@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
@@ -88,6 +88,41 @@ export const PARTICIPATING_MEDIA_NOISE_WARP_SCROLL: number;
88
88
  * @type {readonly number[]}
89
89
  */
90
90
  export const PARTICIPATING_MEDIA_NOISE_WARP_DIRECTION: readonly number[];
91
+ /**
92
+ * The flow map's period, seconds: how long each of the two phases that carry the noise along the
93
+ * wind field's departure from its far field runs before it resets, half a period apart, each reset
94
+ * at zero weight. See `chunk_participating_media_noise`.
95
+ *
96
+ * **The pulse against the stretch, measured** (RTX 4090, 2026-10-16: the engine's tile read back off
97
+ * the device, and the GPU fluid read back over a fog volume while a wake circled through it at
98
+ * 10 m/s beside a vortex, at `GPUFluidComponent`'s defaults):
99
+ * - the pulse: how much of the field's change is the crossfade rather than the transport, the rms
100
+ * of the one over the rms of the other for a uniform departure. It depends only on the reach
101
+ * `λ = |d| · P / noise_scale`, tile units a period: about 1 (the noise rebuilds in place as fast as
102
+ * it travels, and no travel reads) up to λ ≈ 0.08, 0.47 at 0.32, 0.15 at 1 — features have to move
103
+ * about a quarter of a tile, the default tile's feature, before they are seen to move;
104
+ * - the stretch: the deformation a phase puts on the noise, `σ_max(I − φ · P · ∇d) − 1`, averaged
105
+ * over the phases by their weights;
106
+ * - where the departure reads (|d| ≥ 1 m/s, 2,429 lattice points at 0.5 m), at the default
107
+ * `noise_scale` of 32 m, the medians cross at 2.48 s: 1.05 against 0.34 at 1 s, 0.98 against 0.73
108
+ * at 2 s, 0.88 against 1.15 at 3 s, 0.77 against 1.60 at 4 s. At a 16 m scale they cross at 2.06 s,
109
+ * and over |d| ≥ 0.5 m/s at 2.4 to 2.9 s.
110
+ *
111
+ * So 2.5 s, the balance at the engine's default scale. It scales as `sqrt(feature · flow length) /
112
+ * speed`, so no one period is the balance everywhere.
113
+ * @type {number}
114
+ */
115
+ export const PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD: number;
116
+ /**
117
+ * Below this reach, in tile units a flow period, the departure from the far field takes no flow map:
118
+ * one tap, the uniform-air path. Ignoring a reach moves the lookup by at most the reach, which moves
119
+ * the multiplier by at most the tile's steepest gradient times it; the engine's tile, read back off
120
+ * the device, rises at most 35.3 a tile unit (median 9.6), so at this reach the most the neglect
121
+ * changes the multiplier is half an `r8unorm` step, below what the tile itself resolves. The reach
122
+ * ramps in from here to twice here, so the branch is continuous.
123
+ * @type {number}
124
+ */
125
+ export const PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD: number;
91
126
  /**
92
127
  * How the atlas is sampled: trilinear, and clamped — the wrap is done by the skirt and by `fract`
93
128
  * on the tile coordinate, never by the sampler, which would wrap the whole atlas.
@@ -1 +1 @@
1
- {"version":3,"file":"PARTICIPATING_MEDIA_NOISE.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/noise/PARTICIPATING_MEDIA_NOISE.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;GAeG;AAEH;;;GAGG;AACH,0DAFU,MAAM,CAE+C;AAE/D;;;GAGG;AACH,oDAFU,MAAM,CAEuC;AAEvD;;;GAGG;AACH,kDAFU,MAAM,CAE2H;AAE3I;;;GAGG;AACH,qEAA+D;AAE/D;;;GAGG;AACH,sDAFU,MAAM,CAEyC;AAEzD;;GAEG;AACH,sDAFU,MAAM,CAEyC;AAEzD;;;;GAIG;AACH,uDAFU,MAAM,CAE0C;AAE1D;;;;GAIG;AACH,qDAFU,MAAM,CAEwC;AAExD;;;;GAIG;AACH,yDAFU,MAAM,CAE4C;AAE5D;;;;;GAKG;AACH,wDAFU,MAAM,CAE2C;AAE3D;;;;GAIG;AACH,mDAFU,MAAM,CAEwC;AAExD;;;;;GAKG;AACH,oDAFU,MAAM,CAE0C;AAE1D;;;;;GAKG;AACH,uDAFU,SAAS,MAAM,EAAE,CAE+D;AAE1F;;;;GAIG;AACH,2DAFU,iBAAiB,CAKxB;kCAlH+B,kDAAkD"}
1
+ {"version":3,"file":"PARTICIPATING_MEDIA_NOISE.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/noise/PARTICIPATING_MEDIA_NOISE.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;GAeG;AAEH;;;GAGG;AACH,0DAFU,MAAM,CAE+C;AAE/D;;;GAGG;AACH,oDAFU,MAAM,CAEuC;AAEvD;;;GAGG;AACH,kDAFU,MAAM,CAE2H;AAE3I;;;GAGG;AACH,qEAA+D;AAE/D;;;GAGG;AACH,sDAFU,MAAM,CAEyC;AAEzD;;GAEG;AACH,sDAFU,MAAM,CAEyC;AAEzD;;;;GAIG;AACH,uDAFU,MAAM,CAE0C;AAE1D;;;;GAIG;AACH,qDAFU,MAAM,CAEwC;AAExD;;;;GAIG;AACH,yDAFU,MAAM,CAE4C;AAE5D;;;;;GAKG;AACH,wDAFU,MAAM,CAE2C;AAE3D;;;;GAIG;AACH,mDAFU,MAAM,CAEwC;AAExD;;;;;GAKG;AACH,oDAFU,MAAM,CAE0C;AAE1D;;;;;GAKG;AACH,uDAFU,SAAS,MAAM,EAAE,CAE+D;AAE1F;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,oDAFU,MAAM,CAEyC;AAEzD;;;;;;;;GAQG;AACH,uDAFU,MAAM,CAE6D;AAE7E;;;;GAIG;AACH,2DAFU,iBAAiB,CAKxB;kCAvJ+B,kDAAkD"}
@@ -104,6 +104,43 @@ export const PARTICIPATING_MEDIA_NOISE_WARP_SCROLL = 0.37;
104
104
  */
105
105
  export const PARTICIPATING_MEDIA_NOISE_WARP_DIRECTION = Object.freeze([0.6, 0.48, -0.64]);
106
106
 
107
+ /**
108
+ * The flow map's period, seconds: how long each of the two phases that carry the noise along the
109
+ * wind field's departure from its far field runs before it resets, half a period apart, each reset
110
+ * at zero weight. See `chunk_participating_media_noise`.
