@adobe/data-gpu 0.9.69

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Files changed (584) hide show
  1. package/CLAUDE.md +98 -0
  2. package/LICENSE +21 -0
  3. package/dist/core/core-plugin.d.ts +44 -0
  4. package/dist/core/core-plugin.js +90 -0
  5. package/dist/core/core-plugin.js.map +1 -0
  6. package/dist/core/frame-time/frame-time-plugin.d.ts +25 -0
  7. package/dist/core/frame-time/frame-time-plugin.js +41 -0
  8. package/dist/core/frame-time/frame-time-plugin.js.map +1 -0
  9. package/dist/core/frame-time/frame-time.d.ts +18 -0
  10. package/dist/core/frame-time/frame-time.js +3 -0
  11. package/dist/core/frame-time/frame-time.js.map +1 -0
  12. package/dist/core/frame-time/public.d.ts +1 -0
  13. package/dist/core/frame-time/public.js +3 -0
  14. package/dist/core/frame-time/public.js.map +1 -0
  15. package/dist/graphics/animation/animation-data-plugin.d.ts +216 -0
  16. package/dist/graphics/animation/animation-data-plugin.js +110 -0
  17. package/dist/graphics/animation/animation-data-plugin.js.map +1 -0
  18. package/dist/graphics/animation/animation-plugin.d.ts +214 -0
  19. package/dist/graphics/animation/animation-plugin.js +26 -0
  20. package/dist/graphics/animation/animation-plugin.js.map +1 -0
  21. package/dist/graphics/animation/animation-plugin.test.d.ts +1 -0
  22. package/dist/graphics/animation/animation-plugin.test.js +142 -0
  23. package/dist/graphics/animation/animation-plugin.test.js.map +1 -0
  24. package/dist/graphics/animation/animation-track/animation-track.d.ts +13 -0
  25. package/dist/graphics/animation/animation-track/animation-track.js +3 -0
  26. package/dist/graphics/animation/animation-track/animation-track.js.map +1 -0
  27. package/dist/graphics/animation/animation-track/componentwise-lerp.d.ts +7 -0
  28. package/dist/graphics/animation/animation-track/componentwise-lerp.js +22 -0
  29. package/dist/graphics/animation/animation-track/componentwise-lerp.js.map +1 -0
  30. package/dist/graphics/animation/animation-track/interpolate.d.ts +8 -0
  31. package/dist/graphics/animation/animation-track/interpolate.js +18 -0
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  33. package/dist/graphics/animation/animation-track/public.d.ts +1 -0
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  36. package/dist/graphics/animation/animation-track/sample.d.ts +7 -0
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  38. package/dist/graphics/animation/animation-track/sample.js.map +1 -0
  39. package/dist/graphics/animation/interpolation-mode/interpolation-mode.d.ts +4 -0
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  45. package/dist/graphics/animation/interpolation-mode/schema.d.ts +4 -0
  46. package/dist/graphics/animation/interpolation-mode/schema.js +3 -0
  47. package/dist/graphics/animation/interpolation-mode/schema.js.map +1 -0
  48. package/dist/graphics/camera/camera-plugin.d.ts +112 -0
  49. package/dist/graphics/camera/camera-plugin.js +36 -0
  50. package/dist/graphics/camera/camera-plugin.js.map +1 -0
  51. package/dist/graphics/camera/camera.d.ts +4 -0
  52. package/dist/graphics/camera/camera.js +3 -0
  53. package/dist/graphics/camera/camera.js.map +1 -0
  54. package/dist/graphics/camera/orbit/attach-orbit-drag.d.ts +31 -0
  55. package/dist/graphics/camera/orbit/attach-orbit-drag.js +44 -0
  56. package/dist/graphics/camera/orbit/attach-orbit-drag.js.map +1 -0
  57. package/dist/graphics/camera/orbit/orbit-data-plugin.d.ts +290 -0
  58. package/dist/graphics/camera/orbit/orbit-data-plugin.js +42 -0
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  60. package/dist/graphics/camera/orbit/orbit-plugin.d.ts +281 -0
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  63. package/dist/graphics/camera/orbit/orbit-system-plugin.d.ts +292 -0
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  66. package/dist/graphics/camera/orbit/orbit.d.ts +32 -0
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  72. package/dist/graphics/camera/public.d.ts +4 -0
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  75. package/dist/graphics/camera/schema.d.ts +65 -0
  76. package/dist/graphics/camera/schema.js +19 -0
  77. package/dist/graphics/camera/schema.js.map +1 -0
  78. package/dist/graphics/camera/screen-to-world-ray.d.ts +10 -0
  79. package/dist/graphics/camera/screen-to-world-ray.js +31 -0
  80. package/dist/graphics/camera/screen-to-world-ray.js.map +1 -0
  81. package/dist/graphics/camera/to-view-projection.d.ts +3 -0
  82. package/dist/graphics/camera/to-view-projection.js +23 -0
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  84. package/dist/graphics/graphics-plugin.d.ts +121 -0
  85. package/dist/graphics/graphics-plugin.js +106 -0
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  87. package/dist/graphics/picking/pick-hit.d.ts +10 -0
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  93. package/dist/graphics/rendering/bone-collider-plugin.d.ts +1619 -0
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  96. package/dist/graphics/rendering/display-transform-plugin.d.ts +52 -0
  97. package/dist/graphics/rendering/display-transform-plugin.js +25 -0
  98. package/dist/graphics/rendering/display-transform-plugin.js.map +1 -0
  99. package/dist/graphics/rendering/ibl-render/brdf.wgsl.d.ts +2 -0
  100. package/dist/graphics/rendering/ibl-render/brdf.wgsl.js +42 -0
  101. package/dist/graphics/rendering/ibl-render/brdf.wgsl.js.map +1 -0
  102. package/dist/graphics/rendering/ibl-render/ibl/brdf-lut.d.ts +1 -0
  103. package/dist/graphics/rendering/ibl-render/ibl/brdf-lut.js +91 -0
  104. package/dist/graphics/rendering/ibl-render/ibl/brdf-lut.js.map +1 -0
  105. package/dist/graphics/rendering/ibl-render/ibl/build-ibl-resources.d.ts +24 -0
  106. package/dist/graphics/rendering/ibl-render/ibl/build-ibl-resources.js +34 -0
  107. package/dist/graphics/rendering/ibl-render/ibl/build-ibl-resources.js.map +1 -0
  108. package/dist/graphics/rendering/ibl-render/ibl/create-cubemap.d.ts +1 -0
  109. package/dist/graphics/rendering/ibl-render/ibl/create-cubemap.js +12 -0
