@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
@@ -0,0 +1,238 @@
1
+ import { chunk_grid3d_to_index } from "../../shader/chunk/grid/chunk_grid3d_to_index.js";
2
+ import { chunk_grid_tile_window } from "../../shader/chunk/grid/chunk_grid_tile_window.js";
3
+ import { chunk_is_finite } from "../../shader/chunk/math/chunk_is_finite.js";
4
+ import { chunk_texture3d_trilinear_interpolate } from "../../shader/chunk/texture/sample/chunk_texture3d_trilinear_corners.js";
5
+ import { TEXTURE3D_TRILINEAR_CORNERS_STRUCT } from "../../shader/chunk/texture/TEXTURE3D_TRILINEAR_CORNERS_STRUCT.js";
6
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
7
+
8
+ /*
9
+ What a cascade reads of its parent (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §7, §9), through the
10
+ uniform `parent` (FLUID_CASCADE_PARENT_STRUCT), which every shader including one of these chunks
11
+ declares under that name.
12
+
13
+ A child addresses its parent by `offset = step.cells.corner − parent.origin` (or its pass's own copy
14
+ of the child's corner): child-lattice cells from the parent's window start to the child's, a
15
+ multiple of 4. With it, child window-local lattice points become parent window-local coordinates
16
+ by halving, so nothing here sees a world coordinate.
17
+
18
+ Both reads are trilinear with weights of 0, ¼, ½ or ¾, which f32 holds exactly. The velocity read
19
+ blends the parent's DEVIATIONS from the far field and adds the far field after, so air the far field
20
+ alone moves (a deviation of exactly 0 at every corner) reads as the far field exactly.
21
+ */
22
+
23
+ /**
24
+ * The parent's identity read at a face of the child, one concrete function per component:
25
+ * `fluid_parent_face_u(face, offset)`, `_v`, `_w`, `face` a window-local face of the child's lattice
26
+ * for that component (u face `(i, j, k)` at cell coordinate `(i − ½, j, k)`).
27
+ *
28
+ * Child u face `i` lies on parent u lattice coordinate `(i + offset)/2` along x and
29
+ * `(j + offset − ½)/2` across it; likewise v along y and w along z. The tap's eight parent faces are
30
+ * read as deviations, `v − parent.far_velocity`, and one beyond the parent's window as 0; the read is
31
+ * `parent.read_far_velocity + parent.keep · trilinear(deviations)`.
32
+ *
33
+ * Binds `parent_u`, `parent_v`, `parent_w`: the parent's persistent faces, `texture_3d<f32>`
34
+ * (`r32float`), toroidal through `parent.faces_*`. A far-field parent binds stand-ins it never reads.
35
+ *
36
+ * Reads 8 texels a call; beside the far field (a window of size 0) none, and it answers
37
+ * `parent.read_far_velocity` before any window test. That early answer is measured: a lone 64×32×64
38
+ * cascade's predict went from 56.3 to 27.6 µs and its correct from 84.0 to 44.0 on an RTX 4090
39
+ * (pipelines swapped in one run, per-dispatch medians), the seams' empty-window tests and blend being
40
+ * most of what a beyond-window read cost there.
