@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
@@ -2,7 +2,6 @@ import { TextureResourceDescriptor } from "../../device/graph/TextureResourceDes
2
2
  import { DEFAULT_DEPTH_TEXTURE_VIEW } from "../depth/DEFAULT_DEPTH_TEXTURE_VIEW.js";
3
3
  import { graph_compute_pass } from "../shader/graph/compute/graph_compute_pass.js";
4
4
  import { graph_image_pass } from "../shader/graph/graph_image_pass.js";
5
- import { ShadeIndirectLightingMode } from "../ShadeIndirectLightingMode.js";
6
5
  import { ShaderSwitchSet } from "../shader/compiler/ShaderSwitchSet.js";
7
6
  import { graph_water_tessellation } from "./surface/graph_water_tessellation.js";
8
7
  import { water_lod_view, WATER_LOD_VIEW_STRUCT } from "./surface/lod/WATER_LOD.js";
@@ -12,8 +11,7 @@ import { GEOMETRY_MESHLET_TRIANGLE_LIMIT } from "../geometry/meshlet/GEOMETRY_ME
12
11
  import { STATIC_GRAPHICS_ENGINE_ASSETS } from "../STATIC_GRAPHICS_ENGINE_ASSETS.js";
13
12
  import { SAMPLER_LINEAR_UPSCALE } from "../texture/SAMPLER_LINEAR_UPSCALE.js";
14
13
  import { SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR } from "../shadow/map/SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR.js";
15
- import { create_water_finalize_pipeline_brick4, create_water_finalize_pipeline_ibl, create_water_pipeline,
16
- WATER_FINALIZE_RESOURCES_BRICK4, WATER_FINALIZE_RESOURCES_IBL, WATER_RESOURCES,
14
+ import { create_water_finalize_pipeline, create_water_pipeline, WATER_FINALIZE_RESOURCES, WATER_RESOURCES,
17
15
  WATER_TRACE_STRUCT } from "./shader_water.js";
18
16
  import { WATER_BAND_SAMPLER } from "./surface/GPUWaterSurface.js";
19
17
  import { shader_water_background_copy, shader_water_debug, shader_water_draw,
@@ -36,21 +34,17 @@ export class GPUWaterRenderer {
36
34
  */
37
35
  bodies = null;
38
36
  #pipeline = create_water_pipeline();
39
- /** The optics pipelines under IBL and under Brick4, each by the shader switch set it was built for. */
40
- #finalize_pipelines_ibl = new Map();
41
- #finalize_pipelines_brick4 = new Map();
37
+ /** The optics pipelines, each by the shader switch set it was built for. */
38
+ #finalize_pipelines = new Map();
42
39
  /**
43
- * @param {boolean} use_brick4
44
40
  * @param {ShaderSwitchSet} shader_switches
45
41
  * @returns {import("../../descriptor/pipeline/render/RenderPipelineDescriptor.js").RenderPipelineDescriptor}
46
42
  */
47
- #finalize_pipeline(use_brick4, shader_switches) {
48
- const cache = use_brick4 ? this.#finalize_pipelines_brick4 : this.#finalize_pipelines_ibl;
49
- let pipeline = cache.get(shader_switches);
43
+ #finalize_pipeline(shader_switches) {
44
+ let pipeline = this.#finalize_pipelines.get(shader_switches);
50
45
  if (pipeline === undefined) {
51
- pipeline = use_brick4 ? create_water_finalize_pipeline_brick4(shader_switches)
52
- : create_water_finalize_pipeline_ibl(shader_switches);
53
- cache.set(shader_switches, pipeline);
46
+ pipeline = create_water_finalize_pipeline(shader_switches);
47
+ this.#finalize_pipelines.set(shader_switches, pipeline);
54
48
  }
55
49
  return pipeline;
56
50
  }
@@ -163,7 +157,7 @@ export class GPUWaterRenderer {
163
157
 
164
158
  avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture,
165
159
  hzb_texture, environment_texture, light_cluster_parameters, light_cluster_lookup, light_cluster_data,
166
- shadowmap_atlas, indirect_lighting_mode = ShadeIndirectLightingMode.IBL, shader_switches = ShaderSwitchSet.EMPTY }) {
160
+ shadowmap_atlas, shader_switches = ShaderSwitchSet.EMPTY }) {
167
161
  const scene = view_ctx.scene;
168
162
  const settings = { ...this.settings };
169
163
  const probe = this.#probe;
@@ -240,11 +234,9 @@ export class GPUWaterRenderer {
240
234
  views.set(view_ctx, { data, mode: settings.debug_view, resolution });
241
235
  }
242
236
  const finalize_data = {};
243
- // the optics read the GI mode the meshes in this frame are lit by: a reflection or a sky that
244
- // misses on screen falls back to it, as SSR's resolve does
245
- const use_brick4 = indirect_lighting_mode === ShadeIndirectLightingMode.Brick4;
246
- const finalize_pipeline = this.#finalize_pipeline(use_brick4, shader_switches);
247
- const finalize_resources = use_brick4 ? WATER_FINALIZE_RESOURCES_BRICK4 : WATER_FINALIZE_RESOURCES_IBL;
237
+ // the optics read the GI mode the meshes in this frame are lit by, through the switches: a
238
+ // reflection or a sky that misses on screen falls back to it, as SSR's resolve does
239
+ const finalize_pipeline = this.#finalize_pipeline(shader_switches);
248
240
  const finalize = graph.add('Water / coherent optics', finalize_data, (d, resources, {encoder, graphics}) => {
249
241
  const shared = {
250
242
  camera: resources.get(d.camera), trace: encoder.allocateTransientValueBuffer(WATER_TRACE_STRUCT, settings),
@@ -261,12 +253,11 @@ export class GPUWaterRenderer {
261
253
  cluster_data: resources.get(d.light_cluster_data),
262
254
  shadowmapAtlas: resources.get(d.shadowmap_atlas).obtainView(),
263
255
  sCompareLinear: graphics.samplers.obtain(SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR),
256
+ // the light map, read under Brick4
257
+ brick4: view_ctx.scene.volumetric_light_map.buffer,
258
+ view: view_ctx.uniform_buffer.buffer,
264
259
  };
265
- if (use_brick4) {
266
- shared.brick4 = view_ctx.scene.volumetric_light_map.buffer;
267
- shared.view = view_ctx.uniform_buffer.buffer;
268
- }
269
- const bindings = finalize_resources.generateBindings(shared, encoder);
260
+ const bindings = WATER_FINALIZE_RESOURCES.generateBindings(shared, encoder);
270
261
  const copy_pipeline = shader_water_background_copy.pipeline;
271
262
  const copy_bindings = shader_water_background_copy.descriptor.resources.generateBindings({tScene: shared.tScene}, encoder);
272
263
  const render = encoder.constructRenderPass({label: 'Water / coherent optics', pipeline: finalize_pipeline, bindings: [],
@@ -1,14 +1,22 @@
1
1
  /**
2
2
  * The environment map: irradiance as its roughness-1 level × π, specular from its prefiltered levels.
