@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 @@
1
+ {"version":3,"file":"chunk_fluid_mg_level0_word.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/pressure/chunk_fluid_mg_level0_word.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;GAaG;AACH,yCAFU,SAAS,CA+BO;0BA9CA,oCAAoC"}
@@ -0,0 +1,47 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_fluid_mg_word } from "./chunk_fluid_mg_word.js";
3
+
4
+ /**
5
+ * The finest level's weight word of a cell, from the solid flags (`chunk_fluid_mg_word`).
6
+ *
7
+ * `fn fluid_mg_level0_word(cell: vec3<i32>, size: vec3<u32>) -> u32` — for a window-local cell of a
8
+ * window of `size` cells: 0 when the cell is solid; otherwise a face is open all over when the cell
9
+ * beyond it is fluid, and a cell beyond the window is fluid.
10
+ *
11
+ * ## What the enclosing shader defines
12
+ *
13
+ * `fn fluid_mg_read_solid(cell: vec3<i32>) -> bool` — the solid flag of a window-local cell inside the
14
+ * window.
15
+ *
16
+ * @type {CodeChunk}
17
+ */
18
+ export const chunk_fluid_mg_level0_word = CodeChunk.from(
19
+ //language=WGSL
20
+ `
21
+ // whether the finest-level cell is solid; a cell beyond the window is fluid
22
+ fn fluid_mg_level0_solid(cell: vec3<i32>, size: vec3<u32>) -> bool {
23
+ if (any(cell < vec3<i32>(0)) || any(cell >= vec3<i32>(size))) {
24
+ return false;
25
+ }
26
+
27
+ return fluid_mg_read_solid(cell);
28
+ }
29
+
30
+ // a face's field, placed, from whether the cell beyond it is solid
31
+ fn fluid_mg_level0_face(far_solid: bool, face: u32) -> u32 {
32
+ return select(FLUID_MG_FACE_OPEN, 0u, far_solid) << (face * FLUID_MG_FACE_BITS);
33
+ }
34
+
35
+ fn fluid_mg_level0_word(cell: vec3<i32>, size: vec3<u32>) -> u32 {
36
+ if (fluid_mg_level0_solid(cell, size)) {
37
+ return 0u;
38
+ }
39
+
40
+ return fluid_mg_level0_face(fluid_mg_level0_solid(cell - vec3<i32>(1, 0, 0), size), 0u)
41
+ | fluid_mg_level0_face(fluid_mg_level0_solid(cell + vec3<i32>(1, 0, 0), size), 1u)
42
+ | fluid_mg_level0_face(fluid_mg_level0_solid(cell - vec3<i32>(0, 1, 0), size), 2u)
43
+ | fluid_mg_level0_face(fluid_mg_level0_solid(cell + vec3<i32>(0, 1, 0), size), 3u)
44
+ | fluid_mg_level0_face(fluid_mg_level0_solid(cell - vec3<i32>(0, 0, 1), size), 4u)
45
+ | fluid_mg_level0_face(fluid_mg_level0_solid(cell + vec3<i32>(0, 0, 1), size), 5u);
46
+ }
47
+ `, [chunk_fluid_mg_word]);
@@ -0,0 +1,21 @@
1
+ /**
2
+ * The pressure V-cycle's prolongation: the coarse error, trilinearly at a fine cell.
3
+ *
4
+ * `fn fluid_mg_prolong(fine: vec3<i32>, coarse_size: vec3<u32>) -> f32` — the fine cell (on its level,
5
+ * inside it) lies in coarse cell `fine >> 1`, a quarter of a coarse cell from its centre toward the
6
+ * neighbour `o = ±1` per axis. The answer weighs that cell and its neighbours along `o` by 3/4 and 1/4
7
+ * per axis: 27/64, 9/64 (three), 3/64 (three), 1/64. A coarse cell beyond the coarse level is 0: the
8
+ * error's ghost.
9
+ *
10
+ * It is pointwise, so a smoother can add it in its tile load (`fetch = p + P·e`) instead of a separate
11
+ * pass writing it first; the two are the same arithmetic.
12
+ *
13
+ * ## What the enclosing shader defines
14
+ *
15
+ * `fn fluid_mg_read_coarse(cell: vec3<i32>) -> f32` — the coarse error at a coarse cell inside its level.
16
+ *
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_fluid_mg_prolong: CodeChunk;
20
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
21
+ //# sourceMappingURL=chunk_fluid_mg_prolong.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_fluid_mg_prolong.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/pressure/chunk_fluid_mg_prolong.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;GAiBG;AACH,qCAFU,SAAS,CA4BhB;0BA9CuB,oCAAoC"}
@@ -0,0 +1,47 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * The pressure V-cycle's prolongation: the coarse error, trilinearly at a fine cell.
