@aura3d/engine 3.0.1 → 4.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (4497) hide show
  1. package/README.md +141 -32
  2. package/dist/animation/AnimationController.d.ts +8 -0
  3. package/dist/animation/AnimationController.d.ts.map +1 -1
  4. package/dist/animation/AnimationController.js +93 -0
  5. package/dist/animation/AnimationController.js.map +1 -1
  6. package/dist/animation/AnimationMixer.d.ts.map +1 -1
  7. package/dist/animation/AnimationMixer.js +11 -0
  8. package/dist/animation/AnimationMixer.js.map +1 -1
  9. package/dist/animation/FootIk.d.ts +41 -0
  10. package/dist/animation/FootIk.d.ts.map +1 -1
  11. package/dist/animation/FootIk.js +202 -0
  12. package/dist/animation/FootIk.js.map +1 -1
  13. package/dist/animation/IK.d.ts +26 -0
  14. package/dist/animation/IK.d.ts.map +1 -1
  15. package/dist/animation/IK.js +515 -0
  16. package/dist/animation/IK.js.map +1 -1
  17. package/dist/animation/Keyframe.d.ts.map +1 -1
  18. package/dist/animation/Keyframe.js +13 -12
  19. package/dist/animation/Keyframe.js.map +1 -1
  20. package/dist/animation/SpringBones.d.ts +80 -0
  21. package/dist/animation/SpringBones.d.ts.map +1 -1
  22. package/dist/animation/SpringBones.js +593 -49
  23. package/dist/animation/SpringBones.js.map +1 -1
  24. package/dist/animation/browser-index.d.ts +1 -1
  25. package/dist/animation/browser-index.d.ts.map +1 -1
  26. package/dist/animation/browser-index.js +1 -1
  27. package/dist/animation/browser-index.js.map +1 -1
  28. package/dist/animation/contracts/index.d.ts +2 -0
  29. package/dist/animation/contracts/index.d.ts.map +1 -0
  30. package/dist/animation/contracts/index.js +7 -0
  31. package/dist/animation/contracts/index.js.map +1 -0
  32. package/dist/animation/contracts/pose.d.ts +25 -0
  33. package/dist/animation/contracts/pose.d.ts.map +1 -0
  34. package/dist/animation/contracts/pose.js +41 -0
  35. package/dist/animation/contracts/pose.js.map +1 -0
  36. package/dist/animation/experimental/CrowdAnimation.d.ts +13 -0
  37. package/dist/animation/experimental/CrowdAnimation.d.ts.map +1 -0
  38. package/dist/animation/experimental/CrowdAnimation.js +14 -0
  39. package/dist/animation/experimental/CrowdAnimation.js.map +1 -0
  40. package/dist/animation/index.d.ts +1 -1
  41. package/dist/animation/index.d.ts.map +1 -1
  42. package/dist/animation/index.js +1 -1
  43. package/dist/animation/index.js.map +1 -1
  44. package/dist/animation/lanes/index.d.ts +17 -0
  45. package/dist/animation/lanes/index.d.ts.map +1 -0
  46. package/dist/animation/lanes/index.js +17 -0
  47. package/dist/animation/lanes/index.js.map +1 -0
  48. package/dist/animation/lanes/prd01.d.ts +6 -0
  49. package/dist/animation/lanes/prd01.d.ts.map +1 -0
  50. package/dist/animation/lanes/prd01.js +6 -0
  51. package/dist/animation/lanes/prd01.js.map +1 -0
  52. package/dist/animation/lanes/prd02.d.ts +6 -0
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  54. package/dist/animation/lanes/prd02.js +6 -0
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  56. package/dist/animation/lanes/prd03.d.ts +6 -0
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  58. package/dist/animation/lanes/prd03.js +6 -0
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  60. package/dist/animation/lanes/prd04.d.ts +6 -0
  61. package/dist/animation/lanes/prd04.d.ts.map +1 -0
  62. package/dist/animation/lanes/prd04.js +6 -0
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  64. package/dist/animation/lanes/prd05.d.ts +6 -0
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  68. package/dist/animation/lanes/prd06.d.ts +37 -0
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  72. package/dist/animation/lanes/prd07.d.ts +6 -0
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  76. package/dist/animation/lanes/prd08.d.ts +6 -0
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  80. package/dist/animation/lanes/prd09.d.ts +6 -0
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  84. package/dist/animation/lanes/prd10.d.ts +6 -0
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  88. package/dist/animation/lanes/prd11.d.ts +6 -0
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  92. package/dist/animation/lanes/prd12.d.ts +6 -0
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  96. package/dist/animation/lanes/prd13.d.ts +6 -0
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  100. package/dist/animation/lanes/prd14.d.ts +6 -0
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  104. package/dist/animation/lanes/prd15.d.ts +6 -0
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  106. package/dist/animation/lanes/prd15.js +6 -0
  107. package/dist/animation/lanes/prd15.js.map +1 -0
  108. package/dist/animation/pose/BoneMask.d.ts +39 -0
  109. package/dist/animation/pose/BoneMask.d.ts.map +1 -0
  110. package/dist/animation/pose/BoneMask.js +160 -0
  111. package/dist/animation/pose/BoneMask.js.map +1 -0
  112. package/dist/animation/pose/CcdIkConstraint.d.ts +38 -0
  113. package/dist/animation/pose/CcdIkConstraint.d.ts.map +1 -0
  114. package/dist/animation/pose/CcdIkConstraint.js +198 -0
  115. package/dist/animation/pose/CcdIkConstraint.js.map +1 -0
  116. package/dist/animation/pose/CompiledClip.d.ts +48 -0
  117. package/dist/animation/pose/CompiledClip.d.ts.map +1 -0
  118. package/dist/animation/pose/CompiledClip.js +209 -0
  119. package/dist/animation/pose/CompiledClip.js.map +1 -0
  120. package/dist/animation/pose/LookAtConstraint.d.ts +48 -0
  121. package/dist/animation/pose/LookAtConstraint.d.ts.map +1 -0
  122. package/dist/animation/pose/LookAtConstraint.js +251 -0
  123. package/dist/animation/pose/LookAtConstraint.js.map +1 -0
  124. package/dist/animation/pose/MotionMetrics.d.ts +136 -0
  125. package/dist/animation/pose/MotionMetrics.d.ts.map +1 -0
  126. package/dist/animation/pose/MotionMetrics.js +253 -0
  127. package/dist/animation/pose/MotionMetrics.js.map +1 -0
  128. package/dist/animation/pose/PoseBuffer.d.ts +23 -0
  129. package/dist/animation/pose/PoseBuffer.d.ts.map +1 -0
  130. package/dist/animation/pose/PoseBuffer.js +48 -0
  131. package/dist/animation/pose/PoseBuffer.js.map +1 -0
  132. package/dist/animation/pose/PoseInertializer.d.ts +38 -0
  133. package/dist/animation/pose/PoseInertializer.d.ts.map +1 -0
  134. package/dist/animation/pose/PoseInertializer.js +208 -0
  135. package/dist/animation/pose/PoseInertializer.js.map +1 -0
  136. package/dist/animation/pose/PoseMixer.d.ts +256 -0
  137. package/dist/animation/pose/PoseMixer.d.ts.map +1 -0
  138. package/dist/animation/pose/PoseMixer.js +848 -0
  139. package/dist/animation/pose/PoseMixer.js.map +1 -0
  140. package/dist/animation/pose/Retarget.d.ts +77 -0
  141. package/dist/animation/pose/Retarget.d.ts.map +1 -0
  142. package/dist/animation/pose/Retarget.js +378 -0
  143. package/dist/animation/pose/Retarget.js.map +1 -0
  144. package/dist/animation/pose/RetargetCache.d.ts +21 -0
  145. package/dist/animation/pose/RetargetCache.d.ts.map +1 -0
  146. package/dist/animation/pose/RetargetCache.js +102 -0
  147. package/dist/animation/pose/RetargetCache.js.map +1 -0
  148. package/dist/animation/pose/RetargetWorker.d.ts +21 -0
  149. package/dist/animation/pose/RetargetWorker.d.ts.map +1 -0
  150. package/dist/animation/pose/RetargetWorker.js +56 -0
  151. package/dist/animation/pose/RetargetWorker.js.map +1 -0
  152. package/dist/animation/pose/SkeletonBinding.d.ts +55 -0
  153. package/dist/animation/pose/SkeletonBinding.d.ts.map +1 -0
  154. package/dist/animation/pose/SkeletonBinding.js +62 -0
  155. package/dist/animation/pose/SkeletonBinding.js.map +1 -0
  156. package/dist/animation/pose/blendKernels.d.ts +32 -0
  157. package/dist/animation/pose/blendKernels.d.ts.map +1 -0
  158. package/dist/animation/pose/blendKernels.js +101 -0
  159. package/dist/animation/pose/blendKernels.js.map +1 -0
  160. package/dist/animation/pose/makeClipAdditive.d.ts +22 -0
  161. package/dist/animation/pose/makeClipAdditive.d.ts.map +1 -0
  162. package/dist/animation/pose/makeClipAdditive.js +101 -0
  163. package/dist/animation/pose/makeClipAdditive.js.map +1 -0
  164. package/dist/animation/pose/poseMixerFlags.d.ts +18 -0
  165. package/dist/animation/pose/poseMixerFlags.d.ts.map +1 -0
  166. package/dist/animation/pose/poseMixerFlags.js +30 -0
  167. package/dist/animation/pose/poseMixerFlags.js.map +1 -0
  168. package/dist/animation/pose/quatFlat.d.ts +16 -0
  169. package/dist/animation/pose/quatFlat.d.ts.map +1 -0
  170. package/dist/animation/pose/quatFlat.js +88 -0
  171. package/dist/animation/pose/quatFlat.js.map +1 -0
  172. package/dist/animation/pose/retarget.worker.d.ts +25 -0
  173. package/dist/animation/pose/retarget.worker.d.ts.map +1 -0
  174. package/dist/animation/pose/retarget.worker.js +22 -0
  175. package/dist/animation/pose/retarget.worker.js.map +1 -0
  176. package/dist/assets/AdvancedAssetCorpus.d.ts.map +1 -1
  177. package/dist/assets/AdvancedAssetCorpus.js +7 -12
  178. package/dist/assets/AdvancedAssetCorpus.js.map +1 -1
  179. package/dist/assets/AssetDecoderRegistry.d.ts +56 -0
  180. package/dist/assets/AssetDecoderRegistry.d.ts.map +1 -0
  181. package/dist/assets/AssetDecoderRegistry.js +225 -0
  182. package/dist/assets/AssetDecoderRegistry.js.map +1 -0
  183. package/dist/assets/GLTFAnimationRuntime.d.ts +216 -2
  184. package/dist/assets/GLTFAnimationRuntime.d.ts.map +1 -1
  185. package/dist/assets/GLTFAnimationRuntime.js +674 -38
  186. package/dist/assets/GLTFAnimationRuntime.js.map +1 -1
  187. package/dist/assets/GLTFAssetParseCache.d.ts +24 -0
  188. package/dist/assets/GLTFAssetParseCache.d.ts.map +1 -0
  189. package/dist/assets/GLTFAssetParseCache.js +100 -0
