# packages/core/src/features/textures/lib/water-surface.ts
This is the source snapshot used to build these API details. [View this revision on GitHub](https://github.com/benlesh/pibbl/blob/272a94aaf62e0bd6ad8726a4c607a76a9ec44ca1/packages/core/src/features/textures/lib/water-surface.ts#L617).

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<pre class="api-source"><code><span id="L1"><a href="#L1" aria-label="Line 1">1</a> import {</span>
<span id="L2"><a href="#L2" aria-label="Line 2">2</a>   defineTexture,</span>
<span id="L3"><a href="#L3" aria-label="Line 3">3</a>   type TextureContext,</span>
<span id="L4"><a href="#L4" aria-label="Line 4">4</a>   type TextureRecipe,</span>
<span id="L5"><a href="#L5" aria-label="Line 5">5</a> } from &quot;@pibbl/core&quot;;</span>
<span id="L6"><a href="#L6" aria-label="Line 6">6</a> import { validateSeed } from &quot;./palette.js&quot;;</span>
<span id="L7"><a href="#L7" aria-label="Line 7">7</a> import { bytes } from &quot;./wasm/water-surface-bytes.js&quot;;</span>
<span id="L8"><a href="#L8" aria-label="Line 8">8</a> </span>
<span id="L9"><a href="#L9" aria-label="Line 9">9</a> /**</span>
<span id="L10"><a href="#L10" aria-label="Line 10">10</a>  * An axis-aligned obstacle rectangle in a water-surface simulation.</span>
<span id="L11"><a href="#L11" aria-label="Line 11">11</a>  *</span>
<span id="L12"><a href="#L12" aria-label="Line 12">12</a>  * @see {@link WaterSurfaceOptions}</span>
<span id="L13"><a href="#L13" aria-label="Line 13">13</a>  */</span>
<span id="L14"><a href="#L14" aria-label="Line 14">14</a> export interface WaterSurfaceObstacle {</span>
<span id="L15"><a href="#L15" aria-label="Line 15">15</a>   /**</span>
<span id="L16"><a href="#L16" aria-label="Line 16">16</a>    * Horizontal coordinate or displacement in the containing coordinate system. See</span>
<span id="L17"><a href="#L17" aria-label="Line 17">17</a>    * {@link WaterSurfaceObstacle}.</span>
<span id="L18"><a href="#L18" aria-label="Line 18">18</a>    */</span>
<span id="L19"><a href="#L19" aria-label="Line 19">19</a>   readonly x: number;</span>
<span id="L20"><a href="#L20" aria-label="Line 20">20</a>   /**</span>
<span id="L21"><a href="#L21" aria-label="Line 21">21</a>    * Vertical coordinate or displacement in the containing coordinate system. See</span>
<span id="L22"><a href="#L22" aria-label="Line 22">22</a>    * {@link WaterSurfaceObstacle}.</span>
<span id="L23"><a href="#L23" aria-label="Line 23">23</a>    */</span>
<span id="L24"><a href="#L24" aria-label="Line 24">24</a>   readonly y: number;</span>
<span id="L25"><a href="#L25" aria-label="Line 25">25</a>   /**</span>
<span id="L26"><a href="#L26" aria-label="Line 26">26</a>    * Horizontal extent in the units of the containing geometry or surface. See</span>
<span id="L27"><a href="#L27" aria-label="Line 27">27</a>    * {@link WaterSurfaceObstacle}.</span>
<span id="L28"><a href="#L28" aria-label="Line 28">28</a>    */</span>
<span id="L29"><a href="#L29" aria-label="Line 29">29</a>   readonly width: number;</span>
<span id="L30"><a href="#L30" aria-label="Line 30">30</a>   /**</span>
<span id="L31"><a href="#L31" aria-label="Line 31">31</a>    * Vertical extent in the units of the containing geometry or surface. See</span>
<span id="L32"><a href="#L32" aria-label="Line 32">32</a>    * {@link WaterSurfaceObstacle}.</span>
<span id="L33"><a href="#L33" aria-label="Line 33">33</a>    */</span>
<span id="L34"><a href="#L34" aria-label="Line 34">34</a>   readonly height: number;</span>
<span id="L35"><a href="#L35" aria-label="Line 35">35</a> }</span>
<span id="L36"><a href="#L36" aria-label="Line 36">36</a> </span>
<span id="L37"><a href="#L37" aria-label="Line 37">37</a> /**</span>
<span id="L38"><a href="#L38" aria-label="Line 38">38</a>  * Water simulation controls including wave motion, viscosity, pause state, and obstacles.</span>
<span id="L39"><a href="#L39" aria-label="Line 39">39</a>  *</span>
<span id="L40"><a href="#L40" aria-label="Line 40">40</a>  * @see {@link WaterSurfaceObstacle}</span>
<span id="L41"><a href="#L41" aria-label="Line 41">41</a>  * @see {@link waterSurface}</span>
<span id="L42"><a href="#L42" aria-label="Line 42">42</a>  */</span>
<span id="L43"><a href="#L43" aria-label="Line 43">43</a> export interface WaterSurfaceOptions {</span>
<span id="L44"><a href="#L44" aria-label="Line 44">44</a>   /**</span>
<span id="L45"><a href="#L45" aria-label="Line 45">45</a>    * Seed used for deterministic sampling or simulation initialization. See</span>
<span id="L46"><a href="#L46" aria-label="Line 46">46</a>    * {@link WaterSurfaceOptions}.</span>
<span id="L47"><a href="#L47" aria-label="Line 47">47</a>    */</span>
<span id="L48"><a href="#L48" aria-label="Line 48">48</a>   readonly seed?: number;</span>
<span id="L49"><a href="#L49" aria-label="Line 49">49</a>   /** Multiplier controlling the simulation's animation rate. See {@link WaterSurfaceOptions}. */</span>
<span id="L50"><a href="#L50" aria-label="Line 50">50</a>   readonly speed?: number;</span>
<span id="L51"><a href="#L51" aria-label="Line 51">51</a>   /** Spatial scale of the generated water pattern. See {@link WaterSurfaceOptions}. */</span>
<span id="L52"><a href="#L52" aria-label="Line 52">52</a>   readonly scale?: number;</span>
<span id="L53"><a href="#L53" aria-label="Line 53">53</a>   /** Strength of injected wave disturbances. See {@link WaterSurfaceOptions}. */</span>
<span id="L54"><a href="#L54" aria-label="Line 54">54</a>   readonly rippleStrength?: number;</span>
<span id="L55"><a href="#L55" aria-label="Line 55">55</a>   /** Artistic thickness from 0 (water) to 1 (slow, strongly damped). */</span>
<span id="L56"><a href="#L56" aria-label="Line 56">56</a>   readonly viscosity?: number;</span>
<span id="L57"><a href="#L57" aria-label="Line 57">57</a>   /** Whether simulation or playback advancement is suspended. See {@link WaterSurfaceOptions}. */</span>
<span id="L58"><a href="#L58" aria-label="Line 58">58</a>   readonly paused?: boolean;</span>
<span id="L59"><a href="#L59" aria-label="Line 59">59</a>   /** Obstacle geometry used by the flow or water simulation. See {@link WaterSurfaceObstacle}. */</span>
<span id="L60"><a href="#L60" aria-label="Line 60">60</a>   readonly obstacles?: readonly WaterSurfaceObstacle[];</span>
<span id="L61"><a href="#L61" aria-label="Line 61">61</a> }</span>
<span id="L62"><a href="#L62" aria-label="Line 62">62</a> </span>
<span id="L63"><a href="#L63" aria-label="Line 63">63</a> /**</span>
<span id="L64"><a href="#L64" aria-label="Line 64">64</a>  * Ripple, pause, and reset commands for a water-surface simulation.</span>
<span id="L65"><a href="#L65" aria-label="Line 65">65</a>  *</span>
<span id="L66"><a href="#L66" aria-label="Line 66">66</a>  * @see {@link waterSurface}</span>
<span id="L67"><a href="#L67" aria-label="Line 67">67</a>  */</span>
<span id="L68"><a href="#L68" aria-label="Line 68">68</a> export type WaterSurfaceMessage =</span>
<span id="L69"><a href="#L69" aria-label="Line 69">69</a>   | {</span>
<span id="L70"><a href="#L70" aria-label="Line 70">70</a>       /** The literal &quot;pause&quot; identifying this variant. See {@link WaterSurfaceMessage}. */</span>
<span id="L71"><a href="#L71" aria-label="Line 71">71</a>       readonly type: &quot;pause&quot;;</span>
<span id="L72"><a href="#L72" aria-label="Line 72">72</a>       /** Whether simulation or playback advancement is suspended. See {@link WaterSurfaceMessage}. */</span>
<span id="L73"><a href="#L73" aria-label="Line 73">73</a>       readonly paused: boolean;</span>
