@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 +1,605 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { sor_optimal_omega } from "../../../../core/math/linalg/sor_optimal_omega.js";
3
+ import { GRID_TILE_SIZE } from "../../shader/chunk/grid/chunk_grid_tile_window.js";
4
+ import { write_gpu_typed_buffer } from "../../shader/type/serde/write_gpu_typed_buffer.js";
5
+ import {
6
+ FLUID_MG_SMOOTH_SWEEP_LIMIT,
7
+ FLUID_MG_SMOOTH_SWEEPS,
8
+ fluid_mg_edge_weight,
9
+ fluid_mg_level_sizes,
10
+ FluidMGColour
11
+ } from "./FLUID_MG.js";
12
+ import { shader_fluid_mg_coarse_weights } from "./shader_fluid_mg_coarse_weights.js";
13
+ import { shader_fluid_mg_coarsest } from "./shader_fluid_mg_coarsest.js";
14
+ import { shader_fluid_mg_level0_weights } from "./shader_fluid_mg_level0_weights.js";
15
+ import { shader_fluid_mg_residual_restrict } from "./shader_fluid_mg_residual_restrict.js";
16
+ import { shader_fluid_mg_smooth } from "./shader_fluid_mg_smooth.js";
17
+ import { FLUID_MG_PASS_STRUCT } from "./FLUID_MG_PASS_STRUCT.js";
18
+
19
+ /**
20
+ * @typedef {import("../../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext} ShadeGPUCommandContext
21
+ */
22
+
23
+ /**
24
+ * A solve's inputs, as {@link GPUFluidPressureSolve#record_v_cycles} documents them, with `cycles` for
25
+ * the V-cycles or `sweeps` for SOR.
26
+ *
27
+ * @typedef {{pressure: GPUBuffer, window: {corner: ArrayLike<number>, corner_storage: ArrayLike<number>, size: ArrayLike<number>, period: ArrayLike<number>}, rhs: GPUBuffer, solid: GPUBuffer, h: number, ghost_pressure: GPUBuffer, cycles?: number, sweeps?: number}} FluidPressureSolveInputs
28
+ */
29
+
30
+ const ARM_V_CYCLES = 0;
31
+ const ARM_SOR = 1;
32
+
33
+ const BUFFER_USAGE = () => GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST;
34
+
35
+ /**
36
+ * Bytes between two passes' params in the params buffer: WebGPU's floor for
37
+ * `minUniformBufferOffsetAlignment`, which every device meets.
38
+ * @type {number}
39
+ */
40
+ const PARAMS_STRIDE = 256;
41
+
42
+ /**
43
+ * Pass parameters as {@link FLUID_MG_PASS_STRUCT} lays them out, held so a frame writes into them
44
+ * rather than making new ones.
45
+ */
46
+ function make_pass_values() {
47
+ return {
48
+ corner: new Int32Array(3),
49
+ level: 0,
50
+ size: new Uint32Array(3),
51
+ colours: 0,
52
+ input_corner_storage: new Uint32Array(3),
53
+ sweeps: 0,
54
+ input_period: new Uint32Array(3),
55
+ prolong: 0,
56
+ output_corner_storage: new Uint32Array(3),
57
+ omega: 1,
58
+ output_period: new Uint32Array(3),
59
+ h2: 0,
60
+ coarse_size: new Uint32Array(3),
61
+ edge_weight: 1,
62
+ };
63
+ }
64
+
65
+ /**
66
+ * A window-local, linear buffer as a window: storage corner 0, a period of its size.
67
+ */
68
+ function set_linear(corner_storage, period, size) {
69
+ corner_storage.fill(0);
70
+ period.set(size);
71
+ }
72
+
73
+ /**
74
+ * The GPU fluid's pressure solve for one cascade window (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §8):
75
+ * `Σ_f w_f·(p_nb − p) / H² = f` for the physical kinematic pressure `p` (m²/s²), with `f = div/dt`, a
76
+ * solid face closed and the window's edge a Dirichlet boundary at the ghost cell's centre. The
77
+ * cascade's parent's pressure at the ghost cell's centre is the ghost (`chunk_fluid_pressure_ghost`), as
78
+ * the step's pressure ghosts hold it.
