@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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@@ -33,7 +33,7 @@ input[type=range]{width:135px}input[type=number]{width:84px}input,select,button,
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  <label>Internal scale<select id="resolution"><option value="1">1×</option><option value=".75">0.75×</option><option value=".5">0.5×</option></select></label>
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  <label>Opaque SSR<input id="ssr" type="checkbox"></label><label>Atmospheric fog<input id="fog" type="checkbox"></label>
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  <label>Transparency<select id="transparency"><option value="avboit">AVBOIT</option><option value="mboit">MBOIT (water unavailable)</option></select></label>
36
- <h2>Inspect</h2><label>Display<select id="debug"><option value="0">Final composite</option><option value="1">Coverage</option><option value="2">Receiver UV</option><option value="3">Water path</option><option value="4">Trace status / updates</option><option value="5">Surface radiance</option><option value="6">Residual</option><option value="7">RGB throughput</option><option value="8">Shared front throughput</option><option value="9">Water normalization</option><option value="10">Refraction confidence</option></select></label>
36
+ <h2>Inspect</h2><label>Display<select id="debug"><option value="0">Final composite</option><option value="1">Coverage</option><option value="2">Receiver UV</option><option value="3">Water path</option><option value="4">Trace status / updates</option><option value="5">Surface radiance</option><option value="6">Residual</option><option value="7">RGB throughput</option><option value="8">Shared front throughput</option><option value="9">Water normalization</option></select></label>
37
37
  <div class="row"><button id="compile">Compile check</button><button id="profile">Profile (T)</button></div><pre id="probe">Shift-click water to read a pixel.</pre>
38
38
  <h2>Reproduce a view</h2><div class="row"><button id="copy">Copy state</button><button id="apply">Apply state</button></div><textarea id="state" aria-label="Saved camera and settings"></textarea>
39
39
  <p>Rear transparent radiance is attenuated on its original screen path. Initial optics select one water interface; underwater transport and caustics are follow-on work. <a href="./README.md">Review guide</a></p>
@@ -15,6 +15,11 @@ import { GraphicsEngine } from "../../../engine/graphics3/GraphicsEngine.js";
15
15
  import { LightSystem } from "../../../engine/graphics3/LightSystem.js";
16
16
  import { ShadedGeometrySystem } from "../../../engine/graphics3/ShadedGeometrySystem.js";
17
17
  import { WaterSystem } from "../../../engine/graphics3/WaterSystem.js";
18
+ import { GPUFluidSystem } from "../../../engine/graphics3/GPUFluidSystem.js";
19
+ import { FluidEffectorsComponent } from "../../../engine/physics/fluid/ecs/FluidEffectorsComponent.js";
20
+ import { FluidEffectorsSystem } from "../../../engine/physics/fluid/ecs/FluidEffectorsSystem.js";
21
+ import { GPUFluidComponent } from "../../../engine/physics/fluid/ecs/GPUFluidComponent.js";
22
+ import { GlobalFluidEffector } from "../../../engine/physics/fluid/effector/GlobalFluidEffector.js";
18
23
  import { OrbitalCameraController } from "../../renderer/camera/OrbitalCameraController.js";
19
24
  import { create_frame_loop } from "../../renderer/create_frame_loop.js";
20
25
  import { DynamicMeshAVBOITChannel } from "../../renderer/dynamic/DynamicMeshAVBOITChannel.js";
@@ -23,7 +28,9 @@ import { ShadeTransparencyMode } from "../../renderer/ShadeTransparencyMode.js";
23
28
  import { ShadeUpscalerType } from "../../renderer/ShadeUpscalerType.js";
24
29
  import { ParticipatingMediaVolume } from "../../renderer/volumetrics/ParticipatingMediaVolume.js";
25
30
  import { water_medium_preset } from "../../renderer/medium/water/water_presets.js";
26
- import { water_finalize_shader_brick4, water_finalize_shader_ibl, water_shader } from "../../renderer/water/shader_water.js";
31
+ import { water_finalize_shader, water_shader } from "../../renderer/water/shader_water.js";
32
+ import { INDIRECT_LIGHTING } from "../../renderer/INDIRECT_LIGHTING.js";
33
+ import { ShaderSwitchSet } from "../../renderer/shader/compiler/ShaderSwitchSet.js";
27
34
  import * as water_shaders from "../../renderer/water/shader_water_avboit.js";
28
35
  import { shader_water_meshlets_expand } from "../../renderer/water/medium/shader_water_meshlets.js";
29
36
  import * as spectrum_shaders from "../../renderer/water/surface/spectrum/shader_water_spectrum.js";
@@ -56,10 +63,17 @@ async function main() {
56
63
  const dataset = new EntityComponentDataset(), entities = new EntityManager();
57
64
  const water_system = new WaterSystem(graphics,scene);
58
65
  entities.addSystem(new ShadedGeometrySystem(graphics,scene)); entities.addSystem(new LightSystem(graphics,scene));
