@woosh/meep-engine 3.68.0 → 3.70.0
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 +74 -0
- package/build/bundle-worker-terrain.js +1 -1
- 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/core/bvh8/build/BVH8Converter.d.ts +16 -0
- package/src/core/bvh8/build/BVH8Converter.d.ts.map +1 -1
- package/src/core/bvh8/build/BVH8Converter.js +64 -37
- package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts +25 -0
- package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts.map +1 -0
- package/src/core/bvh8/build/bvh8_assign_slots_greedy.js +68 -0
- package/src/core/bvh8/build/bvh8_from_proxy.d.ts.map +1 -1
- package/src/core/bvh8/build/bvh8_from_proxy.js +2 -33
- package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts +22 -0
- package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts.map +1 -0
- package/src/core/bvh8/build/bvh8_node_fit_slots.js +115 -0
- package/src/core/bvh8/bvh8_depth.d.ts +8 -0
- package/src/core/bvh8/bvh8_depth.d.ts.map +1 -0
- package/src/core/bvh8/bvh8_depth.js +39 -0
- package/src/core/math/complex/complex_fft_radix2.d.ts +19 -0
- package/src/core/math/complex/complex_fft_radix2.d.ts.map +1 -0
- package/src/core/math/complex/complex_fft_radix2.js +71 -0
- 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/GPUFluidSystem.d.ts +17 -4
- package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -1
- package/src/engine/graphics3/GPUFluidSystem.js +113 -16
- 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/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/physics/cloth/playground/wind_main.js +7 -6
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +2 -2
- package/src/engine/physics/cloth/wind/AbstractClothWind.js +2 -2
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +3 -3
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/ClothFluidWind.js +7 -9
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +10 -10
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +14 -22
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts +16 -2
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidAtmosphere.js +17 -3
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +1 -2
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +1 -2
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +8 -5
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +60 -17
- 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/effector/AbstractFluidEffector.d.ts +1 -1
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +33 -47
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +38 -176
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +8 -11
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +13 -24
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts +16 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.js +35 -0
- package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +1 -1
- package/src/engine/physics/fluid/fluid_apply_atmosphere.js +1 -1
- 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/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts +28 -0
- package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.js +29 -0
- package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts +16 -0
- package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.js +49 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts +11 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.js +18 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts +25 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.js +65 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts +56 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.js +313 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts +16 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.js +69 -0
- package/src/generation/foliage/mesh/branch_ring_triangulate.d.ts +1 -1
- package/src/generation/foliage/mesh/branch_ring_triangulate.js +1 -1
- package/src/shade/playground/bvh_repro/README.md +8 -6
- package/src/shade/playground/bvh_repro/index.html +125 -124
- package/src/shade/playground/bvh_repro/main.js +259 -254
- package/src/shade/playground/foliage_wind/foliage_world.d.ts.map +1 -1
- package/src/shade/playground/foliage_wind/foliage_world.js +7 -4
- package/src/shade/playground/grass_surfaces/main.js +3 -2
- package/src/shade/playground/particle_ecs/bonfire_wind.d.ts +23 -13
- package/src/shade/playground/particle_ecs/bonfire_wind.d.ts.map +1 -1
- package/src/shade/playground/particle_ecs/bonfire_wind.js +30 -33
- package/src/shade/playground/skinned_blas_refit/README.md +26 -14
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +14 -9
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +126 -127
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +95 -95
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +9 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +146 -135
- package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts +6 -6
- package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.js +148 -134
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +11 -8
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +342 -202
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +12 -13
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +136 -116
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +4 -4
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +255 -249
- 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/playground/water_surface/main.js +6 -3
- package/src/shade/renderer/animation/GPUAnimationManager.js +2 -2
- 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/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +7 -8
- 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/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/fluid/FLUID_FAR_FIELD_STRUCT.d.ts +111 -0
- package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.js +162 -0
- package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +37 -8
- package/src/shade/renderer/fluid/GPUFluidCascade.d.ts.map +1 -1
- package/src/shade/renderer/fluid/GPUFluidCascade.js +149 -47
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +10 -3
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts.map +1 -1
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.js +69 -10
- package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts +19 -0
- package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts.map +1 -0
- package/src/shade/renderer/fluid/chunk_fluid_far_field.js +43 -0
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts +10 -9
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.js +14 -12
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts +3 -2
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.js +7 -5
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts +17 -9
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.js +58 -18
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts +23 -11
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.js +371 -335
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.js +2 -1
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.js +109 -108
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts +5 -3
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.js +24 -12
- 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 +9 -0
- 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/FLUID_MAC_STEP_STRUCT.d.ts +6 -2
- package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.js +10 -5
- package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts +20 -21
- package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts.map +1 -1
- package/src/shade/renderer/fluid/mac/FluidMacPasses.js +453 -427
- 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 +340 -282
- package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts +13 -5
- package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts.map +1 -1
- package/src/shade/renderer/fluid/publish/FluidWindPublish.js +20 -10
- package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.d.ts +2 -2
- package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.js +2 -2
- package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts +5 -3
- package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts.map +1 -1
- package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.js +147 -142
- package/src/shade/renderer/fluid/query/GPUFluidQueries.js +2 -2
- package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/GPUGeometryManager.js +5 -7
- package/src/shade/renderer/geometry/MeshletGeometry.d.ts +4 -1
- package/src/shade/renderer/geometry/MeshletGeometry.d.ts.map +1 -1
- package/src/shade/renderer/geometry/MeshletGeometry.js +4 -1
- package/src/shade/renderer/geometry/MeshletGeometrySerializationAdapter.d.ts +20 -0
- package/src/shade/renderer/geometry/MeshletGeometrySerializationAdapter.d.ts.map +1 -1
- package/src/shade/renderer/geometry/MeshletGeometrySerializationAdapter.js +35 -3
- package/src/shade/renderer/geometry/blas_from_meshlets.d.ts +9 -3
- package/src/shade/renderer/geometry/blas_from_meshlets.d.ts.map +1 -1
- package/src/shade/renderer/geometry/blas_from_meshlets.js +16 -30
- package/src/shade/renderer/geometry/bvh/BLAS8_REFIT_TARGET_STRUCT.d.ts +14 -0
- package/src/shade/renderer/geometry/bvh/BLAS8_REFIT_TARGET_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/BLAS8_REFIT_TARGET_STRUCT.js +33 -0
- package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.d.ts +18 -21