79
+ *
80
+ * It owns its level transients, sized by the window and made when the window's size or the device
81
+ * changes, never per frame. Each `record_*` adds one graph pass that dispatches everything; each
82
+ * `encode_*` dispatches the same into the encoder of a pass the caller records itself:
83
+ *
84
+ * - **Weights**, once a solve: the finest level's words from the solid flags, then each coarse level's
85
+ * from the one above (`shader_fluid_mg_level0_weights`, `shader_fluid_mg_coarse_weights`). The SOR
86
+ * arm needs the finest only.
87
+ * - **{@link record_v_cycles}**, V-cycles of `3L − 2` dispatches over `L` levels: on each level above
88
+ * the coarsest a smoother of {@link FLUID_MG_SMOOTH_SWEEPS} sweeps and a residual + restriction; the
89
+ * coarsest level in one workgroup; then each level back up, one smoother whose load prolongs the
90
+ * level below in. At 64×32×64, four levels: 10 dispatches a V-cycle, plus 4 for the weights.
91
+ * - **{@link record_sor}**, red-black SOR on the finest level at `sor_optimal_omega`, one colour a
92
+ * dispatch: `2K` dispatches for `K` sweeps, plus 1 for the weights.
93
+ *
94
+ * A smoother never writes the buffer it reads, so the finest level goes pressure → scratch → pressure.
95
+ *
96
+ * Non-finite pressure, error and RHS are read as 0, and {@link nonfinite_counter} adds one for each such
97
+ * value a pass's owning invocation read. It is never reset.
98
+ *
99
+ * The window's edge is a Dirichlet boundary at the ghost cell's centre: the cascade's parent's
100
+ * pressure there, read from `ghost_pressure`, the step's pressure ghosts (`shader_fluid_cascade_ghosts`);
101
+ * the far field, a parent with no window, reads 0.
102
+ */
103
+ export class GPUFluidPressureSolve {
104
+ /** @type {GPUDevice|null} */
105
+ #device = null;
106
+ /** @type {number[][]} the cells of every level, finest first */
107
+ #sizes = [];
108
+ /**
109
+ * Per level: its weight words; below the finest its RHS (`f`), its error after the up leg (`a`,
110
+ * zeroed by the restriction) and after the down leg (`b`).
111
+ * @type {{words: GPUBuffer, f: GPUBuffer|null, a: GPUBuffer|null, b: GPUBuffer|null, groups: number[]}[]}
112
+ */
113
+ #levels = [];
114
+ /** @type {GPUBuffer|null} the finest level after the down leg */
115
+ #scratch = null;
116
+ /** @type {GPUBuffer|null} */
117
+ #nonfinite = null;
118
+ /** @type {GPUBuffer|null} every pass's params, one {@link PARAMS_STRIDE} slot each */
119
+ #params = null;
120
+ /** @type {ArrayBuffer|null} the bytes {@link #params} is written from */
121
+ #params_data = null;
122
+ /** @type {{values: object, binding: GPUBufferBinding}[]} the slots, in the buffer's order */
123
+ #slots = [];
124
+
125
+ /** Held params and bindings, one per dispatch the solve can make. */
126
+ #weights = [];
127
+ #down = [];
128
+ #restrict = [];
129
+ #up = [];
130
+ #coarsest = null;
131
+ #sor = [];
132
+
133
+ /**
134
+ * One `u32`: how many non-finite values the solves recorded so far read and zeroed. Made with the
135
+ * level transients.
136
+ * @returns {GPUBuffer|null}
137
+ */
138
+ get nonfinite_counter() {
139
+ return this.#nonfinite;
140
+ }
141
+
142
+ /**
143
+ * Record V-cycles into a pass of `graph`. Nothing is recorded for 0 cycles.
