@woosh/meep-engine 3.69.0 → 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.
Files changed (398) hide show
  1. package/CHANGELOG.md +30 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/package.json +1 -1
  4. package/src/core/bvh8/build/BVH8Converter.d.ts +16 -0
  5. package/src/core/bvh8/build/BVH8Converter.d.ts.map +1 -1
  6. package/src/core/bvh8/build/BVH8Converter.js +64 -37
  7. package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts +25 -0
  8. package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts.map +1 -0
  9. package/src/core/bvh8/build/bvh8_assign_slots_greedy.js +68 -0
  10. package/src/core/bvh8/build/bvh8_from_proxy.d.ts.map +1 -1
  11. package/src/core/bvh8/build/bvh8_from_proxy.js +2 -33
  12. package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts +22 -0
  13. package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts.map +1 -0
  14. package/src/core/bvh8/build/bvh8_node_fit_slots.js +115 -0
  15. package/src/core/bvh8/bvh8_depth.d.ts +8 -0
  16. package/src/core/bvh8/bvh8_depth.d.ts.map +1 -0
  17. package/src/core/bvh8/bvh8_depth.js +39 -0
  18. package/src/core/math/complex/complex_fft_radix2.d.ts +19 -0
  19. package/src/core/math/complex/complex_fft_radix2.d.ts.map +1 -0
  20. package/src/core/math/complex/complex_fft_radix2.js +71 -0
  21. package/src/engine/graphics3/GPUFluidSystem.d.ts +17 -4
  22. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -1
  23. package/src/engine/graphics3/GPUFluidSystem.js +113 -16
  24. package/src/engine/physics/cloth/playground/wind_main.js +7 -6
  25. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +2 -2
  26. package/src/engine/physics/cloth/wind/AbstractClothWind.js +2 -2
  27. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +3 -3
  28. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  29. package/src/engine/physics/cloth/wind/ClothFluidWind.js +7 -9
  30. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +10 -10
  31. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -1
  32. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +14 -22
  33. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +16 -2
  34. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -1
  35. package/src/engine/physics/fluid/FluidAtmosphere.js +17 -3
  36. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +1 -2
  37. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -1
  38. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +1 -2
  39. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +8 -5
  40. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -1
  41. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +60 -17
  42. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +1 -1
  43. package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +1 -1
  44. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +33 -47
  45. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
  46. package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +38 -176
  47. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +8 -11
  48. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -1
  49. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +13 -24
  50. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts +16 -0
  51. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts.map +1 -0
  52. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.js +35 -0
  53. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +1 -1
  54. package/src/engine/physics/fluid/fluid_apply_atmosphere.js +1 -1
  55. package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts +28 -0
  56. package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts.map +1 -0
  57. package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.js +29 -0
  58. package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts +16 -0
  59. package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts.map +1 -0
  60. package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.js +49 -0
  61. package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts +11 -0
  62. package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts.map +1 -0
  63. package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.js +18 -0
  64. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts +25 -0
  65. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts.map +1 -0
  66. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.js +65 -0
  67. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts +56 -0
  68. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts.map +1 -0
  69. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.js +313 -0
  70. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts +16 -0
  71. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts.map +1 -0
  72. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.js +69 -0
  73. package/src/generation/foliage/mesh/branch_ring_triangulate.d.ts +1 -1
  74. package/src/generation/foliage/mesh/branch_ring_triangulate.js +1 -1
  75. package/src/shade/playground/bvh_repro/README.md +8 -6
  76. package/src/shade/playground/bvh_repro/index.html +125 -124
  77. package/src/shade/playground/bvh_repro/main.js +259 -254
  78. package/src/shade/playground/foliage_wind/foliage_world.d.ts.map +1 -1
  79. package/src/shade/playground/foliage_wind/foliage_world.js +7 -4
  80. package/src/shade/playground/grass_surfaces/main.js +3 -2
  81. package/src/shade/playground/particle_ecs/bonfire_wind.d.ts +23 -13
  82. package/src/shade/playground/particle_ecs/bonfire_wind.d.ts.map +1 -1
  83. package/src/shade/playground/particle_ecs/bonfire_wind.js +30 -33
  84. package/src/shade/playground/skinned_blas_refit/README.md +26 -14
  85. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +14 -9
  86. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  87. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +126 -127
  88. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +95 -95
  89. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +9 -1
  90. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  91. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +146 -135
  92. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts +6 -6
  93. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts.map +1 -1