  190. package/dist/assets/GLTFAssetParseCache.js.map +1 -0
  191. package/dist/assets/GLTFExtensionSupport.js +3 -3
  192. package/dist/assets/GLTFExtensionSupport.js.map +1 -1
  193. package/dist/assets/GLTFLoader.d.ts +28 -1
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  195. package/dist/assets/GLTFLoader.js +176 -23
  196. package/dist/assets/GLTFLoader.js.map +1 -1
  197. package/dist/assets/GLTFRenderResources.d.ts +77 -2
  198. package/dist/assets/GLTFRenderResources.d.ts.map +1 -1
  199. package/dist/assets/GLTFRenderResources.js +310 -153
  200. package/dist/assets/GLTFRenderResources.js.map +1 -1
  201. package/dist/assets/KTX2BasisTextureTranscoder.d.ts +70 -12
  202. package/dist/assets/KTX2BasisTextureTranscoder.d.ts.map +1 -1
  203. package/dist/assets/KTX2BasisTextureTranscoder.js +225 -192
  204. package/dist/assets/KTX2BasisTextureTranscoder.js.map +1 -1
  205. package/dist/assets/KTX2TargetSelection.d.ts +25 -0
  206. package/dist/assets/KTX2TargetSelection.d.ts.map +1 -0
  207. package/dist/assets/KTX2TargetSelection.js +36 -0
  208. package/dist/assets/KTX2TargetSelection.js.map +1 -0
  209. package/dist/assets/KTX2TranscodeDriver.d.ts +70 -0
  210. package/dist/assets/KTX2TranscodeDriver.d.ts.map +1 -0
  211. package/dist/assets/KTX2TranscodeDriver.js +104 -0
  212. package/dist/assets/KTX2TranscodeDriver.js.map +1 -0
  213. package/dist/assets/KTX2TranscodeWorker.d.ts +30 -0
  214. package/dist/assets/KTX2TranscodeWorker.d.ts.map +1 -0
  215. package/dist/assets/KTX2TranscodeWorker.js +230 -0
  216. package/dist/assets/KTX2TranscodeWorker.js.map +1 -0
  217. package/dist/assets/MikkTSpaceTangents.d.ts +43 -0
  218. package/dist/assets/MikkTSpaceTangents.d.ts.map +1 -0
  219. package/dist/assets/MikkTSpaceTangents.js +149 -0
  220. package/dist/assets/MikkTSpaceTangents.js.map +1 -0
  221. package/dist/assets/asset-corpus/ProductionAssetCorpus.d.ts.map +1 -1
  222. package/dist/assets/asset-corpus/ProductionAssetCorpus.js +7 -13
  223. package/dist/assets/asset-corpus/ProductionAssetCorpus.js.map +1 -1
  224. package/dist/assets/asset-corpus/ProductionGLTFRenderPipeline.d.ts +43 -0
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  228. package/dist/assets/assetPhaseMarks.d.ts +14 -0
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  232. package/dist/assets/browser-index.d.ts +5 -1
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  236. package/dist/assets/contracts/decoders.d.ts +15 -0
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  244. package/dist/assets/gltf/ImageDecode.d.ts +18 -0
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  246. package/dist/assets/gltf/ImageDecode.js +140 -0
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  248. package/dist/assets/gltf-runtime.d.ts +1 -1
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  251. package/dist/assets/index.d.ts +5 -1
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  329. package/dist/audio/contracts/gameSound.d.ts +94 -0
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  4393. package/templates/mini-game/AGENTS.md +3 -0
  4394. package/templates/mini-game/README.md +9 -6
  4395. package/templates/mini-game/aura.assets.json +196 -0
  4396. package/templates/mini-game/package.json +3 -2
  4397. package/templates/mini-game/public/aura-assets/kaykit-barbarian.glb +0 -0
  4398. package/templates/mini-game/public/aura-assets/kenneyPlatformerKitKey.2e930961.glb +0 -0
  4399. package/templates/mini-game/public/aura-assets/kenneyPlatformerKitStar.a102a1b9.glb +0 -0
  4400. package/templates/mini-game/public/aura-assets/quaternius-crate.glb +0 -0
  4401. package/templates/mini-game/public/aura-assets/quaternius-cube-crate.glb +0 -0
  4402. package/templates/mini-game/src/aura-assets.ts +141 -7
  4403. package/templates/mini-game/src/main.ts +209 -41
  4404. package/templates/mini-game/tests/certified-rig.spec.ts +40 -0
  4405. package/templates/mini-game/tests/look-floor.ts +270 -0
  4406. package/templates/mini-game/tests/playable.spec.ts +23 -2
  4407. package/templates/mini-game/tests/route-health.spec.ts +2 -2
  4408. package/templates/mini-game/tests/screenshot.spec.ts +44 -53
  4409. package/templates/product-viewer/.claude/CLAUDE.md +3 -0
  4410. package/templates/product-viewer/.github/workflows/aura3d-lookdev.yml +67 -0
  4411. package/templates/product-viewer/AGENTS.md +3 -0
  4412. package/templates/product-viewer/README.md +10 -8
  4413. package/templates/product-viewer/aura.assets.json +34 -0
  4414. package/templates/product-viewer/node_modules/.vite/deps/_metadata.json +8 -0
  4415. package/templates/product-viewer/node_modules/.vite/deps/package.json +3 -0
  4416. package/templates/product-viewer/package.json +2 -1
  4417. package/templates/product-viewer/src/aura-assets.ts +1 -1
  4418. package/templates/product-viewer/src/main.ts +79 -13
  4419. package/templates/product-viewer/tests/look-floor.ts +270 -0
  4420. package/templates/product-viewer/tests/route-health.spec.ts +21 -3
  4421. package/templates/product-viewer/tests/screenshot.spec.ts +35 -41
  4422. package/templates/production-asset-inspector/package.json +1 -1
  4423. package/templates/production-material-studio/package.json +1 -1
  4424. package/templates/production-product-configurator/package.json +1 -1
  4425. package/templates/production-product-viewer/package.json +1 -1
  4426. package/dist/editor/index.d.ts +0 -2
  4427. package/dist/editor/index.d.ts.map +0 -1
  4428. package/dist/editor/index.js +0 -2
  4429. package/dist/editor/index.js.map +0 -1
  4430. package/dist/index.d.ts +0 -28
  4431. package/dist/index.js +0 -28
  4432. package/dist/lean/ArcadeRuntime.d.ts +0 -111
  4433. package/dist/lean/ArcadeRuntime.d.ts.map +0 -1
  4434. package/dist/lean/ArcadeRuntime.js +0 -219
  4435. package/dist/lean/ArcadeRuntime.js.map +0 -1
  4436. package/dist/lean/base.d.ts +0 -228
  4437. package/dist/lean/base.d.ts.map +0 -1
  4438. package/dist/lean/base.js +0 -322
  4439. package/dist/lean/base.js.map +0 -1
  4440. package/dist/lean/game.d.ts +0 -117
  4441. package/dist/lean/game.d.ts.map +0 -1
  4442. package/dist/lean/game.js +0 -229
  4443. package/dist/lean/game.js.map +0 -1
  4444. package/dist/lean/index.d.ts +0 -4
  4445. package/dist/lean/index.d.ts.map +0 -1
  4446. package/dist/lean/index.js +0 -10
  4447. package/dist/lean/index.js.map +0 -1
  4448. package/dist/lean/product.d.ts +0 -4
  4449. package/dist/lean/product.d.ts.map +0 -1
  4450. package/dist/lean/product.js +0 -55
  4451. package/dist/lean/product.js.map +0 -1
  4452. package/dist/materials/GameReadyMaterialLibrary.d.ts.map +0 -1
  4453. package/dist/materials/GameReadyMaterialLibrary.js +0 -253
  4454. package/dist/materials/GameReadyMaterialLibrary.js.map +0 -1
  4455. package/dist/materials/MaterialPreset.d.ts.map +0 -1
  4456. package/dist/materials/MaterialPreset.js.map +0 -1
  4457. package/dist/materials/MaterialPresets.d.ts.map +0 -1
  4458. package/dist/materials/MaterialPresets.js.map +0 -1
  4459. package/dist/materials/MaterialPreviewScene.d.ts.map +0 -1
  4460. package/dist/materials/MaterialPreviewScene.js.map +0 -1
  4461. package/dist/materials/MaterialValidation.d.ts.map +0 -1
  4462. package/dist/materials/MaterialValidation.js.map +0 -1
  4463. package/dist/materials/NodeMaterial.d.ts +0 -11
  4464. package/dist/materials/NodeMaterial.d.ts.map +0 -1
  4465. package/dist/materials/NodeMaterial.js +0 -15
  4466. package/dist/materials/NodeMaterial.js.map +0 -1
  4467. package/dist/materials/PBRMaterialLibrary.d.ts.map +0 -1
  4468. package/dist/materials/PBRMaterialLibrary.js.map +0 -1
  4469. package/dist/materials/TextureSet.d.ts.map +0 -1
  4470. package/dist/materials/TextureSet.js +0 -40
  4471. package/dist/materials/TextureSet.js.map +0 -1
  4472. package/dist/materials/browser-index.d.ts.map +0 -1
  4473. package/dist/materials/browser-index.js.map +0 -1
  4474. package/dist/materials/index.d.ts.map +0 -1
  4475. package/dist/materials/index.js.map +0 -1
  4476. package/dist/materials/node.d.ts.map +0 -1
  4477. package/dist/materials/node.js.map +0 -1
  4478. package/templates/mini-game/public/aura-assets/player-fixture.glb +0 -0
  4479. package/templates/mini-game/public/aura-assets/player.thumb.svg +0 -8
  4480. /package/dist/{materials → engine/devtools/materials}/GameReadyMaterialLibrary.d.ts +0 -0
  4481. /package/dist/{materials → engine/devtools/materials}/MaterialPreset.d.ts +0 -0
  4482. /package/dist/{materials → engine/devtools/materials}/MaterialPreset.js +0 -0
  4483. /package/dist/{materials → engine/devtools/materials}/MaterialPresets.d.ts +0 -0
  4484. /package/dist/{materials → engine/devtools/materials}/MaterialPresets.js +0 -0
  4485. /package/dist/{materials → engine/devtools/materials}/MaterialPreviewScene.d.ts +0 -0
  4486. /package/dist/{materials → engine/devtools/materials}/MaterialPreviewScene.js +0 -0
  4487. /package/dist/{materials → engine/devtools/materials}/MaterialValidation.d.ts +0 -0
  4488. /package/dist/{materials → engine/devtools/materials}/MaterialValidation.js +0 -0
  4489. /package/dist/{materials → engine/devtools/materials}/PBRMaterialLibrary.d.ts +0 -0
  4490. /package/dist/{materials → engine/devtools/materials}/PBRMaterialLibrary.js +0 -0
  4491. /package/dist/{materials → engine/devtools/materials}/TextureSet.d.ts +0 -0
  4492. /package/dist/{materials → engine/devtools/materials}/browser-index.d.ts +0 -0
  4493. /package/dist/{materials → engine/devtools/materials}/browser-index.js +0 -0
  4494. /package/dist/{materials → engine/devtools/materials}/index.d.ts +0 -0
  4495. /package/dist/{materials → engine/devtools/materials}/index.js +0 -0
  4496. /package/dist/{materials → engine/devtools/materials}/node.d.ts +0 -0
