@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 +1,287 @@
1
+ import { chunk_fluid_effector_record_resolve } from "../../../../engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js";
2
+ import { FLUID_EFFECTOR_RECORD_STRUCT } from "../../../../engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js";
3
+ import { FLUID_OBSTACLE_RECORD_STRUCT } from "../../../../engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js";
4
+ import { WebGPUExtensionType } from "../../../descriptor/WebGPUExtensionType.js";
5
+ import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
6
+ import { TRANSFORMS_TABLE } from "../../scene/chunk_scene_database_access.js";
7
+ import { chunk_folded_workgroup_index } from "../../shader/chunk/grid/chunk_folded_workgroup_index.js";
8
+ import { chunk_grid3d_to_index } from "../../shader/chunk/grid/chunk_grid3d_to_index.js";
9
+ import { chunk_grid_tile_window } from "../../shader/chunk/grid/chunk_grid_tile_window.js";
10
+ import { chunk_index_to_grid3d } from "../../shader/chunk/grid/chunk_index_to_grid3d.js";
11
+ import { ComputeShader } from "../../shader/ComputeShader.js";
12
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
13
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
14
+ import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
15
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
16
+ import { chunk_fluid_forcing_cell } from "./chunk_fluid_forcing_cell.js";
17
+ import {
18
+ FLUID_EFFECTOR_DESCRIPTOR,
19
+ FLUID_OBSTACLE_DESCRIPTOR,
20
+ FLUID_OBSTACLE_PLANE_DESCRIPTOR
21
+ } from "./FLUID_DATABASE_SPEC.js";
22
+ import { FLUID_FORCING_BRICK } from "./FLUID_FORCING.js";
23
+ import { FLUID_FORCING_APPLY_STRUCT } from "./FLUID_FORCING_APPLY_STRUCT.js";
24
+
25
+ /**
26
+ * Cells of the block a forcing workgroup tests for solids: its brick and the layer before it on every
27
+ * axis, whose cells pin the brick's −faces.
28
+ * @type {number}
29
+ */
30
+ const SOLID_BLOCK = FLUID_FORCING_BRICK + 1;
31
+
32
+ const resources = new ShaderResourceSetDescriptor();
33
+
34
+ resources.createGroup()
35
+ .addUniform("settings", FLUID_FORCING_APPLY_STRUCT)
36
+ .addStorageBuffer("fluid_database", WebGPUArray.from(u32), false)
37
+ .addStorageBuffer("scene_database", WebGPUArray.from(u32), false)
38
+ .addStorageBuffer("list", COLLECTION_U32_STRUCT_READ, false)
39
+ .addStorageBuffer("survivors", WebGPUArray.from(u32), false)
40
+ .addStorageBuffer("leaf_rows", WebGPUArray.from(u32), false)
41
+ // the cascade's solid flags, window-local
42
+ .addStorageBuffer("solid", WebGPUArray.from(u32), true)
43
+ // the tick's forcing: u faces, then v from settings.forcing_v, then w from settings.forcing_w
44
+ .addStorageBuffer("forcing", WebGPUArray.from(f32), true)
45
+ // the cascade's persistent faces, toroidal, where a pinned face takes its wall's velocity
46
+ .addStorageTexture("out_u", "r32float", "3d", "write-only")
47
+ .addStorageTexture("out_v", "r32float", "3d", "write-only")
48
+ .addStorageTexture("out_w", "r32float", "3d", "write-only");
49
+
50
+ const body = CodeChunk.from(
51
+ //language=WGSL
52
+ `
53
+ const SOLID_BLOCK: u32 = ${SOLID_BLOCK}u;
54
+ const SOLID_BLOCK_CELLS: u32 = ${SOLID_BLOCK ** 3}u;
55
+
56
+ var<workgroup> fluid_forcing_obstacles: array<${FLUID_OBSTACLE_RECORD_STRUCT.wgsl_ref}, FLUID_FORCING_OBSTACLE_LIMIT>;
57
+ var<workgroup> fluid_forcing_globals: array<mat4x4<f32>, FLUID_FORCING_OBSTACLE_LIMIT>;
58
+ var<workgroup> fluid_forcing_effectors: array<${FLUID_EFFECTOR_RECORD_STRUCT.wgsl_ref}, FLUID_FORCING_EFFECTOR_LIMIT>;
59
+ // the slot of the obstacle each cell of the block is solid in, or FLUID_FORCING_NONE
60
+ var<workgroup> fluid_forcing_solid_slot: array<u32, SOLID_BLOCK_CELLS>;
