@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.
Files changed (1442) 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/graphics3/make_default_environment.d.ts.map +1 -1
  107. package/src/engine/graphics3/make_default_environment.js +11 -5
  108. package/src/engine/physics/cloth/MEASUREMENTS.md +39 -0
  109. package/src/engine/physics/cloth/PLAN.md +21 -2
  110. package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
  111. package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
  112. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
  113. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
  114. package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
  115. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
  116. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
  117. package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
  118. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
  119. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  120. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
  121. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -9
  122. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  123. package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -9
  124. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +3 -2
  125. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  126. package/src/engine/physics/cloth/ecs/ClothSystem.js +3 -2
  127. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
  128. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  129. package/src/engine/physics/cloth/ecs/ClothWorld.js +136 -28
  130. package/src/engine/physics/cloth/playground/README.md +8 -4
  131. package/src/engine/physics/cloth/playground/wind.html +4 -4
  132. package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
  133. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
  134. package/src/engine/physics/cloth/playground/wind_build.js +4 -3
  135. package/src/engine/physics/cloth/playground/wind_main.js +58 -19
  136. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
  137. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
  138. package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
  139. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
  140. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  141. package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
  142. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
  143. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
  144. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
  145. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
  146. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
  147. package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
  148. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
  149. package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
  150. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
  151. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
  152. package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
  153. package/src/engine/physics/fluid/FluidField.d.ts +14 -2
  154. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  155. package/src/engine/physics/fluid/FluidField.js +26 -6
  156. package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
  157. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  158. package/src/engine/physics/fluid/FluidSimulator.js +13 -2
  159. package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
  160. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
  161. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
  162. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
  163. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
  164. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
  165. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
  166. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
  167. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
  168. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
  169. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
  170. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  171. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
  172. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
  173. package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
  174. package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
  175. package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
  176. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
  177. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
  178. package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
  179. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
  180. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
  181. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
  182. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
  183. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
  184. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
  185. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
  186. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
  187. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
  188. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
  189. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
  190. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
  191. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
  192. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
  193. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
  194. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
  195. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
  196. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
  197. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
  198. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
  199. package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +53 -3
  200. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +73 -13
  201. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
  202. package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +207 -88
  203. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +35 -0
  204. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -0
  205. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +72 -0
  206. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +34 -10
  207. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -1