111
+ *
112
+ * **The pulse against the stretch, measured** (RTX 4090, 2026-10-16: the engine's tile read back off
113
+ * the device, and the GPU fluid read back over a fog volume while a wake circled through it at
114
+ * 10 m/s beside a vortex, at `GPUFluidComponent`'s defaults):
115
+ * - the pulse: how much of the field's change is the crossfade rather than the transport, the rms
116
+ * of the one over the rms of the other for a uniform departure. It depends only on the reach
117
+ * `λ = |d| · P / noise_scale`, tile units a period: about 1 (the noise rebuilds in place as fast as
118
+ * it travels, and no travel reads) up to λ ≈ 0.08, 0.47 at 0.32, 0.15 at 1 — features have to move
119
+ * about a quarter of a tile, the default tile's feature, before they are seen to move;
120
+ * - the stretch: the deformation a phase puts on the noise, `σ_max(I − φ · P · ∇d) − 1`, averaged
121
+ * over the phases by their weights;
122
+ * - where the departure reads (|d| ≥ 1 m/s, 2,429 lattice points at 0.5 m), at the default
123
+ * `noise_scale` of 32 m, the medians cross at 2.48 s: 1.05 against 0.34 at 1 s, 0.98 against 0.73
124
+ * at 2 s, 0.88 against 1.15 at 3 s, 0.77 against 1.60 at 4 s. At a 16 m scale they cross at 2.06 s,
125
+ * and over |d| ≥ 0.5 m/s at 2.4 to 2.9 s.
126
+ *
127
+ * So 2.5 s, the balance at the engine's default scale. It scales as `sqrt(feature · flow length) /
128
+ * speed`, so no one period is the balance everywhere.
129
+ * @type {number}
130
+ */
131
+ export const PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD = 2.5;
132
+
133
+ /**
134
+ * Below this reach, in tile units a flow period, the departure from the far field takes no flow map:
135
+ * one tap, the uniform-air path. Ignoring a reach moves the lookup by at most the reach, which moves
136
+ * the multiplier by at most the tile's steepest gradient times it; the engine's tile, read back off
137
+ * the device, rises at most 35.3 a tile unit (median 9.6), so at this reach the most the neglect
138
+ * changes the multiplier is half an `r8unorm` step, below what the tile itself resolves. The reach
139
+ * ramps in from here to twice here, so the branch is continuous.
140
+ * @type {number}
141
+ */
142
+ export const PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD = 1 / (2 * 255 * 35.3);
143
+
107
144
  /**
108
145
  * How the atlas is sampled: trilinear, and clamped — the wrap is done by the skirt and by `fract`
109
146
  * on the tile coordinate, never by the sampler, which would wrap the whole atlas.
@@ -11,7 +11,8 @@ export function enquire_bake_volumetrics_noise_tile_pipelines(enquiry: PipelineE
11
11
  *
12
12
  * @param {object} options
13
13
  * @param {import("../../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext} options.command
14
- * @param {import("../../texture/atlas/GPUTileAtlas3D.js").GPUTileAtlas3D} options.atlas a one-byte-a-texel atlas
14
+ * @param {import("../../texture/atlas/GPUTileAtlas3D.js").GPUTileAtlas3D} options.atlas a one-byte-a-texel atlas of
15
+ * cubic tiles: the field has `features` periods along every edge
15
16
  * @param {number} options.slot a live slot of it
16
17
  * @param {number} options.features base features along each edge of the content, an integer
17
18
  * @param {number} options.octaves octaves to sum, 1 to {@link VOLUMETRICS_NOISE_TILE_BAKE_OCTAVE_LIMIT}
@@ -1 +1 @@
1
- {"version":3,"file":"bake_volumetrics_noise_tile.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/noise/bake_volumetrics_noise_tile.js"],"names":[],"mappings":"AAkBA;;;;GAIG;AACH,uEAFW,eAAe,QAIzB;AAED;;;;;;;;;;;GAWG;AACH;IAN+F,OAAO,EAA3F,OAAO,2CAA2C,EAAE,sBAAsB;IACF,KAAK,EAA7E,OAAO,uCAAuC,EAAE,cAAc;IAC9C,IAAI,EAApB,MAAM;IACU,QAAQ,EAAxB,MAAM;IACU,OAAO,EAAvB,MAAM;SAqDhB;8BAjFY,OAAO,6CAA6C,EAAE,eAAe"}
1
+ {"version":3,"file":"bake_volumetrics_noise_tile.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/noise/bake_volumetrics_noise_tile.js"],"names":[],"mappings":"AAkBA;;;;GAIG;AACH,uEAFW,eAAe,QAIzB;AAED;;;;;;;;;;;;GAYG;AACH;IAP+F,OAAO,EAA3F,OAAO,2CAA2C,EAAE,sBAAsB;IACF,KAAK,EAA7E,OAAO,uCAAuC,EAAE,cAAc;IAE9C,IAAI,EAApB,MAAM;IACU,QAAQ,EAAxB,MAAM;IACU,OAAO,EAAvB,MAAM;SAyDhB;8BAtFY,OAAO,6CAA6C,EAAE,eAAe"}
@@ -32,7 +32,8 @@ export function enquire_bake_volumetrics_noise_tile_pipelines(enquiry) {
32
32
  *
33
33
  * @param {object} options
34
34
  * @param {import("../../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext} options.command
35
- * @param {import("../../texture/atlas/GPUTileAtlas3D.js").GPUTileAtlas3D} options.atlas a one-byte-a-texel atlas
35
+ * @param {import("../../texture/atlas/GPUTileAtlas3D.js").GPUTileAtlas3D} options.atlas a one-byte-a-texel atlas of
36
+ * cubic tiles: the field has `features` periods along every edge
36
37
  * @param {number} options.slot a live slot of it
37
38
  * @param {number} options.features base features along each edge of the content, an integer
38
