@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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@@ -0,0 +1,216 @@
1
+ import { CAMERA_UNIFORM_STRUCT } from "../../renderer/camera/CAMERA_UNIFORM_STRUCT.js";
2
+ import { chunk_get_view_space_depth } from "../../renderer/shader/chunk/depth/chunk_get_view_space_depth.js";
3
+ import { CodeChunk } from "../../renderer/shader/compiler/CodeChunk.js";
4
+ import { ComputeShader } from "../../renderer/shader/ComputeShader.js";
5
+ import { ShaderResourceSetDescriptor } from "../../renderer/shader/resource/ShaderResourceSetDescriptor.js";
6
+ import { atomic_u32, u32 } from "../../renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
7
+ import { WebGPUArray } from "../../renderer/shader/type/WebGPUArray.js";
8
+ import { WebGPUStruct } from "../../renderer/shader/type/WebGPUStruct.js";
9
+
10
+ /**
11
+ * What each counter of the stats buffer counts, over one frame's pixels, before TAA. "Shadowed" means
12
+ * a visibility under ½; the reference is the ray-traced sun visibility of the pixel's own G-buffer
13
+ * position.
14
+ *
15
+ * @enum {number}
16
+ */
17
+ export const ContactStat = {
18
+ /** the reference shadows it: the pixels any shadow term ought to darken */
19
+ ReferenceShadowed: 0,
20
+ /** the reference shadows it, the shadow map leaves it lit: the gaps contact shadows exist for */
21
+ ShadowMapMissed: 1,
22
+ /** of those, the ones the combined term shadows */
23
+ Fixed: 2,
24
+ /** the reference shadows it, the combined term leaves it lit */
25
+ Missed: 3,
26
+ /** the reference lights it, the shadow map shadows it */
27
+ ShadowMapFalse: 4,
28
+ /** the reference lights it, the combined term shadows it */
29
+ False: 5,
30
+ /** the reference and the shadow map light it, the combined term shadows it: what the contact term added */
31
+ AddedFalse: 6,
32
+ /** the combined term crossed ½ since the last frame where the reference did not */
33
+ SpuriousFlips: 7,
34
+ /** the shadow map's term crossed ½ since the last frame where the reference did not */
35
+ ShadowMapSpuriousFlips: 8,
36
+ /** the reference crossed ½ since the last frame */
37
+ ReferenceFlips: 9,
38
+ /** pixels counted */
39
+ Pixels: 10,
40
+ /** the contact term alone shadows it */
41
+ ContactShadowed: 11,
42
+ /** Σ |combined − reference| × 255 */
43
+ CombinedError: 12,
44
+ /** Σ |shadow map − reference| × 255 */
45
+ ShadowMapError: 13,
46
+ /** the combined term is darker than both terms by more than 0.1: double darkening */
47
+ DarkerThanBoth: 14,
48
+ /** Σ |combined − last frame's| × 255 over pixels whose reference did not cross ½: flicker */
49
+ CombinedChange: 15,
50
+ /** Σ |shadow map − last frame's| × 255 over the same pixels */
51
+ ShadowMapChange: 16,
52
+ };
53
+
54
+ /**
55
+ * Counters before the depth bands.
56
+ * @type {number}
57
+ */
58
+ export const CONTACT_STAT_BAND_BASE = 20;
59
+
60
+ /**
61
+ * Depth bands the band counters split by, in metres of view depth: [0, 2), [2, 4), [4, 8), … doubling,
62
+ * the last open-ended.
63
+ * @type {number}
64
+ */
65
+ export const CONTACT_STAT_BAND_COUNT = 8;
66
+
67
+ /**
68
+ * Per band, at CONTACT_STAT_BAND_BASE + band × 4: reference shadowed, shadow map missed, fixed,
69
+ * added false.
