@woosh/meep-engine 3.49.0 → 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 (1364) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +11 -0
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +28 -0
  5. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  6. package/editor/view/particles/effect/ParticleGraphEditorView.js +2 -0
  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/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
  77. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
  78. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  79. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
  80. package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
  81. package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
  82. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
  83. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
  84. package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
  85. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
  86. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
  87. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
  88. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
  89. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
  90. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
  91. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
  92. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
  93. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
  94. package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
  95. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
  96. package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
  97. package/src/engine/graphics3/ParticipatingMedia.d.ts +6 -0
  98. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  99. package/src/engine/graphics3/ParticipatingMedia.js +6 -0
  100. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
  101. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  102. package/src/engine/graphics3/ParticipatingMediaSystem.js +218 -70
  103. package/src/engine/graphics3/WaterSystem.d.ts +9 -2
  104. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  105. package/src/engine/graphics3/WaterSystem.js +53 -15
  106. package/src/engine/physics/cloth/MEASUREMENTS.md +39 -0
  107. package/src/engine/physics/cloth/PLAN.md +21 -2
  108. package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
  109. package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
  110. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
  111. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
  112. package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
  113. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
  114. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
  115. package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
  116. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
  117. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  118. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
  119. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -9
  120. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  121. package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -9
  122. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +3 -2
  123. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  124. package/src/engine/physics/cloth/ecs/ClothSystem.js +3 -2
  125. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
  126. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  127. package/src/engine/physics/cloth/ecs/ClothWorld.js +136 -28
  128. package/src/engine/physics/cloth/playground/README.md +8 -4
  129. package/src/engine/physics/cloth/playground/wind.html +4 -4
  130. package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
  131. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
  132. package/src/engine/physics/cloth/playground/wind_build.js +4 -3
  133. package/src/engine/physics/cloth/playground/wind_main.js +58 -19
  134. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
  135. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
  136. package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
  137. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
  138. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  139. package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
  140. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
  141. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
  142. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
  143. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
  144. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
  145. package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
  146. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
  147. package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
  148. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
  149. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
  150. package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
  151. package/src/engine/physics/fluid/FluidField.d.ts +14 -2
  152. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  153. package/src/engine/physics/fluid/FluidField.js +26 -6
  154. package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
  155. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  156. package/src/engine/physics/fluid/FluidSimulator.js +13 -2
  157. package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
  158. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
  159. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
  160. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
  161. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
  162. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
  163. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
  164. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
  165. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
  166. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
  167. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
  168. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  169. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
  170. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
  171. package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
  172. package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
  173. package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
  174. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
  175. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
  176. package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
  177. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
  178. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
  179. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
  180. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
  181. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
  182. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
  183. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
  184. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
  185. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
  186. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
  187. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
  188. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
  189. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
  190. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
  191. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
  192. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
  193. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
  194. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
  195. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
  196. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
  197. package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +53 -3
  198. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +73 -13
  199. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
  200. package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +207 -88
  201. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +35 -0
  202. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -0
  203. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +72 -0
  204. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +34 -10
  205. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -1
  206. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +139 -150
  207. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts +26 -0
  208. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts.map +1 -0
  209. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.js +51 -0
  210. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts +55 -0
  211. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts.map +1 -0
  212. package/src/engine/physics/fluid/effector/VortexFluidEffector.js +255 -0
  213. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts +25 -0
  214. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts.map +1 -0
  215. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.js +52 -0
  216. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts +22 -20
  217. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts.map +1 -1
