@woosh/meep-engine 3.67.0 → 3.69.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +45 -0
- package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts +2 -17
- package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts.map +1 -1
- package/editor/ecs/component/editors/ecs/Trail3DEditor.js +3 -18
- package/package.json +1 -1
- package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +33 -65
- package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
- package/src/engine/graphics/ecs/trail3d/Trail3D.js +37 -245
- package/src/engine/graphics/ecs/trail3d/Trail3DFlags.d.ts +0 -4
- package/src/engine/graphics/ecs/trail3d/Trail3DFlags.js +4 -10
- package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts +13 -10
- package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts.map +1 -1
- package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.js +28 -37
- package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts +10 -0
- package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts.map +1 -0
- package/src/engine/graphics/ecs/trail3d/trail_knot_count.js +27 -0
- package/src/engine/graphics/trail/TrailKnots.d.ts +62 -0
- package/src/engine/graphics/trail/TrailKnots.d.ts.map +1 -0
- package/src/engine/graphics/trail/TrailKnots.js +137 -0
- package/src/engine/graphics/trail/tube/TubeXMaterialSpec.d.ts +1 -1
- package/src/engine/graphics/trail/tube/TubeXMaterialSpec.js +1 -1
- package/src/engine/graphics3/EntityRowHold.d.ts +48 -0
- package/src/engine/graphics3/EntityRowHold.d.ts.map +1 -0
- package/src/engine/graphics3/EntityRowHold.js +128 -0
- package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +6 -2
- package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/GPUParticleEmitterSystem.js +11 -44
- package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
- package/src/engine/graphics3/GraphicsEngine.js +4 -9
- package/src/engine/graphics3/Trail3DSystem.d.ts +69 -35
- package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
- package/src/engine/graphics3/Trail3DSystem.js +380 -81
- package/src/engine/graphics3/load_cube_environment.js +3 -3
- package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts +17 -0
- package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidObstacle.js +22 -2
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -5
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.js +14 -3
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts +9 -1
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts.map +1 -1
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js +11 -1
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts +5 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts.map +1 -1
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.js +2 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts +4 -3
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts.map +1 -1
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.js +11 -3
- package/src/shade/playground/probe_clipmap/index.html +43 -0
- package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
- package/src/shade/playground/probe_clipmap/main.js +29 -0
- package/src/shade/playground/trails/index.html +50 -0
- package/src/shade/playground/trails/main.d.ts +2 -0
- package/src/shade/playground/trails/main.d.ts.map +1 -0
- package/src/shade/playground/trails/main.js +258 -0
- package/src/shade/renderer/Renderer.d.ts +7 -0
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +213 -15
- package/src/shade/renderer/ShadeIndirectLightingMode.d.ts +1 -0
- package/src/shade/renderer/ShadeIndirectLightingMode.js +9 -0
- package/src/shade/renderer/animation/animation_curve_write_keys.d.ts +18 -0
- package/src/shade/renderer/animation/animation_curve_write_keys.d.ts.map +1 -0
- package/src/shade/renderer/animation/animation_curve_write_keys.js +34 -0
- package/src/shade/renderer/atmosphere/ATMOSPHERE_PARAMETERS_STRUCT.d.ts +22 -0
- package/src/shade/renderer/atmosphere/ATMOSPHERE_PARAMETERS_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/ATMOSPHERE_PARAMETERS_STRUCT.js +160 -0
- package/src/shade/renderer/atmosphere/ATMOSPHERE_UNIT_SCALE.d.ts +45 -0
- package/src/shade/renderer/atmosphere/ATMOSPHERE_UNIT_SCALE.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/ATMOSPHERE_UNIT_SCALE.js +57 -0
- package/src/shade/renderer/atmosphere/GPUSky.d.ts +23 -8
- package/src/shade/renderer/atmosphere/GPUSky.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/GPUSky.js +91 -34
- package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts +17 -0
- package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.js +55 -25
- package/src/shade/renderer/atmosphere/SceneAtmosphere.d.ts +164 -0
- package/src/shade/renderer/atmosphere/SceneAtmosphere.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/SceneAtmosphere.js +308 -0
- package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts +3 -12
- package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.js +52 -89
- package/src/shade/renderer/atmosphere/chunk_raymarch_sky_scattering.d.ts +14 -0
- package/src/shade/renderer/atmosphere/chunk_raymarch_sky_scattering.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/chunk_raymarch_sky_scattering.js +103 -0
- package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts +10 -4
- package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.js +95 -57
- package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts +10 -14
- package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.js +97 -69
- package/src/shade/renderer/atmosphere/chunk_sky_irradiance_lut_encode_uv.d.ts +17 -0
- package/src/shade/renderer/atmosphere/chunk_sky_irradiance_lut_encode_uv.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_sky_irradiance_lut_encode_uv.js +117 -48
- package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts +8 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.js +65 -35
- package/src/shade/renderer/atmosphere/compute_mie_absorption.d.ts +2 -1
- package/src/shade/renderer/atmosphere/compute_mie_absorption.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/compute_mie_absorption.js +6 -6
- package/src/shade/renderer/atmosphere/resolve_atmosphere_sun.d.ts +41 -0
- package/src/shade/renderer/atmosphere/resolve_atmosphere_sun.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/resolve_atmosphere_sun.js +123 -0
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +21 -64
- package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.d.ts +6 -2
- package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.js +55 -179
- package/src/shade/renderer/atmosphere/shader_sky_view_lut.d.ts +7 -0
- package/src/shade/renderer/atmosphere/shader_sky_view_lut.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/shader_sky_view_lut.js +111 -0
- package/src/shade/renderer/atmosphere/shader_transmittance_lut.d.ts +0 -1
- package/src/shade/renderer/atmosphere/shader_transmittance_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/shader_transmittance_lut.js +68 -79
- package/src/shade/renderer/deferred/shader_background.js +1 -1
- package/src/shade/renderer/deferred/shader_background_sky.d.ts +5 -0
- package/src/shade/renderer/deferred/shader_background_sky.d.ts.map +1 -0
- package/src/shade/renderer/deferred/shader_background_sky.js +130 -0
- package/src/shade/renderer/deferred/tonemap/ColorGrade.d.ts.map +1 -1
- package/src/shade/renderer/deferred/tonemap/ColorGrade.js +13 -36
- package/src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.d.ts +2 -1
- package/src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.d.ts.map +1 -1
- package/src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.js +6 -2
- package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +2 -2
- package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts +2 -13
- package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.js +6 -21
- package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts +17 -6
- package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.js +38 -178
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts +7 -9
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.js +17 -106
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts +7 -17
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.js +18 -118