70
+ * @type {number}
71
+ */
72
+ export const CONTACT_STAT_BAND_STRIDE = 4;
73
+
74
+ /**
75
+ * @type {number}
76
+ */
77
+ export const CONTACT_STAT_COUNT = CONTACT_STAT_BAND_BASE + CONTACT_STAT_BAND_COUNT * CONTACT_STAT_BAND_STRIDE;
78
+
79
+ const SETTINGS = WebGPUStruct.from({
80
+ has_previous: u32,
81
+ }, "ContactStatsSettings");
82
+
83
+ const resources = new ShaderResourceSetDescriptor();
84
+
85
+ resources.setImmediate("settings", SETTINGS);
86
+
87
+ resources.createGroup()
88
+ .addTexture("tVisibility")
89
+ .addTexture("tVisibilityPrevious")
90
+ .addTexture("gBufferDepth")
91
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
92
+ .addStorageBuffer("stats", WebGPUArray.from(atomic_u32, CONTACT_STAT_COUNT), true);
93
+
94
+ const body = CodeChunk.from(
95
+ //language=WGSL
96
+ `
97
+ const STAT_COUNT = ${CONTACT_STAT_COUNT}u;
98
+ const BAND_BASE = ${CONTACT_STAT_BAND_BASE}u;
99
+ const BAND_COUNT = ${CONTACT_STAT_BAND_COUNT}u;
100
+ const BAND_STRIDE = ${CONTACT_STAT_BAND_STRIDE}u;
101
+
102
+ var<workgroup> local_stats: array<atomic<u32>, ${CONTACT_STAT_COUNT}>;
103
+
104
+ fn shadowed(visibility: f32) -> bool {
105
+ return visibility < 0.5;
106
+ }
107
+
108
+ @compute @workgroup_size(8, 8, 1)
109
+ fn main(
110
+ @builtin(global_invocation_id) id: vec3<u32>,
111
+ @builtin(local_invocation_index) lane: u32,
112
+ ) {
113
+ let size = textureDimensions(tVisibility);
114
+
115
+ if (all(id.xy < size)) {
116
+ let v = textureLoad(tVisibility, id.xy, 0);
117
+
118
+ let shadow_map = v.x;
119
+ let contact = v.y;
120
+ let combined = v.z;
121
+ let reference = v.w;
122
+
123
+ atomicAdd(&local_stats[${ContactStat.Pixels}], 1u);
124
+
125
+ let depth = textureLoad(gBufferDepth, id.xy, 0).r;
126
+ let metres = select(1.0, get_view_space_depth(depth, camera), depth > 0.0);
127
+ let band = u32(clamp(floor(log2(max(metres, 1.0))), 0.0, f32(BAND_COUNT - 1u)));
128
+ let band_base = BAND_BASE + band * BAND_STRIDE;
129
+
130
+ if (shadowed(reference)) {
131
+ atomicAdd(&local_stats[${ContactStat.ReferenceShadowed}], 1u);
132
+ atomicAdd(&local_stats[band_base], 1u);
133
+
134
+ if (!shadowed(shadow_map)) {
135
+ atomicAdd(&local_stats[${ContactStat.ShadowMapMissed}], 1u);
136
+ atomicAdd(&local_stats[band_base + 1u], 1u);
137
+
138
+ if (shadowed(combined)) {
139
+ atomicAdd(&local_stats[${ContactStat.Fixed}], 1u);
140
+ atomicAdd(&local_stats[band_base + 2u], 1u);
141
+ }
142
+ }
143
+
144
+ if (!shadowed(combined)) {
145
+ atomicAdd(&local_stats[${ContactStat.Missed}], 1u);
146
+ }
147
+ } else {
148
+ if (shadowed(shadow_map)) {
149
+ atomicAdd(&local_stats[${ContactStat.ShadowMapFalse}], 1u);
150
+ }
151
+
152
+ if (shadowed(combined)) {
153
+ atomicAdd(&local_stats[${ContactStat.False}], 1u);
154
+
155
+ if (!shadowed(shadow_map)) {
156
+ atomicAdd(&local_stats[${ContactStat.AddedFalse}], 1u);
157
+ atomicAdd(&local_stats[band_base + 3u], 1u);
158
+ }
159
+ }
160
+ }
161
+
162
+ if (shadowed(contact)) {
163
+ atomicAdd(&local_stats[${ContactStat.ContactShadowed}], 1u);
164
+ }
165
+
166
+ if (combined < min(shadow_map, contact) - 0.1) {
167
+ atomicAdd(&local_stats[${ContactStat.DarkerThanBoth}], 1u);
168
+ }
169
+
170
+ atomicAdd(&local_stats[${ContactStat.CombinedError}], u32(round(abs(combined - reference) * 255.0)));
171
+ atomicAdd(&local_stats[${ContactStat.ShadowMapError}], u32(round(abs(shadow_map - reference) * 255.0)));
172
+
173
+ if (settings.has_previous != 0u) {
174
+ let p = textureLoad(tVisibilityPrevious, id.xy, 0);
175
+
176
+ if (shadowed(reference) != shadowed(p.w)) {
177
+ atomicAdd(&local_stats[${ContactStat.ReferenceFlips}], 1u);
178
+ } else {
179
+ atomicAdd(&local_stats[${ContactStat.CombinedChange}], u32(round(abs(combined - p.z) * 255.0)));
180
+ atomicAdd(&local_stats[${ContactStat.ShadowMapChange}], u32(round(abs(shadow_map - p.x) * 255.0)));
181
+
182
+ if (shadowed(combined) != shadowed(p.z)) {
183
+ atomicAdd(&local_stats[${ContactStat.SpuriousFlips}], 1u);
184
+ }
185
+
186
+ if (shadowed(shadow_map) != shadowed(p.x)) {
187
+ atomicAdd(&local_stats[${ContactStat.ShadowMapSpuriousFlips}], 1u);
188
+ }
189
+ }
190
+ }
191
+ }
192
+
193
+ workgroupBarrier();
194
+
195
+ // 64 lanes, STAT_COUNT counters: at most one pass round
196
+ for (var i = lane; i < STAT_COUNT; i += 64u) {
197
+ let value = atomicLoad(&local_stats[i]);
198
+
199
+ if (value != 0u) {
200
+ atomicAdd(&stats[i], value);
201
+ }
202
+ }
203
+ }
204
+ `, [SETTINGS.declaration_chunk, chunk_get_view_space_depth]);
205
+
206
+ /**
207
+ * The playground's counters: one frame's pixels classified against the ray-traced reference, overall
208
+ * and by depth band, and against the previous frame's record for flips the reference does not share.