  4497. /package/dist/{materials → engine/devtools/materials}/node.js +0 -0
@@ -1,3 +1,13 @@
1
+ import { collectEnvironmentBackground, collectEnvironmentFog, collectEnvironmentLighting } from "./renderer/Background.js";
2
+ import { applyRendererOwnedStaticBatching, applyRendererOwnedStaticMeshConsolidation, cullExplicitRenderItems, culledCastersReachingView, explicitCullingFrustum } from "./renderer/CullingBatching.js";
3
+ import { rendererDeviceIsLost, subscribeRendererDeviceLost, subscribeRendererDeviceRestored } from "./renderer/DeviceLifecycle.js";
4
+ import { createRendererFrameHooks, toFrameCamera } from "./renderer/FrameGraph.js";
5
+ import { RendererPostprocessPipeline, collectPostprocess, createPostprocessDiagnostics, defaultPostprocessTargetFormat, postGraphV2LastOutcome, postprocessRequiresDepthTexture } from "./renderer/PostprocessExecution.js";
6
+ import { createRenderer } from "./renderer/RendererFactory.js";
7
+ import { collectItemBounds, isIterable, renderableWorldBounds, sceneFromSource, toMat4 } from "./renderer/RenderShared.js";
8
+ import { RendererShadowOrchestrator, collectForwardShadowMap, collectRendererShadowOptions } from "./renderer/ShadowOrchestration.js";
9
+ import { shadowFrameCamera } from "./shadows/Prd02ShadowBridge.js";
10
+ import {} from "./contracts/renderSource.js";
1
11
  import { Bounds3 as SceneBounds3, Camera, DirectionalLight, Light, PerspectiveCamera, PointLight, Scene, SpotLight, identityMat4, invertMat4, multiplyMat4, orthographicMat4, perspectiveMat4, transformPoint, toMathMat4 } from "../scene/index.js";
2
12
  import { Frustum } from "../math/index.js";
3
13
  import { createRenderDevice } from "./RenderBackend.js";
@@ -18,9 +28,35 @@ import { Sampler } from "./Sampler.js";
18
28
  import {} from "./Texture.js";
19
29
  import { TextureBinding } from "./TextureBinding.js";
20
30
  import { computeOrthographicCameraFrame, computePerspectiveCameraFrame } from "./CameraFraming.js";
31
+ import { ResolutionGovernor } from "./ResolutionGovernor.js";
32
+ import { frameStatsSlot } from "./contracts/device.js";
33
+ import { resolveCanvasPixelRatio, watchDevicePixelRatio } from "./renderer/PixelRatio.js";
34
+ import { QUALITY_TIERS } from "./contracts/quality.js";
35
+ import { prd11LiveQualityTier } from "./quality/liveTier.js";
36
+ import { MaterialInstance } from "./MaterialInstance.js";
37
+ import { featuresForGeometry, materialRoutesToGeneratedProgram } from "./program/MaterialFeatures.js";
38
+ import { selectShaderFeatureBits } from "./program/FeatureSelect.js";
39
+ import { collectWarmupFeatures, ProgramWarmup } from "./program/ProgramWarmup.js";
40
+ import { PRD03_EXPOSURE, rendererQrFlags, setRendererQrFlags, withRendererQrFlags } from "./renderer/FrameGraph.js";
41
+ import { consumeTaaHistoryWritten } from "./renderer/postSkipped.js";
42
+ import { qrCoreGeneratorOn, qrCoreOutputOn, qrGeneratedProgramsOn, qrMaterialsLobeProgramsOn, rendererOutputPass, rendererProgramCache } from "./renderer/qrSubFlags.js";
43
+ import { resolveCoreOutputPostRoute, withCoreOutputOff } from "./renderer/coreOutputPostRoute.js";
44
+ import { forwardPassFeatureAxes, prd02IblEnvironmentAvailable, splitForwardItems } from "./ForwardPass.js";
45
+ import { PRD02_IBL_FEATURE } from "./contracts/environment.js";
46
+ import { InterleavedTransparentPass } from "./renderer/InterleavedTransparentPass.js";
47
+ import { ensureSceneDepthCopyTarget, SceneDepthCopyPass } from "./renderer/SceneDepthCopyPass.js";
48
+ import { probeHdrTargetFormat, DEFAULT_TONE_MAPPING } from "./contracts/output.js";
49
+ import { resolveForwardClusteredLighting } from "./forward/Lighting.js";
21
50
  import { assertRendererFeatures, createRendererFeatureReport } from "./RendererFeatureGates.js";
22
51
  import { batchStaticRenderItems } from "./SceneOptimization.js";
23
52
  import { createStaticMeshConsolidationCache } from "./MeshConsolidation.js";
53
+ /**
54
+ * C-05 (PRD-01 §8.4-§8.6): output configuration applied by the OutputPass
55
+ * under `A3D_QR_CORE_OUTPUT`. Flag-off: recorded but never applied (legacy
56
+ * present path is untouched).
57
+ */
58
+ /** #1140: OutputPass dithering default (three.js parity); `output.dithering` overrides. */
59
+ export const DEFAULT_OUTPUT_DITHERING = false;
24
60
  export const DEFAULT_RENDERER_AUTO_FRAME_OPTIONS = {
25
61
  paddingRatio: 0.14,
26
62
  yawRadians: -0.38,
@@ -28,32 +64,6 @@ export const DEFAULT_RENDERER_AUTO_FRAME_OPTIONS = {
28
64
  nearPadding: 0.2,
29
65
  farPadding: 2.4
30
66
  };
31
- export const DEFAULT_RENDERER_ENVIRONMENT_LIGHTING = {
32
- color: [0.78, 0.8, 0.84],
33
- intensity: 0.42,
34
- proceduralMap: {
35
- skyColor: [0.64, 0.76, 0.94],
36
- horizonColor: [0.94, 0.82, 0.62],
37
- groundColor: [0.12, 0.13, 0.15],
38
- specularColor: [1, 0.94, 0.78],
39
- intensity: 0.5,
40
- specularIntensity: 0.82
41
- }
42
- };
43
- const DISABLED_RENDERER_ENVIRONMENT_LIGHTING = {
44
- color: [0, 0, 0],
45
- intensity: 0,
46
- proceduralMap: {
47
- skyColor: [0, 0, 0],
48
- horizonColor: [0, 0, 0],
49
- groundColor: [0, 0, 0],
50
- specularColor: [0, 0, 0],
51
- intensity: 0,
52
- specularIntensity: 0
53
- },
54
- environmentMapIntensity: 0,
55
- environmentMapSpecularIntensity: 0
56
- };
57
67
  export const DEFAULT_RENDERER_DIRECT_LIGHTING = {
58
68
  key: {
59
69
  color: [1, 0.92, 0.78],
@@ -66,10 +76,12 @@ export const DEFAULT_RENDERER_DIRECT_LIGHTING = {
66
76
  direction: [-0.35, -0.22, -0.91]
67
77
  }
68
78
  };
79
+ export { DEFAULT_RENDERER_ENVIRONMENT_LIGHTING } from "./renderer/Background.js";
69
80
  export class Renderer {
70
81
  device;
71
82
  graph = new RenderGraph();
72
83
  shaderLibrary;
84
+ host;
73
85
  /**
74
86
  * Depth target reused by the renderer-owned shadow pass across frames.
75
87
  *
@@ -95,36 +107,190 @@ export class Renderer {
95
107
  width;
96
108
  height;
97
109
  clearColor;
110
+ outputClearColor;
98
111
  disposed = false;
99
112
  animationLoop = null;
100
113
  fusedLdrPostprocessScratch = {};
114
+ // §6.9 resolution policy state (present only when `options.resolution` is set).
115
+ resolutionOptions;
116
+ qualityTier;
117
+ qualityTierName;
118
+ programWarmup;
119
+ /** C-05 state: requested output options, the resolved HDR scene target, and the depth copy. */
120
+ outputOptions;
121
+ hdrSceneTarget = null;
122
+ hdrMsaaMrtDegraded = false;
123
+ sceneDepthCopyTarget = null;
124
+ lastAppliedOutput = null;
125
+ warnedV2Postprocess = false;
126
+ /** T0-07: C-36-shaped record of the last legacy postprocess chain skipped
127
+ * under A3D_QR_CORE_OUTPUT (`null` when nothing was skipped). Read by the
128
+ * engine's C-31 `output.postSkipped` section; routing through PostGraph v2
129
+ * is lane 03's Q-03-2/Q-03-3. */
130
+ lastPostSkipped = null;
131
+ get postSkipped() {
132
+ return this.lastPostSkipped;
133
+ }
134
+ warnPostLegacyRoute(record) {
135
+ if (this.warnedV2Postprocess)
136
+ return;
137
+ this.warnedV2Postprocess = true;
138
+ if (typeof console !== "undefined")
139
+ console.warn(`POSTPROCESS_V2_UNMIGRATED: ${record.message}`);
140
+ }
141
+ resolutionGovernor;
142
+ renderScaleCeiling = 1;
143
+ unsubscribeDprWatch;
144
+ /** C-28 FrameStats feeding the governor (intervalMs until lane 11's gpuMs lands). */
145
+ frameStatsMonitor;
146
+ /** PRD-02 S12: private graph for `renderProbeFace` (never the main frame graph). */
147
+ probeGraph;
101
148
  constructor(device, options, temporalHistory) {
102
149
  this.device = device;
150
+ if (options.qrFlags)
151
+ setRendererQrFlags(options.qrFlags, device);
103
152
  this.temporalHistory = temporalHistory;
104
153
  this.unsubscribeTemporalDeviceLoss = device.onDeviceLost?.(() => this.temporalHistory.dispose());
105
154
  this.canvas = options.canvas;
106
155
  this.width = options.width ?? inferInitialCanvasDimension(options.canvas, "width");
107
156
  this.height = options.height ?? inferInitialCanvasDimension(options.canvas, "height");
108
157
  this.clearColor = options.clearColor ?? [0, 0, 0, 1];
158
+ this.outputClearColor = options.outputClearColor;
159
+ this.outputOptions = options.output ?? {};
109
160
  this.shaderLibrary = options.shaderLibrary;
161
+ this.host = {
162
+ device,
163
+ shaderLibrary: options.shaderLibrary,
164
+ fusedLdrPostprocessScratch: this.fusedLdrPostprocessScratch,
165
+ frameIndex: 0
166
+ };
167
+ const host = this.host;
168
+ Object.defineProperty(host, "width", { enumerable: true, get: () => this.width, set: (value) => { this.width = value; } });
169
+ Object.defineProperty(host, "height", { enumerable: true, get: () => this.height, set: (value) => { this.height = value; } });
170
+ Object.defineProperty(host, "shadowDepthTarget", { enumerable: true, get: () => this.shadowDepthTarget, set: (value) => { this.shadowDepthTarget = value; } });
171
+ this.host.post = new RendererPostprocessPipeline(this.host);
172
+ this.host.shadows = new RendererShadowOrchestrator(this.host);
173
+ this.resolutionOptions = options.resolution;
174
+ this.qualityTier = options.qualityTier;
175
+ this.qualityTierName = options.qualityTierName;
176
+ if (options.resolution !== undefined && options.resolution.dynamic !== false) {
177
+ this.resolutionGovernor = new ResolutionGovernor({
178
+ targetFrameMs: options.resolution.targetFrameMs ?? 16.7,
179
+ minRenderScale: options.resolution.minRenderScale ?? options.qualityTier?.minRenderScale ?? 0.5,
180
+ maxRenderScale: 1,
181
+ devicePixelRatio: typeof globalThis !== "undefined" ? globalThis.devicePixelRatio : undefined,
182
+ allowSubCssResolution: options.resolution.allowSubCssResolution
183
+ });
184
+ // C-28 slot: the default impl is a real FrameStats (gpuMs stays null
185
+ // until prd11's timer queries land); flags would pick prd11's provider.
