@woosh/meep-engine 3.49.0 → 3.51.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/build/bundle-worker-terrain.js +1 -1
- package/editor/particles/effect/ParticleReferenceSimulation.d.ts +11 -0
- package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
- package/editor/particles/effect/ParticleReferenceSimulation.js +28 -0
- package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
- package/editor/view/particles/effect/ParticleGraphEditorView.js +2 -0
- package/package.json +1 -1
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
- package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
- package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
- package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
- package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
- package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
- package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
- package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
- package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
- package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
- package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
- package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
- package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
- package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
- package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
- package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
- package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
- package/src/core/math/falloff_quadratic.d.ts +13 -0
- package/src/core/math/falloff_quadratic.d.ts.map +1 -0
- package/src/core/math/falloff_quadratic.js +20 -0
- package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
- package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
- package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
- package/src/engine/EngineHarness.d.ts.map +1 -1
- package/src/engine/EngineHarness.js +6 -0
- package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
- package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
- package/src/engine/ecs/EntityComponentDataset.js +120 -11
- package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
- package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
- package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
- package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
- package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
- package/src/engine/graphics3/ParticipatingMedia.d.ts +6 -0
- package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMedia.js +6 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMediaSystem.js +218 -70
- package/src/engine/graphics3/WaterSystem.d.ts +9 -2
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem.js +53 -15
- package/src/engine/graphics3/make_default_environment.d.ts.map +1 -1
- package/src/engine/graphics3/make_default_environment.js +11 -5
- package/src/engine/physics/cloth/MEASUREMENTS.md +39 -0
- package/src/engine/physics/cloth/PLAN.md +21 -2
- package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
- package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
- package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
- package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
- package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -9
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -9
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +3 -2
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothSystem.js +3 -2
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothWorld.js +136 -28
- package/src/engine/physics/cloth/playground/README.md +8 -4
- package/src/engine/physics/cloth/playground/wind.html +4 -4
- package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
- package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
- package/src/engine/physics/cloth/playground/wind_build.js +4 -3
- package/src/engine/physics/cloth/playground/wind_main.js +58 -19
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
- package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
- package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
- package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
- package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
- package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
- package/src/engine/physics/fluid/FluidField.d.ts +14 -2
- package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidField.js +26 -6
- package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
- package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidSimulator.js +13 -2
- package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
- package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
- package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +53 -3
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +73 -13
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +207 -88
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +35 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +72 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +34 -10
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +139 -150
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts +26 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.js +51 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts +55 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.js +255 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts +25 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.js +52 -0
- package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts +22 -20
- package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/WakeFluidEffector.js +181 -185
- package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts +31 -0
- package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.js +56 -0
- package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts +52 -0
- package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js +68 -0
- package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts +10 -0
- package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.js +31 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts +25 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.js +105 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts +17 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js +47 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts +54 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.js +34 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts +98 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.js +409 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts +25 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.js +78 -0
- package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts +27 -0
- package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/record/fluid_record_apply.js +151 -0
- package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +42 -0
- package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts.map +1 -0
- package/src/engine/physics/fluid/fluid_apply_atmosphere.js +148 -0
- package/src/engine/physics/fluid/fluid_atmosphere_to_grid.d.ts +16 -0
- package/src/engine/physics/fluid/fluid_atmosphere_to_grid.d.ts.map +1 -0
- package/src/engine/physics/fluid/fluid_atmosphere_to_grid.js +47 -0
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts +32 -0
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts.map +1 -0
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js +50 -0
- package/src/engine/physics/fluid/obstacle/chunk_fluid_obstacle_record.d.ts +24 -0
- package/src/engine/physics/fluid/obstacle/chunk_fluid_obstacle_record.d.ts.map +1 -0
- package/src/engine/physics/fluid/obstacle/chunk_fluid_obstacle_record.js +61 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts +58 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts.map +1 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.js +35 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_evaluate.d.ts +34 -0
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- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js +0 -184
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.js +0 -111
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +0 -111
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts +0 -9
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js +0 -22
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js +0 -55
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js +0 -47
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.js +0 -63
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@@ -30,10 +30,12 @@ export class GPUViewVolumetrics {
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* @param {number} options.light_cluster_lookup
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* @param {number} options.shadowmap_atlas
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* @param {import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode} options.indirect_lighting_mode the renderer's; picks the froxel GI
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* module that starts the froxel irradiance volume
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* @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the passes that light froxels are built
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* for them
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* for them, the froxel GI that starts the froxel irradiance volume among them
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* @param {import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
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* while Brick4 runs
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* @param {import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
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* scene's, while LPV runs
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* @returns {{resolved: number, metadata: number, irradiance: {Y: number, CoCg: number}}} the
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* integrated aerial LUT, the metadata buffer, and the froxel irradiance volume
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* (chunk_volumetrics_irradiance_sh) that lit particles are lit by. The two do not depend on
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@@ -41,14 +43,15 @@ export class GPUViewVolumetrics {
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* with no participating-media volume records no fog at all, and `resolved` is then a constant:
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* no in-scatter, full transmittance.