  94. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.js +148 -134
  95. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +11 -8
  96. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -1
  97. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +342 -202
  98. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +12 -13
  99. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -1
  100. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +136 -116
  101. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +4 -4
  102. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -1
  103. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +255 -249
  104. package/src/shade/playground/water_surface/main.js +6 -3
  105. package/src/shade/renderer/animation/GPUAnimationManager.js +2 -2
  106. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  107. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +7 -8
  108. package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts +111 -0
  109. package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts.map +1 -0
  110. package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.js +162 -0
  111. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +37 -8
  112. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts.map +1 -1
  113. package/src/shade/renderer/fluid/GPUFluidCascade.js +149 -47
  114. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +10 -3
  115. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts.map +1 -1
  116. package/src/shade/renderer/fluid/GPUFluidCascadeStack.js +69 -10
  117. package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts +19 -0
  118. package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts.map +1 -0
  119. package/src/shade/renderer/fluid/chunk_fluid_far_field.js +43 -0
  120. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts +10 -9
  121. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts.map +1 -1
  122. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.js +14 -12
  123. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts +3 -2
  124. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts.map +1 -1
  125. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.js +7 -5
  126. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts +17 -9
  127. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts.map +1 -1
  128. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.js +58 -18
  129. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts +23 -11
  130. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts.map +1 -1
  131. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.js +371 -335
  132. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.d.ts.map +1 -1
  133. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.js +2 -1
  134. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.d.ts.map +1 -1
  135. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.js +109 -108
  136. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts +5 -3
  137. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts.map +1 -1
  138. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.js +24 -12
  139. package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts +6 -2
  140. package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts.map +1 -1
  141. package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.js +10 -5
  142. package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts +20 -21
  143. package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts.map +1 -1
  144. package/src/shade/renderer/fluid/mac/FluidMacPasses.js +453 -427
  145. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts.map +1 -1
  146. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.js +2 -1
  147. package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts +13 -5
  148. package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts.map +1 -1
  149. package/src/shade/renderer/fluid/publish/FluidWindPublish.js +20 -10
  150. package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.d.ts +2 -2
  151. package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.js +2 -2
  152. package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts +5 -3
  153. package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts.map +1 -1
  154. package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.js +147 -142
  155. package/src/shade/renderer/fluid/query/GPUFluidQueries.js +2 -2
  156. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  157. package/src/shade/renderer/geometry/GPUGeometryManager.js +5 -7
  158. package/src/shade/renderer/geometry/MeshletGeometry.d.ts +4 -1
  159. package/src/shade/renderer/geometry/MeshletGeometry.d.ts.map +1 -1
  160. package/src/shade/renderer/geometry/MeshletGeometry.js +4 -1
  161. package/src/shade/renderer/geometry/MeshletGeometrySerializationAdapter.d.ts +20 -0
  162. package/src/shade/renderer/geometry/MeshletGeometrySerializationAdapter.d.ts.map +1 -1
  163. package/src/shade/renderer/geometry/MeshletGeometrySerializationAdapter.js +35 -3
  164. package/src/shade/renderer/geometry/blas_from_meshlets.d.ts +9 -3
  165. package/src/shade/renderer/geometry/blas_from_meshlets.d.ts.map +1 -1
  166. package/src/shade/renderer/geometry/blas_from_meshlets.js +16 -30
  167. package/src/shade/renderer/geometry/bvh/BLAS8_REFIT_TARGET_STRUCT.d.ts +14 -0
  168. package/src/shade/renderer/geometry/bvh/BLAS8_REFIT_TARGET_STRUCT.d.ts.map +1 -0
  169. package/src/shade/renderer/geometry/bvh/BLAS8_REFIT_TARGET_STRUCT.js +33 -0
  170. package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.d.ts +18 -21
  171. package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.d.ts.map +1 -1
  172. package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.js +78 -158
  173. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +18 -39
  174. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  175. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +39 -398
  176. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +6 -7
  177. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
  178. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +5 -7
  179. package/src/shade/renderer/geometry/bvh/bvh8_build_for_meshlets.d.ts +36 -0
  180. package/src/shade/renderer/geometry/bvh/bvh8_build_for_meshlets.d.ts.map +1 -0