- package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.js +78 -158
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- package/src/shade/renderer/trails/runtime/TrailFadeCurves.d.ts.map +1 -0
- package/src/shade/renderer/trails/runtime/TrailFadeCurves.js +220 -0
- package/src/shade/renderer/trails/runtime/TrailKnotPool.d.ts +49 -0
- package/src/shade/renderer/trails/runtime/TrailKnotPool.d.ts.map +1 -0
- package/src/shade/renderer/trails/runtime/TrailKnotPool.js +162 -0
- package/src/shade/renderer/trails/runtime/TrailParameters.d.ts +52 -0
- package/src/shade/renderer/trails/runtime/TrailParameters.d.ts.map +1 -0
- package/src/shade/renderer/trails/runtime/TrailParameters.js +126 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_frame_transport.d.ts +23 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_frame_transport.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_frame_transport.js +57 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_knot_alpha.d.ts +14 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_knot_alpha.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_knot_alpha.js +40 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_seed.d.ts +18 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_seed.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_seed.js +64 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_segment.d.ts +14 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_segment.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_segment.js +51 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_update.d.ts +48 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_update.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_update.js +197 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_vertex.d.ts +34 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_vertex.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_vertex.js +111 -0
- package/src/shade/renderer/trails/shaders/shader_trail_avboit.d.ts +24 -0
- package/src/shade/renderer/trails/shaders/shader_trail_avboit.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/shader_trail_avboit.js +78 -0
- package/src/shade/renderer/trails/shaders/shader_trail_avboit_segments.d.ts +23 -0
- package/src/shade/renderer/trails/shaders/shader_trail_avboit_segments.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/shader_trail_avboit_segments.js +130 -0
- package/src/shade/renderer/trails/shaders/shader_trail_draw_args.d.ts +29 -0
- package/src/shade/renderer/trails/shaders/shader_trail_draw_args.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/shader_trail_draw_args.js +78 -0
- package/src/shade/renderer/trails/shaders/shader_trail_seed.d.ts +18 -0
- package/src/shade/renderer/trails/shaders/shader_trail_seed.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/shader_trail_seed.js +79 -0
- package/src/shade/renderer/trails/shaders/shader_trail_update.d.ts +20 -0
- package/src/shade/renderer/trails/shaders/shader_trail_update.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/shader_trail_update.js +101 -0
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +2 -2
- package/src/shade/renderer/water/query/shader_water_surface_query.d.ts.map +1 -1
- package/src/shade/renderer/water/query/shader_water_surface_query.js +227 -227
- package/src/shade/renderer/water/surface/particles/chunk_water_particle_step.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/particles/chunk_water_particle_step.js +7 -4
- package/src/shade/renderer/water/surface/particles/shader_water_particles.js +2 -2
- package/src/shade/renderer/wind/GPUSceneWind.d.ts +36 -4
- package/src/shade/renderer/wind/GPUSceneWind.d.ts.map +1 -1
- package/src/shade/renderer/wind/GPUSceneWind.js +150 -4
- package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts +9 -3
- package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/wind/WIND_FIELD_STRUCT.js +13 -3
- package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.d.ts +6 -6
- package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.js +6 -6
- package/src/shade/renderer/wind/chunk_fluid_turbulence.d.ts +39 -0
- package/src/shade/renderer/wind/chunk_fluid_turbulence.d.ts.map +1 -0
- package/src/shade/renderer/wind/chunk_fluid_turbulence.js +63 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts +10 -7
- package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts.map +1 -1
- package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.js +34 -11
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts +2 -2
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.js +2 -2
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts +6 -4
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts.map +1 -1
- package/src/shade/renderer/wind/wind_field_add_resources.js +9 -6
- package/src/engine/graphics/ecs/trail3d/advance_trail.d.ts +0 -18
- package/src/engine/graphics/ecs/trail3d/advance_trail.d.ts.map +0 -1
- package/src/engine/graphics/ecs/trail3d/advance_trail.js +0 -42
- package/src/engine/graphics/ecs/trail3d/seed_trail_tube.d.ts +0 -14
- package/src/engine/graphics/ecs/trail3d/seed_trail_tube.d.ts.map +0 -1
- package/src/engine/graphics/ecs/trail3d/seed_trail_tube.js +0 -75
- package/src/engine/graphics/ecs/trail3d/trail_head_position.d.ts +0 -17
- package/src/engine/graphics/ecs/trail3d/trail_head_position.d.ts.map +0 -1
- package/src/engine/graphics/ecs/trail3d/trail_head_position.js +0 -19
- package/src/engine/graphics/trail/tube/TubeX.d.ts +0 -186
- package/src/engine/graphics/trail/tube/TubeX.d.ts.map +0 -1
- package/src/engine/graphics/trail/tube/TubeX.js +0 -575
- package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.d.ts +0 -16
- package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.d.ts.map +0 -1
- package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.js +0 -34
- package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts +0 -27
- package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts.map +0 -1
- package/src/engine/graphics/trail/tube/tube_attributes_spec.js +0 -70
- package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts +0 -38
- package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts.map +0 -1
- package/src/engine/graphics3/trail/trail_tube_write_geometry.js +0 -119
- package/src/shade/renderer/geometry/bvh/BLAS_REFIT_TARGET_STRUCT.d.ts +0 -18
- package/src/shade/renderer/geometry/bvh/BLAS_REFIT_TARGET_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/geometry/bvh/BLAS_REFIT_TARGET_STRUCT.js +0 -50
- package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +0 -23
- package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +0 -1
- package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +0 -87
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch.d.ts +0 -42
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch.d.ts.map +0 -1
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch.js +0 -141
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch_seed.d.ts +0 -21
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch_seed.d.ts.map +0 -1
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch_seed.js +0 -75
- package/src/shade/renderer/geometry/meshlet_batch_to_bvh.d.ts +0 -17
- package/src/shade/renderer/geometry/meshlet_batch_to_bvh.d.ts.map +0 -1
- package/src/shade/renderer/geometry/meshlet_batch_to_bvh.js +0 -247
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.d.ts +0 -7
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.js +0 -226
- package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.d.ts +0 -8
- package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.js +0 -45
- package/src/shade/renderer/shader/chunk/light/sample/chunk_ray_sample_light.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/light/sample/chunk_ray_sample_light.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/light/sample/chunk_ray_sample_light.js +0 -105
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_distance.d.ts +0 -6
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_distance.d.ts.map +0 -1
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_distance.js +0 -86
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast_traversal_count.d.ts +0 -2
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast_traversal_count.d.ts.map +0 -1
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast_traversal_count.js +0 -136
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import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
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import { chunk_scene_database_access } from "../../scene/chunk_scene_database_access.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { ComputeShader } from "../../shader/ComputeShader.js";
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
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import { 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 { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
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import { TRAIL_DESCRIPTOR, TRAIL_STATE_DESCRIPTOR } from "../data/TRAIL_DATABASE_SPEC.js";
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import { chunk_trail_update } from "./chunk_trail_update.js";
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/**
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* Threads per workgroup; one trail row each. The page iterator wants a multiple of 32.