61
+
62
+ fn fluid_forcing_obstacle(slot: u32) -> ${FLUID_OBSTACLE_RECORD_STRUCT.wgsl_ref} {
63
+ return fluid_forcing_obstacles[slot];
64
+ }
65
+
66
+ fn fluid_forcing_obstacle_global(slot: u32) -> mat4x4<f32> {
67
+ return fluid_forcing_globals[slot];
68
+ }
69
+
70
+ fn fluid_forcing_effector(slot: u32) -> ${FLUID_EFFECTOR_RECORD_STRUCT.wgsl_ref} {
71
+ return fluid_forcing_effectors[slot];
72
+ }
73
+
74
+ fn shape_record_plane(index: u32) -> vec4<f32> {
75
+ return ${FLUID_OBSTACLE_PLANE_DESCRIPTOR.marshalling_method_read_field('plane')}(&fluid_database, index);
76
+ }
77
+
78
+ // the slot a brick-local cell (-1 to 3 on each axis) is solid in
79
+ fn fluid_forcing_block_slot(local: vec3<i32>) -> u32 {
80
+ return fluid_forcing_solid_slot[grid3d_to_index(vec3<u32>(local + vec3<i32>(1)), vec2<u32>(SOLID_BLOCK, SOLID_BLOCK))];
81
+ }
82
+
83
+ fn fluid_forcing_face_world(face: vec3<f32>) -> vec3<f32> {
84
+ return fluid_forcing_world(settings.cells.corner, settings.cell_size, face);
85
+ }
86
+
87
+ // A face between the cells whose solids are minus and plus: pinned when either is solid, and then it
88
+ // takes the wall's velocity in the persistent faces, the solid cell's obstacle's, the + side's when
89
+ // both are; otherwise its forcing is what the effectors deposit there.
90
+ fn fluid_forcing_face_u(face: vec3<i32>, minus: u32, plus: u32, effector_count: u32) {
91
+ let x = fluid_forcing_face_world(vec3<f32>(face) - vec3<f32>(0.5, 0.0, 0.0));
92
+ let index = grid3d_to_index(vec3<u32>(face), settings.faces_u.size.xy);
93
+ let wall = select(minus, plus, plus != FLUID_FORCING_NONE);
94
+
95
+ if (wall != FLUID_FORCING_NONE) {
96
+ let velocity = fluid_forcing_wall_velocity(wall, x);
97
+
98
+ textureStore(out_u, grid_tile_window_storage(face, settings.faces_u.corner_storage, settings.faces_u.period), vec4<f32>(velocity.x, 0.0, 0.0, 0.0));
99
+ forcing[index] = 0.0;
100
+ } else {
101
+ forcing[index] = fluid_forcing_deposit(x, settings.dt, settings.cell_size, effector_count).x;
102
+ }
103
+ }
104
+
105
+ fn fluid_forcing_face_v(face: vec3<i32>, minus: u32, plus: u32, effector_count: u32) {
106
+ let x = fluid_forcing_face_world(vec3<f32>(face) - vec3<f32>(0.0, 0.5, 0.0));
107
+ let index = settings.forcing_v + grid3d_to_index(vec3<u32>(face), settings.faces_v.size.xy);
108
+ let wall = select(minus, plus, plus != FLUID_FORCING_NONE);
109
+
110
+ if (wall != FLUID_FORCING_NONE) {
111
+ let velocity = fluid_forcing_wall_velocity(wall, x);
112
+
113
+ textureStore(out_v, grid_tile_window_storage(face, settings.faces_v.corner_storage, settings.faces_v.period), vec4<f32>(velocity.y, 0.0, 0.0, 0.0));
114
+ forcing[index] = 0.0;
115
+ } else {
116
+ forcing[index] = fluid_forcing_deposit(x, settings.dt, settings.cell_size, effector_count).y;
117
+ }
118
+ }
119
+
120
+ fn fluid_forcing_face_w(face: vec3<i32>, minus: u32, plus: u32, effector_count: u32) {
121
+ let x = fluid_forcing_face_world(vec3<f32>(face) - vec3<f32>(0.0, 0.0, 0.5));
122
+ let index = settings.forcing_w + grid3d_to_index(vec3<u32>(face), settings.faces_w.size.xy);
123
+ let wall = select(minus, plus, plus != FLUID_FORCING_NONE);
124
+
125
+ if (wall != FLUID_FORCING_NONE) {
126
+ let velocity = fluid_forcing_wall_velocity(wall, x);
127
+
128
+ textureStore(out_w, grid_tile_window_storage(face, settings.faces_w.corner_storage, settings.faces_w.period), vec4<f32>(velocity.z, 0.0, 0.0, 0.0));
129
+ forcing[index] = 0.0;
130
+ } else {
131
+ forcing[index] = fluid_forcing_deposit(x, settings.dt, settings.cell_size, effector_count).z;
132
+ }
133
+ }
134
+
135
+ @compute @workgroup_size(${FLUID_FORCING_BRICK}, ${FLUID_FORCING_BRICK}, ${FLUID_FORCING_BRICK})