209
+ *
210
+ * @type {ComputeShader}
211
+ */
212
+ export const shader_contact_lab_stats = ComputeShader.from({
213
+ label: "Contact lab / stats",
214
+ resources,
215
+ body,
216
+ });
@@ -0,0 +1,20 @@
1
+ /**
2
+ * What the screen shows.
3
+ */
4
+ export type ContactLabView = number;
5
+ export namespace ContactLabView {
6
+ let Final: number;
7
+ let Combined: number;
8
+ let Contact: number;
9
+ let ShadowMap: number;
10
+ let Reference: number;
11
+ let Error: number;
12
+ }
13
+ /**
14
+ * Draws the chosen {@link ContactLabView} over the frame before it is tonemapped.
15
+ *
16
+ * @type {ImageShader}
17
+ */
18
+ export const shader_contact_lab_view: ImageShader;
19
+ import { ImageShader } from "../../renderer/shader/ImageShader.js";
20
+ //# sourceMappingURL=shader_contact_lab_view.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_contact_lab_view.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/contact_shadows/shader_contact_lab_view.js"],"names":[],"mappings":";;;6BAUU,MAAM;;;;;;;;;AAsFhB;;;;GAIG;AACH,sCAFU,WAAW,CAclB;4BA/GyB,sCAAsC"}
@@ -0,0 +1,114 @@
1
+ import { CodeChunk } from "../../renderer/shader/compiler/CodeChunk.js";
2
+ import { chunk_rgb_to_luminance } from "../../renderer/shader/chunk/color/chunk_rgb_to_luminance.js";
3
+ import { ImageShader } from "../../renderer/shader/ImageShader.js";
4
+ import { ShaderResourceSetDescriptor } from "../../renderer/shader/resource/ShaderResourceSetDescriptor.js";
5
+ import { ShaderDescriptor } from "../../renderer/shader/ShaderDescriptor.js";
6
+ import { u32 } from "../../renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
7
+ import { WebGPUStruct } from "../../renderer/shader/type/WebGPUStruct.js";
8
+
9
+ /**
10
+ * What the screen shows.
11
+ * @enum {number}
12
+ */
13
+ export const ContactLabView = {
14
+ /** the lit frame, with the contact term in the sun's shadow */
15
+ Final: 0,
16
+ /** the sun's visibility as the frame used it: shadow map and contact combined */
17
+ Combined: 1,
18
+ /** the contact term alone */
19
+ Contact: 2,
20
+ /** the shadow map's term alone */
21
+ ShadowMap: 3,
22
+ /** the ray-traced sun visibility */
23
+ Reference: 4,
24
+ /**
25
+ * Each pixel against the reference: green, a gap the contact term closed; blue, shadowed in the
26
+ * reference and lit in the frame; red, a false shadow the contact term added; amber, a false shadow
27
+ * the shadow map already had.