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*/
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export const TRAIL_UPDATE_WORKGROUP_SIZE = 64;
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const PG = TRAIL_DESCRIPTOR.page_iterator_symbol_prefix(TRAIL_UPDATE_WORKGROUP_SIZE, true);
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export const TRAIL_UPDATE_SETTINGS = WebGPUStruct.from({
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/** the clock, in ticks */
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now: u32,
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capacity: u32,
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}, "Trail3DUpdateSettings");
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const resources = new ShaderResourceSetDescriptor();
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resources.setImmediate("settings", TRAIL_UPDATE_SETTINGS);
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resources.createGroup()
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.addStorageBuffer("trail_database", WebGPUArray.u32, true)
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.addStorageBuffer("scene_database", WebGPUArray.u32, false)
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.addStorageBuffer("knots", WebGPUArray.u32, true)
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.addStorageBuffer("live_segments", COLLECTION_U32_STRUCT_READ, true);
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const body = CodeChunk.from(
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//language=WGSL
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`
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@compute @workgroup_size(${TRAIL_UPDATE_WORKGROUP_SIZE}, 1, 1)
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fn main(
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@builtin(workgroup_id) wg_id : vec3<u32>,
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@builtin(local_invocation_index) local_id : u32,
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) {
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// first page is unallocated
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if (wg_id.x == 0u && local_id == 0u) {
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live_segments.count = settings.capacity;
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}
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if (!${PG}_setup(&trail_database, wg_id.x, local_id)) {
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return;
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}
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let slot = ${PG}_slot_in_page(local_id);
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return;
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}
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let record = ${PG}_read(&trail_database, slot);
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let row = ${PG}_slot_to_index(slot);
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var state = ${STATE.marshalling_method_read_rw}(&trail_database, row);
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if (state.seeded_epoch != record.seed_epoch) {
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// a seed has been asked for and not run yet: nothing to draw until it has
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live_segments.elements[row] = 0u;
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return;
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}
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let head = trail_head_world(scene_read_node(&scene_database, record.node).global, record.offset);
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live_segments.elements[row] = trail_update(record, &state, head, settings.now);
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${STATE.marshalling_method_write}(&trail_database, row, state);
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}
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`, [
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TRAIL_DESCRIPTOR.chunk_iterate(TRAIL_UPDATE_WORKGROUP_SIZE, true),
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STATE.chunk_read_rw,
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STATE.chunk_write,
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chunk_scene_database_access,
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chunk_trail_update,
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]);
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/**
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* One frame of every trail: a thread per row of the trail table, through the table's page iterator.
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* Each reads its entity's world matrix from the scene database — the hierarchy has composed this
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* frame's — runs `trail_update`, writes its state back, and writes how many of its segments can be
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* visible into `live_segments`, the list the scan sums.
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*
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* A row whose state has not been seeded for its record's epoch writes zero and waits for its seed.
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*
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* @type {ComputeShader}
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*/
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export const shader_trail_update = ComputeShader.from({
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label: "Trail Update",
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resources,
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body,
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});
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const switches = shader_switches.with(WIND_FIELD_UNIFORM, scene.wind.
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const switches = shader_switches.with(WIND_FIELD_UNIFORM, scene.wind.is_uniform);
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shader_volumetrics_build_participating_media.variant(switches).dispatchThreads({
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scene.wind.bind(bindings);
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const switches = shader_switches.with(WIND_FIELD_UNIFORM, scene.wind.is_uniform);
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base_shader.variant(switches).dispatch({
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{"version":3,"file":"shader_water_surface_query.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/query/shader_water_surface_query.js"],"names":[],"mappings":"AA8BA,gEAAgE;AAChE,mDAAoD;AAEpD;;;;GAIG;AACH,6CAFU,MAAM,CAEgC;AAEhD;;;;;;;;;;GAUG;AACH,iDAFU,YAAY,CAMS;AA+J/B;;;;;;;GAOG;AACH,yCAFU,aAAa,CAMpB;
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{"version":3,"file":"shader_water_surface_query.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/query/shader_water_surface_query.js"],"names":[],"mappings":"AA8BA,gEAAgE;AAChE,mDAAoD;AAEpD;;;;GAIG;AACH,6CAFU,MAAM,CAEgC;AAEhD;;;;;;;;;;GAUG;AACH,iDAFU,YAAY,CAMS;AA+J/B;;;;;;;GAOG;AACH,yCAFU,aAAa,CAMpB;6BAtN0B,mCAAmC;8BARlC,+BAA+B"}
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import { GEOMETRY_METADATA_STRUCT } from "../../geometry/GEOMETRY_METADATA_STRUCT.js";
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import { MESHLET_METADATA_STRUCT } from "../../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
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import { chunk_scene_database_access } from "../../scene/chunk_scene_database_access.js";
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import { SCENE_DATABASE_RESOURCE } from "../../scene/SCENE_DATABASE_RESOURCE.js";
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import { ComputeShader } from "../../shader/ComputeShader.js";
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import {
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import {
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import {
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import {
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import {
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import {
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import {
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import {
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import {
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import {
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import {
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/** Invocations of a gather workgroup, one query sample each. */
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export const WATER_QUERY_GATHER_WORKGROUP_SIZE = 64;
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/**
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* Words of one entry of the gather's list: the request's row in `water_query`, then the flat index
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* @type {number}
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*/
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export const WATER_QUERY_GATHER_ENTRY_WORDS = 2;
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/**
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* Per dispatch, 12 bytes, as immediate data.
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*
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* - `query_count`: entries of the list;
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* - `sample_count`: samples of every entry together, one invocation each;
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* - `row_width`: invocations a row of the dispatch holds, its x extent, so sample
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* `id.y · row_width + id.x` lands past the guaranteed workgroup count along x without
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* `num_workgroups`.
