@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/gi/chunk_volumetrics_froxel_centre_ws.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_froxel_centre_ws.js +5 -0
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.d.ts +7 -9
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.js +11 -9
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.d.ts +35 -0
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.js +105 -0
- package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.d.ts +15 -9
- package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.js +26 -36
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.d.ts +10 -0
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.js +51 -0
- package/src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.d.ts +11 -0
- package/src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.js +19 -6
- package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.d.ts +9 -5
- package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.js +11 -5
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +25 -12
- package/src/shade/renderer/volumetrics/noise/PARTICIPATING_MEDIA_NOISE.d.ts +35 -0
- package/src/shade/renderer/volumetrics/noise/PARTICIPATING_MEDIA_NOISE.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/noise/PARTICIPATING_MEDIA_NOISE.js +37 -0
- package/src/shade/renderer/volumetrics/noise/bake_volumetrics_noise_tile.d.ts +2 -1
- package/src/shade/renderer/volumetrics/noise/bake_volumetrics_noise_tile.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/noise/bake_volumetrics_noise_tile.js +8 -3
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise.d.ts +45 -13
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise.js +50 -69
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_carried.d.ts +14 -0
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_carried.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_carried.js +76 -0
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_scrolled.d.ts +14 -0
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_scrolled.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_scrolled.js +38 -0
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_tap.d.ts +21 -0
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_tap.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/noise/chunk_participating_media_noise_tap.js +74 -0
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.d.ts +6 -0
- 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
- package/src/shade/renderer/water/GPUWaterRenderer.d.ts +1 -2
- package/src/shade/renderer/water/GPUWaterRenderer.d.ts.map +1 -1
- package/src/shade/renderer/water/GPUWaterRenderer.js +15 -24
- package/src/shade/renderer/water/chunk_water_gi.d.ts +10 -2
- package/src/shade/renderer/water/chunk_water_gi.d.ts.map +1 -1
- 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
- package/src/shade/renderer/water/shader_water.d.ts +9 -12
- package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
- 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
- package/src/shade/renderer/water/surface/WATER_SURFACE_RESOURCES.d.ts +15 -0
- 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
- package/src/shade/renderer/water/surface/chunk_water_surface_sample.d.ts +0 -3
- 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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WATER_LOD_CELL_LOCAL_BITS, WATER_LOD_LIMITS_STRUCT, WATER_LOD_PATCH_FIRST_VERTEX, WATER_LOD_PATCH_SIDE, WATER_LOD_POLYGON_WORDS,
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const LOD_BODIES_RESOURCE = ShaderResourceDescriptor.storageBuffer('water_lod_bodies', WebGPUArray.from(WATER_LOD_BODY_STRUCT));
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const LOD_CANDIDATES_RESOURCE = ShaderResourceDescriptor.storageBuffer('water_lod_candidates', WebGPUArray.from(WATER_LOD_CANDIDATE_STRUCT));
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const LOD_CELLS_RESOURCE = ShaderResourceDescriptor.storageBuffer('water_lod_cells', WebGPUArray.u32);
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function water_resources(finalize = false) {
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.add(CAMERA_RESOURCE)
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.add(TRACE_RESOURCE)
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.add(SCREEN_DEPTH_RESOURCE)
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.add(SCREEN_NORMAL_RESOURCE)
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.add(SCREEN_HZB_RESOURCE)
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.addStorageBuffer('meshlet_data', WebGPUArray.from(f32))
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.add(SCENE_DATABASE_RESOURCE)
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.add(LOD_RESOURCE)
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.add(LOD_LIMITS_RESOURCE)
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.add(LOD_BODIES_RESOURCE)
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.add(LOD_CANDIDATES_RESOURCE)
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.add(LOD_CELLS_RESOURCE)
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.add(MESHLET_METADATA_RESOURCE)
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.add(GEOMETRY_ATTRIBUTE_DATA_RESOURCE)
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// the surface interface: the spectral bands and the frame's binned wave particles
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.add(WATER_BAND_DISPLACEMENT_RESOURCE)
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.add(WATER_BAND_DERIVATIVES_RESOURCE)
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.add(WATER_BAND_SAMPLER_RESOURCE)
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.add(WATER_PARTICLE_OFFSETS_RESOURCE)
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.add(WATER_PARTICLE_ENTRIES_RESOURCE);
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if (finalize) {
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group.addTexture('receiver').addTexture('trace_metadata');
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}
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@@ -78,14 +95,13 @@ function water_resources(finalize = false) {
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}
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const resources = water_resources();
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/**
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WATER_FINALIZE_RESOURCES_BRICK4.createGroup()
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/**
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* The optics: the lights, the environment, and the light map with the view its sampling jitters by.
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* Every indirect lighting mode's resources, whichever the pipeline's variant reads (`chunk_water_gi`).