28
+ */
29
+ Error: 5,
30
+ };
31
+
32
+ const SETTINGS = WebGPUStruct.from({
33
+ mode: u32,
34
+ }, "ContactLabViewSettings");
35
+
36
+ const resources = new ShaderResourceSetDescriptor();
37
+
38
+ resources.setImmediate("settings", SETTINGS);
39
+
40
+ resources.createGroup()
41
+ .addTexture("tScene")
42
+ .addTexture("tVisibility");
43
+
44
+ const body = CodeChunk.from(
45
+ //language=WGSL
46
+ `
47
+ @fragment
48
+ fn main(
49
+ @builtin(position) coord: vec4<f32>,
50
+ @location(0) uv: vec2<f32>,
51
+ ) -> @location(0) vec4<f32> {
52
+ let scene = textureLoad(tScene, vec2<u32>(coord.xy), 0);
53
+
54
+ // the record is at the internal resolution, which the upscale may have left behind
55
+ let record_size = vec2<f32>(textureDimensions(tVisibility));
56
+ let record_xy = min(vec2<u32>(uv * record_size), vec2<u32>(record_size) - 1u);
57
+
58
+ let v = textureLoad(tVisibility, record_xy, 0);
59
+
60
+ switch (settings.mode) {
61
+ case ${ContactLabView.Combined}u: { return vec4<f32>(vec3<f32>(v.z), 1.0); }
62
+ case ${ContactLabView.Contact}u: { return vec4<f32>(vec3<f32>(v.y), 1.0); }
63
+ case ${ContactLabView.ShadowMap}u: { return vec4<f32>(vec3<f32>(v.x), 1.0); }
64
+ case ${ContactLabView.Reference}u: { return vec4<f32>(vec3<f32>(v.w), 1.0); }
65
+ case ${ContactLabView.Error}u: {
66
+ let base = vec3<f32>(rgb_to_luminance(scene.rgb) * 0.35);
67
+
68
+ let reference_shadowed = v.w < 0.5;
69
+ let map_shadowed = v.x < 0.5;
70
+ let combined_shadowed = v.z < 0.5;
71
+
72
+ if (reference_shadowed && !combined_shadowed) {
73
+ return vec4<f32>(0.1, 0.35, 1.0, 1.0);
74
+ }
75
+
76
+ if (reference_shadowed && combined_shadowed && !map_shadowed) {
77
+ return vec4<f32>(0.1, 0.9, 0.2, 1.0);
78
+ }
79
+
80
+ if (!reference_shadowed && combined_shadowed) {
81
+ if (map_shadowed) {
82
+ return vec4<f32>(1.0, 0.6, 0.05, 1.0);
83
+ }
84
+
85
+ return vec4<f32>(1.0, 0.08, 0.08, 1.0);
86
+ }
87
+
88
+ return vec4<f32>(base, 1.0);
89
+ }
90
+ default: {
91
+ return scene;
92
+ }
93
+ }
94
+ }
95
+ `, [SETTINGS.declaration_chunk, chunk_rgb_to_luminance]);
96
+
97
+ /**
98
+ * Draws the chosen {@link ContactLabView} over the frame before it is tonemapped.
99
+ *
100
+ * @type {ImageShader}
101
+ */
102
+ export const shader_contact_lab_view = new ImageShader({
103
+ descriptor: ShaderDescriptor.from({
104
+ label: "Contact lab / view",
105
+ resources,
106
+ body,
107
+ }),
108
+ targets: [
109
+ {
110
+ label: "contact lab view",
111
+ format: "rgba16float",
112
+ },
113
+ ],
114
+ });
@@ -0,0 +1,11 @@
1
+ /**
2
+ * A/B arm: the engine's unwired per-pixel march, `ss_trace_pixel_occlusion` from
3
+ * `deferred/chunk_ss_trace_contact_shadow_soft.js`, as it stands — one DDA step per pixel along the
4
+ * longer screen axis, a view-space thickness test, and hit confidence from the hit's normal. Given the
5
+ * wavefront pass's sample budget and thickness window, so what differs between the two is the method.