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*/
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graph_update({ graph, light_cluster_data, light_cluster_lookup, light_cluster_parameters, shadowmap_atlas,
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graph_update({ graph, light_cluster_data, light_cluster_lookup, light_cluster_parameters, shadowmap_atlas, shader_switches, brick4, lpv, }: {
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graph: FrameGraph;
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light_cluster_data: number;
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light_cluster_lookup: number;
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light_cluster_parameters: number;
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shadowmap_atlas: number;
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indirect_lighting_mode: import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode;
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shader_switches?: ShaderSwitchSet;
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brick4?: import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap;
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lpv?: import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume;
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}): {
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resolved: number;
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metadata: number;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"GPUViewVolumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/GPUViewVolumetrics.js"],"names":[],"mappings":"AAmCA;IA2II;;;;OAIG;IACH,kBAHW,cAAc,qBAyCxB;IAlJD;;OAEG;IACH,4BAOC;IAjBD;;OAEG;IACH,2BAEC;IAsCD;;OAEG;IACH,0BAEC;IAZD;;OAEG;IACH,yBAEC;IAkHD,gBAaC;IA6ND
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1
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+
{"version":3,"file":"GPUViewVolumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/GPUViewVolumetrics.js"],"names":[],"mappings":"AAmCA;IA2II;;;;OAIG;IACH,kBAHW,cAAc,qBAyCxB;IAlJD;;OAEG;IACH,4BAOC;IAjBD;;OAEG;IACH,2BAEC;IAsCD;;OAEG;IACH,0BAEC;IAZD;;OAEG;IACH,yBAEC;IAkHD,gBAaC;IA6ND;;;;;;;;;;;;;;;;;;;;OAoBG;IACH;QAlB+B,KAAK,EAAzB,UAAU;QACM,kBAAkB,EAAlC,MAAM;QACU,oBAAoB,EAApC,MAAM;QACU,wBAAwB,EAAxC,MAAM;QACU,eAAe,EAA/B,MAAM;QACoB,eAAe,GAAzC,eAAe;QAEoE,MAAM,GAAzF,OAAO,iDAAiD,EAAE,cAAc;QAEkB,GAAG,GAA7F,OAAO,mDAAmD,EAAE,mBAAmB;QAE7E;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE;YAAC,CAAC,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAA;SAAC,CAAA;KAAC,CAwIvF;;CAEJ;yBAnkBY,OAAO,2DAA2D,EAAE,UAAU;6BAC9E,OAAO,2BAA2B,EAAE,cAAc;gCAf/B,uCAAuC"}
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@@ -459,10 +459,12 @@ export class GPUViewVolumetrics {
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* @param {number} options.light_cluster_lookup
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* @param {number} options.light_cluster_parameters
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* @param {number} options.shadowmap_atlas
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* @param {import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode} options.indirect_lighting_mode the renderer's; picks the froxel GI
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* module that starts the froxel irradiance volume
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462
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* @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the passes that light froxels are built
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* for them
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463
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+
* for them, the froxel GI that starts the froxel irradiance volume among them
|
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* @param {import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
|
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* while Brick4 runs
|
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466
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+
* @param {import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
|
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467
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+
* scene's, while LPV runs
|
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466
468
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* @returns {{resolved: number, metadata: number, irradiance: {Y: number, CoCg: number}}} the
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469
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* integrated aerial LUT, the metadata buffer, and the froxel irradiance volume
|
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468
470
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* (chunk_volumetrics_irradiance_sh) that lit particles are lit by. The two do not depend on
|
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@@ -476,8 +478,9 @@ export class GPUViewVolumetrics {
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light_cluster_lookup,
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light_cluster_parameters,
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shadowmap_atlas,
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indirect_lighting_mode,
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shader_switches = ShaderSwitchSet.EMPTY,
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brick4,
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lpv,
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}) {
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const view = this.#view;
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@@ -528,8 +531,9 @@ export class GPUViewVolumetrics {
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shadowmap_atlas,
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volumetrics_metadata: gr_metadata,
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resolution,
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indirect_lighting_mode,
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shader_switches,
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brick4,
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lpv,
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});
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if (view.scene.volumetrics.source.volumes.length === 0) {
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@@ -1071,3 +1071,259 @@ Not done on the device: the froxel-versus-tracer parity check for a noisy volume
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1071
1071
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one function and `chunk_participating_media_noise.spec.js` pins it on the emulator), and the
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1072
1072
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giant-particle seam check with a noisy volume (the point is jittered on all three axes exactly as
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1073
1073
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the lighting pass's is). Driver and probes: `probe/` in session 2fe0ac92's scratchpad, a one-off.
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1074
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+
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1075
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+
## The flow map is linked only where the wind field has cascades — measured, 2026-10-16
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1076
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+
|
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1077
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+
The noise's flow map (the GPU fluid's volumetrics, `e54461d36`) cost the froxel build 16.4 → 18.3 µs
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1078
|
+
in uniform air, a scene with no fluid, where it never runs: a reach of exactly zero takes the one
|
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1079
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+
tap. The GPU fluid session's breakdown (RTX 4090, 1280×720, camera inside the fog) put it on the code
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1080
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+
being linked, not on running it: without the flow map and the wind sample the shader read 0.1–0.2 µs
|
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1081
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+
off the old one, and an exact-compare skip, dropping the two taps, or dropping the wind sample, each
|
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1082
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+
on its own, still cost about 1.8 µs.
|
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1083
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+
|
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1084
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+
So the field's shape is a shader switch, `WIND_FIELD_UNIFORM` (a bool; `false`, the default, is the
|
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1085
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+
field as it is), decided in two places from one value: `chunk_wind_field_sample` (uniform: return
|
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1086
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+
`far_velocity`, which the cascaded read returns at every point of a field with no cascades) and
|
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1087
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+
`chunk_participating_media_noise` (uniform: the one tap at the scrolled lookup, the flow map's value
|
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1088
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+
at a zero departure). The froxel build picks its variant from the field it binds,
|
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1089
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+
`scene.wind.cascade_count === 0`, the frame it binds it; the other readers are left at the default.
|
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1090
|
+
`ShaderSwitchSet.with` now remembers the sets it hands out, so deriving the build's set every frame
|
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1091
|
+
allocates nothing (it built two arrays, a key and an assert message a call: 595 B).
|
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1092
|
+
|
|
1093
|
+
**On the device**, the three froxel builds interleaved by blocks of four frames in one capture: the
|
|
1094
|
+
pass as built (`new`, the variant it picked), the shader before the flow map (`old`, `ec5f0c093`), and
|
|
1095
|
+
master's (`head`, the flow map always linked). Means of ~175 frames an arm a round, µs, three rounds
|
|
1096
|
+
each:
|
|
1097
|
+
|
|
1098
|
+
| scene | order | new | old | head |
|
|
1099
|
+
|---|---|---|---|---|
|
|
1100
|
+
| uniform air | new, old, head | 15.89 / 15.71 / 16.28 | 15.80 / 15.65 / 16.27 | 17.32 / 17.17 / 17.80 |
|
|
1101
|
+
| uniform air | head, old, new | 14.24 / 14.68 / 14.97 | 14.23 / 14.75 / 15.09 | 15.66 / 16.02 / 16.46 |
|
|
1102
|
+
| a domain, a wake, a vortex | head, old, new | 20.13 / 17.05 / 17.05 | 16.76 / 13.98 / 13.87 | 20.18 / 17.17 / 16.79 |
|
|
1103
|
+
|
|
1104
|
+
Uniform air is the old cost to within 0.1 µs; disturbed air (the `new` arm on the full variant)
|
|
1105
|
+
is master's to within ±0.3 µs either way. TAA, which no arm touches, read alike in every row. The
|
|
1106
|
+
labels in the capture confirm which variant the pass picked in each scene.
