diff --git a/THIRD-PARTY.md b/THIRD-PARTY.md new file mode 100644 index 00000000..ae7abaf7 --- /dev/null +++ b/THIRD-PARTY.md @@ -0,0 +1,7 @@ +# Third-party technique credits + +## WarcraftXL + +| Benilla component | Source | Author | Use | +| --- | --- | --- | --- | +| `enhanced_water.wgsl` Gerstner displacement and fold-driven High-quality whitecaps | [WarcraftXL `wxl-experimental-water`](https://github.com/WarcraftXL), `shaders/Surface.ps.hlsl`, `sea/Spectrum.*`, `sea/Ocean.*` | iThorgrim | Technique ported with the author's permission; attribution is required. | diff --git a/WATER.md b/WATER.md index f41a518d..0b077de0 100644 --- a/WATER.md +++ b/WATER.md @@ -40,6 +40,7 @@ the technique is listed in the table below. Do not remove either. |---|---|---| | Quality tiers | `Classic` = the reference water, `Enhanced`, `High` (= Enhanced + scenery reflections) | Video options → Water Quality, cvar `waterQuality`, env `WOW_WATER=0\|1\|2` | | Procedural waves | multi-band analytic waves with exact normals; the long swell moves ocean vertices | tier | +| Open-sea whitecaps | High adds Gerstner crest gathering and fold-thresholded foam; calm canals remain clear | tier | | Ocean / inland profiles | the sea and lakes/rivers have their own colour, energy and reflectivity | tier | | WMO pools | exterior canals use a calm drifting profile with outdoor glints; interiors use their authored MOMT colour and room-fog reflection | tier | | Depth look | light fades per channel over the real path through the water; the bed is seen through it, bent by the waves; sunlit shallows carry a caustic web | tier | @@ -80,4 +81,6 @@ request. If it ever returns it should read the authored MCLQ flow records, not d - Every screen derivative in `enhanced_water()` is taken at the top of the function (WGSL uniformity); WGSL only fails at pipeline creation, so verify by running a `water-*` scene. - Never rotate a noise domain by a per-pixel angle at world coordinates (~1e4 yd): it shears. +- The temporary water wind is `WATER_WIND_DIR`; all wind-aligned shader terms derive from it until + the weather lane supplies shared wind. - Run one GPU capture at a time, and run `cargo test` in a shell WITHOUT `WOW_DATA` exported. diff --git a/crates/benilla-assets/src/shaders/enhanced_water.wgsl b/crates/benilla-assets/src/shaders/enhanced_water.wgsl index 7662d00d..a89ca38f 100644 --- a/crates/benilla-assets/src/shaders/enhanced_water.wgsl +++ b/crates/benilla-assets/src/shaders/enhanced_water.wgsl @@ -1,5 +1,6 @@ #define_import_path benilla::enhanced_water +// Ported from WarcraftXL (https://github.com/WarcraftXL) by iThorgrim — module wxl-experimental-water, shaders/Surface.ps.hlsl, sea/Spectrum.*, sea/Ocean.*. // ENHANCED WATER - the optional water module (Video options -> Water Quality; see WATER.md). // // Credits: original project WarcraftXL (`wxl-experimental-water`, https://github.com/WarcraftXL), @@ -84,21 +85,25 @@ fn water_time() -> f32 { return globals.time; } -// Vertex lift for the ocean's long swell (0 everywhere else). `liquid/waves.rs` mirrors it on -// the CPU for the swimmer bob; the two are one contract. -fn water_swell(xz: vec2, authored_depth: f32) -> f32 { +// Vertex Gerstner displacement for the ocean's long swell (zero everywhere else). +// `liquid/waves.rs` mirrors it on the CPU for the swimmer bob; the two are one contract. +fn water_swell(xz: vec2, authored_depth: f32) -> vec3 { if water.lane.z < 0.5 && water.lane.y > 0.5 && water.lane.x < 0.5 && water.mode.x > 0.5 { - return water_waves(xz, water_time(), 0.0, 