@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
@@ -1,23 +1,25 @@
1
1
  import { TextureResourceDescriptor } from "../../../device/graph/TextureResourceDescriptor.js";
2
2
  import { graph_compute_pass } from "../../shader/graph/compute/graph_compute_pass.js";
3
3
  import { graph_import_buffer } from "../../shader/graph/graph_import_buffer.js";
4
- import { ShadeIndirectLightingMode } from "../../ShadeIndirectLightingMode.js";
5
- import { shader_volumetrics_gi_brick4 } from "./shader_volumetrics_gi_brick4.js";
6
- import { shader_volumetrics_gi_ibl } from "./shader_volumetrics_gi_ibl.js";
7
- import { shader_volumetrics_gi_lpv } from "./shader_volumetrics_gi_lpv.js";
4
+ import { ShaderSwitchSet } from "../../shader/compiler/ShaderSwitchSet.js";
5
+ import { shader_volumetrics_gi } from "./shader_volumetrics_gi.js";
8
6
  import { VOLUMETRICS_GI_WORKGROUP_RESOLUTION } from "./volumetrics_gi_resources.js";
9
7
 
10
8
  /**
11
9
  * The froxel GI stage: the renderer's indirect lighting at every froxel, as the froxel irradiance
12
- * volume encodes light, for `shader_volumetrics_build_irradiance` to add the lights to. One module per
13
- * mode (see `chunk_volumetrics_gi`); this picks the one `indirect_lighting_mode` names and binds its
14
- * source from the scene.
10
+ * volume encodes light, for `shader_volumetrics_build_irradiance` to add the lights to. The shader is
11
+ * built for the renderer's switches, which pick the indirect lighting mode it samples
12
+ * (`chunk_volumetrics_gi_sample`); this binds the environment and the running mode's source.
15
13
  *
16
14
  * @param {object} options
17
15
  * @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} options.graph
18
- * @param {ShadeIndirectLightingMode} options.indirect_lighting_mode
19
- * @param {import("../../scene/GPUSceneContext.js").GPUSceneContext} options.scene_ctx the GI sources:
20
- * `lights.environment_sh`, `volumetric_light_map`, `light_probe_volume`
16
+ * @param {ShaderSwitchSet} [options.shader_switches] the renderer's
17
+ * @param {import("../../scene/GPUSceneContext.js").GPUSceneContext} options.scene_ctx for its environment,
18
+ * `lights.environment_sh`
19
+ * @param {import("../../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
20
+ * while Brick4 runs
21
+ * @param {import("../../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
22
+ * scene's, while LPV runs. A source not given is the shader's default, for a variant that does not read it
21
23
  * @param {import("../../camera/GPUCameraContext.js").GPUCameraContext} options.camera
22
24
  * @param {number} options.volumetrics_metadata graph handle
23
25
  * @param {number[]} options.resolution the froxel grid
@@ -25,8 +27,10 @@ import { VOLUMETRICS_GI_WORKGROUP_RESOLUTION } from "./volumetrics_gi_resources.
25
27
  */
26
28
  export function graph_build_froxel_gi({
27
29
  graph,
28
- indirect_lighting_mode,
30
+ shader_switches = ShaderSwitchSet.EMPTY,
29
31
  scene_ctx,
32
+ brick4,
33
+ lpv,
30
34
  camera,
31
35
  volumetrics_metadata,
32
36
  resolution,
@@ -43,38 +47,24 @@ export function graph_build_froxel_gi({
43
47
  camera: graph_import_buffer(graph, camera.buffer.buffer, "froxel gi camera"),
44
48
  tGIY: volume(),
45
49
  tGICoCg: volume(),
50
+ environment_sh: scene_ctx.lights.environment_sh,
46
51
  };
47
52
 
48
- let shader;
49
-
50
- switch (indirect_lighting_mode) {
51
- case ShadeIndirectLightingMode.IBL:
52
- shader = shader_volumetrics_gi_ibl;
53
- bindings.environment_sh = scene_ctx.lights.environment_sh;
54
- break;
55
-
56
- case ShadeIndirectLightingMode.Brick4:
57
- shader = shader_volumetrics_gi_brick4;
58
- bindings.brick4 = scene_ctx.volumetric_light_map.buffer;
59
- break;
60
-
61
- case ShadeIndirectLightingMode.LPV: {
62
- shader = shader_volumetrics_gi_lpv;
63
- const lpv = scene_ctx.light_probe_volume;
64
- bindings.lpv_lookup = lpv.buffer_mesh_bvh;
65
- bindings.lpv_metadata = lpv.buffer_metadata;
66
- bindings.lpv_mesh = lpv.buffer_mesh;
67
- bindings.lpv_probes = lpv.buffer_probes;
68
- break;
69
- }
53
+ // the running mode's source; the others are the shader's defaults, which its variant does not read
54
+ if (brick4 !== undefined) {
55
+ bindings.brick4 = brick4.buffer;
56
+ }
70
57
 
71
- default:
72
- throw new Error(`Unsupported indirect lighting mode: ${indirect_lighting_mode}`);
58
+ if (lpv !== undefined) {
59
+ bindings.lpv_lookup = lpv.buffer_mesh_bvh;
60
+ bindings.lpv_metadata = lpv.buffer_metadata;
61
+ bindings.lpv_mesh = lpv.buffer_mesh;
62
+ bindings.lpv_probes = lpv.buffer_probes;
73
63
  }
74
64
 