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*
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* @type {WebGPUStruct}
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*/
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export const WATER_QUERY_GATHER_SETTINGS_STRUCT = WebGPUStruct.from({
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query_count: u32,
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sample_count: u32,
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row_width: u32,
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}, 'WaterQueryGatherSettings');
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const resources = new ShaderResourceSetDescriptor();
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resources.setImmediate('settings', WATER_QUERY_GATHER_SETTINGS_STRUCT);
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resources.createGroup()
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.addStorageBuffer("database", WebGPUArray.from(u32), true)
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.addStorageBuffer("list", WebGPUArray.from(u32), false)
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.add(SCENE_DATABASE_RESOURCE)
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.add(WATER_BAND_DISPLACEMENT_RESOURCE)
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.add(WATER_BAND_DERIVATIVES_RESOURCE)
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.add(WATER_BAND_SAMPLER_RESOURCE)
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.add(WATER_PARTICLE_OFFSETS_RESOURCE)
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.add(WATER_PARTICLE_ENTRIES_RESOURCE)
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.addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
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.addStorageBuffer("blas_data", WebGPUArray.from(
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.addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT))
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.addStorageBuffer("meshlet_data", WebGPUArray.from(f32));
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const body = CodeChunk.from(
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//language=WGSL
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`
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const ENTRY_WORDS = ${WATER_QUERY_GATHER_ENTRY_WORDS}u;
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// the entry a flat sample belongs to: the last one whose first sample is at or before it. The first
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// entry starts at 0, so one always is; 32 halvings cover any u32 count.
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fn water_query_gather_entry(sample: u32) -> u32 {
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var low = 0u;
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var high = settings.query_count;
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for (var step = 0u; step < 32u && high - low > 1u; step++) {
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let middle = low + ((high - low) >> 1u);
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if (list[middle * ENTRY_WORDS + 1u] <= sample) {
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low = middle;
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} else {
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high = middle;
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}
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}
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return low;
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}
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@compute @workgroup_size(${WATER_QUERY_GATHER_WORKGROUP_SIZE})
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fn main(@builtin(global_invocation_id) id: vec3<u32>) {
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let sample = id.y * settings.row_width + id.x;
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if (sample >= settings.sample_count) {
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return;
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}
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let entry = water_query_gather_entry(sample);
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let row = list[entry * ENTRY_WORDS];
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let local = sample - list[entry * ENTRY_WORDS + 1u];
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113
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114
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let query = ${WATER_QUERY_DESCRIPTOR.marshalling_method_read_rw}(&database, row);
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115
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let sample_row = query.first_sample + local;
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116
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-
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// Input (local_x, local_z) is packed in the transient list buffer right after the query entries.
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let point_word = (settings.query_count + sample) * ENTRY_WORDS;
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let input_xz = vec2<f32>(bitcast<f32>(list[point_word]), bitcast<f32>(list[point_word + 1u]));
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let body = ${WATER_BODIES_TABLE.marshalling_method_read}(&scene_database, query.body);
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if (body.node == 0u || body.node == ~0u) {
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${WATER_QUERY_SAMPLE_DESCRIPTOR.marshalling_method_write}(&database, sample_row,
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${WATER_QUERY_SAMPLE_STRUCT.wgsl_ref}(0.0, encode_vertex_normal(vec3<f32>(0.0, 1.0, 0.0))));
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return;
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}
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let global = scene_read_node(&scene_database, body.node).global;
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|
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let c0 = global[0].xyz;
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|
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let c1 = global[1].xyz;
|
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|
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let c2 = global[2].xyz;
|
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|
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let cof0 = cross(c1, c2);
|
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|
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let cof1 = cross(c2, c0);
|
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|
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let cof2 = cross(c0, c1);
|
|
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|
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let det = dot(c0, cof0);
|
|
136
|
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|
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137
|
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if (abs(det) < 1e-20) {
|
|
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|
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${WATER_QUERY_SAMPLE_DESCRIPTOR.marshalling_method_write}(&database, sample_row,
|
|
139
|
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${WATER_QUERY_SAMPLE_STRUCT.wgsl_ref}(global[3].y, encode_vertex_normal(vec3<f32>(0.0, 1.0, 0.0))));
|
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|
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return;
|
|
141
|
-
}
|
|
142
|
-
|
|
143
|
-
let scale = max(vec3<f32>(length(c0), length(c1), length(c2)), vec3<f32>(1e-20));
|
|
144
|
-
let geometry_index = body.geometry;
|
|
145
|
-
let box = geometries[geometry_index].bounding_box;
|
|
146
|
-
let clamped_box_xz = clamp(input_xz, vec2<f32>(box[0], box[2]), vec2<f32>(box[3], box[5]));
|
|
147
|
-
|
|
148
|
-
var stack: array<
|
|
149
|
-
var rest_position: vec3<f32>;
|
|
150
|
-
var inside = false;
|
|
151
|
-
|
|
152
|
-
// 1. Inside-outline check via down-ray into the body's BLAS (skipped when already outside the XZ AABB).
|
|
153
|
-
if (all(input_xz == clamped_box_xz)) {
|
|
154
|
-
let margin = max(1e-3, (box[4] - box[1]) * 1e-4);
|
|
155
|
-
let top = box[4] + margin;
|
|
156
|
-
let hit = ray_query_blas_nearest(
|
|
157
|
-
Ray(vec3<f32>(input_xz.x, top, input_xz.y), vec3<f32>(0.0, -1.0, 0.0), top - box[1] + margin),
|
|
158
|
-
geometry_index,
|
|
159
|
-
&stack,
|
|
160
|
-
0u
|
|
161
|
-
);
|
|
162
|
-
if (hit.t >= 0.0) {
|
|
163
|
-
rest_position = vec3<f32>(input_xz.x, top - hit.t, input_xz.y);
|
|
164
|
-
inside = true;
|
|
165
|
-
}
|
|
166
|
-
}
|
|
167
|
-
|
|
168
|
-
// 2. Outside the shoreline or inside an island hole: clamp continuously to the nearest point on the mesh.
|
|
169
|
-
if (!inside) {
|
|
170
|
-
let mid_y = 0.5 * (box[1] + box[4]);
|
|
171
|
-
let box_diag = length(vec3<f32>(box[3] - box[0], box[4] - box[1], box[5] - box[2]));
|
|
172
|
-
let max_reach = min(1e18, distance(input_xz, clamped_box_xz) + box_diag + 1.0);
|
|
173
|
-
let nearest = point_query_blas_nearest(vec3<f32>(input_xz.x, mid_y, input_xz.y), max_reach, geometry_index, &stack, 0u);
|
|
174
|
-
if (nearest.primitive != 0xFFFFFFFFu) {
|
|
175
|
-
rest_position = nearest.position;
|
|
176
|
-
} else {
|
|
177
|
-
rest_position = vec3<f32>(clamped_box_xz.x, mid_y, clamped_box_xz.y);
|
|
178
|
-
}
|
|
179
|
-
}
|
|
180
|
-
|
|
181
|
-
// 3. Evaluate water_surface_sample at the clamped metric rest position, with 2 fixed-point steps
|
|
182
|
-
// to invert horizontal choppiness (Gerstner / particle horizontal displacement).
