, and separately spot lights, of a froxel's cluster cell the fog's in-scatter adds.
|
|
20
|
+
* Each one marches the medium toward the light and takes a shadow tap, the dearest per-light work here.
|
|
21
|
+
* Chosen, not derived. Past it the rest of that type's list in the cell goes unshaded: the highest ids, except within one 32-light window where the GPU's lane order decides (PROPOSAL_HIERARCHICAL, I.6).
|
|
22
|
+
* @type {number}
|
|
23
|
+
*/
|
|
24
|
+
export const VOLUMETRICS_LIGHTING_LIGHT_BUDGET: number;
|
|
18
25
|
export const shader_volumetrics_build_lighting: ComputeShader;
|
|
19
26
|
import { ComputeShader } from "../shader/ComputeShader.js";
|
|
20
27
|
//# sourceMappingURL=shader_volumetrics_build_lighting.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shader_volumetrics_build_lighting.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js"],"names":[],"mappings":"AA6CA;;;;;;;;;;;;;;;GAeG;AACH,wDAFU,MAAM,EAAE,CAEiD;
|
|
1
|
+
{"version":3,"file":"shader_volumetrics_build_lighting.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js"],"names":[],"mappings":"AA6CA;;;;;;;;;;;;;;;GAeG;AACH,wDAFU,MAAM,EAAE,CAEiD;AAEnE;;;;;GAKG;AACH,gDAFU,MAAM,CAEoC;AAmXpD,8DAIE;8BAxa4B,4BAA4B"}
|