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*/
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+
export const WATER_FINALIZE_RESOURCES = water_resources(true);
|
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WATER_FINALIZE_RESOURCES.addGroup(SHADING_LIGHT_RESOURCE_GROUP);
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WATER_FINALIZE_RESOURCES.createGroup()
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.addStorageBuffer("brick4", BRICK4_DATA_STRUCT, false)
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.addUniform("view", VIEW_UNIFORM_STRUCT);
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@@ -312,6 +328,13 @@ fn water_interface(world: vec3<f32>, surface_normal: vec3<f32>, ior: f32, above:
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chunk_scene_database_access, chunk_mat3_inverse, chunk_water_lod_candidate, chunk_water_lod_layout,
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WATER_LOD_CANDIDATE_STRUCT.declaration_chunk, chunk_water_surface_sample]);
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+
for (const resource of [
|
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CAMERA_RESOURCE, TRACE_RESOURCE, SCENE_DATABASE_RESOURCE, LOD_RESOURCE, LOD_LIMITS_RESOURCE, LOD_BODIES_RESOURCE,
|
|
333
|
+
LOD_CANDIDATES_RESOURCE, LOD_CELLS_RESOURCE, MESHLET_METADATA_RESOURCE,
|
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|
+
]) {
|
|
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|
+
surface_body.requireResource(resource);
|
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+
}
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+
|
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export const chunk_water_screen_ray = CodeChunk.from(/* language=WGSL */ `
|
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fn water_hzb_mip_size(depth_size: vec2f, hzb_size: vec2f, mip: i32) -> vec2f {
|
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340
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if (mip <= 0) { return depth_size; }
|
|
@@ -400,6 +423,10 @@ fn water_hzb_hit(ray: Ray, budget: u32) -> ScreenSpaceRayHit {
|
|
|
400
423
|
`, [chunk_screen_space_newton_ray, chunk_ffx_sssr_advance_ray, chunk_ffx_sssr_load_depth, chunk_project_direction,
|
|
401
424
|
chunk_ray_at]);
|
|
402
425
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|
|
426
|
+
for (const resource of [CAMERA_RESOURCE, TRACE_RESOURCE, SCREEN_DEPTH_RESOURCE, SCREEN_HZB_RESOURCE, SCREEN_NORMAL_RESOURCE]) {
|
|
427
|
+
chunk_water_screen_ray.requireResource(resource);
|
|
428
|
+
}
|
|
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|
+
|
|
403
430
|
const body = CodeChunk.from(/* language=WGSL */ `
|
|
404
431
|
struct WaterReceiver {
|
|
405
432
|
@location(0) receiver: vec4<f32>,
|
|
@@ -586,15 +613,14 @@ fn fs_main(in: WaterVertexOut, @builtin(front_facing) above: bool) -> WaterOptic
|
|
|
586
613
|
`, [surface_body, chunk_water_screen_ray, chunk_F_dielectric, chunk_ffx_sssr_validate_hit,
|
|
587
614
|
chunk_direction_view_to_world, chunk_ray_at, chunk_water_optics, chunk_water_inscatter,
|
|
588
615
|
chunk_water_receiver_downwelling, chunk_water_receiver_texel,
|
|
589
|
-
chunk_water_transport, chunk_water_receiver_radiance
|
|
616
|
+
chunk_water_transport, chunk_water_receiver_radiance,
|
|
617
|
+
// water_gi_specular here, and water_gi_irradiance for the in-scatter and the downwelling light
|
|
618
|
+
chunk_water_gi]);
|
|
590
619
|
|
|
591
620
|
export const water_shader = ShaderDescriptor.from({ label: "Water / receivers", resources, body });
|
|
592
|
-
/** The optics pass
|
|
593
|
-
export const
|
|
594
|
-
resources:
|
|
595
|
-
/** The optics pass under Brick4. */
|
|
596
|
-
export const water_finalize_shader_brick4 = ShaderDescriptor.from({ label: 'Water / coherent optics Brick4',
|
|
597
|
-
resources: WATER_FINALIZE_RESOURCES_BRICK4, body: CodeChunk.from('', [finalize_body, chunk_water_gi_brick4]) });
|
|
621
|
+
/** The optics pass; its variants differ in the indirect lighting they fall back to, and bind alike. */
|
|
622
|
+
export const water_finalize_shader = ShaderDescriptor.from({ label: 'Water / coherent optics',
|
|
623
|
+
resources: WATER_FINALIZE_RESOURCES, body: finalize_body });
|
|
598
624
|
export const WATER_RESOURCES = resources;
|
|
599
625
|
|
|
600
626
|
/** Nearest-interface selection writes only water-owned depth and optics, never opaque G-buffer. */
|
|
@@ -602,7 +628,7 @@ function water_pipeline(shader, targets, finalize) {
|
|
|
602
628
|
const code = shader.source;
|
|
603
629
|
const layout = shader.resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT);
|
|
604
630
|
// The lattice spends eight storage slots in the vertex stage, the guaranteed budget. Lighting spends four in the
|
|
605
|
-
// fragment stage. Keep their visibility precise so the
|
|
631
|
+
// fragment stage, Brick4's buffer among them. Keep their visibility precise so the optics fit it there.
|
|
606
632
|
const vertex_only = new Set(['lod', 'lod_limits', 'water_lod_bodies', 'water_lod_candidates', 'water_lod_cells',
|
|
607
633
|
'meshlet_metadata', 'meshlet_data', 'water_band_displacement', 'water_particle_offsets', 'water_particle_entries']);
|
|
608
634
|
// the fragment stage shades the bands the mesh could not carry
|
|
@@ -622,11 +648,7 @@ function water_pipeline(shader, targets, finalize) {
|
|
|
622
648
|
});
|
|
623
649
|
}
|
|
624
650
|
export function create_water_pipeline() { return water_pipeline(water_shader, ['rgba32float', 'rgba32float'], false); }
|
|
625
|
-
/** The optics pipeline
|
|
626
|
-
export function
|
|
627
|
-
return water_pipeline(
|
|
628
|
-
}
|
|
629
|
-
/** The optics pipeline under Brick4, its shader built for `switches` (a ShaderSwitchSet). */
|
|
630
|
-
export function create_water_finalize_pipeline_brick4(switches) {
|
|
631
|
-
return water_pipeline(water_finalize_shader_brick4.variant(switches), ['rgba32float', 'rgba16float', 'rgba16float'], true);
|
|
651
|
+
/** The optics pipeline, its shader built for `switches` (a ShaderSwitchSet). */
|
|
652
|
+
export function create_water_finalize_pipeline(switches) {
|
|
653
|
+
return water_pipeline(water_finalize_shader.variant(switches), ['rgba32float', 'rgba16float', 'rgba16float'], true);
|
|
632
654
|
}
|
|
@@ -14,7 +14,10 @@ export class GPUWaterSurface {
|
|
|
14
14
|
onInputsConsumed: Signal;
|
|
15
15
|
/** Most wave particles alive at once over every body of a scene. */
|
|
16
16
|
particle_capacity: number;
|
|
17
|
-
/**
|
|
17
|
+
/**
|
|
18
|
+
* Whether the scene's wind field can hold wind (set by whoever owns the bodies: `WaterSystem` asks the GPU fluid);
|
|
19
|
+
* without it the band tiles are not animated.