|
|
183
|
-
let target_metric = rest_position.xz * scale.xz;
|
|
184
|
-
let footprint = max(query.footprint, 1e-6);
|
|
185
|
-
var sample_p = target_metric;
|
|
186
|
-
for (var iter = 0u; iter < 2u; iter++) {
|
|
187
|
-
let step_sample = water_surface_sample(body.wave, sample_p, footprint, 1.0);
|
|
188
|
-
sample_p = target_metric - step_sample.offset.xz;
|
|
189
|
-
}
|
|
190
|
-
let surface = water_surface_sample(body.wave, sample_p, footprint, 1.0);
|
|
191
|
-
|
|
192
|
-
// 4. Transform displaced height and normal to world space, and pack normal into u32.
|
|
193
|
-
let displaced_local = vec3<f32>(rest_position.x, rest_position.y + surface.offset.y / scale.y, rest_position.z);
|
|
194
|
-
let world_height = (global * vec4<f32>(displaced_local, 1.0)).y;
|
|
195
|
-
|
|
196
|
-
let local_normal = normalize(surface.normal * scale);
|
|
197
|
-
let world_normal = normalize((cof0 * local_normal.x + cof1 * local_normal.y + cof2 * local_normal.z) * (1.0 / det));
|
|
198
|
-
let packed_normal = encode_vertex_normal(world_normal);
|
|
199
|
-
|
|
200
|
-
${WATER_QUERY_SAMPLE_DESCRIPTOR.marshalling_method_write}(&database, sample_row,
|
|
201
|
-
${WATER_QUERY_SAMPLE_STRUCT.wgsl_ref}(world_height, packed_normal));
|
|
202
|
-
}
|
|
203
|
-
`, [
|
|
204
|
-
WATER_QUERY_DESCRIPTOR.chunk_read_rw,
|
|
205
|
-
WATER_QUERY_SAMPLE_DESCRIPTOR.chunk_write,
|
|
206
|
-
WATER_BODIES_TABLE.chunk_read,
|
|
207
|
-
chunk_scene_database_access,
|
|
208
|
-
chunk_water_surface_sample,
|
|
209
|
-
chunk_ray_query_blas_nearest,
|
|
210
|
-
chunk_point_query_blas_nearest,
|
|
211
|
-
chunk_encode_vertex_normal,
|
|
212
|
-
]
|
|
213
|
-
);
|
|
214
|
-
|
|
215
|
-
/**
|
|
216
|
-
* The GPU water surface read API's gather: evaluates the displaced world-space surface height and
|
|
217
|
-
* world-space normal (packed as a single `u32` via `encode_vertex_normal`) at every query point
|
|
218
|
-
* requested this frame, clamping off-outline or island-hole points continuously to the nearest
|
|
219
|
-
* point on the body's authored mesh via `point_query_blas_nearest`.
|
|
220
|
-
*
|
|
221
|
-
* @type {ComputeShader}
|
|
222
|
-
*/
|
|
223
|
-
export const shader_water_surface_query = ComputeShader.from({
|
|
224
|
-
label: "Water / surface query",
|
|
225
|
-
resources,
|
|
226
|
-
body,
|
|
227
|
-
});
|
|
1
|
+
import { GEOMETRY_METADATA_STRUCT } from "../../geometry/GEOMETRY_METADATA_STRUCT.js";
|
|
2
|
+
import { MESHLET_METADATA_STRUCT } from "../../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
|
|
3
|
+
import { chunk_scene_database_access } from "../../scene/chunk_scene_database_access.js";
|
|
4
|
+
import { SCENE_DATABASE_RESOURCE } from "../../scene/SCENE_DATABASE_RESOURCE.js";
|
|
5
|
+
import { ComputeShader } from "../../shader/ComputeShader.js";
|
|
6
|
+
import { chunk_encode_vertex_normal } from "../../shader/chunk/geometry/normal/chunk_encode_vertex_normal.js";
|
|
7
|
+
import { chunk_ray_query_blas_nearest } from "../../shader/chunk/geometry/ray/chunk_ray_query_blas_nearest.js";
|
|
8
|
+
import { chunk_point_query_blas_nearest } from "../../shader/chunk/sdf/chunk_point_query_blas_nearest.js";
|
|
9
|
+
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
10
|
+
import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
|
|
11
|
+
import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
|
|
12
|
+
import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
|
|
13
|
+
import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
|
|
14
|
+
import { WATER_BODIES_TABLE } from "../medium/chunk_water_bodies.js";
|
|
15
|
+
import { chunk_water_surface_sample } from "../surface/chunk_water_surface_sample.js";
|
|
16
|
+
import {
|
|
17
|
+
WATER_BAND_DERIVATIVES_RESOURCE,
|
|
18
|
+
WATER_BAND_DISPLACEMENT_RESOURCE,
|
|
19
|
+
WATER_BAND_SAMPLER_RESOURCE,
|
|
20
|
+
WATER_PARTICLE_ENTRIES_RESOURCE,
|
|
21
|
+
WATER_PARTICLE_OFFSETS_RESOURCE
|
|
22
|
+
} from "../surface/WATER_SURFACE_RESOURCES.js";
|
|
23
|
+
import {
|
|
24
|
+
WATER_QUERY_DESCRIPTOR,
|
|
25
|
+
WATER_QUERY_SAMPLE_DESCRIPTOR,
|
|
26
|
+
WATER_QUERY_SAMPLE_STRUCT
|
|
27
|
+
} from "./WATER_QUERY_DATABASE_SPEC.js";
|
|
28
|
+
import { BVH8_INODE_STRUCT } from "../../shader/chunk/bvh/bvh8/webgpu/BVH8_INODE_STRUCT.js";
|
|
29
|
+
import { BVH8_TRAVERSAL_STACK_SIZE } from "../../shader/chunk/bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js";
|
|
30
|
+
|
|
31
|
+
/** Invocations of a gather workgroup, one query sample each. */
|
|
32
|
+
export const WATER_QUERY_GATHER_WORKGROUP_SIZE = 64;
|
|
33
|
+
|
|
34
|
+
/**
|
|
35
|
+
* Words of one entry of the gather's list: the request's row in `water_query`, then the flat index
|
|
36
|
+
* of its first sample among the dispatch's.