5
+ *
6
+ * `fn fluid_mg_prolong(fine: vec3<i32>, coarse_size: vec3<u32>) -> f32` — the fine cell (on its level,
7
+ * inside it) lies in coarse cell `fine >> 1`, a quarter of a coarse cell from its centre toward the
8
+ * neighbour `o = ±1` per axis. The answer weighs that cell and its neighbours along `o` by 3/4 and 1/4
9
+ * per axis: 27/64, 9/64 (three), 3/64 (three), 1/64. A coarse cell beyond the coarse level is 0: the
10
+ * error's ghost.
11
+ *
12
+ * It is pointwise, so a smoother can add it in its tile load (`fetch = p + P·e`) instead of a separate
13
+ * pass writing it first; the two are the same arithmetic.
14
+ *
15
+ * ## What the enclosing shader defines
16
+ *
17
+ * `fn fluid_mg_read_coarse(cell: vec3<i32>) -> f32` — the coarse error at a coarse cell inside its level.
18
+ *
19
+ * @type {CodeChunk}
20
+ */
21
+ export const chunk_fluid_mg_prolong = CodeChunk.from(
22
+ //language=WGSL
23
+ `
24
+ fn fluid_mg_prolong_tap(cell: vec3<i32>, coarse_size: vec3<u32>) -> f32 {
25
+ if (any(cell < vec3<i32>(0)) || any(cell >= vec3<i32>(coarse_size))) {
26
+ return 0.0;
27
+ }
28
+
29
+ return fluid_mg_read_coarse(cell);
30
+ }
31
+
32
+ fn fluid_mg_prolong(fine: vec3<i32>, coarse_size: vec3<u32>) -> f32 {
33
+ let c = fine >> vec3<u32>(1u);
34
+ let o = select(vec3<i32>(-1), vec3<i32>(1), (fine & vec3<i32>(1)) == vec3<i32>(1));
35
+
36
+ var v = 0.421875 * fluid_mg_prolong_tap(c, coarse_size);
37
+ v += 0.140625 * fluid_mg_prolong_tap(c + vec3<i32>(o.x, 0, 0), coarse_size);
38
+ v += 0.140625 * fluid_mg_prolong_tap(c + vec3<i32>(0, o.y, 0), coarse_size);
39
+ v += 0.046875 * fluid_mg_prolong_tap(c + vec3<i32>(o.x, o.y, 0), coarse_size);
40
+ v += 0.140625 * fluid_mg_prolong_tap(c + vec3<i32>(0, 0, o.z), coarse_size);
41
+ v += 0.046875 * fluid_mg_prolong_tap(c + vec3<i32>(o.x, 0, o.z), coarse_size);
42
+ v += 0.046875 * fluid_mg_prolong_tap(c + vec3<i32>(0, o.y, o.z), coarse_size);
43
+ v += 0.015625 * fluid_mg_prolong_tap(c + o, coarse_size);
44
+
45
+ return v;
46
+ }
47
+ `);
@@ -0,0 +1,27 @@
1
+ /**
2
+ * The pressure V-cycle's per-cell operator, `Σ_f w_f·(p_nb − p) / H² = f`, as its smoother and its
3
+ * residual use it.
4
+ *
5
+ * - `fn fluid_mg_stencil(local: vec3<i32>, cell: vec3<u32>, size: vec3<u32>, word: u32, edge_weight: f32) -> vec2<f32>`
6
+ * — `(Σ w·p_nb, Σ w)` of a cell: its six neighbours read through `tile_read_p` at the tile-local
7
+ * cells around `local`, weighted by its word (`chunk_fluid_mg_word`). `cell` is the cell on its
8
+ * level of `size` cells, which says which faces lie on the window's edge. The faces are summed in
9
+ * the word's order, −x, +x, −y, +y, −z, +z.
10
+ * - `fn fluid_mg_relax(p: f32, stencil: vec2<f32>, f: f32, h2: f32, omega: f32) -> f32` — the smoother's
11
+ * update, `(1 − ω)·p + ω·(Σ w·p_nb − H²·f) / Σ w`; `p` itself for a cell with no degree of freedom
12
+ * (`Σ w = 0`). At ω = 1 it is the Gauss–Seidel value exactly.
13
+ * - `fn fluid_mg_residual(p: f32, stencil: vec2<f32>, f: f32, h2: f32) -> f32` — `f − (Σ w·p_nb − Σ w·p) / H²`;
14
+ * 0 for a cell with no degree of freedom.