  110. package/dist/graphics/rendering/ibl-render/ibl/create-cubemap.js.map +1 -0
  111. package/dist/graphics/rendering/ibl-render/ibl/cube-face-view.d.ts +1 -0
  112. package/dist/graphics/rendering/ibl-render/ibl/cube-face-view.js +11 -0
  113. package/dist/graphics/rendering/ibl-render/ibl/cube-face-view.js.map +1 -0
  114. package/dist/graphics/rendering/ibl-render/ibl/cubemap-sample-view.d.ts +1 -0
  115. package/dist/graphics/rendering/ibl-render/ibl/cubemap-sample-view.js +9 -0
  116. package/dist/graphics/rendering/ibl-render/ibl/cubemap-sample-view.js.map +1 -0
  117. package/dist/graphics/rendering/ibl-render/ibl/environment.d.ts +8 -0
  118. package/dist/graphics/rendering/ibl-render/ibl/environment.js +170 -0
  119. package/dist/graphics/rendering/ibl-render/ibl/environment.js.map +1 -0
  120. package/dist/graphics/rendering/ibl-render/ibl/float-to-half.d.ts +2 -0
  121. package/dist/graphics/rendering/ibl-render/ibl/float-to-half.js +32 -0
  122. package/dist/graphics/rendering/ibl-render/ibl/float-to-half.js.map +1 -0
  123. package/dist/graphics/rendering/ibl-render/ibl/ibl-math.wgsl.d.ts +2 -0
  124. package/dist/graphics/rendering/ibl-render/ibl/ibl-math.wgsl.js +59 -0
  125. package/dist/graphics/rendering/ibl-render/ibl/ibl-math.wgsl.js.map +1 -0
  126. package/dist/graphics/rendering/ibl-render/ibl/irradiance.d.ts +1 -0
  127. package/dist/graphics/rendering/ibl-render/ibl/irradiance.js +94 -0
  128. package/dist/graphics/rendering/ibl-render/ibl/irradiance.js.map +1 -0
  129. package/dist/graphics/rendering/ibl-render/ibl/parse-hdr.d.ts +6 -0
  130. package/dist/graphics/rendering/ibl-render/ibl/parse-hdr.js +106 -0
  131. package/dist/graphics/rendering/ibl-render/ibl/parse-hdr.js.map +1 -0
  132. package/dist/graphics/rendering/ibl-render/ibl/prefilter.d.ts +5 -0
  133. package/dist/graphics/rendering/ibl-render/ibl/prefilter.js +103 -0
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  135. package/dist/graphics/rendering/ibl-render/ibl/render-helpers.d.ts +4 -0
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  138. package/dist/graphics/rendering/ibl-render/ibl-render-plugin.d.ts +1028 -0
  139. package/dist/graphics/rendering/ibl-render/ibl-render-plugin.js +409 -0
  140. package/dist/graphics/rendering/ibl-render/ibl-render-plugin.js.map +1 -0
  141. package/dist/graphics/rendering/ibl-render/ibl-shader.wgsl.d.ts +8 -0
  142. package/dist/graphics/rendering/ibl-render/ibl-shader.wgsl.js +173 -0
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  144. package/dist/graphics/rendering/ibl-render/skybox-shader.wgsl.d.ts +2 -0
  145. package/dist/graphics/rendering/ibl-render/skybox-shader.wgsl.js +50 -0
  146. package/dist/graphics/rendering/ibl-render/skybox-shader.wgsl.js.map +1 -0
  147. package/dist/graphics/rendering/interpolation-plugin.d.ts +485 -0
  148. package/dist/graphics/rendering/interpolation-plugin.js +98 -0
  149. package/dist/graphics/rendering/interpolation-plugin.js.map +1 -0
  150. package/dist/graphics/rendering/interpolation.test.d.ts +1 -0
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  152. package/dist/graphics/rendering/interpolation.test.js.map +1 -0
  153. package/dist/graphics/rendering/jolt-ragdoll-plugin.d.ts +1628 -0
  154. package/dist/graphics/rendering/jolt-ragdoll-plugin.js +218 -0
  155. package/dist/graphics/rendering/jolt-ragdoll-plugin.js.map +1 -0
  156. package/dist/graphics/rendering/material-gpu/material-arrays.d.ts +47 -0
  157. package/dist/graphics/rendering/material-gpu/material-arrays.js +83 -0
  158. package/dist/graphics/rendering/material-gpu/material-arrays.js.map +1 -0
  159. package/dist/graphics/rendering/material-gpu/material-bind-group.d.ts +9 -0
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  162. package/dist/graphics/rendering/material-gpu/material-gpu-plugin.d.ts +259 -0
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  168. package/dist/graphics/rendering/pbr-core-plugin.d.ts +75 -0
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  171. package/dist/graphics/rendering/pbr-render/pbr-array-shader.wgsl.d.ts +10 -0
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@@ -0,0 +1,207 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ import { Database, Entity } from "@adobe/data/ecs";
3
+ import { True } from "@adobe/data/schema";
4
+ import { Vec3, Quat, Mat4x4 } from "@adobe/data/math";
5
+ import { physicsData } from "../../physics/physics-data-plugin.js";
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+ import { jointData } from "../../physics/joint/joint-plugin.js";
7
+ import { fitBoneCapsules } from "../../physics/ragdoll/fit-bone-capsules.js";
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+ import { ragdollTrigger } from "./ragdoll-trigger-plugin.js";
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+ import { pbrSkinning } from "./skinning/skinning-plugin.js";
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+ import { modelLoader } from "../scene/model/model-loader-plugin.js";
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+ import { transform } from "../scene/node/transform-plugin.js";
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+ /**
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+ * boneColliders — fits a capsule to each bone of a skinned model and ragdolls it.
14
+ *
15
+ * **Alive:** once the skin loads, `fitBoneCapsules` gives a per-bone capsule
16
+ * (bone-local offset + dims); we spawn a **kinematic** capsule per bone and each
17
+ * frame drive it to `jointWorldMatrix · offset`, so the capsules track the
18
+ * animation and collide with the world.
19
+ *
20
+ * **Ragdoll** (`triggerRagdoll`): connect each capsule to its nearest
21
+ * capsule-bearing ancestor with a point joint (anchored at the shared joint), flip
22
+ * every capsule kinematic→dynamic, and stop the animation. Now physics drives the
23
+ * capsules; `reconcileRagdoll` writes each bone's pose *back* onto its skeleton
24
+ * joint (world → bone-local), so the skinned mesh goes limp and flops. (Anatomical
25
+ * cone limits + Jolt support are follow-ups; see physics/README.md.)