136
+ fn main(
137
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
138
+ @builtin(local_invocation_id) local: vec3<u32>,
139
+ @builtin(local_invocation_index) lane: u32,
140
+ ) {
141
+ let entry = folded_workgroup_index(workgroup_id);
142
+
143
+ if (entry >= list.count) {
144
+ return;
145
+ }
146
+
147
+ let query = list.elements[entry];
148
+ let base = query * FLUID_FORCING_SURVIVOR_STRIDE;
149
+ let header = survivors[base];
150
+ let obstacle_count = header & 0xffffu;
151
+ let effector_count = header >> 16u;
152
+
153
+ // the brick's survivors into workgroup memory, posed: obstacles on lanes 0..23, effectors on 32..47
154
+ if (lane < obstacle_count) {
155
+ let row = leaf_rows[survivors[base + 1u + lane]];
156
+ let record = ${FLUID_OBSTACLE_DESCRIPTOR.marshalling_method_read}(&fluid_database, row);
157
+
158
+ fluid_forcing_obstacles[lane] = record;
159
+ fluid_forcing_globals[lane] = ${TRANSFORMS_TABLE.marshalling_method_read_field('global')}(&scene_database, record.node);
160
+ }
161
+
162
+ if (lane >= 32u && lane - 32u < effector_count) {
163
+ let slot = lane - 32u;
164
+ let row = leaf_rows[survivors[base + 1u + FLUID_FORCING_OBSTACLE_LIMIT + slot]];
165
+ let record = ${FLUID_EFFECTOR_DESCRIPTOR.marshalling_method_read}(&fluid_database, row);
166
+
167
+ fluid_forcing_effectors[slot] = fluid_effector_record_resolve(
168
+ record,
169
+ ${TRANSFORMS_TABLE.marshalling_method_read_field('global')}(&scene_database, record.node),
170
+ ${TRANSFORMS_TABLE.marshalling_method_read_field('prev_global')}(&scene_database, record.node),
171
+ settings.inverse_frame_dt
172
+ );
173
+ }
174
+
175
+ workgroupBarrier();
176
+
177
+ let origin = vec3<i32>(index_to_grid3d(query - settings.query_base, settings.bricks.xy) * FLUID_FORCING_BRICK);
178
+
179
+ // the solid test at every cell centre of the brick and the layer before it; a cell before the
180
+ // window is fluid, as every pass of the step reads it
181
+ for (var round = 0u; round < 2u; round++) {
182
+ let k = round * FLUID_FORCING_BRICK_CELLS + lane;
183
+
184
+ if (k < SOLID_BLOCK_CELLS) {
185
+ let cell = origin - vec3<i32>(1) + vec3<i32>(index_to_grid3d(k, vec2<u32>(SOLID_BLOCK, SOLID_BLOCK)));
186
+
187
+ var slot = FLUID_FORCING_NONE;
188
+
189
+ if (all(cell >= vec3<i32>(0))) {
190
+ slot = fluid_forcing_solid(fluid_forcing_face_world(vec3<f32>(cell)), obstacle_count);
191
+ }
192
+
193
+ fluid_forcing_solid_slot[k] = slot;
194
+ }
195
+ }
196
+
197
+ workgroupBarrier();
198
+
199
+ let brick_local = vec3<i32>(local);
200
+ let cell = origin + brick_local;
201
+ let flags = grid3d_to_index(vec3<u32>(cell), settings.cells.size.xy);
202
+
203
+ // listed only to clear what an earlier tick left: fluid, and no forcing to read
204
+ if (obstacle_count + effector_count == 0u) {
205
+ solid[flags] = 0u;
206
+
207
+ return;
208
+ }
209
+
210
+ let own = fluid_forcing_block_slot(brick_local);
211
+
212
+ solid[flags] = FLUID_FORCED_FLAG | select(0u, FLUID_SOLID_FLAG, own != FLUID_FORCING_NONE);
213
+
214
+ // the cell's -x, -y and -z faces
215
+ fluid_forcing_face_u(cell, fluid_forcing_block_slot(brick_local - vec3<i32>(1, 0, 0)), own, effector_count);
216
+ fluid_forcing_face_v(cell, fluid_forcing_block_slot(brick_local - vec3<i32>(0, 1, 0)), own, effector_count);
217
+ fluid_forcing_face_w(cell, fluid_forcing_block_slot(brick_local - vec3<i32>(0, 0, 1)), own, effector_count);
218
+
219
+ // the +boundary face planes, owned by the window's last cells; the cell beyond is fluid
220
+ let last = vec3<i32>(settings.cells.size) - vec3<i32>(1);
221
+
222
+ if (cell.x == last.x) {
223
+ fluid_forcing_face_u(cell + vec3<i32>(1, 0, 0), own, FLUID_FORCING_NONE, effector_count);