15
+ *
16
+ * ## What the enclosing shader defines
17
+ *
18
+ * `fn tile_read_p(local: vec3<i32>) -> f32` — the pressure or error at a tile-local cell, from the
19
+ * tile's halo where the cell is outside it, where a cell beyond the window holds its ghost value. A
20
+ * kernel backs it with its workgroup tile (`chunk_grid_tile_halo_f32`); a spec with a buffer. It must
21
+ * answer a finite value: a closed face weighs its neighbour by 0, and 0·NaN is NaN.
22
+ *
23
+ * @type {CodeChunk}
24
+ */
25
+ export const chunk_fluid_mg_relax: CodeChunk;
26
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
27
+ //# sourceMappingURL=chunk_fluid_mg_relax.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_fluid_mg_relax.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/pressure/chunk_fluid_mg_relax.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,mCAFU,SAAS,CAqDO;0BA9EA,oCAAoC"}
@@ -0,0 +1,79 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_fluid_mg_word } from "./chunk_fluid_mg_word.js";
3
+
4
+ /**
5
+ * The pressure V-cycle's per-cell operator, `Σ_f w_f·(p_nb − p) / H² = f`, as its smoother and its
6
+ * residual use it.
7
+ *
8
+ * - `fn fluid_mg_stencil(local: vec3<i32>, cell: vec3<u32>, size: vec3<u32>, word: u32, edge_weight: f32) -> vec2<f32>`
9
+ * — `(Σ w·p_nb, Σ w)` of a cell: its six neighbours read through `tile_read_p` at the tile-local
10
+ * cells around `local`, weighted by its word (`chunk_fluid_mg_word`). `cell` is the cell on its
11
+ * level of `size` cells, which says which faces lie on the window's edge. The faces are summed in
12
+ * the word's order, −x, +x, −y, +y, −z, +z.
13
+ * - `fn fluid_mg_relax(p: f32, stencil: vec2<f32>, f: f32, h2: f32, omega: f32) -> f32` — the smoother's
14
+ * update, `(1 − ω)·p + ω·(Σ w·p_nb − H²·f) / Σ w`; `p` itself for a cell with no degree of freedom
15
+ * (`Σ w = 0`). At ω = 1 it is the Gauss–Seidel value exactly.
16
+ * - `fn fluid_mg_residual(p: f32, stencil: vec2<f32>, f: f32, h2: f32) -> f32` — `f − (Σ w·p_nb − Σ w·p) / H²`;
17
+ * 0 for a cell with no degree of freedom.
18
+ *
19
+ * ## What the enclosing shader defines
20
+ *
21
+ * `fn tile_read_p(local: vec3<i32>) -> f32` — the pressure or error at a tile-local cell, from the
22
+ * tile's halo where the cell is outside it, where a cell beyond the window holds its ghost value. A
23
+ * kernel backs it with its workgroup tile (`chunk_grid_tile_halo_f32`); a spec with a buffer. It must
24
+ * answer a finite value: a closed face weighs its neighbour by 0, and 0·NaN is NaN.
25
+ *
26
+ * @type {CodeChunk}
27
+ */
28
+ export const chunk_fluid_mg_relax = CodeChunk.from(
29
+ //language=WGSL
30
+ `
31
+ fn fluid_mg_stencil(local: vec3<i32>, cell: vec3<u32>, size: vec3<u32>, word: u32, edge_weight: f32) -> vec2<f32> {
32
+ let last = size - vec3<u32>(1u);
33
+
34
+ var s = 0.0;
35
+ var d = 0.0;
36
+
37
+ var w = fluid_mg_face_weight(word, 0u, cell.x == 0u, edge_weight);
38
+ s += w * tile_read_p(local - vec3<i32>(1, 0, 0));
39
+ d += w;
40
+
41
+ w = fluid_mg_face_weight(word, 1u, cell.x == last.x, edge_weight);
42
+ s += w * tile_read_p(local + vec3<i32>(1, 0, 0));
43
+ d += w;
44
+
45
+ w = fluid_mg_face_weight(word, 2u, cell.y == 0u, edge_weight);
46
+ s += w * tile_read_p(local - vec3<i32>(0, 1, 0));
47
+ d += w;
48
+
49
+ w = fluid_mg_face_weight(word, 3u, cell.y == last.y, edge_weight);
50
+ s += w * tile_read_p(local + vec3<i32>(0, 1, 0));
51
+ d += w;
52
+
53
+ w = fluid_mg_face_weight(word, 4u, cell.z == 0u, edge_weight);
54
+ s += w * tile_read_p(local - vec3<i32>(0, 0, 1));
55
+ d += w;
56
+
57
+ w = fluid_mg_face_weight(word, 5u, cell.z == last.z, edge_weight);
58
+ s += w * tile_read_p(local + vec3<i32>(0, 0, 1));
59
+ d += w;
60
+
61
+ return vec2<f32>(s, d);
62
+ }
63
+
64
+ fn fluid_mg_relax(p: f32, stencil: vec2<f32>, f: f32, h2: f32, omega: f32) -> f32 {
65
+ if (stencil.y == 0.0) {
66
+ return p;
67
+ }
68
+
69
+ return (1.0 - omega) * p + omega * ((stencil.x - h2 * f) / stencil.y);
70
+ }
71
+
72
+ fn fluid_mg_residual(p: f32, stencil: vec2<f32>, f: f32, h2: f32) -> f32 {
73
+ if (stencil.y == 0.0) {
74
+ return 0.0;
75
+ }
76
+
77
+ return f - (stencil.x - stencil.y * p) / h2;
78
+ }
79
+ `, [chunk_fluid_mg_word]);
@@ -0,0 +1,18 @@
1
+ /**
2
+ * The pressure V-cycle's restriction: the 8-child mean of the residual.