- package/src/shade/renderer/extension/ViewTextures.d.ts +3 -2
- package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
- package/src/shade/renderer/extension/ViewTextures.js +3 -2
- package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts +14 -0
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING.js +18 -0
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts +3 -1
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.js +4 -1
- package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +15 -6
- package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/GPUFluidForcing.js +20 -4
- package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts +11 -2
- package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.js +59 -2
- package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts +4 -1
- package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.js +367 -341
- package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts +6 -2
- package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts.map +1 -1
- package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.js +339 -282
- package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
- package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
- package/src/shade/renderer/global_illumination/probe/octahedral/shader_lpv_build_gbuffer.js +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +20 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +29 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_light.d.ts +47 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_light.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_light.js +246 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_light.d.ts +4 -15
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_light.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_light.js +8 -148
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.d.ts +4 -9
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.js +9 -58
- package/src/shade/renderer/global_illumination/screen_probe/GPUScreenProbeGI.d.ts +142 -0
- package/src/shade/renderer/global_illumination/screen_probe/GPUScreenProbeGI.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/GPUScreenProbeGI.js +938 -0
- package/src/shade/renderer/global_illumination/screen_probe/SCREEN_PROBE.d.ts +192 -0
- package/src/shade/renderer/global_illumination/screen_probe/SCREEN_PROBE.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/SCREEN_PROBE.js +231 -0
- package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeDebugView.d.ts +11 -0
- package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeDebugView.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeDebugView.js +25 -0
- package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeSettings.d.ts +110 -0
- package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeSettings.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeSettings.js +197 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe.d.ts +150 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe.js +408 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brdf_density.d.ts +23 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brdf_density.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brdf_density.js +63 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brick_origin.d.ts +24 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brick_origin.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brick_origin.js +61 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_interpolate.d.ts +39 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_interpolate.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_interpolate.js +126 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_lighting_history.d.ts +21 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_lighting_history.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_lighting_history.js +74 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_march_distance.d.ts +20 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_march_distance.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_march_distance.js +26 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_ray_sort.d.ts +24 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_ray_sort.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_ray_sort.js +57 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_screen_march.d.ts +22 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_screen_march.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_screen_march.js +53 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_surface.d.ts +62 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_surface.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_surface.js +156 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_workgroup_sum.d.ts +18 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_workgroup_sum.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_workgroup_sum.js +50 -0
- package/src/shade/renderer/global_illumination/screen_probe/graph_screen_probe_debug_view.d.ts +21 -0
- package/src/shade/renderer/global_illumination/screen_probe/graph_screen_probe_debug_view.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/graph_screen_probe_debug_view.js +54 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_brick.d.ts +67 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_brick.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_brick.js +509 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_debug.d.ts +20 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_debug.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_debug.js +128 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_gather.d.ts +62 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_gather.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_gather.js +478 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_importance.d.ts +69 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_importance.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_importance.js +457 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_indirect_lighting.d.ts +27 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_indirect_lighting.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_indirect_lighting.js +219 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_pick.d.ts +22 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_pick.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_pick.js +151 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_place.d.ts +66 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_place.d.ts.map +1 -0
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- package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_PARAMETERS_STRUCT.js +0 -43
- package/src/shade/renderer/shader/chunk/atmosphere/ATMOSPHERE_DENSITY_DECLARATION.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/atmosphere/ATMOSPHERE_DENSITY_DECLARATION.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/atmosphere/ATMOSPHERE_DENSITY_DECLARATION.js +0 -6
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_absorb.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_absorb.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_absorb.js +0 -18
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_optical_depth.d.ts +0 -14
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_optical_depth.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_optical_depth.js +0 -86
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_scattering.d.ts +0 -8
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_scattering.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_scattering.js +0 -125
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_planet_intersection.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_planet_intersection.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_planet_intersection.js +0 -17
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_sphere_intersection_nearest.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_sphere_intersection_nearest.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_sphere_intersection_nearest.js +0 -38