|
|
20
|
+
*/
|
|
18
21
|
windy: boolean;
|
|
19
22
|
/**
|
|
20
23
|
* Whether any splash was ever queued. Until one is, the pool is empty and no particle pass is recorded; set by
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"GPUWaterSurface.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/GPUWaterSurface.js"],"names":[],"mappings":"AAoBA,uHAAuH;AACvH,2CAA4C;AAE5C,4EAA4E;AAC5E,6DAKI;AAEJ;;;;;;GAMG;AACH;IACI,4FAA4F;IAC5F,yBAAgC;IAChC,oEAAoE;IACpE,0BAA0B;IAC1B
|
|
1
|
+
{"version":3,"file":"GPUWaterSurface.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/GPUWaterSurface.js"],"names":[],"mappings":"AAoBA,uHAAuH;AACvH,2CAA4C;AAE5C,4EAA4E;AAC5E,6DAKI;AAEJ;;;;;;GAMG;AACH;IACI,4FAA4F;IAC5F,yBAAgC;IAChC,oEAAoE;IACpE,0BAA0B;IAC1B;;;OAGG;IACH,eAAc;IACd;;;OAGG;IACH,kBAAiB;IAejB,mCAA0D;IAC1D,kCAAwD;IACxD,kCAA0D;IAC1D,kCAA0D;IAC1D,kHAAkH;IAClH,uBAAmC;IACnC,qGAAqG;IACrG,0BAAyC;IACzC,gHAAgH;IAChH,8BAA2D;IAC3D,mCAA2C;IAE3C;;;OAGG;IACH,YAFW,MAAM,QAKhB;IAED,gBAWC;IAuBD;;;;;;;;;;;OAWG;IACH;QAVsG,KAAK,EAAhG,OAAO,8DAA8D,EAAE,UAAU;QAC9D,MAAM;QACT,KAAK,EAArB,MAAM;QACU,IAAI,EAApB,MAAM;QACU,IAAI;YACI,MAAM;YACE,UAAU,EAA1C,UAAU,MAAM,CAAC;YACI,MAAM,EAA3B,MAAM;;QACU,MAAM,EAAtB,MAAM;aAyEhB;;CACJ;kCA3MiC,kDAAkD;mBAHjE,0CAA0C;kCAK3B,kCAAkC"}
|
|
@@ -41,7 +41,10 @@ export class GPUWaterSurface {
|
|
|
41
41
|
onInputsConsumed = new Signal();
|
|
42
42
|
/** Most wave particles alive at once over every body of a scene. */
|
|
43
43
|
particle_capacity = 65536;
|
|
44
|
-
/**
|
|
44
|
+
/**
|
|
45
|
+
* Whether the scene's wind field can hold wind (set by whoever owns the bodies: `WaterSystem` asks the GPU fluid);
|
|
46
|
+
* without it the band tiles are not animated.
|
|
47
|
+
*/
|
|
45
48
|
windy = false;
|
|
46
49
|
/**
|
|
47
50
|
* Whether any splash was ever queued. Until one is, the pool is empty and no particle pass is recorded; set by
|
|
@@ -174,11 +177,14 @@ export class GPUWaterSurface {
|
|
|
174
177
|
}
|
|
175
178
|
}
|
|
176
179
|
if (groups > 0) {
|
|
177
|
-
|
|
180
|
+
const bindings = {
|
|
178
181
|
cull: encoder.allocateTransientValueBuffer(WATER_CULL_STRUCT, { dt, stepping: stepping ? 1 : 0, binning: binning ? 1 : 0 }),
|
|
179
182
|
lod: encoder.allocateTransientValueBuffer(WATER_LOD_VIEW_STRUCT, lod), camera: view.camera, scene_database: scene.scene_database_buffer, geometries: scene.geometries.buffer_metadata,
|
|
180
183
|
band_state, band_requests, particle_bounds, steep, activity, visible_rows: lists.visible, active_rows: lists.active,
|
|
181
|
-
emit_rows: lists.emit }
|
|
184
|
+
emit_rows: lists.emit };
|
|
185
|
+
// the bodies' wind: the scene's published field, read as its producer left it before this pass
|
|
186
|
+
scene.wind.bind(bindings);
|
|
187
|
+
shader_water_cull.dispatch({ encoder, bindings, group_count_x: Math.min(groups, 65535), group_count_y: Math.ceil(groups / 65535) });
|
|
182
188
|
}
|
|
183
189
|
finalize(encoder, { fresh: fresh && !seed ? 1 : 0, seed: 0 });
|
|
184
190
|
if (windy) { spectrum(encoder); }
|
|
@@ -0,0 +1,15 @@
|
|
|
1
|
+
/** @type {ShaderResourceDescriptor} */
|
|
2
|
+
export const WATER_BAND_DISPLACEMENT_RESOURCE: ShaderResourceDescriptor;
|
|
3
|
+
/** @type {ShaderResourceDescriptor} */
|
|
4
|
+
export const WATER_BAND_DERIVATIVES_RESOURCE: ShaderResourceDescriptor;
|
|
5
|
+
/**
|
|
6
|
+
* Linear, repeat.