3
+ *
4
+ * `fn fluid_mg_restrict(coarse: vec3<i32>) -> f32` — the mean over the children
5
+ * `2·coarse + (k & 1, (k >> 1) & 1, k >> 2)`, summed in `k` order and scaled by 1/8. A child with no
6
+ * degree of freedom has residual 0, and counts as one of the eight.
7
+ *
8
+ * ## What the enclosing shader defines
9
+ *
10
+ * `fn tile_read_r(local: vec3<i32>) -> f32` — the residual of a fine cell, by its coordinate relative to
11
+ * whatever `coarse` is relative to: a kernel restricting a tile passes tile-local coarse cells and
12
+ * reads its workgroup's residuals.
13
+ *
14
+ * @type {CodeChunk}
15
+ */
16
+ export const chunk_fluid_mg_restrict: CodeChunk;
17
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
18
+ //# sourceMappingURL=chunk_fluid_mg_restrict.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_fluid_mg_restrict.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/pressure/chunk_fluid_mg_restrict.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;GAcG;AACH,sCAFU,SAAS,CAmBhB;0BAlCuB,oCAAoC"}
@@ -0,0 +1,35 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * The pressure V-cycle's restriction: the 8-child mean of the residual.
5
+ *
6
+ * `fn fluid_mg_restrict(coarse: vec3<i32>) -> f32` — the mean over the children
7
+ * `2·coarse + (k & 1, (k >> 1) & 1, k >> 2)`, summed in `k` order and scaled by 1/8. A child with no
8
+ * degree of freedom has residual 0, and counts as one of the eight.
9
+ *
10
+ * ## What the enclosing shader defines
11
+ *
12
+ * `fn tile_read_r(local: vec3<i32>) -> f32` — the residual of a fine cell, by its coordinate relative to
13
+ * whatever `coarse` is relative to: a kernel restricting a tile passes tile-local coarse cells and
14
+ * reads its workgroup's residuals.
15
+ *
16
+ * @type {CodeChunk}
17
+ */
18
+ export const chunk_fluid_mg_restrict = CodeChunk.from(
19
+ //language=WGSL
20
+ `
21
+ fn fluid_mg_restrict(coarse: vec3<i32>) -> f32 {
22
+ let base = coarse * 2;
23
+
24
+ var s = tile_read_r(base);
25
+ s += tile_read_r(base + vec3<i32>(1, 0, 0));
26
+ s += tile_read_r(base + vec3<i32>(0, 1, 0));
27
+ s += tile_read_r(base + vec3<i32>(1, 1, 0));
28
+ s += tile_read_r(base + vec3<i32>(0, 0, 1));
29
+ s += tile_read_r(base + vec3<i32>(1, 0, 1));
30
+ s += tile_read_r(base + vec3<i32>(0, 1, 1));
31
+ s += tile_read_r(base + vec3<i32>(1, 1, 1));
32
+
33
+ return s * 0.125;
34
+ }
35
+ `);
@@ -0,0 +1,17 @@
1
+ /**
2
+ * Reading the pressure V-cycle's weight words (see `FLUID_MG.js`): one `u32` a cell, six faces of
3
+ * {@link FLUID_MG_FACE_BITS} bits in the order −x, +x, −y, +y, −z, +z, each the face's open area in
4
+ * sixteenths, {@link FLUID_MG_FACE_OPEN} when open all over.
5
+ *
6
+ * - `fn fluid_mg_face(word: u32, face: u32) -> u32` — a face's field.