- package/src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.d.ts +0 -16
- package/src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.js +0 -28
- package/src/shade/renderer/shader/chunk/light/sky/chunk_sample_sky_color.d.ts.map +0 -1
- package/src/shade/renderer/view/GPUViewSkyContext.d.ts +0 -26
- package/src/shade/renderer/view/GPUViewSkyContext.d.ts.map +0 -1
- package/src/shade/renderer/view/GPUViewSkyContext.js +0 -170
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import { chunk_fluid_effector_record_resolve } from "../../../../engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js";
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import { FLUID_EFFECTOR_RECORD_STRUCT } from "../../../../engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js";
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import { FLUID_OBSTACLE_RECORD_STRUCT } from "../../../../engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js";
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import { WebGPUExtensionType } from "../../../descriptor/WebGPUExtensionType.js";
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import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
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import { TRANSFORMS_TABLE } from "../../scene/chunk_scene_database_access.js";
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import { chunk_folded_workgroup_index } from "../../shader/chunk/grid/chunk_folded_workgroup_index.js";
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import { chunk_grid3d_to_index } from "../../shader/chunk/grid/chunk_grid3d_to_index.js";
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import { chunk_grid_tile_window } from "../../shader/chunk/grid/chunk_grid_tile_window.js";
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import { chunk_index_to_grid3d } from "../../shader/chunk/grid/chunk_index_to_grid3d.js";
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import { ComputeShader } from "../../shader/ComputeShader.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
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import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
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import { chunk_fluid_forcing_cell } from "./chunk_fluid_forcing_cell.js";
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import {
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FLUID_EFFECTOR_DESCRIPTOR,
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FLUID_OBSTACLE_DESCRIPTOR,
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FLUID_OBSTACLE_PLANE_DESCRIPTOR
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} from "./FLUID_DATABASE_SPEC.js";
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import { FLUID_FORCING_BRICK } from "./FLUID_FORCING.js";
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import { FLUID_FORCING_APPLY_STRUCT } from "./FLUID_FORCING_APPLY_STRUCT.js";
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/**
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* Cells of the block a forcing workgroup tests for solids: its brick and the layer before it on every
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* axis, whose cells pin the brick's −faces.
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*/
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const SOLID_BLOCK = FLUID_FORCING_BRICK + 1;
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const resources = new ShaderResourceSetDescriptor();
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resources.createGroup()
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.addUniform("settings", FLUID_FORCING_APPLY_STRUCT)
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.addStorageBuffer("fluid_database", WebGPUArray.from(u32), false)
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.addStorageBuffer("scene_database", WebGPUArray.from(u32), false)
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.addStorageBuffer("list", COLLECTION_U32_STRUCT_READ, false)
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.addStorageBuffer("survivors", WebGPUArray.from(u32), false)
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.addStorageBuffer("leaf_rows", WebGPUArray.from(u32), false)
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// the cascade's solid flags, window-local
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.addStorageBuffer("solid", WebGPUArray.from(u32), true)
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// the tick's forcing: u faces, then v from settings.forcing_v, then w from settings.forcing_w
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var<workgroup>
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import { chunk_fluid_effector_record_resolve } from "../../../../engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js";
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2
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import { FLUID_EFFECTOR_RECORD_STRUCT } from "../../../../engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js";
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import { FLUID_OBSTACLE_RECORD_STRUCT } from "../../../../engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js";
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import { WebGPUExtensionType } from "../../../descriptor/WebGPUExtensionType.js";
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import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
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import { TRANSFORMS_TABLE } from "../../scene/chunk_scene_database_access.js";
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import { chunk_folded_workgroup_index } from "../../shader/chunk/grid/chunk_folded_workgroup_index.js";
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import { chunk_grid3d_to_index } from "../../shader/chunk/grid/chunk_grid3d_to_index.js";
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import { chunk_grid_tile_window } from "../../shader/chunk/grid/chunk_grid_tile_window.js";
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import { chunk_index_to_grid3d } from "../../shader/chunk/grid/chunk_index_to_grid3d.js";
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import { ComputeShader } from "../../shader/ComputeShader.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
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14
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import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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15
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import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
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16
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import { chunk_fluid_forcing_cell } from "./chunk_fluid_forcing_cell.js";
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import {
|
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18
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FLUID_EFFECTOR_DESCRIPTOR,
|
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19
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FLUID_OBSTACLE_DESCRIPTOR,
|
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20
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FLUID_OBSTACLE_PLANE_DESCRIPTOR
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21
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} from "./FLUID_DATABASE_SPEC.js";
|
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import { FLUID_FORCING_BRICK } from "./FLUID_FORCING.js";
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23
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+
import { FLUID_FORCING_APPLY_STRUCT } from "./FLUID_FORCING_APPLY_STRUCT.js";
|
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24
|
+
|
|
25
|
+
/**
|
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26
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+
* Cells of the block a forcing workgroup tests for solids: its brick and the layer before it on every
|
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27
|
+
* axis, whose cells pin the brick's −faces.