41
+ *
42
+ * @type {CodeChunk}
43
+ */
44
+ export const chunk_fluid_cascade_parent_velocity = CodeChunk.from(
45
+ //language=WGSL
46
+ `
47
+ fn fluid_parent_deviation_u(lattice: vec3<i32>) -> f32 {
48
+ if (!grid_tile_window_contains(lattice, parent.faces_u.size)) {
49
+ return 0.0;
50
+ }
51
+
52
+ let storage = grid_tile_window_storage(lattice, parent.faces_u.corner_storage, parent.faces_u.period);
53
+
54
+ return textureLoad(parent_u, storage, 0).r - parent.far_velocity.x;
55
+ }
56
+
57
+ fn fluid_parent_deviation_v(lattice: vec3<i32>) -> f32 {
58
+ if (!grid_tile_window_contains(lattice, parent.faces_v.size)) {
59
+ return 0.0;
60
+ }
61
+
62
+ let storage = grid_tile_window_storage(lattice, parent.faces_v.corner_storage, parent.faces_v.period);
63
+
64
+ return textureLoad(parent_v, storage, 0).r - parent.far_velocity.y;
65
+ }
66
+
67
+ fn fluid_parent_deviation_w(lattice: vec3<i32>) -> f32 {
68
+ if (!grid_tile_window_contains(lattice, parent.faces_w.size)) {
69
+ return 0.0;
70
+ }
71
+
72
+ let storage = grid_tile_window_storage(lattice, parent.faces_w.corner_storage, parent.faces_w.period);
73
+
74
+ return textureLoad(parent_w, storage, 0).r - parent.far_velocity.z;
75
+ }
76
+
77
+ fn fluid_parent_face_u(face: vec3<i32>, offset: vec3<i32>) -> f32 {
78
+ // the far field: nothing to read, every corner would count 0
79
+ if (parent.faces_u.size.x == 0u) {
80
+ return parent.read_far_velocity.x;
81
+ }
82
+
83
+ let lattice = (vec3<f32>(face + offset) - vec3<f32>(0.0, 0.5, 0.5)) * 0.5;
84
+ let base = floor(lattice);
85
+ let lo = vec3<i32>(base);
86
+ let hi = lo + vec3<i32>(1);
87
+
88
+ let corners = ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref}(
89
+ vec4<f32>(
90
+ fluid_parent_deviation_u(lo),
91
+ fluid_parent_deviation_u(vec3<i32>(hi.x, lo.y, lo.z)),
92
+ fluid_parent_deviation_u(vec3<i32>(lo.x, hi.y, lo.z)),
93
+ fluid_parent_deviation_u(vec3<i32>(hi.x, hi.y, lo.z))
94
+ ),
95
+ vec4<f32>(
96
+ fluid_parent_deviation_u(vec3<i32>(lo.x, lo.y, hi.z)),
97
+ fluid_parent_deviation_u(vec3<i32>(hi.x, lo.y, hi.z)),
98
+ fluid_parent_deviation_u(vec3<i32>(lo.x, hi.y, hi.z)),
99
+ fluid_parent_deviation_u(hi)
100
+ ),
101
+ lattice - base
102
+ );
103
+
104
+ return parent.read_far_velocity.x + parent.keep * texture3d_trilinear_interpolate(corners);
105
+ }
106
+
107
+ fn fluid_parent_face_v(face: vec3<i32>, offset: vec3<i32>) -> f32 {
108
+ // the far field: nothing to read, every corner would count 0
109
+ if (parent.faces_v.size.x == 0u) {
110
+ return parent.read_far_velocity.y;
111
+ }
112
+
113
+ let lattice = (vec3<f32>(face + offset) - vec3<f32>(0.5, 0.0, 0.5)) * 0.5;
114
+ let base = floor(lattice);
115
+ let lo = vec3<i32>(base);
116
+ let hi = lo + vec3<i32>(1);
117
+
118
+ let corners = ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref}(
119
+ vec4<f32>(
120
+ fluid_parent_deviation_v(lo),
121
+ fluid_parent_deviation_v(vec3<i32>(hi.x, lo.y, lo.z)),
122
+ fluid_parent_deviation_v(vec3<i32>(lo.x, hi.y, lo.z)),
123
+ fluid_parent_deviation_v(vec3<i32>(hi.x, hi.y, lo.z))
124
+ ),
125
+ vec4<f32>(
126
+ fluid_parent_deviation_v(vec3<i32>(lo.x, lo.y, hi.z)),
127
+ fluid_parent_deviation_v(vec3<i32>(hi.x, lo.y, hi.z)),
128
+ fluid_parent_deviation_v(vec3<i32>(lo.x, hi.y, hi.z)),
129
+ fluid_parent_deviation_v(hi)
130
+ ),
131
+ lattice - base
132
+ );
133
+
134
+ return parent.read_far_velocity.y + parent.keep * texture3d_trilinear_interpolate(corners);
135
+ }
136
+
137
+ fn fluid_parent_face_w(face: vec3<i32>, offset: vec3<i32>) -> f32 {
138
+ // the far field: nothing to read, every corner would count 0
139
+ if (parent.faces_w.size.x == 0u) {
140
+ return parent.read_far_velocity.z;
141
+ }
142
+
143
+ let lattice = (vec3<f32>(face + offset) - vec3<f32>(0.5, 0.5, 0.0)) * 0.5;
144
+ let base = floor(lattice);
145
+ let lo = vec3<i32>(base);
146
+ let hi = lo + vec3<i32>(1);
147
+
148
+ let corners = ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref}(
149
+ vec4<f32>(
150
+ fluid_parent_deviation_w(lo),
151
+ fluid_parent_deviation_w(vec3<i32>(hi.x, lo.y, lo.z)),
152
+ fluid_parent_deviation_w(vec3<i32>(lo.x, hi.y, lo.z)),
153
+ fluid_parent_deviation_w(vec3<i32>(hi.x, hi.y, lo.z))
154
+ ),
155
+ vec4<f32>(
156
+ fluid_parent_deviation_w(vec3<i32>(lo.x, lo.y, hi.z)),
157
+ fluid_parent_deviation_w(vec3<i32>(hi.x, lo.y, hi.z)),
158
+ fluid_parent_deviation_w(vec3<i32>(lo.x, hi.y, hi.z)),
159
+ fluid_parent_deviation_w(hi)
160
+ ),
161
+ lattice - base
162
+ );
163
+
164
+ return parent.read_far_velocity.z + parent.keep * texture3d_trilinear_interpolate(corners);
165
+ }
166
+ `, [
167
+ TEXTURE3D_TRILINEAR_CORNERS_STRUCT.declaration_chunk,
168
+ chunk_texture3d_trilinear_interpolate,
169
+ chunk_grid_tile_window,
170
+ ]
171
+ );
172
+
173
+ /**
174
+ * `fluid_parent_pressure(q)`: the parent's kinematic pressure (m²/s², the child's units) at the
175
+ * centre of child-lattice cell `q`, counted from `parent.origin`: the Dirichlet value of a ghost cell
176
+ * beyond the child's window (§9).