|
|
7
|
+
* @type {ShaderResourceDescriptor}
|
|
8
|
+
*/
|
|
9
|
+
export const WATER_BAND_SAMPLER_RESOURCE: ShaderResourceDescriptor;
|
|
10
|
+
/** @type {ShaderResourceDescriptor} */
|
|
11
|
+
export const WATER_PARTICLE_OFFSETS_RESOURCE: ShaderResourceDescriptor;
|
|
12
|
+
/** @type {ShaderResourceDescriptor} */
|
|
13
|
+
export const WATER_PARTICLE_ENTRIES_RESOURCE: ShaderResourceDescriptor;
|
|
14
|
+
import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
|
|
15
|
+
//# sourceMappingURL=WATER_SURFACE_RESOURCES.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"WATER_SURFACE_RESOURCES.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/WATER_SURFACE_RESOURCES.js"],"names":[],"mappings":"AAUA,uCAAuC;AACvC,+CADW,wBAAwB,CAC8F;AAEjI,uCAAuC;AACvC,8CADW,wBAAwB,CAC4F;AAE/H;;;GAGG;AACH,0CAFU,wBAAwB,CAEgE;AAElG,uCAAuC;AACvC,8CADW,wBAAwB,CACyG;AAE5I,uCAAuC;AACvC,8CADW,wBAAwB,CAC4H;yCAzBtH,mDAAmD"}
|
|
@@ -0,0 +1,27 @@
|
|
|
1
|
+
import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
|
|
2
|
+
import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
|
|
3
|
+
import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
|
|
4
|
+
import { WATER_PARTICLE_ENTRY_STRUCT } from "./particles/WATER_PARTICLE_STRUCT.js";
|
|
5
|
+
|
|
6
|
+
/*
|
|
7
|
+
The surface interface `chunk_water_surface_sample` reads: the spectral bands and the frame's binned
|
|
8
|
+
wave particles.
|
|
9
|
+
*/
|
|
10
|
+
|
|
11
|
+
/** @type {ShaderResourceDescriptor} */
|
|
12
|
+
export const WATER_BAND_DISPLACEMENT_RESOURCE = ShaderResourceDescriptor.texture("water_band_displacement", "float", "2d-array");
|
|
13
|
+
|
|
14
|
+
/** @type {ShaderResourceDescriptor} */
|
|
15
|
+
export const WATER_BAND_DERIVATIVES_RESOURCE = ShaderResourceDescriptor.texture("water_band_derivatives", "float", "2d-array");
|
|
16
|
+
|
|
17
|
+
/**
|
|
18
|
+
* Linear, repeat.
|
|
19
|
+
* @type {ShaderResourceDescriptor}
|
|
20
|
+
*/
|
|
21
|
+
export const WATER_BAND_SAMPLER_RESOURCE = ShaderResourceDescriptor.sampler("water_band_sampler");
|
|
22
|
+
|
|
23
|
+
/** @type {ShaderResourceDescriptor} */
|
|
24
|
+
export const WATER_PARTICLE_OFFSETS_RESOURCE = ShaderResourceDescriptor.storageBuffer("water_particle_offsets", COLLECTION_U32_STRUCT_READ);
|
|
25
|
+
|
|
26
|
+
/** @type {ShaderResourceDescriptor} */
|
|
27
|
+
export const WATER_PARTICLE_ENTRIES_RESOURCE = ShaderResourceDescriptor.storageBuffer("water_particle_entries", WebGPUArray.from(WATER_PARTICLE_ENTRY_STRUCT));
|
|
@@ -2,7 +2,8 @@
|
|
|
2
2
|
export const WATER_WAVE_IMPULSE_LIMIT: 16;
|
|
3
3
|
/**
|
|
4
4
|
* The surface state of one water body, one row per body (WATER_SURFACE_SIMULATION_PLAN_2026_10_06.md §6.1).
|
|
5
|
-
* The CPU writes what is authored and queued; the GPU writes what it derives each frame
|
|
5
|
+
* The CPU writes what is authored and queued; the GPU writes what it derives each frame, the body's wind among it:
|
|
6
|
+
* the scene's wind field, sampled and low-passed (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §6, the Water row).
|
|
6
7
|
*/
|
|
7
8
|
export const WATER_WAVE_RECORD_STRUCT: WebGPUStruct;
|
|
8
9
|
import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
|
|
@@ -1 +1 @@
|
|
|
1
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{"version":3,"file":"WATER_WAVE_RECORD_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.js"],"names":[],"mappings":"AAKA,mDAAmD;AACnD,0CAA2C;AAE3C
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{"version":3,"file":"WATER_WAVE_RECORD_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.js"],"names":[],"mappings":"AAKA,mDAAmD;AACnD,0CAA2C;AAE3C;;;;GAIG;AACH,oDAsCsB;6BAjDO,mCAAmC"}
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@@ -1,4 +1,4 @@
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import { f32, u32, vec2f, vec4f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { f32, u32, vec2f, vec3f, vec4f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
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import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
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import { WATER_SPECTRUM_BAND_COUNT } from "./spectrum/WATER_SPECTRUM.js";
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@@ -8,16 +8,14 @@ export const WATER_WAVE_IMPULSE_LIMIT = 16;
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/**
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* The surface state of one water body, one row per body (WATER_SURFACE_SIMULATION_PLAN_2026_10_06.md §6.1).
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* The CPU writes what is authored and queued; the GPU writes what it derives each frame
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* The CPU writes what is authored and queued; the GPU writes what it derives each frame, the body's wind among it:
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* the scene's wind field, sampled and low-passed (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §6, the Water row).
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*/
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export const WATER_WAVE_RECORD_STRUCT = WebGPUStruct.from({
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/**
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* Wind direction in the body's metric local xz (cos, sin), wind speed at 10 m in m/s, and the amplitude
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* reflection coefficient of the mesh's outline.