  208. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +139 -150
  209. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts +26 -0
  210. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts.map +1 -0
  211. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.js +51 -0
  212. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts +55 -0
  213. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts.map +1 -0
  214. package/src/engine/physics/fluid/effector/VortexFluidEffector.js +255 -0
  215. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts +25 -0
  216. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts.map +1 -0
  217. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.js +52 -0
  218. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts +22 -20
  219. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts.map +1 -1
  220. package/src/engine/physics/fluid/effector/WakeFluidEffector.js +181 -185
  221. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts +31 -0
  222. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts.map +1 -0
  223. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.js +56 -0
  224. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts +52 -0
  225. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts.map +1 -0
  226. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js +68 -0
  227. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts +10 -0
  228. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts.map +1 -0
  229. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.js +31 -0
  230. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts +25 -0
  231. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts.map +1 -0
  232. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.js +105 -0
  233. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts +17 -0
  234. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts.map +1 -0
  235. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js +47 -0
  236. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts +54 -0
  237. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts.map +1 -0
  238. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.js +34 -0
  239. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts +98 -0
  240. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts.map +1 -0
  241. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.js +409 -0
  242. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts +25 -0
  243. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts.map +1 -0
  244. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.js +78 -0
  245. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts +27 -0
  246. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts.map +1 -0
  247. package/src/engine/physics/fluid/effector/record/fluid_record_apply.js +151 -0
  248. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +42 -0
  249. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts.map +1 -0
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  1328. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js +4 -2
  1329. package/src/shade/renderer/water/shader_water.d.ts +9 -12
  1330. package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
  1331. package/src/shade/renderer/water/shader_water.js +69 -47
  1332. package/src/shade/renderer/water/surface/GPUWaterSurface.d.ts +4 -1
  1333. package/src/shade/renderer/water/surface/GPUWaterSurface.d.ts.map +1 -1
  1334. package/src/shade/renderer/water/surface/GPUWaterSurface.js +9 -3
  1335. package/src/shade/renderer/water/surface/WATER_SURFACE_RESOURCES.d.ts +15 -0
  1336. package/src/shade/renderer/water/surface/WATER_SURFACE_RESOURCES.d.ts.map +1 -0
  1337. package/src/shade/renderer/water/surface/WATER_SURFACE_RESOURCES.js +27 -0
  1338. package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.d.ts +2 -1
  1339. package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.d.ts.map +1 -1
  1340. package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.js +18 -9
  1341. package/src/shade/renderer/water/surface/chunk_water_surface_sample.d.ts +0 -3
  1342. package/src/shade/renderer/water/surface/chunk_water_surface_sample.d.ts.map +1 -1
  1343. package/src/shade/renderer/water/surface/chunk_water_surface_sample.js +15 -3
  1344. package/src/shade/renderer/water/surface/particles/shader_water_particles.js +2 -2
  1345. package/src/shade/renderer/water/surface/shader_water_cull.d.ts +9 -3
  1346. package/src/shade/renderer/water/surface/shader_water_cull.d.ts.map +1 -1
  1347. package/src/shade/renderer/water/surface/shader_water_cull.js +46 -22
  1348. package/src/shade/renderer/water/surface/shader_water_waves_derive.d.ts +26 -1
  1349. package/src/shade/renderer/water/surface/shader_water_waves_derive.d.ts.map +1 -1
  1350. package/src/shade/renderer/water/surface/shader_water_waves_derive.js +73 -9
  1351. package/src/shade/renderer/wind/GPUSceneWind.d.ts +127 -0
  1352. package/src/shade/renderer/wind/GPUSceneWind.d.ts.map +1 -0
  1353. package/src/shade/renderer/wind/GPUSceneWind.js +410 -0
  1354. package/src/shade/renderer/wind/WIND_FIELD.d.ts +53 -0
  1355. package/src/shade/renderer/wind/WIND_FIELD.d.ts.map +1 -0
  1356. package/src/shade/renderer/wind/WIND_FIELD.js +60 -0
  1357. package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts +36 -0
  1358. package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts.map +1 -0
  1359. package/src/shade/renderer/wind/WIND_FIELD_STRUCT.js +61 -0
  1360. package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.d.ts +17 -0
  1361. package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.d.ts.map +1 -0
  1362. package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.js +17 -0
  1363. package/src/shade/renderer/wind/chunk_wind_field_sample.d.ts +20 -0
  1364. package/src/shade/renderer/wind/chunk_wind_field_sample.d.ts.map +1 -0
  1365. package/src/shade/renderer/wind/chunk_wind_field_sample.js +26 -0
  1366. package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts +40 -0
  1367. package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts.map +1 -0
  1368. package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.js +92 -0
  1369. package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts +12 -0
  1370. package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts.map +1 -0
  1371. package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.js +22 -0
  1372. package/src/shade/renderer/wind/wind_field_add_resources.d.ts +15 -0