7
+ * - `fn fluid_mg_face_weight(word: u32, face: u32, at_edge: bool, edge_weight: f32) -> f32` — its weight
8
+ * in the operator: the open fraction, times the level's edge weight `2 / (1 + h/H)` when the face
9
+ * lies on the window's edge.
10
+ *
11
+ * @see chunk_fluid_mg_level0_word
12
+ * @see chunk_fluid_mg_coarse_word
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_fluid_mg_word: CodeChunk;
16
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
17
+ //# sourceMappingURL=chunk_fluid_mg_word.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_fluid_mg_word.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/pressure/chunk_fluid_mg_word.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;GAaG;AACH,kCAFU,SAAS,CAkBhB;0BAjCuB,oCAAoC"}
@@ -0,0 +1,34 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { FLUID_MG_FACE_BITS, FLUID_MG_FACE_OPEN } from "./FLUID_MG.js";
3
+
4
+ /**
5
+ * Reading the pressure V-cycle's weight words (see `FLUID_MG.js`): one `u32` a cell, six faces of
6
+ * {@link FLUID_MG_FACE_BITS} bits in the order −x, +x, −y, +y, −z, +z, each the face's open area in
7
+ * sixteenths, {@link FLUID_MG_FACE_OPEN} when open all over.
8
+ *
9
+ * - `fn fluid_mg_face(word: u32, face: u32) -> u32` — a face's field.
10
+ * - `fn fluid_mg_face_weight(word: u32, face: u32, at_edge: bool, edge_weight: f32) -> f32` — its weight
11
+ * in the operator: the open fraction, times the level's edge weight `2 / (1 + h/H)` when the face
12
+ * lies on the window's edge.
13
+ *
14
+ * @see chunk_fluid_mg_level0_word
15
+ * @see chunk_fluid_mg_coarse_word
16
+ * @type {CodeChunk}
17
+ */
18
+ export const chunk_fluid_mg_word = CodeChunk.from(
19
+ //language=WGSL
20
+ `
21
+ const FLUID_MG_FACE_BITS = ${FLUID_MG_FACE_BITS}u;
22
+ const FLUID_MG_FACE_MASK = ${(1 << FLUID_MG_FACE_BITS) - 1}u;
23
+ const FLUID_MG_FACE_OPEN = ${FLUID_MG_FACE_OPEN}u;
24
+
25
+ fn fluid_mg_face(word: u32, face: u32) -> u32 {
26
+ return (word >> (face * FLUID_MG_FACE_BITS)) & FLUID_MG_FACE_MASK;
27
+ }
28
+
29
+ fn fluid_mg_face_weight(word: u32, face: u32, at_edge: bool, edge_weight: f32) -> f32 {
30
+ let open = f32(fluid_mg_face(word, face)) * ${1 / FLUID_MG_FACE_OPEN};
31
+
32
+ return select(open, open * edge_weight, at_edge);
33
+ }
34
+ `);
@@ -0,0 +1,21 @@
1
+ /**
2
+ * The pressure beyond a cascade's window: a Dirichlet value at the centre of the ghost cell, in the
3
+ * cascade's physical units (m²/s²).
4
+ *
5
+ * `fn fluid_pressure_ghost(world_cell: vec3<i32>) -> f32`
6
+ *
7
+ * It is the parent's pressure at the ghost cell's centre (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §9),
8
+ * evaluated once a step into the step's pressure ghosts (`shader_fluid_cascade_ghosts`) and read here
9
+ * from `ghost_pressure`, `array<f32>` over the window grown by one cell on every side, x fastest. The
10
+ * coarsest cascade's parent is the far field, whose pressure is 0. Only the finest level asks, and
11
+ * only one cell past the window; a coarse level solves for an error, whose ghost is 0.
12
+ *
13
+ * A shader including this chunk binds `ghost_pressure` and defines where the window is:
14
+ * `fn fluid_pressure_ghost_corner() -> vec3<i32>`, the world cell at window-local 0, and
15
+ * `fn fluid_pressure_ghost_size() -> vec3<u32>`, its cells.
16
+ *
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_fluid_pressure_ghost: CodeChunk;
20
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
21
+ //# sourceMappingURL=chunk_fluid_pressure_ghost.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_fluid_pressure_ghost.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/pressure/chunk_fluid_pressure_ghost.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;GAiBG;AACH,yCAFU,SAAS,CAehB;0BAjCuB,oCAAoC"}
@@ -0,0 +1,34 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * The pressure beyond a cascade's window: a Dirichlet value at the centre of the ghost cell, in the
5
+ * cascade's physical units (m²/s²).