26
+ */
27
+ /** Column-major rigid transform from a position + unit quaternion. */
28
+ function compose(p, q) {
29
+ return Mat4x4.multiply(Mat4x4.translation(p[0], p[1], p[2]), Quat.toMat4([q[0], q[1], q[2], q[3]]));
30
+ }
31
+ /** Orthonormalised rotation of a column-major matrix, as a quaternion. */
32
+ function rotationOf(m) {
33
+ let m00 = m[0], m10 = m[1], m20 = m[2], m01 = m[4], m11 = m[5], m21 = m[6], m02 = m[8], m12 = m[9], m22 = m[10];
34
+ const sx = Math.hypot(m00, m10, m20) || 1, sy = Math.hypot(m01, m11, m21) || 1, sz = Math.hypot(m02, m12, m22) || 1;
35
+ m00 /= sx;
36
+ m10 /= sx;
37
+ m20 /= sx;
38
+ m01 /= sy;
39
+ m11 /= sy;
40
+ m21 /= sy;
41
+ m02 /= sz;
42
+ m12 /= sz;
43
+ m22 /= sz;
44
+ const tr = m00 + m11 + m22;
45
+ if (tr > 0) {
46
+ const s = Math.sqrt(tr + 1) * 2;
47
+ return [(m21 - m12) / s, (m02 - m20) / s, (m10 - m01) / s, 0.25 * s];
48
+ }
49
+ if (m00 > m11 && m00 > m22) {
50
+ const s = Math.sqrt(1 + m00 - m11 - m22) * 2;
51
+ return [0.25 * s, (m01 + m10) / s, (m02 + m20) / s, (m21 - m12) / s];
52
+ }
53
+ if (m11 > m22) {
54
+ const s = Math.sqrt(1 + m11 - m00 - m22) * 2;
55
+ return [(m01 + m10) / s, 0.25 * s, (m12 + m21) / s, (m02 - m20) / s];
56
+ }
57
+ const s = Math.sqrt(1 + m22 - m00 - m11) * 2;
58
+ return [(m02 + m20) / s, (m12 + m21) / s, 0.25 * s, (m10 - m01) / s];
59
+ }
60
+ export const boneColliders = Database.Plugin.create({
61
+ extends: Database.Plugin.combine(physicsData, jointData, ragdollTrigger, pbrSkinning, modelLoader, transform),
62
+ components: {
63
+ _boneJoint: Entity.schema, // the skeleton joint this capsule tracks
64
+ _boneOffsetPos: Vec3.schema, // capsule offset in the bone's bind-local frame
65
+ _boneOffsetRot: Quat.schema,
66
+ _ragdollBuilt: True.schema, // tag: this skeleton's bone capsules have been generated
67
+ },
68
+ archetypes: {
69
+ // a kinematic capsule body bound to a skeleton joint (collisionGroup 1 ⇒ the
70
+ // ragdoll's bones never collide with each other, only the world)
71
+ BoneCapsule: ["bodyType", "colliderShape", "halfExtents", "material", "collisionGroup", "position", "rotation", "linearVelocity", "angularVelocity", "_boneJoint", "_boneOffsetPos", "_boneOffsetRot"],
72
+ },
73
+ systems: {
74
+ // Once a skeleton's skin has loaded, fit + spawn its bone capsules (one-time;
75
+ // tag + exclude). Tail→head since tagging the skeleton migrates its row.
76
+ generateBoneColliders: {
77
+ schedule: { during: ["postUpdate"] },
78
+ create: db => () => {
79
+ const material = Object.values(db.store.resources.materials)[0] ?? 0;
80
+ for (const arch of db.store.queryArchetypes(["_skeletonJoints", "_skeletonGeometry"], { exclude: ["_ragdollBuilt"] })) {
81
+ const ids = arch.columns.id, jc = arch.columns._skeletonJoints, gc = arch.columns._skeletonGeometry;
82
+ for (let i = arch.rowCount - 1; i >= 0; i--) {
83
+ const skeleton = ids.get(i), joints = jc.get(i), geo = gc.get(i);
84
+ const g = db.store.read(geo);
85
+ if (!g?._cpuSkin || !g._skinInverseBindMatrices)
86
+ continue; // skin not loaded yet
87
+ for (const c of fitBoneCapsules({ jointCount: joints.length, inverseBindMatrices: g._skinInverseBindMatrices, skin: g._cpuSkin })) {
88
+ db.store.archetypes.BoneCapsule.insert({
89
+ bodyType: "kinematic", colliderShape: "capsule", halfExtents: [c.radius, c.halfHeight, 0], material, collisionGroup: 1,
90
+ position: [0, 0, 0], rotation: [0, 0, 0, 1], linearVelocity: [0, 0, 0], angularVelocity: [0, 0, 0],
91
+ _boneJoint: joints[c.jointIndex], _boneOffsetPos: c.offsetPosition, _boneOffsetRot: c.offsetRotation,
92
+ });
93
+ }
94
+ db.store.update(skeleton, { _ragdollBuilt: true });
95
+ }
96
+ }
97
+ },
98
+ },
99
+ // Alive: place every *kinematic* bone capsule at jointWorldMatrix · offset
100
+ // (the solver then kinematic-drives the engine body there). Dynamic capsules
101
+ // are ragdolling — physics owns them, so skip.
102
+ trackBoneColliders: {
103
+ schedule: { during: ["postUpdate"], after: ["generateBoneColliders", "transformSystem"] },
104
+ create: db => () => {
105
+ for (const arch of db.store.queryArchetypes(["_boneJoint", "_boneOffsetPos", "_boneOffsetRot", "bodyType", "position", "rotation"])) {
106
+ const bj = arch.columns._boneJoint, op = arch.columns._boneOffsetPos, orot = arch.columns._boneOffsetRot, bt = arch.columns.bodyType;
107
+ const posCol = arch.columns.position, rotCol = arch.columns.rotation;
108
+ for (let i = 0; i < arch.rowCount; i++) {
109
+ if (bt.get(i) === "dynamic")
110
+ continue; // ragdolling — physics drives it
111
+ const jw = db.store.get(bj.get(i), "_worldMatrix");
112
+ if (!jw)
113
+ continue;
114
+ posCol.set(i, Mat4x4.multiplyVec3(jw, op.get(i)));
115
+ rotCol.set(i, Quat.multiply(rotationOf(jw), orot.get(i)));
116
+ }
117
+ }
118
+ },
119
+ },
120
+ // On trigger: joint each capsule to its nearest capsule-bearing ancestor (at
121
+ // the shared joint point, anchors from the current pose), flip every capsule
122
+ // to dynamic, and stop the animation. The solver flips the engine bodies and
123
+ // mirrors the joints; the root capsule (no ancestor) falls free, dragging the rest.