|
|
1107
|
+
|
|
1108
|
+
Every touched shader compiles through Tint on the device and builds a pipeline: both variants of the
|
|
1109
|
+
build, the water cull, the fluid query, the accumulating tracer, the Brick4 bake, the LPV trace, both
|
|
1110
|
+
lightmap viz bakes. Linked for the default, the seven readers of the wind alone (five particle
|
|
1111
|
+
passes, the water cull, the fluid query) are byte-identical to master's WGSL; the six readers of the
|
|
1112
|
+
noise differ only by the scroll-and-warp lookup now being one function both alternatives call.
|
|
1113
|
+
|
|
1114
|
+
Specs: on the emulator, linked for a uniform field, the multiplier, the multiplier in a wind, the
|
|
1115
|
+
density and the wind read what the full variant reads in a field with no cascades, bit for bit (96
|
|
1116
|
+
random volumes, three far fields; red against a scrolled alternative that drops the warp and a
|
|
1117
|
+
uniform wind of zero). On the software device, the froxel build dispatches the uniform variant in a
|
|
1118
|
+
scene with no fluid and the full one when the field has a cascade, judged by the module it was
|
|
1119
|
+
handed (red against a pass that never and one that always picks it). Driver: `wfu_*` in session
|
|
1120
|
+
f2a32857's scratchpad, a one-off, adapted from the GPU fluid session's `s3g_*`.
|
|
1121
|
+
|
|
1122
|
+
## The media build walks its workgroup's volumes, pre-culled by a bin — measured on the iGPU, 2026-10-17
|
|
1123
|
+
|
|
1124
|
+
`shader_volumetrics_build_participating_media` walked every volume of the scene from every froxel.
|
|
1125
|
+
Each volume cost a plane transform and a six-plane box test even where it was nowhere near the
|
|
1126
|
+
froxel, and on a modest GPU that was the pass. On the box's AMD RDNA2 iGPU (2 CUs, headless
|
|
1127
|
+
Chrome, `--use-adapter-luid`) at 1898×982, small volumes placed beyond the far plane, where no
|
|
1128
|
+
froxel can reach them, cost the build **0.78 ms each**:
|
|
1129
|
+
|
|
1130
|
+
| volumes beyond the far plane | 0 | 16 | 64 | 256 |
|
|
1131
|
+
|---|---|---|---|---|
|
|
1132
|
+
| build participating media (ms) | 7.78 | 20.18 | 57.53 | 207.05 |
|
|
1133
|
+
|
|
1134
|
+
Lighting and TAA did not move in any arm (4.0–4.4 and 5.73–5.77 ms).
|
|
1135
|
+
|
|
1136
|
+
**Now a bin runs first.** `shader_volumetrics_bin_participating_media` dispatches one 64-lane
|
|
1137
|
+
workgroup per workgroup of the build (16×16 froxels × 1 slice). Its lanes take the volumes in
|
|
1138
|
+
turn, test each against the group's slab with the build's own rejection
|
|
1139
|
+
(`volumetrics_volume_in_slab`), and set the volume's bit in that group's list. The build then walks
|
|
1140
|
+
its group's list in row order. There is a list a group, a bit a volume, in a FrameGraph transient
|
|
1141
|
+
sized from the scene's volume count and cleared by the graph. A lane of the bin tests ⌈volumes /
|
|
1142
|
+
64⌉ volumes, whatever the resolution and however large a volume is.
|
|
1143
|
+
|
|
1144
|
+
**The output does not change.** A volume adds to a froxel only where its coverage is above zero,
|
|
1145
|
+
and coverage samples points inside the froxel. The group's slab holds every froxel of the group,
|
|
1146
|
+
widened a quarter froxel in xy and, in z, by the column jitter's half slice plus a quarter. So a
|
|
1147
|
+
volume that adds anything is in the list. The walk is in row order, so the sums add in the order
|
|
1148
|
+
they did. `shader_volumetrics_bin_participating_media.spec.js` runs both passes under the emulator
|
|
1149
|
+
and compares the build's bits through the bin's lists against lists holding every volume. It is red
|
|
1150
|
+
with the z widening cut to the jitter-free quarter slice (1,536 and 24 differing words), and green
|
|
1151
|
+
with it.
|
|
1152
|
+
|
|
1153
|
+
**The walk has a budget**, `VOLUMETRICS_MEDIA_GROUP_VOLUME_BUDGET` = 32, chosen. Past it a froxel
|
|
1154
|
+
drops its group's highest-indexed volumes. Before the bin the loop had no budget at all.
|
|
1155
|
+
|
|
1156
|
+
**After**, same driver, same scene, before/after/before/after in separate processes:
|
|
1157
|
+
|
|
1158
|
+
| volumes beyond the far plane | 0 | 16 | 64 | 256 | 1,024 |
|
|
1159
|
+
|---|---|---|---|---|---|
|
|
1160
|
+
| build participating media (ms) | 4.48 | 4.48 | 4.58 | 4.95 | 6.99 |
|
|
1161
|
+
| bin participating media (ms) | 0.37 | 0.37 | 0.56 | 1.15 | 3.54 |
|
|
1162
|
+
| sum, against before | 4.85 / 7.78 | 4.85 / 20.18 | 5.14 / 57.53 | 6.10 / 207.05 | 10.53 / — |
|
|
1163
|
+
|
|
1164
|
+
The two runs of each side agree to 0.01 ms. The scene's own six volumes, with nothing added, go
|
|
1165
|
+
from 7.78 to 4.85 ms. The old build was not run at 1,024; at 0.78 ms a volume it would be about
|
|
1166
|
+
0.8 s. At 1,024 the build's remaining growth is the list itself: 33 words a froxel to load.
|
|
1167
|
+
|
|
1168
|
+
The picture, by the README's protocol (45 frames settled, 16 averaged, block means of 32×32
|
|
1169
|
+
pixels): before against after reads a mean |d| of 0.117–0.156 with signed means within ±0.004,
|
|
1170
|
+
inside the floor between two processes running the *same* build (0.121 and 0.151).