66
+ // the scene's one wind, registered before its readers: the far field from the weather below and a small fluid on the pool
67
+ entities.addSystem(new FluidEffectorsSystem()); entities.addSystem(new GPUFluidSystem(graphics,scene));
59
68
  entities.addSystem(new GPUParticleEmitterSystem(graphics,scene,assets)); entities.addSystem(water_system);
60
69
  entities.attachDataset(dataset);
61
70
  await new Promise((resolve,reject) => entities.startup(resolve,reject));
62
71
  const world = await build_world(dataset), channel = new DynamicMeshAVBOITChannel(world.batch);
72
+ const weather = new GlobalFluidEffector();weather.drag=0.5;
73
+ const effectors = new FluidEffectorsComponent();effectors.addEffector(weather);
74
+ const weather_entity = new Entity().add(effectors);weather_entity.build(dataset);
75
+ const domain = new GPUFluidComponent();domain.resolution=[32,32,32];domain.cascade_count=2;
76
+ const domain_entity = new Entity().add(world.water_transform.clone()).add(domain);domain_entity.build(dataset);
63
77
  graphics.add_transparency_channel(channel);
64
78
  const sun = new Light(); sun.intensity.set(2.2);
65
79
  const sun_pose = new Transform64(), rotation = new Quaternion();
@@ -81,7 +95,7 @@ async function main() {
81
95
  revision++;
82
96
  const w=world.water,s=water_system.settings,r=graphics.renderer;
83
97
  world.water_transform.setTranslation(16,number("level"),16);t64_announce_change(dataset,world.water_entity);w.ior.set(number("ior"));w.roughness.set(number("roughness"));
84
- world.waves.windSpeed.set(number("wind"));world.waves.windDirection.set(number("wind_direction")*Math.PI/180);
98
+ const heading=number("wind_direction")*Math.PI/180;weather.wind=[number("wind")*Math.cos(heading),0,number("wind")*Math.sin(heading)];
85
99
  w.medium=water_medium_preset({preset:element("medium").value});
86
100
  Object.assign(s,{enabled:checked("enabled"),mode:number("mode"),max_updates:number("iterations"),
87
101
  inscatter_segments:number("segments"),
@@ -164,7 +178,8 @@ async function main() {
164
178
  element("compile").onclick=async()=>{
165
179
  if(!ready)return;
166
180
  const device=graphics.renderer.graphics.device,errors=[];
167
- for(const shader of [water_shader,water_finalize_shader_ibl,water_finalize_shader_brick4,
181
+ for(const shader of [water_shader,
182
+ ...INDIRECT_LIGHTING.values.map(mode=>water_finalize_shader.variant(ShaderSwitchSet.EMPTY.with(INDIRECT_LIGHTING,mode))),
168
183
  ...[shader_water_meshlets_expand,shader_water_waves_combine,...Object.values(spectrum_shaders),
169
184
  ...Object.values(particle_shaders),...Object.values(cull_shaders),...Object.values(lod_shaders),
170
185
  ...Object.values(water_shaders)].map(s=>s?.descriptor)]){
@@ -205,6 +220,7 @@ async function main() {
205
220
  globalThis.water_playground.frame=frame;
206
221
  window.addEventListener("pagehide",()=>{
207
222
  ready=false;stop_loop?.();profile?.dispose();world.dispose();dataset.removeEntity(sun_entity.id);
223
+ dataset.removeEntity(weather_entity.id);dataset.removeEntity(domain_entity.id);
208
224
  channel.release(world.ribbon.geometry);graphics.remove_transparency_channel(channel);
209
225
  entities.shutdown(()=>{},console.error);controller.pointer.stop();controller.keyboard.stop();graphics.stop();
210
226
  },{once:true});
@@ -1 +1 @@
1
- {"version":3,"file":"world.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/water_refraction/world.js"],"names":[],"mappings":"AA4DA,+FAA+F;AAC/F;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAyFC;AAxHM,mEAAsE;oBAzBzD,4CAA4C;kBAI9C,6CAA6C;uBACxC,kDAAkD;4BAJ7C,8CAA8C;+BAE3C,wDAAwD;iCAetD,0CAA0C;4BAD/C,qCAAqC;+BAXlC,0DAA0D"}
1
+ {"version":3,"file":"world.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/water_refraction/world.js"],"names":[],"mappings":"AA4DA,+FAA+F;AAC/F;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0FC;AAzHM,mEAAsE;oBAzBzD,4CAA4C;kBAI9C,6CAA6C;uBACxC,kDAAkD;4BAJ7C,8CAA8C;+BAE3C,wDAAwD;iCAetD,0CAA0C;4BAD/C,qCAAqC;+BAXlC,0DAA0D"}
@@ -93,7 +93,8 @@ export async function build_world(dataset) {
93
93
  water_normals[i]=0;water_normals[i+1]=1;water_normals[i+2]=0;
94
94
  }
95
95
  const water_geometry=meshlets(water_plane),water_transform=pose(16,0,16);
96
- // the wind that raises its waves; the overlapping second body below has none and stays calm
96
+ // its fetch and shore; the wind is the scene's, so the overlapping second body below, which has no WaterWaves,
97
+ // has the same wind over its own extent
97
98
  const waves=new WaterWaves();
98
99
  const water_entity=build(new Entity().add(water).add(waves).add(water_geometry).add(water_transform));
99
100
  const add_mesh=(geo,m,x,y,z,rotation)=>{
@@ -3,23 +3,31 @@
3
3
  One scene, four bodies of water, from a cup to an ocean: the surface simulation of
4
4
  `WATER_SURFACE_SIMULATION_PLAN_2026_10_06.md` at every scale it has to work at.