144
+ *
145
+ * @param {object} options
146
+ * @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} options.graph
147
+ * @param {GPUBuffer} options.pressure the cascade's pressure, read as the warm start and written with
148
+ * the answer: `f32` at each storage cell of `window`, x fastest
149
+ * @param {{corner: ArrayLike<number>, corner_storage: ArrayLike<number>, size: ArrayLike<number>, period: ArrayLike<number>}} options.window
150
+ * where the pressure is stored, as {@link GRID_TILE_WINDOW_STRUCT}; its size is the solve's cells,
151
+ * powers of two
152
+ * @param {GPUBuffer} options.rhs `f = div/dt` per cell, window-local and linear
153
+ * @param {GPUBuffer} options.solid solid flags per cell (bit 0), window-local and linear
154
+ * @param {number} options.h the cell's size, metres
155
+ * @param {GPUBuffer} options.ghost_pressure the finest level's Dirichlet ghosts (`chunk_fluid_pressure_ghost`):
156
+ * the parent's pressure at every cell one past the window, `array<f32>` over the window grown by
157
+ * one cell on every side, x fastest, as `shader_fluid_cascade_ghosts` writes it
158
+ * @param {number} options.cycles V-cycles
159
+ */
160
+ record_v_cycles({ graph, pressure, window, rhs, solid, h, ghost_pressure, cycles }) {
161
+ assert.isNonNegativeInteger(cycles, 'cycles');
162
+
163
+ this.#record(graph, ARM_V_CYCLES, cycles, { pressure, window, rhs, solid, h, ghost_pressure });
164
+ }
165
+
166
+ /**
167
+ * {@link record_v_cycles} into `encoder` itself, for a caller whose own frame-graph pass records
168
+ * the solve among its other dispatches, as a cascade's step does. Nothing is encoded for 0 cycles.
169
+ * `inputs` is read, not kept.
170
+ *
171
+ * @param {ShadeGPUCommandContext} encoder the encoder a frame-graph pass's callback was handed
172
+ * @param {FluidPressureSolveInputs} inputs
173
+ */
174
+ encode_v_cycles(encoder, inputs) {
175
+ assert.defined(encoder, 'encoder');
176
+ assert.isNonNegativeInteger(inputs.cycles, 'cycles');
177
+
178
+ if (this.#validate(inputs.cycles, inputs)) {
179
+ this.#encode(encoder, ARM_V_CYCLES, inputs.cycles, inputs);
180
+ }
181
+ }
182
+
183
+ /**
184
+ * {@link record_sor} into `encoder` itself, as {@link encode_v_cycles}. Nothing is encoded for 0
185
+ * sweeps.
186
+ *
187
+ * @param {ShadeGPUCommandContext} encoder
188
+ * @param {FluidPressureSolveInputs} inputs
189
+ */
190
+ encode_sor(encoder, inputs) {
191
+ assert.defined(encoder, 'encoder');
192
+ assert.isNonNegativeInteger(inputs.sweeps, 'sweeps');
193
+
194
+ if (this.#validate(inputs.sweeps, inputs)) {
195
+ this.#encode(encoder, ARM_SOR, inputs.sweeps, inputs);
196
+ }
197
+ }
198
+
199
+ /**
200
+ * Record red-black SOR sweeps on the finest level into a pass of `graph`, one colour a dispatch.
201
+ * Nothing is recorded for 0 sweeps.
202
+ *
203
+ * @param {object} options
204
+ * @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} options.graph
205
+ * @param {GPUBuffer} options.pressure as {@link record_v_cycles}
206
+ * @param {{corner: ArrayLike<number>, corner_storage: ArrayLike<number>, size: ArrayLike<number>, period: ArrayLike<number>}} options.window
207
+ * @param {GPUBuffer} options.rhs
208
+ * @param {GPUBuffer} options.solid
209
+ * @param {number} options.h
210
+ * @param {GPUBuffer} options.ghost_pressure
211
+ * @param {number} options.sweeps red-black sweeps
212
+ */
213
+ record_sor({ graph, pressure, window, rhs, solid, h, ghost_pressure, sweeps }) {
214
+ assert.isNonNegativeInteger(sweeps, 'sweeps');
215
+
216
+ this.#record(graph, ARM_SOR, sweeps, { pressure, window, rhs, solid, h, ghost_pressure });
217
+ }
218
+
219
+ #record(graph, arm, count, inputs) {
220
+ assert.defined(graph, 'graph');
221
+
222
+ if (!this.#validate(count, inputs)) {
223
+ return;
224
+ }
225
+
226
+ const pass = graph.add('Fluid / pressure solve', { solve: this, arm, count, inputs }, GPUFluidPressureSolve.#execute);
227
+
228
+ pass.make_side_effect();
229
+ }
230
+
231
+ /**
232
+ * Check a solve's inputs.