|
|
1171
|
+
|
|
1172
|
+
**A defect this turned up, fixed below.** The build's Y flip negates as well as swapping
|
|
1173
|
+
(`planes[2] = -planes[3]; planes[3] = -t`), so its froxel's two Y planes face *out*. The corners
|
|
1174
|
+
`frustum_sample_point` builds are unchanged, being intersections, but `aabb3_intersects_frustum`
|
|
1175
|
+
on those planes keeps a box only when it spans the froxel's whole row. Measured on the emulator: a
|
|
1176
|
+
1×1×1 box at depth 10 covers rows 8.8–11.2 of a 20-row grid and fogs rows 9 and 10 only. The fog
|
|
1177
|
+
loses up to a row at every volume's top and bottom edge, and a volume thinner than a row is never
|
|
1178
|
+
drawn. The bin slices its slab with the planes facing in (`volumetrics_froxel_planes`: a swap, no
|
|
1179
|
+
negation). Inverted planes across a group's 16 rows rejected nearly every volume, and that is how
|
|
1180
|
+
it showed. The build keeps its arithmetic, so the output above stays byte-identical. Fixing it
|
|
1181
|
+
changes the fog.
|
|
1182
|
+
|
|
1183
|
+
**Not covered:** the aerial pass's far field, `far_sample_volumes` in
|
|
1184
|
+
`shader_volumetrics_build_scattering_lut`, still walks every volume at every march sample past
|
|
1185
|
+
`froxel_far`. With `froxel_far` at its default, the camera's far, that is only each column's last
|
|
1186
|
+
step, whose dithered depth can land past it: about one far-field sample a column a frame. The
|
|
1187
|
+
playground's `froxel_far` slider below 120 hands the whole tail to the far field, many samples a
|
|
1188
|
+
column. Measured in the same runs, at the default, the pass reads 0.40–0.47 ms with the scene's own
|
|
1189
|
+
volumes and 2.27 ms with 256 added. In the 1,024 run it reads 9.56 ms.
|
|
1190
|
+
|
|
1191
|
+
### The split ahead of the bin: a near field and a far field — measured on the iGPU, 2026-10-17
|
|
1192
|
+
|
|
1193
|
+
`shader_volumetrics_split_participating_media` runs before the bin, with one thread per volume.
|
|
1194
|
+
It drops a volume outside any of the grid's four side planes or its near plane. Those are the bin's
|
|
1195
|
+
planes, widened the same quarter froxel. The plane at `froxel_far` then sorts the rest:
|
|
1196
|
+
|
|
1197
|
+
- any part of a volume nearer than `froxel_far` puts it in the near field;
|
|
1198
|
+
- any part beyond it puts it in the far field;
|
|
1199
|
+
- a volume across it goes in both.
|
|
1200
|
+
|
|
1201
|
+
Each field is a list, a count and rows in no particular order, which the split appends to from a
|
|
1202
|
+
count of zero. The bin now tests only the near field, and the aerial pass's far field walks the
|
|
1203
|
+
far field (see "The aerial pass's far field walks the far-field list" below).
|
|
1204
|
+
|
|
1205
|
+
**The near field holds every volume the bin could keep, at the default `froxel_far`.** That
|
|
1206
|
+
default is the camera's far, where the bin's last groups end. The emulator spec runs split, bin
|
|
1207
|
+
and build together against lists holding every volume, byte for byte. It is red with the
|
|
1208
|
+
discriminator at half of `froxel_far`, and its own split cases are red with the far test's
|
|
1209
|
+
negation dropped. With `froxel_far` pulled nearer, the grid's last slice still reaches the camera's
|
|
1210
|
+
far, because its jittered slab clamps there. A volume wholly between the two now belongs to the
|
|
1211
|
+
far field alone and no longer reaches that slice. It had been counted by both until now.
|
|
1212
|
+
|
|
1213
|
+
**After**, against master (bin only), master/split/master/split in separate processes, with a third
|
|
1214
|
+
master run. Same driver, scene and 1898×982 as the section above, figures in ms:
|
|
1215
|
+
|
|
1216
|
+
| volumes beyond the far plane | 0 | 64 | 256 | 1,024 |
|
|
1217
|
+
|---|---|---|---|---|
|
|
1218
|
+
| split | 0.012–0.014 | 0.020–0.022 | 0.009–0.011 | 0.016–0.018 |
|
|
1219
|
+
| bin, master → split | 0.36–0.37 → 0.35 | 0.55–0.56 → 0.35 | 1.14–1.15 → 0.35 | 3.54 → 0.35 |
|
|
1220
|
+
| build, master → split | 4.48–4.50 → 4.17–4.18 | 4.57–4.61 → 4.29–4.31 | 4.94–4.98 → 4.69–4.71 | 7.03–7.11 → 6.87–6.95 |
|
|
1221
|
+
|
|
1222
|
+
The bin no longer grows with volumes the camera cannot see. The build's code is unchanged, yet it
|
|
1223
|
+
reads 0.3 ms less at every count. Its lists are now built from the near field only, which fits
|
|
1224
|
+
the split dropping volumes that a group's plane-by-plane test let through. That account is not
|
|
1225
|
+
verified.
|
|
1226
|
+
|
|
1227
|
+
The picture reads the same. Master against split gives a mean |d| of 0.057–0.164, with signed means
|
|
1228
|
+
within ±0.003. Two runs of the same build differ by 0.177 (master) and 0.284 (split). One master
|
|
1229
|
+
run read 1.54 against every other run, its own build's included, and is left out.
|
|
1230
|
+
|
|
1231
|
+
## The media build's Y planes face in — measured on the emulator and the iGPU, 2026-10-17
|
|
1232
|
+
|
|
1233
|
+
The build turned the metadata frustum's Y pair to the grid's rows by swapping and negating. That
|
|
1234
|
+
left both of a froxel's Y planes facing out (the defect above). It now takes the pair from
|
|
1235
|
+
`volumetrics_froxel_planes`, the same swap the bin slices its slabs with, and both planes face in.
|
|
1236
|
+
A plane and its negation meet the other planes at the same points, so the froxel's corners do not
|
|
1237
|
+
move. `frustum_sample_point`, the coverage estimate and the fade therefore read exactly what they
|
|
1238
|
+
did. Only the box test changes. It now rejects a volume only where the froxel lies wholly outside
|
|
1239
|
+
it. Before, it kept a volume only in the rows the volume spanned from top to bottom.