5
5
 
6
- | Stop | Body | Mesh | Wind | What to look for |
6
+ | Stop | Body | Mesh | Fetch | What to look for |
7
7
  |---|---|---|---|---|
8
- | Cup | 4 cm of tea on a table | a 32-segment disk | 2 m/s | centimetre ripples at most; a click rings the cup and the wall sends it back |
9
- | Puddle | 2 m across, 1 cm deep | a wobbly disk | 4 m/s | rain (the checkbox) is the point here: rings of a few millimetres that die within a second |
10
- | Lake | 120 × 60 m in a basin | its outline only | 6 m/s | short wind waves over the checkered bed; splashes reflect off the shore at 0.3 |
11
- | Ocean | 5 km disk round an island hole | an annulus | 10 m/s, 200 km of sea upwind | swell; the island's outline reflects particles |
8
+ | Cup | 4 cm of tea on a table | a 32-segment disk | 9 cm | millimetre ripples at most; a click rings the cup and the wall sends it back |
9
+ | Puddle | 2 m across, 1 cm deep | a wobbly disk | 2 m | rain (the checkbox) is the point here: rings of a few millimetres that die within a second |
10
+ | Lake | 120 × 60 m in a basin | its outline only | 60–120 m | short wind waves over the checkered bed; splashes reflect off the shore at 0.3 |
11
+ | Ocean | 5 km disk round an island hole | an annulus | 200 km of sea upwind | swell; the island's outline reflects particles |
12
12
 
13
13
  Every body is an ordinary entity: `Water` + `WaterWaves` + `MeshletGeometry` + `Transform64`. The meshes
14
14
  author outlines; the surface's detail comes from the waves. Nothing in the scene is specific to its scale: the
15
15
  wind and the fetch set each body's spectrum (fetch-limited JONSWAP over the body's extent along the wind,
16
16
  plus `upwindFetch`), and all four share the same 18 spectral bands and one wave-particle pool.
17
17
 
18
+ **One wind** (`GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md` §6). The scene has one: a `GlobalFluidEffector` is the
19
+ far field, with a gust on top, and a `GPUFluidComponent` puts a fluid domain on the stop's body. Each body's
20
+ waves follow the published field 10 m above its origin, low-passed over 20 s, so the four seas differ by their
21
+ fetch and by the air around each, not by a wind of their own. Until the wind left `WaterWaves` each body had its
22
+ own (cup 2, puddle 4, lake 6, ocean 10 m/s); at the default 8 m/s the ocean's sea is a little lower than it was,
23
+ and the cup's, puddle's and lake's higher, the cup still in millimetre ripples.
24
+
18
25
  ## Controls
19
26
 
20
27
  - **Scale** buttons move the camera and set its near and far planes for the stop.
21
- - **Wind ×** scales every body's own wind speed; **Direction** turns all of them. A change of direction
22
- turns the waves over four seconds.
28
+ - **Wind** sets the far field's steady wind, **Direction** where it blows, **Gust** the peak of the weather on top
29
+ (`GlobalFluidEffector#gust`, per axis). The air relaxes to a new wind over two seconds and the waves follow it
30
+ over 20 s; a change of direction past 3° turns them, over four seconds.
23
31
  - **Click** the water to splash it, with a radius suited to the stop and the **Kick** speed. **Rain** drops
24
32
  splashes on the current stop's body at the chosen rate.