39
  * @param {number} options.octaves octaves to sum, 1 to {@link VOLUMETRICS_NOISE_TILE_BAKE_OCTAVE_LIMIT}
@@ -49,7 +50,11 @@ export function bake_volumetrics_noise_tile({ command, atlas, slot, features, oc
49
50
  assert.lessThanOrEqual(octaves, VOLUMETRICS_NOISE_TILE_BAKE_OCTAVE_LIMIT, 'octaves');
50
51
  assert.lessThanOrEqual(features * 2 ** (octaves - 1), PSRDNOISE_PERIOD_CEILING, `the finest octave's period ${features * 2 ** (octaves - 1)} is past psrdnoise's ceiling of ${PSRDNOISE_PERIOD_CEILING}, where the field repeats inside the tile`);
51
52
 
52
- const tile_size = atlas.tile_size;
53
+ const content_size = atlas.content_size;
54
+
55
+ assert.ok(content_size[0] === content_size[1] && content_size[1] === content_size[2], `the bake makes a cubic tile, the same periods along every edge; the atlas holds ${content_size[0]}×${content_size[1]}×${content_size[2]}`);
56
+
57
+ const tile_size = atlas.tile_size[0];
53
58
 
54
59
  const bytes_per_row = Math.ceil(tile_size / COPY_BYTES_PER_ROW_ALIGNMENT) * COPY_BYTES_PER_ROW_ALIGNMENT;
55
60
  const words_per_row = bytes_per_row / 4;
@@ -66,7 +71,7 @@ export function bake_volumetrics_noise_tile({ command, atlas, slot, features, oc
66
71
 
67
72
  command.writeValueBuffer(settings, 0, VOLUMETRICS_NOISE_TILE_BAKE_SETTINGS_STRUCT, {
68
73
  tile_size,
69
- content_size: atlas.content_size,
74
+ content_size: content_size[0],
70
75
  border: atlas.border,
71
76
  words_per_row,
72
77
  features,
@@ -2,7 +2,9 @@
2
2
  * A participating-media volume's noise multiplier at a world point: a [0, 1] factor on its density
3
3
  * from a tile of the noise atlas, which the importing shader binds as `tParticipatingMediaNoise`
4
4
  * (`texture_3d<f32>`) with `sParticipatingMediaNoise` (a filtering sampler, clamped) — the way
5
- * `scene_database` is a binding every reader of the volumes declares for itself.
5
+ * `scene_database` is a binding every reader of the volumes declares for itself — carried by the
6
+ * scene's wind, which it binds as `wind_field_add_resources` declares it (`wind_field`,
7
+ * `wind_field_atlas`, `wind_field_sampler`) and `GPUSceneWind.bind` fills.
6
8
  *
7
9
  * **One field, in world space.** The tile repeats every `1 / noise_inverse_scale` metres along
8
10
  * each world axis, so neighbouring volumes with the same settings share one continuous field and a
@@ -10,26 +12,56 @@
10
12
  * scroll, in tile units, already wrapped to [0, 1) by the host; `fract` folds the world position
11
13
  * onto the tile.
12
14
  *
13
- * **Two taps at most.** A warp tap reads the same tile at half frequency and its own scroll
15
+ * **Two taps for the shape.** A warp tap reads the same tile at half frequency and its own scroll
14
16
  * (`noise_warp_offset`), and displaces the base lookup along a fixed oblique direction by
15
17
  * `noise_warp` tile units times how far the warp value sits from its mean. As the two scrolls
16
18
  * slide against each other the base field changes shape in place, which is the evolution a static
17
- * texture otherwise lacks. `noise_warp == 0` is one tap; `noise_strength == 0` is none — callers
18
- * branch on it before calling, uniformly, since it is a property of the volume and not of the
19
- * thread.
19
+ * texture otherwise lacks. `noise_warp == 0` is no warp tap; `noise_strength == 0` is none at all —
20
+ * callers branch on it before calling, uniformly, since it is a property of the volume and not of
21
+ * the thread.
20
22
  *
21
- * **The slot's texels.** The atlas is tiles of `PARTICIPATING_MEDIA_NOISE_TILE_SIZE` texels — the
22
- * content and a one-texel skirt holding the content wrapped — in a grid the texture's own
23
- * dimensions describe, x fastest and z slowest. A tile coordinate in [0, 1) lands on the content;
24
- * the trilinear footprint at its edges reaches exactly one texel into the skirt, which is why the
25
- * skirt is there and why the sampler is clamped rather than repeating.
23
+ * **The wind: the far field on the host, the rest here, as a flow map.** The host folds the far
24
+ * field `v_far(t)` × `noise_wind_factor` (plus the volume's own motion) into `noise_offset`, exactly,
25
+ * as a running sum. Where the published wind `w(p)` departs from the far field, the departure
26
+ * `d = (w(p) − v_far(t)) · noise_wind_factor` carries the noise on top, flow-map style: there is no
27
+ * history at a point to integrate a phase in, and `t · d` would jump by `t · Δd` whenever the local
28
+ * wind changed. Two phases half a period apart, `φ₀ = fract(s)` and `φ₁ = fract(s + ½)` with
29
+ * `s = t / P` (`noise_flow_phase`, folded on the host), each move the base lookup by `−d · φₖ · P`
30
+ * (in tile units), and a triangle weight `1 − |2φ₀ − 1|` crossfades them, so each phase resets
31
+ * where its weight is zero. The warp tap is shared by both. Bounded by 1 still: a convex blend of
32
+ * taps of a [0, 1] tile.