177
+ *
178
+ * The centre of child cell `q` is parent cell coordinate `(q − ½)/2` (parent cell `P` centred at `P`),
179
+ * a quarter of a parent cell off a parent centre on every axis, so the read is trilinear over eight
180
+ * parent cells at weights ¾ and ¼. A parent cell beyond the parent's window reads 0, as does a value
181
+ * that is not finite.
182
+ *
183
+ * Binds `parent_pressure`: the parent's pressure, `array<f32>`, toroidal through `parent.cells`.
184
+ *
185
+ * Reads 8 elements a call; beside the far field, none.
186
+ *
187
+ * @type {CodeChunk}
188
+ */
189
+ export const chunk_fluid_cascade_parent_pressure = CodeChunk.from(
190
+ //language=WGSL
191
+ `
192
+ fn fluid_parent_pressure_cell(cell: vec3<i32>) -> f32 {
193
+ if (!grid_tile_window_contains(cell, parent.cells.size)) {
194
+ return 0.0;
195
+ }
196
+
197
+ let storage = grid_tile_window_storage(cell, parent.cells.corner_storage, parent.cells.period);
198
+ let value = parent_pressure[grid3d_to_index(storage, parent.cells.period.xy)];
199
+
200
+ return select(0.0, value, is_finite(value));
201
+ }
202
+
203
+ fn fluid_parent_pressure(q: vec3<i32>) -> f32 {
204
+ if (parent.cells.size.x == 0u) {
205
+ return 0.0;
206
+ }
207
+
208
+ let position = (vec3<f32>(q) - vec3<f32>(0.5)) * 0.5;
209
+ let base = floor(position);
210
+ let lo = vec3<i32>(base);
211
+ let hi = lo + vec3<i32>(1);
212
+
213
+ let corners = ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref}(
214
+ vec4<f32>(
215
+ fluid_parent_pressure_cell(lo),
216
+ fluid_parent_pressure_cell(vec3<i32>(hi.x, lo.y, lo.z)),
217
+ fluid_parent_pressure_cell(vec3<i32>(lo.x, hi.y, lo.z)),
218
+ fluid_parent_pressure_cell(vec3<i32>(hi.x, hi.y, lo.z))
219
+ ),
220
+ vec4<f32>(
221
+ fluid_parent_pressure_cell(vec3<i32>(lo.x, lo.y, hi.z)),
222
+ fluid_parent_pressure_cell(vec3<i32>(hi.x, lo.y, hi.z)),
223
+ fluid_parent_pressure_cell(vec3<i32>(lo.x, hi.y, hi.z)),
224
+ fluid_parent_pressure_cell(hi)
225
+ ),
226
+ position - base
227
+ );
228
+
229
+ return texture3d_trilinear_interpolate(corners);
230
+ }
231
+ `, [
232
+ TEXTURE3D_TRILINEAR_CORNERS_STRUCT.declaration_chunk,
233
+ chunk_texture3d_trilinear_interpolate,
234
+ chunk_grid_tile_window,
235
+ chunk_grid3d_to_index,
236
+ chunk_is_finite,
237
+ ]
238
+ );
@@ -0,0 +1,32 @@
1
+ /**
2
+ * A cascade's fill (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §7, §8 pass 0): after a placement, the
3
+ * cells the move exposed (`window_scroll_regions`, at most three disjoint boxes) take their parent's
4
+ * identity read, faces and pressure, in one dispatch. A cascade's parent is the far field's when it is
5
+ * the coarsest, which writes `v_far` and pressure 0.