|
|
1240
|
+
|
|
1241
|
+
**On the emulator** (`shader_volumetrics_build_participating_media.spec.js`, a 40×20×8 grid, the
|
|
1242
|
+
bin spec's camera). Take a box 1 tall and 1 deep, across the whole view at depth 10. It projects
|
|
1243
|
+
onto rows 8.73–11.27. With its fade off, a froxel's fog is its coverage alone: the box fogged rows 9
|
|
1244
|
+
and 10, and now fogs 8 to 11, the rows it reaches. A box half a row tall across the middle of row 9,
|
|
1245
|
+
with the volume's default fade, fogged nothing and now fogs row 9. Both tests were red against the
|
|
1246
|
+
old flip (`[9, 10]` and `[]`) and are green. The bin's spec stays green against the corrected
|
|
1247
|
+
build: through the bin's lists the build still writes, bit for bit, what it writes with every volume
|
|
1248
|
+
listed.
|
|
1249
|
+
|
|
1250
|
+
**The fade hides half of what the box test dropped.** A froxel whose centre ray misses the box
|
|
1251
|
+
takes the fallback in `compute_volume_fade_factor`, the fade at the froxel's centre. Outside the
|
|
1252
|
+
box that is 0. So an edge froxel gets its fog back only when its centre ray reaches into the
|
|
1253
|
+
volume, which means only rows the volume covers past their middle. The 1×1×1 box at depth 10 with a
|
|
1254
|
+
fade of 0.25 still fogs rows 9 and 10 only: it covers rows 8 and 11 to about a quarter of their
|
|
1255
|
+
height, short of their middles. The fallback's comment calls this case "rare if coverage > 0", but
|
|
1256
|
+
at a volume's edges it is every froxel whose centre ray misses. Not changed here.
|
|
1257
|
+
|
|
1258
|
+
**In the playground, on the iGPU** (headless Chrome, `--use-adapter-luid`, 1898×982, so 119×62
|
|
1259
|
+
froxels of 16 px). Both flips ran in one page behind a temporary switch, on the bin as committed at
|
|
1260
|
+
`7f09e80b4`, before the split above; the split's spec holds the build's output byte for byte at the
|
|
1261
|
+
default `froxel_far`. By the README's protocol at each of the 11 viewpoints: old, new, old, new, each
|
|
1262
|
+
after a view change, a 45-frame settle and a 16-frame average. Each floor compares a flip with its own repeat. Mean luminance in 8-bit codes, per
|
|
1263
|
+
pixel:
|
|
1264
|
+
|
|
1265
|
+
| viewpoint | signed mean, old → new | floor, old / new | mean \|d\|, old → new | floor, old / new |
|
|
1266
|
+
|---|---|---|---|---|
|
|
1267
|
+
| Dead overview | +0.011, −0.013 | −0.000 / −0.025 | 0.162, 0.160 | 0.213 / 0.214 |
|
|
1268
|
+
| Fog bank, wide | +0.001, +0.000 | +0.001 / +0.000 | 0.303, 0.236 | 0.320 / 0.301 |
|
|
1269
|
+
| Inside the fog | +0.001, +0.002 | +0.002 / +0.003 | 0.138, 0.137 | 0.163 / 0.163 |
|
|
1270
|
+
| Island broadside | −0.007, −0.004 | +0.001 / +0.004 | 0.114, 0.124 | 0.153 / 0.168 |
|
|
1271
|
+
| Island from above | −0.008, −0.003 | −0.003 / +0.002 | 0.100, 0.093 | 0.134 / 0.124 |
|
|
1272
|
+
| Inside the cloud deck | −0.003, −0.002 | −0.003 / −0.002 | 0.081, 0.081 | 0.093 / 0.093 |
|
|
1273
|
+
| Volume edge | −0.007, −0.002 | −0.009 / −0.004 | 0.129, 0.141 | 0.185 / 0.199 |
|
|
1274
|
+
| Volume edge, above | −0.003, +0.001 | +0.006 / +0.010 | 0.130, 0.133 | 0.179 / 0.176 |
|
|
1275
|
+
| Beside the fog box | −0.003, −0.022 | +0.031 / +0.012 | 0.129, 0.131 | 0.159 / 0.158 |
|
|
1276
|
+
| Beside the fog box, deeper | +0.023, +0.023 | −0.013 / −0.013 | 0.126, 0.127 | 0.155 / 0.153 |
|
|
1277
|
+
| Under the island | +0.001, +0.002 | +0.011 / +0.013 | 0.129, 0.126 | 0.165 / 0.166 |
|
|
1278
|
+
|
|
1279
|
+
On 32×32 block means one block, in *Fog bank, wide*, moved the same way in both pairs by more
|
|
1280
|
+
than the largest block move between repeats of one flip: +0.09 and +0.07 against 0.06. No other
|
|
1281
|
+
block at any viewpoint did. The one viewpoint whose signed means agree and clear their floors,
|
|
1282
|
+
*Beside the fog box, deeper*, moves by 0.023 of a code. **The change is inside the picture's noise
|
|
1283
|
+
at every viewpoint.** The six volumes are large on screen and fade over 0.5–7 m, so a row at their
|
|
1284
|
+
edge carries little of their density. What the defect hid was fog in volumes that are thin or small
|
|
1285
|
+
on screen: one under 16 px tall here never drew at all. The floors span two captures and the
|
|
1286
|
+
signals one, so a slow drift (the noise scrolling with the wind) counts double in a floor. That is
|
|
1287
|
+
why the signals' mean |d| sits below the floors'.
|
|
1288
|
+
|
|
1289
|
+
**Cost: unchanged.** Old against new, alternating which goes first, two rounds a viewpoint: the
|
|
1290
|
+
media build reads 3.19–5.62 ms across the viewpoints, and new/old has a median of 0.998 (range
|
|
1291
|
+
0.982–1.026). More froxels at a volume's edge now run the coverage estimate, but too few to show.
|
|
1292
|
+
|
|
1293
|
+
Driver: `bench/job_flip.js` and `summarize_flip.mjs` in session b5223342's scratchpad, run by the
|
|
1294
|
+
bin session's `drive.mjs`.
|
|
1295
|
+
|
|
1296
|
+
## The aerial pass's far field walks the far-field list — measured on the iGPU, 2026-10-17
|
|
1297
|
+
|
|
1298
|
+
`far_sample_volumes` in `shader_volumetrics_build_scattering_lut` used to walk every volume of the
|
|
1299
|
+
scene at each march sample past `froxel_far`. It now walks the split's far field. The list holds
|
|
1300
|
+
every volume with some part beyond `froxel_far` and inside the grid's widened side planes. A sample
|
|
1301
|
+
on a column's view ray past `froxel_far` lies inside both, so a volume left off the list cannot
|
|
1302
|
+
contain it.