|
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28
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+
* @type {number}
|
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29
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+
*/
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30
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+
const SOLID_BLOCK = FLUID_FORCING_BRICK + 1;
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31
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+
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32
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+
const resources = new ShaderResourceSetDescriptor();
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33
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+
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34
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+
resources.createGroup()
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35
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+
.addUniform("settings", FLUID_FORCING_APPLY_STRUCT)
|
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36
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+
.addStorageBuffer("fluid_database", WebGPUArray.from(u32), false)
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37
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+
.addStorageBuffer("scene_database", WebGPUArray.from(u32), false)
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38
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+
.addStorageBuffer("list", COLLECTION_U32_STRUCT_READ, false)
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39
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+
.addStorageBuffer("survivors", WebGPUArray.from(u32), false)
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40
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+
.addStorageBuffer("leaf_rows", WebGPUArray.from(u32), false)
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41
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+
// the cascade's solid flags, window-local
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42
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+
.addStorageBuffer("solid", WebGPUArray.from(u32), true)
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43
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+
// the tick's forcing: u faces, then v from settings.forcing_v, then w from settings.forcing_w,
|
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44
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+
// then the cells' drag from settings.forcing_porous
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|
45
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+
.addStorageBuffer("forcing", WebGPUArray.from(f32), true)
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46
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+
// the cascade's persistent faces, toroidal, where a pinned face takes its wall's velocity
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47
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+
.addStorageTexture("out_u", "r32float", "3d", "write-only")
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48
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+
.addStorageTexture("out_v", "r32float", "3d", "write-only")
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49
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+
.addStorageTexture("out_w", "r32float", "3d", "write-only");
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50
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+
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|
51
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+
const body = CodeChunk.from(
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52
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+
//language=WGSL
|
|
53
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+
`
|
|
54
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+
const SOLID_BLOCK: u32 = ${SOLID_BLOCK}u;
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55
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+