<span id="L74"><a href="#L74" aria-label="Line 74">74</a>     }</span>
<span id="L75"><a href="#L75" aria-label="Line 75">75</a>   | {</span>
<span id="L76"><a href="#L76" aria-label="Line 76">76</a>       /** The literal &quot;reset&quot; identifying this variant. See {@link WaterSurfaceMessage}. */</span>
<span id="L77"><a href="#L77" aria-label="Line 77">77</a>       readonly type: &quot;reset&quot;;</span>
<span id="L78"><a href="#L78" aria-label="Line 78">78</a>     }</span>
<span id="L79"><a href="#L79" aria-label="Line 79">79</a>   | {</span>
<span id="L80"><a href="#L80" aria-label="Line 80">80</a>       /** The literal &quot;ripple&quot; identifying this variant. See {@link WaterSurfaceMessage}. */</span>
<span id="L81"><a href="#L81" aria-label="Line 81">81</a>       readonly type: &quot;ripple&quot;;</span>
<span id="L82"><a href="#L82" aria-label="Line 82">82</a>       /**</span>
<span id="L83"><a href="#L83" aria-label="Line 83">83</a>        * Horizontal coordinate or displacement in the containing coordinate system. See</span>
<span id="L84"><a href="#L84" aria-label="Line 84">84</a>        * {@link WaterSurfaceMessage}.</span>
<span id="L85"><a href="#L85" aria-label="Line 85">85</a>        */</span>
<span id="L86"><a href="#L86" aria-label="Line 86">86</a>       readonly x: number;</span>
<span id="L87"><a href="#L87" aria-label="Line 87">87</a>       /**</span>
<span id="L88"><a href="#L88" aria-label="Line 88">88</a>        * Vertical coordinate or displacement in the containing coordinate system. See</span>
<span id="L89"><a href="#L89" aria-label="Line 89">89</a>        * {@link WaterSurfaceMessage}.</span>
<span id="L90"><a href="#L90" aria-label="Line 90">90</a>        */</span>
<span id="L91"><a href="#L91" aria-label="Line 91">91</a>       readonly y: number;</span>
<span id="L92"><a href="#L92" aria-label="Line 92">92</a>     };</span>
<span id="L93"><a href="#L93" aria-label="Line 93">93</a> </span>
<span id="L94"><a href="#L94" aria-label="Line 94">94</a> interface Config {</span>
<span id="L95"><a href="#L95" aria-label="Line 95">95</a>   readonly seed: number;</span>
<span id="L96"><a href="#L96" aria-label="Line 96">96</a>   readonly speed: number;</span>
<span id="L97"><a href="#L97" aria-label="Line 97">97</a>   readonly scale: number;</span>
<span id="L98"><a href="#L98" aria-label="Line 98">98</a>   readonly rippleStrength: number;</span>
<span id="L99"><a href="#L99" aria-label="Line 99">99</a>   readonly viscosity: number;</span>
<span id="L100"><a href="#L100" aria-label="Line 100">100</a>   readonly paused: boolean;</span>
<span id="L101"><a href="#L101" aria-label="Line 101">101</a>   readonly obstacles: readonly WaterSurfaceObstacle[];</span>
<span id="L102"><a href="#L102" aria-label="Line 102">102</a> }</span>
<span id="L103"><a href="#L103" aria-label="Line 103">103</a> interface State {</span>
<span id="L104"><a href="#L104" aria-label="Line 104">104</a>   config: Config;</span>
<span id="L105"><a href="#L105" aria-label="Line 105">105</a>   simulation: WaterSimulation;</span>
<span id="L106"><a href="#L106" aria-label="Line 106">106</a>   phase: number;</span>
<span id="L107"><a href="#L107" aria-label="Line 107">107</a>   paused: boolean;</span>
<span id="L108"><a href="#L108" aria-label="Line 108">108</a>   fresh: boolean;</span>
<span id="L109"><a href="#L109" aria-label="Line 109">109</a>   elapsed: number;</span>
<span id="L110"><a href="#L110" aria-label="Line 110">110</a>   energy: number;</span>
<span id="L111"><a href="#L111" aria-label="Line 111">111</a> }</span>
<span id="L112"><a href="#L112" aria-label="Line 112">112</a> interface WaterKernel {</span>
<span id="L113"><a href="#L113" aria-label="Line 113">113</a>   clear(</span>
<span id="L114"><a href="#L114" aria-label="Line 114">114</a>     height: number,</span>
<span id="L115"><a href="#L115" aria-label="Line 115">115</a>     velocity: number,</span>
<span id="L116"><a href="#L116" aria-label="Line 116">116</a>     nextHeight: number,</span>
<span id="L117"><a href="#L117" aria-label="Line 117">117</a>     nextVelocity: number,</span>
<span id="L118"><a href="#L118" aria-label="Line 118">118</a>     count: number,</span>
<span id="L119"><a href="#L119" aria-label="Line 119">119</a>   ): void;</span>
<span id="L120"><a href="#L120" aria-label="Line 120">120</a>   impulse(</span>
<span id="L121"><a href="#L121" aria-label="Line 121">121</a>     velocity: number,</span>
<span id="L122"><a href="#L122" aria-label="Line 122">122</a>     solid: number,</span>
<span id="L123"><a href="#L123" aria-label="Line 123">123</a>     width: number,</span>
<span id="L124"><a href="#L124" aria-label="Line 124">124</a>     rows: number,</span>
<span id="L125"><a href="#L125" aria-label="Line 125">125</a>     u: number,</span>
<span id="L126"><a href="#L126" aria-label="Line 126">126</a>     v: number,</span>
<span id="L127"><a href="#L127" aria-label="Line 127">127</a>     radius: number,</span>
<span id="L128"><a href="#L128" aria-label="Line 128">128</a>     strength: number,</span>
<span id="L129"><a href="#L129" aria-label="Line 129">129</a>   ): void;</span>
<span id="L130"><a href="#L130" aria-label="Line 130">130</a>   steps(</span>
<span id="L131"><a href="#L131" aria-label="Line 131">131</a>     height: number,</span>
<span id="L132"><a href="#L132" aria-label="Line 132">132</a>     velocity: number,</span>
<span id="L133"><a href="#L133" aria-label="Line 133">133</a>     nextHeight: number,</span>
<span id="L134"><a href="#L134" aria-label="Line 134">134</a>     nextVelocity: number,</span>
<span id="L135"><a href="#L135" aria-label="Line 135">135</a>     solid: number,</span>
<span id="L136"><a href="#L136" aria-label="Line 136">136</a>     width: number,</span>
<span id="L137"><a href="#L137" aria-label="Line 137">137</a>     rows: number,</span>
<span id="L138"><a href="#L138" aria-label="Line 138">138</a>     count: number,</span>
<span id="L139"><a href="#L139" aria-label="Line 139">139</a>     viscosity: number,</span>
<span id="L140"><a href="#L140" aria-label="Line 140">140</a>   ): number;</span>
<span id="L141"><a href="#L141" aria-label="Line 141">141</a>   clearMask(solid: number, count: number): void;</span>
<span id="L142"><a href="#L142" aria-label="Line 142">142</a>   maskRectangle(</span>
<span id="L143"><a href="#L143" aria-label="Line 143">143</a>     solid: number,</span>
<span id="L144"><a href="#L144" aria-label="Line 144">144</a>     width: number,</span>
<span id="L145"><a href="#L145" aria-label="Line 145">145</a>     rows: number,</span>
<span id="L146"><a href="#L146" aria-label="Line 146">146</a>     x: number,</span>
<span id="L147"><a href="#L147" aria-label="Line 147">147</a>     y: number,</span>
<span id="L148"><a href="#L148" aria-label="Line 148">148</a>     w: number,</span>
<span id="L149"><a href="#L149" aria-label="Line 149">149</a>     h: number,</span>
<span id="L150"><a href="#L150" aria-label="Line 150">150</a>   ): void;</span>
<span id="L151"><a href="#L151" aria-label="Line 151">151</a>   maskFields(</span>
<span id="L152"><a href="#L152" aria-label="Line 152">152</a>     height: number,</span>
<span id="L153"><a href="#L153" aria-label="Line 153">153</a>     velocity: number,</span>
<span id="L154"><a href="#L154" aria-label="Line 154">154</a>     nextHeight: number,</span>
<span id="L155"><a href="#L155" aria-label="Line 155">155</a>     nextVelocity: number,</span>
<span id="L156"><a href="#L156" aria-label="Line 156">156</a>     solid: number,</span>
<span id="L157"><a href="#L157" aria-label="Line 157">157</a>     count: number,</span>