33
+ *
34
+ * **Uniform air is one tap, the scroll alone.** Below a reach of
35
+ * `PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD` tile units a period, the base takes one tap at the
36
+ * scrolled lookup, which is every point outside every cascade and every point whose air moves with
37
+ * the far field (`wind_field_sample` returns `v_far` exactly there). Above it the reach ramps in,
38
+ * from zero at the threshold to all of it at twice the threshold, so at the threshold both phases
39
+ * tap the one lookup and blend to it exactly: the branch is continuous.
40
+ *
41
+ * **By the field's shape** ({@link WIND_FIELD_UNIFORM}), the same functions either way:
42
+ * - as it is (`false`, the default): the flow map wherever the field departs from the far field
43
+ * ({@link chunk_participating_media_noise_carried});
44
+ * - uniform (`true`), no cascades: the field departs from the far field nowhere, and the multiplier is
45
+ * the one tap at the scrolled lookup and nothing else ({@link chunk_participating_media_noise_scrolled}),
46
+ * which is what the flow map reads there, bit for bit. A pass whose field has no cascades links no
47
+ * flow-map code: linked and never run, it cost the froxel build 1.3–1.9 µs a frame (RTX 4090,
48
+ * 1280×720, camera inside the fog), and the variant without it costs what the scroll alone did.
49
+ *
50
+ * The tap and the lookup both share are {@link chunk_participating_media_noise_tap}'s.
51
+ *
52
+ * **The entry points:**
53
+ * - `participating_media_noise_multiplier(volume, position)` samples the wind at `position` itself,
54
+ * when the volume feels it;
55
+ * - `participating_media_noise_multiplier_in_wind(volume, position, wind)` takes the wind there
56
+ * from the caller, for a pass that evaluates several volumes at one point and samples it once
57
+ * (the froxel build). Pass `wind_field.far_velocity` for a volume that feels no wind.
26
58
  *
27
59
  * Bounded above by 1, which is what keeps `density` the path tracer's majorant.
28
60
  *
29
61
  * @see PARTICIPATING_MEDIA_NOISE the constants
30
62
  * @see shader_volumetrics_noise_tile_bake what the engine's default tile holds
31
- * @type {CodeChunk}
63
+ * @type {CodeChunkChoice}
32
64
  */
33
- export const chunk_participating_media_noise: CodeChunk;
34
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
65
+ export const chunk_participating_media_noise: CodeChunkChoice;
66
+ import { CodeChunkChoice } from "../../shader/compiler/CodeChunkChoice.js";
35
67
  //# sourceMappingURL=chunk_participating_media_noise.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_participating_media_noise.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/noise/chunk_participating_media_noise.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,8CAFU,SAAS,CAiDjB;0BA3FwB,oCAAoC"}
1
+ {"version":3,"file":"chunk_participating_media_noise.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/noise/chunk_participating_media_noise.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+DG;AACH,8CAFU,eAAe,CAE+D;gCArExD,0CAA0C"}
@@ -1,20 +1,15 @@
1
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
- import { PARTICIPATING_MEDIA_VOLUME_STRUCT } from "../PARTICIPATING_MEDIA_VOLUME_STRUCT.js";
3
- import {
4
- PARTICIPATING_MEDIA_NOISE_TILE_BORDER,
5
- PARTICIPATING_MEDIA_NOISE_TILE_CONTENT_SIZE,
6
- PARTICIPATING_MEDIA_NOISE_TILE_SIZE,
7
- PARTICIPATING_MEDIA_NOISE_WARP_DIRECTION,
8
- PARTICIPATING_MEDIA_NOISE_WARP_SCALE
9
- } from "./PARTICIPATING_MEDIA_NOISE.js";
10
-
11
- const [warp_x, warp_y, warp_z] = PARTICIPATING_MEDIA_NOISE_WARP_DIRECTION;
1
+ import { CodeChunkChoice } from "../../shader/compiler/CodeChunkChoice.js";
2
+ import { WIND_FIELD_UNIFORM } from "../../wind/WIND_FIELD_UNIFORM.js";
3
+ import { chunk_participating_media_noise_carried } from "./chunk_participating_media_noise_carried.js";
4
+ import { chunk_participating_media_noise_scrolled } from "./chunk_participating_media_noise_scrolled.js";
12
5
 
13
6
  /**
14
7
  * A participating-media volume's noise multiplier at a world point: a [0, 1] factor on its density
15
8
  * from a tile of the noise atlas, which the importing shader binds as `tParticipatingMediaNoise`
16
9
  * (`texture_3d<f32>`) with `sParticipatingMediaNoise` (a filtering sampler, clamped) — the way
17
- * `scene_database` is a binding every reader of the volumes declares for itself.
10
+ * `scene_database` is a binding every reader of the volumes declares for itself — carried by the
11
+ * scene's wind, which it binds as `wind_field_add_resources` declares it (`wind_field`,
12
+ * `wind_field_atlas`, `wind_field_sampler`) and `GPUSceneWind.bind` fills.
18
13
  *
19
14
  * **One field, in world space.** The tile repeats every `1 / noise_inverse_scale` metres along
20
15
  * each world axis, so neighbouring volumes with the same settings share one continuous field and a
@@ -22,71 +17,57 @@ const [warp_x, warp_y, warp_z] = PARTICIPATING_MEDIA_NOISE_WARP_DIRECTION;
22
17
  * scroll, in tile units, already wrapped to [0, 1) by the host; `fract` folds the world position
23
18
  * onto the tile.