3
- * Expects `tEnvironment`.
3
+ * Reads `tEnvironment`.
4
4
  * @type {CodeChunk}
5
5
  */
6
6
  export const chunk_water_gi_ibl: CodeChunk;
7
7
  /**
8
8
  * Brick4, the volumetric directional light map: position-dependent, so water under a bridge receives
9
- * less sky and reflects the bridge's light rather than the sky. Expects `brick4` and `view`.
9
+ * less sky and reflects the bridge's light rather than the sky. Reads `brick4` and `view`.
10
10
  * @type {CodeChunk}
11
11
  */
12
12
  export const chunk_water_gi_brick4: CodeChunk;
13
+ /**
14
+ * The water's indirect lighting by the renderer's mode ({@link INDIRECT_LIGHTING}): IBL and LPV
15
+ * {@link chunk_water_gi_ibl}, Brick4 {@link chunk_water_gi_brick4}. A pipeline that links it binds
16
+ * `tEnvironment`, `brick4` and `view`, and reads only its own mode's.
17
+ * @type {CodeChunkChoice}
18
+ */
19
+ export const chunk_water_gi: CodeChunkChoice;
13
20
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
21
+ import { CodeChunkChoice } from "../shader/compiler/CodeChunkChoice.js";
14
22
  //# sourceMappingURL=chunk_water_gi.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_water_gi.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/chunk_water_gi.js"],"names":[],"mappings":"AAqBA;;;;GAIG;AACH,iCAFU,SAAS,CAUoC;AAEvD;;;;GAIG;AACH,oCAFU,SAAS,CAgBwB;0BAlDjB,iCAAiC"}
1
+ {"version":3,"file":"chunk_water_gi.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/chunk_water_gi.js"],"names":[],"mappings":"AAuBA;;;;GAIG;AACH,iCAFU,SAAS,CAUoC;AAEvD;;;;GAIG;AACH,oCAFU,SAAS,CAgBwB;AAE3C;;;;;GAKG;AACH,6BAFU,eAAe,CAE6C;0BA1D5C,iCAAiC;gCAC3B,uCAAuC"}
@@ -1,56 +1,70 @@
1
- import { chunk_get_ibl_irradiance } from "../deferred/indirect/chunk_get_ibl_irradiance.js";
2
- import { chunk_get_ibl_radiance } from "../deferred/indirect/chunk_get_ibl_radiance.js";
3
- import {
4
- chunk_brick4_sample_forward_indirect
5
- } from "../global_illumination/brick4/gpu/draw/chunk_brick4_sample_forward_indirect.js";
6
- import { CodeChunk } from "../shader/compiler/CodeChunk.js";
7
-
8
- /*
9
- What the engine's indirect lighting says at a point on the water, one module per indirect-lighting
10
- mode, as SSR's resolve and the transparent mesh draw are split (WATER_OPTICS_PLAN_2026_10_02.md
11
- §5.4). Each defines the same two functions, so the water's optics body is written once and composed
12
- with either:
13
-
14
- - water_gi_irradiance(position, normal): plane irradiance on a surface facing normal — the sky light
15
- that enters the water;
16
- - water_gi_specular(position, normal, view_direction, roughness): the radiance a reflection that
17
- missed on screen falls back to. view_direction points from the surface to the camera.
18
-
19
- LPV has no transparent variant: like the transparent meshes, water uses the IBL module under it.
20
- */
21
-
22
- /**
23
- * The environment map: irradiance as its roughness-1 level × π, specular from its prefiltered levels.
24
- * Expects `tEnvironment`.
25
- * @type {CodeChunk}
26
- */
27
- export const chunk_water_gi_ibl = CodeChunk.from(/* language=WGSL */ `
28
- fn water_gi_irradiance(position: vec3<f32>, normal: vec3<f32>) -> vec3<f32> {
29
- return get_ibl_irradiance(normal);
30
- }
31
-
32
- fn water_gi_specular(position: vec3<f32>, normal: vec3<f32>, view_direction: vec3<f32>, roughness: f32) -> vec3<f32> {
33
- return get_ibl_radiance(view_direction, normal, roughness);
34
- }
35
- `, [chunk_get_ibl_irradiance, chunk_get_ibl_radiance]);
36
-
37
- /**
38
- * Brick4, the volumetric directional light map: position-dependent, so water under a bridge receives
39
- * less sky and reflects the bridge's light rather than the sky. Expects `brick4` and `view`.