6
+ *
7
+ * `fn fluid_pressure_ghost(world_cell: vec3<i32>) -> f32`
8
+ *
9
+ * It is the parent's pressure at the ghost cell's centre (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §9),
10
+ * evaluated once a step into the step's pressure ghosts (`shader_fluid_cascade_ghosts`) and read here
11
+ * from `ghost_pressure`, `array<f32>` over the window grown by one cell on every side, x fastest. The
12
+ * coarsest cascade's parent is the far field, whose pressure is 0. Only the finest level asks, and
13
+ * only one cell past the window; a coarse level solves for an error, whose ghost is 0.
14
+ *
15
+ * A shader including this chunk binds `ghost_pressure` and defines where the window is:
16
+ * `fn fluid_pressure_ghost_corner() -> vec3<i32>`, the world cell at window-local 0, and
17
+ * `fn fluid_pressure_ghost_size() -> vec3<u32>`, its cells.
18
+ *
19
+ * @type {CodeChunk}
20
+ */
21
+ export const chunk_fluid_pressure_ghost = CodeChunk.from(
22
+ //language=WGSL
23
+ `
24
+ fn fluid_pressure_ghost(world_cell: vec3<i32>) -> f32 {
25
+ let cell = world_cell - fluid_pressure_ghost_corner() + vec3<i32>(1);
26
+ let n = vec3<i32>(fluid_pressure_ghost_size()) + vec3<i32>(2);
27
+
28
+ if (any(cell < vec3<i32>(0)) || any(cell >= n)) {
29
+ return 0.0;
30
+ }
31
+
32
+ return ghost_pressure[u32(cell.x + n.x * (cell.y + n.y * cell.z))];
33
+ }
34
+ `);
@@ -0,0 +1,10 @@
1
+ /**
2
+ * A coarse level's weight words from the level above's, one invocation a coarse cell
3
+ * (`chunk_fluid_mg_coarse_word`). `size` is the coarse level; the level above is twice it on every axis.
4
+ * Run once a solve per coarse level, finest first.
5
+ *
6
+ * Dispatched as `ceil(size / (8, 8, 4))` workgroups.
7
+ */
8
+ export const shader_fluid_mg_coarse_weights: ComputeShader;
9
+ import { ComputeShader } from "../../shader/ComputeShader.js";
10
+ //# sourceMappingURL=shader_fluid_mg_coarse_weights.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_fluid_mg_coarse_weights.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/pressure/shader_fluid_mg_coarse_weights.js"],"names":[],"mappings":"AAeA;;;;;;GAMG;AACH,2DAsBG;8BA3C2B,+BAA+B"}
@@ -0,0 +1,45 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { ComputeShader } from "../../shader/ComputeShader.js";
3
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
4
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
6
+ import { chunk_fluid_mg_coarse_word } from "./chunk_fluid_mg_coarse_word.js";
7
+ import { FLUID_MG_PASS_STRUCT } from "./FLUID_MG_PASS_STRUCT.js";
8
+
9
+ const resources = new ShaderResourceSetDescriptor();
10
+
11
+ resources.createGroup()
12
+ .addUniform('params', FLUID_MG_PASS_STRUCT)
13
+ .addStorageBuffer('fine_words', WebGPUArray.from(u32), false)
14
+ .addStorageBuffer('words', WebGPUArray.from(u32), true);
15
+
16
+ /**
17
+ * A coarse level's weight words from the level above's, one invocation a coarse cell
18
+ * (`chunk_fluid_mg_coarse_word`). `size` is the coarse level; the level above is twice it on every axis.
19
+ * Run once a solve per coarse level, finest first.
20
+ *
21
+ * Dispatched as `ceil(size / (8, 8, 4))` workgroups.
22
+ */
23
+ export const shader_fluid_mg_coarse_weights = ComputeShader.from({
24
+ label: 'Fluid / pressure / coarse weights',
25
+ resources,
26
+ body: CodeChunk.from(
27
+ //language=WGSL
28
+ `
29
+ fn fluid_mg_read_child_word(cell: vec3<i32>) -> u32 {
30
+ let c = vec3<u32>(cell);
31
+ let fine = params.size * 2u;
32
+
33
+ return fine_words[c.x + fine.x * (c.y + fine.y * c.z)];
34
+ }
35
+
36
+ @compute @workgroup_size(8, 8, 4)
37
+ fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
38
+ if (any(cell >= params.size)) {
39
+ return;
40
+ }
41
+
42
+ words[cell.x + params.size.x * (cell.y + params.size.y * cell.z)] = fluid_mg_coarse_word(vec3<i32>(cell));
43
+ }
44
+ `, [chunk_fluid_mg_coarse_word]),
45
+ });
@@ -0,0 +1,17 @@
1
+ /**
2
+ * The pressure V-cycle's coarsest level (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §8): one workgroup
3
+ * holding the whole level, at most 256 cells, one invocation a cell, in workgroup memory.