  1373. package/src/shade/renderer/wind/wind_field_add_resources.d.ts.map +1 -0
  1374. package/src/shade/renderer/wind/wind_field_add_resources.js +22 -0
  1375. package/src/shade/wgsl/emulator/CPUBitmapData.d.ts +5 -2
  1376. package/src/shade/wgsl/emulator/CPUBitmapData.d.ts.map +1 -1
  1377. package/src/shade/wgsl/emulator/CPUBitmapData.js +5 -2
  1378. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts +5 -1
  1379. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1380. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +75 -22
  1381. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  1382. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +90 -22
  1383. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +0 -87
  1384. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +0 -1
  1385. package/src/engine/physics/cloth/wind/ClothAmbientWind.js +0 -185
  1386. package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.d.ts +0 -7
  1387. package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.d.ts.map +0 -1
  1388. package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.js +0 -25
  1389. package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.d.ts +0 -43
  1390. package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.d.ts.map +0 -1
  1391. package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.js +0 -207
  1392. package/src/shade/renderer/global_illumination/clipmap/RadianceField.d.ts +0 -21
  1393. package/src/shade/renderer/global_illumination/clipmap/RadianceField.d.ts.map +0 -1
  1394. package/src/shade/renderer/global_illumination/clipmap/RadianceField.js +0 -40
  1395. package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.d.ts +0 -13
  1396. package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.d.ts.map +0 -1
  1397. package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.js +0 -47
  1398. package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts +0 -7
  1399. package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts.map +0 -1
  1400. package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.js +0 -115
  1401. package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.d.ts +0 -7
  1402. package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.d.ts.map +0 -1
  1403. package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.js +0 -6
  1404. package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.d.ts +0 -21
  1405. package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.d.ts.map +0 -1
  1406. package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.js +0 -47
  1407. package/src/shade/renderer/postprocess/ssr/resolve/build_ssr_resolve_shader.d.ts +0 -21
  1408. package/src/shade/renderer/postprocess/ssr/resolve/build_ssr_resolve_shader.d.ts.map +0 -1
  1409. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.d.ts +0 -2
  1410. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.d.ts.map +0 -1
  1411. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.js +0 -24
  1412. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts +0 -2
  1413. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts.map +0 -1
  1414. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.js +0 -21
  1415. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts +0 -2
  1416. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +0 -1
  1417. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +0 -34
  1418. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts +0 -3
  1419. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts.map +0 -1
  1420. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts +0 -7
  1421. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
  1422. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js +0 -184
  1423. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts +0 -9
  1424. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts.map +0 -1
  1425. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts +0 -9
  1426. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts.map +0 -1
  1427. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.js +0 -111
  1428. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts +0 -9
  1429. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts.map +0 -1
  1430. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +0 -111
  1431. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts +0 -9
  1432. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts.map +0 -1
  1433. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js +0 -22
  1434. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts +0 -10
  1435. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts.map +0 -1
  1436. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js +0 -55
  1437. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts +0 -10
  1438. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts.map +0 -1
  1439. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js +0 -47
  1440. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts +0 -10
  1441. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts.map +0 -1
  1442. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.js +0 -63
@@ -30,10 +30,12 @@ export class GPUViewVolumetrics {
30
30
  * @param {number} options.light_cluster_lookup
31
31
  * @param {number} options.light_cluster_parameters
32
32
  * @param {number} options.shadowmap_atlas
33
- * @param {import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode} options.indirect_lighting_mode the renderer's; picks the froxel GI
34
- * module that starts the froxel irradiance volume
35
33
  * @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the passes that light froxels are built
36
- * for them
34
+ * for them, the froxel GI that starts the froxel irradiance volume among them
35
+ * @param {import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
36
+ * while Brick4 runs
37
+ * @param {import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
38
+ * scene's, while LPV runs
37
39
  * @returns {{resolved: number, metadata: number, irradiance: {Y: number, CoCg: number}}} the
38
40
  * integrated aerial LUT, the metadata buffer, and the froxel irradiance volume
39
41
  * (chunk_volumetrics_irradiance_sh) that lit particles are lit by. The two do not depend on
@@ -41,14 +43,15 @@ export class GPUViewVolumetrics {
41
43
  * with no participating-media volume records no fog at all, and `resolved` is then a constant:
42
44
  * no in-scatter, full transmittance.
