@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.
- package/build/bundle-worker-terrain.js +1 -1
- package/editor/particles/effect/ParticleReferenceSimulation.d.ts +11 -0
- package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
- package/editor/particles/effect/ParticleReferenceSimulation.js +28 -0
- package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
- package/editor/view/particles/effect/ParticleGraphEditorView.js +2 -0
- package/package.json +1 -1
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
- package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
- package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
- package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
- package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
- package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
- package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
- package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
- package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
- package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
- package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
- package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
- package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
- package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
- package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
- package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
- package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
- package/src/core/math/falloff_quadratic.d.ts +13 -0
- package/src/core/math/falloff_quadratic.d.ts.map +1 -0
- package/src/core/math/falloff_quadratic.js +20 -0
- package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
- package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
- package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
- package/src/engine/EngineHarness.d.ts.map +1 -1
- package/src/engine/EngineHarness.js +6 -0
- package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
- package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
- package/src/engine/ecs/EntityComponentDataset.js +120 -11
- package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
- package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
- package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
- package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
- package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
- package/src/engine/graphics3/ParticipatingMedia.d.ts +6 -0
- package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMedia.js +6 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMediaSystem.js +218 -70
- package/src/engine/graphics3/WaterSystem.d.ts +9 -2
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem.js +53 -15
- package/src/engine/physics/cloth/MEASUREMENTS.md +39 -0
- package/src/engine/physics/cloth/PLAN.md +21 -2
- package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
- package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
- package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
- package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
- package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -9
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -9
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +3 -2
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothSystem.js +3 -2
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothWorld.js +136 -28
- package/src/engine/physics/cloth/playground/README.md +8 -4
- package/src/engine/physics/cloth/playground/wind.html +4 -4
- package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
- package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
- package/src/engine/physics/cloth/playground/wind_build.js +4 -3
- package/src/engine/physics/cloth/playground/wind_main.js +58 -19
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
- package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
- package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
- package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
- package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
- package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
- package/src/engine/physics/fluid/FluidField.d.ts +14 -2
- package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidField.js +26 -6
- package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
- package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidSimulator.js +13 -2
- package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
- package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
- package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +53 -3
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +73 -13
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +207 -88
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +35 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +72 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +34 -10
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +139 -150
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts +26 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.js +51 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts +55 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.js +255 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts +25 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.js +52 -0
- package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts +22 -20
- package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/WakeFluidEffector.js +181 -185
- package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts +31 -0
- package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.js +56 -0
- package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts +52 -0
- package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js +68 -0
- package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts +10 -0
- package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.js +31 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts +25 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.js +105 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts +17 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js +47 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts +54 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.js +34 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts +98 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.js +409 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts +25 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.js +78 -0
- package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts +27 -0
- package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/fluid_record_apply.js +151 -0
- package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +42 -0
- package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts.map +1 -0
- package/src/engine/physics/fluid/fluid_apply_atmosphere.js +148 -0
- package/src/engine/physics/fluid/fluid_atmosphere_to_grid.d.ts +16 -0
- package/src/engine/physics/fluid/fluid_atmosphere_to_grid.d.ts.map +1 -0