  181. package/src/shade/renderer/geometry/bvh/bvh8_build_for_meshlets.js +179 -0
  182. package/src/shade/renderer/geometry/bvh/meshlet_batch_to_clustered_bvh.d.ts +30 -0
  183. package/src/shade/renderer/geometry/bvh/meshlet_batch_to_clustered_bvh.d.ts.map +1 -0
  184. package/src/shade/renderer/geometry/bvh/meshlet_batch_to_clustered_bvh.js +207 -0
  185. package/src/shade/renderer/geometry/bvh/shader_blas8_refit_batch.d.ts +52 -0
  186. package/src/shade/renderer/geometry/bvh/shader_blas8_refit_batch.d.ts.map +1 -0
  187. package/src/shade/renderer/geometry/bvh/shader_blas8_refit_batch.js +464 -0
  188. package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts +12 -0
  189. package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts.map +1 -1
  190. package/src/shade/renderer/geometry/meshlet/MeshletBatch.js +37 -0
  191. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts.map +1 -1
  192. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.js +4 -4
  193. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts.map +1 -1
  194. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.js +2 -2
  195. package/src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.d.ts.map +1 -1
  196. package/src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.js +2 -2
  197. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts.map +1 -1
  198. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.js +4 -4
  199. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts.map +1 -1
  200. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.js +2 -2
  201. package/src/shade/renderer/geometry/sr_create_group_RTX.d.ts.map +1 -1
  202. package/src/shade/renderer/geometry/sr_create_group_RTX.js +4 -4
  203. package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.d.ts.map +1 -1
  204. package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.js +1 -0
  205. package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.d.ts.map +1 -1
  206. package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.js +1 -0
  207. package/src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.d.ts.map +1 -1
  208. package/src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.js +372 -376
  209. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.d.ts +9 -10
  210. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.d.ts.map +1 -1
  211. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.js +10 -11
  212. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/chunk_mesh_brick_walk.d.ts +2 -2
  213. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/chunk_mesh_brick_walk.js +2 -2
  214. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_gather.d.ts +12 -8
  215. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_gather.d.ts.map +1 -1
  216. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_gather.js +109 -60
  217. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_sdf.js +2 -2
  218. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_surfaces.js +2 -2
  219. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +2 -2
  220. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -70
  221. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +6 -7
  222. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -1
  223. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +6 -7
  224. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +3 -3
  225. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +3 -3
  226. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.js +1 -1
  227. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +2 -2
  228. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +3 -3
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  343. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js +4 -4
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  368. package/src/shade/renderer/wind/wind_field_add_resources.js +9 -6
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  383. package/src/shade/renderer/geometry/meshlet_batch_to_bvh.js +0 -247
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  386. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.js +0 -226
  387. package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.d.ts +0 -8
  388. package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.d.ts.map +0 -1
  389. package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.js +0 -45
  390. package/src/shade/renderer/shader/chunk/light/sample/chunk_ray_sample_light.d.ts +0 -3
  391. package/src/shade/renderer/shader/chunk/light/sample/chunk_ray_sample_light.d.ts.map +0 -1
  392. package/src/shade/renderer/shader/chunk/light/sample/chunk_ray_sample_light.js +0 -105
  393. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_distance.d.ts +0 -6
  394. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_distance.d.ts.map +0 -1
  395. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_distance.js +0 -86
  396. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast_traversal_count.d.ts +0 -2
  397. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast_traversal_count.d.ts.map +0 -1
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@@ -11,8 +11,7 @@ import {
11
11
  } from "../../geometry/sdf/MESH_SDF_RESOURCES.js";
12
12
  import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
13
13
  import { GEOMETRY_METADATA_STRUCT } from "../../geometry/GEOMETRY_METADATA_STRUCT.js";
14
- import { BVH2_NODE_STRUCT } from "../../shader/chunk/bvh/BVH2_NODE_STRUCT.js";
15
- import { BVH_STRUCT } from "../../shader/chunk/bvh/BVH_STRUCT.js";
14
+ import { BVH8_TREE_TYPE } from "../../shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_tree_read.js";
16
15
  import { chunk_project_position_from_depth } from "../../shader/chunk/camera/chunk_project_position_from_depth.js";
17
16
  import {
18
17
  chunk_decode_g_buffer_face_normal
@@ -29,6 +28,7 @@ import { ImageShader } from "../../shader/ImageShader.js";
29
28
  import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
30
29
  import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
31
30
  import { SDF_DRAW_SETTINGS_STRUCT } from "./SDF_DRAW_SETTINGS_STRUCT.js";
31
+ import { BVH8_INODE_STRUCT } from "../../shader/chunk/bvh/bvh8/webgpu/BVH8_INODE_STRUCT.js";
32
32
 