4
+ *
5
+ * It loads `values` (non-finite as 0), runs {@link FLUID_MG_COARSEST_SWEEPS} red-black Gauss–Seidel
6
+ * sweeps with a barrier after each colour (`chunk_fluid_mg_relax`, ω = 1), and writes the level back in
7
+ * place. Below the finest level `values` is the level's error, zeroed by the restriction, and a cell
8
+ * beyond the level is 0; a solve whose finest level already fits is this pass alone, on the pressure,
9
+ * with the cascade's Dirichlet ghosts (`chunk_fluid_pressure_ghost`, from the step's `ghost_pressure`).
10
+ *
11
+ * Non-finite values and RHS are counted into `nonfinite[0]`, as the smoother does.
12
+ *
13
+ * Dispatched as one workgroup. Workgroup memory: 1,024 bytes.
14
+ */
15
+ export const shader_fluid_mg_coarsest: ComputeShader;
16
+ import { ComputeShader } from "../../shader/ComputeShader.js";
17
+ //# sourceMappingURL=shader_fluid_mg_coarsest.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_fluid_mg_coarsest.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/pressure/shader_fluid_mg_coarsest.js"],"names":[],"mappings":"AAwBA;;;;;;;;;;;;;GAaG;AACH,qDAuFG;8BA5H2B,+BAA+B"}
@@ -0,0 +1,126 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { ComputeShader } from "../../shader/ComputeShader.js";
3
+ import { chunk_grid_tile_window } from "../../shader/chunk/grid/chunk_grid_tile_window.js";
4
+ import { chunk_index_to_grid3d } from "../../shader/chunk/grid/chunk_index_to_grid3d.js";
5
+ import { chunk_is_finite } from "../../shader/chunk/math/chunk_is_finite.js";
6
+ import { chunk_subgroup_atomic_add } from "../../shader/chunk/subgroup/chunk_subgroup_atomic_add.js";
7
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
8
+ import { atomic_u32, f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
9
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
10
+ import { chunk_fluid_mg_relax } from "./chunk_fluid_mg_relax.js";
11
+ import { chunk_fluid_pressure_ghost } from "./chunk_fluid_pressure_ghost.js";
12
+ import { FLUID_MG_COARSEST_CELL_LIMIT, FLUID_MG_COARSEST_SWEEPS } from "./FLUID_MG.js";
13
+ import { FLUID_MG_PASS_STRUCT } from "./FLUID_MG_PASS_STRUCT.js";
14
+
15
+ const resources = new ShaderResourceSetDescriptor();
16
+
17
+ resources.createGroup()
18
+ .addUniform('params', FLUID_MG_PASS_STRUCT)
19
+ .addStorageBuffer('values', WebGPUArray.from(f32), true)
20
+ .addStorageBuffer('rhs', WebGPUArray.from(f32), false)
21
+ .addStorageBuffer('words', WebGPUArray.from(u32), false)
22
+ .addStorageBuffer('nonfinite', WebGPUArray.from(atomic_u32), true)
23
+ .addStorageBuffer('ghost_pressure', WebGPUArray.from(f32), false);
24
+
25
+ /**
26
+ * The pressure V-cycle's coarsest level (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §8): one workgroup
27
+ * holding the whole level, at most 256 cells, one invocation a cell, in workgroup memory.
28
+ *
29
+ * It loads `values` (non-finite as 0), runs {@link FLUID_MG_COARSEST_SWEEPS} red-black Gauss–Seidel
30
+ * sweeps with a barrier after each colour (`chunk_fluid_mg_relax`, ω = 1), and writes the level back in
31
+ * place. Below the finest level `values` is the level's error, zeroed by the restriction, and a cell
32
+ * beyond the level is 0; a solve whose finest level already fits is this pass alone, on the pressure,
33
+ * with the cascade's Dirichlet ghosts (`chunk_fluid_pressure_ghost`, from the step's `ghost_pressure`).
34
+ *
35
+ * Non-finite values and RHS are counted into `nonfinite[0]`, as the smoother does.
36
+ *
37
+ * Dispatched as one workgroup. Workgroup memory: 1,024 bytes.