  218. package/src/engine/physics/fluid/effector/WakeFluidEffector.js +181 -185
  219. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts +31 -0
  220. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts.map +1 -0
  221. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.js +56 -0
  222. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts +52 -0
  223. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts.map +1 -0
  224. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js +68 -0
  225. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts +10 -0
  226. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts.map +1 -0
  227. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.js +31 -0
  228. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts +25 -0
  229. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts.map +1 -0
  230. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.js +105 -0
  231. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts +17 -0
  232. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts.map +1 -0
  233. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js +47 -0
  234. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts +54 -0
  235. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts.map +1 -0
  236. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.js +34 -0
  237. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts +98 -0
  238. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts.map +1 -0
  239. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.js +409 -0
  240. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts +25 -0
  241. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts.map +1 -0
  242. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.js +78 -0
  243. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts +27 -0
  244. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts.map +1 -0
  245. package/src/engine/physics/fluid/effector/record/fluid_record_apply.js +151 -0
  246. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +42 -0
  247. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts.map +1 -0
  248. package/src/engine/physics/fluid/fluid_apply_atmosphere.js +148 -0
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  1337. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts +0 -2
  1338. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +0 -1
  1339. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +0 -34
  1340. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts +0 -3
  1341. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts.map +0 -1
  1342. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts +0 -7
  1343. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
  1344. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js +0 -184
  1345. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts +0 -9
  1346. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts.map +0 -1
  1347. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts +0 -9
  1348. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts.map +0 -1
  1349. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.js +0 -111
  1350. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts +0 -9
  1351. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts.map +0 -1
  1352. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +0 -111
  1353. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts +0 -9
  1354. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts.map +0 -1
  1355. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js +0 -22
  1356. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts +0 -10
  1357. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts.map +0 -1
  1358. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js +0 -55
  1359. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts +0 -10
  1360. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts.map +0 -1
  1361. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js +0 -47
  1362. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts +0 -10
  1363. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts.map +0 -1
  1364. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.js +0 -63
@@ -30,10 +30,12 @@ export class GPUViewVolumetrics {
30
30
  * @param {number} options.light_cluster_lookup
31
31
  * @param {number} options.light_cluster_parameters
32
32
  * @param {number} options.shadowmap_atlas
33
- * @param {import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode} options.indirect_lighting_mode the renderer's; picks the froxel GI
34
- * module that starts the froxel irradiance volume
35
33
  * @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the passes that light froxels are built
36
- * for them
34
+ * for them, the froxel GI that starts the froxel irradiance volume among them
35
+ * @param {import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
36
+ * while Brick4 runs
37
+ * @param {import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
38
+ * scene's, while LPV runs
37
39
  * @returns {{resolved: number, metadata: number, irradiance: {Y: number, CoCg: number}}} the
38
40
  * integrated aerial LUT, the metadata buffer, and the froxel irradiance volume
39
41
  * (chunk_volumetrics_irradiance_sh) that lit particles are lit by. The two do not depend on
@@ -41,14 +43,15 @@ export class GPUViewVolumetrics {
41
43
  * with no participating-media volume records no fog at all, and `resolved` is then a constant:
42
44
  * no in-scatter, full transmittance.
43
45
  */
44
- graph_update({ graph, light_cluster_data, light_cluster_lookup, light_cluster_parameters, shadowmap_atlas, indirect_lighting_mode, shader_switches, }: {
46
+ graph_update({ graph, light_cluster_data, light_cluster_lookup, light_cluster_parameters, shadowmap_atlas, shader_switches, brick4, lpv, }: {
45
47
  graph: FrameGraph;
46
48
  light_cluster_data: number;
47
49
  light_cluster_lookup: number;
48
50
  light_cluster_parameters: number;
49
51
  shadowmap_atlas: number;
50
- indirect_lighting_mode: import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode;
51
52
  shader_switches?: ShaderSwitchSet;
53
+ brick4?: import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap;
54
+ lpv?: import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume;
52
55
  }): {
53
56
  resolved: number;
54
57
  metadata: number;
@@ -1 +1 @@
1
- {"version":3,"file":"GPUViewVolumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/GPUViewVolumetrics.js"],"names":[],"mappings":"AAmCA;IA2II;;;;OAIG;IACH,kBAHW,cAAc,qBAyCxB;IAlJD;;OAEG;IACH,4BAOC;IAjBD;;OAEG;IACH,2BAEC;IAsCD;;OAEG;IACH,0BAEC;IAZD;;OAEG;IACH,yBAEC;IAkHD,gBAaC;IA6ND;;;;;;;;;;;;;;;;;;OAkBG;IACH;QAhB+B,KAAK,EAAzB,UAAU;QACM,kBAAkB,EAAlC,MAAM;QACU,oBAAoB,EAApC,MAAM;QACU,wBAAwB,EAAxC,MAAM;QACU,eAAe,EAA/B,MAAM;QACuE,sBAAsB,EAAnG,OAAO,iCAAiC,EAAE,yBAAyB;QAEzC,eAAe,GAAzC,eAAe;QAEb;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE;YAAC,CAAC,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAA;SAAC,CAAA;KAAC,CAsIvF;;CAEJ;yBA/jBY,OAAO,2DAA2D,EAAE,UAAU;6BAC9E,OAAO,2BAA2B,EAAE,cAAc;gCAf/B,uCAAuC"}
1
+ {"version":3,"file":"GPUViewVolumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/GPUViewVolumetrics.js"],"names":[],"mappings":"AAmCA;IA2II;;;;OAIG;IACH,kBAHW,cAAc,qBAyCxB;IAlJD;;OAEG;IACH,4BAOC;IAjBD;;OAEG;IACH,2BAEC;IAsCD;;OAEG;IACH,0BAEC;IAZD;;OAEG;IACH,yBAEC;IAkHD,gBAaC;IA6ND;;;;;;;;;;;;;;;;;;;;OAoBG;IACH;QAlB+B,KAAK,EAAzB,UAAU;QACM,kBAAkB,EAAlC,MAAM;QACU,oBAAoB,EAApC,MAAM;QACU,wBAAwB,EAAxC,MAAM;QACU,eAAe,EAA/B,MAAM;QACoB,eAAe,GAAzC,eAAe;QAEoE,MAAM,GAAzF,OAAO,iDAAiD,EAAE,cAAc;QAEkB,GAAG,GAA7F,OAAO,mDAAmD,EAAE,mBAAmB;QAE7E;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE;YAAC,CAAC,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAA;SAAC,CAAA;KAAC,CAwIvF;;CAEJ;yBAnkBY,OAAO,2DAA2D,EAAE,UAAU;6BAC9E,OAAO,2BAA2B,EAAE,cAAc;gCAf/B,uCAAuC"}
@@ -459,10 +459,12 @@ export class GPUViewVolumetrics {
459
459
  * @param {number} options.light_cluster_lookup
460
460
  * @param {number} options.light_cluster_parameters
461
461
  * @param {number} options.shadowmap_atlas
462
- * @param {import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode} options.indirect_lighting_mode the renderer's; picks the froxel GI
463
- * module that starts the froxel irradiance volume
464
462
  * @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the passes that light froxels are built
465
- * for them
463
+ * for them, the froxel GI that starts the froxel irradiance volume among them
464
+ * @param {import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
465
+ * while Brick4 runs
466
+ * @param {import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
467
+ * scene's, while LPV runs
466
468
  * @returns {{resolved: number, metadata: number, irradiance: {Y: number, CoCg: number}}} the
467
469
  * integrated aerial LUT, the metadata buffer, and the froxel irradiance volume
468
470
  * (chunk_volumetrics_irradiance_sh) that lit particles are lit by. The two do not depend on
@@ -476,8 +478,9 @@ export class GPUViewVolumetrics {
476
478
  light_cluster_lookup,
477
479
  light_cluster_parameters,
478
480
  shadowmap_atlas,
479
- indirect_lighting_mode,
480
481
  shader_switches = ShaderSwitchSet.EMPTY,
482
+ brick4,
483
+ lpv,
481
484
  }) {
482
485
 