43
45
  */
44
- graph_update({ graph, light_cluster_data, light_cluster_lookup, light_cluster_parameters, shadowmap_atlas, indirect_lighting_mode, shader_switches, }: {
46
+ graph_update({ graph, light_cluster_data, light_cluster_lookup, light_cluster_parameters, shadowmap_atlas, shader_switches, brick4, lpv, }: {
45
47
  graph: FrameGraph;
46
48
  light_cluster_data: number;
47
49
  light_cluster_lookup: number;
48
50
  light_cluster_parameters: number;
49
51
  shadowmap_atlas: number;
50
- indirect_lighting_mode: import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode;
51
52
  shader_switches?: ShaderSwitchSet;
53
+ brick4?: import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap;
54
+ lpv?: import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume;
52
55
  }): {
53
56
  resolved: number;
54
57
  metadata: number;
@@ -1 +1 @@
1
- {"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;;;;;;;;;;;;;;;;;;OAkBG;IACH;QAhB+B,KAAK,EAAzB,UAAU;QACM,kBAAkB,EAAlC,MAAM;QACU,oBAAoB,EAApC,MAAM;QACU,wBAAwB,EAAxC,MAAM;QACU,eAAe,EAA/B,MAAM;QACuE,sBAAsB,EAAnG,OAAO,iCAAiC,EAAE,yBAAyB;QAEzC,eAAe,GAAzC,eAAe;QAEb;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,CAsIvF;;CAEJ;yBA/jBY,OAAO,2DAA2D,EAAE,UAAU;6BAC9E,OAAO,2BAA2B,EAAE,cAAc;gCAf/B,uCAAuC"}
1
+ {"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"}
@@ -459,10 +459,12 @@ export class GPUViewVolumetrics {
459
459
  * @param {number} options.light_cluster_lookup
460
460
  * @param {number} options.light_cluster_parameters
461
461
  * @param {number} options.shadowmap_atlas
462
- * @param {import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode} options.indirect_lighting_mode the renderer's; picks the froxel GI
463
- * module that starts the froxel irradiance volume
464
462
  * @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the passes that light froxels are built
465
- * for them
463
+ * for them, the froxel GI that starts the froxel irradiance volume among them
464
+ * @param {import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
465
+ * while Brick4 runs
466
+ * @param {import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
467
+ * scene's, while LPV runs
466
468
  * @returns {{resolved: number, metadata: number, irradiance: {Y: number, CoCg: number}}} the
467
469
  * integrated aerial LUT, the metadata buffer, and the froxel irradiance volume
468
470
  * (chunk_volumetrics_irradiance_sh) that lit particles are lit by. The two do not depend on
@@ -476,8 +478,9 @@ export class GPUViewVolumetrics {
476
478
  light_cluster_lookup,
477
479
  light_cluster_parameters,
478
480
  shadowmap_atlas,
479
- indirect_lighting_mode,
480
481
  shader_switches = ShaderSwitchSet.EMPTY,
482
+ brick4,
483
+ lpv,
481
484
  }) {
482
485
 
483
486
  const view = this.#view;
@@ -528,8 +531,9 @@ export class GPUViewVolumetrics {
528
531
  shadowmap_atlas,
529
532
  volumetrics_metadata: gr_metadata,
530
533
  resolution,
531
- indirect_lighting_mode,
532
534
  shader_switches,
535
+ brick4,
536
+ lpv,
533
537
  });
534
538
 
535
539
  if (view.scene.volumetrics.source.volumes.length === 0) {
@@ -1071,3 +1071,259 @@ Not done on the device: the froxel-versus-tracer parity check for a noisy volume
1071
1071
  one function and `chunk_participating_media_noise.spec.js` pins it on the emulator), and the
1072
1072
  giant-particle seam check with a noisy volume (the point is jittered on all three axes exactly as
1073
1073
  the lighting pass's is). Driver and probes: `probe/` in session 2fe0ac92's scratchpad, a one-off.
1074
+
1075
+ ## The flow map is linked only where the wind field has cascades — measured, 2026-10-16
1076
+
1077
+ The noise's flow map (the GPU fluid's volumetrics, `e54461d36`) cost the froxel build 16.4 → 18.3 µs
1078
+ in uniform air, a scene with no fluid, where it never runs: a reach of exactly zero takes the one
1079
+ tap. The GPU fluid session's breakdown (RTX 4090, 1280×720, camera inside the fog) put it on the code
1080
+ being linked, not on running it: without the flow map and the wind sample the shader read 0.1–0.2 µs
1081
+ off the old one, and an exact-compare skip, dropping the two taps, or dropping the wind sample, each
1082
+ on its own, still cost about 1.8 µs.