24
19
  *
25
- * **Two taps at most.** A warp tap reads the same tile at half frequency and its own scroll
20
+ * **Two taps for the shape.** A warp tap reads the same tile at half frequency and its own scroll
26
21
  * (`noise_warp_offset`), and displaces the base lookup along a fixed oblique direction by
27
22
  * `noise_warp` tile units times how far the warp value sits from its mean. As the two scrolls
28
23
  * slide against each other the base field changes shape in place, which is the evolution a static
29
- * texture otherwise lacks. `noise_warp == 0` is one tap; `noise_strength == 0` is none — callers
30
- * branch on it before calling, uniformly, since it is a property of the volume and not of the
31
- * thread.
24
+ * texture otherwise lacks. `noise_warp == 0` is no warp tap; `noise_strength == 0` is none at all —
25
+ * callers branch on it before calling, uniformly, since it is a property of the volume and not of
26
+ * the thread.
27
+ *
28
+ * **The wind: the far field on the host, the rest here, as a flow map.** The host folds the far
29
+ * field `v_far(t)` × `noise_wind_factor` (plus the volume's own motion) into `noise_offset`, exactly,
30
+ * as a running sum. Where the published wind `w(p)` departs from the far field, the departure
31
+ * `d = (w(p) − v_far(t)) · noise_wind_factor` carries the noise on top, flow-map style: there is no
32
+ * history at a point to integrate a phase in, and `t · d` would jump by `t · Δd` whenever the local
33
+ * wind changed. Two phases half a period apart, `φ₀ = fract(s)` and `φ₁ = fract(s + ½)` with
34
+ * `s = t / P` (`noise_flow_phase`, folded on the host), each move the base lookup by `−d · φₖ · P`
35
+ * (in tile units), and a triangle weight `1 − |2φ₀ − 1|` crossfades them, so each phase resets
36
+ * where its weight is zero. The warp tap is shared by both. Bounded by 1 still: a convex blend of
37
+ * taps of a [0, 1] tile.
38
+ *
39
+ * **Uniform air is one tap, the scroll alone.** Below a reach of
40
+ * `PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD` tile units a period, the base takes one tap at the
41
+ * scrolled lookup, which is every point outside every cascade and every point whose air moves with
42
+ * the far field (`wind_field_sample` returns `v_far` exactly there). Above it the reach ramps in,
43
+ * from zero at the threshold to all of it at twice the threshold, so at the threshold both phases
44
+ * tap the one lookup and blend to it exactly: the branch is continuous.
45
+ *
46
+ * **By the field's shape** ({@link WIND_FIELD_UNIFORM}), the same functions either way:
47
+ * - as it is (`false`, the default): the flow map wherever the field departs from the far field
48
+ * ({@link chunk_participating_media_noise_carried});
49
+ * - uniform (`true`), no cascades: the field departs from the far field nowhere, and the multiplier is
50
+ * the one tap at the scrolled lookup and nothing else ({@link chunk_participating_media_noise_scrolled}),
51
+ * which is what the flow map reads there, bit for bit. A pass whose field has no cascades links no
52
+ * flow-map code: linked and never run, it cost the froxel build 1.3–1.9 µs a frame (RTX 4090,
53
+ * 1280×720, camera inside the fog), and the variant without it costs what the scroll alone did.
32
54
  *
33
- * **The slot's texels.** The atlas is tiles of `PARTICIPATING_MEDIA_NOISE_TILE_SIZE` texels — the
34
- * content and a one-texel skirt holding the content wrapped — in a grid the texture's own
35
- * dimensions describe, x fastest and z slowest. A tile coordinate in [0, 1) lands on the content;
36
- * the trilinear footprint at its edges reaches exactly one texel into the skirt, which is why the
37
- * skirt is there and why the sampler is clamped rather than repeating.
55
+ * The tap and the lookup both share are {@link chunk_participating_media_noise_tap}'s.
56
+ *
57
+ * **The entry points:**
58
+ * - `participating_media_noise_multiplier(volume, position)` samples the wind at `position` itself,
59
+ * when the volume feels it;
60
+ * - `participating_media_noise_multiplier_in_wind(volume, position, wind)` takes the wind there
61
+ * from the caller, for a pass that evaluates several volumes at one point and samples it once
62
+ * (the froxel build). Pass `wind_field.far_velocity` for a volume that feels no wind.
38
63
  *
39
64
  * Bounded above by 1, which is what keeps `density` the path tracer's majorant.