- package/src/engine/physics/fluid/fluid_atmosphere_to_grid.js +47 -0
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts +32 -0
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts.map +1 -0
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js +50 -0
- package/src/engine/physics/fluid/obstacle/chunk_fluid_obstacle_record.d.ts +24 -0
- package/src/engine/physics/fluid/obstacle/chunk_fluid_obstacle_record.d.ts.map +1 -0
- package/src/engine/physics/fluid/obstacle/chunk_fluid_obstacle_record.js +61 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts +58 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts.map +1 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.js +35 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_evaluate.d.ts +34 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_evaluate.d.ts.map +1 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_evaluate.js +90 -0
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- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_tap.d.ts.map +1 -0
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- package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.js +11 -2
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +7 -0
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +14 -4
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js +17 -3
- package/src/shade/renderer/volumetrics/volumetrics_position_world_to_froxel_uvw.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/volumetrics_position_world_to_froxel_uvw.js +5 -0
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- package/src/shade/renderer/water/GPUWaterRenderer.d.ts.map +1 -1
- package/src/shade/renderer/water/GPUWaterRenderer.js +15 -24
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- package/src/shade/renderer/water/chunk_water_gi.js +70 -56
- package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts +2 -2
- package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts.map +1 -1
- package/src/shade/renderer/water/optics/chunk_water_inscatter.js +5 -2
- package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts +1 -2
- package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts.map +1 -1
- package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js +4 -2
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- package/src/shade/renderer/water/shader_water.js +69 -47
- package/src/shade/renderer/water/surface/GPUWaterSurface.d.ts +4 -1
- package/src/shade/renderer/water/surface/GPUWaterSurface.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/GPUWaterSurface.js +9 -3
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- package/src/shade/renderer/water/surface/WATER_SURFACE_RESOURCES.d.ts.map +1 -0
- package/src/shade/renderer/water/surface/WATER_SURFACE_RESOURCES.js +27 -0
- package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.d.ts +2 -1
- package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.js +18 -9
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- package/src/shade/renderer/water/surface/chunk_water_surface_sample.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/chunk_water_surface_sample.js +15 -3
- package/src/shade/renderer/water/surface/particles/shader_water_particles.js +2 -2
- package/src/shade/renderer/water/surface/shader_water_cull.d.ts +9 -3
- package/src/shade/renderer/water/surface/shader_water_cull.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/shader_water_cull.js +46 -22
- package/src/shade/renderer/water/surface/shader_water_waves_derive.d.ts +26 -1
- package/src/shade/renderer/water/surface/shader_water_waves_derive.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/shader_water_waves_derive.js +73 -9
- package/src/shade/renderer/wind/GPUSceneWind.d.ts +127 -0
- package/src/shade/renderer/wind/GPUSceneWind.d.ts.map +1 -0
- package/src/shade/renderer/wind/GPUSceneWind.js +410 -0
- package/src/shade/renderer/wind/WIND_FIELD.d.ts +53 -0
- package/src/shade/renderer/wind/WIND_FIELD.d.ts.map +1 -0
- package/src/shade/renderer/wind/WIND_FIELD.js +60 -0
- package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts +36 -0
- package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/wind/WIND_FIELD_STRUCT.js +61 -0
- package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.d.ts +17 -0
- package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.d.ts.map +1 -0
- package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.js +17 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample.d.ts +20 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample.d.ts.map +1 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample.js +26 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts +40 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts.map +1 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.js +92 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts +12 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts.map +1 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.js +22 -0
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts +15 -0
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts.map +1 -0
- package/src/shade/renderer/wind/wind_field_add_resources.js +22 -0
- package/src/shade/wgsl/emulator/CPUBitmapData.d.ts +5 -2
- package/src/shade/wgsl/emulator/CPUBitmapData.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/CPUBitmapData.js +5 -2
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts +5 -1
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +75 -22
- package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLLanguageCore.js +90 -22
- package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +0 -87
- package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +0 -1
- package/src/engine/physics/cloth/wind/ClothAmbientWind.js +0 -185
- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.d.ts +0 -7
- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.js +0 -25
- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.d.ts +0 -43
- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.js +0 -207
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.d.ts +0 -21
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.js +0 -40
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.d.ts +0 -13
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.js +0 -47
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts +0 -7
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.js +0 -115
- package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.d.ts +0 -7
- package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.d.ts.map +0 -1
- package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.js +0 -6
- package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.d.ts +0 -21
- package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.d.ts.map +0 -1
- package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.js +0 -47
- package/src/shade/renderer/postprocess/ssr/resolve/build_ssr_resolve_shader.d.ts +0 -21
- package/src/shade/renderer/postprocess/ssr/resolve/build_ssr_resolve_shader.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.d.ts +0 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.js +0 -24