6
+ *
7
+ * One workgroup a brick of 4 × 4 × 4 cells, one invocation a cell; the boxes' corners and sizes are
8
+ * multiples of 4 because corners move in 4s. Dispatched over exactly `fill.box_end.z` bricks, folded
9
+ * onto x then y (`chunk_folded_workgroup_index`). A cell writes its −x, −y and −z faces, and a cell on
10
+ * the window's last plane along an axis writes the +boundary face there too: so a move up overwrites
11
+ * the old +boundary plane, which the window still holds, with the parent's read.
12
+ *
13
+ * The values are in the cascade's own frame, its read record: the parent's read is taken at `t_s` of
14
+ * the cascade (`parent.read_far_velocity`, `parent.keep`), so the filled cells and the cells that were
15
+ * already there are deviations from the same far field.
16
+ *
17
+ * Bindings:
18
+ * - `fill`: {@link FLUID_CASCADE_FILL_STRUCT};
19
+ * - `parent`: {@link FLUID_CASCADE_PARENT_STRUCT}, `parent_u`, `parent_v`, `parent_w` its faces and
20
+ * `parent_pressure` its pressure;
21
+ * - `velocity_u`, `velocity_v`, `velocity_w`: written, the cascade's persistent faces, toroidal
22
+ * through `fill.faces_*`;
23
+ * - `pressure`: written, the cascade's pressure, toroidal through `fill.cells`.
24
+ *
25
+ * Two storage buffers and three storage textures. Reads a cell: 24 parent texels and 8 parent
26
+ * pressures, more on a +boundary plane.
27
+ *
28
+ * @type {ComputeShader}
29
+ */
30
+ export const shader_fluid_cascade_fill: ComputeShader;
31
+ import { ComputeShader } from "../../shader/ComputeShader.js";
32
+ //# sourceMappingURL=shader_fluid_cascade_fill.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_fluid_cascade_fill.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.js"],"names":[],"mappings":"AA2GA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,wCAFU,aAAa,CAMpB;8BAxI2B,+BAA+B"}
@@ -0,0 +1,141 @@
1
+ import { chunk_folded_workgroup_index } from "../../shader/chunk/grid/chunk_folded_workgroup_index.js";
2
+ import { chunk_grid3d_to_index } from "../../shader/chunk/grid/chunk_grid3d_to_index.js";
3
+ import { chunk_grid_tile_window } from "../../shader/chunk/grid/chunk_grid_tile_window.js";
4
+ import { chunk_index_to_grid3d } from "../../shader/chunk/grid/chunk_index_to_grid3d.js";
5
+ import { ComputeShader } from "../../shader/ComputeShader.js";
6
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
7
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
8
+ import { f32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
9
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
10
+ import { chunk_fluid_cascade_parent_pressure, chunk_fluid_cascade_parent_velocity } from "./chunk_fluid_cascade_parent.js";
11
+ import { FLUID_CASCADE_FILL_BRICK, FLUID_CASCADE_FILL_STRUCT } from "./FLUID_CASCADE_FILL_STRUCT.js";
12
+ import { FLUID_CASCADE_PARENT_STRUCT } from "./FLUID_CASCADE_PARENT_STRUCT.js";
13
+
14
+ const resources = new ShaderResourceSetDescriptor();
15
+
16
+ resources.createGroup()
17
+ .addUniform("fill", FLUID_CASCADE_FILL_STRUCT)
18
+ .addUniform("parent", FLUID_CASCADE_PARENT_STRUCT)
19
+ .addTexture("parent_u", "unfilterable-float", "3d")
20
+ .addTexture("parent_v", "unfilterable-float", "3d")
21
+ .addTexture("parent_w", "unfilterable-float", "3d")
22
+ .addStorageBuffer("parent_pressure", WebGPUArray.from(f32), false)
23
+ .addStorageTexture("velocity_u", "r32float", "3d", "write-only")
24
+ .addStorageTexture("velocity_v", "r32float", "3d", "write-only")
25