1083
+
1084
+ So the field's shape is a shader switch, `WIND_FIELD_UNIFORM` (a bool; `false`, the default, is the
1085
+ field as it is), decided in two places from one value: `chunk_wind_field_sample` (uniform: return
1086
+ `far_velocity`, which the cascaded read returns at every point of a field with no cascades) and
1087
+ `chunk_participating_media_noise` (uniform: the one tap at the scrolled lookup, the flow map's value
1088
+ at a zero departure). The froxel build picks its variant from the field it binds,
1089
+ `scene.wind.cascade_count === 0`, the frame it binds it; the other readers are left at the default.
1090
+ `ShaderSwitchSet.with` now remembers the sets it hands out, so deriving the build's set every frame
1091
+ allocates nothing (it built two arrays, a key and an assert message a call: 595 B).
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,6DA2CE;6BArD2B,gCAAgC"}
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 scroll by `velocity` metres a second over
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
- * The caller owns the clock and the velocity: `ParticipatingMediaSystem` folds the scene's wind
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 velocity or a zero `dt` moves nothing, and a
14
- * caller that tells the renderer about changes need not when nothing did
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":"AAiOA;;;;;;;;;;;;;;GAcG;AACH,iEANW,wBAAwB,YACxB,MAAM,EAAE,GAAC,YAAY,MACrB,MAAM,GACJ,OAAO,CAmCnB;AAvQD;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;;;OAGG;IACH,gBAAc;IAEd;;;;;;;;;OASG;IACH,qCAEC;IAED,uCAA+E;IAE/E;;;;;;OAMG;IACH,eAFU,MAAM,CAEI;IAEpB;;;;;;;;;;;OAWG;IACH,WAFU,WAAW,CAES;;CAEjC;4BA5N2B,8CAA8C"}
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"}
@@ -3,6 +3,7 @@ import { isArrayEqualStrict } from "../../../core/collection/array/isArrayEqualS
3
3
  import { rgb_to_luminance } from "../../../core/color/rgb_to_luminance.js";
4
4
  import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
5
5
  import {
6
+ PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD,
6
7
  PARTICIPATING_MEDIA_NOISE_WARP_SCALE,
7
8
  PARTICIPATING_MEDIA_NOISE_WARP_SCROLL
8
9
  } from "./noise/PARTICIPATING_MEDIA_NOISE.js";
@@ -176,6 +177,26 @@ export class ParticipatingMediaVolume {
176
177
  */
177
178
  noise_warp_offset = [0, 0, 0];
178
179
 
180
+ /**
181
+ * How much of the scene's wind the noise feels, 1 all of it and 0 none: a setting. The caller of
182
+ * {@link participating_media_volume_advance_noise} folds the far field by it into the scroll; the
183
+ * shaders scale the wind field's departure from the far field by it where they evaluate the
184
+ * noise, and a volume at 0 never samples the wind field.
185
+ *
186
+ * @type {number}
187
+ */
188
+ noise_wind_factor = 1;
189
+
190
+ /**
191
+ * The flow map's clock, `t / PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD`, kept in [0, 1). State, like
192
+ * {@link noise_offset}: advanced by {@link participating_media_volume_advance_noise} while the
193
+ * volume feels the wind, and read by the shader to carry the noise along the wind field's
194
+ * departure from the far field.
195
+ *
196
+ * @type {number}
197
+ */
198
+ noise_flow_phase = 0;
199
+
179
200
  /**
180
201
  * Measured in particles per m3.
181
202
  * Default is value for very dense fog.
@@ -224,19 +245,27 @@ export class ParticipatingMediaVolume {
224
245
  }
225
246
 
226
247
  /**
227
- * Move a volume's noise along by a frame: the base tap's scroll by `velocity` metres a second over
248
+ * Move a volume's noise along by a frame: the base tap's field by `velocity` metres a second over
228
249
  * `dt`, and the warp tap's by the fraction of that its scale and its scroll ratio give it, each
229
- * wrapped back into [0, 1) in f64 — the fold the GPU is spared.
250
+ * phase wrapped back into [0, 1) in f64 — the fold the GPU is spared. The field is carried
251
+ * downwind: the shader looks up `position / scale + offset`, so the offset runs against the
252
+ * velocity, and what was at `p` is at `p + velocity · dt` after.