6
+ *
7
+ * @type {ComputeShader}
8
+ */
9
+ export const shader_contact_shadow_march: ComputeShader;
10
+ import { ComputeShader } from "../../renderer/shader/ComputeShader.js";
11
+ //# sourceMappingURL=shader_contact_shadow_march.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_contact_shadow_march.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/contact_shadows/shader_contact_shadow_march.js"],"names":[],"mappings":"AA6EA;;;;;;;GAOG;AACH,0CAFU,aAAa,CAMpB;8BAjF2B,wCAAwC"}
@@ -0,0 +1,90 @@
1
+ import { CAMERA_UNIFORM_STRUCT } from "../../renderer/camera/CAMERA_UNIFORM_STRUCT.js";
2
+ import { chunk_ss_trace_pixel_occlusion } from "../../renderer/deferred/chunk_ss_trace_contact_shadow_soft.js";
3
+ import { chunk_project_position_from_depth } from "../../renderer/shader/chunk/camera/chunk_project_position_from_depth.js";
4
+ import { chunk_get_view_space_depth } from "../../renderer/shader/chunk/depth/chunk_get_view_space_depth.js";
5
+ import { chunk_is_background } from "../../renderer/shader/chunk/depth/chunk_is_background.js";
6
+ import { chunk_decode_g_buffer_normal } from "../../renderer/shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
7
+ import { chunk_texel_coordinate_to_uv } from "../../renderer/shader/chunk/texture/chunk_texel_coordinate_to_uv.js";
8
+ import { CodeChunk } from "../../renderer/shader/compiler/CodeChunk.js";
9
+ import { ComputeShader } from "../../renderer/shader/ComputeShader.js";
10
+ import { ShaderResourceSetDescriptor } from "../../renderer/shader/resource/ShaderResourceSetDescriptor.js";
11
+ import { f32, u32, vec3f } from "../../renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
12
+ import { WebGPUStruct } from "../../renderer/shader/type/WebGPUStruct.js";
13
+
14
+ const SETTINGS = WebGPUStruct.from({
15
+ to_light: vec3f,
16
+ surface_thickness: f32,
17
+ step_count: u32,
18
+ }, "ContactMarchSettings");
19
+
20
+ const resources = new ShaderResourceSetDescriptor();
21
+
22
+ resources.setImmediate("settings", SETTINGS);
23
+
24
+ resources.createGroup()
25
+ .addTexture("gBufferDepth")
26
+ .addTexture("gBufferNormal", "uint")
27
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
28
+ .addStorageTexture("tContactShadow", "r32float", "2d", "write-only");
29
+
30
+ const body = CodeChunk.from(
31
+ //language=WGSL
32
+ `
33
+ @compute @workgroup_size(8, 8, 1)
34
+ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
35
+ let size = textureDimensions(gBufferDepth);
36
+
37
+ if (any(id.xy >= size)) {
38
+ return;
39
+ }
40
+
41
+ let depth = textureLoad(gBufferDepth, id.xy, 0).r;
42
+
43
+ if (is_background(depth)) {
44
+ textureStore(tContactShadow, id.xy, vec4<f32>(1.0));
45
+ return;
46
+ }
47
+
48
+ let uv = texel_coordinate_to_uv(vec2<f32>(id.xy), size);
49
+ let position_ws = project_position_from_depth(uv, depth, camera.view_projection_matrix_inverse);
50
+ let geometric_normal = decode_g_buffer_normal(textureLoad(gBufferNormal, id.xy, 0).zw);
51
+
52
+ // the same window as the wavefront pass: an occluder may sit up to 2 × thickness × its distance in front
53
+ let thickness = 2.0 * settings.surface_thickness * get_view_space_depth(depth, camera);
54
+
55
+ let visibility = ss_trace_pixel_occlusion(
56
+ position_ws,
57
+ settings.to_light,
58
+ geometric_normal,
59
+ camera.view_projection_matrix,
60
+ gBufferDepth,
61
+ settings.step_count,
62
+ thickness,
63
+ );
64
+
65
+ textureStore(tContactShadow, id.xy, vec4<f32>(visibility));
66
+ }
67
+ `, [
68
+ SETTINGS.declaration_chunk,
69
+ chunk_is_background,
70
+ chunk_texel_coordinate_to_uv,
71
+ chunk_project_position_from_depth,
72
+ chunk_get_view_space_depth,
73
+ chunk_decode_g_buffer_normal,
74
+ chunk_ss_trace_pixel_occlusion,
75
+ ]
76
+ );
77
+
78
+ /**
79
+ * A/B arm: the engine's unwired per-pixel march, `ss_trace_pixel_occlusion` from
80
+ * `deferred/chunk_ss_trace_contact_shadow_soft.js`, as it stands — one DDA step per pixel along the
81
+ * longer screen axis, a view-space thickness test, and hit confidence from the hit's normal. Given the
82
+ * wavefront pass's sample budget and thickness window, so what differs between the two is the method.
83
+ *
84
+ * @type {ComputeShader}
85
+ */
86
+ export const shader_contact_shadow_march = ComputeShader.from({
87
+ label: "Contact lab / per-pixel march",
88
+ resources,
89
+ body,
90
+ });
@@ -0,0 +1,16 @@
1
+ /**
2
+ * Leaves for alpha-tested cards: green ellipses fanned about a stem, opaque inside and wholly
3
+ * transparent between, so the alpha test cuts real holes.
4
+ *
5
+ * @returns {ShadeTexture}
6
+ */
7
+ export function make_leaf_texture(): ShadeTexture;
8
+ /**
9
+ * A tangent-space normal map of round bumps, 16 to a side: detail a normal map shades and a depth
10
+ * buffer never sees.