40
- * @type {CodeChunk}
41
- */
42
- export const chunk_water_gi_brick4 = CodeChunk.from(/* language=WGSL */ `
43
- fn water_gi_irradiance(position: vec3<f32>, normal: vec3<f32>) -> vec3<f32> {
44
- var radiance: vec3<f32>;
45
- var irradiance: vec3<f32>;
46
- brick4_sample_forward_indirect(position, normal, normal, normal, 1.0, &radiance, &irradiance);
47
- return irradiance;
48
- }
49
-
50
- fn water_gi_specular(position: vec3<f32>, normal: vec3<f32>, view_direction: vec3<f32>, roughness: f32) -> vec3<f32> {
51
- var radiance: vec3<f32>;
52
- var irradiance: vec3<f32>;
53
- brick4_sample_forward_indirect(position, view_direction, normal, normal, roughness, &radiance, &irradiance);
54
- return radiance;
55
- }
56
- `, [chunk_brick4_sample_forward_indirect]);
1
+ import { chunk_get_ibl_irradiance } from "../deferred/indirect/chunk_get_ibl_irradiance.js";
2
+ import { chunk_get_ibl_radiance } from "../deferred/indirect/chunk_get_ibl_radiance.js";
3
+ import {
4
+ chunk_brick4_sample_forward_indirect
5
+ } from "../global_illumination/brick4/gpu/draw/chunk_brick4_sample_forward_indirect.js";
6
+ import { INDIRECT_LIGHTING } from "../INDIRECT_LIGHTING.js";
7
+ import { ShadeIndirectLightingMode } from "../ShadeIndirectLightingMode.js";
8
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
9
+ import { CodeChunkChoice } from "../shader/compiler/CodeChunkChoice.js";
10
+
11
+ /*
12
+ What the engine's indirect lighting says at a point on the water, by the renderer's indirect
13
+ lighting mode, as SSR's resolve and the transparent mesh draw choose theirs (WATER_OPTICS_PLAN_2026_10_02.md
14
+ §5.4). Each alternative defines the same two functions, so the water's optics body is written once:
15
+
16
+ - water_gi_irradiance(position, normal): plane irradiance on a surface facing normal — the sky light
17
+ that enters the water;
18
+ - water_gi_specular(position, normal, view_direction, roughness): the radiance a reflection that
19
+ missed on screen falls back to. view_direction points from the surface to the camera.
20
+
21
+ LPV has no transparent sampling: like the transparent meshes, water uses the environment under it.
22
+ */
23
+
24
+ /**
25
+ * The environment map: irradiance as its roughness-1 level × π, specular from its prefiltered levels.
26
+ * Reads `tEnvironment`.
27
+ * @type {CodeChunk}
28
+ */
29
+ export const chunk_water_gi_ibl = CodeChunk.from(/* language=WGSL */ `
30
+ fn water_gi_irradiance(position: vec3<f32>, normal: vec3<f32>) -> vec3<f32> {
31
+ return get_ibl_irradiance(normal);
32
+ }
33
+
34
+ fn water_gi_specular(position: vec3<f32>, normal: vec3<f32>, view_direction: vec3<f32>, roughness: f32) -> vec3<f32> {
35
+ return get_ibl_radiance(view_direction, normal, roughness);
36
+ }
37
+ `, [chunk_get_ibl_irradiance, chunk_get_ibl_radiance]);
38
+
39
+ /**
40
+ * Brick4, the volumetric directional light map: position-dependent, so water under a bridge receives
41
+ * less sky and reflects the bridge's light rather than the sky. Reads `brick4` and `view`.
42
+ * @type {CodeChunk}
43
+ */
44
+ export const chunk_water_gi_brick4 = CodeChunk.from(/* language=WGSL */ `
45
+ fn water_gi_irradiance(position: vec3<f32>, normal: vec3<f32>) -> vec3<f32> {
46
+ var radiance: vec3<f32>;
47
+ var irradiance: vec3<f32>;
48
+ brick4_sample_forward_indirect(position, normal, normal, normal, 1.0, &radiance, &irradiance);
49
+ return irradiance;
50
+ }
51
+
52
+ fn water_gi_specular(position: vec3<f32>, normal: vec3<f32>, view_direction: vec3<f32>, roughness: f32) -> vec3<f32> {
53
+ var radiance: vec3<f32>;
54
+ var irradiance: vec3<f32>;
55
+ brick4_sample_forward_indirect(position, view_direction, normal, normal, roughness, &radiance, &irradiance);
56
+ return radiance;
57
+ }
58
+ `, [chunk_brick4_sample_forward_indirect]);
59
+
60
+ /**
61
+ * The water's indirect lighting by the renderer's mode ({@link INDIRECT_LIGHTING}): IBL and LPV
62
+ * {@link chunk_water_gi_ibl}, Brick4 {@link chunk_water_gi_brick4}. A pipeline that links it binds
63
+ * `tEnvironment`, `brick4` and `view`, and reads only its own mode's.
64
+ * @type {CodeChunkChoice}
65
+ */
66
+ export const chunk_water_gi = CodeChunkChoice.from(INDIRECT_LIGHTING);
67
+
68
+ chunk_water_gi.add(ShadeIndirectLightingMode.IBL, chunk_water_gi_ibl);
69
+ chunk_water_gi.add(ShadeIndirectLightingMode.Brick4, chunk_water_gi_brick4);
70
+ chunk_water_gi.add(ShadeIndirectLightingMode.LPV, chunk_water_gi_ibl);
@@ -18,8 +18,8 @@
18
18
  * The medium's phase functions enter through b_b, which the bodies table integrates from them on the
19
19
  * GPU. The model is gated against the Monte Carlo slab oracle (`water_inscatter_oracle.spec.js`).
20
20
  *
21
- * Expects `light_data` and the shadow atlas bindings, and a `water_gi_irradiance` from one of the GI
22
- * modules. Returns radiance arriving at the surface from below; the caller takes it out of the water.
21
+ * Expects a `water_gi_irradiance` from one of the GI modules. Returns radiance arriving at the surface from below;
22
+ * the caller takes it out of the water.