483
486
  const view = this.#view;
@@ -528,8 +531,9 @@ export class GPUViewVolumetrics {
528
531
  shadowmap_atlas,
529
532
  volumetrics_metadata: gr_metadata,
530
533
  resolution,
531
- indirect_lighting_mode,
532
534
  shader_switches,
535
+ brick4,
536
+ lpv,
533
537
  });
534
538
 
535
539
  if (view.scene.volumetrics.source.volumes.length === 0) {
@@ -1071,3 +1071,50 @@ Not done on the device: the froxel-versus-tracer parity check for a noisy volume
1071
1071
  one function and `chunk_participating_media_noise.spec.js` pins it on the emulator), and the
1072
1072
  giant-particle seam check with a noisy volume (the point is jittered on all three axes exactly as
1073
1073
  the lighting pass's is). Driver and probes: `probe/` in session 2fe0ac92's scratchpad, a one-off.
1074
+
1075
+ ## The flow map is linked only where the wind field has cascades — measured, 2026-10-16
1076
+
1077
+ The noise's flow map (the GPU fluid's volumetrics, `e54461d36`) cost the froxel build 16.4 → 18.3 µs
1078
+ in uniform air, a scene with no fluid, where it never runs: a reach of exactly zero takes the one
1079
+ tap. The GPU fluid session's breakdown (RTX 4090, 1280×720, camera inside the fog) put it on the code
1080
+ being linked, not on running it: without the flow map and the wind sample the shader read 0.1–0.2 µs
1081
+ off the old one, and an exact-compare skip, dropping the two taps, or dropping the wind sample, each
1082
+ on its own, still cost about 1.8 µs.
1083
+
1084
+ So the field's shape is a shader switch, `WIND_FIELD_UNIFORM` (a bool; `false`, the default, is the
1085
+ field as it is), decided in two places from one value: `chunk_wind_field_sample` (uniform: return
1086
+ `far_velocity`, which the cascaded read returns at every point of a field with no cascades) and
1087
+ `chunk_participating_media_noise` (uniform: the one tap at the scrolled lookup, the flow map's value
1088
+ at a zero departure). The froxel build picks its variant from the field it binds,
1089
+ `scene.wind.cascade_count === 0`, the frame it binds it; the other readers are left at the default.
1090
+ `ShaderSwitchSet.with` now remembers the sets it hands out, so deriving the build's set every frame
1091
+ allocates nothing (it built two arrays, a key and an assert message a call: 595 B).
1092
+
1093
+ **On the device**, the three froxel builds interleaved by blocks of four frames in one capture: the
1094
+ pass as built (`new`, the variant it picked), the shader before the flow map (`old`, `ec5f0c093`), and
1095
+ master's (`head`, the flow map always linked). Means of ~175 frames an arm a round, µs, three rounds
1096
+ each:
1097
+
1098
+ | scene | order | new | old | head |
1099
+ |---|---|---|---|---|
1100
+ | uniform air | new, old, head | 15.89 / 15.71 / 16.28 | 15.80 / 15.65 / 16.27 | 17.32 / 17.17 / 17.80 |
1101
+ | uniform air | head, old, new | 14.24 / 14.68 / 14.97 | 14.23 / 14.75 / 15.09 | 15.66 / 16.02 / 16.46 |
1102
+ | a domain, a wake, a vortex | head, old, new | 20.13 / 17.05 / 17.05 | 16.76 / 13.98 / 13.87 | 20.18 / 17.17 / 16.79 |
1103
+
1104
+ Uniform air is the old cost to within 0.1 µs; disturbed air (the `new` arm on the full variant)
1105
+ is master's to within ±0.3 µs either way. TAA, which no arm touches, read alike in every row. The
1106
+ labels in the capture confirm which variant the pass picked in each scene.
1107
+
1108
+ Every touched shader compiles through Tint on the device and builds a pipeline: both variants of the
1109
+ build, the water cull, the fluid query, the accumulating tracer, the Brick4 bake, the LPV trace, both
1110
+ lightmap viz bakes. Linked for the default, the seven readers of the wind alone (five particle
1111
+ passes, the water cull, the fluid query) are byte-identical to master's WGSL; the six readers of the
1112
+ noise differ only by the scroll-and-warp lookup now being one function both alternatives call.
1113
+
1114
+ Specs: on the emulator, linked for a uniform field, the multiplier, the multiplier in a wind, the
1115
+ density and the wind read what the full variant reads in a field with no cascades, bit for bit (96
1116
+ random volumes, three far fields; red against a scrolled alternative that drops the warp and a
1117
+ uniform wind of zero). On the software device, the froxel build dispatches the uniform variant in a
1118
+ scene with no fluid and the full one when the field has a cascade, judged by the module it was
1119
+ handed (red against a pass that never and one that always picks it). Driver: `wfu_*` in session
1120
+ f2a32857's scratchpad, a one-off, adapted from the GPU fluid session's `s3g_*`.
@@ -1 +1 @@
1
- {"version":3,"file":"PARTICIPATING_MEDIA_VOLUME_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/PARTICIPATING_MEDIA_VOLUME_STRUCT.js"],"names":[],"mappings":"AAWA,6DA2CE;6BArD2B,gCAAgC"}
1
+ {"version":3,"file":"PARTICIPATING_MEDIA_VOLUME_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/PARTICIPATING_MEDIA_VOLUME_STRUCT.js"],"names":[],"mappings":"AAWA,6DAuDE;6BAjE2B,gCAAgC"}
@@ -23,6 +23,18 @@ export const PARTICIPATING_MEDIA_VOLUME_STRUCT = WebGPUStruct.from({
23
23
  * Numeric density of particles. In physics this would be `N`.
24
24
  */
25
25
  density: f32,
26
+ /**
27
+ * How much of the scene's wind the noise feels: the shader scales the published wind field's
28
+ * departure from its far field by it, as the host scales the far field it folds into
29
+ * `noise_offset`. 0 reads no wind. Placed here, with the flow phase, in the eight bytes the
30
+ * vec3 below would otherwise pad.
31
+ */
32
+ noise_wind_factor: f32,
33
+ /**
34
+ * The flow map's clock, `t / PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD`, wrapped to [0, 1) on the
35
+ * host: the GPU has no clock of its own. See `chunk_participating_media_noise`.
36
+ */
37
+ noise_flow_phase: f32,
26
38
  /**
27
39
  * Noise: a tile of the volumetrics noise atlas, sampled in world space and multiplied into the
28
40
  * density. See `chunk_participating_media_noise`.
@@ -1,17 +1,25 @@
1
1
  /**
2
- * Move a volume's noise along by a frame: the base tap's scroll by `velocity` metres a second over
2