186
+ this.frameStatsMonitor = frameStatsSlot.get({ values: {}, on: () => false })(240);
187
+ }
188
+ // §6.9: re-evaluate the canvas pixel ratio when the display DPR changes.
189
+ this.unsubscribeDprWatch = options.resolution !== undefined && this.canvas
190
+ ? watchDevicePixelRatio(() => {
191
+ if (this.disposed)
192
+ return;
193
+ try {
194
+ this.resizeToDisplay();
195
+ }
196
+ catch { /* keep the current backing size on transient reads */ }
197
+ })
198
+ : undefined;
110
199
  this.resizeCanvas(this.width, this.height);
111
200
  }
112
- static async create(options = {}) {
113
- const device = await createRenderDevice(options);
114
- if (options.requiredFeatures && options.requiredFeatures.length > 0) {
115
- assertRendererFeatures(device, options.requiredFeatures);
201
+ static create(options = {}) {
202
+ return createRenderer(options);
203
+ }
204
+ /** C-28 monitor (PRD-01 Phase 6): lane capture reads cpuSubmitMs percentiles. */
205
+ get frameStats() {
206
+ return this.frameStatsMonitor;
207
+ }
208
+ /**
209
+ * PRD-02 S12 (lane-01 half): render `source` into one reflection-probe face.
210
+ * Signature matches `ReflectionFaceRenderer` (probes/ReflectionProbeSystem.ts)
211
+ * so it can be passed straight to the probe system:
212
+ * new ReflectionProbeSystem(..., (face, target, vp) => renderer.renderProbeFace(scene, face, target, vp))
213
+ * - `target` may be any size (128/256 px faces): the probe frame is sized to
214
+ * it, so RENDER_TARGET_VIEWPORT_MISMATCH does not apply.
215
+ * - Call it OUTSIDE a frame (before `render`): it opens and closes its own
216
+ * device frame and throws FRAME_ALREADY_ACTIVE if one is open (no nesting).
217
+ * - It uses a private RenderGraph, so the main frame's graph is not cleared.
218
+ * - Linear output, scene lights + environment, no shadows / post / output
219
+ * encode / frame contributors (a probe is radiance input to shading).
220
+ * Flag-independent; nothing calls it unless a probe system does.
221
+ */
222
+ renderProbeFace(source, face, target, viewProjection) {
223
+ if (target.disposed) {
224
+ throw new RenderDeviceError("Probe face target is disposed", "RENDER_TARGET_DISPOSED", { face });
225
+ }
226
+ const vp = toMat4(viewProjection, "viewProjection", `probe face ${face}`);
227
+ sceneFromSource(source)?.updateWorldTransforms();
228
+ const items = collectRenderItems(source, vp).filter((item) => !item.environmentCube);
229
+ const split = splitForwardItems(items, undefined);
230
+ const shared = {
231
+ items: split.opaque,
232
+ lights: collectRenderLights(source),
233
+ environmentLighting: collectEnvironmentLighting(source),
234
+ environmentFog: collectEnvironmentFog(source),
235
+ cameraViewProjectionMatrix: vp,
236
+ outputColorSpace: "linear",
237
+ qualityTier: this.liveQualityTier()?.settings
238
+ };
239
+ const graph = (this.probeGraph ??= new RenderGraph());
240
+ graph.clear();
241
+ // A probe face has no screen-space transmission input: transmission items
242
+ // draw with the opaque set; transparent items keep splitForwardItems' sort order.
243
+ graph.addPass(new ForwardPass({ ...shared, items: [...split.opaque, ...split.transmission], framePass: { name: "prd01.probe.opaque", writes: ["aura.probe.color"] } }));
244
+ if (split.transparent.length > 0) {
245
+ graph.addPass(new ForwardPass({ ...shared, items: split.transparent.map((entry) => entry.item), framePass: { name: "prd01.probe.transparent", reads: ["aura.probe.color"], writes: ["aura.probe.color"] } }));
246
+ }
247
+ const previous = this.device.getRenderTarget?.() ?? null;
248
+ this.device.beginFrame(target.width, target.height);
249
+ try {
250
+ this.device.setRenderTarget(target);
251
+ this.device.clear(this.clearColor);
252
+ graph.execute({ device: this.device, width: target.width, height: target.height });
253
+ }
254
+ finally {
255
+ this.device.setRenderTarget(previous);
256
+ this.device.endFrame();
257
+ graph.clear();
116
258
  }
117
- const shaderLibrary = options.shaderLibrary
118
- ?? (await import("./ShaderLibrary.js")).createDefaultShaderLibrary();
119
- // Temporal history is an optional runtime subsystem. Keep it behind the
120
- // asynchronous renderer factory so non-temporal apps do not place its
121
- // shaders, materials, and target owner on their critical download path.
122
- const { TemporalHistory } = await import("./TemporalHistory.js");
123
- return new Renderer(device, { ...options, shaderLibrary }, new TemporalHistory());
259
+ return this.device.getDiagnostics();
260
+ }
261
+ /** C-28 (#91): run `fn` under the frameStats "post" scope when a monitor exists. */
262
+ scopePost(fn) {
263
+ return this.frameStatsMonitor ? this.frameStatsMonitor.scope("post", fn) : fn();
264
+ }
265
+ /** C-05: current output configuration (`app.setOutput` / `renderer.output` seam). */
266
+ get output() {
267
+ return this.outputOptions;
268
+ }
269
+ /** C-05: merge output options; takes effect on the next frame under `A3D_QR_CORE_OUTPUT`. */
270
+ setOutput(options) {
271
+ this.outputOptions = { ...this.outputOptions, ...options };
272
+ }
273
+ /** C-05: install/replace the juice overlay (pass `null` to clear). */
274
+ setOutputOverlay(overlay) {
275
+ this.outputOptions = { ...this.outputOptions, overlay: overlay ?? undefined };
276
+ }
277
+ /** What the last OutputPass call actually applied (C-05 diagnostics; null flag-off). */
278
+ get appliedOutput() {
279
+ return this.lastAppliedOutput;
124
280
  }
125
281
  getFeatureReport() {
126
282
  return createRendererFeatureReport(this.device);
127
283
  }
284
+ /** C-29 seam (PR 0b): renderer-side device-lifecycle delegates. */
285
+ onDeviceLost(listener) {
286
+ return subscribeRendererDeviceLost(this.device, listener);
287
+ }
288
+ onDeviceRestored(listener) {
289
+ return subscribeRendererDeviceRestored(this.device, listener);
290
+ }
291
+ isDeviceLost() {
292
+ return rendererDeviceIsLost(this.device);
293
+ }
128
294
  resize(width, height) {
129
295
  this.assertAlive();
130
296
  if (width <= 0 || height <= 0 || !Number.isInteger(width) || !Number.isInteger(height)) {
@@ -143,7 +309,14 @@ export class Renderer {
143
309
  }
144
310
  const cssWidth = options.cssWidth ?? readCanvasCssSize(this.canvas, "width");
145
311
  const cssHeight = options.cssHeight ?? readCanvasCssSize(this.canvas, "height");
146
- const devicePixelRatio = options.devicePixelRatio ?? globalThis.devicePixelRatio ?? 1;
312
+ // §6.9: explicit override ?? resolution.pixelRatio ?? min(dpr, tier cap) —
313
+ // identical to `globalThis.devicePixelRatio` while `resolution`/`tier` are unset.
314
+ const devicePixelRatio = resolveCanvasPixelRatio({
315
+ devicePixelRatio: globalThis.devicePixelRatio ?? 1,
316
+ tier: this.qualityTier ?? this.liveQualityTier()?.settings ?? { maxPixelRatio: Number.POSITIVE_INFINITY },
317
+ explicit: options.devicePixelRatio,
318
+ resolution: this.resolutionOptions
319
+ });
147
320
  if (![cssWidth, cssHeight, devicePixelRatio].every(Number.isFinite) || cssWidth <= 0 || cssHeight <= 0 || devicePixelRatio <= 0) {
148
321
  throw new RenderDeviceError("Display size and DPR must be finite positive values", "INVALID_DISPLAY_SIZE", {
149
322
  cssWidth,
@@ -159,6 +332,43 @@ export class Renderer {
159
332
  }
160
333
  return { resized, cssWidth, cssHeight, devicePixelRatio, width, height };
161
334
  }
335
+ /**
336
+ * §6.9 manual render-scale ceiling (AuraPerformanceQuality.resolutionScale,
337
+ * request Q-15-1). Caps the scene target only; the canvas backing size is
338
+ * untouched. `renderScale` reports `min(ceiling, governor)`.
339
+ */
340
+ setRenderScaleCeiling(scale) {
341
+ this.assertAlive();
342
+ if (!Number.isFinite(scale) || scale <= 0) {
343
+ throw new RenderDeviceError("Render-scale ceiling must be a positive finite value", "INVALID_RENDER_SCALE", { scale });
344
+ }
345
+ this.renderScaleCeiling = Math.min(scale, 1);
346
+ }
347
+ get renderScaleCeilingValue() {
348
+ return this.renderScaleCeiling;
349
+ }
350
+ /** Effective render scale: `min(setRenderScaleCeiling, ResolutionGovernor)`. */
351
+ get renderScale() {
352
+ return Math.min(this.renderScaleCeiling, this.resolutionGovernor?.scale ?? 1);
353
+ }
354
+ /** C-31 `resolution` section values observed by the renderer. */
355
+ get resolutionReport() {
356
+ const cssWidth = this.canvas ? readCanvasCssSize(this.canvas, "width") : this.width;
357
+ return {
358
+ pixelRatio: cssWidth > 0 ? this.width / cssWidth : 1,
359
+ renderScale: this.renderScale,
360
+ renderScaleCeiling: this.renderScaleCeiling,
361
+ backingWidth: this.width,
362
+ backingHeight: this.height
363
+ };
364
+ }
365
+ /**
366
+ * Feeds one frame's timings to the resolution governor (C-28 `gpuMs` wins
367
+ * over the CPU interval when lane 11's timer queries provide it).