33
33
 
34
34
  const resources = new ShaderResourceSetDescriptor();
@@ -48,12 +48,12 @@ resources.createGroup()
48
48
  resources.createGroup()
49
49
  .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
50
50
  .addStorageBuffer("scene_database", WebGPUArray.from(u32))
51
- .addStorageBuffer("tlas", BVH_STRUCT);
51
+ .addStorageBuffer("tlas", BVH8_TREE_TYPE);
52
52
 
53
53
  // debug
54
54
  resources.createGroup()
55
55
  .addStorageBuffer("blas_lookup", WebGPUArray.u32)
56
- .addStorageBuffer("blas_data", WebGPUArray.from(BVH2_NODE_STRUCT))
56
+ .addStorageBuffer("blas_data", WebGPUArray.from(BVH8_INODE_STRUCT))
57
57
 
58
58
  resources.createGroup()
59
59
  .addUniform("camera", CAMERA_UNIFORM_STRUCT);
@@ -159,7 +159,7 @@ function graph_integrate_participating_media({
159
159
 
160
160
  // and read in the shape it has this frame: with no cascades the wind is the far field
161
161
  // everywhere, and that variant links neither the cascades' read nor the noise's flow map
162
- const switches = shader_switches.with(WIND_FIELD_UNIFORM, scene.wind.cascade_count === 0);
162
+ const switches = shader_switches.with(WIND_FIELD_UNIFORM, scene.wind.is_uniform);
163
163
 
164
164
  shader_volumetrics_build_participating_media.variant(switches).dispatchThreads({
165
165
  encoder,
@@ -355,7 +355,7 @@ function graph_build_sun_shadow_volume({
355
355
 
356
356
  scene.wind.bind(bindings);
357
357
 
358
- const switches = shader_switches.with(WIND_FIELD_UNIFORM, scene.wind.cascade_count === 0);
358
+ const switches = shader_switches.with(WIND_FIELD_UNIFORM, scene.wind.is_uniform);
359
359
 