<span id="L158"><a href="#L158" aria-label="Line 158">158</a>   ): void;</span>
<span id="L159"><a href="#L159" aria-label="Line 159">159</a>   wake(</span>
<span id="L160"><a href="#L160" aria-label="Line 160">160</a>     velocity: number,</span>
<span id="L161"><a href="#L161" aria-label="Line 161">161</a>     solid: number,</span>
<span id="L162"><a href="#L162" aria-label="Line 162">162</a>     width: number,</span>
<span id="L163"><a href="#L163" aria-label="Line 163">163</a>     rows: number,</span>
<span id="L164"><a href="#L164" aria-label="Line 164">164</a>     bx: number,</span>
<span id="L165"><a href="#L165" aria-label="Line 165">165</a>     by: number,</span>
<span id="L166"><a href="#L166" aria-label="Line 166">166</a>     bw: number,</span>
<span id="L167"><a href="#L167" aria-label="Line 167">167</a>     bh: number,</span>
<span id="L168"><a href="#L168" aria-label="Line 168">168</a>     ax: number,</span>
<span id="L169"><a href="#L169" aria-label="Line 169">169</a>     ay: number,</span>
<span id="L170"><a href="#L170" aria-label="Line 170">170</a>     aw: number,</span>
<span id="L171"><a href="#L171" aria-label="Line 171">171</a>     ah: number,</span>
<span id="L172"><a href="#L172" aria-label="Line 172">172</a>   ): number;</span>
<span id="L173"><a href="#L173" aria-label="Line 173">173</a>   initializeModes(ptr: number, seed: number, scale: number): void;</span>
<span id="L174"><a href="#L174" aria-label="Line 174">174</a>   raster(</span>
<span id="L175"><a href="#L175" aria-label="Line 175">175</a>     height: number,</span>
<span id="L176"><a href="#L176" aria-label="Line 176">176</a>     solid: number,</span>
<span id="L177"><a href="#L177" aria-label="Line 177">177</a>     width: number,</span>
<span id="L178"><a href="#L178" aria-label="Line 178">178</a>     rows: number,</span>
<span id="L179"><a href="#L179" aria-label="Line 179">179</a>     pixels: number,</span>
<span id="L180"><a href="#L180" aria-label="Line 180">180</a>     outWidth: number,</span>
<span id="L181"><a href="#L181" aria-label="Line 181">181</a>     outHeight: number,</span>
<span id="L182"><a href="#L182" aria-label="Line 182">182</a>     modes: number,</span>
<span id="L183"><a href="#L183" aria-label="Line 183">183</a>     time: number,</span>
<span id="L184"><a href="#L184" aria-label="Line 184">184</a>     strength: number,</span>
<span id="L185"><a href="#L185" aria-label="Line 185">185</a>   ): void;</span>
<span id="L186"><a href="#L186" aria-label="Line 186">186</a> }</span>
<span id="L187"><a href="#L187" aria-label="Line 187">187</a> </span>
<span id="L188"><a href="#L188" aria-label="Line 188">188</a> const FIXED_STEP = 1 / 120;</span>
<span id="L189"><a href="#L189" aria-label="Line 189">189</a> const MAX_STEPS = 6;</span>
<span id="L190"><a href="#L190" aria-label="Line 190">190</a> const IDLE_ENERGY = 0.0006;</span>
<span id="L191"><a href="#L191" aria-label="Line 191">191</a> let compiled: WebAssembly.Module | undefined;</span>
<span id="L192"><a href="#L192" aria-label="Line 192">192</a> </span>
<span id="L193"><a href="#L193" aria-label="Line 193">193</a> function kernel(): WebAssembly.Module {</span>
<span id="L194"><a href="#L194" aria-label="Line 194">194</a>   return (compiled ??= new WebAssembly.Module(</span>
<span id="L195"><a href="#L195" aria-label="Line 195">195</a>     Uint8Array.from(atob(bytes), (character) =&gt; character.charCodeAt(0)),</span>
<span id="L196"><a href="#L196" aria-label="Line 196">196</a>   ));</span>
<span id="L197"><a href="#L197" aria-label="Line 197">197</a> }</span>
<span id="L198"><a href="#L198" aria-label="Line 198">198</a> </span>
<span id="L199"><a href="#L199" aria-label="Line 199">199</a> function gridSize(width: number, height: number): readonly [number, number] {</span>
<span id="L200"><a href="#L200" aria-label="Line 200">200</a>   const scale = Math.min(</span>
<span id="L201"><a href="#L201" aria-label="Line 201">201</a>     1,</span>
<span id="L202"><a href="#L202" aria-label="Line 202">202</a>     128 / Math.min(width, height),</span>
<span id="L203"><a href="#L203" aria-label="Line 203">203</a>     256 / Math.max(width, height),</span>
<span id="L204"><a href="#L204" aria-label="Line 204">204</a>   );</span>
<span id="L205"><a href="#L205" aria-label="Line 205">205</a>   return [</span>
<span id="L206"><a href="#L206" aria-label="Line 206">206</a>     Math.max(2, Math.round(width * scale)),</span>
<span id="L207"><a href="#L207" aria-label="Line 207">207</a>     Math.max(2, Math.round(height * scale)),</span>
<span id="L208"><a href="#L208" aria-label="Line 208">208</a>   ];</span>
<span id="L209"><a href="#L209" aria-label="Line 209">209</a> }</span>
<span id="L210"><a href="#L210" aria-label="Line 210">210</a> </span>
<span id="L211"><a href="#L211" aria-label="Line 211">211</a> class WaterSimulation {</span>
<span id="L212"><a href="#L212" aria-label="Line 212">212</a>   readonly memory: WebAssembly.Memory;</span>
<span id="L213"><a href="#L213" aria-label="Line 213">213</a>   readonly image: ImageData;</span>
<span id="L214"><a href="#L214" aria-label="Line 214">214</a>   private readonly modeOffset: number;</span>
<span id="L215"><a href="#L215" aria-label="Line 215">215</a>   readonly height: Float32Array;</span>
<span id="L216"><a href="#L216" aria-label="Line 216">216</a>   readonly velocity: Float32Array;</span>
<span id="L217"><a href="#L217" aria-label="Line 217">217</a>   private readonly nextHeight: Float32Array;</span>
<span id="L218"><a href="#L218" aria-label="Line 218">218</a>   private readonly nextVelocity: Float32Array;</span>
<span id="L219"><a href="#L219" aria-label="Line 219">219</a>   readonly solid: Uint8Array;</span>
<span id="L220"><a href="#L220" aria-label="Line 220">220</a>   private readonly kernel: WaterKernel;</span>
<span id="L221"><a href="#L221" aria-label="Line 221">221</a>   private previousObstacles: readonly WaterSurfaceObstacle[] = [];</span>
<span id="L222"><a href="#L222" aria-label="Line 222">222</a>   constructor(</span>
<span id="L223"><a href="#L223" aria-label="Line 223">223</a>     readonly width: number,</span>
<span id="L224"><a href="#L224" aria-label="Line 224">224</a>     readonly rows: number,</span>
<span id="L225"><a href="#L225" aria-label="Line 225">225</a>     obstacles: readonly WaterSurfaceObstacle[],</span>
<span id="L226"><a href="#L226" aria-label="Line 226">226</a>     readonly outputWidth: number,</span>
<span id="L227"><a href="#L227" aria-label="Line 227">227</a>     readonly outputHeight: number,</span>
<span id="L228"><a href="#L228" aria-label="Line 228">228</a>     config: Config,</span>
<span id="L229"><a href="#L229" aria-label="Line 229">229</a>   ) {</span>
<span id="L230"><a href="#L230" aria-label="Line 230">230</a>     const count = width * rows;</span>
<span id="L231"><a href="#L231" aria-label="Line 231">231</a>     const scalarBytes = count * Float32Array.BYTES_PER_ELEMENT;</span>
<span id="L232"><a href="#L232" aria-label="Line 232">232</a>     const solidOffset = 65536 + scalarBytes * 4;</span>
<span id="L233"><a href="#L233" aria-label="Line 233">233</a>     this.modeOffset = Math.ceil((solidOffset + count) / 8) * 8;</span>
<span id="L234"><a href="#L234" aria-label="Line 234">234</a>     const pixelOffset = this.modeOffset + 96;</span>
<span id="L235"><a href="#L235" aria-label="Line 235">235</a>     const pages = Math.ceil(</span>
<span id="L236"><a href="#L236" aria-label="Line 236">236</a>       (pixelOffset + outputWidth * outputHeight * 4) / 65536,</span>
<span id="L237"><a href="#L237" aria-label="Line 237">237</a>     );</span>