38
+ */
39
+ export const shader_fluid_mg_coarsest = ComputeShader.from({
40
+ label: 'Fluid / pressure / coarsest',
41
+ resources,
42
+ body: CodeChunk.from(
43
+ //language=WGSL
44
+ `
45
+ const FLUID_MG_COARSEST_CELL_LIMIT = ${FLUID_MG_COARSEST_CELL_LIMIT}u;
46
+ const FLUID_MG_COARSEST_SWEEPS = ${FLUID_MG_COARSEST_SWEEPS}u;
47
+
48
+ var<workgroup> level_values: array<f32, FLUID_MG_COARSEST_CELL_LIMIT>;
49
+
50
+
51
+ // where the finest level's window is, for its pressure ghosts
52
+ fn fluid_pressure_ghost_corner() -> vec3<i32> {
53
+ return params.corner;
54
+ }
55
+
56
+ fn fluid_pressure_ghost_size() -> vec3<u32> {
57
+ return params.size;
58
+ }
59
+ fn tile_read_p(local: vec3<i32>) -> f32 {
60
+ if (any(local < vec3<i32>(0)) || any(local >= vec3<i32>(params.size))) {
61
+ if (params.level == 0u) {
62
+ return fluid_pressure_ghost(params.corner + local);
63
+ }
64
+
65
+ return 0.0;
66
+ }
67
+
68
+ let c = vec3<u32>(local);
69
+
70
+ return level_values[c.x + params.size.x * (c.y + params.size.y * c.z)];
71
+ }
72
+
73
+ @compute @workgroup_size(${FLUID_MG_COARSEST_CELL_LIMIT})
74
+ fn main(@builtin(local_invocation_index) lane: u32) {
75
+ let inside = lane < params.size.x * params.size.y * params.size.z;
76
+ let cell = index_to_grid3d(lane, params.size.xy);
77
+
78
+ var storage_index = 0u;
79
+ var word = 0u;
80
+ var f = 0.0;
81
+ var zeroed = 0u;
82
+
83
+ if (inside) {
84
+ let storage = grid_tile_window_storage(vec3<i32>(cell), params.input_corner_storage, params.input_period);
85
+ let held = values[storage.x + params.input_period.x * (storage.y + params.input_period.y * storage.z)];
86
+ let rhs_value = rhs[lane];
87
+
88
+ storage_index = storage.x + params.input_period.x * (storage.y + params.input_period.y * storage.z);
89
+ word = words[lane];
90
+ f = select(0.0, rhs_value, is_finite(rhs_value));
91
+ level_values[lane] = select(0.0, held, is_finite(held));
92
+ zeroed = select(0u, 1u, !is_finite(held)) + select(0u, 1u, !is_finite(rhs_value));
93
+ }
94
+
95
+ subgroup_atomic_add_u32(&nonfinite[0], zeroed);
96
+
97
+ workgroupBarrier();
98
+
99
+ let local = vec3<i32>(cell);
100
+ let parity = (cell.x + cell.y + cell.z) & 1u;
101
+
102
+ for (var sweep = 0u; sweep < FLUID_MG_COARSEST_SWEEPS; sweep++) {
103
+ for (var colour = 0u; colour < 2u; colour++) {
104
+ if (inside && word != 0u && parity == colour) {
105
+ let stencil = fluid_mg_stencil(local, cell, params.size, word, params.edge_weight);
106
+
107
+ level_values[lane] = fluid_mg_relax(level_values[lane], stencil, f, params.h2, 1.0);
108
+ }
109
+
110
+ workgroupBarrier();
111
+ }
112
+ }
113
+
114
+ if (inside) {
115
+ values[storage_index] = level_values[lane];
116
+ }
117
+ }
118
+ `, [
119
+ chunk_grid_tile_window,
120
+ chunk_index_to_grid3d,
121
+ chunk_fluid_mg_relax,
122
+ chunk_fluid_pressure_ghost,
123
+ chunk_is_finite,
124
+ chunk_subgroup_atomic_add,
125
+ ]),
126
+ });
@@ -0,0 +1,10 @@
1
+ /**
2
+ * The finest level's weight words from the step's solid flags (bit 0 of each, window-local and
3
+ * linear), one invocation a cell (`chunk_fluid_mg_level0_word`). Run once a solve, before anything reads
4
+ * the words.
5
+ *
6
+ * Dispatched as `ceil(size / (8, 8, 4))` workgroups.
7
+ */
8
+ export const shader_fluid_mg_level0_weights: ComputeShader;
9
+ import { ComputeShader } from "../../shader/ComputeShader.js";
10
+ //# sourceMappingURL=shader_fluid_mg_level0_weights.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_fluid_mg_level0_weights.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/pressure/shader_fluid_mg_level0_weights.js"],"names":[],"mappings":"AAeA;;;;;;GAMG;AACH,2DAqBG;8BA1C2B,+BAA+B"}