25
33
  - **Measure GPU** records 2.5 s of frames and lists the surface passes in µs per frame. **Profile (T)**
@@ -16,8 +16,9 @@ input[type=range]{width:130px}input,select,button{font:inherit;background:#202d3
16
16
  <h2>Scale</h2>
17
17
  <div class="row"><button class="stop" data-stop="cup">Cup</button><button class="stop" data-stop="puddle">Puddle</button><button class="stop" data-stop="lake">Lake</button><button class="stop" data-stop="ocean">Ocean</button><button class="stop" data-stop="aerial">Ocean, aerial</button></div>
18
18
  <h2>Wind</h2>
19
- <label>Wind × each body's own<input id="wind" type="range" min="0" max="2" step=".05" value="1"></label>
19
+ <label>Wind m/s<input id="wind" type="range" min="0" max="20" step=".5" value="8"></label>
20
20
  <label>Direction °<input id="direction" type="range" min="0" max="360" step="1" value="30"></label>
21
+ <label>Gust m/s<input id="gust" type="range" min="0" max="6" step=".25" value="2"></label>
21
22
  <pre id="winds"></pre>
22
23
  <h2>Splashes</h2>
23
24
  <label>Kick m/s<input id="kick" type="range" min="0.1" max="4" step=".1" value="1.5"></label>
@@ -10,6 +10,11 @@ import { GraphicsEngine } from "../../../engine/graphics3/GraphicsEngine.js";
10
10
  import { LightSystem } from "../../../engine/graphics3/LightSystem.js";
11
11
  import { ShadedGeometrySystem } from "../../../engine/graphics3/ShadedGeometrySystem.js";
12
12
  import { WaterSystem } from "../../../engine/graphics3/WaterSystem.js";
13
+ import { GPUFluidSystem } from "../../../engine/graphics3/GPUFluidSystem.js";
14
+ import { FluidEffectorsComponent } from "../../../engine/physics/fluid/ecs/FluidEffectorsComponent.js";
15
+ import { FluidEffectorsSystem } from "../../../engine/physics/fluid/ecs/FluidEffectorsSystem.js";
16
+ import { GPUFluidComponent } from "../../../engine/physics/fluid/ecs/GPUFluidComponent.js";
17
+ import { GlobalFluidEffector } from "../../../engine/physics/fluid/effector/GlobalFluidEffector.js";
13
18
  import { GPUProfileLevel } from "../../device/timing/profile/GPUProfileLevel.js";
14
19
  import { GPUProfileSession } from "../../device/timing/profile/GPUProfileSession.js";
15
20
  import { sgpt_read_capture } from "../../device/timing/profile/sgpt_read_capture.js";
@@ -37,8 +42,13 @@ async function main() {
37
42
  viewport.appendChild(graphics.viewport.el);
38
43
  const dataset = new EntityComponentDataset(), entities = new EntityManager();
39
44
  const water_system = new WaterSystem(graphics, scene);
45
+ // the scene's one wind: the far field from the weather below, and a fluid around the stop's body; registered
46
+ // before the water, so the frame publishes the field before the water reads it
47
+ const fluid_system = new GPUFluidSystem(graphics, scene);
40
48
  entities.addSystem(new ShadedGeometrySystem(graphics, scene));
41
49
  entities.addSystem(new LightSystem(graphics, scene));
50
+ entities.addSystem(new FluidEffectorsSystem());
51
+ entities.addSystem(fluid_system);
42
52
  entities.addSystem(water_system);
43
53
  entities.attachDataset(dataset);
44
54
  await new Promise((resolve, reject) => entities.startup(resolve, reject));
@@ -52,26 +62,46 @@ async function main() {
52
62
  sun_pose.setRotation(rotation.x, rotation.y, rotation.z, rotation.w); sun_pose.updateMatrix();
53
63
  new Entity().add(sun).add(sun_pose).build(dataset);
54
64
 
65
+ // the weather: a steady wind the air relaxes to over two seconds, and a gust on top of it
66
+ const weather = new GlobalFluidEffector();
67
+ weather.drag = 0.5; weather.gust_period = 4;
68
+ const effectors = new FluidEffectorsComponent(); effectors.addEffector(weather);
69
+ new Entity().add(effectors).build(dataset);
70
+ // the fluid's domain sits on the stop's body, so the wind 10 m above it is the fluid's, not the far field's alone
71
+ const domain = { transform: new Transform64(), component: new GPUFluidComponent() };
72
+ new Entity().add(domain.transform).add(domain.component).build(dataset);
73
+
55
74
  const camera = graphics.camera.camera, controller = new OrbitalCameraController(camera, viewport);
56
75
  camera.fov = Math.PI / 3;
57
76
  let stop = STOPS.cup;
58
77
  function go(name) {
59
78