+ .addStorageTexture("velocity_w", "r32float", "3d", "write-only")
26
+ .addStorageBuffer("pressure", WebGPUArray.from(f32), true);
27
+
28
+ const body = CodeChunk.from(
29
+ //language=WGSL
30
+ `
31
+ const FLUID_CASCADE_FILL_BRICK = ${FLUID_CASCADE_FILL_BRICK};
32
+
33
+ fn fluid_cascade_fill_u(face: vec3<i32>, offset: vec3<i32>) {
34
+ let storage = grid_tile_window_storage(face, fill.faces_u.corner_storage, fill.faces_u.period);
35
+ textureStore(velocity_u, storage, vec4<f32>(fluid_parent_face_u(face, offset), 0.0, 0.0, 0.0));
36
+ }
37
+
38
+ fn fluid_cascade_fill_v(face: vec3<i32>, offset: vec3<i32>) {
39
+ let storage = grid_tile_window_storage(face, fill.faces_v.corner_storage, fill.faces_v.period);
40
+ textureStore(velocity_v, storage, vec4<f32>(fluid_parent_face_v(face, offset), 0.0, 0.0, 0.0));
41
+ }
42
+
43
+ fn fluid_cascade_fill_w(face: vec3<i32>, offset: vec3<i32>) {
44
+ let storage = grid_tile_window_storage(face, fill.faces_w.corner_storage, fill.faces_w.period);
45
+ textureStore(velocity_w, storage, vec4<f32>(fluid_parent_face_w(face, offset), 0.0, 0.0, 0.0));
46
+ }
47
+
48
+ @compute @workgroup_size(${FLUID_CASCADE_FILL_BRICK}, ${FLUID_CASCADE_FILL_BRICK}, ${FLUID_CASCADE_FILL_BRICK})
49
+ fn main(
50
+ @builtin(workgroup_id) group: vec3<u32>,
51
+ @builtin(local_invocation_id) local: vec3<u32>,
52
+ ) {
53
+ let brick = folded_workgroup_index(group);
54
+
55
+ if (brick >= fill.box_end.z) {
56
+ return;
57
+ }
58
+
59
+ // which box the brick is in, each box read whole by a static name
60
+ var origin = fill.box2;
61
+ var bricks = fill.box2_bricks;
62
+ var index = brick - fill.box_end.y;
63
+
64
+ if (brick < fill.box_end.x) {
65
+ origin = fill.box0;
66
+ bricks = fill.box0_bricks;
67
+ index = brick;
68
+ } else if (brick < fill.box_end.y) {
69
+ origin = fill.box1;
70
+ bricks = fill.box1_bricks;
71
+ index = brick - fill.box_end.x;
72
+ }
73
+
74
+ let cell = origin + FLUID_CASCADE_FILL_BRICK * vec3<i32>(index_to_grid3d(index, bricks.xy)) + vec3<i32>(local);
75
+ let offset = fill.cells.corner - parent.origin;
76
+ let last = vec3<i32>(fill.cells.size) - vec3<i32>(1);
77
+
78
+ // each cell's -x, -y and -z faces
79
+ fluid_cascade_fill_u(cell, offset);
80
+ fluid_cascade_fill_v(cell, offset);
81
+ fluid_cascade_fill_w(cell, offset);
82
+
83
+ // the +boundary face planes, owned by the window's last cell along each axis
84
+ if (cell.x == last.x) {
85
+ fluid_cascade_fill_u(cell + vec3<i32>(1, 0, 0), offset);
86
+ }
87
+ if (cell.y == last.y) {
88
+ fluid_cascade_fill_v(cell + vec3<i32>(0, 1, 0), offset);
89
+ }
90
+ if (cell.z == last.z) {
91
+ fluid_cascade_fill_w(cell + vec3<i32>(0, 0, 1), offset);
92
+ }
93
+
94
+ let storage = grid_tile_window_storage(cell, fill.cells.corner_storage, fill.cells.period);
95
+
96
+ pressure[grid3d_to_index(storage, fill.cells.period.xy)] = fluid_parent_pressure(cell + offset);
97
+ }
98
+ `, [
99
+ chunk_folded_workgroup_index,
100
+ chunk_index_to_grid3d,
101
+ chunk_grid3d_to_index,
102
+ chunk_grid_tile_window,
103
+ chunk_fluid_cascade_parent_velocity,
104
+ chunk_fluid_cascade_parent_pressure,
105
+ ]
106
+ );
107
+
108
+ /**
109
+ * A cascade's fill (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §7, §8 pass 0): after a placement, the
110
+ * cells the move exposed (`window_scroll_regions`, at most three disjoint boxes) take their parent's
111
+ * identity read, faces and pressure, in one dispatch. A cascade's parent is the far field's when it is
112
+ * the coarsest, which writes `v_far` and pressure 0.