75
65
  const outputs = graph_compute_pass({
76
66
  graph,
77
- shader,
67
+ shader: shader_volumetrics_gi.variant(shader_switches),
78
68
  group_count: [
79
69
  Math.ceil(resolution[0] / VOLUMETRICS_GI_WORKGROUP_RESOLUTION[0]),
80
70
  Math.ceil(resolution[1] / VOLUMETRICS_GI_WORKGROUP_RESOLUTION[1]),
@@ -0,0 +1,10 @@
1
+ /**
2
+ * The froxel GI stage: the renderer's indirect lighting at every froxel, one thread per froxel. Which
3
+ * mode's light it asks for is a shader switch ({@link chunk_volumetrics_gi_sample}); the bindings are
4
+ * the same for every mode. See `chunk_volumetrics_gi` for what it does with the answer.
5
+ *
6
+ * @type {ComputeShader}
7
+ */
8
+ export const shader_volumetrics_gi: ComputeShader;
9
+ import { ComputeShader } from "../../shader/ComputeShader.js";
10
+ //# sourceMappingURL=shader_volumetrics_gi.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_volumetrics_gi.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.js"],"names":[],"mappings":"AAuCA;;;;;;GAMG;AACH,oCAFU,aAAa,CAMpB;8BA9C2B,+BAA+B"}
@@ -0,0 +1,51 @@
1
+ import { BRICK4_DATA_STRUCT } from "../../global_illumination/brick4/gpu/BRICK4_DATA_STRUCT.js";
2
+ import { LPV_SHADER_RESOURCE_GROUP_WITH_DEFAULTS } from "../../global_illumination/probe/octahedral/LPV_SHADER_RESOURCE_GROUP.js";
3
+ import { ENVIRONMENT_SH_TYPE } from "../../light/environment/shader_project_environment_sh.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import { chunk_volumetrics_gi } from "./chunk_volumetrics_gi.js";
8
+ import { chunk_volumetrics_gi_sample } from "./chunk_volumetrics_gi_sample.js";
9
+ import { VOLUMETRICS_GI_WORKGROUP_RESOLUTION, volumetrics_gi_resource_group } from "./volumetrics_gi_resources.js";
10
+
11
+ const resources = new ShaderResourceSetDescriptor();
12
+
13
+ // every indirect lighting mode's source, whichever the variant reads (chunk_volumetrics_gi_sample). The pass
14
+ // binds the environment and the running mode's source; the others have defaults the variant does not read.
15
+ resources.addGroup(
16
+ volumetrics_gi_resource_group()
17
+ .addUniform("environment_sh", ENVIRONMENT_SH_TYPE)
18
+ .addStorageBuffer("brick4", BRICK4_DATA_STRUCT, false, true)
19
+ );
20
+ resources.addGroup(LPV_SHADER_RESOURCE_GROUP_WITH_DEFAULTS);
21
+
22
+ const body = CodeChunk.from(
23
+ //language=WGSL
24
+ `
25
+ @compute @workgroup_size(${VOLUMETRICS_GI_WORKGROUP_RESOLUTION.join(", ")})
26
+ fn main(@builtin(global_invocation_id) voxel: vec3<u32>) {
27
+ let resolution = textureDimensions(tGIY);
28
+
29
+ if (any(voxel >= resolution)) {
30
+ return;
31
+ }
32
+
33
+ volumetrics_gi_store(voxel, volumetrics_gi_sample(voxel, resolution));
34
+ }
35
+ `, [
36
+ chunk_volumetrics_gi,
37
+ chunk_volumetrics_gi_sample,
38
+ ]);
39
+
40
+ /**
41
+ * The froxel GI stage: the renderer's indirect lighting at every froxel, one thread per froxel. Which
42
+ * mode's light it asks for is a shader switch ({@link chunk_volumetrics_gi_sample}); the bindings are
43
+ * the same for every mode. See `chunk_volumetrics_gi` for what it does with the answer.
44
+ *
45
+ * @type {ComputeShader}
46
+ */
47
+ export const shader_volumetrics_gi = ComputeShader.from({
48
+ label: "Volumetrics / GI",
49
+ resources,
50
+ body,
51
+ });
@@ -6,6 +6,16 @@
6
6
  * @returns {ShaderResourceGroupDescriptor}
7
7
  */
8
8
  export function volumetrics_gi_resource_group(): ShaderResourceGroupDescriptor;
9
+ /**
10
+ * The froxel GI's luma volume, as its modules write it (`chunk_volumetrics_gi`).
11
+ * @type {ShaderResourceDescriptor}
12
+ */
13
+ export const VOLUMETRICS_GI_Y_RESOURCE: ShaderResourceDescriptor;
14
+ /**
15
+ * The froxel GI's chroma volume, as its modules write it (`chunk_volumetrics_gi`).
16
+ * @type {ShaderResourceDescriptor}
17
+ */
18
+ export const VOLUMETRICS_GI_COCG_RESOURCE: ShaderResourceDescriptor;
9
19
  /**
10
20
  * Workgroup shape of every froxel GI module, `[x, y, z]` in froxels: flat in z like the lighting
11
21
  * pass, and 64 invocations.
@@ -14,4 +24,5 @@ export function volumetrics_gi_resource_group(): ShaderResourceGroupDescriptor;
14
24
  */
15
25
  export const VOLUMETRICS_GI_WORKGROUP_RESOLUTION: number[];
16
26
  import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
27
+ import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
17
28
  //# sourceMappingURL=volumetrics_gi_resources.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"volumetrics_gi_resources.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.js"],"names":[],"mappings":"AAIA;;;;;;GAMG;AACH,iDAFa,6BAA6B,CAQzC;AAED;;;;;GAKG;AACH,kDAFU,MAAM,EAAE,CAE2C;8CAxBf,wDAAwD"}
1
+ {"version":3,"file":"volumetrics_gi_resources.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.js"],"names":[],"mappings":"AAiBA;;;;;;GAMG;AACH,iDAFa,6BAA6B,CAQzC;AAzBD;;;GAGG;AACH,wCAFU,wBAAwB,CAE0F;AAE5H;;;GAGG;AACH,2CAFU,wBAAwB,CAEgG;AAiBlI;;;;;GAKG;AACH,kDAFU,MAAM,EAAE,CAE2C;8CApCf,wDAAwD;yCAD7D,mDAAmD"}
@@ -1,6 +1,19 @@
1
- import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
1
+ import { CAMERA_RESOURCE } from "../../camera/CAMERA_RESOURCE.js";
2
+ import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
2
3
  import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
3
- import { VOLUMETRICS_METADATA_STRUCT } from "../VOLUMETRICS_METADATA_STRUCT.js";
4
+ import { VOLUMETRICS_METADATA_RESOURCE } from "../VOLUMETRICS_RESOURCES.js";
5
+
6
+ /**
7
+ * The froxel GI's luma volume, as its modules write it (`chunk_volumetrics_gi`).
8
+ * @type {ShaderResourceDescriptor}
9
+ */
10
+ export const VOLUMETRICS_GI_Y_RESOURCE = ShaderResourceDescriptor.storageTexture("tGIY", "rgba16float", "3d", "write-only");
11
+
12
+ /**
13
+ * The froxel GI's chroma volume, as its modules write it (`chunk_volumetrics_gi`).
14
+ * @type {ShaderResourceDescriptor}
15
+ */
16
+ export const VOLUMETRICS_GI_COCG_RESOURCE = ShaderResourceDescriptor.storageTexture("tGICoCg", "rgba16float", "3d", "write-only");
4
17
 