  stop = STOPS[name];
79
+ const body = world.bodies[stop.body].transform;
80
+ domain.transform.setTranslation(body.translation_x, body.translation_y, body.translation_z);
81
+ domain.transform.updateMatrix();
60
82
  camera.near = stop.near; camera.far = stop.far;
61
83
  controller.look(new Vector3(...stop.eye), new Vector3(...stop.target));
62
84
  for (const button of document.querySelectorAll("button.stop")) { button.style.borderColor = button.dataset.stop === name ? "#8dd3db" : ""; }
63
85
  }
64
86
  function configure() {
65
- const lines = [];
87
+ const heading = number("direction") * Math.PI / 180;
88
+ weather.wind = [number("wind") * Math.cos(heading), 0, number("wind") * Math.sin(heading)];
89
+ weather.gust = number("gust");
90
+ describe_wind();
91
+ }
92
+ const far = new Float64Array(3);
93
+ function describe_wind() {
94
+ fluid_system.far_field(far);
95
+ const lines = [`far field now ${Math.hypot(far[0], far[2]).toFixed(1)} m/s, ${far[1].toFixed(1)} up`,
96
+ `fluid domain around the ${stop.body}`];
66
97
  for (const [name, body] of Object.entries(world.bodies)) {
67
- body.waves.windSpeed.set(body.base_wind * number("wind"));
68
- body.waves.windDirection.set(number("direction") * Math.PI / 180);
69
- lines.push(`${name.padEnd(7)} ${(body.base_wind * number("wind")).toFixed(1)} m/s${body.waves.upwindFetch.getValue() > 0 ? `, ${body.waves.upwindFetch.getValue() / 1000} km of sea upwind` : ''}`);
98
+ const upwind = body.waves.upwindFetch.getValue();
99
+ lines.push(`${name.padEnd(7)} its own extent along the wind${upwind > 0 ? ` + ${upwind / 1000} km of sea upwind` : ''}`);
70
100
  }
71
101
  element("winds").textContent = lines.join("\n");
72
102
  }
73
103
  const report = message => { element("status").textContent = message; };
74
- for (const id of ["wind", "direction"]) { element(id).addEventListener("input", configure); }
104
+ for (const id of ["wind", "direction", "gust"]) { element(id).addEventListener("input", configure); }
75
105
  for (const button of document.querySelectorAll("button.stop")) { button.onclick = () => go(button.dataset.stop); }
76
106
  configure(); go("cup");
77
107
 
@@ -105,7 +135,7 @@ async function main() {
105
135
  const renderer = graphics.renderer;
106
136
  renderer.graphics.device.addEventListener("uncapturederror", event => { ready = false; report(event.error.message); console.error(event.error.message); });
107
137
  const profile = install_profile_hotkey({ renderer, name: "water_surface", status: element("status"), target: viewport,
108
- settings: () => [stop.body, `wind × ${number("wind")}`, element("rain").checked ? `rain ${number("rate")}/s` : 'no rain'] });
138
+ settings: () => [stop.body, `wind ${number("wind")} m/s, gust ${number("gust")}`, element("rain").checked ? `rain ${number("rate")}/s` : 'no rain'] });
109
139
  element("profile").onclick = () => profile.toggle().catch(error => report(error.message));
110
140
 
111
141
  element("measure").onclick = async () => {
@@ -134,11 +164,13 @@ async function main() {
134
164
  };
135
165
 
136
166
  ready = true; report("Ready · click the water to splash");
137
- Object.assign(globalThis, { graphics, scene, dataset, entities, world, water_system, camera, controller,
167
+ Object.assign(globalThis, { graphics, scene, dataset, entities, world, water_system, fluid_system, weather, domain, camera, controller,
138
168
  water_surface_playground: { go, splash_at, get ready() { return ready; } } });
139
169
 
170
+ let described = 0;
140
171
  create_frame_loop(raw_dt => {
141
172
  if (!ready) { return; }
173
+ if ((described += raw_dt) > 0.5) { described = 0; describe_wind(); }
142
174
  const dt = paused ? 0 : Math.min(raw_dt, 0.05);
143
175
  if (element("rain").checked && dt > 0) {
144
176
  rain_debt += number("rate") * dt;
@@ -1,6 +1,7 @@
1
1
  /**
2
2
  * Four bodies of water, from a cup to an ocean, each a `Water` + `WaterWaves` entity whose mesh authors
3
- * only its outline: the surface's detail comes from the waves, at any scale.
3
+ * only its outline: the surface's detail comes from the waves, at any scale. They share the scene's one wind, so
4
+ * their seas differ by their fetch and by the air around each.