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*/
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wind: vec4f,
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/** Open water upwind of the mesh, metres, added to the mesh's own extent along the wind. */
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upwind_fetch: f32,
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/** Amplitude reflection coefficient of the mesh's outline for wave particles: 0 a beach, 1 a wall. */
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shore_reflection: f32,
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/** Queued splashes: local xz centre, world radius, velocity kick (m/s). */
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impulses: WebGPUArray.from(vec4f, WATER_WAVE_IMPULSE_LIMIT),
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impulse_count: u32,
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@@ -25,8 +23,19 @@ export const WATER_WAVE_RECORD_STRUCT = WebGPUStruct.from({
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geometry: u32,
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/** Non-zero to step the body while no view sees it (`Water.simulateWhenHidden`). */
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/**
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/**
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* GPU: the body's wind, world m/s: the scene's wind field 10 m above its origin (U10), low-passed over the frames
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* that step. What its fetch, its weights and its turn follow.
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*/
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wind: vec3f,
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/** GPU: non-zero once {@link wind} holds a sample; a new row is 0, and its first sample seeds the low-pass. */
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wind_seeded: u32,
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/**
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* GPU: the wind speed (m/s), fetch (m) and wind direction (metric local xz) the weights were derived for. The
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* culling pass derives again when the low-passed wind leaves the deadband about them, or the fetch along that
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* direction changes; a negative speed is a row never derived.
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*/
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derived_for: vec4f,
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/** GPU: amplitude weight of each spectral band, from the wind and the fetch. */
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weights: WebGPUArray.from(f32, WATER_SPECTRUM_BAND_COUNT),
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/** GPU: slope variance of all of the body's ambient waves. */
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@@ -13,9 +13,6 @@ export const WATER_PARTICLE_GATHER_BUDGET: 64;
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* A pure function of its arguments and the frame's resources. Callers pass the rest point and a footprint
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* computed from the rest point alone, so two cells sharing a vertex displace it identically.
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*
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* Bindings it reads: `scene_database`, `water_band_displacement`, `water_band_derivatives`,
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* `water_band_sampler` (linear, repeat), `water_particle_offsets`, `water_particle_entries`.
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*
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* @type {CodeChunk}
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*/
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export const chunk_water_surface_sample: CodeChunk;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"chunk_water_surface_sample.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/chunk_water_surface_sample.js"],"names":[],"mappings":"
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+
{"version":3,"file":"chunk_water_surface_sample.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/chunk_water_surface_sample.js"],"names":[],"mappings":"AAcA;;;;;GAKG;AACH,8CAA+C;AAE/C;;;;;;;;;GASG;AACH,yCAFU,SAAS,CAyMyC;0BAvOlC,oCAAoC"}
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@@ -3,6 +3,14 @@ import { chunk_pcg3d } from "../../shader/chunk/random/pcg/chunk_pcg3d.js";
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import { WATER_WAVES_TABLE } from "../medium/chunk_water_bodies.js";
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import { chunk_water_spectrum } from "./spectrum/chunk_water_spectrum.js";
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import { chunk_water_particle } from "./particles/chunk_water_particle.js";
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import { SCENE_DATABASE_RESOURCE } from "../../scene/SCENE_DATABASE_RESOURCE.js";
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import {
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WATER_BAND_DERIVATIVES_RESOURCE,
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WATER_BAND_DISPLACEMENT_RESOURCE,
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WATER_BAND_SAMPLER_RESOURCE,
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WATER_PARTICLE_ENTRIES_RESOURCE,
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WATER_PARTICLE_OFFSETS_RESOURCE
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} from "./WATER_SURFACE_RESOURCES.js";
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/**
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* Most particle entries one point reads, over every level. A front's run of particles in a cell is one entry, so a
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@@ -20,9 +28,6 @@ export const WATER_PARTICLE_GATHER_BUDGET = 64;
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* A pure function of its arguments and the frame's resources. Callers pass the rest point and a footprint
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* computed from the rest point alone, so two cells sharing a vertex displace it identically.
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*
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* Bindings it reads: `scene_database`, `water_band_displacement`, `water_band_derivatives`,
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* `water_band_sampler` (linear, repeat), `water_particle_offsets`, `water_particle_entries`.
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*
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* @type {CodeChunk}
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*/
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export const chunk_water_surface_sample = CodeChunk.from(/* language=WGSL */ `
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@@ -225,3 +230,10 @@ fn water_surface_sample(wave: u32, p: vec2<f32>, footprint: f32, horizontal: f32
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WATER_WAVES_TABLE.chunk_read_field('weights'), WATER_WAVES_TABLE.chunk_read_field('wind_from'),
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WATER_WAVES_TABLE.chunk_read_field('wind_to'), WATER_WAVES_TABLE.chunk_read_field('wind_blend'),
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WATER_WAVES_TABLE.chunk_read_field('particle_levels')]);
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chunk_water_surface_sample.requireResource(SCENE_DATABASE_RESOURCE);
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chunk_water_surface_sample.requireResource(WATER_BAND_DERIVATIVES_RESOURCE);
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chunk_water_surface_sample.requireResource(WATER_BAND_DISPLACEMENT_RESOURCE);
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chunk_water_surface_sample.requireResource(WATER_BAND_SAMPLER_RESOURCE);
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chunk_water_surface_sample.requireResource(WATER_PARTICLE_ENTRIES_RESOURCE);
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chunk_water_surface_sample.requireResource(WATER_PARTICLE_OFFSETS_RESOURCE);
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|
@@ -187,7 +187,7 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) in
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let threshold = water_particle_threshold(${waves.marshalling_method_read_field('slope_variance')}(&scene_database, particle.body),
|
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count, frame.capacity);
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let advanced = water_particle_advance(particle, frame.dt, geometry, scale,
|
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-
${waves.marshalling_method_read_field('
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+
${waves.marshalling_method_read_field('shore_reflection')}(&scene_database, particle.body), threshold, hint);
|
|
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191
|
particle = advanced.particle;
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left = advanced.children;
|
|
193
193
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if (left == 2u || left == 6u) { images[i] = advanced.image; }
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|
@@ -198,7 +198,7 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) in
|
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198
198
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children.elements[i] = left;
|
|
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}
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200
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`, [chunk_water_particle_step, chunk_scene_database_access, waves.chunk_read_field('node'), waves.chunk_read_field('slope_variance'),
|
|
201
|
-
waves.chunk_read_field('geometry'), waves.chunk_read_field('
|
|
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+
waves.chunk_read_field('geometry'), waves.chunk_read_field('shore_reflection'), chunk_folded_workgroup_index]);
|
|
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202
|
update_body.addExtension(WebGPUExtensionType.Subgroups);
|
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203
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export const shader_water_particles_update = ComputeShader.from({ label: 'Water / particles update', resources: update_resources,
|
|
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body: update_body });
|
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@@ -17,9 +17,15 @@ export const WATER_LIST_HEADER_BYTES: 16;
|
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* The frame's culling pass (WATER_SURFACE_DISTANCE_LOD_PROPOSAL_2026_10_06.md §3.1), one thread a water body, before
|
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* anything simulates. Against the frustum of the view the frame is recorded for, with a prior bound on the body's
|
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* displacement, it decides whether the body is visible and whether it is simulated this frame, and lists it for the
|
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-
* passes that follow. On the way it does the per-body work that used to be passes of its own over every row:
|
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21
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-
* when the wind or the fetch changed, the wind's turn for a body that is
|
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-
* A visible body ORs the bands it can draw into the frame's band mask.