0.0, swell_shore_fade(authored_depth), true).x; + return water_gerstner(xz, water_time(), swell_shore_fade(authored_depth)).xyz; } - return 0.0; + return vec3(0.0); } // Enhanced is entirely analytic: height and its exact x/z derivatives, in yards. // Direction is radians from world +X toward +Z; phase speed follows deep-water dispersion. // Two mesh-resolvable long waves sum to at most 0.34 yd before energy/shore attenuation. +// MONKEY (water): one temporary wind bearing until the weather lane supplies shared wind. +// Every wind-aligned water term derives from this constant rather than owning a second heading. +const WATER_WIND_DIR: f32 = 0.35; +const WATER_GERSTNER_CHOP: f32 = 2.4; const WATER_WAVES: array, 8> = array, 8>( // direction, wavelength, amplitude, phase offset - vec4(0.35, 18.0, 0.200, 0.0), + vec4(WATER_WIND_DIR, 18.0, 0.200, 0.0), vec4(0.80, 12.8, 0.140, 1.7), vec4(-0.18, 9.5, 0.090, 3.1), vec4(0.52, 4.8, 0.055, 0.8), @@ -137,7 +142,7 @@ const SHORE_PERIOD: f32 = 3.6; // seconds between arrivals; the swash ru const SHORE_TILT: f32 = 0.09; // peak crest steepness (tan of the tilt), slope-independent const SHORE_WARP_A: f32 = 0.22; // yards of depth — coarse crest wander (never ruler-straight) const SHORE_WARP_B: f32 = 0.10; // yards of depth — finer segmentation of the same crests -const SHORE_WIND_DIR: f32 = 0.35; // = WATER_WAVES[0].x, the primary swell bearing +const SHORE_WIND_DIR: f32 = WATER_WIND_DIR; // Foam alphas. The owner rejected BOTH a thick icing sheet and straight stripes before this, so // every one of these is gated behind a noise breakup and a depth window; the numbers are the @@ -145,6 +150,7 @@ const SHORE_WIND_DIR: f32 = 0.35; // = WATER_WAVES[0].x, the primary swell const FOAM_WET_EDGE: f32 = 0.35; // the faint wet line where water meets anything solid const FOAM_SWASH: f32 = 0.62; // the sheet running up the sand and fading const FOAM_CREST: f32 = 0.88; // the white front of the last wave or two, and its lace +const FOAM_WHITECAP: f32 = 0.68; // High-only open-sea crest fold const FOAM_MAX: f32 = 0.90; // hard ceiling on the sum fn swell_shore_fade(depth: f32) -> f32 { @@ -182,6 +188,37 @@ fn water_waves(p: vec2, t: f32, distance: f32, footprint: f32, return result; } +// MONKEY (water): Ported from WarcraftXL's Gerstner displacement and fold-driven gFoam path. +// xyz is horizontal/vertical/horizontal displacement; w is 1 - det(J), the amount the horizontal +// map has compressed toward a fold. Only the two mesh-resolvable long bands move geometry. +fn water_gerstner(p: vec2, t: f32, shore: f32) -> vec4 { + let energy = clamp(water.mode.y, 0.0, 1.0); + let tempo = mix(0.4, 1.0, sqrt(energy)); + var displacement = vec3(0.0); + var j00 = 1.0; + var j01 = 0.0; + var j10 = 0.0; + var j11 = 1.0; + for (var i = 0u; i < 2u; i += 1u) { + let wave = WATER_WAVES[i]; + let direction = vec2(cos(wave.x), sin(wave.x)); + let k = 6.2831853 / wave.y; + let speed = sqrt(10.72 / k); + let phase = k * (dot(direction, p) - speed * tempo * t) + wave.w; + let amplitude = wave.z * energy * shore; + let horizontal = WATER_GERSTNER_CHOP * amplitude; + displacement += vec3(direction.x * horizontal * cos(phase), + amplitude * sin(phase), direction.y * horizontal * cos(phase)); + let compression = horizontal * k * sin(phase); + j00 -= compression * direction.x * direction.x; + j01 -= compression * direction.x * direction.y; + j10 -= compression * direction.y * direction.x; + j11 -= compression * direction.y * direction.y; + } + let fold = max(1.0 - (j00 * j11 - j01 * j10), 0.0); + return