124
+ ragdollOnTrigger: {
125
+ schedule: { during: ["postUpdate"], after: ["trackBoneColliders"] },
126
+ create: db => () => {
127
+ if (!db.store.resources._ragdollTrigger)
128
+ return;
129
+ db.store.resources._ragdollTrigger = false;
130
+ // joint entity → its capsule + current world pose + rotation
131
+ const byJoint = new Map();
132
+ for (const arch of db.store.queryArchetypes(["_boneJoint", "position", "rotation"])) {
133
+ const ids = arch.columns.id, bj = arch.columns._boneJoint, pc = arch.columns.position, rc = arch.columns.rotation;
134
+ for (let i = 0; i < arch.rowCount; i++) {
135
+ const r = rc.get(i);
136
+ byJoint.set(bj.get(i), { capsule: ids.get(i), world: compose(pc.get(i), r), rot: r });
137
+ }
138
+ }
139
+ for (const arch of db.store.queryArchetypes(["_boneJoint", "position", "rotation"])) {
140
+ const ids = arch.columns.id, bj = arch.columns._boneJoint, pc = arch.columns.position, rc = arch.columns.rotation;
141
+ for (let i = 0; i < arch.rowCount; i++) {
142
+ const joint = bj.get(i);
143
+ // nearest ancestor joint that has a capsule
144
+ let pj = db.store.get(joint, "parent") ?? 0;
145
+ while (pj && !byJoint.has(pj))
146
+ pj = db.store.get(pj, "parent") ?? 0;
147
+ const parent = pj ? byJoint.get(pj) : undefined;
148
+ if (!parent)
149
+ continue; // root capsule: unconstrained
150
+ const jw = db.store.get(joint, "_worldMatrix");
151
+ const origin = jw ? [jw[12], jw[13], jw[14]] : [pc.get(i)[0], pc.get(i)[1], pc.get(i)[2]];
152
+ const childRot = rc.get(i);
153
+ const childWorld = compose(pc.get(i), childRot);
154
+ // cone reference = the child bone's current axis (its capsule +Y), in the
155
+ // parent's frame; the swing-twist joint then limits how far the bone can
156
+ // deviate from this rest pose — anatomical limits, not a free ball.
157
+ const boneDirWorld = Quat.rotateVec3(childRot, [0, 1, 0]);
158
+ const axis = Quat.rotateVec3(Quat.inverse(parent.rot), boneDirWorld);
159
+ db.store.archetypes.Joint.insert({
160
+ jointType: "cone", jointBodyA: parent.capsule, jointBodyB: ids.get(i),
161
+ jointAnchorA: Mat4x4.multiplyVec3(Mat4x4.inverse(parent.world), origin),
162
+ jointAnchorB: Mat4x4.multiplyVec3(Mat4x4.inverse(childWorld), origin),
163
+ jointAxis: axis, jointMinLimit: -0.5, jointMaxLimit: 0.5, jointSwingLimit: 0.9, // ~±29° twist, ~52° swing cone
164
+ });
165
+ }
166
+ }
167
+ for (const arch of db.store.queryArchetypes(["_boneJoint", "bodyType"])) {
168
+ const ids = arch.columns.id;
169
+ for (let i = 0; i < arch.rowCount; i++)
170
+ db.store.update(ids.get(i), { bodyType: "dynamic" });
171
+ }
172
+ for (const arch of db.store.queryArchetypes(["animationPlaying"])) {
173
+ const ids = arch.columns.id;
174
+ for (let i = 0; i < arch.rowCount; i++)
175
+ db.store.update(ids.get(i), { animationPlaying: false });
176
+ }
177
+ },
178
+ },
179
+ // Ragdolling: write each dynamic bone capsule's pose back onto its skeleton
180
+ // joint as a local TRS (jointWorld = capsuleWorld · offset⁻¹, then relative to
181
+ // the parent's world), so the skinned mesh follows the physics. Two passes so
182
+ // a child uses its parent's *capsule-derived* world, keeping the chain consistent.
183
+ reconcileRagdoll: {
184
+ schedule: { during: ["preRender"], after: ["transformSystem"] },
185
+ create: db => () => {
186
+ const jointWorld = new Map();
187
+ for (const arch of db.store.queryArchetypes(["_boneJoint", "_boneOffsetPos", "_boneOffsetRot", "bodyType", "position", "rotation"])) {
188
+ const bj = arch.columns._boneJoint, op = arch.columns._boneOffsetPos, orot = arch.columns._boneOffsetRot, bt = arch.columns.bodyType, pc = arch.columns.position, rc = arch.columns.rotation;
189
+ for (let i = 0; i < arch.rowCount; i++) {
190
+ if (bt.get(i) !== "dynamic")
191
+ continue;
192
+ jointWorld.set(bj.get(i), Mat4x4.multiply(compose(pc.get(i), rc.get(i)), Mat4x4.inverse(compose(op.get(i), orot.get(i)))));
193
+ }
194
+ }
195
+ if (jointWorld.size === 0)
196
+ return;
197
+ for (const [joint, jw] of jointWorld) {
198
+ const parent = db.store.get(joint, "parent") ?? 0;
199
+ const parentW = jointWorld.get(parent) ?? (parent ? db.store.get(parent, "_worldMatrix") : undefined) ?? Mat4x4.identity;
200
+ const local = Mat4x4.multiply(Mat4x4.inverse(parentW), jw);
201
+ db.store.update(joint, { position: [local[12], local[13], local[14]], rotation: rotationOf(local) });
202
+ }
203
+ },
204
+ },
205
+ },
206
+ });
207
+ //# sourceMappingURL=bone-collider-plugin.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,52 @@
1
+ /**
2
+ * The **display transform** seam — the pose a renderer should actually draw at,
3
+ * which may differ from the canonical `position`/`rotation` (the authoritative
4
+ * gameplay/sim state). When physics runs on a fixed clock faster or slower than
5
+ * the render rate, an interpolation pass writes the blended prev→current pose
6
+ * here each render frame so motion stays smooth; gameplay still reads the
7
+ * canonical pose.
8
+ *
9
+ * Both `_`-prefixed (derived, not authored). A renderer reads `_renderPosition`/
10
+ * `_renderRotation` *when present* and otherwise falls back to the canonical
11
+ * `position`/`rotation` — so this plugin is a pure, physics-free dependency:
12
+ * graphics-only scenes register the components (harmless, unused) and bodies that
13
+ * nothing interpolates simply never gain them. The producer is
14
+ * `interpolation-plugin` (physics → display); the consumer is any renderer.