224
+ }
225
+ if (cell.y == last.y) {
226
+ fluid_forcing_face_v(cell + vec3<i32>(0, 1, 0), own, FLUID_FORCING_NONE, effector_count);
227
+ }
228
+ if (cell.z == last.z) {
229
+ fluid_forcing_face_w(cell + vec3<i32>(0, 0, 1), own, FLUID_FORCING_NONE, effector_count);
230
+ }
231
+ }
232
+ `, [
233
+ chunk_folded_workgroup_index,
234
+ chunk_index_to_grid3d,
235
+ chunk_grid3d_to_index,
236
+ chunk_grid_tile_window,
237
+ chunk_fluid_forcing_cell,
238
+ chunk_fluid_effector_record_resolve,
239
+ FLUID_OBSTACLE_DESCRIPTOR.chunk_read,
240
+ FLUID_EFFECTOR_DESCRIPTOR.chunk_read,
241
+ FLUID_OBSTACLE_PLANE_DESCRIPTOR.chunk_read_field('plane'),
242
+ TRANSFORMS_TABLE.chunk_read_field('global'),
243
+ TRANSFORMS_TABLE.chunk_read_field('prev_global'),
244
+ ]);
245
+
246
+ body.addExtension(WebGPUExtensionType.Subgroups);
247
+
248
+ /**
249
+ * Q3 of a tick, the forcing (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §10), for one stepping
250
+ * cascade: one workgroup of 4×4×4 for each brick its query listed, dispatched indirectly from Q2's
251
+ * command, the brick found by `folded_workgroup_index`.
252
+ *
253
+ * 1. **The survivors, posed:** the brick's obstacle records with their nodes' `global`, and its
254
+ * effector records brought to the world (`fluid_effector_record_resolve` with the node's `global`
255
+ * and `prev_global`), into workgroup memory; one barrier.
256
+ * 2. **The solid test** (`fluid_forcing_solid`) at the centre of every cell of the brick and the layer
257
+ * before it on each axis (125 cells, two rounds), recording the solid's obstacle; a cell before the
258
+ * window is fluid, as the step reads it. One barrier.
259
+ * 3. **Per cell:** its solid flags, `FLUID_FORCED_FLAG` with `FLUID_SOLID_FLAG` where solid; then each
260
+ * of its −x, −y, −z faces, and the window's last cells their +boundary faces: a face with a solid
261
+ * cell on either side is pinned, as every pass of the step will find it from the flags, and takes
262
+ * the wall's velocity (`fluid_forcing_wall_velocity`, the solid cell's obstacle, the + side's when
263
+ * both are) **in the cascade's persistent faces**, before the step reads them, with forcing 0;
264
+ * any other face's forcing is the effectors' deposit over `dt_c` on `h_c`
265
+ * (`fluid_forcing_deposit`).
266
+ *
267
+ * Writing the wall's velocity into the persistent faces is what makes a face that just became pinned
268
+ * carry the wall, never the fluid value it held: advection reads it as a boundary value and every pass
269
+ * carries it through. A brick listed only because its flags held an earlier tick's has no survivors
270
+ * and writes its cells' flags to 0, which is also what leaves no reader of this tick's forcing there.
271
+ *
272
+ * Per invocation: two solid tests of at most 24 fields (768 hull planes at worst), three to six faces
273
+ * of at most 16 kernels. Workgroup memory: 24 records and matrices, 16 records, 125 slots, 4,724
274
+ * bytes.
275
+ *
276
+ * Bindings: `settings` ({@link FLUID_FORCING_APPLY_STRUCT}); `fluid_database` and `scene_database`;
277
+ * `list`, `survivors` and `leaf_rows` from the tick's query and the frame's leaf list; `solid`, the
278
+ * cascade's flags; `forcing`, the tick's; `out_u`, `out_v`, `out_w`, the cascade's persistent faces.
279
+ * Seven storage buffers and three storage textures.
280
+ *
281
+ * @type {ComputeShader}
282
+ */
283
+ export const shader_fluid_forcing_apply = ComputeShader.from({
284
+ label: "Fluid / forcing / apply",
285
+ resources,
286
+ body,
287
+ });
@@ -0,0 +1,18 @@
1
+ /**
2
+ * Words of one indirect dispatch command, `(x, y, z)`; a slot's command is at its index times this.