+ * Move a volume's noise along by a frame: the base tap's field by `velocity` metres a second over
3
3
  * `dt`, and the warp tap's by the fraction of that its scale and its scroll ratio give it, each
4
- * wrapped back into [0, 1) in f64 — the fold the GPU is spared.
4
+ * phase wrapped back into [0, 1) in f64 — the fold the GPU is spared. The field is carried
5
+ * downwind: the shader looks up `position / scale + offset`, so the offset runs against the
6
+ * velocity, and what was at `p` is at `p + velocity · dt` after.
5
7
  *
6
- * The caller owns the clock and the velocity: `ParticipatingMediaSystem` folds the scene's wind
8
+ * A volume that feels the wind (`noise_wind_factor` not 0) also has its flow clock,
9
+ * `noise_flow_phase`, moved on by `dt / PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD`, wrapped, whatever the
10
+ * velocity: the shader carries the noise along the wind field's departure from the far field with
11
+ * it, and the departure is the GPU's to know.
12
+ *
13
+ * The caller owns the clock and the velocity: `ParticipatingMediaSystem` folds the scene's far field
7
14
  * and the entity's own motion into one and calls this once a frame; a playground calls it from its
8
15
  * loop. Not called, the field stands still, which is what an accumulating reference wants.
9
16
  *
10
17
  * @param {ParticipatingMediaVolume} volume
11
18
  * @param {number[]|Float64Array} velocity metres a second, world axes
12
19
  * @param {number} dt seconds
13
- * @returns {boolean} whether anything moved — a zero velocity or a zero `dt` moves nothing, and a
14
- * caller that tells the renderer about changes need not when nothing did
20
+ * @returns {boolean} whether anything moved — a zero `dt` moves nothing, nor does a zero velocity on
21
+ * a volume out of the wind, and a caller that tells the renderer about changes need not when
22
+ * nothing did
15
23
  */
16
24
  export function participating_media_volume_advance_noise(volume: ParticipatingMediaVolume, velocity: number[] | Float64Array, dt: number): boolean;
17
25
  export class VolumetricsParticleSpec {
@@ -108,6 +116,24 @@ export class ParticipatingMediaVolume {
108
116
  * @type {number[]}
109
117
  */
110
118
  noise_warp_offset: number[];
119
+ /**
120
+ * How much of the scene's wind the noise feels, 1 all of it and 0 none: a setting. The caller of
121
+ * {@link participating_media_volume_advance_noise} folds the far field by it into the scroll; the
122
+ * shaders scale the wind field's departure from the far field by it where they evaluate the
123
+ * noise, and a volume at 0 never samples the wind field.
124
+ *
125
+ * @type {number}
126
+ */
127
+ noise_wind_factor: number;
128
+ /**
129
+ * The flow map's clock, `t / PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD`, kept in [0, 1). State, like
130
+ * {@link noise_offset}: advanced by {@link participating_media_volume_advance_noise} while the
131
+ * volume feels the wind, and read by the shader to carry the noise along the wind field's
132
+ * departure from the far field.
133
+ *
134
+ * @type {number}
135
+ */
136
+ noise_flow_phase: number;
111
137
  /**
112
138
  * Measured in particles per m3.
113
139
  * Default is value for very dense fog.
@@ -1 +1 @@
1
- {"version":3,"file":"ParticipatingMediaVolume.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/ParticipatingMediaVolume.js"],"names":[],"mappings":"AAiOA;;;;;;;;;;;;;;GAcG;AACH,iEANW,wBAAwB,YACxB,MAAM,EAAE,GAAC,YAAY,MACrB,MAAM,GACJ,OAAO,CAmCnB;AAvQD;IA6EI;;;;OAIG;IACH,+BAHW;QAAC,wBAAwB,EAAE,MAAM,EAAE,CAAC;QAAC,wBAAwB,EAAE,MAAM,EAAE,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAC,GAClG,uBAAuB,CAalC;IAED,oDAIC;IAlGD;;;OAGG;IACH,YAFU,MAAM,EAAE,CAEK;IAEvB;;;OAGG;IACH,YAFU,MAAM,EAAE,CAEK;IAEvB;;;OAGG;IACH,QAFU,MAAM,CAEL;IAEX,UAAQ;IAER,iCAIC;IAED;;;OAGG;IACH,YAFW,uBAAuB,QAOjC;IAED;;;;;aA0BC;IAED;;;OAGG;IACH,cAHW,uBAAuB,GACrB,OAAO,CAOnB;CAyBJ;AAED,6EAKI;AAIJ;IAII,iBAEC;IAED;;;;;;;;OAQG;IACH,gBAFU,MAAM,CAEG;IAEnB;;;;OAIG;IACH,aAFU,MAAM,CAEC;IAEjB;;;;OAIG;IACH,YAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,YAFU,MAAM,CAED;IAEf;;;;;;;;;OASG;IACH,cAFU,MAAM,EAAE,CAEO;IAEzB;;;;OAIG;IACH,mBAFU,MAAM,EAAE,CAEY;IAE9B;;;OAGG;IACH,gBAAc;IAEd;;;;;;;;;OASG;IACH,qCAEC;IAED,uCAA+E;IAE/E;;;;;;OAMG;IACH,eAFU,MAAM,CAEI;IAEpB;;;;;;;;;;;OAWG;IACH,WAFU,WAAW,CAES;;CAEjC;4BA5N2B,8CAA8C"}
1
+ {"version":3,"file":"ParticipatingMediaVolume.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/ParticipatingMediaVolume.js"],"names":[],"mappings":"AAsPA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,iEAPW,wBAAwB,YACxB,MAAM,EAAE,GAAC,YAAY,MACrB,MAAM,GACJ,OAAO,CAgDnB;AA/SD;IA6EI;;;;OAIG;IACH,+BAHW;QAAC,wBAAwB,EAAE,MAAM,EAAE,CAAC;QAAC,wBAAwB,EAAE,MAAM,EAAE,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAC,GAClG,uBAAuB,CAalC;IAED,oDAIC;IAlGD;;;OAGG;IACH,YAFU,MAAM,EAAE,CAEK;IAEvB;;;OAGG;IACH,YAFU,MAAM,EAAE,CAEK;IAEvB;;;OAGG;IACH,QAFU,MAAM,CAEL;IAEX,UAAQ;IAER,iCAIC;IAED;;;OAGG;IACH,YAFW,uBAAuB,QAOjC;IAED;;;;;aA0BC;IAED;;;OAGG;IACH,cAHW,uBAAuB,GACrB,OAAO,CAOnB;CAyBJ;AAED,6EAKI;AAIJ;IAII,iBAEC;IAED;;;;;;;;OAQG;IACH,gBAFU,MAAM,CAEG;IAEnB;;;;OAIG;IACH,aAFU,MAAM,CAEC;IAEjB;;;;OAIG;IACH,YAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,YAFU,MAAM,CAED;IAEf;;;;;;;;;OASG;IACH,cAFU,MAAM,EAAE,CAEO;IAEzB;;;;OAIG;IACH,mBAFU,MAAM,EAAE,CAEY;IAE9B;;;;;;;OAOG;IACH,mBAFU,MAAM,CAEM;IAEtB;;;;;;;OAOG;IACH,kBAFU,MAAM,CAEK;IAErB;;;OAGG;IACH,gBAAc;IAEd;;;;;;;;;OASG;IACH,qCAEC;IAED,uCAA+E;IAE/E;;;;;;OAMG;IACH,eAFU,MAAM,CAEI;IAEpB;;;;;;;;;;;OAWG;IACH,WAFU,WAAW,CAES;;CAEjC;4BAjP2B,8CAA8C"}
@@ -3,6 +3,7 @@ import { isArrayEqualStrict } from "../../../core/collection/array/isArrayEqualS
3
3
  import { rgb_to_luminance } from "../../../core/color/rgb_to_luminance.js";
4
4
  import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
5
5
  import {
6
+ PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD,
6
7
  PARTICIPATING_MEDIA_NOISE_WARP_SCALE,
7
8
  PARTICIPATING_MEDIA_NOISE_WARP_SCROLL
8
9
  } from "./noise/PARTICIPATING_MEDIA_NOISE.js";
@@ -176,6 +177,26 @@ export class ParticipatingMediaVolume {
176
177
  */
177
178
  noise_warp_offset = [0, 0, 0];
178
179
 