|
|
1303
|
+
|
|
1304
|
+
The list is in no particular order, so the sums round differently from frame to frame. Alex
|
|
1305
|
+
accepted that: the volumetric TAA and the final image's TAA absorb it.
|
|
1306
|
+
`shader_volumetrics_build_scattering_lut.far_field.spec.js` pins that the far field adds the
|
|
1307
|
+
volumes the list names and no others. It is red against the shader that walked every volume.
|
|
1308
|
+
|
|
1309
|
+
Master (the split, the far field unread) against this, in separate processes, at 1898×982, ms:
|
|
1310
|
+
|
|
1311
|
+
| aerial pass (`build scattering lut`) | 0 volumes added | 256 | 1,024 |
|
|
1312
|
+
|---|---|---|---|
|
|
1313
|
+
| `froxel_far` 40 m (camera far 120), master | 0.68–0.75 | 12.87–12.90 | 55.75–56.27 |
|
|
1314
|
+
| `froxel_far` 40 m, far-field list | 0.62–0.68 | 1.60–1.63 | 5.86–5.88 |
|
|
1315
|
+
| `froxel_far` at its default, master | 0.54 | 2.39 | 10.72 |
|
|
1316
|
+
| `froxel_far` at its default, far-field list | 0.63 | 0.69 | 1.13 |
|
|
1317
|
+
|
|
1318
|
+
The added volumes are the ones the earlier sections place beyond the far plane in random
|
|
1319
|
+
directions. The far field keeps only those inside the view's side planes. At the default the far
|
|
1320
|
+
field is reached only by each column's dithered last step, and the pass grew a tenth as fast to
|
|
1321
|
+
begin with. One run each at the default: its 0.09 ms at no added volumes is inside the 0.54–0.75
|
|
1322
|
+
the pass reads across all runs, and is not shown to be a cost. The media build reads the same in
|
|
1323
|
+
every arm.
|
|
1324
|
+
|
|
1325
|
+
The picture reads the same. At the default, master against list gives a mean |d| of 0.083 against
|
|
1326
|
+
floors of 0.075. At 40 m the pairs give 0.15 and 0.41, against 0.55 between the two runs of the
|
|
1327
|
+
list's own build. The first run of the batch read 1.58 against every other run, its own build's
|
|
1328
|
+
included, as one master run did in the section above. Both times it was the first run of a batch,
|
|
1329
|
+
so it is left out and taken as a property of the driver, not of either build.
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"PARTICIPATING_MEDIA_VOLUME_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/PARTICIPATING_MEDIA_VOLUME_STRUCT.js"],"names":[],"mappings":"AAWA,
|
|
1
|
+
{"version":3,"file":"PARTICIPATING_MEDIA_VOLUME_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/PARTICIPATING_MEDIA_VOLUME_STRUCT.js"],"names":[],"mappings":"AAWA,6DAuDE;6BAjE2B,gCAAgC"}
|
|
@@ -23,6 +23,18 @@ export const PARTICIPATING_MEDIA_VOLUME_STRUCT = WebGPUStruct.from({
|
|
|
23
23
|
* Numeric density of particles. In physics this would be `N`.
|
|
24
24
|
*/
|
|
25
25
|
density: f32,
|
|
26
|
+
/**
|
|
27
|
+
* How much of the scene's wind the noise feels: the shader scales the published wind field's
|
|
28
|
+
* departure from its far field by it, as the host scales the far field it folds into
|
|
29
|
+
* `noise_offset`. 0 reads no wind. Placed here, with the flow phase, in the eight bytes the
|
|
30
|
+
* vec3 below would otherwise pad.
|
|
31
|
+
*/
|
|
32
|
+
noise_wind_factor: f32,
|
|
33
|
+
/**
|
|
34
|
+
* The flow map's clock, `t / PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD`, wrapped to [0, 1) on the
|
|
35
|
+
* host: the GPU has no clock of its own. See `chunk_participating_media_noise`.
|
|
36
|
+
*/
|
|
37
|
+
noise_flow_phase: f32,
|
|
26
38
|
/**
|
|
27
39
|
* Noise: a tile of the volumetrics noise atlas, sampled in world space and multiplied into the
|
|
28
40
|
* density. See `chunk_participating_media_noise`.
|
|
@@ -1,17 +1,25 @@
|
|
|
1
1
|
/**
|
|
2
|
-
* Move a volume's noise along by a frame: the base tap's
|
|
2
|
+
* Move a volume's noise along by a frame: the base tap's field by `velocity` metres a second over
|
|
3
3
|
* `dt`, and the warp tap's by the fraction of that its scale and its scroll ratio give it, each
|
|
4
|
-
* wrapped back into [0, 1) in f64 — the fold the GPU is spared.
|
|
4
|
+
* phase wrapped back into [0, 1) in f64 — the fold the GPU is spared. The field is carried
|
|
5
|
+
* downwind: the shader looks up `position / scale + offset`, so the offset runs against the
|
|
6
|
+
* velocity, and what was at `p` is at `p + velocity · dt` after.
|
|
5
7
|
*
|
|
6
|
-
*
|
|
8
|
+
* A volume that feels the wind (`noise_wind_factor` not 0) also has its flow clock,
|
|
9
|
+
* `noise_flow_phase`, moved on by `dt / PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD`, wrapped, whatever the
|
|
10
|
+
* velocity: the shader carries the noise along the wind field's departure from the far field with
|
|
11
|
+
* it, and the departure is the GPU's to know.
|
|
12
|
+
*
|
|
13
|
+
* The caller owns the clock and the velocity: `ParticipatingMediaSystem` folds the scene's far field
|
|
7
14
|
* and the entity's own motion into one and calls this once a frame; a playground calls it from its
|
|
8
15
|
* loop. Not called, the field stands still, which is what an accumulating reference wants.