3
+ * @type {number}
4
+ */
5
+ export const FLUID_FORCING_COMMAND_WORDS: number;
6
+ /**
7
+ * Q2 of a tick (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §10): the forcing's indirect commands, one
8
+ * thread. Slot `s`'s command, at word `3·s`, is one workgroup for each brick its stepping cascade's
9
+ * brick query listed, folded over x, then y, then z against
10
+ * `WEBGPU_GUARANTEED_MAX_COMPUTE_WORKGROUPS_PER_DIMENSION` as `IndirectComputeCommandBuildPass` folds,
11
+ * so the forcing finds its brick with `folded_workgroup_index` and never reads `num_workgroups`. A
12
+ * list of nothing is a command of `(0, 1, 1)`, which dispatches nothing.
13
+ *
14
+ * @type {ComputeShader}
15
+ */
16
+ export const shader_fluid_forcing_command: ComputeShader;
17
+ import { ComputeShader } from "../../shader/ComputeShader.js";
18
+ //# sourceMappingURL=shader_fluid_forcing_command.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_fluid_forcing_command.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/forcing/shader_fluid_forcing_command.js"],"names":[],"mappings":"AAQA;;;GAGG;AACH,0CAFU,MAAM,CAE6B;AAqC7C;;;;;;;;;GASG;AACH,2CAFU,aAAa,CAMpB;8BA7D2B,+BAA+B"}
@@ -0,0 +1,64 @@
1
+ import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
2
+ import { WEBGPU_GUARANTEED_MAX_COMPUTE_WORKGROUPS_PER_DIMENSION } from "../../gpu_primitive/indirect/WEBGPU_GUARANTEED_MAX_COMPUTE_WORKGROUPS_PER_DIMENSION.js";
3
+ import { ComputeShader } from "../../shader/ComputeShader.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
6
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
7
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
8
+
9
+ /**
10
+ * Words of one indirect dispatch command, `(x, y, z)`; a slot's command is at its index times this.
11
+ * @type {number}
12
+ */
13
+ export const FLUID_FORCING_COMMAND_WORDS = 3;
14
+
15
+ const resources = new ShaderResourceSetDescriptor();
16
+
17
+ resources.createGroup()
18
+ .addStorageBuffer("list_0", COLLECTION_U32_STRUCT_READ, false)
19
+ .addStorageBuffer("list_1", COLLECTION_U32_STRUCT_READ, false)
20
+ .addStorageBuffer("commands", WebGPUArray.from(u32), true);
21
+
22
+ const body = CodeChunk.from(
23
+ //language=WGSL
24
+ `
25
+ // the width chunk_folded_workgroup_index strides by
26
+ const LIMIT = ${WEBGPU_GUARANTEED_MAX_COMPUTE_WORKGROUPS_PER_DIMENSION}u;
27
+
28
+ fn divide_round_up(value: u32, divisor: u32) -> u32 {
29
+ return (value + divisor - 1u) / divisor;
30
+ }
31
+
32
+ // a workgroup a listed brick, folded: x to the limit, then rows of x, then slices of x·y
33
+ fn fluid_forcing_write_command(slot: u32, groups: u32) {
34
+ let rows = divide_round_up(groups, LIMIT);
35
+ let slices = divide_round_up(rows, LIMIT);
36
+ let word = slot * ${FLUID_FORCING_COMMAND_WORDS}u;
37
+
38
+ commands[word] = min(groups, LIMIT);
39
+ commands[word + 1u] = min(max(rows, 1u), LIMIT);
40
+ commands[word + 2u] = max(slices, 1u);
41
+ }
42
+
43
+ @compute @workgroup_size(1, 1, 1)
44
+ fn main() {
45
+ fluid_forcing_write_command(0u, list_0.count);
46
+ fluid_forcing_write_command(1u, list_1.count);
47
+ }
48
+ `);
49
+
50
+ /**
51
+ * Q2 of a tick (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §10): the forcing's indirect commands, one
52
+ * thread. Slot `s`'s command, at word `3·s`, is one workgroup for each brick its stepping cascade's
53
+ * brick query listed, folded over x, then y, then z against
54
+ * `WEBGPU_GUARANTEED_MAX_COMPUTE_WORKGROUPS_PER_DIMENSION` as `IndirectComputeCommandBuildPass` folds,
55
+ * so the forcing finds its brick with `folded_workgroup_index` and never reads `num_workgroups`. A
56
+ * list of nothing is a command of `(0, 1, 1)`, which dispatches nothing.
57
+ *
58
+ * @type {ComputeShader}
59
+ */
60
+ export const shader_fluid_forcing_command = ComputeShader.from({
61
+ label: "Fluid / forcing / commands",
62
+ resources,
63
+ body,
64
+ });
@@ -0,0 +1,22 @@
1
+ export const FLUID_FORCING_EXTRACT_WORKGROUP_SIZE: 64;
2
+ /**
3
+ * L1 of the GPU fluid's acceleration structure (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §10), once a
4
+ * frame: the leaves {@link graph_bvh_build_lbvh} builds over, from the fluid database's rows.