113
+ *
114
+ * One workgroup a brick of 4 × 4 × 4 cells, one invocation a cell; the boxes' corners and sizes are
115
+ * multiples of 4 because corners move in 4s. Dispatched over exactly `fill.box_end.z` bricks, folded
116
+ * onto x then y (`chunk_folded_workgroup_index`). A cell writes its −x, −y and −z faces, and a cell on
117
+ * the window's last plane along an axis writes the +boundary face there too: so a move up overwrites
118
+ * the old +boundary plane, which the window still holds, with the parent's read.
119
+ *
120
+ * The values are in the cascade's own frame, its read record: the parent's read is taken at `t_s` of
121
+ * the cascade (`parent.read_far_velocity`, `parent.keep`), so the filled cells and the cells that were
122
+ * already there are deviations from the same far field.
123
+ *
124
+ * Bindings:
125
+ * - `fill`: {@link FLUID_CASCADE_FILL_STRUCT};
126
+ * - `parent`: {@link FLUID_CASCADE_PARENT_STRUCT}, `parent_u`, `parent_v`, `parent_w` its faces and
127
+ * `parent_pressure` its pressure;
128
+ * - `velocity_u`, `velocity_v`, `velocity_w`: written, the cascade's persistent faces, toroidal
129
+ * through `fill.faces_*`;
130
+ * - `pressure`: written, the cascade's pressure, toroidal through `fill.cells`.
131
+ *
132
+ * Two storage buffers and three storage textures. Reads a cell: 24 parent texels and 8 parent
133
+ * pressures, more on a +boundary plane.
134
+ *
135
+ * @type {ComputeShader}
136
+ */
137
+ export const shader_fluid_cascade_fill = ComputeShader.from({
138
+ label: "Fluid / cascade fill",
139
+ body,
140
+ resources,
141
+ });
@@ -0,0 +1,34 @@
1
+ /**
2
+ * A step's ghosts (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §7, §9, D3): the parent's identity read,
3
+ * evaluated once at every face of a shell `FLUID_CASCADE_GHOST_DEPTH` faces deep around the
4
+ * window, and the parent's pressure at the centre of every cell one past it, into transients the
5
+ * step's passes read with one texel or element where the parent read takes eight.
6
+ *
7
+ * Read as of the cascade's record, the step's start, as the seams read the parent. A per-step cache:
8
+ * the persistent textures still hold no ghost, and the toroidal windows are the window's alone.
9
+ *
10
+ * Measured on an RTX 4090 at 64×32×64 against the seams reading the parent per tap (four cascades,
11
+ * the stacks driven alike, their recorded ticks replayed paired and interleaved, p10 of 200; the four
12
+ * cascades' state after 32 ticks bit for bit the same): a tick that steps cascade 0 alone
13
+ * 246.8 → 144.4 µs, one with a coarse step 489.5 → 291.8. Of cascade 0's step, predict 45 → 16 µs,
14
+ * correct 89 → 27, the smoother 63 → 53, residual and restriction 22 → 18, the gradient 6 → 4, for
15
+ * this pass's 9.
16
+ *
17
+ * One invocation a texel of the largest face shell, 4 × 4 × 4 a workgroup, dispatched
18
+ * `ceil((N + 1 + 2·depth) / 4)` on each axis; an invocation inside the window writes nothing.
19
+ *
20
+ * Bindings:
21
+ * - `step`: {@link FLUID_MAC_STEP_STRUCT}, the window;
22
+ * - `parent`: {@link FLUID_CASCADE_PARENT_STRUCT}, `parent_u`, `parent_v`, `parent_w` and
23
+ * `parent_pressure`, the parent;
24
+ * - `ghost_u`, `ghost_v`, `ghost_w`: written, `r32float` 3-D storage textures of the face lattices
25
+ * grown by the depth on every side, window-local face `f` at texel `f + depth`;
26
+ * - `ghost_pressure`: written, `array<f32>` over the window grown by one cell on every side, x fastest.
27
+ *
28
+ * Two storage buffers and three storage textures.