const SOLID_BLOCK_CELLS: u32 = ${SOLID_BLOCK ** 3}u;
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56
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+
|
|
57
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+
var<workgroup> fluid_forcing_obstacles: array<${FLUID_OBSTACLE_RECORD_STRUCT.wgsl_ref}, FLUID_FORCING_OBSTACLE_LIMIT>;
|
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58
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+
var<workgroup> fluid_forcing_globals: array<mat4x4<f32>, FLUID_FORCING_OBSTACLE_LIMIT>;
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|
59
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+
var<workgroup> fluid_forcing_effectors: array<${FLUID_EFFECTOR_RECORD_STRUCT.wgsl_ref}, FLUID_FORCING_EFFECTOR_LIMIT>;
|
|
60
|
+
// the slot of the obstacle each cell of the block is solid in, or FLUID_FORCING_NONE
|
|
61
|
+
var<workgroup> fluid_forcing_solid_slot: array<u32, SOLID_BLOCK_CELLS>;
|
|
62
|
+
|
|
63
|
+
fn fluid_forcing_obstacle(slot: u32) -> ${FLUID_OBSTACLE_RECORD_STRUCT.wgsl_ref} {
|
|
64
|
+
return fluid_forcing_obstacles[slot];
|
|
65
|
+
}
|
|
66
|
+
|
|
67
|
+
fn fluid_forcing_obstacle_global(slot: u32) -> mat4x4<f32> {
|
|
68
|
+
return fluid_forcing_globals[slot];
|
|
69
|
+
}
|
|
70
|
+
|
|
71
|
+
fn fluid_forcing_effector(slot: u32) -> ${FLUID_EFFECTOR_RECORD_STRUCT.wgsl_ref} {
|
|
72
|
+
return fluid_forcing_effectors[slot];
|
|
73
|
+
}
|
|
74
|
+
|
|
75
|
+
fn shape_record_plane(index: u32) -> vec4<f32> {
|
|
76
|
+
return ${FLUID_OBSTACLE_PLANE_DESCRIPTOR.marshalling_method_read_field('plane')}(&fluid_database, index);
|
|
77
|
+
}
|
|
78
|
+
|
|
79
|
+
// Solid test using the pre-normalised rotation columns stored in fluid_forcing_globals[slot]
|
|
80
|
+
fn fluid_forcing_solid_prenorm(x: vec3<f32>, count: u32) -> u32 {
|
|
81
|
+
var found = FLUID_FORCING_NONE;
|
|
82
|
+
|
|
83
|
+
for (var slot = 0u; slot < FLUID_FORCING_OBSTACLE_LIMIT; slot++) {
|
|
84
|
+
if (slot >= count) {
|
|
85
|
+
break;
|
|
86
|
+
}
|
|
87
|
+
|
|
88
|
+
if (fluid_forcing_obstacles[slot].drag != 0.0) {
|
|
89
|
+
continue;
|
|
90
|
+
}
|
|
91
|
+
|
|
92
|
+
let g = fluid_forcing_globals[slot];
|
|
93
|
+
let offset = x - g[3].xyz;
|
|
94
|
+
let node = vec3<f32>(
|
|
95
|
+
dot(g[0].xyz, offset),
|
|
96
|
+
dot(g[1].xyz, offset),
|
|
97
|
+
dot(g[2].xyz, offset),
|
|
98
|
+
);
|
|
99
|
+
|
|
100
|
+
let q = fluid_forcing_obstacles[slot].pose_rotation;
|
|
101
|
+
let local = quat_rotate_v3(vec4<f32>(-q.xyz, q.w), node - fluid_forcing_obstacles[slot].pose_translation);
|
|
102
|
+
let d = shape_record_signed_distance(fluid_forcing_obstacles[slot].shape_kind, fluid_forcing_obstacles[slot].shape_parameters, local);
|
|
103
|
+
|
|
104
|
+
if (d <= fluid_forcing_obstacles[slot].inflation) {
|
|
105
|
+
found = slot;
|
|
106
|
+
break;
|
|
107
|
+
}
|
|
108
|
+
}
|
|
109
|
+
|
|
110
|
+
return found;
|
|
111
|
+
}
|
|
112
|
+
|
|
113
|
+
// the slot a brick-local cell (-1 to 3 on each axis) is solid in
|
|
114
|
+
fn fluid_forcing_block_slot(local: vec3<i32>) -> u32 {
|
|
115
|
+
return fluid_forcing_solid_slot[grid3d_to_index(vec3<u32>(local + vec3<i32>(1)), vec2<u32>(SOLID_BLOCK, SOLID_BLOCK))];
|
|
116
|
+
}
|
|
117
|
+
|
|
118
|
+
fn fluid_forcing_face_world(face: vec3<f32>) -> vec3<f32> {
|
|
119
|
+
return fluid_forcing_world(settings.cells.corner, settings.cell_size, face);
|
|
120
|
+
}
|
|
121
|
+
|
|
122
|
+
// A face between the cells whose solids are minus and plus: pinned when either is solid, and then it
|
|
123
|
+
// takes the wall's velocity in the persistent faces, the solid cell's obstacle's, the + side's when
|
|
124
|
+
// both are; otherwise its forcing is what the effectors deposit there.
|
|
125
|
+
fn fluid_forcing_face_u(face: vec3<i32>, minus: u32, plus: u32, effector_count: u32) {
|
|
126
|
+
let index = grid3d_to_index(vec3<u32>(face), settings.faces_u.size.xy);
|
|
127
|
+
let wall = select(minus, plus, plus != FLUID_FORCING_NONE);
|
|
128
|
+
|
|
129
|
+
if (wall != FLUID_FORCING_NONE) {
|
|
130
|
+
let x = fluid_forcing_face_world(vec3<f32>(face) - vec3<f32>(0.5, 0.0, 0.0));
|
|
131
|
+
let velocity = fluid_forcing_wall_velocity(wall, x);