vec4(displacement, fold); +} + // MONKEY (water): seam for the later wet-weather lane. Its result is a height-gradient // perturbation in world XZ; zero preserves today's image until that lane supplies rain data. fn rain_ripple_normal(world_xz: vec2, time: f32) -> vec2 { @@ -472,6 +509,10 @@ fn enhanced_water(in: WaterFragment, shallow: vec4, deep: vec4) -> vec let shore = select(1.0, swell_shore_fade(in.depth), ocean_mesh); let wave = water_waves(p, t, length(eye_pos), footprint, shore, false); + var open_sea_fold = 0.0; + if water.mode.x > 1.5 && ocean_mesh { + open_sea_fold = water_gerstner(p, t, shore).w; + } // One surface gradient: the procedural bands and the shore break. let surf_grad = wave.yz + shore_grad + rain_ripple_normal(in.world_position.xz, t); var n = normalize(vec3(-surf_grad.x, 1.0, -surf_grad.y)); @@ -672,6 +713,12 @@ fn enhanced_water(in: WaterFragment, shallow: vec4, deep: vec4) -> vec let noise = 0.7 * foam_noise(p * 0.6 + t * vec2(0.025, -0.018)) + 0.3 * foam_noise(p * 1.7 - t * vec2(0.014, 0.021)); let breakup = smoothstep(0.40, 0.72, noise); + // MONKEY (water): WarcraftXL's white belongs to a connected horizontal fold, not to every + // steep normal. Threshold jitter stops identical crests drawing identical white contours. + let fold_jitter = (noise - 0.5) * 0.04; + let breaking = smoothstep(0.13, 0.25, open_sea_fold + fold_jitter); + let whitecap_alpha = FOAM_WHITECAP * breaking * mix(0.55, 1.0, breakup) + * smoothstep(0.55, 1.0, energy); // The cached derivatives from the top of the function — same expression as before, one tap. let depth_gradient = length(vec2(ddx_depth, ddy_depth)) / max(length(vec2(length(ddx_p), length(ddy_p))), 0.001); @@ -721,7 +768,7 @@ fn enhanced_water(in: WaterFragment, shallow: vec4, deep: vec4) -> vec FOAM_SWASH * swash_life * swash_band * max(swash_lace, 0.8 * lip), ocean_mesh) * wall_suppression * energy; - let foam = min(FOAM_MAX, contact_alpha + arcs_alpha + crest_alpha); + let foam = min(FOAM_MAX, contact_alpha + arcs_alpha + crest_alpha + whitecap_alpha); let illumination = water_light[0].rgb + water_light[1].rgb; let foam_luma = clamp(dot(illumination, vec3(0.2126, 0.7152, 0.0722)), 0.22, 1.0); // Matte foam composites on top of reflection with its own coverage. diff --git a/crates/benilla-assets/src/shaders/liquid.wgsl b/crates/benilla-assets/src/shaders/liquid.wgsl index 248497bf..ba16672d 100644 --- a/crates/benilla-assets/src/shaders/liquid.wgsl +++ b/crates/benilla-assets/src/shaders/liquid.wgsl @@ -137,8 +137,8 @@ fn vertex(in: Vertex) -> LiquidVsOut { let world_from_local = mesh_functions::get_world_from_local(in.instance_index); out.world_position = mesh_functions::mesh_position_local_to_world(world_from_local, vec4(in.position, 1.0)); - // MONKEY (enhanced water): the ocean's long swell; 0 on Classic and on every other surface. - out.world_position.y += water_swell(out.world_position.xz, in.uv_b.x); + // MONKEY (enhanced water): ocean Gerstner displacement; zero on Classic/other surfaces. + out.world_position.xyz += water_swell(out.world_position.xz, in.uv_b.x); out.clip_position = position_world_to_clip(out.world_position.xyz); out.world_normal = mesh_functions::mesh_normal_local_to_world(in.normal, in.instance_index); out.uv = in.uv; diff --git a/crates/benilla-world/src/liquid/waves.rs b/crates/benilla-world/src/liquid/waves.rs index 363a87fe..367b0c3f 100644 --- a/crates/benilla-world/src/liquid/waves.rs +++ b/crates/benilla-world/src/liquid/waves.rs @@ -31,10 +31,12 @@ use bevy::math::Vec2; /// /// Components 2..8 are the shader's fragment-only