23
23
  *
24
24
  * @type {CodeChunk}
25
25
  */
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_water_inscatter.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/optics/chunk_water_inscatter.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,oCAFU,SAAS,CAwFmF;0BApH5E,oCAAoC"}
1
+ {"version":3,"file":"chunk_water_inscatter.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/optics/chunk_water_inscatter.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,oCAFU,SAAS,CAwFmF;0BArH5E,oCAAoC"}
@@ -9,6 +9,7 @@ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
9
  import { chunk_shadowmap_get_light_visibility } from "../../shadow/map/shader/chunk_shadowmap_get_light_visibility.js";
10
10
  import { WATER_BODY_STRUCT } from "../medium/WATER_BODIES_STRUCT.js";
11
11
  import { chunk_water_optics } from "./chunk_water_optics.js";
12
+ import { LIGHT_DATA_RESOURCE } from "../../light/LIGHT_DATA_RESOURCE.js";
12
13
 
13
14
  /**
14
15
  * Light the water body sends back towards a viewer above it (WATER_OPTICS_PLAN_2026_10_02.md §4.4):
@@ -30,8 +31,8 @@ import { chunk_water_optics } from "./chunk_water_optics.js";
30
31
  * The medium's phase functions enter through b_b, which the bodies table integrates from them on the
31
32
  * GPU. The model is gated against the Monte Carlo slab oracle (`water_inscatter_oracle.spec.js`).
32
33
  *
33
- * Expects `light_data` and the shadow atlas bindings, and a `water_gi_irradiance` from one of the GI
34
- * modules. Returns radiance arriving at the surface from below; the caller takes it out of the water.
34
+ * Expects a `water_gi_irradiance` from one of the GI modules. Returns radiance arriving at the surface from below;
35
+ * the caller takes it out of the water.
35
36
  *
36
37
  * @type {CodeChunk}
37
38
  */
@@ -122,3 +123,5 @@ fn water_inscatter(body: WaterBody, origin: vec3<f32>, direction: vec3<f32>, up:
122
123
  }
123
124
  `, [WATER_BODY_STRUCT.declaration_chunk, chunk_water_optics, chunk_directional_lights_iteration_mask,
124
125
  chunk_get_directional_light_info_by_index, chunk_shadowmap_get_light_visibility, PI_DECLARATION]);
126
+
127
+ chunk_water_inscatter.requireResource(LIGHT_DATA_RESOURCE);
@@ -18,8 +18,7 @@
18
18
  * Stated limits: light the receiver had from lamps and its own emission is scaled by the same ratio,
19
19
  * and a highlight keeps its dry direction, scaled.
20
20
  *
21
- * Expects `light_data` and the shadow atlas bindings, and a `water_gi_irradiance` from one of the GI
22
- * modules.
21
+ * Expects a `water_gi_irradiance` from one of the GI modules.
23
22
  *
24
23
  * @type {CodeChunk}
25
24
  */
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_water_receiver_downwelling.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,+CAFU,SAAS,CAyCmE;0BArE5D,oCAAoC"}
1
+ {"version":3,"file":"chunk_water_receiver_downwelling.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,+CAFU,SAAS,CAyCmE;0BArE5D,oCAAoC"}
@@ -8,6 +8,7 @@ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
8
  import { chunk_shadowmap_get_light_visibility } from "../../shadow/map/shader/chunk_shadowmap_get_light_visibility.js";
9
9
  import { WATER_BODY_STRUCT } from "../medium/WATER_BODIES_STRUCT.js";
10
10
  import { chunk_water_optics } from "./chunk_water_optics.js";
11
+ import { LIGHT_DATA_RESOURCE } from "../../light/LIGHT_DATA_RESOURCE.js";
11
12
 
12
13
  /**
13
14
  * Light reaching a submerged receiver (WATER_OPTICS_PLAN_2026_10_02.md §4.3), applied by the water
@@ -29,8 +30,7 @@ import { chunk_water_optics } from "./chunk_water_optics.js";
29
30
  * Stated limits: light the receiver had from lamps and its own emission is scaled by the same ratio,
30
31
  * and a highlight keeps its dry direction, scaled.
31
32
  *
32
- * Expects `light_data` and the shadow atlas bindings, and a `water_gi_irradiance` from one of the GI
33
- * modules.
33
+ * Expects a `water_gi_irradiance` from one of the GI modules.
34
34
  *
35
35
  * @type {CodeChunk}
36
36
  */
@@ -74,3 +74,5 @@ fn water_receiver_downwelling(body: WaterBody, receiver: vec3<f32>, normal: vec3
74
74
  }
75
75
  `, [WATER_BODY_STRUCT.declaration_chunk, chunk_water_optics, chunk_directional_lights_iteration_mask,
76
76
  chunk_get_directional_light_info_by_index, chunk_shadowmap_get_light_visibility]);
77
+
78
+ chunk_water_receiver_downwelling.requireResource(LIGHT_DATA_RESOURCE);
@@ -1,19 +1,16 @@
1
1
  export function create_water_pipeline(): RenderPipelineDescriptor;
2
- /** The optics pipeline under IBL, its shader built for `switches` (a ShaderSwitchSet). */
3
- export function create_water_finalize_pipeline_ibl(switches: any): RenderPipelineDescriptor;
4
- /** The optics pipeline under Brick4, its shader built for `switches` (a ShaderSwitchSet). */
5
- export function create_water_finalize_pipeline_brick4(switches: any): RenderPipelineDescriptor;
2
+ /** The optics pipeline, its shader built for `switches` (a ShaderSwitchSet). */
3
+ export function create_water_finalize_pipeline(switches: any): RenderPipelineDescriptor;
6
4
  export const WATER_TRACE_STRUCT: WebGPUStruct;
7
- /** Optics under IBL (and LPV, which has no transparent variant): the lights and the environment. */
8
- export const WATER_FINALIZE_RESOURCES_IBL: ShaderResourceSetDescriptor;
9
- /** Optics under Brick4: the lights, and the light map with the view its sampling jitters by. */
10
- export const WATER_FINALIZE_RESOURCES_BRICK4: ShaderResourceSetDescriptor;
5
+ /**
6
+ * The optics: the lights, the environment, and the light map with the view its sampling jitters by.
7
+ * Every indirect lighting mode's resources, whichever the pipeline's variant reads (`chunk_water_gi`).