15
+ */
16
+ export declare const displayTransform: {
17
+ readonly components: {
18
+ readonly _renderPosition: {
19
+ readonly type: "array";
20
+ readonly items: {
21
+ readonly type: "number";
22
+ readonly precision: 1;
23
+ readonly default: number;
24
+ };
25
+ readonly minItems: 3;
26
+ readonly maxItems: 3;
27
+ readonly default: readonly [0, 0, 0];
28
+ };
29
+ readonly _renderRotation: {
30
+ readonly type: "array";
31
+ readonly items: {
32
+ readonly type: "number";
33
+ readonly precision: 1;
34
+ readonly default: number;
35
+ };
36
+ readonly minItems: 4;
37
+ readonly maxItems: 4;
38
+ readonly default: readonly [0, 0, 0, 1];
39
+ readonly interpolators: {
40
+ readonly linear: (q1: any, q2: any, t: number) => any;
41
+ };
42
+ };
43
+ };
44
+ readonly resources: {};
45
+ readonly archetypes: {};
46
+ readonly transactions: {};
47
+ readonly systems: import("@adobe/data/ecs").SystemDeclarations<never>;
48
+ readonly actions: {};
49
+ readonly services: {};
50
+ readonly computed: {};
51
+ readonly indexes: {};
52
+ };
@@ -0,0 +1,25 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ import { Database } from "@adobe/data/ecs";
3
+ import { Vec3, Quat } from "@adobe/data/math";
4
+ /**
5
+ * The **display transform** seam — the pose a renderer should actually draw at,
6
+ * which may differ from the canonical `position`/`rotation` (the authoritative
7
+ * gameplay/sim state). When physics runs on a fixed clock faster or slower than
8
+ * the render rate, an interpolation pass writes the blended prev→current pose
9
+ * here each render frame so motion stays smooth; gameplay still reads the
10
+ * canonical pose.
11
+ *
12
+ * Both `_`-prefixed (derived, not authored). A renderer reads `_renderPosition`/
13
+ * `_renderRotation` *when present* and otherwise falls back to the canonical
14
+ * `position`/`rotation` — so this plugin is a pure, physics-free dependency:
15
+ * graphics-only scenes register the components (harmless, unused) and bodies that
16
+ * nothing interpolates simply never gain them. The producer is
17
+ * `interpolation-plugin` (physics → display); the consumer is any renderer.
18
+ */
19
+ export const displayTransform = Database.Plugin.create({
20
+ components: {
21
+ _renderPosition: Vec3.schema, // derived: interpolated pose to render at (else use `position`)
22
+ _renderRotation: Quat.schema,
23
+ },
24
+ });
25
+ //# sourceMappingURL=display-transform-plugin.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"display-transform-plugin.js","sourceRoot":"","sources":["../../../src/graphics/rendering/display-transform-plugin.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD,OAAO,EAAE,QAAQ,EAAE,MAAM,iBAAiB,CAAC;AAC3C,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,kBAAkB,CAAC;AAE9C;;;;;;;;;;;;;;GAcG;AACH,MAAM,CAAC,MAAM,gBAAgB,GAAG,QAAQ,CAAC,MAAM,CAAC,MAAM,CAAC;IACnD,UAAU,EAAE;QACR,eAAe,EAAE,IAAI,CAAC,MAAM,EAAE,gEAAgE;QAC9F,eAAe,EAAE,IAAI,CAAC,MAAM;KAC/B;CACJ,CAAC,CAAC"}
@@ -0,0 +1,2 @@
1
+ declare const _default: "\nconst PI: f32 = 3.14159265359;\nconst MIN_ROUGHNESS: f32 = 0.04;\n\n// Trowbridge-Reitz / GGX normal distribution.\nfn d_ggx(nDotH: f32, alpha: f32) -> f32 {\n let a2 = alpha * alpha;\n let denom = nDotH * nDotH * (a2 - 1.0) + 1.0;\n return a2 / (PI * denom * denom);\n}\n\n// Smith G with Schlick-GGX.\nfn g_smith(nDotV: f32, nDotL: f32, alpha: f32) -> f32 {\n let k = (alpha + 1.0) * (alpha + 1.0) / 8.0;\n let gv = nDotV / (nDotV * (1.0 - k) + k);\n let gl = nDotL / (nDotL * (1.0 - k) + k);\n return gv * gl;\n}\n\n// Schlick Fresnel.\nfn f_schlick(vDotH: f32, f0: vec3f) -> vec3f {\n let f = pow(clamp(1.0 - vDotH, 0.0, 1.0), 5.0);\n return f0 + (vec3f(1.0) - f0) * f;\n}\n\n// Roughness-aware Schlick for IBL: avoids over-strong rim at high roughness.\nfn f_schlick_roughness(nDotV: f32, f0: vec3f, roughness: f32) -> vec3f {\n let r = vec3f(1.0 - roughness);\n return f0 + (max(r, f0) - f0) * pow(max(1.0 - nDotV, 0.0), 5.0);\n}\n\n// Narkowicz ACES filmic tonemap fit. Cheap, looks clearly filmic.\nfn tone_map_aces(x: vec3f) -> vec3f {\n let a = 2.51; let b = 0.03; let c = 2.43; let d = 0.59; let e = 0.14;\n return clamp((x * (a * x + b)) / (x * (c * x + d) + e), vec3f(0.0), vec3f(1.0));\n}\n";
2
+ export default _default;
@@ -0,0 +1,42 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ // Shared WGSL fragment: Cook-Torrance metallic-roughness BRDF building blocks.
3
+ // Concatenated into the direct and (future) IBL shader modules so both paths
4
+ // agree on the math.
5
+ export default /* wgsl */ `
6
+ const PI: f32 = 3.14159265359;
7
+ const MIN_ROUGHNESS: f32 = 0.04;
8
+
9
+ // Trowbridge-Reitz / GGX normal distribution.
10
+ fn d_ggx(nDotH: f32, alpha: f32) -> f32 {
11
+ let a2 = alpha * alpha;
12
+ let denom = nDotH * nDotH * (a2 - 1.0) + 1.0;
13
+ return a2 / (PI * denom * denom);
14
+ }
15
+
16
+ // Smith G with Schlick-GGX.
17
+ fn g_smith(nDotV: f32, nDotL: f32, alpha: f32) -> f32 {
18
+ let k = (alpha + 1.0) * (alpha + 1.0) / 8.0;
19
+ let gv = nDotV / (nDotV * (1.0 - k) + k);
20
+ let gl = nDotL / (nDotL * (1.0 - k) + k);
21
+ return gv * gl;
22
+ }
23
+
24
+ // Schlick Fresnel.