11
+ *
12
+ * @returns {ShadeTexture}
13
+ */
14
+ export function make_bump_normal_texture(): ShadeTexture;
15
+ import { ShadeTexture } from "../../renderer/texture/ShadeTexture.js";
16
+ //# sourceMappingURL=textures.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"textures.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/contact_shadows/textures.js"],"names":[],"mappings":"AAgCA;;;;;GAKG;AACH,qCAFa,YAAY,CA6CxB;AAED;;;;;GAKG;AACH,4CAFa,YAAY,CAmCxB;6BAxH4B,wCAAwC"}
@@ -0,0 +1,123 @@
1
+ import { Sampler2D } from "../../../engine/graphics/texture/sampler/Sampler2D.js";
2
+ import { ColorSpace } from "../../renderer/texture/ColorSpace.js";
3
+ import { ShadeTexture } from "../../renderer/texture/ShadeTexture.js";
4
+ import { ShadeImage } from "../../renderer/texture/source/ShadeImage.js";
5
+ import { TextureFilterType } from "../../renderer/texture/TextureFilterType.js";
6
+ import { TextureWrapType } from "../../renderer/texture/TextureWrapType.js";
7
+
8
+ /**
9
+ * @param {Uint8Array} rgba
10
+ * @param {number} size
11
+ * @param {string} label
12
+ * @param {boolean} srgb
13
+ */
14
+ function texture_from_rgba(rgba, size, label, srgb) {
15
+ const image = ShadeImage.fromSampler2D(new Sampler2D(rgba, 4, size, size));
16
+
17
+ if (srgb) {
18
+ image.color_space = ColorSpace.SRGB;
19
+ }
20
+
21
+ const texture = ShadeTexture.from(image);
22
+
23
+ texture.label = label;
24
+ texture.wrapS = TextureWrapType.Repeat;
25
+ texture.wrapT = TextureWrapType.Repeat;
26
+ texture.minFilter = TextureFilterType.Linear;
27
+ texture.magFilter = TextureFilterType.Linear;
28
+ texture.mipmapFilter = TextureFilterType.Linear;
29
+
30
+ return texture;
31
+ }
32
+
33
+ /**
34
+ * Leaves for alpha-tested cards: green ellipses fanned about a stem, opaque inside and wholly
35
+ * transparent between, so the alpha test cuts real holes.
36
+ *
37
+ * @returns {ShadeTexture}
38
+ */
39
+ export function make_leaf_texture() {
40
+ const size = 256;
41
+ const rgba = new Uint8Array(size * size * 4);
42
+
43
+ // leaf centres in [0, 1]², with their angles
44
+ const leaves = [];
45
+
46
+ for (let i = 0; i < 9; i++) {
47
+ const t = (i + 0.5) / 9;
48
+ const side = i % 2 === 0 ? -1 : 1;
49
+
50
+ leaves.push([0.5 + side * 0.17, 0.08 + t * 0.84, side * 0.7]);
51
+ }
52
+
53
+ for (let y = 0; y < size; y++) {
54
+ for (let x = 0; x < size; x++) {
55
+ const u = (x + 0.5) / size;
56
+ const v = (y + 0.5) / size;
57
+
58
+ let inside = Math.abs(u - 0.5) < 0.012 && v > 0.04;
59
+
60
+ for (const [cu, cv, angle] of leaves) {
61
+ const du = u - cu;
62
+ const dv = v - cv;
63
+ const a = du * Math.cos(angle) + dv * Math.sin(angle);
64
+ const b = -du * Math.sin(angle) + dv * Math.cos(angle);
65
+
66
+ if ((a / 0.17) ** 2 + (b / 0.065) ** 2 < 1) {
67
+ inside = true;
68
+ }
69
+ }
70
+
71
+ const i = (y * size + x) * 4;
72
+ const shade = 0.8 + 0.2 * Math.sin(u * 40) * Math.sin(v * 31);
73
+
74
+ rgba[i] = Math.round(255 * shade);
75
+ rgba[i + 1] = Math.round(255 * shade);
76
+ rgba[i + 2] = Math.round(255 * shade);
77
+ rgba[i + 3] = inside ? 255 : 0;
78
+ }
79
+ }
80
+
81
+ return texture_from_rgba(rgba, size, 'contact lab / leaves', true);
82
+ }
83
+
84
+ /**
85
+ * A tangent-space normal map of round bumps, 16 to a side: detail a normal map shades and a depth
86
+ * buffer never sees.