|
|
132
|
+
|
|
133
|
+
textureStore(out_u, grid_tile_window_storage(face, settings.faces_u.corner_storage, settings.faces_u.period), vec4<f32>(velocity.x, 0.0, 0.0, 0.0));
|
|
134
|
+
forcing[index] = 0.0;
|
|
135
|
+
} else if (effector_count > 0u) {
|
|
136
|
+
let x = fluid_forcing_face_world(vec3<f32>(face) - vec3<f32>(0.5, 0.0, 0.0));
|
|
137
|
+
forcing[index] = fluid_forcing_deposit(x, settings.dt, settings.cell_size, effector_count).x;
|
|
138
|
+
} else {
|
|
139
|
+
forcing[index] = 0.0;
|
|
140
|
+
}
|
|
141
|
+
}
|
|
142
|
+
|
|
143
|
+
fn fluid_forcing_face_v(face: vec3<i32>, minus: u32, plus: u32, effector_count: u32) {
|
|
144
|
+
let index = settings.forcing_v + grid3d_to_index(vec3<u32>(face), settings.faces_v.size.xy);
|
|
145
|
+
let wall = select(minus, plus, plus != FLUID_FORCING_NONE);
|
|
146
|
+
|
|
147
|
+
if (wall != FLUID_FORCING_NONE) {
|
|
148
|
+
let x = fluid_forcing_face_world(vec3<f32>(face) - vec3<f32>(0.0, 0.5, 0.0));
|
|
149
|
+
let velocity = fluid_forcing_wall_velocity(wall, x);
|
|
150
|
+
|
|
151
|
+
textureStore(out_v, grid_tile_window_storage(face, settings.faces_v.corner_storage, settings.faces_v.period), vec4<f32>(velocity.y, 0.0, 0.0, 0.0));
|
|
152
|
+
forcing[index] = 0.0;
|
|
153
|
+
} else if (effector_count > 0u) {
|
|
154
|
+
let x = fluid_forcing_face_world(vec3<f32>(face) - vec3<f32>(0.0, 0.5, 0.0));
|
|
155
|
+
forcing[index] = fluid_forcing_deposit(x, settings.dt, settings.cell_size, effector_count).y;
|
|
156
|
+
} else {
|
|
157
|
+
forcing[index] = 0.0;
|
|
158
|
+
}
|
|
159
|
+
}
|
|
160
|
+
|
|
161
|
+
fn fluid_forcing_face_w(face: vec3<i32>, minus: u32, plus: u32, effector_count: u32) {
|
|
162
|
+
let index = settings.forcing_w + grid3d_to_index(vec3<u32>(face), settings.faces_w.size.xy);
|
|
163
|
+
let wall = select(minus, plus, plus != FLUID_FORCING_NONE);
|
|
164
|
+
|
|
165
|
+
if (wall != FLUID_FORCING_NONE) {
|
|
166
|
+
let x = fluid_forcing_face_world(vec3<f32>(face) - vec3<f32>(0.0, 0.0, 0.5));
|
|
167
|
+
let velocity = fluid_forcing_wall_velocity(wall, x);
|
|
168
|
+
|
|
169
|
+
textureStore(out_w, grid_tile_window_storage(face, settings.faces_w.corner_storage, settings.faces_w.period), vec4<f32>(velocity.z, 0.0, 0.0, 0.0));
|
|
170
|
+
forcing[index] = 0.0;
|
|
171
|
+
} else if (effector_count > 0u) {
|
|
172
|
+
let x = fluid_forcing_face_world(vec3<f32>(face) - vec3<f32>(0.0, 0.0, 0.5));
|
|
173
|
+
forcing[index] = fluid_forcing_deposit(x, settings.dt, settings.cell_size, effector_count).z;
|
|
174
|
+
} else {
|
|
175
|
+
forcing[index] = 0.0;
|
|
176
|
+
}
|
|
177
|
+
}
|
|
178
|
+
|
|
179
|
+
@compute @workgroup_size(${FLUID_FORCING_BRICK}, ${FLUID_FORCING_BRICK}, ${FLUID_FORCING_BRICK})
|
|
180
|
+
fn main(
|
|
181
|
+
@builtin(workgroup_id) workgroup_id: vec3<u32>,
|
|
182
|
+
@builtin(local_invocation_id) local: vec3<u32>,
|
|
183
|
+
@builtin(local_invocation_index) lane: u32,
|
|
184
|
+
) {
|
|
185
|
+
let entry = folded_workgroup_index(workgroup_id);
|
|
186
|
+
|
|
187
|
+
if (entry >= list.count) {
|
|
188
|
+
return;
|
|
189
|
+
}
|
|
190
|
+
|
|
191
|
+
let query = list.elements[entry];
|
|
192
|
+
let base = query * FLUID_FORCING_SURVIVOR_STRIDE;
|
|
193
|
+
let header = survivors[base];
|
|
194
|
+
let obstacle_count = header & 0xffffu;
|
|
195
|
+
let effector_count = header >> 16u;
|
|
196
|
+
let origin = vec3<i32>(index_to_grid3d(query - settings.query_base, settings.bricks.xy) * FLUID_FORCING_BRICK);
|
|
197
|
+
let brick_local = vec3<i32>(local);
|
|
198
|
+
let cell = origin + brick_local;
|
|
199
|
+
let flags = grid3d_to_index(vec3<u32>(cell), settings.cells.size.xy);
|
|
200
|
+
|
|
201
|
+
// listed only to clear what an earlier tick left: fluid, and no forcing to read
|
|
202
|
+
if (obstacle_count + effector_count == 0u) {
|
|
203
|
+
solid[flags] = 0u;
|
|
204
|
+
|
|
205
|
+
return;
|
|
206
|
+
}
|
|
207
|
+
|
|
208
|
+
// the brick's survivors into workgroup memory, posed: obstacles on lanes 0..23, effectors on 32..47
|
|
209
|
+
if (lane < obstacle_count) {
|
|
210
|
+
let row = leaf_rows[survivors[base + 1u + lane]];
|
|
211
|
+
let record = ${FLUID_OBSTACLE_DESCRIPTOR.marshalling_method_read}(&fluid_database, row);