29
+ *
30
+ * @type {ComputeShader}
31
+ */
32
+ export const shader_fluid_cascade_ghosts: ComputeShader;
33
+ import { ComputeShader } from "../../shader/ComputeShader.js";
34
+ //# sourceMappingURL=shader_fluid_cascade_ghosts.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_fluid_cascade_ghosts.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.js"],"names":[],"mappings":"AAiEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AACH,0CAFU,aAAa,CAMpB;8BAnG2B,+BAA+B"}
@@ -0,0 +1,101 @@
1
+ import { chunk_grid_tile_window } from "../../shader/chunk/grid/chunk_grid_tile_window.js";
2
+ import { ComputeShader } from "../../shader/ComputeShader.js";
3
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
4
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
5
+ import { f32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
6
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
7
+ import { FLUID_MAC_STEP_STRUCT } from "../mac/FLUID_MAC_STEP_STRUCT.js";
8
+ import { FLUID_CASCADE_GHOST_DEPTH } from "./FLUID_CASCADE_GHOSTS.js";
9
+ import { chunk_fluid_cascade_parent_pressure, chunk_fluid_cascade_parent_velocity } from "./chunk_fluid_cascade_parent.js";
10
+ import { FLUID_CASCADE_PARENT_STRUCT } from "./FLUID_CASCADE_PARENT_STRUCT.js";
11
+
12
+ const resources = new ShaderResourceSetDescriptor();
13
+
14
+ resources.createGroup()
15
+ .addUniform("step", FLUID_MAC_STEP_STRUCT)
16
+ .addUniform("parent", FLUID_CASCADE_PARENT_STRUCT)
17
+ .addTexture("parent_u", "unfilterable-float", "3d")
18
+ .addTexture("parent_v", "unfilterable-float", "3d")
19
+ .addTexture("parent_w", "unfilterable-float", "3d")
20
+ .addStorageBuffer("parent_pressure", WebGPUArray.from(f32), false)
21
+ .addStorageTexture("ghost_u", "r32float", "3d", "write-only")
22
+ .addStorageTexture("ghost_v", "r32float", "3d", "write-only")
23
+ .addStorageTexture("ghost_w", "r32float", "3d", "write-only")
24
+ .addStorageBuffer("ghost_pressure", WebGPUArray.from(f32), true);
25
+
26
+ const body = CodeChunk.from(
27
+ //language=WGSL
28
+ `
29
+ const FLUID_CASCADE_GHOST_DEPTH = ${FLUID_CASCADE_GHOST_DEPTH};
30
+
31
+ @compute @workgroup_size(4, 4, 4)
32
+ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
33
+ let offset = step.cells.corner - parent.origin;
34
+
35
+ // the velocity ghosts: shell texel t holds window-local face t - depth, of every face past the window
36
+ let face = vec3<i32>(id) - vec3<i32>(FLUID_CASCADE_GHOST_DEPTH);
37
+ let reach = vec3<u32>(2u * u32(FLUID_CASCADE_GHOST_DEPTH));
38
+
39
+ if (all(id < step.faces_u.size + reach) && !grid_tile_window_contains(face, step.faces_u.size)) {
40
+ textureStore(ghost_u, id, vec4<f32>(fluid_parent_face_u(face, offset), 0.0, 0.0, 0.0));
41
+ }
42
+
43
+ if (all(id < step.faces_v.size + reach) && !grid_tile_window_contains(face, step.faces_v.size)) {
44
+ textureStore(ghost_v, id, vec4<f32>(fluid_parent_face_v(face, offset), 0.0, 0.0, 0.0));
45
+ }
46
+
47
+ if (all(id < step.faces_w.size + reach) && !grid_tile_window_contains(face, step.faces_w.size)) {
48
+ textureStore(ghost_w, id, vec4<f32>(fluid_parent_face_w(face, offset), 0.0, 0.0, 0.0));
49
+ }
50
+
51
+ // the pressure ghosts: element t, x fastest over the window and a cell each side, of cell t - 1
52
+ let n = step.cells.size + vec3<u32>(2u);
53
+ let cell = vec3<i32>(id) - vec3<i32>(1);
54
+
55
+ if (all(id < n) && !grid_tile_window_contains(cell, step.cells.size)) {
56
+ ghost_pressure[id.x + n.x * (id.y + n.y * id.z)] = fluid_parent_pressure(cell + offset);
57
+ }
58
+ }
59
+ `, [
60
+ chunk_grid_tile_window,
61
+ chunk_fluid_cascade_parent_velocity,
62
+ chunk_fluid_cascade_parent_pressure,
63
+ ]
64
+ );
65
+
66
+ /**
67
+ * A step's ghosts (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §7, §9, D3): the parent's identity read,
68
+ * evaluated once at every face of a shell `FLUID_CASCADE_GHOST_DEPTH` faces deep around the
69
+ * window, and the parent's pressure at the centre of every cell one past it, into transients the
70
+ * step's passes read with one texel or element where the parent read takes eight.