25
+ fn f_schlick(vDotH: f32, f0: vec3f) -> vec3f {
26
+ let f = pow(clamp(1.0 - vDotH, 0.0, 1.0), 5.0);
27
+ return f0 + (vec3f(1.0) - f0) * f;
28
+ }
29
+
30
+ // Roughness-aware Schlick for IBL: avoids over-strong rim at high roughness.
31
+ fn f_schlick_roughness(nDotV: f32, f0: vec3f, roughness: f32) -> vec3f {
32
+ let r = vec3f(1.0 - roughness);
33
+ return f0 + (max(r, f0) - f0) * pow(max(1.0 - nDotV, 0.0), 5.0);
34
+ }
35
+
36
+ // Narkowicz ACES filmic tonemap fit. Cheap, looks clearly filmic.
37
+ fn tone_map_aces(x: vec3f) -> vec3f {
38
+ let a = 2.51; let b = 0.03; let c = 2.43; let d = 0.59; let e = 0.14;
39
+ return clamp((x * (a * x + b)) / (x * (c * x + d) + e), vec3f(0.0), vec3f(1.0));
40
+ }
41
+ `;
42
+ //# sourceMappingURL=brdf.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"brdf.wgsl.js","sourceRoot":"","sources":["../../../../src/graphics/rendering/ibl-render/brdf.wgsl.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD,+EAA+E;AAC/E,6EAA6E;AAC7E,qBAAqB;AAErB,eAAe,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoCzB,CAAC"}
@@ -0,0 +1 @@
1
+ export declare function generateBrdfLut(device: GPUDevice, encoder: GPUCommandEncoder, size?: number): GPUTexture;
@@ -0,0 +1,91 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ import iblMath from "./ibl-math.wgsl.js";
3
+ import { FULLSCREEN_VS } from "./render-helpers.js";
4
+ // Karis split-sum BRDF integration. Encodes the F0-independent part of the
5
+ // specular IBL integral. Lookup is (NdotV, roughness) → (scale, bias) such
6
+ // that specular_IBL = prefiltered * (F0 * scale + bias).
7
+ const BRDF_LUT_FS = /* wgsl */ `
8
+ struct Params { size: u32, _pad: u32, _pad2: u32, _pad3: u32 };
9
+ @group(0) @binding(0) var<uniform> params: Params;
10
+
11
+ const SAMPLES: u32 = 1024u;
12
+
13
+ fn integrate(nDotV: f32, roughness: f32) -> vec2f {
14
+ let V = vec3f(sqrt(1.0 - nDotV * nDotV), 0.0, nDotV);
15
+ // N = (0,0,1): work directly in tangent space. importance_sample_ggx's
16
+ // TBN frame degenerates when N=(0,0,1), so we sample H inline here.
17
+ let a = roughness * roughness;
18
+
19
+ var A = 0.0;
20
+ var B = 0.0;
21
+ for (var i = 0u; i < SAMPLES; i = i + 1u) {
22
+ let xi = hammersley(i, SAMPLES);
23
+ let phi = 2.0 * PI * xi.x;
24
+ let cosTheta = sqrt((1.0 - xi.y) / (1.0 + (a * a - 1.0) * xi.y));
25
+ let sinTheta = sqrt(1.0 - cosTheta * cosTheta);
26
+ let H = vec3f(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
27
+ let L = normalize(2.0 * dot(V, H) * H - V);
28
+ let nDotL = max(L.z, 0.0);
29
+ let nDotH = max(H.z, 0.0);
30
+ let vDotH = max(dot(V, H), 0.0);
31
+ if (nDotL > 0.0) {
32
+ let G = g_smith_ibl(nDotV, nDotL, roughness);
33
+ let g_vis = (G * vDotH) / max(nDotH * nDotV, 0.0001);
34
+ let fc = pow(1.0 - vDotH, 5.0);
35
+ A = A + (1.0 - fc) * g_vis;
36
+ B = B + fc * g_vis;
37
+ }
38
+ }
39
+ return vec2f(A, B) / f32(SAMPLES);
40
+ }
41
+
42
+ @fragment
43
+ fn fs_main(@builtin(position) frag: vec4f) -> @location(0) vec4f {
44
+ let uv = frag.xy / f32(params.size);
45
+ let nDotV = max(uv.x, 0.001);
46
+ let roughness = max(uv.y, 0.04);
47
+ let r = integrate(nDotV, roughness);
48
+ return vec4f(r, 0.0, 1.0);
49
+ }
50
+ `;
51
+ export function generateBrdfLut(device, encoder, size = 256) {
52
+ const format = "rgba16float";
53
+ const texture = device.createTexture({
54
+ size: [size, size, 1],
55
+ format,
56
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT,
57
+ });
58
+ const module = device.createShaderModule({ code: FULLSCREEN_VS + iblMath + BRDF_LUT_FS });
59
+ const bindGroupLayout = device.createBindGroupLayout({
60
+ entries: [{ binding: 0, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } }],
61
+ });
62
+ const pipeline = device.createRenderPipeline({
63
+ layout: device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }),
64
+ vertex: { module, entryPoint: "vs_fullscreen" },
65
+ fragment: { module, entryPoint: "fs_main", targets: [{ format }] },
66
+ primitive: { topology: "triangle-list" },
67
+ });
68
+ const ub = device.createBuffer({
69
+ size: 16,
70
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
71
+ });
72
+ device.queue.writeBuffer(ub, 0, new Uint32Array([size, 0, 0, 0]));
73
+ const bindGroup = device.createBindGroup({
74
+ layout: bindGroupLayout,
75