|
|
212
|
+
let g = ${TRANSFORMS_TABLE.marshalling_method_read_field('global')}(&scene_database, record.node);
|
|
213
|
+
|
|
214
|
+
fluid_forcing_obstacles[lane] = record;
|
|
215
|
+
fluid_forcing_globals[lane] = mat4x4<f32>(
|
|
216
|
+
vec4<f32>(g[0].xyz * (1.0 / length(g[0].xyz)), 0.0),
|
|
217
|
+
vec4<f32>(g[1].xyz * (1.0 / length(g[1].xyz)), 0.0),
|
|
218
|
+
vec4<f32>(g[2].xyz * (1.0 / length(g[2].xyz)), 0.0),
|
|
219
|
+
g[3]
|
|
220
|
+
);
|
|
221
|
+
}
|
|
222
|
+
|
|
223
|
+
if (lane >= 32u && lane - 32u < effector_count) {
|
|
224
|
+
let slot = lane - 32u;
|
|
225
|
+
let row = leaf_rows[survivors[base + 1u + FLUID_FORCING_OBSTACLE_LIMIT + slot]];
|
|
226
|
+
let record = ${FLUID_EFFECTOR_DESCRIPTOR.marshalling_method_read}(&fluid_database, row);
|
|
227
|
+
|
|
228
|
+
fluid_forcing_effectors[slot] = fluid_effector_record_resolve(
|
|
229
|
+
record,
|
|
230
|
+
${TRANSFORMS_TABLE.marshalling_method_read_field('global')}(&scene_database, record.node),
|
|
231
|
+
${TRANSFORMS_TABLE.marshalling_method_read_field('prev_global')}(&scene_database, record.node),
|
|
232
|
+
settings.inverse_frame_dt
|
|
233
|
+
);
|
|
234
|
+
}
|
|
235
|
+
|
|
236
|
+
workgroupBarrier();
|
|
237
|
+
|
|
238
|
+
var own = FLUID_FORCING_NONE;
|
|
239
|
+
var minus_x = FLUID_FORCING_NONE;
|
|
240
|
+
var minus_y = FLUID_FORCING_NONE;
|
|
241
|
+
var minus_z = FLUID_FORCING_NONE;
|
|
242
|
+
|
|
243
|
+
// the solid test at every cell centre of the brick and the layer before it; a cell before the
|
|
244
|
+
// window is fluid, as every pass of the step reads it
|
|
245
|
+
if (obstacle_count > 0u) {
|
|
246
|
+
for (var round = 0u; round < 2u; round++) {
|
|
247
|
+
let k = round * FLUID_FORCING_BRICK_CELLS + lane;
|
|
248
|
+
|
|
249
|
+
if (k < SOLID_BLOCK_CELLS) {
|
|
250
|
+
let block_cell = origin - vec3<i32>(1) + vec3<i32>(index_to_grid3d(k, vec2<u32>(SOLID_BLOCK, SOLID_BLOCK)));
|
|
251
|
+
|
|
252
|
+
var slot = FLUID_FORCING_NONE;
|
|
253
|
+
|
|
254
|
+
if (all(block_cell >= vec3<i32>(0))) {
|
|
255
|
+
slot = fluid_forcing_solid_prenorm(fluid_forcing_face_world(vec3<f32>(block_cell)), obstacle_count);
|
|
256
|
+
}
|
|
257
|
+
|
|
258
|
+
fluid_forcing_solid_slot[k] = slot;
|
|
259
|
+
}
|
|
260
|
+
}
|
|
261
|
+
|
|
262
|
+
workgroupBarrier();
|
|
263
|
+
|
|
264
|
+
own = fluid_forcing_block_slot(brick_local);
|
|
265
|
+
minus_x = fluid_forcing_block_slot(brick_local - vec3<i32>(1, 0, 0));
|
|
266
|
+
minus_y = fluid_forcing_block_slot(brick_local - vec3<i32>(0, 1, 0));
|
|
267
|
+
minus_z = fluid_forcing_block_slot(brick_local - vec3<i32>(0, 0, 1));
|
|
268
|
+
}
|
|
269
|
+
|
|
270
|
+
// the drag of the porous obstacles on a cell that is not solid, over the step
|
|
271
|
+
var porous = 0u;
|
|
272
|
+
|
|
273
|
+
if (obstacle_count > 0u && own == FLUID_FORCING_NONE) {
|
|
274
|
+
let drag = fluid_forcing_porous(fluid_forcing_face_world(vec3<f32>(cell)), settings.cell_size, obstacle_count);
|
|
275
|
+
|
|
276
|
+
if (drag.x > 0.0) {
|
|
277
|
+
let at = settings.forcing_porous + flags * FLUID_FORCING_POROUS_WORDS;
|
|
278
|
+
|
|
279
|
+
forcing[at] = drag.x * settings.dt;
|
|
280
|
+
forcing[at + 1u] = drag.y;
|
|
281
|
+
forcing[at + 2u] = drag.z;
|
|
282
|
+
forcing[at + 3u] = drag.w;
|
|
283
|
+
|
|
284
|
+
porous = FLUID_POROUS_FLAG;
|
|
285
|
+
}
|
|
286
|
+
}
|
|
287
|
+
|
|
288
|
+
solid[flags] = FLUID_FORCED_FLAG | select(0u, FLUID_SOLID_FLAG, own != FLUID_FORCING_NONE) | porous;
|
|
289
|
+
|
|
290
|
+
// the cell's -x, -y and -z faces
|
|
291
|
+
fluid_forcing_face_u(cell, minus_x, own, effector_count);
|
|
292
|
+
fluid_forcing_face_v(cell, minus_y, own, effector_count);
|
|
293
|
+
fluid_forcing_face_w(cell, minus_z, own, effector_count);
|
|
294
|
+
|
|
295
|
+
// the +boundary face planes, owned by the window's last cells; the cell beyond is fluid
|
|
296
|
+
let last = vec3<i32>(settings.cells.size) - vec3<i32>(1);
|
|
297
|
+
|
|
298
|
+
if (cell.x == last.x) {
|
|
299
|
+
fluid_forcing_face_u(cell + vec3<i32>(1, 0, 0), own, FLUID_FORCING_NONE, effector_count);
|
|
300
|
+
}
|
|
301
|
+
if (cell.y == last.y) {
|
|
302
|
+