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+
* passes that follow. On the way it does the per-body work that used to be passes of its own over every row: the
|
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21
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+
* body's wind, weights when the wind left its deadband or the fetch changed, the wind's turn for a body that is
|
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+
* simulated, optics when they were edited. A visible body ORs the bands it can draw into the frame's band mask.
|
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+
*
|
|
24
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+
* **The wind** (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §6, the Water row) is the scene's wind field,
|
|
25
|
+
* `wind_field_sample`, 10 m above the body's origin, low-passed per body on the frames
|
|
26
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+
* that step and seeded from the first sample (`chunk_water_waves_derive`). Every body's is kept, hidden ones
|
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27
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+
* too, since their weights bound what they can reach. The pass reads the field as the frame's producer left it
|
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+
* before it: a field published later in the same frame is read the frame after, which the low-pass does not see.
|
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23
29
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*/
|
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24
30
|
export const shader_water_cull: ComputeShader;
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/** Commands the finalize pass writes, in order, 16 bytes apart. */
|
|
@@ -1 +1 @@
|
|
|
1
|
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{"version":3,"file":"shader_water_cull.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/shader_water_cull.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"shader_water_cull.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/shader_water_cull.js"],"names":[],"mappings":"AAsCA,2EAA2E;AAC3E,2CAA4C;AAE5C,0CAA0C;AAC1C;IACI,uDAAuD;;IAEvD,sEAAsE;;GAEvE;AAEH,qDAAqD;AACrD,6CAOuB;AAEvB,+CAA+C;AAC/C,oDAGE;AAEF,8EAA8E;AAC9E,yCAA0C;AA+C1C;;;;;;;;;;;;;GAaG;AACH,8CAoHiG;AAEjG,mEAAmE;AACnE;;;;;GAKG;AACH,8CAA+C;AAC/C,4CAA6C;AAW7C;;;;GAIG;AACH,uDAuBM;6BAtRuB,mCAAmC;8BAVlC,+BAA+B"}
|
|
@@ -22,7 +22,7 @@ import { WATER_BODIES_TABLE, WATER_WAVES_TABLE } from "../medium/chunk_water_bod
|
|
|
22
22
|
import { chunk_water_lod } from "./lod/chunk_water_lod.js";
|
|
23
23
|
import { WATER_LOD_VIEW_STRUCT } from "./lod/WATER_LOD.js";
|
|
24
24
|
import { WATER_PARTICLE_LEVELS } from "./particles/chunk_water_particle.js";
|
|
25
|
-
import { chunk_water_waves_derive } from "./shader_water_waves_derive.js";
|
|
25
|
+
import { chunk_water_waves_derive, WATER_WIND_REFERENCE_HEIGHT } from "./shader_water_waves_derive.js";
|
|
26
26
|
import { WATER_PARTICLE_BODY_BOUNDS_STRIDE } from "./shader_water_waves_combine.js";
|
|
27
27
|
import {
|
|
28
28
|
WATER_BAND_REQUESTS_STRUCT,
|
|
@@ -33,6 +33,8 @@ import {
|
|
|
33
33
|
import { chunk_water_spectrum } from "./spectrum/chunk_water_spectrum.js";
|
|
34
34
|
import { WATER_SPECTRUM_COLUMN_GROUPS_PER_BAND, WATER_SPECTRUM_ROW_GROUPS_PER_BAND } from "./spectrum/shader_water_spectrum.js";
|
|
35
35
|
import { WATER_WAVE_IMPULSE_LIMIT } from "./WATER_WAVE_RECORD_STRUCT.js";
|
|
36
|
+
import { chunk_wind_field_sample } from "../../wind/chunk_wind_field_sample.js";
|
|
37
|
+
import { wind_field_add_resources } from "../../wind/wind_field_add_resources.js";
|
|
36
38
|
|
|
37
39
|
/** Workgroup size of the culling pass and of the passes over its lists. */
|
|
38
40
|
export const WATER_CULL_WORKGROUP_SIZE = 64;
|
|
@@ -85,8 +87,10 @@ fn water_cull_ambient(weights: array<f32, WATER_SPECTRUM_BANDS>, blend: f32) ->
|
|
|
85
87
|
}
|
|
86
88
|
`);
|
|
87
89
|
|
|
90
|
+
// the scene's wind field adds a uniform, a texture and a sampler, and no storage buffer: the pass is at the 10 a
|
|
91
|
+
// device is asked for
|
|
88
92
|
const resources = new ShaderResourceSetDescriptor();
|
|
89
|
-
resources.createGroup()
|
|
93
|
+
wind_field_add_resources(resources.createGroup()
|
|
90
94
|
.addUniform('cull', WATER_CULL_STRUCT)
|
|
91
95
|
.addUniform('lod', WATER_LOD_VIEW_STRUCT)
|
|
92
96
|