4
5
  */
5
6
  export function build_world(dataset: any): Promise<{
6
7
  bodies: {
@@ -10,7 +11,6 @@ export function build_world(dataset: any): Promise<{
10
11
  waves: WaterWaves;
11
12
  transform: Transform64;
12
13
  level: any;
13
- base_wind: any;
14
14
  };
15
15
  puddle: {
16
16
  entity: any;
@@ -18,7 +18,6 @@ export function build_world(dataset: any): Promise<{
18
18
  waves: WaterWaves;
19
19
  transform: Transform64;
20
20
  level: any;
21
- base_wind: any;
22
21
  };
23
22
  lake: {
24
23
  entity: any;
@@ -26,7 +25,6 @@ export function build_world(dataset: any): Promise<{
26
25
  waves: WaterWaves;
27
26
  transform: Transform64;
28
27
  level: any;
29
- base_wind: any;
30
28
  };
31
29
  ocean: {
32
30
  entity: any;
@@ -34,7 +32,6 @@ export function build_world(dataset: any): Promise<{
34
32
  waves: WaterWaves;
35
33
  transform: Transform64;
36
34
  level: any;
37
- base_wind: any;
38
35
  };
39
36
  };
40
37
  }>;
@@ -1 +1 @@
1
- {"version":3,"file":"world.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/water_surface/world.js"],"names":[],"mappings":"AAsGA;;;GAGG;AACH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAqDC;kBA3JiB,6CAA6C;uBACxC,kDAAkD;4BAH7C,8CAA8C"}
1
+ {"version":3,"file":"world.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/water_surface/world.js"],"names":[],"mappings":"AAsGA;;;;GAIG;AACH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAqDC;kBA5JiB,6CAA6C;uBACxC,kDAAkD;4BAH7C,8CAA8C"}
@@ -102,7 +102,8 @@ const wobble = (seed, amount) => theta => 1 + amount * (0.6 * Math.sin(3 * theta
102
102
 
103
103
  /**
104
104
  * Four bodies of water, from a cup to an ocean, each a `Water` + `WaterWaves` entity whose mesh authors
105
- * only its outline: the surface's detail comes from the waves, at any scale.
105
+ * only its outline: the surface's detail comes from the waves, at any scale. They share the scene's one wind, so
106
+ * their seas differ by their fetch and by the air around each.
106
107
  */
107
108
  export async function build_world(dataset) {
108
109
  await MeshoptClusterizer.ready;
@@ -111,15 +112,15 @@ export async function build_world(dataset) {
111
112
  const shaded = new ShadedGeometry(); shaded.geometry = meshlets(geometry); shaded.material = m;
112
113
  return build(new Entity().add(pose(x, y, z)).add(shaded));
113
114
  };
114
- const water_body = ({ geometry, x, y, z, preset, wind, upwind = 0, reflection = 0.5, roughness = 0.02 }) => {
115
+ const water_body = ({ geometry, x, y, z, preset, upwind = 0, reflection = 0.5, roughness = 0.02 }) => {
115
116
  const water = new Water();
116
117
  water.medium = water_medium_preset({ preset });
117
118
  water.roughness.set(roughness);
118
119
  const waves = new WaterWaves();
119
- waves.windSpeed.set(wind); waves.upwindFetch.set(upwind); waves.shoreReflection.set(reflection);
120
+ waves.upwindFetch.set(upwind); waves.shoreReflection.set(reflection);
120
121
  const transform = pose(x, y, z);
121
122
  const entity = build(new Entity().add(water).add(waves).add(meshlets(geometry)).add(transform));
122
- return { entity, water, waves, transform, level: y, base_wind: wind };
123
+ return { entity, water, waves, transform, level: y };
123
124
  };
124
125
 
125
126
  // a floor for the cup's table and the puddle
@@ -130,18 +131,18 @@ export async function build_world(dataset) {
130
131
  solid(make_cylinder_geometry(0.045, 0.04, 0.095, 32, 1, true), material([0.92, 0.92, 0.9], 0.3), 0, 0.75 + 0.0475, 0);
131
132
  solid(polar_geometry({ segments: 32, rings: 1, radius: (theta, t) => 0.04 * t, texel: 0.02 }), material([1, 1, 1], 0.3, true), 0, 0.751, 0);
132
133
  const cup = water_body({ geometry: polar_geometry({ segments: 32, rings: 2, radius: (theta, t) => 0.0435 * t }),
133
- x: 0, y: 0.83, z: 0, preset: 'swimming_pool', wind: 2, reflection: 0.9 });
134
+ x: 0, y: 0.83, z: 0, preset: 'swimming_pool', reflection: 0.9 });
134
135
 
135
136
  // a puddle on the floor: a centimetre deep, two metres across
136
137
  const puddle_outline = wobble(1.3, 0.25);
137
138