|
|
37
|
+
* @type {number}
|
|
38
|
+
*/
|
|
39
|
+
export const WATER_QUERY_GATHER_ENTRY_WORDS = 2;
|
|
40
|
+
|
|
41
|
+
/**
|
|
42
|
+
* Per dispatch, 12 bytes, as immediate data.
|
|
43
|
+
*
|
|
44
|
+
* - `query_count`: entries of the list;
|
|
45
|
+
* - `sample_count`: samples of every entry together, one invocation each;
|
|
46
|
+
* - `row_width`: invocations a row of the dispatch holds, its x extent, so sample
|
|
47
|
+
* `id.y · row_width + id.x` lands past the guaranteed workgroup count along x without
|
|
48
|
+
* `num_workgroups`.
|
|
49
|
+
*
|
|
50
|
+
* @type {WebGPUStruct}
|
|
51
|
+
*/
|
|
52
|
+
export const WATER_QUERY_GATHER_SETTINGS_STRUCT = WebGPUStruct.from({
|
|
53
|
+
query_count: u32,
|
|
54
|
+
sample_count: u32,
|
|
55
|
+
row_width: u32,
|
|
56
|
+
}, 'WaterQueryGatherSettings');
|
|
57
|
+
|
|
58
|
+
const resources = new ShaderResourceSetDescriptor();
|
|
59
|
+
|
|
60
|
+
resources.setImmediate('settings', WATER_QUERY_GATHER_SETTINGS_STRUCT);
|
|
61
|
+
|
|
62
|
+
resources.createGroup()
|
|
63
|
+
.addStorageBuffer("database", WebGPUArray.from(u32), true)
|
|
64
|
+
.addStorageBuffer("list", WebGPUArray.from(u32), false)
|
|
65
|
+
.add(SCENE_DATABASE_RESOURCE)
|
|
66
|
+
.add(WATER_BAND_DISPLACEMENT_RESOURCE)
|
|
67
|
+
.add(WATER_BAND_DERIVATIVES_RESOURCE)
|
|
68
|
+
.add(WATER_BAND_SAMPLER_RESOURCE)
|
|
69
|
+
.add(WATER_PARTICLE_OFFSETS_RESOURCE)
|
|
70
|
+
.add(WATER_PARTICLE_ENTRIES_RESOURCE)
|
|
71
|
+
.addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
|
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72
|
+
.addStorageBuffer("blas_lookup", WebGPUArray.u32)
|
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73
|
+
.addStorageBuffer("blas_data", WebGPUArray.from(BVH8_INODE_STRUCT))
|
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74
|
+
.addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT))
|
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75
|
+
.addStorageBuffer("meshlet_data", WebGPUArray.from(f32));
|
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76
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+
|
|
77
|
+
const body = CodeChunk.from(
|
|
78
|
+
//language=WGSL
|
|
79
|
+
`
|
|
80
|
+
const ENTRY_WORDS = ${WATER_QUERY_GATHER_ENTRY_WORDS}u;
|
|
81
|
+
|
|
82
|
+
// the entry a flat sample belongs to: the last one whose first sample is at or before it. The first
|
|
83
|
+
// entry starts at 0, so one always is; 32 halvings cover any u32 count.
|
|
84
|
+
fn water_query_gather_entry(sample: u32) -> u32 {
|
|
85
|
+
var low = 0u;
|
|
86
|
+
var high = settings.query_count;
|
|
87
|
+
|
|
88
|
+
for (var step = 0u; step < 32u && high - low > 1u; step++) {
|
|
89
|
+
let middle = low + ((high - low) >> 1u);
|
|
90
|
+
|
|
91
|
+
if (list[middle * ENTRY_WORDS + 1u] <= sample) {
|
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92
|
+
low = middle;
|
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93
|
+
} else {
|
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94
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+
high = middle;
|
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95
|
+
}
|
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96
|
+
}
|
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97
|
+
|
|
98
|
+
return low;
|
|
99
|
+
}
|
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100
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+
|
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101
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+
@compute @workgroup_size(${WATER_QUERY_GATHER_WORKGROUP_SIZE})
|
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102
|
+
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
|
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103
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+
let sample = id.y * settings.row_width + id.x;
|
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104
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+
|
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105
|
+
if (sample >= settings.sample_count) {
|
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106
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+
return;
|
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107
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+
}
|
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108
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+
|
|
109
|
+
let entry = water_query_gather_entry(sample);
|
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110
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+
|
|
111
|
+
let row = list[entry * ENTRY_WORDS];
|
|
112
|
+
let local = sample - list[entry * ENTRY_WORDS + 1u];
|
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113
|
+
|
|
114
|
+
let query = ${WATER_QUERY_DESCRIPTOR.marshalling_method_read_rw}(&database, row);
|
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115
|
+
let sample_row = query.first_sample + local;
|
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116
|
+
|
|
117
|
+
// Input (local_x, local_z) is packed in the transient list buffer right after the query entries.
|
|
118
|
+
let point_word = (settings.query_count + sample) * ENTRY_WORDS;
|
|
119
|
+
let input_xz = vec2<f32>(bitcast<f32>(list[point_word]), bitcast<f32>(list[point_word + 1u]));
|
|
120
|
+
|
|
121
|
+
let body = ${WATER_BODIES_TABLE.marshalling_method_read}(&scene_database, query.body);
|
|
122
|
+
if (body.node == 0u || body.node == ~0u) {
|
|
123
|
+
${WATER_QUERY_SAMPLE_DESCRIPTOR.marshalling_method_write}(&database, sample_row,
|
|
124
|
+
${WATER_QUERY_SAMPLE_STRUCT.wgsl_ref}(0.0, encode_vertex_normal(vec3<f32>(0.0, 1.0, 0.0))));
|
|
125
|
+
return;
|
|
126
|
+
}
|
|
127
|
+
|
|
128
|
+
let global = scene_read_node(&scene_database, body.node).global;
|
|
129
|
+
let c0 = global[0].xyz;
|
|
130
|
+
let c1 = global[1].xyz;
|
|
131
|
+
let c2 = global[2].xyz;
|
|
132
|
+
let cof0 = cross(c1, c2);
|
|
133
|
+
let cof1 = cross(c2, c0);
|
|
134
|
+
let cof2 = cross(c0, c1);
|
|
135
|
+
let det = dot(c0, cof0);
|
|
136
|
+
|
|
137
|
+
if (abs(det) < 1e-20) {
|
|
138
|
+
${WATER_QUERY_SAMPLE_DESCRIPTOR.marshalling_method_write}(&database, sample_row,
|
|
139
|
+
${WATER_QUERY_SAMPLE_STRUCT.wgsl_ref}(global[3].y, encode_vertex_normal(vec3<f32>(0.0, 1.0, 0.0))));
|
|
140
|
+
return;
|
|
141
|
+
}
|
|
142
|
+
|
|
143
|
+
let scale = max(vec3<f32>(length(c0), length(c1), length(c2)), vec3<f32>(1e-20));
|
|
144
|
+
let geometry_index = body.geometry;
|
|
145
|
+
let box = geometries[geometry_index].bounding_box;
|
|
146
|
+
let clamped_box_xz = clamp(input_xz, vec2<f32>(box[0], box[2]), vec2<f32>(box[3], box[5]));
|
|
147
|
+
|
|
148
|
+
var stack: array<vec2u, ${BVH8_TRAVERSAL_STACK_SIZE}>;
|
|
149
|
+
var rest_position: vec3<f32>;
|
|
150
|
+
var inside = false;
|
|
151
|
+
|
|
152
|
+
// 1. Inside-outline check via down-ray into the body's BLAS (skipped when already outside the XZ AABB).