8
+ */
9
+ export const WATER_FINALIZE_RESOURCES: ShaderResourceSetDescriptor;
11
10
  export const chunk_water_screen_ray: CodeChunk;
12
11
  export const water_shader: ShaderDescriptor;
13
- /** The optics pass under IBL, and under LPV, which has no transparent variant. */
14
- export const water_finalize_shader_ibl: ShaderDescriptor;
15
- /** The optics pass under Brick4. */
16
- export const water_finalize_shader_brick4: ShaderDescriptor;
12
+ /** The optics pass; its variants differ in the indirect lighting they fall back to, and bind alike. */
13
+ export const water_finalize_shader: ShaderDescriptor;
17
14
  export const WATER_RESOURCES: ShaderResourceSetDescriptor;
18
15
  import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
19
16
  import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
@@ -1 +1 @@
1
- {"version":3,"file":"shader_water.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/shader_water.js"],"names":[],"mappings":"AA+mBA,kEAAuH;AACvH,0FAA0F;AAC1F,4FAEC;AACD,6FAA6F;AAC7F,+FAEC;AA7kBD,8CAKwB;AAiCxB,oGAAoG;AACpG,uEAAkE;AAGlE,gGAAgG;AAChG,0EAAqE;AAqOrE,+CAsFmB;AA8LnB,4CAAmG;AACnG,kFAAkF;AAClF,yDAC8G;AAC9G,oCAAoC;AACpC,4DACoH;AACpH,0DAAyC;yCAnlBA,8DAA8D;6BAkB1E,gCAAgC;4CAJjB,mDAAmD;0BADrE,iCAAiC;iCAE1B,+BAA+B"}
1
+ {"version":3,"file":"shader_water.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/shader_water.js"],"names":[],"mappings":"AAyoBA,kEAAuH;AACvH,gFAAgF;AAChF,wFAEC;AAzlBD,8CAKwB;AAwCxB;;;GAGG;AACH,mEAA8D;AA4O9D,+CAsFmB;AAoMnB,4CAAmG;AACnG,uGAAuG;AACvG,qDACgE;AAChE,0DAAyC;yCA7mBA,8DAA8D;6BAwB1E,gCAAgC;4CAJjB,mDAAmD;0BAPrE,iCAAiC;iCAQ1B,+BAA+B"}
@@ -1,7 +1,7 @@
1
1
  import { GPUShaderStage } from "../../descriptor/GPUShaderStage.js";
2
2
  import { DepthStencilState } from "../../descriptor/pipeline/render/DepthStencilState.js";
3
3
  import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
4
- import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
4
+ import { CAMERA_RESOURCE } from "../camera/CAMERA_RESOURCE.js";
5
5
  import { SHADING_LIGHT_RESOURCE_GROUP } from "../deferred/SHADING_LIGHT_RESOURCE_GROUP.js";
6
6
  import { BRICK4_DATA_STRUCT } from "../global_illumination/brick4/gpu/BRICK4_DATA_STRUCT.js";
7
7
  import { chunk_F_dielectric } from "../shader/chunk/brdf/fresnel/chunk_F_dielectric.js";
@@ -14,18 +14,28 @@ import { chunk_ffx_sssr_validate_hit } from "../shader/chunk/screen_space/chunk_
14
14
  import { chunk_project_direction } from "../shader/chunk/screen_space/chunk_project_direction.js";
15
15
  import { chunk_screen_space_newton_ray } from "../shader/chunk/screen_space/chunk_screen_space_newton_ray.js";
16
16
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
17
+ import {
18
+ SCREEN_DEPTH_RESOURCE,
19
+ SCREEN_HZB_RESOURCE,
20
+ SCREEN_NORMAL_RESOURCE
21
+ } from "../shader/chunk/screen_space/SCREEN_SPACE_RESOURCES.js";
22
+ import { ShaderResourceDescriptor } from "../shader/resource/ShaderResourceDescriptor.js";
17
23
  import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
18
24
  import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
19
25
  import { f32, u32 } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
20
26
  import { WebGPUArray } from "../shader/type/WebGPUArray.js";
21
27
  import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
22
28
  import { VIEW_UNIFORM_STRUCT } from "../view/VIEW_UNIFORM_STRUCT.js";
23
- import { chunk_water_gi_brick4, chunk_water_gi_ibl } from "./chunk_water_gi.js";
29
+ import { chunk_water_gi } from "./chunk_water_gi.js";
24
30
  import { WATER_BODIES_TABLE, WATER_WAVES_TABLE } from "./medium/chunk_water_bodies.js";
25
- import { MESHLET_METADATA_STRUCT } from "../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
26
- import { COLLECTION_U32_STRUCT_READ } from "../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
31
+ import { GEOMETRY_ATTRIBUTE_DATA_RESOURCE } from "../geometry/GEOMETRY_ATTRIBUTE_DATA_RESOURCE.js";
32
+ import { MESHLET_METADATA_RESOURCE } from "../geometry/meshlet/MESHLET_METADATA_RESOURCE.js";
33
+ import { SCENE_DATABASE_RESOURCE } from "../scene/SCENE_DATABASE_RESOURCE.js";
27
34
  import { chunk_water_surface_sample } from "./surface/chunk_water_surface_sample.js";
28
- import { WATER_PARTICLE_ENTRY_STRUCT } from "./surface/particles/WATER_PARTICLE_STRUCT.js";
35
+ import {
36
+ WATER_BAND_DERIVATIVES_RESOURCE, WATER_BAND_DISPLACEMENT_RESOURCE, WATER_BAND_SAMPLER_RESOURCE,
37
+ WATER_PARTICLE_ENTRIES_RESOURCE, WATER_PARTICLE_OFFSETS_RESOURCE