  const puddle = water_body({ geometry: polar_geometry({ segments: 64, rings: 3, radius: (theta, t) => 1.0 * t * puddle_outline(theta) }),
138
- x: 4, y: 0.01, z: 1, preset: 'swimming_pool', wind: 4, reflection: 0.2 });
139
+ x: 4, y: 0.01, z: 1, preset: 'swimming_pool', reflection: 0.2 });
139
140
 
140
141
  // a mountain lake, 120 × 60 m, in a basin whose shore is its outline
141
142
  const lake_outline = wobble(0.4, 0.15);
142
143
  const lake_radius = (theta, t) => t * lake_outline(theta) * (60 - 30 * Math.sin(theta) ** 2);
143
144
  const lake = water_body({ geometry: polar_geometry({ segments: 96, rings: 6, radius: lake_radius }),
144
- x: 0, y: 0, z: 160, preset: 'tropical_lagoon', wind: 6, reflection: 0.3 });
145
+ x: 0, y: 0, z: 160, preset: 'tropical_lagoon', reflection: 0.3 });
145
146
  solid(polar_geometry({ segments: 96, rings: 24, radius: (theta, t) => lake_radius(theta, 3 * t),
146
147
  height: (theta, t) => { const f = 3 * t; return f < 1 ? -4 * (1 - f * f) : 18 * ((f - 1) / 2) ** 2; }, texel: 4 }),
147
148
  material([0.75, 0.85, 0.65], 0.8, true), 0, 0, 160);
@@ -151,7 +152,7 @@ export async function build_world(dataset) {
151
152
  const island = wobble(2.1, 0.12);
152
153
  const ocean = water_body({ geometry: polar_geometry({ segments: 128, rings: 24, hole: true,
153
154
  radius: (theta, t) => { const rim = 130 * island(theta); return rim * (2500 / rim) ** t; } }),
154
- x: ocean_x, y: 0, z: ocean_z, preset: 'clear_ocean', wind: 10, upwind: 200000, reflection: 0.6 });
155
+ x: ocean_x, y: 0, z: ocean_z, preset: 'clear_ocean', upwind: 200000, reflection: 0.6 });
155
156
  solid(polar_geometry({ segments: 128, rings: 48, radius: (theta, t) => 2600 * t * t,
156
157
  height: (theta, t) => { const r = 2600 * t * t / (220 * island(theta)); return r < 1 ? 60 - 100 * r ** 1.2 : -40; }, texel: 16 }),
157
158
  material([0.95, 0.9, 0.75], 0.8, true), ocean_x, 0, ocean_z);
@@ -0,0 +1,13 @@
1
+ /**
2
+ * Which indirect lighting a shader samples: the renderer's {@link ShadeIndirectLightingMode}, decided
3
+ * where a chunk graph asks for indirect light (the forward fragment, water's optics, SSR's resolve,
4
+ * froxel GI), so a pipeline links one mode's sampling and binds every mode's resources by name.
5
+ *
6
+ * The mode is the renderer's, for every pass at once, so the renderer sets this from
7
+ * `indirect_lighting_mode` in the switch set it hands its passes.
8
+ *
9
+ * @type {ShaderSwitch}
10
+ */
11
+ export const INDIRECT_LIGHTING: ShaderSwitch;
12
+ import { ShaderSwitch } from "./shader/compiler/ShaderSwitch.js";
13
+ //# sourceMappingURL=INDIRECT_LIGHTING.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"INDIRECT_LIGHTING.d.ts","sourceRoot":"","sources":["../../../../src/shade/renderer/INDIRECT_LIGHTING.js"],"names":[],"mappings":"AAGA;;;;;;;;;GASG;AACH,gCAFU,YAAY,CAE6E;6BAZtE,mCAAmC"}
@@ -0,0 +1,14 @@
1
+ import { ShadeIndirectLightingMode } from "./ShadeIndirectLightingMode.js";
2
+ import { ShaderSwitch } from "./shader/compiler/ShaderSwitch.js";
3
+
4
+ /**
5
+ * Which indirect lighting a shader samples: the renderer's {@link ShadeIndirectLightingMode}, decided
6
+ * where a chunk graph asks for indirect light (the forward fragment, water's optics, SSR's resolve,
7
+ * froxel GI), so a pipeline links one mode's sampling and binds every mode's resources by name.
8
+ *
9
+ * The mode is the renderer's, for every pass at once, so the renderer sets this from
10
+ * `indirect_lighting_mode` in the switch set it hands its passes.
11
+ *
12
+ * @type {ShaderSwitch}
13
+ */
14
+ export const INDIRECT_LIGHTING = ShaderSwitch.enum('indirect lighting', ShadeIndirectLightingMode);
@@ -38,6 +38,13 @@ export class Renderer {
38
38
  * @type {ShadeTransparencyMode}
39
39
  */
40
40
  transparency_mode: ShadeTransparencyMode;
41
+ /**
42
+ * How the exposed scene colour becomes display colour, on every output. An SDR and an HDR display run the same
43
+ * mode, so a scene looks alike on both; see {@link ShadeToneMappingMode}. Read every frame, so it can be flipped
44
+ * at runtime. A mode not in use at {@link initialize} compiles its pass on the first frame that draws with it.