180
+ /**
181
+ * How much of the scene's wind the noise feels, 1 all of it and 0 none: a setting. The caller of
182
+ * {@link participating_media_volume_advance_noise} folds the far field by it into the scroll; the
183
+ * shaders scale the wind field's departure from the far field by it where they evaluate the
184
+ * noise, and a volume at 0 never samples the wind field.
185
+ *
186
+ * @type {number}
187
+ */
188
+ noise_wind_factor = 1;
189
+
190
+ /**
191
+ * The flow map's clock, `t / PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD`, kept in [0, 1). State, like
192
+ * {@link noise_offset}: advanced by {@link participating_media_volume_advance_noise} while the
193
+ * volume feels the wind, and read by the shader to carry the noise along the wind field's
194
+ * departure from the far field.
195
+ *
196
+ * @type {number}
197
+ */
198
+ noise_flow_phase = 0;
199
+
179
200
  /**
180
201
  * Measured in particles per m3.
181
202
  * Default is value for very dense fog.
@@ -224,19 +245,27 @@ export class ParticipatingMediaVolume {
224
245
  }
225
246
 
226
247
  /**
227
- * Move a volume's noise along by a frame: the base tap's scroll by `velocity` metres a second over
248
+ * Move a volume's noise along by a frame: the base tap's field by `velocity` metres a second over
228
249
  * `dt`, and the warp tap's by the fraction of that its scale and its scroll ratio give it, each
229
- * wrapped back into [0, 1) in f64 — the fold the GPU is spared.
250
+ * phase wrapped back into [0, 1) in f64 — the fold the GPU is spared. The field is carried
251
+ * downwind: the shader looks up `position / scale + offset`, so the offset runs against the
252
+ * velocity, and what was at `p` is at `p + velocity · dt` after.
230
253
  *
231
- * The caller owns the clock and the velocity: `ParticipatingMediaSystem` folds the scene's wind
254
+ * A volume that feels the wind (`noise_wind_factor` not 0) also has its flow clock,
255
+ * `noise_flow_phase`, moved on by `dt / PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD`, wrapped, whatever the
256
+ * velocity: the shader carries the noise along the wind field's departure from the far field with
257
+ * it, and the departure is the GPU's to know.
258
+ *
259
+ * The caller owns the clock and the velocity: `ParticipatingMediaSystem` folds the scene's far field
232
260
  * and the entity's own motion into one and calls this once a frame; a playground calls it from its
233
261
  * loop. Not called, the field stands still, which is what an accumulating reference wants.
234
262
  *
235
263
  * @param {ParticipatingMediaVolume} volume
236
264
  * @param {number[]|Float64Array} velocity metres a second, world axes
237
265
  * @param {number} dt seconds
238
- * @returns {boolean} whether anything moved — a zero velocity or a zero `dt` moves nothing, and a
239
- * caller that tells the renderer about changes need not when nothing did
266
+ * @returns {boolean} whether anything moved — a zero `dt` moves nothing, nor does a zero velocity on
267
+ * a volume out of the wind, and a caller that tells the renderer about changes need not when
268
+ * nothing did
240
269
  */
241
270
  export function participating_media_volume_advance_noise(volume, velocity, dt) {
242
271
  assert.isInstanceOf(volume, ParticipatingMediaVolume, 'volume');
@@ -248,10 +277,21 @@ export function participating_media_volume_advance_noise(volume, velocity, dt) {
248
277
  const vy = velocity[1];
249
278
  const vz = velocity[2];
250
279
 