+ entries: [{ binding: 0, resource: { buffer: ub } }],
76
+ });
77
+ const pass = encoder.beginRenderPass({
78
+ colorAttachments: [{
79
+ view: texture.createView(),
80
+ loadOp: "clear",
81
+ storeOp: "store",
82
+ clearValue: [0, 0, 0, 1],
83
+ }],
84
+ });
85
+ pass.setPipeline(pipeline);
86
+ pass.setBindGroup(0, bindGroup);
87
+ pass.draw(3);
88
+ pass.end();
89
+ return texture;
90
+ }
91
+ //# sourceMappingURL=brdf-lut.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"brdf-lut.js","sourceRoot":"","sources":["../../../../../src/graphics/rendering/ibl-render/ibl/brdf-lut.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD,OAAO,OAAO,MAAM,oBAAoB,CAAC;AACzC,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AAEpD,2EAA2E;AAC3E,2EAA2E;AAC3E,yDAAyD;AACzD,MAAM,WAAW,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2C9B,CAAC;AAEF,MAAM,UAAU,eAAe,CAC3B,MAAiB,EACjB,OAA0B,EAC1B,IAAI,GAAG,GAAG;IAEV,MAAM,MAAM,GAAqB,aAAa,CAAC;IAC/C,MAAM,OAAO,GAAG,MAAM,CAAC,aAAa,CAAC;QACjC,IAAI,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC,CAAC;QACrB,MAAM;QACN,KAAK,EAAE,eAAe,CAAC,eAAe,GAAG,eAAe,CAAC,iBAAiB;KAC7E,CAAC,CAAC;IAEH,MAAM,MAAM,GAAG,MAAM,CAAC,kBAAkB,CAAC,EAAE,IAAI,EAAE,aAAa,GAAG,OAAO,GAAG,WAAW,EAAE,CAAC,CAAC;IAC1F,MAAM,eAAe,GAAG,MAAM,CAAC,qBAAqB,CAAC;QACjD,OAAO,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,UAAU,EAAE,cAAc,CAAC,QAAQ,EAAE,MAAM,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC;KAC9F,CAAC,CAAC;IACH,MAAM,QAAQ,GAAG,MAAM,CAAC,oBAAoB,CAAC;QACzC,MAAM,EAAE,MAAM,CAAC,oBAAoB,CAAC,EAAE,gBAAgB,EAAE,CAAC,eAAe,CAAC,EAAE,CAAC;QAC5E,MAAM,EAAE,EAAE,MAAM,EAAE,UAAU,EAAE,eAAe,EAAE;QAC/C,QAAQ,EAAE,EAAE,MAAM,EAAE,UAAU,EAAE,SAAS,EAAE,OAAO,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE;QAClE,SAAS,EAAE,EAAE,QAAQ,EAAE,eAAe,EAAE;KAC3C,CAAC,CAAC;IAEH,MAAM,EAAE,GAAG,MAAM,CAAC,YAAY,CAAC;QAC3B,IAAI,EAAE,EAAE;QACR,KAAK,EAAE,cAAc,CAAC,OAAO,GAAG,cAAc,CAAC,QAAQ;KAC1D,CAAC,CAAC;IACH,MAAM,CAAC,KAAK,CAAC,WAAW,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,WAAW,CAAC,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;IAClE,MAAM,SAAS,GAAG,MAAM,CAAC,eAAe,CAAC;QACrC,MAAM,EAAE,eAAe;QACvB,OAAO,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC;KACtD,CAAC,CAAC;IAEH,MAAM,IAAI,GAAG,OAAO,CAAC,eAAe,CAAC;QACjC,gBAAgB,EAAE,CAAC;gBACf,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE;gBAC1B,MAAM,EAAE,OAAO;gBACf,OAAO,EAAE,OAAO;gBAChB,UAAU,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;aAC3B,CAAC;KACL,CAAC,CAAC;IACH,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;IAC3B,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC;IAChC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;IACb,IAAI,CAAC,GAAG,EAAE,CAAC;IAEX,OAAO,OAAO,CAAC;AACnB,CAAC"}
@@ -0,0 +1,24 @@
1
+ import type { ParsedHdr } from "./parse-hdr.js";
2
+ export interface IblResources {
3
+ environment: GPUTexture;
4
+ irradiance: GPUTexture;
5
+ prefiltered: GPUTexture;
6
+ prefilteredMipCount: number;
7
+ brdfLut: GPUTexture;
8
+ }
9
+ export interface IblOptions {
10
+ environmentSize?: number;
11
+ irradianceSize?: number;
12
+ prefilteredSize?: number;
13
+ prefilteredMipCount?: number;
14
+ brdfLutSize?: number;
15
+ /** Equirectangular HDR source. When omitted, a procedural studio is used. */
16
+ hdrSource?: ParsedHdr;
17
+ }
18
+ /**
19
+ * Computes the four IBL maps used by the prefiltered split-sum approximation:
20
+ * source environment, diffuse irradiance, specular prefiltered (mip chain by
21
+ * roughness), and the BRDF integration LUT. Everything runs in one command
22
+ * buffer; the GPU sequences the dependencies internally.
23
+ */
24
+ export declare function buildIblResources(device: GPUDevice, options?: IblOptions): IblResources;
@@ -0,0 +1,34 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ import { generateBrdfLut } from "./brdf-lut.js";
3
+ import { generateEnvironment } from "./environment.js";
4
+ import { generateIrradiance } from "./irradiance.js";
5
+ import { generatePrefiltered } from "./prefilter.js";
6
+ /**
7
+ * Computes the four IBL maps used by the prefiltered split-sum approximation:
8
+ * source environment, diffuse irradiance, specular prefiltered (mip chain by
9
+ * roughness), and the BRDF integration LUT. Everything runs in one command
10
+ * buffer; the GPU sequences the dependencies internally.