45
+ * @type {ShadeToneMappingMode}
46
+ */
47
+ tone_mapping_mode: ShadeToneMappingMode;
41
48
  /**
42
49
  * Switches of the AVBOIT mode, read every frame while {@link transparency_mode} selects it.
43
50
  * @type {AVBOITSettings}
@@ -83,6 +90,10 @@ export class Renderer {
83
90
  * @type {boolean}
84
91
  */
85
92
  feature_virtual_shadow_maps: boolean;
93
+ /**
94
+ * @returns {ShaderSwitchSet} see {@link #shader_switches}
95
+ */
96
+ get shader_switches(): ShaderSwitchSet;
86
97
  set shadow_virtual_page_budget(v: number);
87
98
  get shadow_virtual_page_budget(): number;
88
99
  /**
@@ -434,6 +445,22 @@ export class Renderer {
434
445
  device?: GPUDevice;
435
446
  pixelRatio?: number;
436
447
  }): Promise<void>;
448
+ /**
449
+ * Offer the pipelines a frame draws with — see {@link PipelineEnquiry}. {@link initialize}
450
+ * compiles the answer off the main thread, and {@link render} draws nothing until it is in.
451
+ *
452
+ * Each subsystem is asked only when the feature flag that runs it is on, so the answer follows the
453
+ * features as they are set at that moment. It covers the default renderer: the opaque raster,
454
+ * shading, IBL, ambient occlusion, TAA, sharpening, bloom, exposure and the tonemap. Everything
455
+ * else is made the old way, by the first frame that draws with it: the features that are off by
456
+ * default (ReSTIR's passes, SSR, depth of field, motion blur, NSS, path tracing), the indirect
457
+ * lighting modes other than IBL, a feature turned on after {@link initialize}, and whatever a
458
+ * scene's content brings — shadow casters, transparent and alpha-tested materials, volumes,
459
+ * particles.
460
+ *
461
+ * @param {PipelineEnquiry} enquiry
462
+ */
463
+ enquirePipelines(enquiry: PipelineEnquiry): void;
437
464
  /**
438
465
  * Release everything {@link initialize} built, in reverse.
439
466
  *
@@ -474,9 +501,11 @@ export class Renderer {
474
501
  * simulation, the animation tick and exposure adaptation all step by it. Zero by default, which
475
502
  * draws the current state and moves nothing; a fixed fraction of a second here instead would run
476
503
  * the simulation at that rate no matter what the caller's clock was doing.
477
- * @returns {boolean} whether a frame was encoded and submitted. False only when there is nothing
478
- * to draw with — the device was lost, or the renderer destroyed. Frames the GPU has not finished
479
- * yet neither hold this one back nor make it return false.
504
+ * @returns {boolean} whether a frame was encoded and submitted. False when there is nothing to
505
+ * draw with — the device was lost, or the renderer destroyed — and while a pipeline prepared
506
+ * ahead of use is still compiling: the ones {@link initialize} asked for, or a template
507
+ * prewarmed at a level load. Frames the GPU has not finished yet neither
508
+ * hold this one back nor make it return false.
480
509
  */
481
510
  render(camera: PerspectiveCamera, scene: Scene, time_delta_seconds?: number): boolean;
482
511
  /**
@@ -510,7 +539,9 @@ export type Scene = import("./scene/Scene.js").Scene;
510
539
  import { SceneManager } from "./scene/SceneManager.js";
511
540
  import { ShadeIndirectLightingMode } from "./ShadeIndirectLightingMode.js";
512
541
  import { ShadeTransparencyMode } from "./ShadeTransparencyMode.js";
542
+ import { ShadeToneMappingMode } from "./ShadeToneMappingMode.js";
513
543
  import { AVBOITSettings } from "./rasterize/native/avboit/AVBOITSettings.js";
544
+ import { ShaderSwitchSet } from "./shader/compiler/ShaderSwitchSet.js";
514
545
  import { MotionBlur } from "./postprocess/motion_blur/MotionBlur.js";
515
546
  import { DepthOfField } from "./postprocess/dof/raymarch/DepthOfField.js";
516
547
  import { DepthOfFieldU } from "./postprocess/dof/gather/DepthOfFieldU.js";
@@ -525,5 +556,6 @@ import { ReSTIRDI } from "./restir/di/ReSTIRDI.js";
525
556
  import { GPUParticleSystem } from "./particles/GPUParticleSystem.js";
526
557
  import { ShadeUpscalerType } from "./ShadeUpscalerType.js";
527
558
  import { NSS } from "./postprocess/nss/NSS.js";
559
+ import { PipelineEnquiry } from "../device/pipeline/PipelineEnquiry.js";
528
560
  import { AccumulatingPathTracer } from "./path_tracer/accumulating/AccumulatingPathTracer.js";
529
561
  //# sourceMappingURL=Renderer.d.ts.map
@@ -1 +1 @@
1
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