|
|
153
|
+
if (all(input_xz == clamped_box_xz)) {
|
|
154
|
+
let margin = max(1e-3, (box[4] - box[1]) * 1e-4);
|
|
155
|
+
let top = box[4] + margin;
|
|
156
|
+
let hit = ray_query_blas_nearest(
|
|
157
|
+
Ray(vec3<f32>(input_xz.x, top, input_xz.y), vec3<f32>(0.0, -1.0, 0.0), top - box[1] + margin),
|
|
158
|
+
geometry_index,
|
|
159
|
+
&stack,
|
|
160
|
+
0u
|
|
161
|
+
);
|
|
162
|
+
if (hit.t >= 0.0) {
|
|
163
|
+
rest_position = vec3<f32>(input_xz.x, top - hit.t, input_xz.y);
|
|
164
|
+
inside = true;
|
|
165
|
+
}
|
|
166
|
+
}
|
|
167
|
+
|
|
168
|
+
// 2. Outside the shoreline or inside an island hole: clamp continuously to the nearest point on the mesh.
|
|
169
|
+
if (!inside) {
|
|
170
|
+
let mid_y = 0.5 * (box[1] + box[4]);
|
|
171
|
+
let box_diag = length(vec3<f32>(box[3] - box[0], box[4] - box[1], box[5] - box[2]));
|
|
172
|
+
let max_reach = min(1e18, distance(input_xz, clamped_box_xz) + box_diag + 1.0);
|
|
173
|
+
let nearest = point_query_blas_nearest(vec3<f32>(input_xz.x, mid_y, input_xz.y), max_reach, geometry_index, &stack, 0u);
|
|
174
|
+
if (nearest.primitive != 0xFFFFFFFFu) {
|
|
175
|
+
rest_position = nearest.position;
|
|
176
|
+
} else {
|
|
177
|
+
rest_position = vec3<f32>(clamped_box_xz.x, mid_y, clamped_box_xz.y);
|
|
178
|
+
}
|
|
179
|
+
}
|
|
180
|
+
|
|
181
|
+
// 3. Evaluate water_surface_sample at the clamped metric rest position, with 2 fixed-point steps
|
|
182
|
+
// to invert horizontal choppiness (Gerstner / particle horizontal displacement).
|
|
183
|
+
let target_metric = rest_position.xz * scale.xz;
|
|
184
|
+
let footprint = max(query.footprint, 1e-6);
|
|
185
|
+
var sample_p = target_metric;
|
|
186
|
+
for (var iter = 0u; iter < 2u; iter++) {
|
|
187
|
+
let step_sample = water_surface_sample(body.wave, sample_p, footprint, 1.0);
|
|
188
|
+
sample_p = target_metric - step_sample.offset.xz;
|
|
189
|
+
}
|
|
190
|
+
let surface = water_surface_sample(body.wave, sample_p, footprint, 1.0);
|
|
191
|
+
|
|
192
|
+
// 4. Transform displaced height and normal to world space, and pack normal into u32.
|
|
193
|
+
let displaced_local = vec3<f32>(rest_position.x, rest_position.y + surface.offset.y / scale.y, rest_position.z);
|
|
194
|
+
let world_height = (global * vec4<f32>(displaced_local, 1.0)).y;
|
|
195
|
+
|
|
196
|
+
let local_normal = normalize(surface.normal * scale);
|
|
197
|
+
let world_normal = normalize((cof0 * local_normal.x + cof1 * local_normal.y + cof2 * local_normal.z) * (1.0 / det));
|
|
198
|
+
let packed_normal = encode_vertex_normal(world_normal);
|
|
199
|
+
|
|
200
|
+
${WATER_QUERY_SAMPLE_DESCRIPTOR.marshalling_method_write}(&database, sample_row,
|
|
201
|
+
${WATER_QUERY_SAMPLE_STRUCT.wgsl_ref}(world_height, packed_normal));
|
|
202
|
+
}
|
|
203
|
+
`, [
|
|
204
|
+
WATER_QUERY_DESCRIPTOR.chunk_read_rw,
|
|
205
|
+
WATER_QUERY_SAMPLE_DESCRIPTOR.chunk_write,
|
|
206
|
+
WATER_BODIES_TABLE.chunk_read,
|
|
207
|
+
chunk_scene_database_access,
|
|
208
|
+
chunk_water_surface_sample,
|
|
209
|
+
chunk_ray_query_blas_nearest,
|
|
210
|
+
chunk_point_query_blas_nearest,
|
|
211
|
+
chunk_encode_vertex_normal,
|
|
212
|
+
]
|
|
213
|
+
);
|
|
214
|
+
|
|
215
|
+
/**
|
|
216
|
+
* The GPU water surface read API's gather: evaluates the displaced world-space surface height and
|
|
217
|
+
* world-space normal (packed as a single `u32` via `encode_vertex_normal`) at every query point
|
|
218
|
+
* requested this frame, clamping off-outline or island-hole points continuously to the nearest
|
|
219
|
+
* point on the body's authored mesh via `point_query_blas_nearest`.