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts +0 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.js +0 -21
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts +0 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +0 -34
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts +0 -3
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts +0 -7
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js +0 -184
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.js +0 -111
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +0 -111
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts +0 -9
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js +0 -22
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js +0 -55
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js +0 -47
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.js +0 -63
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{"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
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{"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"}
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* @param {number} options.shadowmap_atlas
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-
* @param {import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode} options.indirect_lighting_mode the renderer's; picks the froxel GI
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-
* module that starts the froxel irradiance volume
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* @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the passes that light froxels are built
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-
* for them
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+
* for them, the froxel GI that starts the froxel irradiance volume among them
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+
* @param {import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
|
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* while Brick4 runs
|
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+
* @param {import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
|
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+
* scene's, while LPV runs
|
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* @returns {{resolved: number, metadata: number, irradiance: {Y: number, CoCg: number}}} the
|
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* integrated aerial LUT, the metadata buffer, and the froxel irradiance volume
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* (chunk_volumetrics_irradiance_sh) that lit particles are lit by. The two do not depend on
|
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@@ -476,8 +478,9 @@ export class GPUViewVolumetrics {
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light_cluster_lookup,
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light_cluster_parameters,
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shadowmap_atlas,
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indirect_lighting_mode,
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shader_switches = ShaderSwitchSet.EMPTY,
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+
brick4,
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lpv,
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}) {
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const view = this.#view;
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@@ -528,8 +531,9 @@ export class GPUViewVolumetrics {
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shadowmap_atlas,
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volumetrics_metadata: gr_metadata,
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resolution,
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-
indirect_lighting_mode,
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shader_switches,
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+
brick4,
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+
lpv,
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537
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});
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538
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if (view.scene.volumetrics.source.volumes.length === 0) {
|
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@@ -1071,3 +1071,50 @@ Not done on the device: the froxel-versus-tracer parity check for a noisy volume
|
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1071
1071
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one function and `chunk_participating_media_noise.spec.js` pins it on the emulator), and the
|
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1072
1072
|
giant-particle seam check with a noisy volume (the point is jittered on all three axes exactly as
|
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1073
1073
|
the lighting pass's is). Driver and probes: `probe/` in session 2fe0ac92's scratchpad, a one-off.
|
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1074
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+
|
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1075
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+
## The flow map is linked only where the wind field has cascades — measured, 2026-10-16
|
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1076
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+
|
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1077
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+
The noise's flow map (the GPU fluid's volumetrics, `e54461d36`) cost the froxel build 16.4 → 18.3 µs
|
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|
+
in uniform air, a scene with no fluid, where it never runs: a reach of exactly zero takes the one
|
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+
tap. The GPU fluid session's breakdown (RTX 4090, 1280×720, camera inside the fog) put it on the code
|
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1080
|
+
being linked, not on running it: without the flow map and the wind sample the shader read 0.1–0.2 µs
|
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+
off the old one, and an exact-compare skip, dropping the two taps, or dropping the wind sample, each
|
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+
on its own, still cost about 1.8 µs.
|
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1083
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+
|
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+
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
|
|
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|
+
at a zero departure). The froxel build picks its variant from the field it binds,
|
|
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|
+
`scene.wind.cascade_count === 0`, the frame it binds it; the other readers are left at the default.
|
|
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|
+
`ShaderSwitchSet.with` now remembers the sets it hands out, so deriving the build's set every frame
|
|
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|
+
allocates nothing (it built two arrays, a key and an assert message a call: 595 B).