<span id="L238"><a href="#L238" aria-label="Line 238">238</a>     this.memory = new WebAssembly.Memory({ initial: pages, maximum: pages });</span>
<span id="L239"><a href="#L239" aria-label="Line 239">239</a>     this.kernel = new WebAssembly.Instance(kernel(), {</span>
<span id="L240"><a href="#L240" aria-label="Line 240">240</a>       env: {</span>
<span id="L241"><a href="#L241" aria-label="Line 241">241</a>         memory: this.memory,</span>
<span id="L242"><a href="#L242" aria-label="Line 242">242</a>         abort() {</span>
<span id="L243"><a href="#L243" aria-label="Line 243">243</a>           throw new Error(&quot;Water surface WASM aborted.&quot;);</span>
<span id="L244"><a href="#L244" aria-label="Line 244">244</a>         },</span>
<span id="L245"><a href="#L245" aria-label="Line 245">245</a>       },</span>
<span id="L246"><a href="#L246" aria-label="Line 246">246</a>     }).exports as unknown as WaterKernel;</span>
<span id="L247"><a href="#L247" aria-label="Line 247">247</a>     this.height = new Float32Array(this.memory.buffer, 65536, count);</span>
<span id="L248"><a href="#L248" aria-label="Line 248">248</a>     this.velocity = new Float32Array(</span>
<span id="L249"><a href="#L249" aria-label="Line 249">249</a>       this.memory.buffer,</span>
<span id="L250"><a href="#L250" aria-label="Line 250">250</a>       65536 + scalarBytes,</span>
<span id="L251"><a href="#L251" aria-label="Line 251">251</a>       count,</span>
<span id="L252"><a href="#L252" aria-label="Line 252">252</a>     );</span>
<span id="L253"><a href="#L253" aria-label="Line 253">253</a>     this.nextHeight = new Float32Array(</span>
<span id="L254"><a href="#L254" aria-label="Line 254">254</a>       this.memory.buffer,</span>
<span id="L255"><a href="#L255" aria-label="Line 255">255</a>       65536 + scalarBytes * 2,</span>
<span id="L256"><a href="#L256" aria-label="Line 256">256</a>       count,</span>
<span id="L257"><a href="#L257" aria-label="Line 257">257</a>     );</span>
<span id="L258"><a href="#L258" aria-label="Line 258">258</a>     this.nextVelocity = new Float32Array(</span>
<span id="L259"><a href="#L259" aria-label="Line 259">259</a>       this.memory.buffer,</span>
<span id="L260"><a href="#L260" aria-label="Line 260">260</a>       65536 + scalarBytes * 3,</span>
<span id="L261"><a href="#L261" aria-label="Line 261">261</a>       count,</span>
<span id="L262"><a href="#L262" aria-label="Line 262">262</a>     );</span>
<span id="L263"><a href="#L263" aria-label="Line 263">263</a>     this.solid = new Uint8Array(this.memory.buffer, solidOffset, count);</span>
<span id="L264"><a href="#L264" aria-label="Line 264">264</a>     this.image = new ImageData(</span>
<span id="L265"><a href="#L265" aria-label="Line 265">265</a>       new Uint8ClampedArray(</span>
<span id="L266"><a href="#L266" aria-label="Line 266">266</a>         this.memory.buffer,</span>
<span id="L267"><a href="#L267" aria-label="Line 267">267</a>         pixelOffset,</span>
<span id="L268"><a href="#L268" aria-label="Line 268">268</a>         outputWidth * outputHeight * 4,</span>
<span id="L269"><a href="#L269" aria-label="Line 269">269</a>       ),</span>
<span id="L270"><a href="#L270" aria-label="Line 270">270</a>       outputWidth,</span>
<span id="L271"><a href="#L271" aria-label="Line 271">271</a>       outputHeight,</span>
<span id="L272"><a href="#L272" aria-label="Line 272">272</a>     );</span>
<span id="L273"><a href="#L273" aria-label="Line 273">273</a>     this.configure(config);</span>
<span id="L274"><a href="#L274" aria-label="Line 274">274</a>     this.setObstacles(obstacles);</span>
<span id="L275"><a href="#L275" aria-label="Line 275">275</a>   }</span>
<span id="L276"><a href="#L276" aria-label="Line 276">276</a>   reset() {</span>
<span id="L277"><a href="#L277" aria-label="Line 277">277</a>     this.kernel.clear(</span>
<span id="L278"><a href="#L278" aria-label="Line 278">278</a>       this.height.byteOffset,</span>
<span id="L279"><a href="#L279" aria-label="Line 279">279</a>       this.velocity.byteOffset,</span>
<span id="L280"><a href="#L280" aria-label="Line 280">280</a>       this.nextHeight.byteOffset,</span>
<span id="L281"><a href="#L281" aria-label="Line 281">281</a>       this.nextVelocity.byteOffset,</span>
<span id="L282"><a href="#L282" aria-label="Line 282">282</a>       this.height.length,</span>
<span id="L283"><a href="#L283" aria-label="Line 283">283</a>     );</span>
<span id="L284"><a href="#L284" aria-label="Line 284">284</a>   }</span>
<span id="L285"><a href="#L285" aria-label="Line 285">285</a>   setObstacles(obstacles: readonly WaterSurfaceObstacle[]): number {</span>
<span id="L286"><a href="#L286" aria-label="Line 286">286</a>     if (sameObstacles(this.previousObstacles, obstacles)) return 0;</span>
<span id="L287"><a href="#L287" aria-label="Line 287">287</a>     const previous = this.previousObstacles;</span>
<span id="L288"><a href="#L288" aria-label="Line 288">288</a>     this.kernel.clearMask(this.solid.byteOffset, this.solid.length);</span>
<span id="L289"><a href="#L289" aria-label="Line 289">289</a>     for (const o of obstacles)</span>
<span id="L290"><a href="#L290" aria-label="Line 290">290</a>       this.kernel.maskRectangle(</span>
<span id="L291"><a href="#L291" aria-label="Line 291">291</a>         this.solid.byteOffset,</span>
<span id="L292"><a href="#L292" aria-label="Line 292">292</a>         this.width,</span>
<span id="L293"><a href="#L293" aria-label="Line 293">293</a>         this.rows,</span>
<span id="L294"><a href="#L294" aria-label="Line 294">294</a>         o.x,</span>
<span id="L295"><a href="#L295" aria-label="Line 295">295</a>         o.y,</span>
<span id="L296"><a href="#L296" aria-label="Line 296">296</a>         o.width,</span>
<span id="L297"><a href="#L297" aria-label="Line 297">297</a>         o.height,</span>
<span id="L298"><a href="#L298" aria-label="Line 298">298</a>       );</span>
<span id="L299"><a href="#L299" aria-label="Line 299">299</a>     this.kernel.maskFields(</span>
<span id="L300"><a href="#L300" aria-label="Line 300">300</a>       this.height.byteOffset,</span>
<span id="L301"><a href="#L301" aria-label="Line 301">301</a>       this.velocity.byteOffset,</span>
<span id="L302"><a href="#L302" aria-label="Line 302">302</a>       this.nextHeight.byteOffset,</span>
<span id="L303"><a href="#L303" aria-label="Line 303">303</a>       this.nextVelocity.byteOffset,</span>
<span id="L304"><a href="#L304" aria-label="Line 304">304</a>       this.solid.byteOffset,</span>
<span id="L305"><a href="#L305" aria-label="Line 305">305</a>       this.solid.length,</span>
<span id="L306"><a href="#L306" aria-label="Line 306">306</a>     );</span>
<span id="L307"><a href="#L307" aria-label="Line 307">307</a>     this.previousObstacles = obstacles;</span>
<span id="L308"><a href="#L308" aria-label="Line 308">308</a>     // A moving solid leaves one bounded impulse at its trailing edge. The</span>
<span id="L309"><a href="#L309" aria-label="Line 309">309</a>     // height-field remains an appearance-only texture; this is not a force or</span>
<span id="L310"><a href="#L310" aria-label="Line 310">310</a>     // collider update in Pibbl physics.</span>
<span id="L311"><a href="#L311" aria-label="Line 311">311</a>     let wakeEnergy = 0;</span>
<span id="L312"><a href="#L312" aria-label="Line 312">312</a>     for (</span>
<span id="L313"><a href="#L313" aria-label="Line 313">313</a>       let index = 0;</span>
<span id="L314"><a href="#L314" aria-label="Line 314">314</a>       index &lt; Math.min(previous.length, obstacles.length);</span>