360
360
  base_shader.variant(switches).dispatch({
361
361
  encoder,
@@ -1 +1 @@
1
- {"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;6BApN0B,mCAAmC;8BAVlC,+BAA+B"}
1
+ {"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"}
@@ -1,227 +1,227 @@
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 { BVH2_NODE_STRUCT } from "../../shader/chunk/bvh/BVH2_NODE_STRUCT.js";
7
- import { BVH_TRAVERSAL_STACK_SIZE } from "../../shader/chunk/bvh/BVH_TRAVERSAL_STACK_SIZE.js";
8
- import { chunk_encode_vertex_normal } from "../../shader/chunk/geometry/normal/chunk_encode_vertex_normal.js";
9
- import { chunk_ray_query_blas_nearest } from "../../shader/chunk/geometry/ray/chunk_ray_query_blas_nearest.js";
10
- import { chunk_point_query_blas_nearest } from "../../shader/chunk/sdf/chunk_point_query_blas_nearest.js";
11
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
12
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
13
- import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
14
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
15
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
16
- import { WATER_BODIES_TABLE } from "../medium/chunk_water_bodies.js";
17
- import { chunk_water_surface_sample } from "../surface/chunk_water_surface_sample.js";
18
- import {
19
- WATER_BAND_DERIVATIVES_RESOURCE,
20
- WATER_BAND_DISPLACEMENT_RESOURCE,
21
- WATER_BAND_SAMPLER_RESOURCE,
22
- WATER_PARTICLE_ENTRIES_RESOURCE,
23
- WATER_PARTICLE_OFFSETS_RESOURCE
24
- } from "../surface/WATER_SURFACE_RESOURCES.js";
25
- import {
26
- WATER_QUERY_DESCRIPTOR,
27
- WATER_QUERY_SAMPLE_DESCRIPTOR,
28
- WATER_QUERY_SAMPLE_STRUCT
29
- } from "./WATER_QUERY_DATABASE_SPEC.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))
72
- .addStorageBuffer("blas_lookup", WebGPUArray.u32)
73
- .addStorageBuffer("blas_data", WebGPUArray.from(BVH2_NODE_STRUCT))
74
- .addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT))
75
- .addStorageBuffer("meshlet_data", WebGPUArray.from(f32));
76
-
77
- const body = CodeChunk.from(
78
- //language=WGSL
79
- `
80
- const ENTRY_WORDS = ${WATER_QUERY_GATHER_ENTRY_WORDS}u;
81
-
82
- // the entry a flat sample belongs to: the last one whose first sample is at or before it. The first
83
- // entry starts at 0, so one always is; 32 halvings cover any u32 count.
84
- fn water_query_gather_entry(sample: u32) -> u32 {
85
- var low = 0u;
86
- var high = settings.query_count;
87
-
88
- for (var step = 0u; step < 32u && high - low > 1u; step++) {
89
- let middle = low + ((high - low) >> 1u);
90
-
91
- if (list[middle * ENTRY_WORDS + 1u] <= sample) {
92
- low = middle;
93
- } else {
94
- high = middle;
95
- }
96
- }
97
-
98
- return low;
99
- }
100
-
101
- @compute @workgroup_size(${WATER_QUERY_GATHER_WORKGROUP_SIZE})
102
- fn main(@builtin(global_invocation_id) id: vec3<u32>) {
103
- let sample = id.y * settings.row_width + id.x;
104
-
105
- if (sample >= settings.sample_count) {
106
- return;
107
- }
108
-
109
- let entry = water_query_gather_entry(sample);
110
-
111
- let row = list[entry * ENTRY_WORDS];
112
- let local = sample - list[entry * ENTRY_WORDS + 1u];
113
-
114
- let query = ${WATER_QUERY_DESCRIPTOR.marshalling_method_read_rw}(&database, row);
115
- let sample_row = query.first_sample + local;
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<u32, ${BVH_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
+ 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))
72
+ .addStorageBuffer("blas_lookup", WebGPUArray.u32)
73
+ .addStorageBuffer("blas_data", WebGPUArray.from(BVH8_INODE_STRUCT))
74
+ .addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT))
75
+ .addStorageBuffer("meshlet_data", WebGPUArray.from(f32));
76
+
77
+ const body = CodeChunk.from(
78
+ //language=WGSL
79
+ `
80
+ const ENTRY_WORDS = ${WATER_QUERY_GATHER_ENTRY_WORDS}u;
81
+
82
+ // the entry a flat sample belongs to: the last one whose first sample is at or before it. The first
83
+ // entry starts at 0, so one always is; 32 halvings cover any u32 count.
84
+ fn water_query_gather_entry(sample: u32) -> u32 {
85
+ var low = 0u;
86
+ var high = settings.query_count;
87
+
88
+ for (var step = 0u; step < 32u && high - low > 1u; step++) {
89
+ let middle = low + ((high - low) >> 1u);
90
+
91
+ if (list[middle * ENTRY_WORDS + 1u] <= sample) {
92
+ low = middle;
93
+ } else {
94
+ high = middle;
95
+ }
96
+ }
97
+
98
+ return low;
99
+ }
100
+
101
+ @compute @workgroup_size(${WATER_QUERY_GATHER_WORKGROUP_SIZE})
102
+ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
103
+ let sample = id.y * settings.row_width + id.x;
104
+
105
+ if (sample >= settings.sample_count) {
106
+ return;
107
+ }
108
+
109
+ let entry = water_query_gather_entry(sample);
110
+
111
+ let row = list[entry * ENTRY_WORDS];
112
+ let local = sample - list[entry * ENTRY_WORDS + 1u];
113
+
114
+ let query = ${WATER_QUERY_DESCRIPTOR.marshalling_method_read_rw}(&database, row);
115
+ let sample_row = query.first_sample + local;
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,CAuN8E;0BAlPvE,uCAAuC"}
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<u32, ${BVH_TRAVERSAL_STACK_SIZE}>;
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
- let vertices = geometry_read_triangle_vertices(geometries[geometry_index], triangle);
105
- let corners = array<vec2<f32>, 3>(vertices.a.position.xz * scale, vertices.b.position.xz * scale, vertices.c.position.xz * scale);
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(BVH2_NODE_STRUCT))
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