5
+ *
6
+ * One thread a leaf of the CPU-compacted leaf → row list, obstacle rows first, then effector rows,
7
+ * each ascending (the TLAS's `#refresh_rows`, so the build's tie-breaking by leaf index is the rows'
8
+ * order). Leaf `i` reads its record and its node's pose from the scene's `transforms`, boxes it
9
+ * (`chunk_fluid_forcing_leaf`: an obstacle's solid region dilated a cell on its + sides; an effector's
10
+ * reach, a wake swept back over the frame's longest step), clips it into the frame's clip box, and
11
+ * writes the box and payload `i`. The centroids' bound is reduced into `scene_bounds` by a subgroup
12
+ * min/max, a pass over the workgroup's subgroups and one atomic each word, the TLAS's extraction
13
+ * (`shader_bvh_extract_instance_leaves`); `scene_bounds` is seeded with ±inf before.
14
+ *
15
+ * A pure function per leaf apart from the reduction: reads a leaf, 1 row word, a record (12 or 20
16
+ * words) and one or two matrices.
17
+ *
18
+ * @type {ComputeShader}
19
+ */
20
+ export const shader_fluid_forcing_extract: ComputeShader;
21
+ import { ComputeShader } from "../../shader/ComputeShader.js";
22
+ //# sourceMappingURL=shader_fluid_forcing_extract.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_fluid_forcing_extract.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/forcing/shader_fluid_forcing_extract.js"],"names":[],"mappings":"AAeA,sDAAuD;AAkIvD;;;;;;;;;;;;;;;;;GAiBG;AACH,2CAFU,aAAa,CAMpB;8BAjK2B,+BAA+B"}
@@ -0,0 +1,168 @@
1
+ import { chunk_fluid_effector_record_resolve } from "../../../../engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js";
2
+ import { WebGPUExtensionType } from "../../../descriptor/WebGPUExtensionType.js";
3
+ import { TRANSFORMS_TABLE } from "../../scene/chunk_scene_database_access.js";
4
+ import { chunk_atomic_max_f32_storage } from "../../shader/chunk/atomic/chunk_atomic_max_f32_storage.js";
5
+ import { chunk_atomic_min_f32_storage } from "../../shader/chunk/atomic/chunk_atomic_min_f32_storage.js";
6
+ import { F32_MAX_DEFINITION } from "../../shader/chunk/math/F32_MAX_DEFINITION.js";
7
+ import { ComputeShader } from "../../shader/ComputeShader.js";
8
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
10
+ import { atomic_u32, f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
11
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
12
+ import { chunk_fluid_forcing_leaf } from "./chunk_fluid_forcing_leaf.js";
13
+ import { FLUID_EFFECTOR_DESCRIPTOR, FLUID_OBSTACLE_DESCRIPTOR } from "./FLUID_DATABASE_SPEC.js";
14
+ import { FLUID_FORCING_EXTRACT_STRUCT } from "./FLUID_FORCING_EXTRACT_STRUCT.js";
15
+
16
+ export const FLUID_FORCING_EXTRACT_WORKGROUP_SIZE = 64;
17
+
18
+ /**
19
+ * Subgroup size is a runtime value of at least 4, so a workgroup splits into at most this many
20
+ * subgroups.