233
+ *
234
+ * @param {number} count
235
+ * @param {FluidPressureSolveInputs} inputs
236
+ * @returns {boolean} whether there is anything to encode
237
+ */
238
+ #validate(count, { pressure, window, rhs, solid, h, ghost_pressure }) {
239
+ assert.defined(pressure, 'pressure');
240
+ assert.defined(rhs, 'rhs');
241
+ assert.defined(solid, 'solid');
242
+ assert.defined(ghost_pressure, 'ghost_pressure');
243
+ assert.notEqual(ghost_pressure, pressure, 'the ghosts are not the cascade\'s pressure');
244
+ assert.isFinite(h, 'h');
245
+ assert.greaterThan(h, 0, 'h');
246
+
247
+ const { size, period } = window;
248
+ const cells = size[0] * size[1] * size[2];
249
+
250
+ for (let axis = 0; axis < 3; axis++) {
251
+ assert.isPositiveInteger(size[axis], 'window.size');
252
+ assert.ok((size[axis] & (size[axis] - 1)) === 0, 'window.size is a power of two');
253
+ assert.lessThanOrEqual(size[axis], period[axis], 'window.size within its period');
254
+ }
255
+
256
+ assert.greaterThanOrEqual(pressure.size, 4 * period[0] * period[1] * period[2], 'pressure covers the period');
257
+ assert.greaterThanOrEqual(rhs.size, 4 * cells, 'rhs covers the window');
258
+ assert.greaterThanOrEqual(solid.size, 4 * cells, 'solid covers the window');
259
+
260
+ return count > 0;
261
+ }
262
+
263
+ /**
264
+ * @param {{solve: GPUFluidPressureSolve, arm: number, count: number, inputs: FluidPressureSolveInputs}} data
265
+ * @param {*} _resources
266
+ * @param {{encoder: ShadeGPUCommandContext}} context
267
+ */
268
+ static #execute(data, _resources, context) {
269
+ data.solve.#encode(context.encoder, data.arm, data.count, data.inputs);
270
+ }
271
+
272
+ /**
273
+ * @param {ShadeGPUCommandContext} encoder
274
+ * @param {number} arm
275
+ * @param {number} count
276
+ * @param {FluidPressureSolveInputs} inputs
277
+ */
278
+ #encode(encoder, arm, count, inputs) {
279
+ this.#configure(encoder.device, inputs.window.size);
280
+ this.#prepare(encoder, inputs);
281
+
282
+ const last = this.#levels.length - 1;
283
+
284
+ dispatch_levelled(encoder, shader_fluid_mg_level0_weights, this.#weights[0], this.#levels[0].groups);
285
+
286
+ if (arm === ARM_SOR) {
287
+ for (let k = 0; k < count; k++) {
288
+ dispatch_smooth(encoder, this.#sor[0], this.#levels[0].groups);
289
+ dispatch_smooth(encoder, this.#sor[1], this.#levels[0].groups);
290
+ }
291
+
292
+ return;
293
+ }
294
+
295
+ for (let l = 1; l <= last; l++) {
296
+ dispatch_levelled(encoder, shader_fluid_mg_coarse_weights, this.#weights[l], this.#levels[l].groups);
297
+ }
298
+
299
+ for (let cycle = 0; cycle < count; cycle++) {
300
+ for (let l = 0; l < last; l++) {
301
+ dispatch_smooth(encoder, this.#down[l], this.#levels[l].groups);
302
+ dispatch_levelled(encoder, shader_fluid_mg_residual_restrict, this.#restrict[l], this.#levels[l].groups);
303
+ }
304
+
305
+ shader_fluid_mg_coarsest.dispatch({ encoder, bindings: this.#coarsest });
306
+
307
+ for (let l = last - 1; l >= 0; l--) {
308
+ dispatch_smooth(encoder, this.#up[l], this.#levels[l].groups);
309
+ }
310
+ }
311
+ }
312
+
313
+ /**
314
+ * The level transients for a window of `size` cells on `device`, made anew only when either
315
+ * changed.