368
+ */
369
+ sampleResolutionGovernor(frameMs, gpuMs) {
370
+ return this.resolutionGovernor?.sample(frameMs, gpuMs) ?? this.renderScale;
371
+ }
162
372
  startAnimationLoop(callback) {
163
373
  this.assertAlive();
164
374
  this.animationLoop?.stop();
@@ -168,10 +378,42 @@ export class Renderer {
168
378
  return loop;
169
379
  }
170
380
  temporalHistory;
381
+ /** PRD-03 Phase 4: camera position at the last temporal frame — the >5 m
382
+ * auto-cut detector. */
383
+ lastTemporalCameraPosition;
171
384
  unsubscribeTemporalDeviceLoss;
172
- resetTemporalHistory(_reason = "explicit-reset") { this.temporalHistory.reset(); }
385
+ /**
386
+ * PRD-03 §8.6 (flag-on): the v2 S5/S7 stages own the history ping-pong.
387
+ * When a frame was served by another chain (v2 modules still loading, an
388
+ * unfusable pass list), the legacy native TAA wrote its own bytes (alpha =
389
+ * depth, presentation-tuned) into the history target; promoting that seeded
390
+ * the v2 resolve with garbage. Such frames — and TAA frames on which S5
391
+ * did not resolve (`markTaaHistoryWritten`) — reset the history instead.
392
+ */
393
+ commitTemporalHistory(taa) {
394
+ const written = consumeTaaHistoryWritten();
395
+ if (rendererQrFlags(this.device).on("A3D_QR_POST") && (postGraphV2LastOutcome() !== "v2" || (taa && !written))) {
396
+ this.temporalHistory.reset();
397
+ return;
398
+ }
399
+ this.temporalHistory.commit();
400
+ }
401
+ resetTemporalHistory(_reason = "explicit-reset") { this.temporalHistory.reset(); this.lastTemporalCameraPosition = undefined; }
173
402
  render(sourceOrInput, camera) {
403
+ // T0-28: ambient `rendererQrFlags()` readers (Lighting, Background, post…)
404
+ // see this renderer's flags for the duration of the synchronous frame.
405
+ return withRendererQrFlags(this.device, () => this.renderFrame(sourceOrInput, camera));
406
+ }
407
+ renderFrame(sourceOrInput, camera) {
174
408
  this.assertAlive();
409
+ // §6.9: FrameStats samples every render while a governor exists (resolution opt-in).
410
+ this.frameStatsMonitor?.begin(typeof performance !== "undefined" ? performance.now() : Date.now());
411
+ // T0-06: reset the per-frame sync-compile bound for this render.
412
+ {
413
+ const flags = rendererQrFlags(this.device);
414
+ if (qrGeneratedProgramsOn(flags))
415
+ rendererProgramCache(this.device, flags).beginFrame?.();
416
+ }
175
417
  const { source, camera: inputCamera } = normalizeRendererInput(sourceOrInput, camera);
176
418
  sceneFromSource(source)?.updateWorldTransforms();
177
419
  const cameraPolicy = collectCameraPolicy(source);
@@ -184,7 +426,7 @@ export class Renderer {
184
426
  throw new RenderDeviceError("RenderSource requires an explicit camera but none was supplied or found in the scene.", "CAMERA_REQUIRED");
185
427
  }
186
428
  let cameraViewProjection = resolvedCamera?.viewProjectionMatrix;
187
- const collectedItems = collectRenderItemsWithDiagnostics(source, cameraViewProjection, resolvedCamera?.camera);
429
+ const collectedItems = collectRenderItemsWithDiagnostics(source, cameraViewProjection, resolvedCamera?.camera, rendererQrFlags().on("A3D_QR_LIGHTING"));
188
430
  const collectionDiagnostics = collectedItems.diagnostics;
189
431
  let items = collectedItems.items;
190
432
  const lights = collectRenderLights(source);
@@ -193,10 +435,26 @@ export class Renderer {
193
435
  const environmentFog = collectEnvironmentFog(source);
194
436
  const explicitShadowMap = collectForwardShadowMap(source);
195
437
  const shadowOptions = collectRendererShadowOptions(source);
438
+ // C-02/T0-06: sync-path warm — kick generated-program compiles for the
439
+ // exact draw feature records before the pass runs (bounded per frame).
440
+ this.warmGeneratedProgramsSync(items, lights, environmentLighting, environmentFog, explicitShadowMap, cameraViewProjection);
196
441
  const sourceCameraPosition = collectSourceCameraPosition(source);
197
442
  const explicitRenderTarget = collectRenderTarget(source);
198
443
  validateExplicitRenderTarget(explicitRenderTarget, this.width, this.height);
199
444
  let cameraPosition = sourceCameraPosition ?? resolvedCamera?.cameraPosition;
445
+ // C-05/T0-07: decide the frame's output route before the hooks exist, so
446
+ // contributors see the same v2/legacy resource names the graph writes.
447
+ const route = resolveCoreOutputPostRoute(qrCoreOutputOn(rendererQrFlags(this.device)), collectPostprocess(source));
448
+ const frameHooks = createRendererFrameHooks({
449
+ device: this.device,
450
+ width: this.width,
451
+ height: this.height,
452
+ source,
453
+ camera: toFrameCamera(resolvedCamera, cameraViewProjection, cameraPosition),
454
+ // PRD 11: the app's live C-27 tier (A3D_QR_TIERS); undefined → high.
455
+ tier: this.liveQualityTier()?.settings,
456
+ ...(route.skipped ? { flags: withCoreOutputOff(rendererQrFlags(this.device)) } : {})
457
+ });
200
458
  if (!resolvedCamera && cameraPolicy === "auto-frame") {
201
459
  const autoFrame = createAutoFrameCamera(source, items, this.width, this.height);
202
460
  if (autoFrame) {
@@ -206,11 +464,24 @@ export class Renderer {
206
464
  }
207
465
  }
208
466
  let postprocess = collectPostprocess(source);
209
- if (!postprocess?.temporal || (!postprocess.motionBlur && !postprocess.taa))
467
+ if (!postprocess?.temporal || (!postprocess.motionBlur && !postprocess.taa)) {
210
468
  this.temporalHistory.reset();
469
+ this.lastTemporalCameraPosition = undefined;
470
+ }
211
471
  const ownedTargets = [];
212
472
  const ownedShadowPasses = [];
213
473
  this.graph.clear();
474
+ // C-05 (§8.4): under A3D_QR_CORE_OUTPUT encode happens once, in OutputPass.
475
+ // A configured legacy post chain still encodes itself (lane 03 migrates it
476
+ // into post-hdr contributors, Q-03-2/Q-03-3), so the frame takes the legacy
477
+ // chain and bypasses OutputPass: encode stays single, and the authored
478
+ // effects (bloom) are kept instead of dropped. The bypass is reported.
479
+ const qrOutput = route.qrOutput;
480
+ // §6.2.7: lane passes encode in-shader only on the legacy LDR path.
481
+ frameHooks.setOutputColorSpace(postprocess || qrOutput ? "linear" : "srgb");
482
+ this.lastPostSkipped = route.skipped;
483
+ if (route.skipped)
484
+ this.warnPostLegacyRoute(route.skipped);
214
485
  let postprocessTargetFormat;
215
486
  if (postprocess) {
216
487
  const format = postprocess.targetFormat ?? defaultPostprocessTargetFormat(this.device, postprocess);
@@ -248,19 +519,52 @@ export class Renderer {
248
519
  const forwardTarget = this.ensureForwardColorTarget(format, requiresDepthTexture, sampleCount);
249
520
  ownedTargets.push(forwardTarget);
250
521
  this.device.setRenderTarget(forwardTarget);
522
+ frameHooks.setForwardTarget(forwardTarget);
523
+ }
524
+ else if (qrOutput) {
525
+ // C-05: the v2 scene always renders into the HDR target — also on the
526
+ // no-effects route (§8.4: encode once, in OutputPass). The governor's
527
+ // renderScale applies to this target only; OutputPass upsamples.
528
+ const probed = probeHdrTargetFormat(this.device);
529
+ const format = probed === "rgba8" ? "rgba8" : "rgba16f";
530
+ const hdrTarget = this.ensureHdrSceneTarget(format, this.outputOptions.backgroundCoverage === true);
531
+ ownedTargets.push(hdrTarget);
532
+ this.device.setRenderTarget(hdrTarget);
533
+ frameHooks.setForwardTarget(hdrTarget);
251
534
  }
252
535
  this.device.beginFrame(this.width, this.height);
253
536
  try {
254
537
  this.lastShadowEvidence = null;
255
- const rendererShadowMap = explicitShadowMap ?? this.executeRendererShadowMap({
538
+ items = frameHooks.collect(items);
539
+ // C-28 (#90): scope the shadow-phase CPU submission for frameStats.
540
+ // 02-S5: under A3D_QR_LIGHTING casters come from the pre-cull set
541
+ // (frustum-culled casters rejoin); flag-off keeps the visible items only.
542
+ const shadowCasterItems = rendererQrFlags().on("A3D_QR_LIGHTING")
543
+ ? [
544
+ ...items,
545
+ ...culledCastersReachingView(collectedItems.culledShadowCasters, items, collectedItems.cullingFrustum, shadowSunTravel(lights))
546
+ ].filter((item) => item.castShadow !== false)
547
+ : items.filter((item) => item.castShadow !== false);
548
+ const rendererShadowMap = this.frameStatsMonitor?.scope("shadow", () => explicitShadowMap ?? this.executeRendererShadowMap({
549
+ shadowOptions,
550
+ source,
551
+ items: shadowCasterItems,
552
+ lights,
553
+ ownedTargets,
554
+ ownedShadowPasses,
555
+ camera: resolvedCamera?.camera,
556
+ frameCamera: shadowFrameCamera(cameraViewProjection, cameraPosition)
557
+ })) ?? explicitShadowMap ?? this.executeRendererShadowMap({
256
558
  shadowOptions,
257
559
  source,
258
- items: items.filter((item) => item.castShadow !== false),
560
+ items: shadowCasterItems,
259
561
  lights,
260
562
  ownedTargets,
261
563
  ownedShadowPasses,
262
- camera: resolvedCamera?.camera
564
+ camera: resolvedCamera?.camera,
565
+ frameCamera: shadowFrameCamera(cameraViewProjection, cameraPosition)
263
566
  });
567
+ frameHooks.addPasses(this.graph, "shadows", items);
264
568
  this.lastShadowEvidence = rendererShadowMap ? {
265
569
  lightMatrix: Array.from(rendererShadowMap.lightMatrix),
266
570
  cascades: rendererShadowMap.cascades?.map(c => ({ index: c.index, near: c.near, far: c.far, lightMatrix: Array.from(c.shadowMap.lightMatrix) })) ?? [],
@@ -276,46 +580,162 @@ export class Renderer {
276
580
  }
277
581
  this.device.setRenderTarget(forwardTarget);
278
582
  }
583
+ else if (qrOutput) {
584
+ // §9.1: clear the HDR target to the linear background color (no ACES
585
+ // pre-inversion — OutputPass owns the whole encode).