21
+ * @type {number}
22
+ */
23
+ const MAX_SUBGROUPS = FLUID_FORCING_EXTRACT_WORKGROUP_SIZE / 4;
24
+
25
+ const resources = new ShaderResourceSetDescriptor();
26
+
27
+ resources.createGroup()
28
+ .addUniform("settings", FLUID_FORCING_EXTRACT_STRUCT)
29
+ .addStorageBuffer("fluid_database", WebGPUArray.from(u32), false)
30
+ .addStorageBuffer("scene_database", WebGPUArray.from(u32), false)
31
+ // the CPU-compacted leaf → row list: obstacle rows ascending, then effector rows ascending
32
+ .addStorageBuffer("leaf_rows", WebGPUArray.from(u32), false)
33
+ .addStorageBuffer("leaf_bounds", WebGPUArray.from(f32), true)
34
+ .addStorageBuffer("leaf_payload", WebGPUArray.from(u32), true)
35
+ // six words holding f32 bit patterns, seeded to +/-inf before this pass runs
36
+ .addStorageBuffer("scene_bounds", WebGPUArray.from(atomic_u32), true);
37
+
38
+ const body = CodeChunk.from(
39
+ //language=WGSL
40
+ `
41
+ const WORKGROUP_SIZE = ${FLUID_FORCING_EXTRACT_WORKGROUP_SIZE}u;
42
+
43
+ var<workgroup> wg_low: array<vec3<f32>, ${MAX_SUBGROUPS}>;
44
+ var<workgroup> wg_high: array<vec3<f32>, ${MAX_SUBGROUPS}>;
45
+
46
+ fn fluid_forcing_leaf_box(leaf: u32) -> FluidForcingBox {
47
+ let row = leaf_rows[leaf];
48
+
49
+ if (leaf < settings.obstacle_leaf_count) {
50
+ let record = ${FLUID_OBSTACLE_DESCRIPTOR.marshalling_method_read}(&fluid_database, row);
51
+ let global = ${TRANSFORMS_TABLE.marshalling_method_read_field('global')}(&scene_database, record.node);
52
+
53
+ return fluid_forcing_obstacle_box(record, global, settings.dilation);
54
+ }
55
+
56
+ let record = ${FLUID_EFFECTOR_DESCRIPTOR.marshalling_method_read}(&fluid_database, row);
57
+ let global = ${TRANSFORMS_TABLE.marshalling_method_read_field('global')}(&scene_database, record.node);
58
+ let prev_global = ${TRANSFORMS_TABLE.marshalling_method_read_field('prev_global')}(&scene_database, record.node);
59
+
60
+ return fluid_forcing_effector_box(
61
+ fluid_effector_record_resolve(record, global, prev_global, settings.inverse_frame_dt),
62
+ settings.sweep_time
63
+ );
64
+ }
65
+
66
+ @compute @workgroup_size(WORKGROUP_SIZE, 1, 1)
67
+ fn main(
68
+ @builtin(global_invocation_id) gid: vec3<u32>,
69
+ @builtin(local_invocation_index) thread_id: u32,
70
+ @builtin(subgroup_invocation_id) lane_id: u32,
71
+ @builtin(subgroup_size) lane_count: u32,
72
+ ) {
73
+ let i = gid.x;
74
+
75
+ // threads past the end bring the identity to the reduction, which every lane reaches
76
+ var low = vec3<f32>(F32_MAX);
77
+ var high = vec3<f32>(-F32_MAX);
78
+
79
+ if (i < settings.leaf_count) {
80
+ let box = fluid_forcing_box_clip(fluid_forcing_leaf_box(i), settings.clip_low, settings.clip_high);
81
+
82
+ let destination = i * 6u;
83
+
84
+ leaf_bounds[destination] = box.low.x;
85
+ leaf_bounds[destination + 1u] = box.low.y;
86
+ leaf_bounds[destination + 2u] = box.low.z;
87
+ leaf_bounds[destination + 3u] = box.high.x;
88
+ leaf_bounds[destination + 4u] = box.high.y;
89
+ leaf_bounds[destination + 5u] = box.high.z;
90
+
91
+ // the payload is the leaf: the queries sort by it, and a refit rewrites the leaf through it
92
+ leaf_payload[i] = i;
93
+
94
+ // the Morton pass quantises centroids, so their bound is the one it needs
95
+ let centroid = (box.low + box.high) * 0.5;
96
+
97
+ low = centroid;
98
+ high = centroid;
99
+ }
100
+
101
+ // subgroups first, workgroup memory only across subgroup boundaries (the TLAS's extraction)
102
+ let subgroup_low = subgroupMin(low);
103
+ let subgroup_high = subgroupMax(high);
104
+
105
+ let subgroup_id = thread_id / lane_count;
106
+ let subgroup_count = WORKGROUP_SIZE / lane_count;
107
+
108
+ if (lane_id == 0u) {
109
+ wg_low[subgroup_id] = subgroup_low;
110
+ wg_high[subgroup_id] = subgroup_high;
111
+ }
112
+
113
+ workgroupBarrier();
114
+
115
+ if (thread_id == 0u) {
116
+ var group_low = wg_low[0];
117
+ var group_high = wg_high[0];
118
+
119
+ for (var s = 1u; s < subgroup_count; s += 1u) {
120
+ group_low = min(group_low, wg_low[s]);
121
+ group_high = max(group_high, wg_high[s]);
122
+ }
123
+
124
+ atomic_min_f32_storage(&scene_bounds[0], group_low.x);
125
+ atomic_min_f32_storage(&scene_bounds[1], group_low.y);
126
+ atomic_min_f32_storage(&scene_bounds[2], group_low.z);
127
+ atomic_max_f32_storage(&scene_bounds[3], group_high.x);
128
+ atomic_max_f32_storage(&scene_bounds[4], group_high.y);
129
+ atomic_max_f32_storage(&scene_bounds[5], group_high.z);
130
+ }
131
+ }
132
+ `, [
133
+ chunk_fluid_forcing_leaf,
134
+ chunk_fluid_effector_record_resolve,
135
+ FLUID_OBSTACLE_DESCRIPTOR.chunk_read,
136
+ FLUID_EFFECTOR_DESCRIPTOR.chunk_read,
137
+ TRANSFORMS_TABLE.chunk_read_field('global'),
138
+ TRANSFORMS_TABLE.chunk_read_field('prev_global'),
139
+ chunk_atomic_min_f32_storage,
140
+ chunk_atomic_max_f32_storage,
141
+ F32_MAX_DEFINITION,
142
+ ]);
143
+
144
+ body.addExtension(WebGPUExtensionType.Subgroups);
145
+
146
+ /**
147
+ * L1 of the GPU fluid's acceleration structure (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §10), once a
148
+ * frame: the leaves {@link graph_bvh_build_lbvh} builds over, from the fluid database's rows.