<span id="L315"><a href="#L315" aria-label="Line 315">315</a>       index++</span>
<span id="L316"><a href="#L316" aria-label="Line 316">316</a>     ) {</span>
<span id="L317"><a href="#L317" aria-label="Line 317">317</a>       const before = previous[index],</span>
<span id="L318"><a href="#L318" aria-label="Line 318">318</a>         after = obstacles[index];</span>
<span id="L319"><a href="#L319" aria-label="Line 319">319</a>       wakeEnergy += this.kernel.wake(</span>
<span id="L320"><a href="#L320" aria-label="Line 320">320</a>         this.velocity.byteOffset,</span>
<span id="L321"><a href="#L321" aria-label="Line 321">321</a>         this.solid.byteOffset,</span>
<span id="L322"><a href="#L322" aria-label="Line 322">322</a>         this.width,</span>
<span id="L323"><a href="#L323" aria-label="Line 323">323</a>         this.rows,</span>
<span id="L324"><a href="#L324" aria-label="Line 324">324</a>         before.x,</span>
<span id="L325"><a href="#L325" aria-label="Line 325">325</a>         before.y,</span>
<span id="L326"><a href="#L326" aria-label="Line 326">326</a>         before.width,</span>
<span id="L327"><a href="#L327" aria-label="Line 327">327</a>         before.height,</span>
<span id="L328"><a href="#L328" aria-label="Line 328">328</a>         after.x,</span>
<span id="L329"><a href="#L329" aria-label="Line 329">329</a>         after.y,</span>
<span id="L330"><a href="#L330" aria-label="Line 330">330</a>         after.width,</span>
<span id="L331"><a href="#L331" aria-label="Line 331">331</a>         after.height,</span>
<span id="L332"><a href="#L332" aria-label="Line 332">332</a>       );</span>
<span id="L333"><a href="#L333" aria-label="Line 333">333</a>     }</span>
<span id="L334"><a href="#L334" aria-label="Line 334">334</a>     return wakeEnergy;</span>
<span id="L335"><a href="#L335" aria-label="Line 335">335</a>   }</span>
<span id="L336"><a href="#L336" aria-label="Line 336">336</a>   ripple(u: number, v: number, strength: number) {</span>
<span id="L337"><a href="#L337" aria-label="Line 337">337</a>     this.kernel.impulse(</span>
<span id="L338"><a href="#L338" aria-label="Line 338">338</a>       this.velocity.byteOffset,</span>
<span id="L339"><a href="#L339" aria-label="Line 339">339</a>       this.solid.byteOffset,</span>
<span id="L340"><a href="#L340" aria-label="Line 340">340</a>       this.width,</span>
<span id="L341"><a href="#L341" aria-label="Line 341">341</a>       this.rows,</span>
<span id="L342"><a href="#L342" aria-label="Line 342">342</a>       u,</span>
<span id="L343"><a href="#L343" aria-label="Line 343">343</a>       v,</span>
<span id="L344"><a href="#L344" aria-label="Line 344">344</a>       Math.max(2, Math.min(this.width, this.rows) * 0.075),</span>
<span id="L345"><a href="#L345" aria-label="Line 345">345</a>       strength * 1.8,</span>
<span id="L346"><a href="#L346" aria-label="Line 346">346</a>     );</span>
<span id="L347"><a href="#L347" aria-label="Line 347">347</a>   }</span>
<span id="L348"><a href="#L348" aria-label="Line 348">348</a>   step(count: number, viscosity: number): number {</span>
<span id="L349"><a href="#L349" aria-label="Line 349">349</a>     return this.kernel.steps(</span>
<span id="L350"><a href="#L350" aria-label="Line 350">350</a>       this.height.byteOffset,</span>
<span id="L351"><a href="#L351" aria-label="Line 351">351</a>       this.velocity.byteOffset,</span>
<span id="L352"><a href="#L352" aria-label="Line 352">352</a>       this.nextHeight.byteOffset,</span>
<span id="L353"><a href="#L353" aria-label="Line 353">353</a>       this.nextVelocity.byteOffset,</span>
<span id="L354"><a href="#L354" aria-label="Line 354">354</a>       this.solid.byteOffset,</span>
<span id="L355"><a href="#L355" aria-label="Line 355">355</a>       this.width,</span>
<span id="L356"><a href="#L356" aria-label="Line 356">356</a>       this.rows,</span>
<span id="L357"><a href="#L357" aria-label="Line 357">357</a>       count,</span>
<span id="L358"><a href="#L358" aria-label="Line 358">358</a>       viscosity,</span>
<span id="L359"><a href="#L359" aria-label="Line 359">359</a>     );</span>
<span id="L360"><a href="#L360" aria-label="Line 360">360</a>   }</span>
<span id="L361"><a href="#L361" aria-label="Line 361">361</a>   configure(config: Config) {</span>
<span id="L362"><a href="#L362" aria-label="Line 362">362</a>     this.kernel.initializeModes(this.modeOffset, config.seed, config.scale);</span>
<span id="L363"><a href="#L363" aria-label="Line 363">363</a>   }</span>
<span id="L364"><a href="#L364" aria-label="Line 364">364</a>   raster(time: number, strength: number) {</span>
<span id="L365"><a href="#L365" aria-label="Line 365">365</a>     this.kernel.raster(</span>
<span id="L366"><a href="#L366" aria-label="Line 366">366</a>       this.height.byteOffset,</span>
<span id="L367"><a href="#L367" aria-label="Line 367">367</a>       this.solid.byteOffset,</span>
<span id="L368"><a href="#L368" aria-label="Line 368">368</a>       this.width,</span>
<span id="L369"><a href="#L369" aria-label="Line 369">369</a>       this.rows,</span>
<span id="L370"><a href="#L370" aria-label="Line 370">370</a>       this.image.data.byteOffset,</span>
<span id="L371"><a href="#L371" aria-label="Line 371">371</a>       this.outputWidth,</span>
<span id="L372"><a href="#L372" aria-label="Line 372">372</a>       this.outputHeight,</span>
<span id="L373"><a href="#L373" aria-label="Line 373">373</a>       this.modeOffset,</span>
<span id="L374"><a href="#L374" aria-label="Line 374">374</a>       time,</span>
<span id="L375"><a href="#L375" aria-label="Line 375">375</a>       strength,</span>
<span id="L376"><a href="#L376" aria-label="Line 376">376</a>     );</span>
<span id="L377"><a href="#L377" aria-label="Line 377">377</a>   }</span>
<span id="L378"><a href="#L378" aria-label="Line 378">378</a>   dispose() {</span>
<span id="L379"><a href="#L379" aria-label="Line 379">379</a>     this.height.fill(0);</span>
<span id="L380"><a href="#L380" aria-label="Line 380">380</a>     this.velocity.fill(0);</span>
<span id="L381"><a href="#L381" aria-label="Line 381">381</a>     this.solid.fill(0);</span>
<span id="L382"><a href="#L382" aria-label="Line 382">382</a>   }</span>
<span id="L383"><a href="#L383" aria-label="Line 383">383</a> }</span>
<span id="L384"><a href="#L384" aria-label="Line 384">384</a> </span>
<span id="L385"><a href="#L385" aria-label="Line 385">385</a> function sameObstacles(</span>
<span id="L386"><a href="#L386" aria-label="Line 386">386</a>   left: readonly WaterSurfaceObstacle[],</span>
<span id="L387"><a href="#L387" aria-label="Line 387">387</a>   right: readonly WaterSurfaceObstacle[],</span>
<span id="L388"><a href="#L388" aria-label="Line 388">388</a> ) {</span>
<span id="L389"><a href="#L389" aria-label="Line 389">389</a>   return (</span>
<span id="L390"><a href="#L390" aria-label="Line 390">390</a>     left.length === right.length &amp;&amp;</span>
<span id="L391"><a href="#L391" aria-label="Line 391">391</a>     left.every((value, index) =&gt; {</span>
<span id="L392"><a href="#L392" aria-label="Line 392">392</a>       const other = right[index];</span>
<span id="L393"><a href="#L393" aria-label="Line 393">393</a>       return (</span>
<span id="L394"><a href="#L394" aria-label="Line 394">394</a>         value.x === other.x &amp;&amp;</span>
<span id="L395"><a href="#L395" aria-label="Line 395">395</a>         value.y === other.y &amp;&amp;</span>
<span id="L396"><a href="#L396" aria-label="Line 396">396</a>         value.width === other.width &amp;&amp;</span>