5
18
  /**
6
19
  * The bindings every froxel GI module has, whatever its mode reads: where the froxels are, and the
@@ -11,10 +24,10 @@ import { VOLUMETRICS_METADATA_STRUCT } from "../VOLUMETRICS_METADATA_STRUCT.js";
11
24
  */
12
25
  export function volumetrics_gi_resource_group() {
13
26
  return new ShaderResourceGroupDescriptor()
14
- .addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
15
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
16
- .addStorageTexture("tGIY", "rgba16float", "3d", "write-only")
17
- .addStorageTexture("tGICoCg", "rgba16float", "3d", "write-only");
27
+ .add(VOLUMETRICS_METADATA_RESOURCE)
28
+ .add(CAMERA_RESOURCE)
29
+ .add(VOLUMETRICS_GI_Y_RESOURCE)
30
+ .add(VOLUMETRICS_GI_COCG_RESOURCE);
18
31
  }
19
32
 
20
33
  /**
@@ -18,12 +18,15 @@
18
18
  * @param {number} options.shadowmap_atlas
19
19
  * @param {number} options.volumetrics_metadata where the froxels are
20
20
  * @param {number[]} options.resolution the froxel grid
21
- * @param {import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode} options.indirect_lighting_mode which froxel GI
22
- * module starts the volume
23
- * @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the lights' pass is built for them
21
+ * @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the GI that starts the volume and the
22
+ * lights' pass are built for them
23
+ * @param {import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
24
+ * while Brick4 runs
25
+ * @param {import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
26
+ * scene's, while LPV runs
24
27
  * @returns {{Y: number, CoCg: number}} handles of the volume: luma SH2, and chroma in `.rg`
25
28
  */
26
- export function graph_build_froxel_irradiance({ graph, camera, view, lights, light_cluster_data, light_cluster_lookup, light_cluster_parameters, shadowmap_atlas, volumetrics_metadata, resolution, indirect_lighting_mode, shader_switches, }: {
29
+ export function graph_build_froxel_irradiance({ graph, camera, view, lights, light_cluster_data, light_cluster_lookup, light_cluster_parameters, shadowmap_atlas, volumetrics_metadata, resolution, shader_switches, brick4, lpv, }: {
27
30
  graph: import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
28
31
  camera: import("../camera/GPUCameraContext.js").GPUCameraContext;
29
32
  view: import("../view/GPUViewContext.js").GPUViewContext;
@@ -34,8 +37,9 @@ export function graph_build_froxel_irradiance({ graph, camera, view, lights, lig
34
37
  shadowmap_atlas: number;
35
38
  volumetrics_metadata: number;
36
39
  resolution: number[];
37
- indirect_lighting_mode: import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode;
38
40
  shader_switches?: ShaderSwitchSet;
41
+ brick4?: import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap;
42
+ lpv?: import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume;
39
43
  }): {
40
44
  Y: number;
41
45
  CoCg: number;
@@ -1 +1 @@
1
- {"version":3,"file":"graph_build_froxel_irradiance.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/graph_build_froxel_irradiance.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH;IAfmG,KAAK,EAA7F,OAAO,2DAA2D,EAAE,UAAU;IACZ,MAAM,EAAxE,OAAO,+BAA+B,EAAE,gBAAgB;IACI,IAAI,EAAhE,OAAO,2BAA2B,EAAE,cAAc;IACmB,MAAM,EAA3E,OAAO,gCAAgC,EAAE,kBAAkB;IAC3C,kBAAkB,EAAlC,MAAM;IACU,oBAAoB,EAApC,MAAM;IACU,wBAAwB,EAAxC,MAAM;IACU,eAAe,EAA/B,MAAM;IACU,oBAAoB,EAApC,MAAM;IACY,UAAU,EAA5B,MAAM,EAAE;IACqE,sBAAsB,EAAnG,OAAO,iCAAiC,EAAE,yBAAyB;IAEzC,eAAe,GAAzC,eAAe;IACb;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAC,CAmFrC;gCAjH+B,uCAAuC"}
1
+ {"version":3,"file":"graph_build_froxel_irradiance.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/graph_build_froxel_irradiance.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH;IAlBmG,KAAK,EAA7F,OAAO,2DAA2D,EAAE,UAAU;IACZ,MAAM,EAAxE,OAAO,+BAA+B,EAAE,gBAAgB;IACI,IAAI,EAAhE,OAAO,2BAA2B,EAAE,cAAc;IACmB,MAAM,EAA3E,OAAO,gCAAgC,EAAE,kBAAkB;IAC3C,kBAAkB,EAAlC,MAAM;IACU,oBAAoB,EAApC,MAAM;IACU,wBAAwB,EAAxC,MAAM;IACU,eAAe,EAA/B,MAAM;IACU,oBAAoB,EAApC,MAAM;IACY,UAAU,EAA5B,MAAM,EAAE;IACkB,eAAe,GAAzC,eAAe;IAEoE,MAAM,GAAzF,OAAO,iDAAiD,EAAE,cAAc;IAEkB,GAAG,GAA7F,OAAO,mDAAmD,EAAE,mBAAmB;IAE7E;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAC,CAsFrC;gCAvH+B,uCAAuC"}
@@ -26,9 +26,12 @@ import { shader_volumetrics_build_irradiance } from "./shader_volumetrics_build_
26
26
  * @param {number} options.shadowmap_atlas
27
27
  * @param {number} options.volumetrics_metadata where the froxels are
28
28
  * @param {number[]} options.resolution the froxel grid
29
- * @param {import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode} options.indirect_lighting_mode which froxel GI
30
- * module starts the volume
31
- * @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the lights' pass is built for them
29
+ * @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the GI that starts the volume and the
30
+ * lights' pass are built for them
31
+ * @param {import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
32
+ * while Brick4 runs
33
+ * @param {import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
34
+ * scene's, while LPV runs
32
35
  * @returns {{Y: number, CoCg: number}} handles of the volume: luma SH2, and chroma in `.rg`
33
36
  */
34
37
  export function graph_build_froxel_irradiance({
@@ -42,13 +45,16 @@ export function graph_build_froxel_irradiance({
42
45
  shadowmap_atlas,
43
46
  volumetrics_metadata,
44
47
  resolution,
45
- indirect_lighting_mode,
46
48
  shader_switches = ShaderSwitchSet.EMPTY,
49
+ brick4,
50
+ lpv,
47
51
  }) {
48
52
 