ripple band and are NOT here — see the module /// doc's `long_only` note. Adding them would be a second design, not a closer mirror. -pub const LONG_SWELL: [[f32; 4]; 2] = [ - [0.35, 18.0, 0.200, 0.0], - [0.80, 12.8, 0.140, 1.7], -]; +pub const WATER_WIND_DIR: f32 = 0.35; +pub const LONG_SWELL: [[f32; 4]; 2] = + [[WATER_WIND_DIR, 18.0, 0.200, 0.0], [0.80, 12.8, 0.140, 1.7]]; + +/// Horizontal Gerstner gather, mirrored from `enhanced_water.wgsl::WATER_GERSTNER_CHOP`. +pub const GERSTNER_CHOP: f32 = 2.4; /// Gravity in yd/s², `enhanced_water.wgsl` — deep-water dispersion, `c = sqrt(g/k)`. const GRAVITY_YD: f32 = 10.72; @@ -60,6 +62,8 @@ pub struct Swell { /// `(∂height/∂x, ∂height/∂z)` in BEVY world axes, the shader's `result.yz`. The shader builds /// its normal from exactly this as `normalize(vec3(-grad.x, 1, -grad.y))` (`enhanced_water.wgsl`). pub grad: Vec2, + /// Horizontal Gerstner displacement in BEVY XZ at the parameter-space point under this sample. + pub horizontal: Vec2, } /// `enhanced_water.wgsl`'s `swell_shore_fade`: the authored ocean depth `V` (byte/255, ≈148 yd at @@ -84,25 +88,69 @@ pub fn swell_shore_fade(depth_v: f32) -> f32 { /// * `long_only = true` — components 0 and 1, which are also the two the shore fade multiplies. /// /// `world_xz` is BEVY world XZ. `shallow_fade` is the shore term (1 = open sea, 0 = beach). -pub fn swell(world_xz: Vec2, time: f32, wave_energy: f32, shallow_fade: f32) -> Swell { +#[derive(Clone, Copy, Debug, Default)] +struct RawSwell { + height: f32, + grad: Vec2, + horizontal: Vec2, + jacobian: [f32; 4], +} + +/// Evaluate the same parameter-space Gerstner surface the vertex shader receives. The public +/// sampler below inverts its horizontal map because callers hold a displaced world position. +fn raw_swell(parameter_xz: Vec2, time: f32, wave_energy: f32, shallow_fade: f32) -> RawSwell { let energy = wave_energy.clamp(0.0, 1.0); // `mix(0.4, 1.0, sqrt(energy))` — a calm inland sheet also swells SLOWER, not merely lower. let tempo = 0.4 + 0.6 * energy.sqrt(); let shore = shallow_fade.clamp(0.0, 1.0); - let mut out = Swell::default(); + let mut out = RawSwell { + jacobian: [1.0, 0.0, 0.0, 1.0], + ..RawSwell::default() + }; for w in LONG_SWELL { let dir = Vec2::new(w[0].cos(), w[0].sin()); let k = TWO_PI / w[1]; let speed = (GRAVITY_YD / k).sqrt(); // phase speed, yd/s - let phase = k * (dir.dot(world_xz) - speed * tempo * time) + w[3]; + let phase = k * (dir.dot(parameter_xz) - speed * tempo * time) + w[3]; // `fade` is 1 at zero footprint; `i < 2` ⇒ both components take the shore term. let amplitude = w[2] * energy * shore; out.height += amplitude * phase.sin(); out.grad += dir * (amplitude * k * phase.cos()); + let horizontal = GERSTNER_CHOP * amplitude; + out.horizontal += dir * (horizontal * phase.cos()); + let compression = horizontal * k * phase.sin(); + out.jacobian[0] -= compression * dir.x * dir.x; + out.jacobian[1] -= compression * dir.x * dir.y; + out.jacobian[2] -= compression * dir.y * dir.x; + out.jacobian[3] -= compression * dir.y * dir.y; } out } +/// The displaced Gerstner surface at a WORLD-space point. Four fixed-point steps find the original +/// mesh coordinate under that point; the long-band Jacobian is contractive (worst compression +/// below 0.34), so this converges without a branch or an allocation. The gradient is transformed +/// through the same map, keeping swimmer lean consistent with the visibly pinched crest. +pub fn swell(world_xz: Vec2, time: f32, wave_energy: f32, shallow_fade: f32) -> Swell { + let mut parameter_xz = world_xz; + for _ in 0..4 { + let raw = raw_swell(parameter_xz, time, wave_energy, shallow_fade); + parameter_xz = world_xz - raw.horizontal; + } + let raw = raw_swell(parameter_xz, time, wave_energy, shallow_fade); + let [j00, j01, j10, j11] = raw.jacobian; + let det = (j00 * j11 - j01 * j10).max(1.0e-4); + let grad = Vec2::new( + (j11 * raw.grad.x - j01 * raw.grad.y) / det, + (-j10 * raw.grad.x + j00 * raw.grad.y) / det, + ); + Swell { + height: raw.height, + grad, + horizontal: raw.horizontal, + } +} + /// [`swell`]'s height alone — the shape the brief names, for callers that do not want the slope. pub fn swell_height(world_xz: Vec2, time: f32, wave_energy: f32, shallow_fade: f32) -> f32 { swell(world_xz, time, wave_energy, shallow_fade).height @@ -167,8 +215,19 @@ mod tests { "enhanced_water.wgsl WATER_WAVES[0..2]" ); assert_eq!(GRAVITY_YD, 10.72, "enhanced_water.wgsl gravity"); - assert_eq!(TWO_PI, 6.2831853, "enhanced_water.wgsl k = 6.2831853/wavelength"); - assert_eq!(OCEAN_WAVE_ENERGY, 1.0, "surface.rs water.mode.y for ADT ocean"); + assert_eq!( + TWO_PI, 6.2831853, + "enhanced_water.wgsl k = 6.2831853/wavelength" + ); + assert_eq!(WATER_WIND_DIR, 0.35, "enhanced_water.wgsl WATER_WIND_DIR"); + assert_eq!( + GERSTNER_CHOP, 2.4, + "enhanced_water.wgsl WATER_GERSTNER_CHOP" + ); + assert_eq!( + OCEAN_WAVE_ENERGY, 1.0, + "surface.rs water.mode.y for ADT ocean" + ); // The band's ceiling, stated in the shader's own comment ("at most 0.34 yd"). let peak: f32 = LONG_SWELL.iter().map(|w| w[2]).sum(); assert!((peak - 0.34).abs() < 1e-6, "amplitude sum {peak}"); @@ -183,11 +242,13 @@ mod tests { let s = swell(Vec2::new(-9016.0, 226.0), t, 0.0, 1.0); assert_eq!(s.height, 0.0, "height at t={t}"); assert_eq!(s.grad, Vec2::ZERO, "grad at t={t}"); + assert_eq!(s.horizontal, Vec2::ZERO, "horizontal at t={t}"); } // The shore term is the other kill switch: a beached vertex does not move either. let beached = swell(Vec2::new(-9016.0, 226.0), 3.0, OCEAN_WAVE_ENERGY, 0.0); assert_eq!(beached.height, 0.0); assert_eq!(beached.grad, Vec2::ZERO); + assert_eq!(beached.horizontal, Vec2::ZERO); } /// The swell stays inside the band the shader advertises, and the gradient it reports really @@ -220,12 +281,39 @@ mod tests { } } + /// The CPU query samples by displaced world position while the vertex shader starts in mesh + /// parameter space. Pin the inversion: adding the returned horizontal displacement to the + /// recovered parameter must land back under the swimmer, with the advertised hard bound. + #[test] + fn gerstner_inverse_lands_under_the_world_sample() { + let world = Vec2::new(-9016.0, 226.0); + for step in 0..40 { + let t = step as f32 * 0.37; + let s = swell(world, t, OCEAN_WAVE_ENERGY, 1.0); + let parameter = world - s.horizontal; + let raw = raw_swell(parameter, t, OCEAN_WAVE_ENERGY, 1.0); + let reprojection = parameter + raw.horizontal; + assert!( + (reprojection - world).length() < 2.0e-3, + "reprojection at t={t}" + ); + assert!( + s.horizontal.length() <= 0.817, + "horizontal at t={t}: {:?}", + s.horizontal + ); + } + } + /// The shore fade's two ends, as the shader's `smoothstep(0.001, 0.025, depth)` places them. #[test] fn shore_fade_matches_the_shader_band() { assert_eq!(swell_shore_fade(0.0), 0.0); assert_eq!(swell_shore_fade(1.0), 1.0, "open sea (V = 1) is unfaded"); - assert!((swell_shore_fade(0.013) - 0.5).abs() < 0.02, "band midpoint"); + assert!( + (swell_shore_fade(0.013) - 0.5).abs() < 0.02, + "band midpoint" + ); } /// The clock: a live run is the wrapped elapsed seconds verbatim (the GPU's `globals.time`),