<span id="L397"><a href="#L397" aria-label="Line 397">397</a>         value.height === other.height</span>
<span id="L398"><a href="#L398" aria-label="Line 398">398</a>       );</span>
<span id="L399"><a href="#L399" aria-label="Line 399">399</a>     })</span>
<span id="L400"><a href="#L400" aria-label="Line 400">400</a>   );</span>
<span id="L401"><a href="#L401" aria-label="Line 401">401</a> }</span>
<span id="L402"><a href="#L402" aria-label="Line 402">402</a> function options(input: WaterSurfaceOptions): Config {</span>
<span id="L403"><a href="#L403" aria-label="Line 403">403</a>   const seed = validateSeed(input.seed ?? 0),</span>
<span id="L404"><a href="#L404" aria-label="Line 404">404</a>     speed = input.speed ?? 1,</span>
<span id="L405"><a href="#L405" aria-label="Line 405">405</a>     scale = input.scale ?? 4,</span>
<span id="L406"><a href="#L406" aria-label="Line 406">406</a>     rippleStrength = input.rippleStrength ?? 1,</span>
<span id="L407"><a href="#L407" aria-label="Line 407">407</a>     viscosity = input.viscosity ?? 0;</span>
<span id="L408"><a href="#L408" aria-label="Line 408">408</a>   if (!Number.isFinite(viscosity) || viscosity &lt; 0 || viscosity &gt; 1)</span>
<span id="L409"><a href="#L409" aria-label="Line 409">409</a>     throw new RangeError(</span>
<span id="L410"><a href="#L410" aria-label="Line 410">410</a>       &quot;Water surface viscosity must be finite and within [0, 1].&quot;,</span>
<span id="L411"><a href="#L411" aria-label="Line 411">411</a>     );</span>
<span id="L412"><a href="#L412" aria-label="Line 412">412</a>   if (!Number.isFinite(speed) || speed &lt; 0)</span>
<span id="L413"><a href="#L413" aria-label="Line 413">413</a>     throw new RangeError(&quot;Water surface speed must be finite and nonnegative.&quot;);</span>
<span id="L414"><a href="#L414" aria-label="Line 414">414</a>   if (!Number.isInteger(scale) || scale &lt; 1 || scale &gt; 32)</span>
<span id="L415"><a href="#L415" aria-label="Line 415">415</a>     throw new RangeError(</span>
<span id="L416"><a href="#L416" aria-label="Line 416">416</a>       &quot;Water surface scale must be an integer from 1 to 32.&quot;,</span>
<span id="L417"><a href="#L417" aria-label="Line 417">417</a>     );</span>
<span id="L418"><a href="#L418" aria-label="Line 418">418</a>   if (!Number.isFinite(rippleStrength) || rippleStrength &lt; 0)</span>
<span id="L419"><a href="#L419" aria-label="Line 419">419</a>     throw new RangeError(</span>
<span id="L420"><a href="#L420" aria-label="Line 420">420</a>       &quot;Water surface ripple strength must be finite and nonnegative.&quot;,</span>
<span id="L421"><a href="#L421" aria-label="Line 421">421</a>     );</span>
<span id="L422"><a href="#L422" aria-label="Line 422">422</a>   const obstacles = Object.freeze(</span>
<span id="L423"><a href="#L423" aria-label="Line 423">423</a>     (input.obstacles ?? []).map((obstacle) =&gt; {</span>
<span id="L424"><a href="#L424" aria-label="Line 424">424</a>       if (</span>
<span id="L425"><a href="#L425" aria-label="Line 425">425</a>         ![obstacle.x, obstacle.y, obstacle.width, obstacle.height].every(</span>
<span id="L426"><a href="#L426" aria-label="Line 426">426</a>           Number.isFinite,</span>
<span id="L427"><a href="#L427" aria-label="Line 427">427</a>         ) ||</span>
<span id="L428"><a href="#L428" aria-label="Line 428">428</a>         obstacle.x &lt; 0 ||</span>
<span id="L429"><a href="#L429" aria-label="Line 429">429</a>         obstacle.y &lt; 0 ||</span>
<span id="L430"><a href="#L430" aria-label="Line 430">430</a>         obstacle.width &lt; 0 ||</span>
<span id="L431"><a href="#L431" aria-label="Line 431">431</a>         obstacle.height &lt; 0 ||</span>
<span id="L432"><a href="#L432" aria-label="Line 432">432</a>         obstacle.x + obstacle.width &gt; 1 ||</span>
<span id="L433"><a href="#L433" aria-label="Line 433">433</a>         obstacle.y + obstacle.height &gt; 1</span>
<span id="L434"><a href="#L434" aria-label="Line 434">434</a>       )</span>
<span id="L435"><a href="#L435" aria-label="Line 435">435</a>         throw new RangeError(</span>
<span id="L436"><a href="#L436" aria-label="Line 436">436</a>           &quot;Water surface obstacles must be finite normalized rectangles within [0, 1].&quot;,</span>
<span id="L437"><a href="#L437" aria-label="Line 437">437</a>         );</span>
<span id="L438"><a href="#L438" aria-label="Line 438">438</a>       return Object.freeze({ ...obstacle });</span>
<span id="L439"><a href="#L439" aria-label="Line 439">439</a>     }),</span>
<span id="L440"><a href="#L440" aria-label="Line 440">440</a>   );</span>
<span id="L441"><a href="#L441" aria-label="Line 441">441</a>   return {</span>
<span id="L442"><a href="#L442" aria-label="Line 442">442</a>     seed,</span>
<span id="L443"><a href="#L443" aria-label="Line 443">443</a>     speed,</span>
<span id="L444"><a href="#L444" aria-label="Line 444">444</a>     scale,</span>
<span id="L445"><a href="#L445" aria-label="Line 445">445</a>     rippleStrength,</span>
<span id="L446"><a href="#L446" aria-label="Line 446">446</a>     viscosity,</span>
<span id="L447"><a href="#L447" aria-label="Line 447">447</a>     paused: input.paused ?? false,</span>
<span id="L448"><a href="#L448" aria-label="Line 448">448</a>     obstacles,</span>
<span id="L449"><a href="#L449" aria-label="Line 449">449</a>   };</span>
<span id="L450"><a href="#L450" aria-label="Line 450">450</a> }</span>
<span id="L451"><a href="#L451" aria-label="Line 451">451</a> function assertDataTexture(context: TextureContext) {</span>
<span id="L452"><a href="#L452" aria-label="Line 452">452</a>   if (context.palette !== undefined)</span>
<span id="L453"><a href="#L453" aria-label="Line 453">453</a>     throw new TypeError(</span>
<span id="L454"><a href="#L454" aria-label="Line 454">454</a>       &quot;waterSurface is a numeric displacement map and does not accept a palette.&quot;,</span>
<span id="L455"><a href="#L455" aria-label="Line 455">455</a>     );</span>
<span id="L456"><a href="#L456" aria-label="Line 456">456</a> }</span>
<span id="L457"><a href="#L457" aria-label="Line 457">457</a> function assertCoordinate(value: number, name: &quot;x&quot; | &quot;y&quot;) {</span>
<span id="L458"><a href="#L458" aria-label="Line 458">458</a>   if (!Number.isFinite(value) || value &lt; 0 || value &gt; 1)</span>
<span id="L459"><a href="#L459" aria-label="Line 459">459</a>     throw new RangeError(</span>
<span id="L460"><a href="#L460" aria-label="Line 460">460</a>       `Water ripple ${name} must be finite and within [0, 1].`,</span>
<span id="L461"><a href="#L461" aria-label="Line 461">461</a>     );</span>
<span id="L462"><a href="#L462" aria-label="Line 462">462</a> }</span>
<span id="L463"><a href="#L463" aria-label="Line 463">463</a> function active(state: State) {</span>
<span id="L464"><a href="#L464" aria-label="Line 464">464</a>   return state.config.speed &gt; 0 || state.energy &gt; IDLE_ENERGY;</span>
<span id="L465"><a href="#L465" aria-label="Line 465">465</a> }</span>
<span id="L466"><a href="#L466" aria-label="Line 466">466</a> function replaceSimulation(</span>
<span id="L467"><a href="#L467" aria-label="Line 467">467</a>   state: State,</span>
<span id="L468"><a href="#L468" aria-label="Line 468">468</a>   context: TextureContext,</span>
<span id="L469"><a href="#L469" aria-label="Line 469">469</a>   config: Config,</span>
<span id="L470"><a href="#L470" aria-label="Line 470">470</a> ): number {</span>
<span id="L471"><a href="#L471" aria-label="Line 471">471</a>   const [width, rows] = gridSize(context.canvas.width, context.canvas.height);</span>