49
53
  const gi = graph_build_froxel_gi({
50
54
  graph,
51
- indirect_lighting_mode,
55
+ shader_switches,
56
+ brick4,
57
+ lpv,
52
58
  scene_ctx: view.scene,
53
59
  camera,
54
60
  volumetrics_metadata,
@@ -1 +1 @@
1
- {"version":3,"file":"graph_build_volumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/graph_build_volumetrics.js"],"names":[],"mappings":"AA4VA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH;IAtB+B,KAAK;IACC,MAAM;IACJ,MAAM;IACV,IAAI;IACZ,GAAG;IAIH,kBAAkB,EAAlC,MAAM;IACU,oBAAoB,EAApC,MAAM;IACU,wBAAwB,EAAxC,MAAM;IACU,eAAe,EAA/B,MAAM;IACY,qBAAqB,EAAvC,MAAM,EAAE;IACU,qBAAqB,EAAvC,MAAM,EAAE;IAGQ,oBAAoB,EAApC,MAAM;IACW,WAAW,GAA5B,MAAM;IACW,UAAU,GAA3B,MAAM;IACqB,eAAe;IAChB,eAAe,GAAzC,eAAe;;;;;;EAiLzB;gCApiB+B,uCAAuC"}
1
+ {"version":3,"file":"graph_build_volumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/graph_build_volumetrics.js"],"names":[],"mappings":"AA+aA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH;IAtB+B,KAAK;IACC,MAAM;IACJ,MAAM;IACV,IAAI;IACZ,GAAG;IAIH,kBAAkB,EAAlC,MAAM;IACU,oBAAoB,EAApC,MAAM;IACU,wBAAwB,EAAxC,MAAM;IACU,eAAe,EAA/B,MAAM;IACY,qBAAqB,EAAvC,MAAM,EAAE;IACU,qBAAqB,EAAvC,MAAM,EAAE;IAGQ,oBAAoB,EAApC,MAAM;IACW,WAAW,GAA5B,MAAM;IACW,UAAU,GAA3B,MAAM;IACqB,eAAe;IAChB,eAAe,GAAzC,eAAe;;;;;;EAsLzB;gCA3nB+B,uCAAuC"}
@@ -1,5 +1,6 @@
1
1
  import { assert } from "../../../core/assert.js";
2
2
  import { SamplerDescriptor } from "../../descriptor/texture/SamplerDescriptor.js";
3
+ import { BufferResourceDescriptor } from "../../device/graph/BufferResourceDescriptor.js";
3
4
  import { TextureResourceDescriptor } from "../../device/graph/TextureResourceDescriptor.js";
4
5
  import { ShaderSwitchSet } from "../shader/compiler/ShaderSwitchSet.js";
5
6
  import { graph_compute_pass } from "../shader/graph/compute/graph_compute_pass.js";
@@ -8,8 +9,15 @@ import { graph_import_texture } from "../shader/graph/graph_import_texture.js";
8
9
  import { SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR } from "../shadow/map/SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR.js";
9
10
  import { STATIC_GRAPHICS_ENGINE_ASSETS } from "../STATIC_GRAPHICS_ENGINE_ASSETS.js";
10
11
  import { DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR } from "../texture/DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR.js";
12
+ import { WIND_FIELD_UNIFORM } from "../wind/WIND_FIELD_UNIFORM.js";
11
13
  import { volumetrics_sun_shadow_texture_name } from "./chunk_volumetrics_sun_optical_depth.js";
12
14
  import { PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR } from "./noise/PARTICIPATING_MEDIA_NOISE.js";
15
+ import { VOLUMETRICS_MEDIA_WORKGROUP_RESOLUTION } from "./chunk_volumetrics_media_group_list.js";
16
+ import { shader_volumetrics_bin_participating_media } from "./shader_volumetrics_bin_participating_media.js";
17
+ import {
18
+ shader_volumetrics_split_participating_media,
19
+ VOLUMETRICS_MEDIA_SPLIT_LANES
20
+ } from "./shader_volumetrics_split_participating_media.js";
13
21
  import { shader_volumetrics_build_lighting } from "./shader_volumetrics_build_lighting.js";
14
22
  import { shader_volumetrics_build_participating_media } from "./shader_volumetrics_build_participating_media.js";
15
23
  import { shader_volumetrics_build_scattering_lut } from "./shader_volumetrics_build_scattering_lut.js";
@@ -33,6 +41,7 @@ import {
33
41
  * @param {GPUViewContext} options.view
34
42
  * @param {number} options.volumetrics_metadata
35
43
  * @param {number[]} options.resolution output resolution
44
+ * @param {ShaderSwitchSet} options.shader_switches the renderer's; the build adds the wind field's shape
36
45
  */
37
46
  function graph_integrate_participating_media({
38
47
  graph,
@@ -41,10 +50,26 @@ function graph_integrate_participating_media({
41
50
  view,
42
51
  volumetrics_metadata,
43
52
  resolution,
53
+ shader_switches,
44
54
  }) {
45
55
 