586
+ this.device.setRenderTarget(ownedTargets[0] ?? null);
587
+ }
279
588
  else {
280
589
  this.device.setRenderTarget(explicitRenderTarget ?? null);
281
590
  }
282
- this.device.clear(this.clearColor);
591
+ this.device.clear(qrOutput && !postprocess ? this.outputClearColor ?? this.clearColor : this.clearColor);
283
592
  if (environmentBackground) {
284
593
  this.graph.addPass(new EnvironmentBackgroundPass({
285
594
  ...environmentBackground,
286
- outputColorSpace: postprocess ? "linear" : environmentBackground.outputColorSpace,
595
+ outputColorSpace: postprocess || qrOutput ? "linear" : environmentBackground.outputColorSpace,
287
596
  inverseViewProjectionMatrix: environmentBackground.inverseViewProjectionMatrix ?? invertMat4(cameraViewProjection ?? identityMat4()),
288
597
  shaderLibrary: this.shaderLibrary
289
598
  }));
599
+ frameHooks.addPasses(this.graph, "background", items);
600
+ }
601
+ // PRD-03 Phase 4 (flag-on): >5 m of camera translation within one frame
602
+ // is a cut — reprojection would smear everything, so seed fresh history.
603
+ let temporalPrevVp;
604
+ let rasterViewProjection = cameraViewProjection;
605
+ let temporalAutoReset = false;
606
+ if (postprocess?.temporal && (postprocess.motionBlur || postprocess.taa) && cameraPosition && rendererQrFlags(this.device).on("A3D_QR_POST")) {
607
+ const prev = this.lastTemporalCameraPosition;
608
+ if (prev) {
609
+ const dx = cameraPosition[0] - prev[0];
610
+ const dy = cameraPosition[1] - prev[1];
611
+ const dz = cameraPosition[2] - prev[2];
612
+ temporalAutoReset = dx * dx + dy * dy + dz * dz > 25;
613
+ }
614
+ this.lastTemporalCameraPosition = [cameraPosition[0], cameraPosition[1], cameraPosition[2]];
290
615
  }
291
616
  if (postprocess?.temporal && (postprocess.motionBlur || postprocess.taa)) {
292
617
  if (postprocess.execution === "cpu-deterministic" || !this.device.presentLdrPostprocess)
293
618
  throw new RenderDeviceError("Renderer temporal effects require native GPU presentation", "TEMPORAL_NATIVE_REQUIRED");
294
- const temporal = this.temporalHistory.prepare(this.device, this.width, this.height, items, cameraViewProjection, { ...postprocess.temporal, jitter: Boolean(postprocess.taa) });
619
+ const temporal = this.temporalHistory.prepare(this.device, this.width, this.height, items, cameraViewProjection, { ...postprocess.temporal, jitter: Boolean(postprocess.taa), ...(temporalAutoReset ? { reset: true } : {}) });
620
+ temporalPrevVp = temporal.v2?.previous;
621
+ // PRD-03 §8.6 (flag-on): generated programs project through the
622
+ // AuraFrame `u_viewProjection`, not the per-item MVP, so the TAA
623
+ // sub-pixel jitter has to ride the camera matrix too — otherwise the
624
+ // raster never moves and S5 has nothing to resolve.
625
+ if (temporal.v2)
626
+ rasterViewProjection = temporal.v2.jittered;
295
627
  items = this.temporalHistory.renderItems;
296
628
  postprocess = { ...postprocess, ...(postprocess.motionBlur ? { motionBlur: { ...postprocess.motionBlur, temporal } } : {}), ...(postprocess.taa ? { taa: { ...postprocess.taa, temporal } } : {}) };
297
629
  this.device.setRenderTarget(ownedTargets[0]);
298
630
  }
299
- this.graph.addPass(new ForwardPass({
300
- items,
301
- lights,
302
- environmentLighting,
303
- environmentFog,
304
- inputColorResource: environmentBackground ? ENVIRONMENT_BACKGROUND_COLOR_RESOURCE : undefined,
305
- shadowMap: rendererShadowMap,
306
- cameraPosition,
307
- cameraViewMatrix: resolvedCamera?.viewMatrix,
308
- cameraViewProjectionMatrix: cameraViewProjection,
309
- outputColorSpace: postprocess ? "linear" : "srgb",
310
- shaderLibrary: this.shaderLibrary
311
- }));
312
- this.graph.execute({ device: this.device, width: this.width, height: this.height });
631
+ if (qrOutput) {
632
+ // §9.1 v2 frame order: opaque → after-opaque (scene-depth copy,
633
+ // contributors) → transmission → transmissive → transparent (engine
634
+ // items + contributor TransparentQueueItems interleaved by sortDepth)
635
+ // → after-transparent.
636
+ const hdrTarget = ownedTargets[0] ?? null;
637
+ const coverage = this.outputOptions.backgroundCoverage === true;
638
+ const split = splitForwardItems(items, cameraPosition ?? undefined);
639
+ const shared = {
640
+ items: split.opaque,
641
+ lights,
642
+ environmentLighting,
643
+ environmentFog,
644
+ inputColorResource: environmentBackground ? ENVIRONMENT_BACKGROUND_COLOR_RESOURCE : undefined,
645
+ shadowMap: rendererShadowMap,
646
+ cameraPosition,
647
+ cameraViewMatrix: resolvedCamera?.viewMatrix,
648
+ cameraViewProjectionMatrix: rasterViewProjection,
649
+ outputColorSpace: "linear",
650
+ shaderLibrary: this.shaderLibrary,
651
+ backgroundCoverage: coverage,
652
+ qualityTier: this.liveQualityTier()?.settings
653
+ };
654
+ // The graph enforces unique names + single-producer writes; per-phase
655
+ // resources chain the order, and `aura.scene.color` is written once —
656
+ // by the final interleaved transparent pass.
657
+ this.graph.addPass(new ForwardPass({ ...shared, framePass: { name: "prd01.opaque", writes: ["aura.scene.color.opaque"] } }));
658
+ if (hdrTarget?.depthTexture) {
659
+ const depthCopy = this.ensureSceneDepthCopy();
660
+ frameHooks.setSceneDepthCopy(depthCopy);
661
+ this.graph.addPass(new SceneDepthCopyPass(hdrTarget, depthCopy));
662
+ }
663
+ frameHooks.addPasses(this.graph, "after-opaque", items);
664
+ frameHooks.addPasses(this.graph, "transmission", items);
665
+ let lastColorResource = "aura.scene.color.opaque";
666
+ if (split.transmission.length > 0) {
667
+ lastColorResource = "aura.scene.color.transmission";
668
+ this.graph.addPass(new ForwardPass({
669
+ ...shared,
670
+ items: split.transmission,
671
+ framePass: { name: "prd01.transmission", reads: ["aura.scene.color.opaque"], writes: [lastColorResource] }
672
+ }));
673
+ }
674
+ frameHooks.addTransparentContributorPasses(this.graph, items);
675
+ const { ctx: contributorCtx, queues } = frameHooks.transparentQueues(items);
676
+ this.graph.addPass(new InterleavedTransparentPass({ ...shared, items: [] }, split.transparent, queues, contributorCtx, [lastColorResource]));
677
+ frameHooks.addPasses(this.graph, "after-transparent", items);
678
+ }
679
+ else {
680
+ this.graph.addPass(new ForwardPass({
681
+ items,
682
+ lights,
683
+ environmentLighting,
684
+ environmentFog,
685
+ inputColorResource: environmentBackground ? ENVIRONMENT_BACKGROUND_COLOR_RESOURCE : undefined,
686
+ shadowMap: rendererShadowMap,
687
+ cameraPosition,
688
+ cameraViewMatrix: resolvedCamera?.viewMatrix,
689
+ cameraViewProjectionMatrix: rasterViewProjection,
690
+ outputColorSpace: postprocess ? "linear" : "srgb",
691
+ shaderLibrary: this.shaderLibrary
692
+ }));
693
+ frameHooks.addPasses(this.graph, "after-opaque", items);
694
+ frameHooks.addPasses(this.graph, "transmission", items);
695
+ frameHooks.addPasses(this.graph, "transparent", items);
696
+ frameHooks.addPasses(this.graph, "after-transparent", items);
697
+ }
698
+ // C-28 (#90): scope the forward-phase CPU submission for frameStats.
699
+ if (this.frameStatsMonitor) {
700
+ this.frameStatsMonitor.scope("forward", () => this.graph.execute({ device: this.device, width: this.width, height: this.height }));
701
+ }
702
+ else {
703
+ this.graph.execute({ device: this.device, width: this.width, height: this.height });
704
+ }
313
705
  if (postprocess) {
314
706
  postprocess = bindRendererSsrProjection(postprocess, cameraViewProjection ?? identityMat4());
315
- this.executePostprocess(postprocess, ownedTargets, explicitRenderTarget);
707
+ const frameCamera = toFrameCamera(resolvedCamera, cameraViewProjection, cameraPosition);
708
+ postprocess = {
709
+ ...postprocess,
710
+ cameraFrame: frameCamera && temporalPrevVp ? { ...frameCamera, previousViewProjectionMatrix: temporalPrevVp } : frameCamera,
711
+ postFrameContext: {
712
+ source,
713
+ items,
714
+ sceneDepth: {
715
+ texture: ownedTargets[0]?.depthTexture ?? null,
716
+ available: (ownedTargets[0]?.depthTexture ?? null) !== null,
717
+ linearize: {
718
+ near: frameCamera?.near ?? 0.1,
719
+ far: frameCamera?.far ?? 1000,
720
+ orthographic: frameCamera?.projection === "orthographic"
721
+ }
722
+ }
723
+ }
724
+ };
725
+ // C-28 (#91): the post-hdr contributors and the postprocess chain report
726
+ // under the "post" scope (lane 03 owns the chain internals).
727
+ this.scopePost(() => {
728
+ frameHooks.runPhase("post-hdr", items, postprocess !== undefined);
729
+ this.executePostprocess(postprocess, ownedTargets, explicitRenderTarget);
730
+ });
316
731
  if (postprocess.temporal && (postprocess.motionBlur || postprocess.taa))
317
- this.temporalHistory.commit();
732
+ this.commitTemporalHistory(Boolean(postprocess.taa));
733
+ }
734
+ else if (qrOutput) {
735
+ this.scopePost(() => frameHooks.runPhase("post-hdr", items, true));
736
+ this.executeOutputPass(frameHooks, items, ownedTargets[0] ?? null, explicitRenderTarget);
318
737
  }
738
+ frameHooks.runPhase("after-output", items);
319
739
  }
320
740
  catch (error) {
321
741
  this.lastShadowEvidence = null;
@@ -325,6 +745,10 @@ export class Renderer {
325
745
  }
326
746
  finally {
327
747
  this.device.endFrame();
748
+ if (this.resolutionGovernor && this.frameStatsMonitor) {
749
+ const frameSample = this.frameStatsMonitor.end();
750
+ this.resolutionGovernor.sample(frameSample.intervalMs, frameSample.gpuMs);
751
+ }
328
752
  for (const shadowPass of ownedShadowPasses) {
329
753
  shadowPass.dispose();
330
754
  }
@@ -347,6 +771,13 @@ export class Renderer {
347
771
  }
348
772
  async renderAsync(sourceOrInput, camera) {
349
773
  this.assertAlive();
774
+ this.frameStatsMonitor?.begin(typeof performance !== "undefined" ? performance.now() : Date.now());
775
+ // T0-06: reset the per-frame sync-compile bound for this render.