.addUniform('camera', CAMERA_UNIFORM_STRUCT)
|
|
@@ -99,7 +103,7 @@ resources.createGroup()
|
|
|
99
103
|
.addStorageBuffer('activity', WebGPUArray.u32, true)
|
|
100
104
|
.addStorageBuffer('visible_rows', WATER_LIST_APPEND_STRUCT, true)
|
|
101
105
|
.addStorageBuffer('active_rows', WATER_LIST_APPEND_STRUCT, true)
|
|
102
|
-
.addStorageBuffer('emit_rows', WATER_LIST_APPEND_STRUCT, true);
|
|
106
|
+
.addStorageBuffer('emit_rows', WATER_LIST_APPEND_STRUCT, true));
|
|
103
107
|
|
|
104
108
|
const bodies = WATER_BODIES_TABLE, waves = WATER_WAVES_TABLE;
|
|
105
109
|
const pg = bodies.page_iterator_symbol_prefix(64, true);
|
|
@@ -111,9 +115,15 @@ const STRIDE = WATER_PARTICLE_BODY_BOUNDS_STRIDE;
|
|
|
111
115
|
* The frame's culling pass (WATER_SURFACE_DISTANCE_LOD_PROPOSAL_2026_10_06.md §3.1), one thread a water body, before
|
|
112
116
|
* anything simulates. Against the frustum of the view the frame is recorded for, with a prior bound on the body's
|
|
113
117
|
* displacement, it decides whether the body is visible and whether it is simulated this frame, and lists it for the
|
|
114
|
-
* passes that follow. On the way it does the per-body work that used to be passes of its own over every row:
|
|
115
|
-
* when the wind or the fetch changed, the wind's turn for a body that is
|
|
116
|
-
* A visible body ORs the bands it can draw into the frame's band mask.
|
|
118
|
+
* passes that follow. On the way it does the per-body work that used to be passes of its own over every row: the
|
|
119
|
+
* body's wind, weights when the wind left its deadband or the fetch changed, the wind's turn for a body that is
|
|
120
|
+
* simulated, optics when they were edited. A visible body ORs the bands it can draw into the frame's band mask.
|
|
121
|
+
*
|
|
122
|
+
* **The wind** (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §6, the Water row) is the scene's wind field,
|
|
123
|
+
* `wind_field_sample`, 10 m above the body's origin, low-passed per body on the frames
|
|
124
|
+
* that step and seeded from the first sample (`chunk_water_waves_derive`). Every body's is kept, hidden ones
|
|
125
|
+
* too, since their weights bound what they can reach. The pass reads the field as the frame's producer left it
|
|
126
|
+
* before it: a field published later in the same frame is read the frame after, which the low-pass does not see.
|
|
117
127
|
*/
|
|
118
128
|
export const shader_water_cull = ComputeShader.from({ label: 'Water / cull', resources,
|
|
119
129
|
body: CodeChunk.from(/* language=WGSL */ `
|
|
@@ -141,18 +151,33 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
|
|
|
141
151
|
let scale = max(vec3<f32>(length(global[0].xyz), length(global[1].xyz), length(global[2].xyz)), vec3<f32>(1e-20));
|
|
142
152
|
let box = geometries[${body('geometry')}].bounding_box;
|
|
143
153
|
|
|
144
|
-
//
|
|
145
|
-
let
|
|
146
|
-
let
|
|
147
|
-
let
|
|
154
|
+
// the body's wind: the field's at U10, low-passed over the frames that step; the first sample seeds it
|
|
155
|
+
let dt = select(0.0, cull.dt, cull.stepping != 0u);
|
|
156
|
+
let sample = wind_field_sample(global[3].xyz + vec3<f32>(0.0, ${WATER_WIND_REFERENCE_HEIGHT}.0, 0.0));
|
|
157
|
+
let seeded = ${read('wind_seeded')} != 0u;
|
|
158
|
+
let wind = water_wind_low_pass(${read('wind')}, seeded, sample, dt);
|
|
159
|
+
if (!seeded || dt > 0.0) { ${waves.marshalling_method_write_field('wind')}(&scene_database, row, wind); }
|
|
160
|
+
if (!seeded) { ${waves.marshalling_method_write_field('wind_seeded')}(&scene_database, row, 1u); }
|
|
161
|
+
let local = water_wind_local(wind, global, scale);
|
|
162
|
+
let speed = length(local);
|
|
163
|
+
var direction = vec2<f32>(0.0);
|
|
164
|
+
if (speed > 0.0) { direction = local / speed; }
|
|
165
|
+
|
|
166
|
+
// weights, when the wind left the deadband about the one they were derived for, or the fetch along its direction
|
|
167
|
+
// changed; none without wind
|
|
168
|
+
let reference = ${read('derived_for')};
|
|
169
|
+
let leaves = water_wind_speed_leaves(reference.x, speed) || (speed > 0.0 && water_wind_direction_leaves(reference.zw, direction));
|
|
170
|
+
let derived_speed = select(reference.x, speed, leaves);
|
|
171
|
+
let derived_direction = select(reference.zw, direction, leaves);
|
|
172
|
+
let fetch = water_waves_fetch(box, scale, derived_direction, ${read('upwind_fetch')});
|
|
148
173
|
var weights: array<f32, WATER_SPECTRUM_BANDS>;
|
|
149
|
-
if (
|
|
150
|
-