230
253
  *
231
- * The caller owns the clock and the velocity: `ParticipatingMediaSystem` folds the scene's wind
254
+ * A volume that feels the wind (`noise_wind_factor` not 0) also has its flow clock,
255
+ * `noise_flow_phase`, moved on by `dt / PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD`, wrapped, whatever the
256
+ * velocity: the shader carries the noise along the wind field's departure from the far field with
257
+ * it, and the departure is the GPU's to know.
258
+ *
259
+ * The caller owns the clock and the velocity: `ParticipatingMediaSystem` folds the scene's far field
232
260
  * and the entity's own motion into one and calls this once a frame; a playground calls it from its
233
261
  * loop. Not called, the field stands still, which is what an accumulating reference wants.
234
262
  *
235
263
  * @param {ParticipatingMediaVolume} volume
236
264
  * @param {number[]|Float64Array} velocity metres a second, world axes
237
265
  * @param {number} dt seconds
238
- * @returns {boolean} whether anything moved — a zero velocity or a zero `dt` moves nothing, and a
239
- * caller that tells the renderer about changes need not when nothing did
266
+ * @returns {boolean} whether anything moved — a zero `dt` moves nothing, nor does a zero velocity on
267
+ * a volume out of the wind, and a caller that tells the renderer about changes need not when
268
+ * nothing did
240
269
  */
241
270
  export function participating_media_volume_advance_noise(volume, velocity, dt) {
242
271
  assert.isInstanceOf(volume, ParticipatingMediaVolume, 'volume');
@@ -248,10 +277,21 @@ export function participating_media_volume_advance_noise(volume, velocity, dt) {
248
277
  const vy = velocity[1];
249
278
  const vz = velocity[2];
250
279
 
251
- if (dt === 0 || (vx === 0 && vy === 0 && vz === 0)) {
280
+ if (dt === 0) {
252
281
  return false;
253
282
  }
254
283
 
284
+ let moved = false;
285
+
286
+ if (volume.noise_wind_factor !== 0) {
287
+ volume.noise_flow_phase = wrap_unit(volume.noise_flow_phase + dt / PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD);
288
+ moved = true;
289
+ }
290
+
291
+ if (vx === 0 && vy === 0 && vz === 0) {
292
+ return moved;
293
+ }
294
+
255
295
  assert.greaterThan(volume.noise_scale, 0, 'noise_scale must be positive to scroll');
256
296
 
257
297
  // metres to tile units
@@ -261,13 +301,14 @@ export function participating_media_volume_advance_noise(volume, velocity, dt) {
261
301
  const offset = volume.noise_offset;
262
302
  const warp_offset = volume.noise_warp_offset;
263
303
 
264
- offset[0] = wrap_unit(offset[0] + vx * step);
265
- offset[1] = wrap_unit(offset[1] + vy * step);
266
- offset[2] = wrap_unit(offset[2] + vz * step);
304
+ // the lookup is `position / scale + offset`, so the field moves along +v as the offset moves along -v
305
+ offset[0] = wrap_unit(offset[0] - vx * step);
306
+ offset[1] = wrap_unit(offset[1] - vy * step);
307
+ offset[2] = wrap_unit(offset[2] - vz * step);
267
308
 
268
- warp_offset[0] = wrap_unit(warp_offset[0] + vx * warp_step);
269
- warp_offset[1] = wrap_unit(warp_offset[1] + vy * warp_step);
270
- warp_offset[2] = wrap_unit(warp_offset[2] + vz * warp_step);
309
+ warp_offset[0] = wrap_unit(warp_offset[0] - vx * warp_step);
310
+ warp_offset[1] = wrap_unit(warp_offset[1] - vy * warp_step);
311
+ warp_offset[2] = wrap_unit(warp_offset[2] - vz * warp_step);
271
312
 
272
313
  return true;
273
314
  }
@@ -4,14 +4,17 @@
4
4
  /**
5
5
  * Every participating medium in a scene, and a counter saying whether the GPU's copy is stale.