251
- if (dt === 0 || (vx === 0 && vy === 0 && vz === 0)) {
280
+ if (dt === 0) {
252
281
  return false;
253
282
  }
254
283
 
284
+ let moved = false;
285
+
286
+ if (volume.noise_wind_factor !== 0) {
287
+ volume.noise_flow_phase = wrap_unit(volume.noise_flow_phase + dt / PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD);
288
+ moved = true;
289
+ }
290
+
291
+ if (vx === 0 && vy === 0 && vz === 0) {
292
+ return moved;
293
+ }
294
+
255
295
  assert.greaterThan(volume.noise_scale, 0, 'noise_scale must be positive to scroll');
256
296
 
257
297
  // metres to tile units
@@ -261,13 +301,14 @@ export function participating_media_volume_advance_noise(volume, velocity, dt) {
261
301
  const offset = volume.noise_offset;
262
302
  const warp_offset = volume.noise_warp_offset;
263
303
 
264
- offset[0] = wrap_unit(offset[0] + vx * step);
265
- offset[1] = wrap_unit(offset[1] + vy * step);
266
- offset[2] = wrap_unit(offset[2] + vz * step);
304
+ // the lookup is `position / scale + offset`, so the field moves along +v as the offset moves along -v
305
+ offset[0] = wrap_unit(offset[0] - vx * step);
306
+ offset[1] = wrap_unit(offset[1] - vy * step);
307
+ offset[2] = wrap_unit(offset[2] - vz * step);
267
308
 
268
- warp_offset[0] = wrap_unit(warp_offset[0] + vx * warp_step);
269
- warp_offset[1] = wrap_unit(warp_offset[1] + vy * warp_step);
270
- warp_offset[2] = wrap_unit(warp_offset[2] + vz * warp_step);
309
+ warp_offset[0] = wrap_unit(warp_offset[0] - vx * warp_step);
310
+ warp_offset[1] = wrap_unit(warp_offset[1] - vy * warp_step);
311
+ warp_offset[2] = wrap_unit(warp_offset[2] - vz * warp_step);
271
312
 