|
|
9
16
|
*
|
|
10
17
|
* @param {ParticipatingMediaVolume} volume
|
|
11
18
|
* @param {number[]|Float64Array} velocity metres a second, world axes
|
|
12
19
|
* @param {number} dt seconds
|
|
13
|
-
* @returns {boolean} whether anything moved — a zero
|
|
14
|
-
* caller that tells the renderer about changes need not when
|
|
20
|
+
* @returns {boolean} whether anything moved — a zero `dt` moves nothing, nor does a zero velocity on
|
|
21
|
+
* a volume out of the wind, and a caller that tells the renderer about changes need not when
|
|
22
|
+
* nothing did
|
|
15
23
|
*/
|
|
16
24
|
export function participating_media_volume_advance_noise(volume: ParticipatingMediaVolume, velocity: number[] | Float64Array, dt: number): boolean;
|
|
17
25
|
export class VolumetricsParticleSpec {
|
|
@@ -108,6 +116,24 @@ export class ParticipatingMediaVolume {
|
|
|
108
116
|
* @type {number[]}
|
|
109
117
|
*/
|
|
110
118
|
noise_warp_offset: number[];
|
|
119
|
+
/**
|
|
120
|
+
* How much of the scene's wind the noise feels, 1 all of it and 0 none: a setting. The caller of
|
|
121
|
+
* {@link participating_media_volume_advance_noise} folds the far field by it into the scroll; the
|
|
122
|
+
* shaders scale the wind field's departure from the far field by it where they evaluate the
|
|
123
|
+
* noise, and a volume at 0 never samples the wind field.
|
|
124
|
+
*
|
|
125
|
+
* @type {number}
|
|
126
|
+
*/
|
|
127
|
+
noise_wind_factor: number;
|
|
128
|
+
/**
|
|
129
|
+
* The flow map's clock, `t / PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD`, kept in [0, 1). State, like
|
|
130
|
+
* {@link noise_offset}: advanced by {@link participating_media_volume_advance_noise} while the
|
|
131
|
+
* volume feels the wind, and read by the shader to carry the noise along the wind field's
|
|
132
|
+
* departure from the far field.
|
|
133
|
+
*
|
|
134
|
+
* @type {number}
|
|
135
|
+
*/
|
|
136
|
+
noise_flow_phase: number;
|
|
111
137
|
/**
|
|
112
138
|
* Measured in particles per m3.
|
|
113
139
|
* Default is value for very dense fog.
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"ParticipatingMediaVolume.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/ParticipatingMediaVolume.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"ParticipatingMediaVolume.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/ParticipatingMediaVolume.js"],"names":[],"mappings":"AAsPA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,iEAPW,wBAAwB,YACxB,MAAM,EAAE,GAAC,YAAY,MACrB,MAAM,GACJ,OAAO,CAgDnB;AA/SD;IA6EI;;;;OAIG;IACH,+BAHW;QAAC,wBAAwB,EAAE,MAAM,EAAE,CAAC;QAAC,wBAAwB,EAAE,MAAM,EAAE,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAC,GAClG,uBAAuB,CAalC;IAED,oDAIC;IAlGD;;;OAGG;IACH,YAFU,MAAM,EAAE,CAEK;IAEvB;;;OAGG;IACH,YAFU,MAAM,EAAE,CAEK;IAEvB;;;OAGG;IACH,QAFU,MAAM,CAEL;IAEX,UAAQ;IAER,iCAIC;IAED;;;OAGG;IACH,YAFW,uBAAuB,QAOjC;IAED;;;;;aA0BC;IAED;;;OAGG;IACH,cAHW,uBAAuB,GACrB,OAAO,CAOnB;CAyBJ;AAED,6EAKI;AAIJ;IAII,iBAEC;IAED;;;;;;;;OAQG;IACH,gBAFU,MAAM,CAEG;IAEnB;;;;OAIG;IACH,aAFU,MAAM,CAEC;IAEjB;;;;OAIG;IACH,YAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,YAFU,MAAM,CAED;IAEf;;;;;;;;;OASG;IACH,cAFU,MAAM,EAAE,CAEO;IAEzB;;;;OAIG;IACH,mBAFU,MAAM,EAAE,CAEY;IAE9B;;;;;;;OAOG;IACH,mBAFU,MAAM,CAEM;IAEtB;;;;;;;OAOG;IACH,kBAFU,MAAM,CAEK;IAErB;;;OAGG;IACH,gBAAc;IAEd;;;;;;;;;OASG;IACH,qCAEC;IAED,uCAA+E;IAE/E;;;;;;OAMG;IACH,eAFU,MAAM,CAEI;IAEpB;;;;;;;;;;;OAWG;IACH,WAFU,WAAW,CAES;;CAEjC;4BAjP2B,8CAA8C"}
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@@ -3,6 +3,7 @@ import { isArrayEqualStrict } from "../../../core/collection/array/isArrayEqualS
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import { rgb_to_luminance } from "../../../core/color/rgb_to_luminance.js";
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import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
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import {
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PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD,
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PARTICIPATING_MEDIA_NOISE_WARP_SCALE,
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PARTICIPATING_MEDIA_NOISE_WARP_SCROLL
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} from "./noise/PARTICIPATING_MEDIA_NOISE.js";
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@@ -176,6 +177,26 @@ export class ParticipatingMediaVolume {
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*/
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noise_warp_offset = [0, 0, 0];
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/**
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* How much of the scene's wind the noise feels, 1 all of it and 0 none: a setting. The caller of
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* {@link participating_media_volume_advance_noise} folds the far field by it into the scroll; the
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* shaders scale the wind field's departure from the far field by it where they evaluate the
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* noise, and a volume at 0 never samples the wind field.
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*
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* @type {number}
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*/
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noise_wind_factor = 1;
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/**
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* The flow map's clock, `t / PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD`, kept in [0, 1). State, like
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* {@link noise_offset}: advanced by {@link participating_media_volume_advance_noise} while the
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* volume feels the wind, and read by the shader to carry the noise along the wind field's
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* departure from the far field.
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*
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* @type {number}
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*/
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noise_flow_phase = 0;
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/**
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* Measured in particles per m3.
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* Default is value for very dense fog.
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@@ -224,19 +245,27 @@ export class ParticipatingMediaVolume {
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}
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/**
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* Move a volume's noise along by a frame: the base tap's
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* Move a volume's noise along by a frame: the base tap's field by `velocity` metres a second over
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* `dt`, and the warp tap's by the fraction of that its scale and its scroll ratio give it, each
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* wrapped back into [0, 1) in f64 — the fold the GPU is spared.
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* phase wrapped back into [0, 1) in f64 — the fold the GPU is spared. The field is carried
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* downwind: the shader looks up `position / scale + offset`, so the offset runs against the
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* velocity, and what was at `p` is at `p + velocity · dt` after.