<span id="L472"><a href="#L472" aria-label="Line 472">472</a>   if (</span>
<span id="L473"><a href="#L473" aria-label="Line 473">473</a>     state.simulation.width !== width ||</span>
<span id="L474"><a href="#L474" aria-label="Line 474">474</a>     state.simulation.rows !== rows ||</span>
<span id="L475"><a href="#L475" aria-label="Line 475">475</a>     state.simulation.outputWidth !== context.canvas.width ||</span>
<span id="L476"><a href="#L476" aria-label="Line 476">476</a>     state.simulation.outputHeight !== context.canvas.height</span>
<span id="L477"><a href="#L477" aria-label="Line 477">477</a>   ) {</span>
<span id="L478"><a href="#L478" aria-label="Line 478">478</a>     state.simulation.dispose();</span>
<span id="L479"><a href="#L479" aria-label="Line 479">479</a>     state.simulation = new WaterSimulation(</span>
<span id="L480"><a href="#L480" aria-label="Line 480">480</a>       width,</span>
<span id="L481"><a href="#L481" aria-label="Line 481">481</a>       rows,</span>
<span id="L482"><a href="#L482" aria-label="Line 482">482</a>       config.obstacles,</span>
<span id="L483"><a href="#L483" aria-label="Line 483">483</a>       context.canvas.width,</span>
<span id="L484"><a href="#L484" aria-label="Line 484">484</a>       context.canvas.height,</span>
<span id="L485"><a href="#L485" aria-label="Line 485">485</a>       config,</span>
<span id="L486"><a href="#L486" aria-label="Line 486">486</a>     );</span>
<span id="L487"><a href="#L487" aria-label="Line 487">487</a>     return 0;</span>
<span id="L488"><a href="#L488" aria-label="Line 488">488</a>   }</span>
<span id="L489"><a href="#L489" aria-label="Line 489">489</a>   return state.simulation.setObstacles(config.obstacles);</span>
<span id="L490"><a href="#L490" aria-label="Line 490">490</a> }</span>
<span id="L491"><a href="#L491" aria-label="Line 491">491</a> const recipe = /* @__PURE__ */ defineTexture&lt;</span>
<span id="L492"><a href="#L492" aria-label="Line 492">492</a>   WaterSurfaceOptions,</span>
<span id="L493"><a href="#L493" aria-label="Line 493">493</a>   State,</span>
<span id="L494"><a href="#L494" aria-label="Line 494">494</a>   WaterSurfaceMessage</span>
<span id="L495"><a href="#L495" aria-label="Line 495">495</a> &gt;({</span>
<span id="L496"><a href="#L496" aria-label="Line 496">496</a>   defaultPlacement: { mode: &quot;stretch&quot; },</span>
<span id="L497"><a href="#L497" aria-label="Line 497">497</a>   create(context, input) {</span>
<span id="L498"><a href="#L498" aria-label="Line 498">498</a>     assertDataTexture(context);</span>
<span id="L499"><a href="#L499" aria-label="Line 499">499</a>     const config = options(input),</span>
<span id="L500"><a href="#L500" aria-label="Line 500">500</a>       [width, rows] = gridSize(context.canvas.width, context.canvas.height);</span>
<span id="L501"><a href="#L501" aria-label="Line 501">501</a>     if (!config.paused &amp;&amp; config.speed &gt; 0) context.requestFrame();</span>
<span id="L502"><a href="#L502" aria-label="Line 502">502</a>     return {</span>
<span id="L503"><a href="#L503" aria-label="Line 503">503</a>       config,</span>
<span id="L504"><a href="#L504" aria-label="Line 504">504</a>       simulation: new WaterSimulation(</span>
<span id="L505"><a href="#L505" aria-label="Line 505">505</a>         width,</span>
<span id="L506"><a href="#L506" aria-label="Line 506">506</a>         rows,</span>
<span id="L507"><a href="#L507" aria-label="Line 507">507</a>         config.obstacles,</span>
<span id="L508"><a href="#L508" aria-label="Line 508">508</a>         context.canvas.width,</span>
<span id="L509"><a href="#L509" aria-label="Line 509">509</a>         context.canvas.height,</span>
<span id="L510"><a href="#L510" aria-label="Line 510">510</a>         config,</span>
<span id="L511"><a href="#L511" aria-label="Line 511">511</a>       ),</span>
<span id="L512"><a href="#L512" aria-label="Line 512">512</a>       phase: 0,</span>
<span id="L513"><a href="#L513" aria-label="Line 513">513</a>       paused: config.paused,</span>
<span id="L514"><a href="#L514" aria-label="Line 514">514</a>       fresh: true,</span>
<span id="L515"><a href="#L515" aria-label="Line 515">515</a>       elapsed: 0,</span>
<span id="L516"><a href="#L516" aria-label="Line 516">516</a>       energy: 0,</span>
<span id="L517"><a href="#L517" aria-label="Line 517">517</a>     };</span>
<span id="L518"><a href="#L518" aria-label="Line 518">518</a>   },</span>
<span id="L519"><a href="#L519" aria-label="Line 519">519</a>   update(state, input, context) {</span>
<span id="L520"><a href="#L520" aria-label="Line 520">520</a>     assertDataTexture(context);</span>
<span id="L521"><a href="#L521" aria-label="Line 521">521</a>     const next = options(input),</span>
<span id="L522"><a href="#L522" aria-label="Line 522">522</a>       previous = state.config;</span>
<span id="L523"><a href="#L523" aria-label="Line 523">523</a>     const wasActive = active(state);</span>
<span id="L524"><a href="#L524" aria-label="Line 524">524</a>     const wakeEnergy = replaceSimulation(state, context, next);</span>
<span id="L525"><a href="#L525" aria-label="Line 525">525</a>     if (next.seed !== previous.seed || next.scale !== previous.scale) {</span>
<span id="L526"><a href="#L526" aria-label="Line 526">526</a>       state.phase = 0;</span>
<span id="L527"><a href="#L527" aria-label="Line 527">527</a>       state.simulation.configure(next);</span>
<span id="L528"><a href="#L528" aria-label="Line 528">528</a>       state.simulation.reset();</span>
<span id="L529"><a href="#L529" aria-label="Line 529">529</a>       state.energy = 0;</span>
<span id="L530"><a href="#L530" aria-label="Line 530">530</a>     }</span>
<span id="L531"><a href="#L531" aria-label="Line 531">531</a>     if (next.paused !== previous.paused) state.paused = next.paused;</span>
<span id="L532"><a href="#L532" aria-label="Line 532">532</a>     if (next.paused !== previous.paused || next.speed !== previous.speed) {</span>
<span id="L533"><a href="#L533" aria-label="Line 533">533</a>       state.fresh = true;</span>
<span id="L534"><a href="#L534" aria-label="Line 534">534</a>       state.elapsed = 0;</span>
<span id="L535"><a href="#L535" aria-label="Line 535">535</a>     }</span>
<span id="L536"><a href="#L536" aria-label="Line 536">536</a>     state.config = next;</span>
<span id="L537"><a href="#L537" aria-label="Line 537">537</a>     if (wakeEnergy &gt; 0) {</span>
<span id="L538"><a href="#L538" aria-label="Line 538">538</a>       state.energy = Math.max(state.energy, wakeEnergy);</span>
<span id="L539"><a href="#L539" aria-label="Line 539">539</a>       if (!wasActive) {</span>
<span id="L540"><a href="#L540" aria-label="Line 540">540</a>         state.fresh = true;</span>
<span id="L541"><a href="#L541" aria-label="Line 541">541</a>         state.elapsed = 0;</span>
<span id="L542"><a href="#L542" aria-label="Line 542">542</a>       }</span>
<span id="L543"><a href="#L543" aria-label="Line 543">543</a>     }</span>
<span id="L544"><a href="#L544" aria-label="Line 544">544</a>     context.invalidate();</span>
<span id="L545"><a href="#L545" aria-label="Line 545">545</a>     if (!state.paused &amp;&amp; active(state)) context.requestFrame();</span>
<span id="L546"><a href="#L546" aria-label="Line 546">546</a>   },</span>
<span id="L547"><a href="#L547" aria-label="Line 547">547</a>   receive(state, message, context) {</span>
<span id="L548"><a href="#L548" aria-label="Line 548">548</a>     if (message.type === &quot;pause&quot;) {</span>