272
313
  return true;
273
314
  }
@@ -4,14 +4,17 @@
4
4
  /**
5
5
  * Every participating medium in a scene, and a counter saying whether the GPU's copy is stale.
6
6
  *
7
- * **The version is the whole synchronisation protocol.** {@link GPUSceneVolumetrics} repacks the
8
- * entire table whenever the number moves and does nothing at all when it does not, so a volume
9
- * changed without moving the counter renders with the values it was last uploaded with — the CPU
7
+ * **Two versions are the whole synchronisation protocol.** {@link GPUSceneVolumetrics} repacks the
8
+ * entire table whenever {@link version} moves; while only {@link noise_version} moves it writes the
9
+ * noise phases of the rows whose phases changed; when neither moves it does nothing at all. A volume
10
+ * changed without moving a counter renders with the values it was last uploaded with — the CPU
10
11
  * object holds the new density, reads back correctly, and only the picture is stale. Anything that
11
- * writes into a volume in place therefore has to say so; see {@link invalidate}.
12
+ * writes into a volume in place therefore has to say so; see {@link invalidate} and
13
+ * {@link invalidate_noise}.
12
14
  *
13
15
  * **Volumes are packed by array index**, so removing one renumbers the rest. That is free here
14
- * because the upload is all-or-nothing, and it is the reason no volume carries a slot number.
16
+ * because adding or removing repacks the whole table, and it is the reason no volume carries a slot
17
+ * number.
15
18
  */
16
19
  export class SceneVolumetrics {
17
20
  /**
@@ -21,14 +24,17 @@ export class SceneVolumetrics {
21
24
  volumes: ParticipatingMediaVolume[];
22
25
  version: number;
23
26
  /**
24
- * The wind every volume's noise scrolls with, metres a second along the world axes. Each
25
- * volume feels it through its own `noise_wind_factor` and adds its own velocity; the fold is
26
- * `ParticipatingMediaSystem`'s, once a frame, and the result is a scroll phase on the volume —
27
- * this number itself never reaches the GPU.
27
+ * A second counter, for the one change that happens every frame: a volume's noise phases
28
+ * (`noise_offset`, `noise_warp_offset`) moved and nothing else about any volume did. While only
29
+ * this one moves, {@link GPUSceneVolumetrics} writes each row's phase words where they differ
30
+ * from what it last wrote, and nothing else of the table; see {@link invalidate_noise}.
28
31
  *
29
- * @type {number[]}
32
+ * A move of {@link version} covers the phases too: the whole table is repacked from the volumes
33
+ * as they stand.
34
+ *
35
+ * @type {number}
30
36
  */
31
- wind: number[];
37
+ noise_version: number;
32
38
  /**
33
39
  *
34
40
  * @param {ParticipatingMediaVolume} volume
@@ -48,6 +54,16 @@ export class SceneVolumetrics {
48
54
  * from here, and this is how such a change reaches the GPU.
49
55
  */
50
56
  invalidate(): void;
57
+ /**
58
+ * Say that volumes already in the scene had their noise phases advanced in place, and nothing
59
+ * else about them changed.
60
+ *
61
+ * The cheap path: a scrolling field moves its phases every frame, and they are six words of a
62
+ * row, so a frame that only scrolls writes those words per row instead of repacking the table
63
+ * (re-inverting every transform). Anything else written into a volume still owes an
64
+ * {@link invalidate}.
65
+ */
66
+ invalidate_noise(): void;
51
67
  }
52
68
  export type ParticipatingMediaVolume = import("./ParticipatingMediaVolume.js").ParticipatingMediaVolume;
53
69
  //# sourceMappingURL=SceneVolumetrics.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"SceneVolumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/SceneVolumetrics.js"],"names":[],"mappings":"AAAA;;GAEG;AAEH;;;;;;;;;;;GAWG;AACH;IACI;;;OAGG;IACH,SAFU,wBAAwB,EAAE,CAEvB;IAEb,gBAAY;IAEZ;;;;;;;OAOG;IACH,MAFU,MAAM,EAAE,CAED;IAEjB;;;OAGG;IACH,YAFW,wBAAwB,QAQlC;IAED;;;;;OAKG;IACH,eAHW,wBAAwB,GACtB,OAAO,CAenB;IAED;;;;;OAKG;IACH,mBAEC;CACJ;uCA5EY,OAAO,+BAA+B,EAAE,wBAAwB"}
1
+ {"version":3,"file":"SceneVolumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/SceneVolumetrics.js"],"names":[],"mappings":"AAAA;;GAEG;AAEH;;;;;;;;;;;;;;GAcG;AACH;IACI;;;OAGG;IACH,SAFU,wBAAwB,EAAE,CAEvB;IAEb,gBAAY;IAEZ;;;;;;;;;;OAUG;IACH,eAFU,MAAM,CAEE;IAElB;;;OAGG;IACH,YAFW,wBAAwB,QAQlC;IAED;;;;;OAKG;IACH,eAHW,wBAAwB,GACtB,OAAO,CAenB;IAED;;;;;OAKG;IACH,mBAEC;IAED;;;;;;;;OAQG;IACH,yBAEC;CACJ;uCA/FY,OAAO,+BAA+B,EAAE,wBAAwB"}
@@ -5,14 +5,17 @@
5
5
  /**
6
6
  * Every participating medium in a scene, and a counter saying whether the GPU's copy is stale.
7
7
  *
8
- * **The version is the whole synchronisation protocol.** {@link GPUSceneVolumetrics} repacks the
9
- * entire table whenever the number moves and does nothing at all when it does not, so a volume
10
- * changed without moving the counter renders with the values it was last uploaded with — the CPU
8
+ * **Two versions are the whole synchronisation protocol.** {@link GPUSceneVolumetrics} repacks the
9
+ * entire table whenever {@link version} moves; while only {@link noise_version} moves it writes the
10
+ * noise phases of the rows whose phases changed; when neither moves it does nothing at all. A volume
11
+ * changed without moving a counter renders with the values it was last uploaded with — the CPU
11
12
  * object holds the new density, reads back correctly, and only the picture is stale. Anything that
12
- * writes into a volume in place therefore has to say so; see {@link invalidate}.
13
+ * writes into a volume in place therefore has to say so; see {@link invalidate} and
14
+ * {@link invalidate_noise}.
13
15
  *
14
16
  * **Volumes are packed by array index**, so removing one renumbers the rest. That is free here
15
- * because the upload is all-or-nothing, and it is the reason no volume carries a slot number.
17
+ * because adding or removing repacks the whole table, and it is the reason no volume carries a slot
18
+ * number.
16
19
  */
17
20
  export class SceneVolumetrics {
18
21
  /**
@@ -24,14 +27,17 @@ export class SceneVolumetrics {
24
27
  version = 0;
25
28
 
26
29
  /**
27
- * The wind every volume's noise scrolls with, metres a second along the world axes. Each
28
- * volume feels it through its own `noise_wind_factor` and adds its own velocity; the fold is
29
- * `ParticipatingMediaSystem`'s, once a frame, and the result is a scroll phase on the volume —
30
- * this number itself never reaches the GPU.
30
+ * A second counter, for the one change that happens every frame: a volume's noise phases
31
+ * (`noise_offset`, `noise_warp_offset`) moved and nothing else about any volume did. While only
32
+ * this one moves, {@link GPUSceneVolumetrics} writes each row's phase words where they differ
33
+ * from what it last wrote, and nothing else of the table; see {@link invalidate_noise}.
31
34
  *
32
- * @type {number[]}
35
+ * A move of {@link version} covers the phases too: the whole table is repacked from the volumes
36
+ * as they stand.
37
+ *
38
+ * @type {number}
33
39
  */
34
- wind = [0, 0, 0];
40
+ noise_version = 0;
35
41
 