316
+ */
317
+ #configure(device, size) {
318
+ const sizes = this.#sizes;
319
+
320
+ if (device === this.#device && sizes.length > 0
321
+ && sizes[0][0] === size[0] && sizes[0][1] === size[1] && sizes[0][2] === size[2]) {
322
+ return;
323
+ }
324
+
325
+ this.dispose();
326
+
327
+ this.#device = device;
328
+ this.#sizes = fluid_mg_level_sizes(size[0], size[1], size[2]);
329
+
330
+ const buffer = (label, cells) => device.createBuffer({ label: `Fluid / pressure / ${label}`, size: 4 * cells, usage: BUFFER_USAGE() });
331
+
332
+ this.#levels = this.#sizes.map((s, l) => {
333
+ const cells = s[0] * s[1] * s[2];
334
+ const coarse = l > 0;
335
+
336
+ return {
337
+ words: buffer(`level ${l} weights`, cells),
338
+ f: coarse ? buffer(`level ${l} rhs`, cells) : null,
339
+ a: coarse ? buffer(`level ${l} error`, cells) : null,
340
+ b: coarse ? buffer(`level ${l} error (down)`, cells) : null,
341
+ groups: s.map((n, axis) => Math.ceil(n / GRID_TILE_SIZE[axis])),
342
+ };
343
+ });
344
+
345
+ const s0 = this.#sizes[0];
346
+ this.#scratch = buffer('scratch', s0[0] * s0[1] * s0[2]);
347
+ this.#nonfinite = buffer('non-finite count', 1);
348
+
349
+ const last = this.#levels.length - 1;
350
+
351
+ // weights per level; down, restrict and up per level above the coarsest; the coarsest; SOR red and black
352
+ const slot_count = this.#levels.length + 3 * last + 1 + 2;
353
+
354
+ this.#params = device.createBuffer({ label: 'Fluid / pressure / pass params', size: slot_count * PARAMS_STRIDE, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST });
355
+ this.#params_data = new ArrayBuffer(slot_count * PARAMS_STRIDE);
356
+ this.#slots = [];
357
+
358
+ const params = () => {
359
+ const slot = { values: make_pass_values(), binding: { buffer: this.#params, offset: this.#slots.length * PARAMS_STRIDE, size: FLUID_MG_PASS_STRUCT.size } };
360
+
361
+ this.#slots.push(slot);
362
+
363
+ return slot;
364
+ };
365
+
366
+ const smoother = () => ({ slot: params(), params: null, input: null, output: null, rhs: null, words: null, coarse: null, nonfinite: this.#nonfinite, ghost_pressure: null });
367
+
368
+ this.#weights = this.#levels.map(() => ({ slot: params(), params: null, solid: null, fine_words: null, words: null }));
369
+ this.#down = [];
370
+ this.#restrict = [];
371
+ this.#up = [];
372
+
373
+ for (let l = 0; l < last; l++) {
374
+ this.#down.push(smoother());
375
+ this.#restrict.push({ slot: params(), params: null, input: null, rhs: null, words: null, coarse_rhs: null, coarse_error: null, nonfinite: this.#nonfinite, ghost_pressure: null });
376
+ this.#up.push(smoother());
377
+ }
378
+
379
+ this.#coarsest = { slot: params(), params: null, values: null, rhs: null, words: null, nonfinite: this.#nonfinite, ghost_pressure: null };
380
+ this.#sor = [smoother(), smoother()];
381
+
382
+ for (const bindings of [...this.#weights, ...this.#down, ...this.#restrict, ...this.#up, this.#coarsest, ...this.#sor]) {
383
+ bindings.params = bindings.slot.binding;
384
+ }
385
+
386
+ assert.equal(this.#slots.length, slot_count, 'slots');
387
+ }
388
+
389
+ /**
390
+ * Every held pass's params and bindings for this solve's inputs.