71
+ *
72
+ * Read as of the cascade's record, the step's start, as the seams read the parent. A per-step cache:
73
+ * the persistent textures still hold no ghost, and the toroidal windows are the window's alone.
74
+ *
75
+ * Measured on an RTX 4090 at 64×32×64 against the seams reading the parent per tap (four cascades,
76
+ * the stacks driven alike, their recorded ticks replayed paired and interleaved, p10 of 200; the four
77
+ * cascades' state after 32 ticks bit for bit the same): a tick that steps cascade 0 alone
78
+ * 246.8 → 144.4 µs, one with a coarse step 489.5 → 291.8. Of cascade 0's step, predict 45 → 16 µs,
79
+ * correct 89 → 27, the smoother 63 → 53, residual and restriction 22 → 18, the gradient 6 → 4, for
80
+ * this pass's 9.
81
+ *
82
+ * One invocation a texel of the largest face shell, 4 × 4 × 4 a workgroup, dispatched
83
+ * `ceil((N + 1 + 2·depth) / 4)` on each axis; an invocation inside the window writes nothing.
84
+ *
85
+ * Bindings:
86
+ * - `step`: {@link FLUID_MAC_STEP_STRUCT}, the window;
87
+ * - `parent`: {@link FLUID_CASCADE_PARENT_STRUCT}, `parent_u`, `parent_v`, `parent_w` and
88
+ * `parent_pressure`, the parent;
89
+ * - `ghost_u`, `ghost_v`, `ghost_w`: written, `r32float` 3-D storage textures of the face lattices
90
+ * grown by the depth on every side, window-local face `f` at texel `f + depth`;
91
+ * - `ghost_pressure`: written, `array<f32>` over the window grown by one cell on every side, x fastest.
92
+ *
93
+ * Two storage buffers and three storage textures.
94
+ *
95
+ * @type {ComputeShader}
96
+ */
97
+ export const shader_fluid_cascade_ghosts = ComputeShader.from({
98
+ label: "Fluid / cascade ghosts",
99
+ body,
100
+ resources,
101
+ });
@@ -0,0 +1,31 @@
1
+ /**
2
+ * Two-way feedback (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §8 pass 7, §9): before a parent steps, the
3
+ * parent faces over its child's interior take the mean of the four child faces each covers.
4
+ *
5
+ * On a ratio-2 MAC lattice a parent cell's six faces cover the boundary of its eight children, and
6
+ * the sum of the means is a quarter of the sum of the children's divergences, the children's shared
7
+ * faces cancelling: a divergence-free child restricts to a divergence-free parent, exactly. The
8
+ * parent's own projection then removes the divergence at the interface, where a parent cell has some
9
+ * faces from the child and some of its own.
10
+ *
11
+ * The box is the parent cells whose children lie {@link FLUID_CASCADE_FEEDBACK_MARGIN} child cells or
12
+ * more inside the child's window: the child's edge row and relaxation band are not fed back.
13
+ *
14
+ * Frames: the child's faces are deviations from `v_far` at its record and the parent's from `v_far`
15
+ * at its own, which is older (the parent is about to step); the mean deviation is carried to the
16
+ * parent's record by `keep`.
17
+ *
18
+ * One invocation a parent cell of the box, 8 × 8 × 4 a workgroup, dispatched over the box. A cell
19
+ * writes its −x, −y, −z faces, and the box's last cell on an axis its + face there. Reads 12 child
20
+ * texels a cell; no storage buffer, three storage textures.
21
+ *
22
+ * Bindings:
23
+ * - `restriction`: {@link FLUID_CASCADE_RESTRICT_STRUCT};
24
+ * - `child_u`, `child_v`, `child_w`: the child's persistent faces;
25
+ * - `out_u`, `out_v`, `out_w`: written, the parent's persistent faces.
26
+ *
27
+ * @type {ComputeShader}
28
+ */
29
+ export const shader_fluid_cascade_restrict: ComputeShader;
30
+ import { ComputeShader } from "../../shader/ComputeShader.js";
31
+ //# sourceMappingURL=shader_fluid_cascade_restrict.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_fluid_cascade_restrict.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.js"],"names":[],"mappings":"AA6FA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,4CAFU,aAAa,CAMpB;8BA5H2B,+BAA+B"}