<span id="L549"><a href="#L549" aria-label="Line 549">549</a>       state.paused = message.paused;</span>
<span id="L550"><a href="#L550" aria-label="Line 550">550</a>       state.fresh = true;</span>
<span id="L551"><a href="#L551" aria-label="Line 551">551</a>       state.elapsed = 0;</span>
<span id="L552"><a href="#L552" aria-label="Line 552">552</a>       if (!state.paused &amp;&amp; active(state)) context.requestFrame();</span>
<span id="L553"><a href="#L553" aria-label="Line 553">553</a>       return;</span>
<span id="L554"><a href="#L554" aria-label="Line 554">554</a>     }</span>
<span id="L555"><a href="#L555" aria-label="Line 555">555</a>     if (message.type === &quot;reset&quot;) {</span>
<span id="L556"><a href="#L556" aria-label="Line 556">556</a>       state.simulation.reset();</span>
<span id="L557"><a href="#L557" aria-label="Line 557">557</a>       state.phase = 0;</span>
<span id="L558"><a href="#L558" aria-label="Line 558">558</a>       state.energy = 0;</span>
<span id="L559"><a href="#L559" aria-label="Line 559">559</a>       state.elapsed = 0;</span>
<span id="L560"><a href="#L560" aria-label="Line 560">560</a>       state.fresh = true;</span>
<span id="L561"><a href="#L561" aria-label="Line 561">561</a>       context.invalidate();</span>
<span id="L562"><a href="#L562" aria-label="Line 562">562</a>       return;</span>
<span id="L563"><a href="#L563" aria-label="Line 563">563</a>     }</span>
<span id="L564"><a href="#L564" aria-label="Line 564">564</a>     if (message.type === &quot;ripple&quot;) {</span>
<span id="L565"><a href="#L565" aria-label="Line 565">565</a>       assertCoordinate(message.x, &quot;x&quot;);</span>
<span id="L566"><a href="#L566" aria-label="Line 566">566</a>       assertCoordinate(message.y, &quot;y&quot;);</span>
<span id="L567"><a href="#L567" aria-label="Line 567">567</a>       const wasActive = active(state);</span>
<span id="L568"><a href="#L568" aria-label="Line 568">568</a>       state.simulation.ripple(message.x, message.y, 1);</span>
<span id="L569"><a href="#L569" aria-label="Line 569">569</a>       state.energy = Math.max(state.energy, 1);</span>
<span id="L570"><a href="#L570" aria-label="Line 570">570</a>       if (!wasActive) {</span>
<span id="L571"><a href="#L571" aria-label="Line 571">571</a>         state.fresh = true;</span>
<span id="L572"><a href="#L572" aria-label="Line 572">572</a>         state.elapsed = 0;</span>
<span id="L573"><a href="#L573" aria-label="Line 573">573</a>       }</span>
<span id="L574"><a href="#L574" aria-label="Line 574">574</a>       context.invalidate();</span>
<span id="L575"><a href="#L575" aria-label="Line 575">575</a>       if (!state.paused) context.requestFrame();</span>
<span id="L576"><a href="#L576" aria-label="Line 576">576</a>       return;</span>
<span id="L577"><a href="#L577" aria-label="Line 577">577</a>     }</span>
<span id="L578"><a href="#L578" aria-label="Line 578">578</a>     throw new TypeError(&quot;Unknown water surface message.&quot;);</span>
<span id="L579"><a href="#L579" aria-label="Line 579">579</a>   },</span>
<span id="L580"><a href="#L580" aria-label="Line 580">580</a>   advance(state, frame, context) {</span>
<span id="L581"><a href="#L581" aria-label="Line 581">581</a>     if (state.paused || !active(state)) return;</span>
<span id="L582"><a href="#L582" aria-label="Line 582">582</a>     if (!state.fresh) {</span>
<span id="L583"><a href="#L583" aria-label="Line 583">583</a>       state.elapsed += Math.min(0.05, frame.delta / 1000);</span>
<span id="L584"><a href="#L584" aria-label="Line 584">584</a>       const steps = Math.min(MAX_STEPS, Math.floor(state.elapsed / FIXED_STEP));</span>
<span id="L585"><a href="#L585" aria-label="Line 585">585</a>       if (steps) {</span>
<span id="L586"><a href="#L586" aria-label="Line 586">586</a>         state.elapsed -= steps * FIXED_STEP;</span>
<span id="L587"><a href="#L587" aria-label="Line 587">587</a>         state.energy = state.simulation.step(steps, state.config.viscosity);</span>
<span id="L588"><a href="#L588" aria-label="Line 588">588</a>         state.phase +=</span>
<span id="L589"><a href="#L589" aria-label="Line 589">589</a>           ((frame.delta / 1000) * state.config.speed) /</span>
<span id="L590"><a href="#L590" aria-label="Line 590">590</a>           (1 + 4 * state.config.viscosity);</span>
<span id="L591"><a href="#L591" aria-label="Line 591">591</a>         context.invalidate();</span>
<span id="L592"><a href="#L592" aria-label="Line 592">592</a>       }</span>
<span id="L593"><a href="#L593" aria-label="Line 593">593</a>     }</span>
<span id="L594"><a href="#L594" aria-label="Line 594">594</a>     state.fresh = false;</span>
<span id="L595"><a href="#L595" aria-label="Line 595">595</a>     if (active(state)) context.requestFrame();</span>
<span id="L596"><a href="#L596" aria-label="Line 596">596</a>   },</span>
<span id="L597"><a href="#L597" aria-label="Line 597">597</a>   rasterize(state, context) {</span>
<span id="L598"><a href="#L598" aria-label="Line 598">598</a>     state.simulation.raster(state.phase, state.config.rippleStrength);</span>
<span id="L599"><a href="#L599" aria-label="Line 599">599</a>     context.canvas.getContext(&quot;2d&quot;)!.putImageData(state.simulation.image, 0, 0);</span>
<span id="L600"><a href="#L600" aria-label="Line 600">600</a>   },</span>
<span id="L601"><a href="#L601" aria-label="Line 601">601</a>   dispose(state) {</span>
<span id="L602"><a href="#L602" aria-label="Line 602">602</a>     state.simulation.dispose();</span>
<span id="L603"><a href="#L603" aria-label="Line 603">603</a>   },</span>
<span id="L604"><a href="#L604" aria-label="Line 604">604</a> });</span>
<span id="L605"><a href="#L605" aria-label="Line 605">605</a> </span>
<span id="L606"><a href="#L606" aria-label="Line 606">606</a> /**</span>
<span id="L607"><a href="#L607" aria-label="Line 607">607</a>  * A WASM-only, bounded reflective height-field displacement map.</span>
<span id="L608"><a href="#L608" aria-label="Line 608">608</a>  *</span>
<span id="L609"><a href="#L609" aria-label="Line 609">609</a>  * @param options - Water appearance and simulation settings. See {@link WaterSurfaceOptions}.</span>
<span id="L610"><a href="#L610" aria-label="Line 610">610</a>  * @returns A water-surface texture recipe accepting surface messages. See {@link TextureRecipe} ,</span>
<span id="L611"><a href="#L611" aria-label="Line 611">611</a>  * {@link WaterSurfaceMessage} .</span>
<span id="L612"><a href="#L612" aria-label="Line 612">612</a>  *</span>
<span id="L613"><a href="#L613" aria-label="Line 613">613</a>  * @see {@link WaterSurfaceOptions}</span>
<span id="L614"><a href="#L614" aria-label="Line 614">614</a>  * @see {@link TextureRecipe}</span>
<span id="L615"><a href="#L615" aria-label="Line 615">615</a>  * @see {@link WaterSurfaceMessage}</span>
<span id="L616"><a href="#L616" aria-label="Line 616">616</a>  */</span>
<span id="L617"><a href="#L617" aria-label="Line 617">617</a> export function waterSurface(</span>
<span id="L618"><a href="#L618" aria-label="Line 618">618</a>   options: WaterSurfaceOptions = {},</span>
<span id="L619"><a href="#L619" aria-label="Line 619">619</a> ): TextureRecipe&lt;WaterSurfaceMessage&gt; {</span>
<span id="L620"><a href="#L620" aria-label="Line 620">620</a>   return recipe(options);</span>
<span id="L621"><a href="#L621" aria-label="Line 621">621</a> }</span>
<span id="L622"><a href="#L622" aria-label="Line 622">622</a> </span></code></pre>

## Documentation version

Documentation built with @pibbl/core 0.0.2, revision 272a94a. ALPHA — NOT FOR PRODUCTION USE.