11
+ */
12
+ export function buildIblResources(device, options = {}) {
13
+ const envSize = options.environmentSize ?? 512;
14
+ const irradianceSize = options.irradianceSize ?? 32;
15
+ const prefilteredSize = options.prefilteredSize ?? 256;
16
+ const prefilteredMipCount = options.prefilteredMipCount ?? 7;
17
+ const brdfLutSize = options.brdfLutSize ?? 256;
18
+ const encoder = device.createCommandEncoder({ label: "ibl-precompute" });
19
+ const environment = generateEnvironment(device, encoder, envSize, options.hdrSource);
20
+ const irradiance = generateIrradiance(device, encoder, environment, irradianceSize);
21
+ const prefiltered = generatePrefiltered(device, encoder, environment, prefilteredSize, prefilteredMipCount);
22
+ device.queue.submit([encoder.finish()]);
23
+ const brdfEncoder = device.createCommandEncoder({ label: "ibl-brdf-lut" });
24
+ const brdfLut = generateBrdfLut(device, brdfEncoder, brdfLutSize);
25
+ device.queue.submit([brdfEncoder.finish()]);
26
+ return {
27
+ environment,
28
+ irradiance,
29
+ prefiltered: prefiltered.texture,
30
+ prefilteredMipCount: prefiltered.mipLevelCount,
31
+ brdfLut,
32
+ };
33
+ }
34
+ //# sourceMappingURL=build-ibl-resources.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"build-ibl-resources.js","sourceRoot":"","sources":["../../../../../src/graphics/rendering/ibl-render/ibl/build-ibl-resources.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD,OAAO,EAAE,eAAe,EAAE,MAAM,eAAe,CAAC;AAChD,OAAO,EAAE,mBAAmB,EAAE,MAAM,kBAAkB,CAAC;AACvD,OAAO,EAAE,kBAAkB,EAAE,MAAM,iBAAiB,CAAC;AAErD,OAAO,EAAE,mBAAmB,EAAE,MAAM,gBAAgB,CAAC;AAoBrD;;;;;GAKG;AACH,MAAM,UAAU,iBAAiB,CAAC,MAAiB,EAAE,UAAsB,EAAE;IACzE,MAAM,OAAO,GAAG,OAAO,CAAC,eAAe,IAAI,GAAG,CAAC;IAC/C,MAAM,cAAc,GAAG,OAAO,CAAC,cAAc,IAAI,EAAE,CAAC;IACpD,MAAM,eAAe,GAAG,OAAO,CAAC,eAAe,IAAI,GAAG,CAAC;IACvD,MAAM,mBAAmB,GAAG,OAAO,CAAC,mBAAmB,IAAI,CAAC,CAAC;IAC7D,MAAM,WAAW,GAAG,OAAO,CAAC,WAAW,IAAI,GAAG,CAAC;IAE/C,MAAM,OAAO,GAAG,MAAM,CAAC,oBAAoB,CAAC,EAAE,KAAK,EAAE,gBAAgB,EAAE,CAAC,CAAC;IACzE,MAAM,WAAW,GAAG,mBAAmB,CAAC,MAAM,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;IACrF,MAAM,UAAU,GAAG,kBAAkB,CAAC,MAAM,EAAE,OAAO,EAAE,WAAW,EAAE,cAAc,CAAC,CAAC;IACpF,MAAM,WAAW,GAAG,mBAAmB,CAAC,MAAM,EAAE,OAAO,EAAE,WAAW,EAAE,eAAe,EAAE,mBAAmB,CAAC,CAAC;IAC5G,MAAM,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;IAExC,MAAM,WAAW,GAAG,MAAM,CAAC,oBAAoB,CAAC,EAAE,KAAK,EAAE,cAAc,EAAE,CAAC,CAAC;IAC3E,MAAM,OAAO,GAAG,eAAe,CAAC,MAAM,EAAE,WAAW,EAAE,WAAW,CAAC,CAAC;IAClE,MAAM,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,WAAW,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;IAE5C,OAAO;QACH,WAAW;QACX,UAAU;QACV,WAAW,EAAE,WAAW,CAAC,OAAO;QAChC,mBAAmB,EAAE,WAAW,CAAC,aAAa;QAC9C,OAAO;KACV,CAAC;AACN,CAAC"}
@@ -0,0 +1 @@
1
+ export declare function createCubemap(device: GPUDevice, size: number, format: GPUTextureFormat, mipLevelCount?: number): GPUTexture;
@@ -0,0 +1,12 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ export function createCubemap(device, size, format, mipLevelCount = 1) {
3
+ return device.createTexture({
4
+ size: [size, size, 6],
5
+ format,
6
+ mipLevelCount,
7
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_DST,
8
+ dimension: "2d",
9
+ textureBindingViewDimension: "cube",
10
+ });
11
+ }
12
+ //# sourceMappingURL=create-cubemap.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"create-cubemap.js","sourceRoot":"","sources":["../../../../../src/graphics/rendering/ibl-render/ibl/create-cubemap.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD,MAAM,UAAU,aAAa,CACzB,MAAiB,EACjB,IAAY,EACZ,MAAwB,EACxB,aAAa,GAAG,CAAC;IAEjB,OAAO,MAAM,CAAC,aAAa,CAAC;QACxB,IAAI,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC,CAAC;QACrB,MAAM;QACN,aAAa;QACb,KAAK,EAAE,eAAe,CAAC,eAAe,GAAG,eAAe,CAAC,iBAAiB,GAAG,eAAe,CAAC,QAAQ;QACrG,SAAS,EAAE,IAAI;QACf,2BAA2B,EAAE,MAAM;KACtC,CAAC,CAAC;AACP,CAAC"}
@@ -0,0 +1 @@
1
+ export declare function cubeFaceView(texture: GPUTexture, face: number, mip?: number): GPUTextureView;
@@ -0,0 +1,11 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ export function cubeFaceView(texture, face, mip = 0) {
3
+ return texture.createView({
4
+ dimension: "2d",
5
+ baseArrayLayer: face,
6
+ arrayLayerCount: 1,
7
+ baseMipLevel: mip,
8
+ mipLevelCount: 1,
9
+ });
10
+ }
11
+ //# sourceMappingURL=cube-face-view.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"cube-face-view.js","sourceRoot":"","sources":["../../../../../src/graphics/rendering/ibl-render/ibl/cube-face-view.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD,MAAM,UAAU,YAAY,CAAC,OAAmB,EAAE,IAAY,EAAE,GAAG,GAAG,CAAC;IACnE,OAAO,OAAO,CAAC,UAAU,CAAC;QACtB,SAAS,EAAE,IAAI;QACf,cAAc,EAAE,IAAI;QACpB,eAAe,EAAE,CAAC;QAClB,YAAY,EAAE,GAAG;QACjB,aAAa,EAAE,CAAC;KACnB,CAAC,CAAC;AACP,CAAC"}
@@ -0,0 +1 @@
1
+ export declare function cubemapSampleView(texture: GPUTexture): GPUTextureView;
@@ -0,0 +1,9 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ export function cubemapSampleView(texture) {
3
+ return texture.createView({
4
+ dimension: "cube",
5
+ baseArrayLayer: 0,
6
+ arrayLayerCount: 6,
7
+ });
8
+ }
9
+ //# sourceMappingURL=cubemap-sample-view.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"cubemap-sample-view.js","sourceRoot":"","sources":["../../../../../src/graphics/rendering/ibl-render/ibl/cubemap-sample-view.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD,MAAM,UAAU,iBAAiB,CAAC,OAAmB;IACjD,OAAO,OAAO,CAAC,UAAU,CAAC;QACtB,SAAS,EAAE,MAAM;QACjB,cAAc,EAAE,CAAC;QACjB,eAAe,EAAE,CAAC;KACrB,CAAC,CAAC;AACP,CAAC"}
@@ -0,0 +1,8 @@
1
+ import type { ParsedHdr } from "./parse-hdr.js";
2
+ /**
3
+ * Renders an environment cubemap. With no `hdr` source it falls back to the
4
+ * built-in procedural studio. Pass a parsed Radiance HDR for a real photoreal
5
+ * environment — used by the IBL plugin to enable Babylon-style glossy
6
+ * reflections.
7
+ */
8
+ export declare function generateEnvironment(device: GPUDevice, encoder: GPUCommandEncoder, size: number, hdr?: ParsedHdr): GPUTexture;