|
|
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|
+
|
|
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|
+
**On the device**, the three froxel builds interleaved by blocks of four frames in one capture: the
|
|
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|
+
pass as built (`new`, the variant it picked), the shader before the flow map (`old`, `ec5f0c093`), and
|
|
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|
+
master's (`head`, the flow map always linked). Means of ~175 frames an arm a round, µs, three rounds
|
|
1096
|
+
each:
|
|
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+
|
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1098
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+
| scene | order | new | old | head |
|
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|
+
|---|---|---|---|---|
|
|
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,
|
|
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
|
|
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
|
-
*
|
|
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
|
|
14
|
-
* caller that tells the renderer about changes need not when
|
|
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":"
|
|
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
|
|
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
|
-
*
|
|
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
|
|
239
|
-
* caller that tells the renderer about changes need not when
|
|
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
|
*/
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offset[
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offset[
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offset[2] = wrap_unit(offset[2] - vz * step);
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warp_offset[0] = wrap_unit(warp_offset[0] - vx * warp_step);
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warp_offset[1] = wrap_unit(warp_offset[1] - vy * warp_step);
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/**
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* Every participating medium in a scene, and a counter saying whether the GPU's copy is stale.
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*
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* **
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* entire table whenever
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*
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* **Two versions are the whole synchronisation protocol.** {@link GPUSceneVolumetrics} repacks the
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* entire table whenever {@link version} moves; while only {@link noise_version} moves it writes the
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* noise phases of the rows whose phases changed; when neither moves it does nothing at all. A volume
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* changed without moving a counter renders with the values it was last uploaded with — the CPU
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* object holds the new density, reads back correctly, and only the picture is stale. Anything that
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* writes into a volume in place therefore has to say so; see {@link invalidate}
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* writes into a volume in place therefore has to say so; see {@link invalidate} and
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* {@link invalidate_noise}.
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*
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* **Volumes are packed by array index**, so removing one renumbers the rest. That is free here
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* because the
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* because adding or removing repacks the whole table, and it is the reason no volume carries a slot
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* number.
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*/
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export class SceneVolumetrics {
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/**
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@@ -21,14 +24,17 @@ export class SceneVolumetrics {
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volumes: ParticipatingMediaVolume[];
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version: number;
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/**
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*
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*
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*
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* A second counter, for the one change that happens every frame: a volume's noise phases
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* (`noise_offset`, `noise_warp_offset`) moved and nothing else about any volume did. While only
|
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* this one moves, {@link GPUSceneVolumetrics} writes each row's phase words where they differ
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* from what it last wrote, and nothing else of the table; see {@link invalidate_noise}.
|
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*
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* @
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* as they stand.
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*
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* @type {number}
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*/
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noise_version: number;
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/**
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*
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* @param {ParticipatingMediaVolume} volume
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@@ -48,6 +54,16 @@ export class SceneVolumetrics {
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* from here, and this is how such a change reaches the GPU.
|
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*/
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invalidate(): void;
|
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/**
|
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* Say that volumes already in the scene had their noise phases advanced in place, and nothing
|
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* else about them changed.
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*
|
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* The cheap path: a scrolling field moves its phases every frame, and they are six words of a
|
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* row, so a frame that only scrolls writes those words per row instead of repacking the table
|
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* (re-inverting every transform). Anything else written into a volume still owes an
|
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* {@link invalidate}.
|
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|
+
*/
|
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+
invalidate_noise(): void;
|
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67
|
}
|
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68
|
export type ParticipatingMediaVolume = import("./ParticipatingMediaVolume.js").ParticipatingMediaVolume;
|
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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
|
|
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 @@
|
|
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5
5
|
/**
|
|
6
6
|
* Every participating medium in a scene, and a counter saying whether the GPU's copy is stale.
|
|
7
7
|
*
|
|
8
|
-
* **
|
|
9
|
-
* entire table whenever
|
|
10
|
-
*
|
|
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
|
|
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
|
-
*
|
|
28
|
-
*
|
|
29
|
-
*
|
|
30
|
-
*
|
|
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
|
-
* @
|
|
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
|
-
|
|
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`.*
|
|
263
273
|
|
|
264
274
|
Serialization: `ParticipatingMediaSerializationAdapter` version 1 (eighteen doubles),
|
|
265
275
|
`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":"
|
|
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"}
|