87
+ *
88
+ * @returns {ShadeTexture}
89
+ */
90
+ export function make_bump_normal_texture() {
91
+ const size = 512;
92
+ const cells = 16;
93
+ const rgba = new Uint8Array(size * size * 4);
94
+
95
+ // a dome per cell, of this slope at its edge
96
+ const steepness = 2.2;
97
+
98
+ for (let y = 0; y < size; y++) {
99
+ for (let x = 0; x < size; x++) {
100
+ const cx = ((x + 0.5) / size * cells) % 1 - 0.5;
101
+ const cy = ((y + 0.5) / size * cells) % 1 - 0.5;
102
+ const r = Math.hypot(cx, cy);
103
+
104
+ let nx = 0;
105
+ let ny = 0;
106
+
107
+ if (r < 0.45) {
108
+ nx = -cx / 0.45 * steepness;
109
+ ny = -cy / 0.45 * steepness;
110
+ }
111
+
112
+ const length = Math.hypot(nx, ny, 1);
113
+ const i = (y * size + x) * 4;
114
+
115
+ rgba[i] = Math.round((nx / length * 0.5 + 0.5) * 255);
116
+ rgba[i + 1] = Math.round((ny / length * 0.5 + 0.5) * 255);
117
+ rgba[i + 2] = Math.round((1 / length * 0.5 + 0.5) * 255);
118
+ rgba[i + 3] = 255;
119
+ }
120
+ }
121
+
122
+ return texture_from_rgba(rgba, size, 'contact lab / bumps', false);
123
+ }
@@ -43,7 +43,7 @@ reported no adapter at all since 2026-09-02.
43
43
  | flame | `ParticleEffect` | additive billboards, short-lived, stirred by noise and pinched inward so the column narrows |
44
44
  | smoke | `ParticleEffect` | alpha, soft-depth, expanding, firelit at the base and moonlit above it |
45
45
  | embers | `ParticleEffect` | small additive motes, buoyant then falling, flickering on their own clock |
46
- | soot | `ParticleEffect` | dark tumbling flakes that ride the plume and fall back through the firelight |
46
+ | soot | `ParticleEffect` | dark flakes that ride the plume and fall back through the firelight, tumbling in the world: a `FACING_WORLD` quad turned by its own `orientation`, born at a `sampleRotation` and advanced by `quatIntegrate` |
47
47
  | ground, logs, stones | `ShadedGeometry` | something for the fire to light, and for the smoke to fade against |
48
48
  | moon | `Light` (directional) | the cool half of the lighting, aimed at the moon in the environment map |
49
49
  | firelight | `Light` (point) | the warm half, flickered every frame by writing the component |
@@ -127,6 +127,26 @@ Two things to know before editing one:
127
127
  same accumulators. Switch the renderer to MBOIT and the particles vanish while everything else
128
128
  stays: MBOIT is the legacy path and has no particle channel.
129
129
 
130
+ ### The wind
131
+
132
+ The fire burns in a gusty breeze: the **Wind**, **Gust** and **Heading** sliders (or `?wind=`,
133
+ `?gust=`, `?heading=` — m/s, m/s, degrees; `?wind=0&gust=0` is the still night). `bonfire_wind.js`
134
+ writes them onto the scene's published wind field every frame as its far field, through
135
+ `GPUSceneWind#set_far_velocity`, with the gust from `GlobalFluidEffector`'s model. There is no fluid
136
+ on this page: with no cascades every read of the field is that far field, exactly.
137
+
138
+ The effects read it with the node library's `wind` (`SAMPLE_WIND`), each the way it should:
139
+
140
+ - **the flame leans**: its position integrates the wind at half strength on top of its own velocity,
141
+ so the tongues bend over without being blown off the logs;
142
+ - **the embers and the soot are carried**: the wind at full strength, so they stream downwind and
143
+ scatter as the gust turns;
144
+ - **the smoke's plume bends over as it rises**: its drag, which relaxed it toward still air, relaxes
145
+ it toward the wind at the particle instead — slowly, so the column leaves the fire upright and
146
+ goes over further up.
147
+
148
+ `globalThis.weather` is the `BonfireWind`; `weather.far_velocity` is what was last written.
149
+
130
150
  ### Profiling
131
151
 
132
152
  <kbd>T</kbd> starts a GPU capture, <kbd>T</kbd> again stops it and saves an `.sgpt`. The status line
@@ -108,6 +108,16 @@ export function bonfire_sprite_urls(textures?: object): {
108
108
  * variants *for the whole system* — so an effect that grows past it slows down every effect in the
109
109
  * scene rather than itself. `bonfire.spec.js` pins it.