40
65
  *
41
66
  * @see PARTICIPATING_MEDIA_NOISE the constants
42
67
  * @see shader_volumetrics_noise_tile_bake what the engine's default tile holds
43
- * @type {CodeChunk}
68
+ * @type {CodeChunkChoice}
44
69
  */
45
- export const chunk_participating_media_noise = CodeChunk.from(
46
- //language=WGSL
47
- `
48
- const PARTICIPATING_MEDIA_NOISE_TILE_SIZE: u32 = ${PARTICIPATING_MEDIA_NOISE_TILE_SIZE}u;
49
- const PARTICIPATING_MEDIA_NOISE_TILE_CONTENT: f32 = ${PARTICIPATING_MEDIA_NOISE_TILE_CONTENT_SIZE}.0;
50
- const PARTICIPATING_MEDIA_NOISE_TILE_BORDER: f32 = ${PARTICIPATING_MEDIA_NOISE_TILE_BORDER}.0;
51
- const PARTICIPATING_MEDIA_NOISE_WARP_SCALE: f32 = ${PARTICIPATING_MEDIA_NOISE_WARP_SCALE};
52
- const PARTICIPATING_MEDIA_NOISE_WARP_DIRECTION: vec3<f32> = vec3<f32>(${warp_x}, ${warp_y}, ${warp_z});
53
-
54
- // one trilinear tap of a slot's tile at a tile coordinate, which may be anything: it is wrapped here
55
- fn participating_media_noise_tap(slot: u32, u: vec3<f32>) -> f32 {
56
- let atlas = textureDimensions(tParticipatingMediaNoise);
57
-
58
- let slots_x = atlas.x / PARTICIPATING_MEDIA_NOISE_TILE_SIZE;
59
- let slots_y = atlas.y / PARTICIPATING_MEDIA_NOISE_TILE_SIZE;
60
-
61
- let cell = vec3<u32>(
62
- slot % slots_x,
63
- (slot / slots_x) % slots_y,
64
- slot / (slots_x * slots_y),
65
- );
66
-
67
- let origin = vec3<f32>(cell * PARTICIPATING_MEDIA_NOISE_TILE_SIZE);
68
-
69
- // content texel c is centred at origin + border + c + 0.5, so a tile coordinate t in [0, 1) is
70
- // the texel coordinate origin + border + t * content; no half-texel term
71
- let texel = origin + PARTICIPATING_MEDIA_NOISE_TILE_BORDER + fract(u) * PARTICIPATING_MEDIA_NOISE_TILE_CONTENT;
72
-
73
- return textureSampleLevel(tParticipatingMediaNoise, sParticipatingMediaNoise, texel / vec3<f32>(atlas), 0.0).r;
74
- }
75
-
76
- fn participating_media_noise_multiplier(volume: ${PARTICIPATING_MEDIA_VOLUME_STRUCT.wgsl_ref}, position: vec3<f32>) -> f32 {
77
- let base = position * volume.noise_inverse_scale;
78
-
79
- var u = base + volume.noise_offset;
80
-
81
- if (volume.noise_warp > 0.0) {
82
- let warp = participating_media_noise_tap(volume.noise_slot, base * PARTICIPATING_MEDIA_NOISE_WARP_SCALE + volume.noise_warp_offset);
83
-
84
- u += (warp - 0.5) * volume.noise_warp * PARTICIPATING_MEDIA_NOISE_WARP_DIRECTION;
85
- }
70
+ export const chunk_participating_media_noise = CodeChunkChoice.from(WIND_FIELD_UNIFORM);
86
71
 
87
- return mix(1.0, participating_media_noise_tap(volume.noise_slot, u), volume.noise_strength);
88
- }
89
- `, [
90
- PARTICIPATING_MEDIA_VOLUME_STRUCT.declaration_chunk,
91
- ]
92
- );
72
+ chunk_participating_media_noise.add(false, chunk_participating_media_noise_carried);
73
+ chunk_participating_media_noise.add(true, chunk_participating_media_noise_scrolled);
@@ -0,0 +1,14 @@
1
+ /**
2
+ * {@link chunk_participating_media_noise} in a wind field as it is ({@link WIND_FIELD_UNIFORM}
3
+ * `false`): the scroll, and on top of it the flow map of the field's departure from the far field,
4
+ * wherever the field departs. Samples the wind through `chunk_wind_field_sample`.
5
+ *
6
+ * Below a reach of {@link PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD} tile units a period, the base is
7
+ * one tap at the scrolled lookup; above it the reach ramps in, from zero at the threshold to all of it
8
+ * at twice the threshold, so at the threshold both phases tap the one lookup and blend to it exactly.
9
+ *
10
+ * @type {CodeChunk}
11
+ */
12
+ export const chunk_participating_media_noise_carried: CodeChunk;
13
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
14
+ //# sourceMappingURL=chunk_participating_media_noise_carried.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_participating_media_noise_carried.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_carried.js"],"names":[],"mappings":"AAOA;;;;;;;;;;GAUG;AACH,sDAFU,SAAS,CA2DjB;0BA3EwB,oCAAoC"}
@@ -0,0 +1,76 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_wind_field_sample } from "../../wind/chunk_wind_field_sample.js";
3
+ import { WIND_FIELD_STRUCT } from "../../wind/WIND_FIELD_STRUCT.js";
4
+ import { PARTICIPATING_MEDIA_VOLUME_STRUCT } from "../PARTICIPATING_MEDIA_VOLUME_STRUCT.js";
5
+ import { chunk_participating_media_noise_tap } from "./chunk_participating_media_noise_tap.js";
6
+ import { PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD, PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD } from "./PARTICIPATING_MEDIA_NOISE.js";
7
+
8
+ /**
9
+ * {@link chunk_participating_media_noise} in a wind field as it is ({@link WIND_FIELD_UNIFORM}
10
+ * `false`): the scroll, and on top of it the flow map of the field's departure from the far field,
11
+ * wherever the field departs. Samples the wind through `chunk_wind_field_sample`.
12
+ *
13
+ * Below a reach of {@link PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD} tile units a period, the base is
14
+ * one tap at the scrolled lookup; above it the reach ramps in, from zero at the threshold to all of it
15
+ * at twice the threshold, so at the threshold both phases tap the one lookup and blend to it exactly.