38
+ } from "./surface/WATER_SURFACE_RESOURCES.js";
29
39
  import { WATER_LOD_BODY_STRUCT, WATER_LOD_VIEW_STRUCT, WaterLodMode } from "./surface/lod/WATER_LOD.js";
30
40
  import { chunk_water_lod_candidate, chunk_water_lod_layout, WATER_LOD_BOUNDARY_FIRST_VERTEX, WATER_LOD_CANDIDATE_STRUCT,
31
41
  WATER_LOD_CELL_LOCAL_BITS, WATER_LOD_LIMITS_STRUCT, WATER_LOD_PATCH_FIRST_VERTEX, WATER_LOD_PATCH_SIDE, WATER_LOD_POLYGON_WORDS,
@@ -47,30 +57,37 @@ export const WATER_TRACE_STRUCT = WebGPUStruct.from({
47
57
  inscatter_segments: u32,
48
58
  }, "WaterTrace").pack();
49
59
 
60
+ const TRACE_RESOURCE = ShaderResourceDescriptor.uniform("trace", WATER_TRACE_STRUCT);
61
+ // the view's lattice (WATER_SURFACE_DISTANCE_LOD_PROPOSAL_2026_10_06.md §4.3)
62
+ const LOD_RESOURCE = ShaderResourceDescriptor.uniform('lod', WATER_LOD_VIEW_STRUCT);
63
+ const LOD_LIMITS_RESOURCE = ShaderResourceDescriptor.uniform('lod_limits', WATER_LOD_LIMITS_STRUCT);
64
+ const LOD_BODIES_RESOURCE = ShaderResourceDescriptor.storageBuffer('water_lod_bodies', WebGPUArray.from(WATER_LOD_BODY_STRUCT));
65
+ const LOD_CANDIDATES_RESOURCE = ShaderResourceDescriptor.storageBuffer('water_lod_candidates', WebGPUArray.from(WATER_LOD_CANDIDATE_STRUCT));
66
+ const LOD_CELLS_RESOURCE = ShaderResourceDescriptor.storageBuffer('water_lod_cells', WebGPUArray.u32);
67
+
50
68
  function water_resources(finalize = false) {
51
69
  const resources = new ShaderResourceSetDescriptor();
52
70
  const group = resources.createGroup()
53
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
54
- .addUniform("trace", WATER_TRACE_STRUCT)
55
- .addTexture("tDepth")
56
- .addTexture("tNormal", "uint")
57
- .addTexture("tHZB")
71
+ .add(CAMERA_RESOURCE)
72
+ .add(TRACE_RESOURCE)
73
+ .add(SCREEN_DEPTH_RESOURCE)
74
+ .add(SCREEN_NORMAL_RESOURCE)
75
+ .add(SCREEN_HZB_RESOURCE)
58
76
  .addTexture("tScene")
59
- .addStorageBuffer('scene_database', WebGPUArray.u32)
60
- // the view's lattice (WATER_SURFACE_DISTANCE_LOD_PROPOSAL_2026_10_06.md §4.3)
61
- .addUniform('lod', WATER_LOD_VIEW_STRUCT)
62
- .addUniform('lod_limits', WATER_LOD_LIMITS_STRUCT)
63
- .addStorageBuffer('water_lod_bodies', WebGPUArray.from(WATER_LOD_BODY_STRUCT))
64
- .addStorageBuffer('water_lod_candidates', WebGPUArray.from(WATER_LOD_CANDIDATE_STRUCT))
65
- .addStorageBuffer('water_lod_cells', WebGPUArray.u32)
66
- .addStorageBuffer('meshlet_metadata', WebGPUArray.from(MESHLET_METADATA_STRUCT))
67
- .addStorageBuffer('meshlet_data', WebGPUArray.from(f32))
77
+ .add(SCENE_DATABASE_RESOURCE)
78
+ .add(LOD_RESOURCE)
79
+ .add(LOD_LIMITS_RESOURCE)
80
+ .add(LOD_BODIES_RESOURCE)
81
+ .add(LOD_CANDIDATES_RESOURCE)
82
+ .add(LOD_CELLS_RESOURCE)
83
+ .add(MESHLET_METADATA_RESOURCE)
84
+ .add(GEOMETRY_ATTRIBUTE_DATA_RESOURCE)
68
85
  // the surface interface: the spectral bands and the frame's binned wave particles
69
- .addTexture('water_band_displacement', 'float', '2d-array')
70
- .addTexture('water_band_derivatives', 'float', '2d-array')
71
- .addSampler('water_band_sampler')
72
- .addStorageBuffer('water_particle_offsets', COLLECTION_U32_STRUCT_READ)
73
- .addStorageBuffer('water_particle_entries', WebGPUArray.from(WATER_PARTICLE_ENTRY_STRUCT));
86
+ .add(WATER_BAND_DISPLACEMENT_RESOURCE)
87
+ .add(WATER_BAND_DERIVATIVES_RESOURCE)
88
+ .add(WATER_BAND_SAMPLER_RESOURCE)
89
+ .add(WATER_PARTICLE_OFFSETS_RESOURCE)
90
+ .add(WATER_PARTICLE_ENTRIES_RESOURCE);
74
91
  if (finalize) {
75
92
  group.addTexture('receiver').addTexture('trace_metadata');
76
93
  }
@@ -78,14 +95,13 @@ function water_resources(finalize = false) {
78
95
  }
79
96
  const resources = water_resources();
80
97
 
81
- /** Optics under IBL (and LPV, which has no transparent variant): the lights and the environment. */
82
- export const WATER_FINALIZE_RESOURCES_IBL = water_resources(true);
83
- WATER_FINALIZE_RESOURCES_IBL.addGroup(SHADING_LIGHT_RESOURCE_GROUP);
84
-
85
- /** Optics under Brick4: the lights, and the light map with the view its sampling jitters by. */
86
- export const WATER_FINALIZE_RESOURCES_BRICK4 = water_resources(true);
87
- WATER_FINALIZE_RESOURCES_BRICK4.addGroup(SHADING_LIGHT_RESOURCE_GROUP);
88
- WATER_FINALIZE_RESOURCES_BRICK4.createGroup()
98
+ /**
99
+ * The optics: the lights, the environment, and the light map with the view its sampling jitters by.
100
+ * Every indirect lighting mode's resources, whichever the pipeline's variant reads (`chunk_water_gi`).