110
110
  *
111
+ * ## Wind
112
+ *
113
+ * All four read the scene's wind at the particle, through the library's `wind` node (`SAMPLE_WIND`).
114
+ * The flame, the embers and the soot are carried by it: their position integrates
115
+ * `velocity + gain · wind` while the velocity they store stays their own, with a gain of one for the
116
+ * embers and the soot and a half for the flame, whose tongues lean rather than blow away. The smoke
117
+ * already had a drag, and its target was still air; it is the wind now, so the plume bends over as
118
+ * it rises. In still air every one of them is the effect it was before. The page writes the wind —
119
+ * see `bonfire_wind.js`.
120
+ *
111
121
  * The turbulence in all four is three decorrelated `simplex3` samples read as a vector, at a point
112
122
  * that drifts with time so the field scrolls through the rising column. Deliberately not the
113
123
  * library's `curl3`, which is twelve samples for a divergence-free field: over a metre of flame
@@ -1 +1 @@
1
- {"version":3,"file":"bonfire_effects.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/particle_ecs/bonfire_effects.js"],"names":[],"mappings":"AAyGA;;GAEG;AACH,yCAFa,6BAA6B,CAUzC;AAED;;;;;;;GAOG;AACH,8CALW,MAAM,SACN,MAAM,GAEJ,sBAAsB,CAIlC;AAED;;;;GAIG;AACH;QAFoB,MAAM,GAAE,sBAAsB;EAIjD;AAED;;;;;;;;;;;GAWG;AACH,mDALW,sBAAsB,YACtB,MAAM,GAAC,IAAI,GAET,cAAc,GAAC,IAAI,CAY/B;AAED;;;;;;;;;GASG;AACH;IANkC,KAAK,GAA5B,MAAM,GAAC,IAAI;IACY,KAAK,GAA5B,MAAM,GAAC,IAAI;IACY,KAAK,GAA5B,MAAM,GAAC,IAAI;IACY,IAAI,GAA3B,MAAM,GAAC,IAAI;IACT;IAAC,KAAK,EAAE,cAAc,CAAC;IAAC,KAAK,EAAE,cAAc,CAAC;IAAC,MAAM,EAAE,cAAc,CAAC;IAAC,IAAI,EAAE,cAAc,CAAA;CAAC,CAcxG;AAED;;;;;;GAMG;AACH,+CAHW,MAAM;QACG,MAAM,GAAE,MAAM,GAAC,IAAI;EAStC;AA7LD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAyDG;AAEH;;;;;;;GAOG;AACH;QAFiB,MAAM,GAAE,MAAM;EAO5B;AAEH;;;;;GAKG;AACH,mCAFU,MAAM,EAAE,CAEsE;8CA1FjF,wEAAwE;uCAExC,+DAA+D;+BADvE,0DAA0D"}
1
+ {"version":3,"file":"bonfire_effects.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/particle_ecs/bonfire_effects.js"],"names":[],"mappings":"AAmHA;;GAEG;AACH,yCAFa,6BAA6B,CAUzC;AAED;;;;;;;GAOG;AACH,8CALW,MAAM,SACN,MAAM,GAEJ,sBAAsB,CAIlC;AAED;;;;GAIG;AACH;QAFoB,MAAM,GAAE,sBAAsB;EAIjD;AAED;;;;;;;;;;;GAWG;AACH,mDALW,sBAAsB,YACtB,MAAM,GAAC,IAAI,GAET,cAAc,GAAC,IAAI,CAY/B;AAED;;;;;;;;;GASG;AACH;IANkC,KAAK,GAA5B,MAAM,GAAC,IAAI;IACY,KAAK,GAA5B,MAAM,GAAC,IAAI;IACY,KAAK,GAA5B,MAAM,GAAC,IAAI;IACY,IAAI,GAA3B,MAAM,GAAC,IAAI;IACT;IAAC,KAAK,EAAE,cAAc,CAAC;IAAC,KAAK,EAAE,cAAc,CAAC;IAAC,MAAM,EAAE,cAAc,CAAC;IAAC,IAAI,EAAE,cAAc,CAAA;CAAC,CAcxG;AAED;;;;;;GAMG;AACH,+CAHW,MAAM;QACG,MAAM,GAAE,MAAM,GAAC,IAAI;EAStC;AAvMD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmEG;AAEH;;;;;;;GAOG;AACH;QAFiB,MAAM,GAAE,MAAM;EAO5B;AAEH;;;;;GAKG;AACH,mCAFU,MAAM,EAAE,CAEsE;8CApGjF,wEAAwE;uCAExC,+DAA+D;+BADvE,0DAA0D"}