776
+ {
777
+ const flags = rendererQrFlags(this.device);
778
+ if (qrGeneratedProgramsOn(flags))
779
+ rendererProgramCache(this.device, flags).beginFrame?.();
780
+ }
350
781
  const { source, camera: inputCamera } = normalizeRendererInput(sourceOrInput, camera);
351
782
  sceneFromSource(source)?.updateWorldTransforms();
352
783
  const cameraPolicy = collectCameraPolicy(source);
@@ -359,7 +790,7 @@ export class Renderer {
359
790
  throw new RenderDeviceError("RenderSource requires an explicit camera but none was supplied or found in the scene.", "CAMERA_REQUIRED");
360
791
  }
361
792
  let cameraViewProjection = resolvedCamera?.viewProjectionMatrix;
362
- const collectedItems = collectRenderItemsWithDiagnostics(source, cameraViewProjection, resolvedCamera?.camera);
793
+ const collectedItems = collectRenderItemsWithDiagnostics(source, cameraViewProjection, resolvedCamera?.camera, rendererQrFlags().on("A3D_QR_LIGHTING"));
363
794
  const collectionDiagnostics = collectedItems.diagnostics;
364
795
  let items = collectedItems.items;
365
796
  const lights = collectRenderLights(source);
@@ -368,10 +799,26 @@ export class Renderer {
368
799
  const environmentFog = collectEnvironmentFog(source);
369
800
  const explicitShadowMap = collectForwardShadowMap(source);
370
801
  const shadowOptions = collectRendererShadowOptions(source);
802
+ // C-02 (PRD-01 §403): pre-render warm-then-block compile of the generated
803
+ // programs this scene needs. Flag-off: nothing (sync path untouched).
804
+ await this.warmGeneratedPrograms(items, lights, environmentLighting, environmentFog, explicitShadowMap, cameraViewProjection);
371
805
  const sourceCameraPosition = collectSourceCameraPosition(source);
372
806
  const explicitRenderTarget = collectRenderTarget(source);
373
807
  validateExplicitRenderTarget(explicitRenderTarget, this.width, this.height);
374
808
  let cameraPosition = sourceCameraPosition ?? resolvedCamera?.cameraPosition;
809
+ // C-05/T0-07: decide the frame's output route before the hooks exist, so
810
+ // contributors see the same v2/legacy resource names the graph writes.
811
+ const route = resolveCoreOutputPostRoute(qrCoreOutputOn(rendererQrFlags(this.device)), collectPostprocess(source));
812
+ const frameHooks = createRendererFrameHooks({
813
+ device: this.device,
814
+ width: this.width,
815
+ height: this.height,
816
+ source,
817
+ camera: toFrameCamera(resolvedCamera, cameraViewProjection, cameraPosition),
818
+ // PRD 11: the app's live C-27 tier (A3D_QR_TIERS); undefined → high.
819
+ tier: this.liveQualityTier()?.settings,
820
+ ...(route.skipped ? { flags: withCoreOutputOff(rendererQrFlags(this.device)) } : {})
821
+ });
375
822
  if (!resolvedCamera && cameraPolicy === "auto-frame") {
376
823
  const autoFrame = createAutoFrameCamera(source, items, this.width, this.height);
377
824
  if (autoFrame) {
@@ -381,11 +828,24 @@ export class Renderer {
381
828
  }
382
829
  }
383
830
  let postprocess = collectPostprocess(source);
384
- if (!postprocess?.temporal || (!postprocess.motionBlur && !postprocess.taa))
831
+ if (!postprocess?.temporal || (!postprocess.motionBlur && !postprocess.taa)) {
385
832
  this.temporalHistory.reset();
833
+ this.lastTemporalCameraPosition = undefined;
834
+ }
386
835
  const ownedTargets = [];
387
836
  const ownedShadowPasses = [];
388
837
  this.graph.clear();
838
+ // C-05 (§8.4): under A3D_QR_CORE_OUTPUT encode happens once, in OutputPass.
839
+ // A configured legacy post chain still encodes itself (lane 03 migrates it
840
+ // into post-hdr contributors, Q-03-2/Q-03-3), so the frame takes the legacy
841
+ // chain and bypasses OutputPass: encode stays single, and the authored
842
+ // effects (bloom) are kept instead of dropped. The bypass is reported.
843
+ const qrOutput = route.qrOutput;
844
+ // §6.2.7: lane passes encode in-shader only on the legacy LDR path.
845
+ frameHooks.setOutputColorSpace(postprocess || qrOutput ? "linear" : "srgb");
846
+ this.lastPostSkipped = route.skipped;
847
+ if (route.skipped)
848
+ this.warnPostLegacyRoute(route.skipped);
389
849
  let postprocessTargetFormat;
390
850
  if (postprocess) {
391
851
  const format = postprocess.targetFormat ?? defaultPostprocessTargetFormat(this.device, postprocess);
@@ -423,19 +883,52 @@ export class Renderer {
423
883
  const forwardTarget = this.ensureForwardColorTarget(format, requiresDepthTexture, sampleCount);
424
884
  ownedTargets.push(forwardTarget);
425
885
  this.device.setRenderTarget(forwardTarget);
886
+ frameHooks.setForwardTarget(forwardTarget);
887
+ }
888
+ else if (qrOutput) {
889
+ // C-05: the v2 scene always renders into the HDR target — also on the
890
+ // no-effects route (§8.4: encode once, in OutputPass). The governor's
891
+ // renderScale applies to this target only; OutputPass upsamples.
892
+ const probed = probeHdrTargetFormat(this.device);
893
+ const format = probed === "rgba8" ? "rgba8" : "rgba16f";
894
+ const hdrTarget = this.ensureHdrSceneTarget(format, this.outputOptions.backgroundCoverage === true);
895
+ ownedTargets.push(hdrTarget);
896
+ this.device.setRenderTarget(hdrTarget);
897
+ frameHooks.setForwardTarget(hdrTarget);
426
898
  }
427
899
  this.device.beginFrame(this.width, this.height);
428
900
  try {
429
901
  this.lastShadowEvidence = null;
430
- const rendererShadowMap = explicitShadowMap ?? this.executeRendererShadowMap({
902
+ items = frameHooks.collect(items);
903
+ // C-28 (#90): scope the shadow-phase CPU submission for frameStats.
904
+ // 02-S5: under A3D_QR_LIGHTING casters come from the pre-cull set
905
+ // (frustum-culled casters rejoin); flag-off keeps the visible items only.
906
+ const shadowCasterItems = rendererQrFlags().on("A3D_QR_LIGHTING")
907
+ ? [
908
+ ...items,
909
+ ...culledCastersReachingView(collectedItems.culledShadowCasters, items, collectedItems.cullingFrustum, shadowSunTravel(lights))
910
+ ].filter((item) => item.castShadow !== false)
911
+ : items.filter((item) => item.castShadow !== false);
912
+ const rendererShadowMap = this.frameStatsMonitor?.scope("shadow", () => explicitShadowMap ?? this.executeRendererShadowMap({
913
+ shadowOptions,
914
+ source,
915
+ items: shadowCasterItems,
916
+ lights,
917
+ ownedTargets,
918
+ ownedShadowPasses,
919
+ camera: resolvedCamera?.camera,
920
+ frameCamera: shadowFrameCamera(cameraViewProjection, cameraPosition)
921
+ })) ?? explicitShadowMap ?? this.executeRendererShadowMap({
431
922
  shadowOptions,
432
923
  source,
433
- items: items.filter((item) => item.castShadow !== false),
924
+ items: shadowCasterItems,
434
925
  lights,
435
926
  ownedTargets,
436
927
  ownedShadowPasses,
437
- camera: resolvedCamera?.camera
928
+ camera: resolvedCamera?.camera,
929
+ frameCamera: shadowFrameCamera(cameraViewProjection, cameraPosition)
438
930
  });
931
+ frameHooks.addPasses(this.graph, "shadows", items);
439
932
  this.lastShadowEvidence = rendererShadowMap ? {
440
933
  lightMatrix: Array.from(rendererShadowMap.lightMatrix),
441
934
  cascades: rendererShadowMap.cascades?.map(c => ({ index: c.index, near: c.near, far: c.far, lightMatrix: Array.from(c.shadowMap.lightMatrix) })) ?? [],
@@ -451,46 +944,162 @@ export class Renderer {
451
944
  }
452
945
  this.device.setRenderTarget(forwardTarget);
453
946
  }
947
+ else if (qrOutput) {
948
+ // §9.1: clear the HDR target to the linear background color (no ACES
949
+ // pre-inversion — OutputPass owns the whole encode).
950
+ this.device.setRenderTarget(ownedTargets[0] ?? null);
951
+ }
454
952
  else {
455
953
  this.device.setRenderTarget(explicitRenderTarget ?? null);
456
954
  }
457
- this.device.clear(this.clearColor);
955
+ this.device.clear(qrOutput && !postprocess ? this.outputClearColor ?? this.clearColor : this.clearColor);
458
956
  if (environmentBackground) {
459
957
  this.graph.addPass(new EnvironmentBackgroundPass({
460
958
  ...environmentBackground,
461
- outputColorSpace: postprocess ? "linear" : environmentBackground.outputColorSpace,
959
+ outputColorSpace: postprocess || qrOutput ? "linear" : environmentBackground.outputColorSpace,
462
960
  inverseViewProjectionMatrix: environmentBackground.inverseViewProjectionMatrix ?? invertMat4(cameraViewProjection ?? identityMat4()),
463
961
  shaderLibrary: this.shaderLibrary
464
962
  }));
963
+ frameHooks.addPasses(this.graph, "background", items);
964
+ }
965
+ // PRD-03 Phase 4 (flag-on): >5 m of camera translation within one frame
966
+ // is a cut — reprojection would smear everything, so seed fresh history.
967
+ let temporalPrevVp;
968
+ let rasterViewProjection = cameraViewProjection;
969
+ let temporalAutoReset = false;
970
+ if (postprocess?.temporal && (postprocess.motionBlur || postprocess.taa) && cameraPosition && rendererQrFlags(this.device).on("A3D_QR_POST")) {
971
+ const prev = this.lastTemporalCameraPosition;
972
+ if (prev) {
973
+ const dx = cameraPosition[0] - prev[0];
974
+ const dy = cameraPosition[1] - prev[1];
975
+ const dz = cameraPosition[2] - prev[2];
976
+ temporalAutoReset = dx * dx + dy * dy + dz * dz > 25;
977
+ }
978
+ this.lastTemporalCameraPosition = [cameraPosition[0], cameraPosition[1], cameraPosition[2]];
465
979
  }
466
980
  if (postprocess?.temporal && (postprocess.motionBlur || postprocess.taa)) {
467
981
  if (postprocess.execution === "cpu-deterministic" || !this.device.presentLdrPostprocess)
468
982
  throw new RenderDeviceError("Renderer temporal effects require native GPU presentation", "TEMPORAL_NATIVE_REQUIRED");
469
- const temporal = this.temporalHistory.prepare(this.device, this.width, this.height, items, cameraViewProjection, { ...postprocess.temporal, jitter: Boolean(postprocess.taa) });
983
+ const temporal = this.temporalHistory.prepare(this.device, this.width, this.height, items, cameraViewProjection, { ...postprocess.temporal, jitter: Boolean(postprocess.taa), ...(temporalAutoReset ? { reset: true } : {}) });
984
+ temporalPrevVp = temporal.v2?.previous;
985
+ // PRD-03 §8.6 (flag-on): generated programs project through the
986
+ // AuraFrame `u_viewProjection`, not the per-item MVP, so the TAA
987
+ // sub-pixel jitter has to ride the camera matrix too — otherwise the
988
+ // raster never moves and S5 has nothing to resolve.