101
+ */
102
+ export const WATER_FINALIZE_RESOURCES = water_resources(true);
103
+ WATER_FINALIZE_RESOURCES.addGroup(SHADING_LIGHT_RESOURCE_GROUP);
104
+ WATER_FINALIZE_RESOURCES.createGroup()
89
105
  .addStorageBuffer("brick4", BRICK4_DATA_STRUCT, false)
90
106
  .addUniform("view", VIEW_UNIFORM_STRUCT);
91
107
 
@@ -312,6 +328,13 @@ fn water_interface(world: vec3<f32>, surface_normal: vec3<f32>, ior: f32, above:
312
328
  chunk_scene_database_access, chunk_mat3_inverse, chunk_water_lod_candidate, chunk_water_lod_layout,
313
329
  WATER_LOD_CANDIDATE_STRUCT.declaration_chunk, chunk_water_surface_sample]);
314
330
 
331
+ for (const resource of [
332
+ CAMERA_RESOURCE, TRACE_RESOURCE, SCENE_DATABASE_RESOURCE, LOD_RESOURCE, LOD_LIMITS_RESOURCE, LOD_BODIES_RESOURCE,
333
+ LOD_CANDIDATES_RESOURCE, LOD_CELLS_RESOURCE, MESHLET_METADATA_RESOURCE,
334
+ ]) {
335
+ surface_body.requireResource(resource);
336
+ }
337
+
315
338
  export const chunk_water_screen_ray = CodeChunk.from(/* language=WGSL */ `
316
339
  fn water_hzb_mip_size(depth_size: vec2f, hzb_size: vec2f, mip: i32) -> vec2f {
317
340
  if (mip <= 0) { return depth_size; }
@@ -400,6 +423,10 @@ fn water_hzb_hit(ray: Ray, budget: u32) -> ScreenSpaceRayHit {
400
423
  `, [chunk_screen_space_newton_ray, chunk_ffx_sssr_advance_ray, chunk_ffx_sssr_load_depth, chunk_project_direction,
401
424
  chunk_ray_at]);
402
425
 
426
+ for (const resource of [CAMERA_RESOURCE, TRACE_RESOURCE, SCREEN_DEPTH_RESOURCE, SCREEN_HZB_RESOURCE, SCREEN_NORMAL_RESOURCE]) {
427
+ chunk_water_screen_ray.requireResource(resource);
428
+ }
429
+
403
430
  const body = CodeChunk.from(/* language=WGSL */ `
404
431
  struct WaterReceiver {
405
432
  @location(0) receiver: vec4<f32>,
@@ -586,15 +613,14 @@ fn fs_main(in: WaterVertexOut, @builtin(front_facing) above: bool) -> WaterOptic
586
613
  `, [surface_body, chunk_water_screen_ray, chunk_F_dielectric, chunk_ffx_sssr_validate_hit,
587
614
  chunk_direction_view_to_world, chunk_ray_at, chunk_water_optics, chunk_water_inscatter,
588
615
  chunk_water_receiver_downwelling, chunk_water_receiver_texel,
589
- chunk_water_transport, chunk_water_receiver_radiance]);
616
+ chunk_water_transport, chunk_water_receiver_radiance,
617
+ // water_gi_specular here, and water_gi_irradiance for the in-scatter and the downwelling light
618
+ chunk_water_gi]);
590
619
 
591
620
  export const water_shader = ShaderDescriptor.from({ label: "Water / receivers", resources, body });
592
- /** The optics pass under IBL, and under LPV, which has no transparent variant. */
593
- export const water_finalize_shader_ibl = ShaderDescriptor.from({ label: 'Water / coherent optics IBL',
594
- resources: WATER_FINALIZE_RESOURCES_IBL, body: CodeChunk.from('', [finalize_body, chunk_water_gi_ibl]) });
595
- /** The optics pass under Brick4. */
596
- export const water_finalize_shader_brick4 = ShaderDescriptor.from({ label: 'Water / coherent optics Brick4',
597
- resources: WATER_FINALIZE_RESOURCES_BRICK4, body: CodeChunk.from('', [finalize_body, chunk_water_gi_brick4]) });
621
+ /** The optics pass; its variants differ in the indirect lighting they fall back to, and bind alike. */
622
+ export const water_finalize_shader = ShaderDescriptor.from({ label: 'Water / coherent optics',
623
+ resources: WATER_FINALIZE_RESOURCES, body: finalize_body });
598
624
  export const WATER_RESOURCES = resources;
599
625
 
600
626
  /** Nearest-interface selection writes only water-owned depth and optics, never opaque G-buffer. */
@@ -602,7 +628,7 @@ function water_pipeline(shader, targets, finalize) {
602
628
  const code = shader.source;
603
629
  const layout = shader.resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT);
604
630
  // The lattice spends eight storage slots in the vertex stage, the guaranteed budget. Lighting spends four in the
605
- // fragment stage. Keep their visibility precise so the Brick4 variant fits it there.
631
+ // fragment stage, Brick4's buffer among them. Keep their visibility precise so the optics fit it there.
606
632
  const vertex_only = new Set(['lod', 'lod_limits', 'water_lod_bodies', 'water_lod_candidates', 'water_lod_cells',
607
633
  'meshlet_metadata', 'meshlet_data', 'water_band_displacement', 'water_particle_offsets', 'water_particle_entries']);
608
634
  // the fragment stage shades the bands the mesh could not carry
@@ -622,11 +648,7 @@ function water_pipeline(shader, targets, finalize) {
622
648
  });
623
649
  }
624
650
  export function create_water_pipeline() { return water_pipeline(water_shader, ['rgba32float', 'rgba32float'], false); }
625
- /** The optics pipeline under IBL, its shader built for `switches` (a ShaderSwitchSet). */
626
- export function create_water_finalize_pipeline_ibl(switches) {
627
- return water_pipeline(water_finalize_shader_ibl.variant(switches), ['rgba32float', 'rgba16float', 'rgba16float'], true);
628
- }
629
- /** The optics pipeline under Brick4, its shader built for `switches` (a ShaderSwitchSet). */
630
- export function create_water_finalize_pipeline_brick4(switches) {
631
- return water_pipeline(water_finalize_shader_brick4.variant(switches), ['rgba32float', 'rgba16float', 'rgba16float'], true);
651
+ /** The optics pipeline, its shader built for `switches` (a ShaderSwitchSet). */
652
+ export function create_water_finalize_pipeline(switches) {
653
+ return water_pipeline(water_finalize_shader.variant(switches), ['rgba32float', 'rgba16float', 'rgba16float'], true);
632
654
  }
@@ -14,7 +14,10 @@ export class GPUWaterSurface {
14
14
  onInputsConsumed: Signal;
15
15
  /** Most wave particles alive at once over every body of a scene. */
16
16
  particle_capacity: number;
17
- /** Whether any body has wind; without it the band tiles are not animated. */
17
+ /**
18
+ * Whether the scene's wind field can hold wind (set by whoever owns the bodies: `WaterSystem` asks the GPU fluid);
19
+ * without it the band tiles are not animated.