6
6
  *
7
- * **The version is the whole synchronisation protocol.** {@link GPUSceneVolumetrics} repacks the
8
- * entire table whenever the number moves and does nothing at all when it does not, so a volume
9
- * changed without moving the counter renders with the values it was last uploaded with — the CPU
7
+ * **Two versions are the whole synchronisation protocol.** {@link GPUSceneVolumetrics} repacks the
8
+ * entire table whenever {@link version} moves; while only {@link noise_version} moves it writes the
9
+ * noise phases of the rows whose phases changed; when neither moves it does nothing at all. A volume
10
+ * changed without moving a counter renders with the values it was last uploaded with — the CPU
10
11
  * object holds the new density, reads back correctly, and only the picture is stale. Anything that
11
- * writes into a volume in place therefore has to say so; see {@link invalidate}.
12
+ * writes into a volume in place therefore has to say so; see {@link invalidate} and
13
+ * {@link invalidate_noise}.
12
14
  *
13
15
  * **Volumes are packed by array index**, so removing one renumbers the rest. That is free here
14
- * because the upload is all-or-nothing, and it is the reason no volume carries a slot number.
16
+ * because adding or removing repacks the whole table, and it is the reason no volume carries a slot
17
+ * number.
15
18
  */
16
19
  export class SceneVolumetrics {
17
20
  /**
@@ -21,14 +24,17 @@ export class SceneVolumetrics {
21
24
  volumes: ParticipatingMediaVolume[];
22
25
  version: number;
23
26
  /**
24
- * The wind every volume's noise scrolls with, metres a second along the world axes. Each
25
- * volume feels it through its own `noise_wind_factor` and adds its own velocity; the fold is
26
- * `ParticipatingMediaSystem`'s, once a frame, and the result is a scroll phase on the volume —
27
- * this number itself never reaches the GPU.
27
+ * A second counter, for the one change that happens every frame: a volume's noise phases
28
+ * (`noise_offset`, `noise_warp_offset`) moved and nothing else about any volume did. While only
29
+ * this one moves, {@link GPUSceneVolumetrics} writes each row's phase words where they differ
30
+ * from what it last wrote, and nothing else of the table; see {@link invalidate_noise}.
28
31
  *
29
- * @type {number[]}
32
+ * A move of {@link version} covers the phases too: the whole table is repacked from the volumes
33
+ * as they stand.
34
+ *
35
+ * @type {number}
30
36
  */
31
- wind: number[];
37
+ noise_version: number;
32
38
  /**
33
39
  *
34
40
  * @param {ParticipatingMediaVolume} volume
@@ -48,6 +54,16 @@ export class SceneVolumetrics {
48
54
  * from here, and this is how such a change reaches the GPU.
49
55
  */
50
56
  invalidate(): void;
57
+ /**
58
+ * Say that volumes already in the scene had their noise phases advanced in place, and nothing
59
+ * else about them changed.
60
+ *
61
+ * The cheap path: a scrolling field moves its phases every frame, and they are six words of a
62
+ * row, so a frame that only scrolls writes those words per row instead of repacking the table
63
+ * (re-inverting every transform). Anything else written into a volume still owes an
64
+ * {@link invalidate}.
65
+ */
66
+ invalidate_noise(): void;
51
67
  }
52
68
  export type ParticipatingMediaVolume = import("./ParticipatingMediaVolume.js").ParticipatingMediaVolume;
53
69
  //# sourceMappingURL=SceneVolumetrics.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"SceneVolumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/SceneVolumetrics.js"],"names":[],"mappings":"AAAA;;GAEG;AAEH;;;;;;;;;;;GAWG;AACH;IACI;;;OAGG;IACH,SAFU,wBAAwB,EAAE,CAEvB;IAEb,gBAAY;IAEZ;;;;;;;OAOG;IACH,MAFU,MAAM,EAAE,CAED;IAEjB;;;OAGG;IACH,YAFW,wBAAwB,QAQlC;IAED;;;;;OAKG;IACH,eAHW,wBAAwB,GACtB,OAAO,CAenB;IAED;;;;;OAKG;IACH,mBAEC;CACJ;uCA5EY,OAAO,+BAA+B,EAAE,wBAAwB"}
1
+ {"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"}