46
56
  const data = {};
47
57
 
58
+ // the media build's workgroups, each of which the bin gives a list of the volumes it may see
59
+ const groups = [
60
+ Math.ceil(resolution[0] / VOLUMETRICS_MEDIA_WORKGROUP_RESOLUTION[0]),
61
+ Math.ceil(resolution[1] / VOLUMETRICS_MEDIA_WORKGROUP_RESOLUTION[1]),
62
+ resolution[2],
63
+ ];
64
+
65
+ // A bit a volume. Sized from the scene's volumes, which the table's rows never outnumber; the
66
+ // shaders take the volume count off the table and the words a list gets off this buffer.
67
+ const volume_count = scene.volumetrics.source.volumes.length;
68
+ const list_words = Math.ceil(volume_count / 32);
69
+ const group_lists_bytes = 4 * Math.max(4, groups[0] * groups[1] * groups[2] * list_words);
70
+
71
+ // the near and the far field: a count, then a row for every volume either may hold
72
+ const field_bytes = 4 * Math.max(4, 1 + volume_count);
48
73
 
49
74
  const pass = graph.add(
50
75
  "aerial lut",
@@ -66,10 +91,40 @@ function graph_integrate_participating_media({
66
91
  */
67
92
  const output1 = resources.get(data.output1);
68
93
 
94
+ const group_lists = resources.get(data.group_lists);
95
+ const near_field = resources.get(data.near_field);
96
+ const far_field = resources.get(data.far_field);
97
+
69
98
  const encoder = context.encoder;
70
99
 
71
100
  const volumetrics_metadata = resources.get(data.volumetrics_metadata);
72
101
 
102
+ shader_volumetrics_split_participating_media.dispatch({
103
+ encoder,
104
+ bindings: {
105
+ camera: camera.buffer.buffer,
106
+ volumetrics_metadata,
107
+ scene_database: scene.scene_database_buffer,
108
+ near_field,
109
+ far_field,
110
+ },
111
+ group_count_x: Math.max(1, Math.ceil(volume_count / VOLUMETRICS_MEDIA_SPLIT_LANES)),
112
+ });
113
+
114
+ shader_volumetrics_bin_participating_media.dispatch({
115
+ encoder,
116
+ bindings: {
117
+ camera: camera.buffer.buffer,
118
+ volumetrics_metadata,
119
+ scene_database: scene.scene_database_buffer,
120
+ near_field,
121
+ group_lists,
122
+ },
123
+ group_count_x: groups[0],
124
+ group_count_y: groups[1],
125
+ group_count_z: groups[2],
126
+ });
127
+
73
128
  /**
74
129
  * The scene's noise atlas, imported this frame so a grow between frames is seen.
75
130
  * @type {GPUTextureContext}
@@ -79,28 +134,55 @@ function graph_integrate_participating_media({
79
134
  // the per-froxel point the noise is read at moves by this volume every frame
80
135
  const tSTBN_vec3 = context.graphics.textures.obtain(STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec3);
81
136
 