20
+ */
18
21
  windy: boolean;
19
22
  /**
20
23
  * Whether any splash was ever queued. Until one is, the pool is empty and no particle pass is recorded; set by
@@ -1 +1 @@
1
- {"version":3,"file":"GPUWaterSurface.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/GPUWaterSurface.js"],"names":[],"mappings":"AAoBA,uHAAuH;AACvH,2CAA4C;AAE5C,4EAA4E;AAC5E,6DAKI;AAEJ;;;;;;GAMG;AACH;IACI,4FAA4F;IAC5F,yBAAgC;IAChC,oEAAoE;IACpE,0BAA0B;IAC1B,6EAA6E;IAC7E,eAAc;IACd;;;OAGG;IACH,kBAAiB;IAejB,mCAA0D;IAC1D,kCAAwD;IACxD,kCAA0D;IAC1D,kCAA0D;IAC1D,kHAAkH;IAClH,uBAAmC;IACnC,qGAAqG;IACrG,0BAAyC;IACzC,gHAAgH;IAChH,8BAA2D;IAC3D,mCAA2C;IAE3C;;;OAGG;IACH,YAFW,MAAM,QAKhB;IAED,gBAWC;IAuBD;;;;;;;;;;;OAWG;IACH;QAVsG,KAAK,EAAhG,OAAO,8DAA8D,EAAE,UAAU;QAC9D,MAAM;QACT,KAAK,EAArB,MAAM;QACU,IAAI,EAApB,MAAM;QACU,IAAI;YACI,MAAM;YACE,UAAU,EAA1C,UAAU,MAAM,CAAC;YACI,MAAM,EAA3B,MAAM;;QACU,MAAM,EAAtB,MAAM;aAsEhB;;CACJ;kCArMiC,kDAAkD;mBAHjE,0CAA0C;kCAK3B,kCAAkC"}
1
+ {"version":3,"file":"GPUWaterSurface.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/GPUWaterSurface.js"],"names":[],"mappings":"AAoBA,uHAAuH;AACvH,2CAA4C;AAE5C,4EAA4E;AAC5E,6DAKI;AAEJ;;;;;;GAMG;AACH;IACI,4FAA4F;IAC5F,yBAAgC;IAChC,oEAAoE;IACpE,0BAA0B;IAC1B;;;OAGG;IACH,eAAc;IACd;;;OAGG;IACH,kBAAiB;IAejB,mCAA0D;IAC1D,kCAAwD;IACxD,kCAA0D;IAC1D,kCAA0D;IAC1D,kHAAkH;IAClH,uBAAmC;IACnC,qGAAqG;IACrG,0BAAyC;IACzC,gHAAgH;IAChH,8BAA2D;IAC3D,mCAA2C;IAE3C;;;OAGG;IACH,YAFW,MAAM,QAKhB;IAED,gBAWC;IAuBD;;;;;;;;;;;OAWG;IACH;QAVsG,KAAK,EAAhG,OAAO,8DAA8D,EAAE,UAAU;QAC9D,MAAM;QACT,KAAK,EAArB,MAAM;QACU,IAAI,EAApB,MAAM;QACU,IAAI;YACI,MAAM;YACE,UAAU,EAA1C,UAAU,MAAM,CAAC;YACI,MAAM,EAA3B,MAAM;;QACU,MAAM,EAAtB,MAAM;aAyEhB;;CACJ;kCA3MiC,kDAAkD;mBAHjE,0CAA0C;kCAK3B,kCAAkC"}
@@ -41,7 +41,10 @@ export class GPUWaterSurface {
41
41
  onInputsConsumed = new Signal();
42
42
  /** Most wave particles alive at once over every body of a scene. */
43
43
  particle_capacity = 65536;
44
- /** Whether any body has wind; without it the band tiles are not animated. */
44
+ /**
45
+ * Whether the scene's wind field can hold wind (set by whoever owns the bodies: `WaterSystem` asks the GPU fluid);
46
+ * without it the band tiles are not animated.
47
+ */
45
48
  windy = false;
46
49
  /**
47
50
  * Whether any splash was ever queued. Until one is, the pool is empty and no particle pass is recorded; set by
@@ -174,11 +177,14 @@ export class GPUWaterSurface {
174
177
  }
175
178
  }
176
179
  if (groups > 0) {
177
- shader_water_cull.dispatch({ encoder, bindings: {
180
+ const bindings = {
178
181
  cull: encoder.allocateTransientValueBuffer(WATER_CULL_STRUCT, { dt, stepping: stepping ? 1 : 0, binning: binning ? 1 : 0 }),
179
182
  lod: encoder.allocateTransientValueBuffer(WATER_LOD_VIEW_STRUCT, lod), camera: view.camera, scene_database: scene.scene_database_buffer, geometries: scene.geometries.buffer_metadata,
180
183
  band_state, band_requests, particle_bounds, steep, activity, visible_rows: lists.visible, active_rows: lists.active,
181
- emit_rows: lists.emit }, group_count_x: Math.min(groups, 65535), group_count_y: Math.ceil(groups / 65535) });
184
+ emit_rows: lists.emit };
185
+ // the bodies' wind: the scene's published field, read as its producer left it before this pass
186
+ scene.wind.bind(bindings);
187
+ shader_water_cull.dispatch({ encoder, bindings, group_count_x: Math.min(groups, 65535), group_count_y: Math.ceil(groups / 65535) });
182
188
  }
183
189
  finalize(encoder, { fresh: fresh && !seed ? 1 : 0, seed: 0 });
184
190
  if (windy) { spectrum(encoder); }