let derived = water_waves_derive(
|
|
174
|
+
if (leaves || fetch != reference.y) {
|
|
175
|
+
let derived = water_waves_derive(derived_speed, fetch);
|
|
151
176
|
weights = derived.weights;
|
|
152
177
|
${waves.marshalling_method_write_field('weights')}(&scene_database, row, weights);
|
|
153
178
|
${waves.marshalling_method_write_field('slope_variance')}(&scene_database, row, derived.slope_variance);
|
|
154
|
-
${waves.marshalling_method_write_field('derived_for')}(&scene_database, row,
|
|
155
|
-
} else if (
|
|
179
|
+
${waves.marshalling_method_write_field('derived_for')}(&scene_database, row, vec4<f32>(derived_speed, fetch, derived_direction));
|
|
180
|
+
} else if (derived_speed > 0.0) {
|
|
156
181
|
weights = ${read('weights')};
|
|
157
182
|
}
|
|
158
183
|
|
|
@@ -171,7 +196,7 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
|
|
|
171
196
|
for (var j = 0u; j < queued; j++) { particles += WATER_RING_BOUND * clamp(impulses[j].z, 1e-3, 16.0); }
|
|
172
197
|
}
|
|
173
198
|
var ambient = vec2<f32>(0.0);
|
|
174
|
-
if (
|
|
199
|
+
if (derived_speed > 0.0) { ambient = water_cull_ambient(weights, ${read('wind_blend')}); }
|
|
175
200
|
vertical = 2.0 * ambient.x + particles;
|
|
176
201
|
horizontal = 2.0 * ambient.y + particles;
|
|
177
202
|
}
|
|
@@ -183,7 +208,7 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
|
|
|
183
208
|
let is_visible = aabb3_intersects_frustum(aabb3_project(array_to_aabb3(grown), global), camera.frustum);
|
|
184
209
|
let is_active = is_visible || ${read('simulate_hidden')} != 0u;
|
|
185
210
|
|
|
186
|
-
if (is_visible &&
|
|
211
|
+
if (is_visible && derived_speed > 0.0) {
|
|
187
212
|
// the bands this body can draw: waves longer than 8 of the finest cells it can be drawn with
|
|
188
213
|
let rest = aabb3_project(array_to_aabb3(box), global);
|
|
189
214
|
let eye = camera.view_matrix_inverse[3].xyz;
|
|
@@ -196,8 +221,7 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
|
|
|
196
221
|
if (mask != 0u) { atomicOr(&band_requests.needed, mask); }
|
|
197
222
|
}
|
|
198
223
|
if (is_active) {
|
|
199
|
-
let turn = water_wind_turn(WaterWindTurn(${read('wind_from')}, ${read('wind_to')}, ${read('wind_blend')}),
|
|
200
|
-
direction, select(0.0, cull.dt, cull.stepping != 0u));
|
|
224
|
+
let turn = water_wind_turn(WaterWindTurn(${read('wind_from')}, ${read('wind_to')}, ${read('wind_blend')}), direction, dt);
|
|
201
225
|
${waves.marshalling_method_write_field('wind_from')}(&scene_database, row, turn.previous);
|
|
202
226
|
${waves.marshalling_method_write_field('wind_to')}(&scene_database, row, turn.current);
|
|
203
227
|
${waves.marshalling_method_write_field('wind_blend')}(&scene_database, row, turn.blend);
|
|
@@ -212,10 +236,10 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
|
|
|
212
236
|
activity[row] = select(0u, ${WaterActivity.Visible}u, is_visible) | select(0u, ${WaterActivity.Active}u, is_active);
|
|
213
237
|
}
|
|
214
238
|
`, [bodies.chunk_iterate(64, true), bodies.chunk_write, bodies.chunk_read_rw,
|
|
215
|
-
...['dirty', 'wave', 'node', 'geometry'].map(field => bodies.chunk_read_field(field, true)), ...['wind', '
|
|
216
|
-
'impulses', 'impulse_count', 'simulate_hidden', 'wind_from', 'wind_to'].map(field => waves.chunk_read_field(field, true)),
|
|
217
|
-
...['weights', 'slope_variance', 'derived_for', 'wind_from', 'wind_to', 'wind_blend'].map(field => waves.wgsl_gen_write_field_code(field)),
|
|
218
|
-
chunk_water_cull_bound, chunk_water_spectrum, chunk_water_waves_derive, chunk_water_lod, chunk_water_medium_derived,
|
|
239
|
+
...['dirty', 'wave', 'node', 'geometry'].map(field => bodies.chunk_read_field(field, true)), ...['wind', 'wind_seeded', 'upwind_fetch', 'weights',
|
|
240
|
+
'derived_for', 'wind_blend', 'impulses', 'impulse_count', 'simulate_hidden', 'wind_from', 'wind_to'].map(field => waves.chunk_read_field(field, true)),
|
|
241
|
+
...['wind', 'wind_seeded', 'weights', 'slope_variance', 'derived_for', 'wind_from', 'wind_to', 'wind_blend'].map(field => waves.wgsl_gen_write_field_code(field)),
|
|
242
|
+
chunk_wind_field_sample, chunk_water_cull_bound, chunk_water_spectrum, chunk_water_waves_derive, chunk_water_lod, chunk_water_medium_derived,
|
|
219
243
|
chunk_water_medium_scattering, chunk_scene_database_access_rw, chunk_folded_workgroup_index, chunk_aabb3_project,
|
|
220
244
|
chunk_array_to_aabb3, chunk_aabb3_intersects_frustum, chunk_mat4_linear_determinant]) });
|
|
221
245
|
|