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*
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*
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* A volume that feels the wind (`noise_wind_factor` not 0) also has its flow clock,
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* `noise_flow_phase`, moved on by `dt / PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD`, wrapped, whatever the
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* velocity: the shader carries the noise along the wind field's departure from the far field with
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* it, and the departure is the GPU's to know.
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*
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* The caller owns the clock and the velocity: `ParticipatingMediaSystem` folds the scene's far field
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* and the entity's own motion into one and calls this once a frame; a playground calls it from its
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* loop. Not called, the field stands still, which is what an accumulating reference wants.
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*
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* @param {ParticipatingMediaVolume} volume
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* @param {number[]|Float64Array} velocity metres a second, world axes
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* @param {number} dt seconds
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* @returns {boolean} whether anything moved — a zero
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* caller that tells the renderer about changes need not when
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* @returns {boolean} whether anything moved — a zero `dt` moves nothing, nor does a zero velocity on
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* a volume out of the wind, and a caller that tells the renderer about changes need not when
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* nothing did
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*/
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export function participating_media_volume_advance_noise(volume, velocity, dt) {
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assert.isInstanceOf(volume, ParticipatingMediaVolume, 'volume');
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@@ -248,10 +277,21 @@ export function participating_media_volume_advance_noise(volume, velocity, dt) {
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const vy = velocity[1];
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const vz = velocity[2];
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if (dt === 0
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if (dt === 0) {
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return false;
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}
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let moved = false;
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if (volume.noise_wind_factor !== 0) {
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volume.noise_flow_phase = wrap_unit(volume.noise_flow_phase + dt / PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD);
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moved = true;
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}
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if (vx === 0 && vy === 0 && vz === 0) {
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return moved;
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}
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assert.greaterThan(volume.noise_scale, 0, 'noise_scale must be positive to scroll');
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// metres to tile units
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@@ -261,13 +301,14 @@ export function participating_media_volume_advance_noise(volume, velocity, dt) {
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const offset = volume.noise_offset;
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const warp_offset = volume.noise_warp_offset;
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offset[
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offset[
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// the lookup is `position / scale + offset`, so the field moves along +v as the offset moves along -v
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offset[0] = wrap_unit(offset[0] - vx * step);
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offset[1] = wrap_unit(offset[1] - vy * step);
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offset[2] = wrap_unit(offset[2] - vz * step);
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warp_offset[0] = wrap_unit(warp_offset[0]
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warp_offset[1] = wrap_unit(warp_offset[1]
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warp_offset[2] = wrap_unit(warp_offset[2]
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warp_offset[0] = wrap_unit(warp_offset[0] - vx * warp_step);
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warp_offset[1] = wrap_unit(warp_offset[1] - vy * warp_step);
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warp_offset[2] = wrap_unit(warp_offset[2] - vz * warp_step);
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return true;
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}
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@@ -4,14 +4,17 @@
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/**
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* Every participating medium in a scene, and a counter saying whether the GPU's copy is stale.
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*
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* **
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* entire table whenever
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*
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* **Two versions are the whole synchronisation protocol.** {@link GPUSceneVolumetrics} repacks the
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* entire table whenever {@link version} moves; while only {@link noise_version} moves it writes the
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* noise phases of the rows whose phases changed; when neither moves it does nothing at all. A volume
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* changed without moving a counter renders with the values it was last uploaded with — the CPU
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* object holds the new density, reads back correctly, and only the picture is stale. Anything that
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* writes into a volume in place therefore has to say so; see {@link invalidate}
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* writes into a volume in place therefore has to say so; see {@link invalidate} and
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* {@link invalidate_noise}.
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*
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* **Volumes are packed by array index**, so removing one renumbers the rest. That is free here
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* because the
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* because adding or removing repacks the whole table, and it is the reason no volume carries a slot
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* number.
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*/
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export class SceneVolumetrics {
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/**
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@@ -21,14 +24,17 @@ export class SceneVolumetrics {
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volumes: ParticipatingMediaVolume[];
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version: number;
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/**
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*
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*
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*
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*
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* A second counter, for the one change that happens every frame: a volume's noise phases
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* (`noise_offset`, `noise_warp_offset`) moved and nothing else about any volume did. While only
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* this one moves, {@link GPUSceneVolumetrics} writes each row's phase words where they differ
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* from what it last wrote, and nothing else of the table; see {@link invalidate_noise}.
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*
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* @
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* A move of {@link version} covers the phases too: the whole table is repacked from the volumes
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* as they stand.
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*
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* @type {number}
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*/
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-
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noise_version: number;
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/**
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*
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* @param {ParticipatingMediaVolume} volume
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@@ -48,6 +54,16 @@ export class SceneVolumetrics {
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* from here, and this is how such a change reaches the GPU.
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*/
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invalidate(): void;
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/**
|
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* Say that volumes already in the scene had their noise phases advanced in place, and nothing
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* else about them changed.
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*
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* The cheap path: a scrolling field moves its phases every frame, and they are six words of a
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* row, so a frame that only scrolls writes those words per row instead of repacking the table
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* (re-inverting every transform). Anything else written into a volume still owes an
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64
|
+
* {@link invalidate}.
|
|
65
|
+
*/
|
|
66
|
+
invalidate_noise(): void;
|
|
51
67
|
}
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52
68
|
export type ParticipatingMediaVolume = import("./ParticipatingMediaVolume.js").ParticipatingMediaVolume;
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//# sourceMappingURL=SceneVolumetrics.d.ts.map
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{"version":3,"file":"SceneVolumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/SceneVolumetrics.js"],"names":[],"mappings":"AAAA;;GAEG;AAEH
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1
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+
{"version":3,"file":"SceneVolumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/SceneVolumetrics.js"],"names":[],"mappings":"AAAA;;GAEG;AAEH;;;;;;;;;;;;;;GAcG;AACH;IACI;;;OAGG;IACH,SAFU,wBAAwB,EAAE,CAEvB;IAEb,gBAAY;IAEZ;;;;;;;;;;OAUG;IACH,eAFU,MAAM,CAEE;IAElB;;;OAGG;IACH,YAFW,wBAAwB,QAQlC;IAED;;;;;OAKG;IACH,eAHW,wBAAwB,GACtB,OAAO,CAenB;IAED;;;;;OAKG;IACH,mBAEC;IAED;;;;;;;;OAQG;IACH,yBAEC;CACJ;uCA/FY,OAAO,+BAA+B,EAAE,wBAAwB"}
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