82
- shader_volumetrics_build_participating_media.dispatchThreads({
137
+ const bindings = {
138
+ camera: camera.buffer.buffer,
139
+ view: view.uniform_buffer.buffer,
140
+ volumetrics_metadata,
141
+ scene_database: scene.scene_database_buffer,
142
+ tSTBN_vec3: tSTBN_vec3.obtainView(),
143
+ tParticipatingMediaNoise: noise_atlas.obtainView(),
144
+ sParticipatingMediaNoise: context.graphics.samplers.obtain(PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR),
145
+ tOutput0: output0.obtainView(DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR),
146
+ tOutput1: output1.obtainView(DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR),
147
+ group_lists,
148
+ };
149
+
150
+ // taken this frame rather than held: a producer that grows the field replaces its atlas
151
+ scene.wind.bind(bindings);
152
+
153
+ // and read in the shape it has this frame: with no cascades the wind is the far field
154
+ // everywhere, and that variant links neither the cascades' read nor the noise's flow map
155
+ const switches = shader_switches.with(WIND_FIELD_UNIFORM, scene.wind.cascade_count === 0);
156
+
157
+ shader_volumetrics_build_participating_media.variant(switches).dispatchThreads({
83
158
  encoder,
84
159
  thread_count_x: output0.width,
85
160
  thread_count_y: output0.height,
86
161
  thread_count_z: output0.depth,
87
- bindings: {
88
- camera: camera.buffer.buffer,
89
- view: view.uniform_buffer.buffer,
90
- volumetrics_metadata,
91
- scene_database: scene.scene_database_buffer,
92
- tSTBN_vec3: tSTBN_vec3.obtainView(),
93
- tParticipatingMediaNoise: noise_atlas.obtainView(),
94
- sParticipatingMediaNoise: context.graphics.samplers.obtain(PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR),
95
- tOutput0: output0.obtainView(DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR),
96
- tOutput1: output1.obtainView(DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR),
97
- }
162
+ bindings,
98
163
  });
99
164
 
100
165
 
101
166
  });
102
167
 
103
168
  data.volumetrics_metadata = pass.read(volumetrics_metadata);
169
+ // the split appends to lists counted from zero
170
+ data.near_field = pass.create("participating media near field", BufferResourceDescriptor.from(
171
+ field_bytes,
172
+ GPUBufferUsage.STORAGE,
173
+ 0, 4,
174
+ ));
175
+ data.far_field = pass.create("participating media far field", BufferResourceDescriptor.from(
176
+ field_bytes,
177
+ GPUBufferUsage.STORAGE,
178
+ 0, 4,
179
+ ));
180
+ // the bin ORs bits into zeroed lists
181
+ data.group_lists = pass.create("participating media group lists", BufferResourceDescriptor.from(
182
+ group_lists_bytes,
183
+ GPUBufferUsage.STORAGE,
184
+ 0, group_lists_bytes,
185
+ ));
104
186
  data.noise_atlas = pass.read(graph_import_texture(graph, scene.volumetrics.noise_atlas.texture, "volumetrics noise atlas"));
105
187
 
106
188
  data.output0 = pass.create("Participating Media 0", TextureResourceDescriptor.from({
@@ -120,6 +202,7 @@ function graph_integrate_participating_media({
120
202
  participating_media0: data.output0,
121
203
  participating_media1: data.output1,
122
204
  volumetrics_metadata: data.volumetrics_metadata,
205
+ far_field: data.far_field,
123
206
  };
124
207
  }
125
208
 
@@ -409,6 +492,7 @@ export function graph_build_volumetrics({
409
492
  const {
410
493
  participating_media0,
411
494
  participating_media1,
495
+ far_field,
412
496
  } = graph_integrate_participating_media({
413
497
  graph,
414
498
  scene: view.scene,
@@ -416,6 +500,7 @@ export function graph_build_volumetrics({
416
500
  resolution: volumetric_resolution,
417
501
  volumetrics_metadata,
418
502
  camera,
503
+ shader_switches,
419
504
  });
420
505
 
421
506
  const sun_shadow_cascades = graph_build_sun_shadow_volume({
@@ -484,6 +569,7 @@ export function graph_build_volumetrics({
484
569
 
485
570
  const light_scattering_lut = resources.get(data.light_scattering_lut);
486
571
  const sun_transmittance_lut = resources.get(data.sun_transmittance_lut);
572
+ const far_field = resources.get(data.far_field);
487
573
 
488
574
  const encoder = context.encoder;
489
575
 
@@ -513,6 +599,7 @@ export function graph_build_volumetrics({
513
599
 
514
600
  // RDR2-style far-field march inputs (used beyond froxel_far)
515
601
  scene_database: view.scene.scene_database_buffer,
602
+ far_field,
516
603
  light_data: lights.buffer_data,
517
604
  tSunTransmittance: sun_transmittance_lut.obtainView(),
518
605
 
@@ -527,6 +614,7 @@ export function graph_build_volumetrics({
527
614
  a_data.participating_media1 = a_pass.read(participating_media1);
528
615
  a_data.volumetrics_metadata = a_pass.read(volumetrics_metadata);
529
616
  a_data.sun_transmittance_lut = a_pass.read(transmittance_lut);
617
+ a_data.far_field = a_pass.read(far_field);
530
618
 