391
+ *
392
+ * @param {ShadeGPUCommandContext} encoder
393
+ * @param {FluidPressureSolveInputs} inputs
394
+ */
395
+ #prepare(encoder, { pressure, window, rhs, solid, h, ghost_pressure }) {
396
+ const sizes = this.#sizes;
397
+ const levels = this.#levels;
398
+ const last = levels.length - 1;
399
+
400
+ for (let l = 0; l <= last; l++) {
401
+ const weights = this.#weights[l];
402
+
403
+ set_level_params(weights.slot.values, sizes, l, h, window);
404
+ weights.solid = solid;
405
+ weights.fine_words = l === 0 ? null : levels[l - 1].words;
406
+ weights.words = levels[l].words;
407
+ }
408
+
409
+ for (let l = 0; l < last; l++) {
410
+ const level_rhs = l === 0 ? rhs : levels[l].f;
411
+
412
+ const down = this.#down[l];
413
+
414
+ set_level_params(down.slot.values, sizes, l, h, window);
415
+ down.input = l === 0 ? pressure : levels[l].a;
416
+ down.output = l === 0 ? this.#scratch : levels[l].b;
417
+ down.rhs = level_rhs;
418
+ down.words = levels[l].words;
419
+ // a smoother that prolongs nothing binds the RHS in its place, read-only twice
420
+ down.coarse = level_rhs;
421
+
422
+ if (l === 0) {
423
+ set_pressure_input(down.slot.values, window);
424
+ }
425
+
426
+ const restrict = this.#restrict[l];
427
+
428
+ set_level_params(restrict.slot.values, sizes, l, h, window);
429
+ restrict.input = down.output;
430
+ restrict.rhs = level_rhs;
431
+ restrict.words = levels[l].words;
432
+ restrict.coarse_rhs = levels[l + 1].f;
433
+ restrict.coarse_error = levels[l + 1].a;
434
+
435
+ const up = this.#up[l];
436
+
437
+ set_level_params(up.slot.values, sizes, l, h, window);
438
+ up.slot.values.prolong = 1;
439
+ up.input = down.output;
440
+ up.output = l === 0 ? pressure : levels[l].a;
441
+ up.rhs = level_rhs;
442
+ up.words = levels[l].words;
443
+ up.coarse = levels[l + 1].a;
444
+
445
+ if (l === 0) {
446
+ set_pressure_output(up.slot.values, window);
447
+ }
448
+ }
449
+
450
+ const coarsest = this.#coarsest;
451
+
452
+ set_level_params(coarsest.slot.values, sizes, last, h, window);
453
+ coarsest.values = last === 0 ? pressure : levels[last].a;
454
+ coarsest.rhs = last === 0 ? rhs : levels[last].f;
455
+ coarsest.words = levels[last].words;
456
+
457
+ if (last === 0) {
458
+ set_pressure_input(coarsest.slot.values, window);
459
+ }
460
+
461
+ const omega = sor_optimal_omega(sizes[0][0], sizes[0][1], sizes[0][2]);
462
+
463
+ for (let colour = 0; colour < 2; colour++) {
464
+ const sor = this.#sor[colour];
465
+
466
+ set_level_params(sor.slot.values, sizes, 0, h, window);
467
+ sor.slot.values.colours = colour === 0 ? FluidMGColour.Red : FluidMGColour.Black;
468
+ sor.slot.values.sweeps = 1;
469
+ sor.slot.values.omega = omega;
470
+ sor.input = colour === 0 ? pressure : this.#scratch;
471
+ sor.output = colour === 0 ? this.#scratch : pressure;
472
+ sor.rhs = rhs;
473
+ sor.words = levels[0].words;
474
+ sor.coarse = rhs;
475
+
476
+ if (colour === 0) {
477
+ set_pressure_input(sor.slot.values, window);
478
+ } else {
479
+ set_pressure_output(sor.slot.values, window);
480
+ }
481
+ }
482
+
483
+ // the step's ghosts, for the finest level's Dirichlet boundary; the passes below it bind them unread
484
+ for (const bindings of [...this.#down, ...this.#restrict, ...this.#up, this.#coarsest, ...this.#sor]) {
485
+ bindings.ghost_pressure = ghost_pressure;
486
+ }
487
+
488
+ // every slot in one write, recorded in order with the passes, so a second solve recorded into
489
+ // the same frame cannot overwrite what this one's passes read
490
+ const slots = this.#slots;
491
+
492
+ for (let i = 0; i < slots.length; i++) {
493
+ write_gpu_typed_buffer(slots[i].values, FLUID_MG_PASS_STRUCT, this.#params_data, i * PARAMS_STRIDE);
494
+ }
495
+
496
+ encoder.writeBuffer(this.#params, 0, this.#params_data, 0, this.#params_data.byteLength);
497
+ }
498
+
499
+ /**
500
+ * Release the level transients and the counter.
501
+ */
502
+ dispose() {
503
+ for (const level of this.#levels) {
504
+ level.words.destroy();
505
+ level.f?.destroy();
506
+ level.a?.destroy();
507
+ level.b?.destroy();
508
+ }
509
+
510
+ this.#scratch?.destroy();
511
+ this.#nonfinite?.destroy();
512
+ this.#params?.destroy();
513
+
514
+ this.#levels = [];
515
+ this.#sizes = [];
516
+ this.#scratch = null;
517
+ this.#nonfinite = null;
518
+ this.#params = null;
519
+ this.#params_data = null;
520
+ this.#slots = [];
521
+ this.#device = null;
522
+ this.#weights = [];
523
+ this.#down = [];
524
+ this.#restrict = [];
525
+ this.#up = [];
526
+ this.#coarsest = null;
527
+ this.#sor = [];
528
+ }
529
+ }
530
+
531
+ /**
532
+ * A level's pass params as a smoother of both colours at ω = 1 with no prolongation, reading and
533
+ * writing window-local linear buffers.