16
+ *
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_participating_media_noise_carried = CodeChunk.from(
20
+ //language=WGSL
21
+ `
22
+ const PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD: f32 = ${PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD};
23
+ const PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD: f32 = ${PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD};
24
+
25
+ fn participating_media_noise_multiplier_in_wind(
26
+ volume: ${PARTICIPATING_MEDIA_VOLUME_STRUCT.wgsl_ref},
27
+ position: vec3<f32>,
28
+ wind: vec3<f32>,
29
+ ) -> f32 {
30
+ let u = participating_media_noise_lookup(volume, position);
31
+
32
+ // the departure from the far field the host scrolled by, as tile units a flow period
33
+ let flow = (wind - wind_field.far_velocity) * (volume.noise_wind_factor * PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD * volume.noise_inverse_scale);
34
+ let reach = length(flow);
35
+
36
+ var value: f32;
37
+
38
+ if (reach <= PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD) {
39
+ value = participating_media_noise_tap(volume.noise_slot, u);
40
+ } else {
41
+ // 0 at the threshold, where both phases tap u and blend to it exactly, and 1 from twice it
42
+ let carried = flow * min(reach / PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD - 1.0, 1.0);
43
+
44
+ let phase0 = fract(volume.noise_flow_phase);
45
+ let phase1 = fract(volume.noise_flow_phase + 0.5);
46
+
47
+ // phase 0's weight: zero where it resets, one half a period later, where phase 1 resets
48
+ let weight0 = 1.0 - abs(2.0 * phase0 - 1.0);
49
+
50
+ let tap0 = participating_media_noise_tap(volume.noise_slot, u - carried * phase0);
51
+ let tap1 = participating_media_noise_tap(volume.noise_slot, u - carried * phase1);
52
+
53
+ // mix's form, so that equal taps blend to themselves exactly
54
+ value = tap1 + (tap0 - tap1) * weight0;
55
+ }
56
+
57
+ return mix(1.0, value, volume.noise_strength);
58
+ }
59
+
60
+ fn participating_media_noise_multiplier(volume: ${PARTICIPATING_MEDIA_VOLUME_STRUCT.wgsl_ref}, position: vec3<f32>) -> f32 {
61
+ var wind = wind_field.far_velocity;
62
+
63
+ // a property of the volume, so every thread agrees
64
+ if (volume.noise_wind_factor != 0.0) {
65
+ wind = wind_field_sample(position);
66
+ }
67
+
68
+ return participating_media_noise_multiplier_in_wind(volume, position, wind);
69
+ }
70
+ `, [
71
+ PARTICIPATING_MEDIA_VOLUME_STRUCT.declaration_chunk,
72
+ WIND_FIELD_STRUCT.declaration_chunk,
73
+ chunk_participating_media_noise_tap,
74
+ chunk_wind_field_sample,
75
+ ]
76
+ );
@@ -0,0 +1,14 @@
1
+ /**
2
+ * {@link chunk_participating_media_noise} in a uniform wind field ({@link WIND_FIELD_UNIFORM} `true`):
3
+ * the field has no cascades, so the wind is the far field everywhere and departs from it nowhere, and
4
+ * the noise is the host's scroll alone — one tap at the scrolled lookup, which is what the flow map
5
+ * takes at a departure of zero, exactly.
6
+ *
7
+ * The wind `participating_media_noise_multiplier_in_wind` is handed is the far field at the point,
8
+ * whoever sampled it, and is not read.
9
+ *
10
+ * @type {CodeChunk}
11
+ */
12
+ export const chunk_participating_media_noise_scrolled: CodeChunk;
13
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
14
+ //# sourceMappingURL=chunk_participating_media_noise_scrolled.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_participating_media_noise_scrolled.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_scrolled.js"],"names":[],"mappings":"AAKA;;;;;;;;;;GAUG;AACH,uDAFU,SAAS,CAuBjB;0BArCwB,oCAAoC"}
@@ -0,0 +1,38 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { WIND_FIELD_STRUCT } from "../../wind/WIND_FIELD_STRUCT.js";
3
+ import { PARTICIPATING_MEDIA_VOLUME_STRUCT } from "../PARTICIPATING_MEDIA_VOLUME_STRUCT.js";
4
+ import { chunk_participating_media_noise_tap } from "./chunk_participating_media_noise_tap.js";
5
+
6
+ /**
7
+ * {@link chunk_participating_media_noise} in a uniform wind field ({@link WIND_FIELD_UNIFORM} `true`):
8
+ * the field has no cascades, so the wind is the far field everywhere and departs from it nowhere, and
9
+ * the noise is the host's scroll alone — one tap at the scrolled lookup, which is what the flow map
10
+ * takes at a departure of zero, exactly.
11
+ *
12
+ * The wind `participating_media_noise_multiplier_in_wind` is handed is the far field at the point,
13
+ * whoever sampled it, and is not read.
14
+ *
15
+ * @type {CodeChunk}
16
+ */
17
+ export const chunk_participating_media_noise_scrolled = CodeChunk.from(
18
+ //language=WGSL
19
+ `
20
+ fn participating_media_noise_multiplier_in_wind(
21
+ volume: ${PARTICIPATING_MEDIA_VOLUME_STRUCT.wgsl_ref},
22
+ position: vec3<f32>,
23
+ wind: vec3<f32>,
24
+ ) -> f32 {
25
+ let value = participating_media_noise_tap(volume.noise_slot, participating_media_noise_lookup(volume, position));
26
+
27
+ return mix(1.0, value, volume.noise_strength);
28
+ }
29
+
30
+ fn participating_media_noise_multiplier(volume: ${PARTICIPATING_MEDIA_VOLUME_STRUCT.wgsl_ref}, position: vec3<f32>) -> f32 {
31
+ return participating_media_noise_multiplier_in_wind(volume, position, wind_field.far_velocity);
32
+ }
33
+ `, [
34
+ PARTICIPATING_MEDIA_VOLUME_STRUCT.declaration_chunk,
35
+ WIND_FIELD_STRUCT.declaration_chunk,
36
+ chunk_participating_media_noise_tap,
37
+ ]
38
+ );
@@ -0,0 +1,21 @@
1
+ /**
2
+ * What both of {@link chunk_participating_media_noise}'s alternatives read the tile through:
3
+ * - `participating_media_noise_tap(slot, u)`: one trilinear tap of a slot's tile at a tile
4
+ * coordinate, wrapped;
5
+ * - `participating_media_noise_lookup(volume, position)`: where a volume's base tap lands for a world
6
+ * point before the wind's departure carries it, the scroll and the warp applied, in tile units.
7
+ *
8
+ * Reads `tParticipatingMediaNoise` with `sParticipatingMediaNoise`, as the importing shader binds them.
9
+ *
10
+ * **The slot's texels.** The atlas is tiles of `PARTICIPATING_MEDIA_NOISE_TILE_SIZE` texels — the
11
+ * content and a one-texel skirt holding the content wrapped — in a grid the texture's own
12
+ * dimensions describe, x fastest and z slowest, placed by `tile_atlas_slot_origin` as the atlas
13
+ * places it. A tile coordinate in [0, 1) lands on the content; the trilinear footprint at its edges
14
+ * reaches exactly one texel into the skirt, which is why the skirt is there and why the sampler is
15
+ * clamped rather than repeating.