531
619
  a_data.output = a_pass.create("Integrated Volumetrics", TextureResourceDescriptor.from({
532
620
  resolution: volumetric_resolution,
@@ -88,6 +88,41 @@ export const PARTICIPATING_MEDIA_NOISE_WARP_SCROLL: number;
88
88
  * @type {readonly number[]}
89
89
  */
90
90
  export const PARTICIPATING_MEDIA_NOISE_WARP_DIRECTION: readonly number[];
91
+ /**
92
+ * The flow map's period, seconds: how long each of the two phases that carry the noise along the
93
+ * wind field's departure from its far field runs before it resets, half a period apart, each reset
94
+ * at zero weight. See `chunk_participating_media_noise`.
95
+ *
96
+ * **The pulse against the stretch, measured** (RTX 4090, 2026-10-16: the engine's tile read back off
97
+ * the device, and the GPU fluid read back over a fog volume while a wake circled through it at
98
+ * 10 m/s beside a vortex, at `GPUFluidComponent`'s defaults):
99
+ * - the pulse: how much of the field's change is the crossfade rather than the transport, the rms
100
+ * of the one over the rms of the other for a uniform departure. It depends only on the reach
101
+ * `λ = |d| · P / noise_scale`, tile units a period: about 1 (the noise rebuilds in place as fast as
102
+ * it travels, and no travel reads) up to λ ≈ 0.08, 0.47 at 0.32, 0.15 at 1 — features have to move
103
+ * about a quarter of a tile, the default tile's feature, before they are seen to move;
104
+ * - the stretch: the deformation a phase puts on the noise, `σ_max(I − φ · P · ∇d) − 1`, averaged
105
+ * over the phases by their weights;
106
+ * - where the departure reads (|d| ≥ 1 m/s, 2,429 lattice points at 0.5 m), at the default
107
+ * `noise_scale` of 32 m, the medians cross at 2.48 s: 1.05 against 0.34 at 1 s, 0.98 against 0.73
108
+ * at 2 s, 0.88 against 1.15 at 3 s, 0.77 against 1.60 at 4 s. At a 16 m scale they cross at 2.06 s,
109
+ * and over |d| ≥ 0.5 m/s at 2.4 to 2.9 s.
110
+ *
111
+ * So 2.5 s, the balance at the engine's default scale. It scales as `sqrt(feature · flow length) /
112
+ * speed`, so no one period is the balance everywhere.
113
+ * @type {number}
114
+ */
115
+ export const PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD: number;
116
+ /**
117
+ * Below this reach, in tile units a flow period, the departure from the far field takes no flow map:
118
+ * one tap, the uniform-air path. Ignoring a reach moves the lookup by at most the reach, which moves
119
+ * the multiplier by at most the tile's steepest gradient times it; the engine's tile, read back off
120
+ * the device, rises at most 35.3 a tile unit (median 9.6), so at this reach the most the neglect
121
+ * changes the multiplier is half an `r8unorm` step, below what the tile itself resolves. The reach
122
+ * ramps in from here to twice here, so the branch is continuous.
123
+ * @type {number}
124
+ */
125
+ export const PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD: number;
91
126
  /**
92
127
  * How the atlas is sampled: trilinear, and clamped — the wrap is done by the skirt and by `fract`
93
128
  * on the tile coordinate, never by the sampler, which would wrap the whole atlas.
@@ -1 +1 @@
1
- {"version":3,"file":"PARTICIPATING_MEDIA_NOISE.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/noise/PARTICIPATING_MEDIA_NOISE.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;GAeG;AAEH;;;GAGG;AACH,0DAFU,MAAM,CAE+C;AAE/D;;;GAGG;AACH,oDAFU,MAAM,CAEuC;AAEvD;;;GAGG;AACH,kDAFU,MAAM,CAE2H;AAE3I;;;GAGG;AACH,qEAA+D;AAE/D;;;GAGG;AACH,sDAFU,MAAM,CAEyC;AAEzD;;GAEG;AACH,sDAFU,MAAM,CAEyC;AAEzD;;;;GAIG;AACH,uDAFU,MAAM,CAE0C;AAE1D;;;;GAIG;AACH,qDAFU,MAAM,CAEwC;AAExD;;;;GAIG;AACH,yDAFU,MAAM,CAE4C;AAE5D;;;;;GAKG;AACH,wDAFU,MAAM,CAE2C;AAE3D;;;;GAIG;AACH,mDAFU,MAAM,CAEwC;AAExD;;;;;GAKG;AACH,oDAFU,MAAM,CAE0C;AAE1D;;;;;GAKG;AACH,uDAFU,SAAS,MAAM,EAAE,CAE+D;AAE1F;;;;GAIG;AACH,2DAFU,iBAAiB,CAKxB;kCAlH+B,kDAAkD"}
1
+ {"version":3,"file":"PARTICIPATING_MEDIA_NOISE.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/noise/PARTICIPATING_MEDIA_NOISE.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;GAeG;AAEH;;;GAGG;AACH,0DAFU,MAAM,CAE+C;AAE/D;;;GAGG;AACH,oDAFU,MAAM,CAEuC;AAEvD;;;GAGG;AACH,kDAFU,MAAM,CAE2H;AAE3I;;;GAGG;AACH,qEAA+D;AAE/D;;;GAGG;AACH,sDAFU,MAAM,CAEyC;AAEzD;;GAEG;AACH,sDAFU,MAAM,CAEyC;AAEzD;;;;GAIG;AACH,uDAFU,MAAM,CAE0C;AAE1D;;;;GAIG;AACH,qDAFU,MAAM,CAEwC;AAExD;;;;GAIG;AACH,yDAFU,MAAM,CAE4C;AAE5D;;;;;GAKG;AACH,wDAFU,MAAM,CAE2C;AAE3D;;;;GAIG;AACH,mDAFU,MAAM,CAEwC;AAExD;;;;;GAKG;AACH,oDAFU,MAAM,CAE0C;AAE1D;;;;;GAKG;AACH,uDAFU,SAAS,MAAM,EAAE,CAE+D;AAE1F;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,oDAFU,MAAM,CAEyC;AAEzD;;;;;;;;GAQG;AACH,uDAFU,MAAM,CAE6D;AAE7E;;;;GAIG;AACH,2DAFU,iBAAiB,CAKxB;kCAvJ+B,kDAAkD"}
@@ -104,6 +104,43 @@ export const PARTICIPATING_MEDIA_NOISE_WARP_SCROLL = 0.37;
104
104
  */
105
105
  export const PARTICIPATING_MEDIA_NOISE_WARP_DIRECTION = Object.freeze([0.6, 0.48, -0.64]);
106
106
 