534
+ *
535
+ * @param {object} params
536
+ * @param {number[][]} sizes every level's cells
537
+ * @param {number} l the level
538
+ * @param {number} h the finest cell's size
539
+ * @param {{corner: ArrayLike<number>}} window
540
+ */
541
+ function set_level_params(params, sizes, l, h, window) {
542
+ const size = sizes[l];
543
+ const H = h * 2 ** l;
544
+
545
+ params.size.set(size);
546
+ params.level = l;
547
+ params.h2 = H * H;
548
+ params.edge_weight = fluid_mg_edge_weight(l);
549
+ set_linear(params.input_corner_storage, params.input_period, size);
550
+ set_linear(params.output_corner_storage, params.output_period, size);
551
+
552
+ if (l === 0) {
553
+ params.corner.set(window.corner);
554
+ } else {
555
+ params.corner.fill(0);
556
+ }
557
+
558
+ if (l + 1 < sizes.length) {
559
+ params.coarse_size.set(sizes[l + 1]);
560
+ } else {
561
+ params.coarse_size.fill(0);
562
+ }
563
+
564
+ params.colours = FluidMGColour.Both;
565
+ params.sweeps = FLUID_MG_SMOOTH_SWEEPS;
566
+ params.omega = 1;
567
+ params.prolong = 0;
568
+ }
569
+
570
+ /**
571
+ * The pass reads the cascade's pressure, through its window.
572
+ */
573
+ function set_pressure_input(params, window) {
574
+ params.input_corner_storage.set(window.corner_storage);
575
+ params.input_period.set(window.period);
576
+ }
577
+
578
+ /**
579
+ * The pass writes the cascade's pressure, through its window.
580
+ */
581
+ function set_pressure_output(params, window) {
582
+ params.output_corner_storage.set(window.corner_storage);
583
+ params.output_period.set(window.period);
584
+ }
585
+
586
+ /**
587
+ * A pass over a level, one workgroup per 8×8×4 cells.
588
+ */
589
+ function dispatch_levelled(encoder, shader, bindings, groups) {
590
+ shader.dispatch({ encoder, bindings, group_count_x: groups[0], group_count_y: groups[1], group_count_z: groups[2] });
591
+ }
592
+
593
+ /**
594
+ * A smoother pass. Both colours against one frozen halo diverge for ω > 1, and one colour twice in a
595
+ * dispatch is not a sweep.
596
+ */
597
+ function dispatch_smooth(encoder, bindings, groups) {
598
+ const params = bindings.slot.values;
599
+
600
+ assert.ok(params.colours !== FluidMGColour.Both || params.omega === 1, `both colours in one smoother dispatch need omega = 1, not ${params.omega}`);
601
+ assert.ok(params.colours === FluidMGColour.Both || params.sweeps === 1, 'one colour is one sweep a dispatch');
602
+ assert.lessThanOrEqual(params.sweeps, FLUID_MG_SMOOTH_SWEEP_LIMIT, 'sweeps');
603
+
604
+ dispatch_levelled(encoder, shader_fluid_mg_smooth, bindings, groups);
605
+ }
@@ -0,0 +1,18 @@
1
+ /**
2
+ * A coarse level's weight word, from its eight children's (`chunk_fluid_mg_word`).
3
+ *
4
+ * `fn fluid_mg_coarse_word(coarse: vec3<i32>) -> u32` — each face the mean of the four child faces on
5
+ * that side, rounded up: the open fraction of the coarse face, exact on the first two coarse levels
6
+ * (quarters, then sixteenths), and never 0 while any of it is open below. A coarse cell whose eight
7
+ * children are solid is closed on every face.
8
+ *
9
+ * ## What the enclosing shader defines
10
+ *
11
+ * `fn fluid_mg_read_child_word(cell: vec3<i32>) -> u32` — the word of a cell on the level above, always
12
+ * inside it: the children are `2·coarse + (k & 1, (k >> 1) & 1, k >> 2)`.