36
42
  /**
37
43
  *
@@ -75,4 +81,17 @@ export class SceneVolumetrics {
75
81
  invalidate() {
76
82
  this.version++;
77
83
  }
84
+
85
+ /**
86
+ * Say that volumes already in the scene had their noise phases advanced in place, and nothing
87
+ * else about them changed.
88
+ *
89
+ * The cheap path: a scrolling field moves its phases every frame, and they are six words of a
90
+ * row, so a frame that only scrolls writes those words per row instead of repacking the table
91
+ * (re-inverting every transform). Anything else written into a volume still owes an
92
+ * {@link invalidate}.
93
+ */
94
+ invalidate_noise() {
95
+ this.noise_version++;
96
+ }
78
97
  }
@@ -0,0 +1,17 @@
1
+ /**
2
+ * The froxel grid's parameters (`VOLUMETRICS_METADATA_STRUCT`).
3
+ * @type {ShaderResourceDescriptor}
4
+ */
5
+ export const VOLUMETRICS_METADATA_RESOURCE: ShaderResourceDescriptor;
6
+ /**
7
+ * The integrated froxel volume.
8
+ * @type {ShaderResourceDescriptor}
9
+ */
10
+ export const VOLUMETRICS_RESOURCE: ShaderResourceDescriptor;
11
+ /**
12
+ * The participating media's extinction, per froxel.
13
+ * @type {ShaderResourceDescriptor}
14
+ */
15
+ export const PARTICIPATING_MEDIA_1_RESOURCE: ShaderResourceDescriptor;
16
+ import { ShaderResourceDescriptor } from "../shader/resource/ShaderResourceDescriptor.js";
17
+ //# sourceMappingURL=VOLUMETRICS_RESOURCES.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"VOLUMETRICS_RESOURCES.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/VOLUMETRICS_RESOURCES.js"],"names":[],"mappings":"AAGA;;;GAGG;AACH,4CAFU,wBAAwB,CAEiG;AAEnI;;;GAGG;AACH,mCAFU,wBAAwB,CAEkE;AAEpG;;;GAGG;AACH,6CAFU,wBAAwB,CAEoF;yCAnB7E,gDAAgD"}
@@ -0,0 +1,20 @@
1
+ import { ShaderResourceDescriptor } from "../shader/resource/ShaderResourceDescriptor.js";
2
+ import { VOLUMETRICS_METADATA_STRUCT } from "./VOLUMETRICS_METADATA_STRUCT.js";
3
+
4
+ /**
5
+ * The froxel grid's parameters (`VOLUMETRICS_METADATA_STRUCT`).
6
+ * @type {ShaderResourceDescriptor}
7
+ */
8
+ export const VOLUMETRICS_METADATA_RESOURCE = ShaderResourceDescriptor.uniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT);
9
+
10
+ /**
11
+ * The integrated froxel volume.
12
+ * @type {ShaderResourceDescriptor}
13
+ */
14
+ export const VOLUMETRICS_RESOURCE = ShaderResourceDescriptor.texture("tVolumetrics", "float", "3d");
15
+
16
+ /**
17
+ * The participating media's extinction, per froxel.
18
+ * @type {ShaderResourceDescriptor}
19
+ */
20
+ export const PARTICIPATING_MEDIA_1_RESOURCE = ShaderResourceDescriptor.texture("tParticipatingMedia1", "float", "3d");
@@ -161,7 +161,15 @@ of the volume, identical for every thread, so a uniform branch and not a variant
161
161
 
162
162
  **Global wind — `SceneVolumetrics.wind`, felt per medium.** Per Alex's F7: effective velocity
163
163
  `= wind × noise_wind_factor + noise_velocity`, two explicit fields on the component, folded by the
164
- system into the phase. The row carries phases only.
164
+ system into the phase. The row carries phases only. *Superseded 2026-10-16 (GPU fluid S3,
165
+ `GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md` §6): `SceneVolumetrics.wind` is removed, and a scroll
166
+ writes each row's phase words through `SceneVolumetrics.invalidate_noise()` instead of repacking the
167
+ table. The phases fold the scene's far field (`GPUFluidSystem.far_field`, still air without one);
168
+ the fluid's departure from it is sampled on the GPU wherever the noise is evaluated and carries the
169
+ noise as a flow map, on a flow clock the host folds into the row (`noise_flow_phase`, period 2.5 s),
170
+ scaled by `noise_wind_factor`, which the row now carries too. A per-volume read-back of the wind was
171
+ built first and withdrawn on Alex's word: the data is on the GPU. The scroll also changed sign: it
172
+ had carried the noise upwind.*
165
173
 
166
174
  **Where the froxel pass evaluates it.** Once per froxel, before the volume loop, a world point
167
175
  inside the slab at an STBN jitter with a **third** decorrelation offset `(53, 97)` — the aerial pass
@@ -248,7 +256,7 @@ ECS, flat on `ParticipatingMedia`:
248
256
  noise_wind_factor = 1 // how much of the scene wind it feels
249
257
  noise_texture = 0 // atlas slot; 0 = the engine's
250
258
 
251
- Scene: `SceneVolumetrics.wind` (m/s). Tiles: `GPUSceneVolumetrics.noise_atlas` —
259
+ Scene: `SceneVolumetrics.wind` (m/s) — removed 2026-10-16, see above. Tiles: `GPUSceneVolumetrics.noise_atlas` —
252
260
  `allocate()`, `write(slot, Uint8Array(128³))`, `free(slot)`.
253
261
 
254
262
  Renderer-side `ParticipatingMediaVolume`: `noise_strength`, `noise_scale`, `noise_warp`,
@@ -259,7 +267,9 @@ anything moved.
259
267
  GPU row, appended to `PARTICIPATING_MEDIA_VOLUME_STRUCT`: `noise_offset: vec3f`,
260
268
  `noise_warp_offset: vec3f`, `noise_slot: u32`, `noise_strength: f32`, `noise_inverse_scale: f32`,
261
269
  `noise_warp: f32`. Packed by `GPUSceneVolumetrics` whenever the version moves — which, while any
262
- volume's phase moves, is every frame (tens of rows).
270
+ volume's phase moves, is every frame (tens of rows). *Since 2026-10-16 a scroll moves
271
+ `SceneVolumetrics.noise_version` instead, and only the moved rows' phase words go up: seven, with
272
+ `noise_flow_phase`; `noise_wind_factor` and `noise_flow_phase` sit in the padding after `density`.*
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264
274
  Serialization: `ParticipatingMediaSerializationAdapter` version 1 (eighteen doubles),
265
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  `ParticipatingMediaSerializationUpgrader_0_1` fills a version-0 save with the defaults.
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_integrate_optical_depth.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/chunk_integrate_optical_depth.js"],"names":[],"mappings":"AAKA,sDAsEC;0BAzEyB,iCAAiC"}
1
+ {"version":3,"file":"chunk_integrate_optical_depth.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/chunk_integrate_optical_depth.js"],"names":[],"mappings":"AAOA,sDAsEC;0BA3EyB,iCAAiC"}