16
+ *
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_participating_media_noise_tap: CodeChunk;
20
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
21
+ //# sourceMappingURL=chunk_participating_media_noise_tap.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_participating_media_noise_tap.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_tap.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;GAiBG;AACH,kDAFU,SAAS,CA4CjB;0BAzEwB,oCAAoC"}
@@ -0,0 +1,74 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_tile_atlas_slot_origin } from "../../texture/atlas/chunk_tile_atlas_slot_origin.js";
3
+ import { PARTICIPATING_MEDIA_VOLUME_STRUCT } from "../PARTICIPATING_MEDIA_VOLUME_STRUCT.js";
4
+ import {
5
+ PARTICIPATING_MEDIA_NOISE_TILE_BORDER,
6
+ PARTICIPATING_MEDIA_NOISE_TILE_CONTENT_SIZE,
7
+ PARTICIPATING_MEDIA_NOISE_TILE_SIZE,
8
+ PARTICIPATING_MEDIA_NOISE_WARP_DIRECTION,
9
+ PARTICIPATING_MEDIA_NOISE_WARP_SCALE
10
+ } from "./PARTICIPATING_MEDIA_NOISE.js";
11
+
12
+ const [warp_x, warp_y, warp_z] = PARTICIPATING_MEDIA_NOISE_WARP_DIRECTION;
13
+
14
+ /**
15
+ * What both of {@link chunk_participating_media_noise}'s alternatives read the tile through:
16
+ * - `participating_media_noise_tap(slot, u)`: one trilinear tap of a slot's tile at a tile
17
+ * coordinate, wrapped;
18
+ * - `participating_media_noise_lookup(volume, position)`: where a volume's base tap lands for a world
19
+ * point before the wind's departure carries it, the scroll and the warp applied, in tile units.
20
+ *
21
+ * Reads `tParticipatingMediaNoise` with `sParticipatingMediaNoise`, as the importing shader binds them.
22
+ *
23
+ * **The slot's texels.** The atlas is tiles of `PARTICIPATING_MEDIA_NOISE_TILE_SIZE` texels — the
24
+ * content and a one-texel skirt holding the content wrapped — in a grid the texture's own
25
+ * dimensions describe, x fastest and z slowest, placed by `tile_atlas_slot_origin` as the atlas
26
+ * places it. A tile coordinate in [0, 1) lands on the content; the trilinear footprint at its edges
27
+ * reaches exactly one texel into the skirt, which is why the skirt is there and why the sampler is
28
+ * clamped rather than repeating.
29
+ *
30
+ * @type {CodeChunk}
31
+ */
32
+ export const chunk_participating_media_noise_tap = CodeChunk.from(
33
+ //language=WGSL
34
+ `
35
+ const PARTICIPATING_MEDIA_NOISE_TILE_SIZE: u32 = ${PARTICIPATING_MEDIA_NOISE_TILE_SIZE}u;
36
+ const PARTICIPATING_MEDIA_NOISE_TILE_CONTENT: f32 = ${PARTICIPATING_MEDIA_NOISE_TILE_CONTENT_SIZE}.0;
37
+ const PARTICIPATING_MEDIA_NOISE_TILE_BORDER: f32 = ${PARTICIPATING_MEDIA_NOISE_TILE_BORDER}.0;
38
+ const PARTICIPATING_MEDIA_NOISE_WARP_SCALE: f32 = ${PARTICIPATING_MEDIA_NOISE_WARP_SCALE};
39
+ const PARTICIPATING_MEDIA_NOISE_WARP_DIRECTION: vec3<f32> = vec3<f32>(${warp_x}, ${warp_y}, ${warp_z});
40
+
41
+ // one trilinear tap of a slot's tile at a tile coordinate, which may be anything: it is wrapped here
42
+ fn participating_media_noise_tap(slot: u32, u: vec3<f32>) -> f32 {
43
+ let atlas = textureDimensions(tParticipatingMediaNoise);
44
+ let tile = vec3<u32>(PARTICIPATING_MEDIA_NOISE_TILE_SIZE);
45
+
46
+ // the footprint the bound texture was built with, read off the texture itself
47
+ let origin = vec3<f32>(tile_atlas_slot_origin(slot, atlas.xy / tile.xy, tile));
48
+
49
+ // content texel c is centred at origin + border + c + 0.5, so a tile coordinate t in [0, 1) is
50
+ // the texel coordinate origin + border + t * content; no half-texel term
51
+ let texel = origin + PARTICIPATING_MEDIA_NOISE_TILE_BORDER + fract(u) * PARTICIPATING_MEDIA_NOISE_TILE_CONTENT;
52
+
53
+ return textureSampleLevel(tParticipatingMediaNoise, sParticipatingMediaNoise, texel / vec3<f32>(atlas), 0.0).r;
54
+ }
55
+
56
+ // the base tap's tile coordinate for a world point: scrolled, and displaced by the warp tap
57
+ fn participating_media_noise_lookup(volume: ${PARTICIPATING_MEDIA_VOLUME_STRUCT.wgsl_ref}, position: vec3<f32>) -> vec3<f32> {
58
+ let base = position * volume.noise_inverse_scale;
59
+
60
+ var u = base + volume.noise_offset;
61
+
62
+ if (volume.noise_warp > 0.0) {
63
+ let warp = participating_media_noise_tap(volume.noise_slot, base * PARTICIPATING_MEDIA_NOISE_WARP_SCALE + volume.noise_warp_offset);
64
+
65
+ u += (warp - 0.5) * volume.noise_warp * PARTICIPATING_MEDIA_NOISE_WARP_DIRECTION;
66
+ }
67
+
68
+ return u;
69
+ }
70
+ `, [
71
+ PARTICIPATING_MEDIA_VOLUME_STRUCT.declaration_chunk,
72
+ chunk_tile_atlas_slot_origin,
73
+ ]
74
+ );