13
+ *
14
+ * @type {CodeChunk}
15
+ */
16
+ export const chunk_fluid_mg_coarse_word: CodeChunk;
17
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
18
+ //# sourceMappingURL=chunk_fluid_mg_coarse_word.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_fluid_mg_coarse_word.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/pressure/chunk_fluid_mg_coarse_word.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;GAcG;AACH,yCAFU,SAAS,CA+BO;0BA/CA,oCAAoC"}
@@ -0,0 +1,48 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_fluid_mg_word } from "./chunk_fluid_mg_word.js";
3
+
4
+ /**
5
+ * A coarse level's weight word, from its eight children's (`chunk_fluid_mg_word`).
6
+ *
7
+ * `fn fluid_mg_coarse_word(coarse: vec3<i32>) -> u32` — each face the mean of the four child faces on
8
+ * that side, rounded up: the open fraction of the coarse face, exact on the first two coarse levels
9
+ * (quarters, then sixteenths), and never 0 while any of it is open below. A coarse cell whose eight
10
+ * children are solid is closed on every face.
11
+ *
12
+ * ## What the enclosing shader defines
13
+ *
14
+ * `fn fluid_mg_read_child_word(cell: vec3<i32>) -> u32` — the word of a cell on the level above, always
15
+ * inside it: the children are `2·coarse + (k & 1, (k >> 1) & 1, k >> 2)`.
16
+ *
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_fluid_mg_coarse_word = CodeChunk.from(
20
+ //language=WGSL
21
+ `
22
+ // the mean of four child faces' fields, rounded up, placed as the coarse face's field
23
+ fn fluid_mg_coarse_face(a: u32, b: u32, c: u32, d: u32, face: u32) -> u32 {
24
+ let sum = fluid_mg_face(a, face) + fluid_mg_face(b, face) + fluid_mg_face(c, face) + fluid_mg_face(d, face);
25
+
26
+ return ((sum + 3u) >> 2u) << (face * FLUID_MG_FACE_BITS);
27
+ }
28
+
29
+ fn fluid_mg_coarse_word(coarse: vec3<i32>) -> u32 {
30
+ let base = coarse * 2;
31
+
32
+ let w0 = fluid_mg_read_child_word(base);
33
+ let w1 = fluid_mg_read_child_word(base + vec3<i32>(1, 0, 0));
34
+ let w2 = fluid_mg_read_child_word(base + vec3<i32>(0, 1, 0));
35
+ let w3 = fluid_mg_read_child_word(base + vec3<i32>(1, 1, 0));
36
+ let w4 = fluid_mg_read_child_word(base + vec3<i32>(0, 0, 1));
37
+ let w5 = fluid_mg_read_child_word(base + vec3<i32>(1, 0, 1));
38
+ let w6 = fluid_mg_read_child_word(base + vec3<i32>(0, 1, 1));
39
+ let w7 = fluid_mg_read_child_word(base + vec3<i32>(1, 1, 1));
40
+
41
+ return fluid_mg_coarse_face(w0, w2, w4, w6, 0u)
42
+ | fluid_mg_coarse_face(w1, w3, w5, w7, 1u)
43
+ | fluid_mg_coarse_face(w0, w1, w4, w5, 2u)
44
+ | fluid_mg_coarse_face(w2, w3, w6, w7, 3u)
45
+ | fluid_mg_coarse_face(w0, w1, w2, w3, 4u)
46
+ | fluid_mg_coarse_face(w4, w5, w6, w7, 5u);
47
+ }
48
+ `, [chunk_fluid_mg_word]);
@@ -0,0 +1,17 @@
1
+ /**
2
+ * The finest level's weight word of a cell, from the solid flags (`chunk_fluid_mg_word`).
3
+ *
4
+ * `fn fluid_mg_level0_word(cell: vec3<i32>, size: vec3<u32>) -> u32` — for a window-local cell of a
5
+ * window of `size` cells: 0 when the cell is solid; otherwise a face is open all over when the cell
6
+ * beyond it is fluid, and a cell beyond the window is fluid.
7
+ *
8
+ * ## What the enclosing shader defines
9
+ *
10
+ * `fn fluid_mg_read_solid(cell: vec3<i32>) -> bool` — the solid flag of a window-local cell inside the
11
+ * window.
12
+ *
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_fluid_mg_level0_word: CodeChunk;
16
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
17
+ //# sourceMappingURL=chunk_fluid_mg_level0_word.d.ts.map