fluid_forcing_face_v(cell + vec3<i32>(0, 1, 0), own, FLUID_FORCING_NONE, effector_count);
|
|
303
|
+
}
|
|
304
|
+
if (cell.z == last.z) {
|
|
305
|
+
fluid_forcing_face_w(cell + vec3<i32>(0, 0, 1), own, FLUID_FORCING_NONE, effector_count);
|
|
306
|
+
}
|
|
307
|
+
}
|
|
308
|
+
`, [
|
|
309
|
+
chunk_folded_workgroup_index,
|
|
310
|
+
chunk_index_to_grid3d,
|
|
311
|
+
chunk_grid3d_to_index,
|
|
312
|
+
chunk_grid_tile_window,
|
|
313
|
+
chunk_fluid_forcing_cell,
|
|
314
|
+
chunk_fluid_effector_record_resolve,
|
|
315
|
+
FLUID_OBSTACLE_DESCRIPTOR.chunk_read,
|
|
316
|
+
FLUID_EFFECTOR_DESCRIPTOR.chunk_read,
|
|
317
|
+
FLUID_OBSTACLE_PLANE_DESCRIPTOR.chunk_read_field('plane'),
|
|
318
|
+
TRANSFORMS_TABLE.chunk_read_field('global'),
|
|
319
|
+
TRANSFORMS_TABLE.chunk_read_field('prev_global'),
|
|
320
|
+
]);
|
|
321
|
+
|
|
322
|
+
body.addExtension(WebGPUExtensionType.Subgroups);
|
|
323
|
+
|
|
324
|
+
/**
|
|
325
|
+
* Q3 of a tick, the forcing (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §10), for one stepping
|
|
326
|
+
* cascade: one workgroup of 4×4×4 for each brick its query listed, dispatched indirectly from Q2's
|
|
327
|
+
* command, the brick found by `folded_workgroup_index`.
|
|
328
|
+
*
|
|
329
|
+
* 1. **The survivors, posed:** the brick's obstacle records with their nodes' `global` (rotation
|
|
330
|
+
* columns pre-normalised), and its effector records brought to the world
|
|
331
|
+
* (`fluid_effector_record_resolve` with the node's `global` and `prev_global`), into workgroup
|
|
332
|
+
* memory; one barrier.
|
|
333
|
+
* 2. **The solid test** (`fluid_forcing_solid_prenorm`) at the centre of every cell of the brick and
|
|
334
|
+
* the layer before it on each axis (125 cells, two rounds), recording the solid's obstacle; a cell
|
|
335
|
+
* before the window is fluid, as the step reads it. One barrier.
|
|
336
|
+
* 3. **Per cell:** its solid flags, `FLUID_FORCED_FLAG` with `FLUID_SOLID_FLAG` where solid, and
|
|
337
|
+
* `FLUID_POROUS_FLAG` where a porous obstacle drags on a cell that is not solid, whose drag over the
|
|
338
|
+
* step and the velocity it drags toward go into the forcing buffer's porous block
|
|
339
|
+
* (`fluid_forcing_porous`, the drag times `dt_c`); then each
|
|
340
|
+
* of its −x, −y, −z faces, and the window's last cells their +boundary faces: a face with a solid
|
|
341
|
+
* cell on either side is pinned, as every pass of the step will find it from the flags, and takes
|
|
342
|
+
* the wall's velocity (`fluid_forcing_wall_velocity`, the solid cell's obstacle, the + side's when
|
|
343
|
+
* both are) **in the cascade's persistent faces**, before the step reads them, with forcing 0;
|
|
344
|
+
* any other face's forcing is the effectors' deposit over `dt_c` on `h_c`
|
|
345
|
+
* (`fluid_forcing_deposit`).
|
|
346
|
+
*
|
|
347
|
+
* Writing the wall's velocity into the persistent faces is what makes a face that just became pinned
|
|
348
|
+
* carry the wall, never the fluid value it held: advection reads it as a boundary value and every pass
|
|
349
|
+
* carries it through. A brick listed only because its flags held an earlier tick's has no survivors
|
|
350
|
+
* and writes its cells' flags to 0, which is also what leaves no reader of this tick's forcing there.
|
|
351
|
+
*
|
|
352
|
+
* Per invocation: two solid tests of at most 24 fields (768 hull planes at worst), three to six faces
|
|
353
|
+
* of at most 16 kernels. Workgroup memory: 24 records and matrices, 16 records, 125 slots, 4,724
|
|
354
|
+
* bytes.
|
|
355
|
+
*
|
|
356
|
+
* Bindings: `settings` ({@link FLUID_FORCING_APPLY_STRUCT}); `fluid_database` and `scene_database`;
|
|
357
|
+
* `list`, `survivors` and `leaf_rows` from the tick's query and the frame's leaf list; `solid`, the
|
|
358
|
+
* cascade's flags; `forcing`, the tick's; `out_u`, `out_v`, `out_w`, the cascade's persistent faces.
|
|
359
|
+
* Seven storage buffers and three storage textures.
|
|
360
|
+
*
|
|
361
|
+
* @type {ComputeShader}
|
|
362
|
+
*/
|
|
363
|
+
export const shader_fluid_forcing_apply = ComputeShader.from({
|
|
364
|
+
label: "Fluid / forcing / apply",
|
|
365
|
+
resources,
|
|
366
|
+
body,
|
|
367
|
+
});
|