149
+ *
150
+ * One thread a leaf of the CPU-compacted leaf → row list, obstacle rows first, then effector rows,
151
+ * each ascending (the TLAS's `#refresh_rows`, so the build's tie-breaking by leaf index is the rows'
152
+ * order). Leaf `i` reads its record and its node's pose from the scene's `transforms`, boxes it
153
+ * (`chunk_fluid_forcing_leaf`: an obstacle's solid region dilated a cell on its + sides; an effector's
154
+ * reach, a wake swept back over the frame's longest step), clips it into the frame's clip box, and
155
+ * writes the box and payload `i`. The centroids' bound is reduced into `scene_bounds` by a subgroup
156
+ * min/max, a pass over the workgroup's subgroups and one atomic each word, the TLAS's extraction
157
+ * (`shader_bvh_extract_instance_leaves`); `scene_bounds` is seeded with ±inf before.
158
+ *
159
+ * A pure function per leaf apart from the reduction: reads a leaf, 1 row word, a record (12 or 20
160
+ * words) and one or two matrices.
161
+ *
162
+ * @type {ComputeShader}
163
+ */
164
+ export const shader_fluid_forcing_extract = ComputeShader.from({
165
+ label: "Fluid / forcing / extract leaves",
166
+ resources,
167
+ body,
168
+ });
@@ -0,0 +1,31 @@
1
+ /**
2
+ * Q1 of a tick (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §10): every brick of every stepping cascade
3
+ * asks its cascade's LBVH of the frame which leaves meet it, one workgroup a brick, one dispatch for
4
+ * the tick.
5
+ *
6
+ * Query `q` is brick `q mod B` of stepping slot `q / B` (`B` bricks a window; at most two slots, cascade
7
+ * 0 and the ruler's coarse cascade). Its box is the brick's cells grown by the kernel floor, two of
8
+ * the cascade's cells (`fluid_forcing_brick_box`), and `chunk_bvh_query_aabb_cooperative` walks the
9
+ * slot's tree (`tree_0` or `tree_1`) a level at a time in workgroup memory, so a thread's work is
10
+ * bounded by the tree's depth. The resolution cull is the tree itself: a slot's tree holds the
11
+ * effectors and only the obstacles its cascade resolves (`GPUFluidForcing`), so no leaf is filtered
12
+ * here and an obstacle too small for the cascade never takes a place on the frontier. The candidates
13
+ * come back sorted by leaf, so obstacles (the first leaves) come first and each kind by row; the brick
14
+ * keeps the first
15
+ * `FLUID_FORCING_OBSTACLE_LIMIT` obstacles and the first `FLUID_FORCING_EFFECTOR_LIMIT` effectors in
16
+ * `survivors[q·FLUID_FORCING_SURVIVOR_STRIDE ...]`, and what it could not keep is added to
17
+ * `statistics`.
18
+ *
19
+ * A brick that kept anything, or whose cascade's solid flags still hold what an earlier tick wrote
20
+ * there (`bricks_s`, one word a brick the cascade keeps), is appended to its slot's list
21
+ * (`collection_u32_append`, one atomic a subgroup), with its survivor header; the forcing then runs
22
+ * over exactly those, and writes a held brick's flags to nothing.
23
+ *
24
+ * Per invocation: the query's 204 node reads at most and its sort, eight candidate reads for the
25
+ * split, two survivor writes.
26
+ *
27
+ * @type {ComputeShader}
28
+ */
29
+ export const shader_fluid_forcing_query: ComputeShader;
30
+ import { ComputeShader } from "../../shader/ComputeShader.js";
31
+ //# sourceMappingURL=shader_fluid_forcing_query.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_fluid_forcing_query.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/forcing/shader_fluid_forcing_query.js"],"names":[],"mappings":"AA+KA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,yCAFU,aAAa,CAMpB;8BAtM2B,+BAA+B"}