107
+ /**
108
+ * The flow map's period, seconds: how long each of the two phases that carry the noise along the
109
+ * wind field's departure from its far field runs before it resets, half a period apart, each reset
110
+ * at zero weight. See `chunk_participating_media_noise`.
111
+ *
112
+ * **The pulse against the stretch, measured** (RTX 4090, 2026-10-16: the engine's tile read back off
113
+ * the device, and the GPU fluid read back over a fog volume while a wake circled through it at
114
+ * 10 m/s beside a vortex, at `GPUFluidComponent`'s defaults):
115
+ * - the pulse: how much of the field's change is the crossfade rather than the transport, the rms
116
+ * of the one over the rms of the other for a uniform departure. It depends only on the reach
117
+ * `λ = |d| · P / noise_scale`, tile units a period: about 1 (the noise rebuilds in place as fast as
118
+ * it travels, and no travel reads) up to λ ≈ 0.08, 0.47 at 0.32, 0.15 at 1 — features have to move
119
+ * about a quarter of a tile, the default tile's feature, before they are seen to move;
120
+ * - the stretch: the deformation a phase puts on the noise, `σ_max(I − φ · P · ∇d) − 1`, averaged
121
+ * over the phases by their weights;
122
+ * - where the departure reads (|d| ≥ 1 m/s, 2,429 lattice points at 0.5 m), at the default
123
+ * `noise_scale` of 32 m, the medians cross at 2.48 s: 1.05 against 0.34 at 1 s, 0.98 against 0.73
124
+ * at 2 s, 0.88 against 1.15 at 3 s, 0.77 against 1.60 at 4 s. At a 16 m scale they cross at 2.06 s,
125
+ * and over |d| ≥ 0.5 m/s at 2.4 to 2.9 s.
126
+ *
127
+ * So 2.5 s, the balance at the engine's default scale. It scales as `sqrt(feature · flow length) /
128
+ * speed`, so no one period is the balance everywhere.
129
+ * @type {number}
130
+ */
131
+ export const PARTICIPATING_MEDIA_NOISE_FLOW_PERIOD = 2.5;
132
+
133
+ /**
134
+ * Below this reach, in tile units a flow period, the departure from the far field takes no flow map:
135
+ * one tap, the uniform-air path. Ignoring a reach moves the lookup by at most the reach, which moves
136
+ * the multiplier by at most the tile's steepest gradient times it; the engine's tile, read back off
137
+ * the device, rises at most 35.3 a tile unit (median 9.6), so at this reach the most the neglect
138
+ * changes the multiplier is half an `r8unorm` step, below what the tile itself resolves. The reach
139
+ * ramps in from here to twice here, so the branch is continuous.
140
+ * @type {number}
141
+ */
142
+ export const PARTICIPATING_MEDIA_NOISE_FLOW_THRESHOLD = 1 / (2 * 255 * 35.3);
143
+
107
144
  /**
108
145
  * How the atlas is sampled: trilinear, and clamped — the wrap is done by the skirt and by `fract`
109
146
  * on the tile coordinate, never by the sampler, which would wrap the whole atlas.
@@ -11,7 +11,8 @@ export function enquire_bake_volumetrics_noise_tile_pipelines(enquiry: PipelineE
11
11
  *
12
12
  * @param {object} options
13
13
  * @param {import("../../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext} options.command
14
- * @param {import("../../texture/atlas/GPUTileAtlas3D.js").GPUTileAtlas3D} options.atlas a one-byte-a-texel atlas
14
+ * @param {import("../../texture/atlas/GPUTileAtlas3D.js").GPUTileAtlas3D} options.atlas a one-byte-a-texel atlas of
15
+ * cubic tiles: the field has `features` periods along every edge
15
16
  * @param {number} options.slot a live slot of it
16
17
  * @param {number} options.features base features along each edge of the content, an integer
17
18
  * @param {number} options.octaves octaves to sum, 1 to {@link VOLUMETRICS_NOISE_TILE_BAKE_OCTAVE_LIMIT}
@@ -1 +1 @@
1
- {"version":3,"file":"bake_volumetrics_noise_tile.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/noise/bake_volumetrics_noise_tile.js"],"names":[],"mappings":"AAkBA;;;;GAIG;AACH,uEAFW,eAAe,QAIzB;AAED;;;;;;;;;;;GAWG;AACH;IAN+F,OAAO,EAA3F,OAAO,2CAA2C,EAAE,sBAAsB;IACF,KAAK,EAA7E,OAAO,uCAAuC,EAAE,cAAc;IAC9C,IAAI,EAApB,MAAM;IACU,QAAQ,EAAxB,MAAM;IACU,OAAO,EAAvB,MAAM;SAqDhB;8BAjFY,OAAO,6CAA6C,EAAE,eAAe"}
1
+ {"version":3,"file":"bake_volumetrics_noise_tile.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/noise/bake_volumetrics_noise_tile.js"],"names":[],"mappings":"AAkBA;;;;GAIG;AACH,uEAFW,eAAe,QAIzB;AAED;;;;;;;;;;;;GAYG;AACH;IAP+F,OAAO,EAA3F,OAAO,2CAA2C,EAAE,sBAAsB;IACF,KAAK,EAA7E,OAAO,uCAAuC,EAAE,cAAc;IAE9C,IAAI,EAApB,MAAM;IACU,QAAQ,EAAxB,MAAM;IACU,OAAO,EAAvB,MAAM;SAyDhB;8BAtFY,OAAO,6CAA6C,EAAE,eAAe"}