|
|
220
|
+
*
|
|
221
|
+
* @type {ComputeShader}
|
|
222
|
+
*/
|
|
223
|
+
export const shader_water_surface_query = ComputeShader.from({
|
|
224
|
+
label: "Water / surface query",
|
|
225
|
+
resources,
|
|
226
|
+
body,
|
|
227
|
+
});
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"chunk_water_particle_step.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/water/surface/particles/chunk_water_particle_step.js"],"names":[],"mappings":"AAQA;;;GAGG;AACH,+CAAgD;AAEhD;;;;;;;;;;;;;;GAcG;AACH,wCAFU,SAAS,
|
|
1
|
+
{"version":3,"file":"chunk_water_particle_step.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/water/surface/particles/chunk_water_particle_step.js"],"names":[],"mappings":"AAQA;;;GAGG;AACH,+CAAgD;AAEhD;;;;;;;;;;;;;;GAcG;AACH,wCAFU,SAAS,CA0N8E;0BArPvE,uCAAuC"}
|
|
@@ -1,10 +1,10 @@
|
|
|
1
1
|
import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
|
|
2
|
-
import { BVH_TRAVERSAL_STACK_SIZE } from "../../../shader/chunk/bvh/BVH_TRAVERSAL_STACK_SIZE.js";
|
|
3
2
|
import { chunk_ray_query_blas_nearest } from "../../../shader/chunk/geometry/ray/chunk_ray_query_blas_nearest.js";
|
|
4
3
|
import { chunk_geometry_read_triangle_positions } from "../../../shader/chunk/geometry/format/chunk_geometry_read_triangle_positions.js";
|
|
5
4
|
import { RAY_HIT_INFO } from "../../../shader/chunk/geometry/ray/RAY_HIT_INFO.js";
|
|
6
5
|
import { WATER_PARTICLE_STRUCT } from "./WATER_PARTICLE_STRUCT.js";
|
|
7
6
|
import { chunk_water_particle } from "./chunk_water_particle.js";
|
|
7
|
+
import { BVH8_TRAVERSAL_STACK_SIZE } from "../../../shader/chunk/bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js";
|
|
8
8
|
|
|
9
9
|
/**
|
|
10
10
|
* Time constant of a dying packet's fade: one that has fallen below the drawing threshold fades to a tenth of it, where
|
|
@@ -44,7 +44,7 @@ fn water_particle_over_body(geometry_index: u32, local: vec2<f32>) -> ${RAY_HIT_
|
|
|
44
44
|
let box = geometries[geometry_index].bounding_box;
|
|
45
45
|
let margin = max(1e-3, (box[4] - box[1]) * 1e-4);
|
|
46
46
|
let top = box[4] + margin;
|
|
47
|
-
var stack: array<
|
|
47
|
+
var stack: array<vec2u, ${BVH8_TRAVERSAL_STACK_SIZE}>;
|
|
48
48
|
return ray_query_blas_nearest(Ray(vec3<f32>(local.x, top, local.y), vec3<f32>(0.0, -1.0, 0.0),
|
|
49
49
|
top - box[1] + margin), geometry_index, &stack, 0u);
|
|
50
50
|
}
|
|
@@ -101,8 +101,11 @@ struct WaterOutlineLine {
|
|
|
101
101
|
}
|
|
102
102
|
|
|
103
103
|
fn water_outline_line(geometry_index: u32, triangle: u32, point: vec2<f32>, scale: vec2<f32>) -> WaterOutlineLine {
|
|
104
|
-
|
|
105
|
-
|
|
104
|
+
var a: vec3<f32>;
|
|
105
|
+
var b: vec3<f32>;
|
|
106
|
+
var c: vec3<f32>;
|
|
107
|
+
geometry_read_triangle_positions(&a, &b, &c, geometries[geometry_index], triangle);
|
|
108
|
+
let corners = array<vec2<f32>, 3>(a.xz * scale, b.xz * scale, c.xz * scale);
|
|
106
109
|
var nearest = 3.0e38;
|
|
107
110
|
var line = WaterOutlineLine(point, vec2<f32>(0.0));
|
|
108
111
|
for (var edge = 0u; edge < 3u; edge++) {
|
|
@@ -13,7 +13,6 @@ import { STRUCT_DISPATCH_COMPUTE_COMMAND } from "../../../gpu_primitive/indirect
|
|
|
13
13
|
import { WEBGPU_GUARANTEED_MAX_COMPUTE_WORKGROUPS_PER_DIMENSION } from "../../../gpu_primitive/indirect/WEBGPU_GUARANTEED_MAX_COMPUTE_WORKGROUPS_PER_DIMENSION.js";
|
|
14
14
|
import { GEOMETRY_METADATA_STRUCT } from "../../../geometry/GEOMETRY_METADATA_STRUCT.js";
|
|
15
15
|
import { MESHLET_METADATA_STRUCT } from "../../../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
|
|
16
|
-
import { BVH2_NODE_STRUCT } from "../../../shader/chunk/bvh/BVH2_NODE_STRUCT.js";
|
|
17
16
|
import { chunk_folded_workgroup_index } from "../../../shader/chunk/grid/chunk_folded_workgroup_index.js";
|
|
18
17
|
import { chunk_scene_database_access, chunk_scene_database_access_rw } from "../../../scene/chunk_scene_database_access.js";
|
|
19
18
|
import { WaterActivity } from "../shader_water_cull.js";
|
|
@@ -24,6 +23,7 @@ import { WATER_WAVE_IMPULSE_LIMIT } from "../WATER_WAVE_RECORD_STRUCT.js";
|
|
|
24
23
|
import { chunk_water_particle } from "./chunk_water_particle.js";
|
|
25
24
|
import { chunk_water_particle_step } from "./chunk_water_particle_step.js";
|
|
26
25
|
import { WATER_PARTICLE_GATHER_BUDGET } from "../chunk_water_surface_sample.js";
|
|
26
|
+
import { BVH8_INODE_STRUCT } from "../../../shader/chunk/bvh/bvh8/webgpu/BVH8_INODE_STRUCT.js";
|
|
27
27
|
|
|
28
28
|
/** A particle array with its live count in front, as the indirect commands read it. */
|
|
29
29
|
export const WATER_PARTICLE_ARRAY_STRUCT = WebGPUStruct.fromFields(
|
|
@@ -125,7 +125,7 @@ update_resources.createGroup()
|
|
|
125
125
|
.addStorageBuffer('scene_database', WebGPUArray.u32)
|
|
126
126
|
.addStorageBuffer('geometries', WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
|
|
127
127
|
.addStorageBuffer('blas_lookup', WebGPUArray.u32)
|
|
128
|
-
.addStorageBuffer('blas_data', WebGPUArray.from(
|
|
128
|
+
.addStorageBuffer('blas_data', WebGPUArray.from(BVH8_INODE_STRUCT))
|
|
129
129
|
.addStorageBuffer('meshlet_metadata', WebGPUArray.from(MESHLET_METADATA_STRUCT))
|
|
130
130
|
.addStorageBuffer('meshlet_data', WebGPUArray.from(f32));
|
|
131
131
|
|