989
+ if (temporal.v2)
990
+ rasterViewProjection = temporal.v2.jittered;
470
991
  items = this.temporalHistory.renderItems;
471
992
  postprocess = { ...postprocess, ...(postprocess.motionBlur ? { motionBlur: { ...postprocess.motionBlur, temporal } } : {}), ...(postprocess.taa ? { taa: { ...postprocess.taa, temporal } } : {}) };
472
993
  this.device.setRenderTarget(ownedTargets[0]);
473
994
  }
474
- this.graph.addPass(new ForwardPass({
475
- items,
476
- lights,
477
- environmentLighting,
478
- environmentFog,
479
- inputColorResource: environmentBackground ? ENVIRONMENT_BACKGROUND_COLOR_RESOURCE : undefined,
480
- shadowMap: rendererShadowMap,
481
- cameraPosition,
482
- cameraViewMatrix: resolvedCamera?.viewMatrix,
483
- cameraViewProjectionMatrix: cameraViewProjection,
484
- outputColorSpace: postprocess ? "linear" : "srgb",
485
- shaderLibrary: this.shaderLibrary
486
- }));
487
- this.graph.execute({ device: this.device, width: this.width, height: this.height });
995
+ if (qrOutput) {
996
+ // §9.1 v2 frame order: opaque → after-opaque (scene-depth copy,
997
+ // contributors) → transmission → transmissive → transparent (engine
998
+ // items + contributor TransparentQueueItems interleaved by sortDepth)
999
+ // → after-transparent.
1000
+ const hdrTarget = ownedTargets[0] ?? null;
1001
+ const coverage = this.outputOptions.backgroundCoverage === true;
1002
+ const split = splitForwardItems(items, cameraPosition ?? undefined);
1003
+ const shared = {
1004
+ items: split.opaque,
1005
+ lights,
1006
+ environmentLighting,
1007
+ environmentFog,
1008
+ inputColorResource: environmentBackground ? ENVIRONMENT_BACKGROUND_COLOR_RESOURCE : undefined,
1009
+ shadowMap: rendererShadowMap,
1010
+ cameraPosition,
1011
+ cameraViewMatrix: resolvedCamera?.viewMatrix,
1012
+ cameraViewProjectionMatrix: rasterViewProjection,
1013
+ outputColorSpace: "linear",
1014
+ shaderLibrary: this.shaderLibrary,
1015
+ backgroundCoverage: coverage,
1016
+ qualityTier: this.liveQualityTier()?.settings
1017
+ };
1018
+ // The graph enforces unique names + single-producer writes; per-phase
1019
+ // resources chain the order, and `aura.scene.color` is written once —
1020
+ // by the final interleaved transparent pass.
1021
+ this.graph.addPass(new ForwardPass({ ...shared, framePass: { name: "prd01.opaque", writes: ["aura.scene.color.opaque"] } }));
1022
+ if (hdrTarget?.depthTexture) {
1023
+ const depthCopy = this.ensureSceneDepthCopy();
1024
+ frameHooks.setSceneDepthCopy(depthCopy);
1025
+ this.graph.addPass(new SceneDepthCopyPass(hdrTarget, depthCopy));
1026
+ }
1027
+ frameHooks.addPasses(this.graph, "after-opaque", items);
1028
+ frameHooks.addPasses(this.graph, "transmission", items);
1029
+ let lastColorResource = "aura.scene.color.opaque";
1030
+ if (split.transmission.length > 0) {
1031
+ lastColorResource = "aura.scene.color.transmission";
1032
+ this.graph.addPass(new ForwardPass({
1033
+ ...shared,
1034
+ items: split.transmission,
1035
+ framePass: { name: "prd01.transmission", reads: ["aura.scene.color.opaque"], writes: [lastColorResource] }
1036
+ }));
1037
+ }
1038
+ frameHooks.addTransparentContributorPasses(this.graph, items);
1039
+ const { ctx: contributorCtx, queues } = frameHooks.transparentQueues(items);
1040
+ this.graph.addPass(new InterleavedTransparentPass({ ...shared, items: [] }, split.transparent, queues, contributorCtx, [lastColorResource]));
1041
+ frameHooks.addPasses(this.graph, "after-transparent", items);
1042
+ }
1043
+ else {
1044
+ this.graph.addPass(new ForwardPass({
1045
+ items,
1046
+ lights,
1047
+ environmentLighting,
1048
+ environmentFog,
1049
+ inputColorResource: environmentBackground ? ENVIRONMENT_BACKGROUND_COLOR_RESOURCE : undefined,
1050
+ shadowMap: rendererShadowMap,
1051
+ cameraPosition,
1052
+ cameraViewMatrix: resolvedCamera?.viewMatrix,
1053
+ cameraViewProjectionMatrix: rasterViewProjection,
1054
+ outputColorSpace: postprocess ? "linear" : "srgb",
1055
+ shaderLibrary: this.shaderLibrary
1056
+ }));
1057
+ frameHooks.addPasses(this.graph, "after-opaque", items);
1058
+ frameHooks.addPasses(this.graph, "transmission", items);
1059
+ frameHooks.addPasses(this.graph, "transparent", items);
1060
+ frameHooks.addPasses(this.graph, "after-transparent", items);
1061
+ }
1062
+ // C-28 (#90): scope the forward-phase CPU submission for frameStats.
1063
+ if (this.frameStatsMonitor) {
1064
+ this.frameStatsMonitor.scope("forward", () => this.graph.execute({ device: this.device, width: this.width, height: this.height }));
1065
+ }
1066
+ else {
1067
+ this.graph.execute({ device: this.device, width: this.width, height: this.height });
1068
+ }
488
1069
  if (postprocess) {
489
1070
  postprocess = bindRendererSsrProjection(postprocess, cameraViewProjection ?? identityMat4());
490
- await this.executePostprocessAsync(postprocess, ownedTargets, explicitRenderTarget);
1071
+ const frameCamera = toFrameCamera(resolvedCamera, cameraViewProjection, cameraPosition);
1072
+ postprocess = {
1073
+ ...postprocess,
1074
+ cameraFrame: frameCamera && temporalPrevVp ? { ...frameCamera, previousViewProjectionMatrix: temporalPrevVp } : frameCamera,
1075
+ postFrameContext: {
1076
+ source,
1077
+ items,
1078
+ sceneDepth: {
1079
+ texture: ownedTargets[0]?.depthTexture ?? null,
1080
+ available: (ownedTargets[0]?.depthTexture ?? null) !== null,
1081
+ linearize: {
1082
+ near: frameCamera?.near ?? 0.1,
1083
+ far: frameCamera?.far ?? 1000,
1084
+ orthographic: frameCamera?.projection === "orthographic"
1085
+ }
1086
+ }
1087
+ }
1088
+ };
1089
+ // C-28 (#91): "post" scope. FrameStats.scope is synchronous, so on the
1090
+ // async path it times the CPU submission up to the first await.
1091
+ await this.scopePost(async () => {
1092
+ await frameHooks.runPhaseAsync("post-hdr", items, postprocess !== undefined);
1093
+ await this.executePostprocessAsync(postprocess, ownedTargets, explicitRenderTarget);
1094
+ });
491
1095
  if (postprocess.temporal && (postprocess.motionBlur || postprocess.taa))
492
- this.temporalHistory.commit();
1096
+ this.commitTemporalHistory(Boolean(postprocess.taa));
1097
+ }
1098
+ else if (qrOutput) {
1099
+ await this.scopePost(() => frameHooks.runPhaseAsync("post-hdr", items, true));
1100
+ this.executeOutputPass(frameHooks, items, ownedTargets[0] ?? null, explicitRenderTarget);
493
1101
  }
1102
+ await frameHooks.runPhaseAsync("after-output", items);
494
1103
  }
495
1104
  catch (error) {
496
1105
  this.lastShadowEvidence = null;
@@ -500,6 +1109,10 @@ export class Renderer {
500
1109
  }
501
1110
  finally {
502
1111
  this.device.endFrame();
1112
+ if (this.resolutionGovernor && this.frameStatsMonitor) {
1113
+ const frameSample = this.frameStatsMonitor.end();
1114
+ this.resolutionGovernor.sample(frameSample.intervalMs, frameSample.gpuMs);
1115
+ }
503
1116
  for (const shadowPass of ownedShadowPasses) {
504
1117
  shadowPass.dispose();
505
1118
  }
@@ -520,6 +1133,89 @@ export class Renderer {
520
1133
  rendererDepthAvailable: Boolean(postprocess && postprocessRequiresDepthTexture(postprocess) && this.device.info.capabilities?.includes("depth-textures"))
521
1134
  }));
522
1135
  }
1136
+ /**
1137
+ * C-02 (PRD-01 §8.2/§403): warm-then-block. Under `A3D_QR_CORE_GENERATOR`
1138
+ * (default-on under `A3D_QR_CORE`), precompiles the generated programs for
1139
+ * every allow-listed material in the frame — at the current tier and the
1140
+ * next-lower one — before the first draw, so the pass never async-skips in
1141
+ * steady state. Flag-off and non-generated materials are no-ops.
1142
+ */
1143
+ /**
1144
+ * Shared T0-06 warm input: the exact draw feature records the frame's
1145
+ * generated-program materials need (lights/shadow/environment axes at the
1146
+ * current tier). Returns `materials: []` early when nothing generated.
1147
+ */
1148
+ collectWarmupInput(items, lights, environmentLighting, environmentFog, shadowMap, cameraViewProjection, flags, tier) {
1149
+ const ctx = { flags, tier: QUALITY_TIERS[tier] };
1150
+ // T0-05: one record per (material revision, selected feature bits) — the
1151
+ // draw key carries `ShaderFeature.select` bits per item, so the warm list
1152
+ // must too or warmed keys never match draw keys.
1153
+ const records = new Map();
1154
+ const route = { core: qrCoreGeneratorOn(flags), lobes: qrMaterialsLobeProgramsOn(flags) };
1155
+ for (const item of items) {
1156
+ const m = item.material instanceof MaterialInstance ? item.material.baseMaterial : item.material;
1157
+ if (!m || !materialRoutesToGeneratedProgram(m, route, ctx))
1158
+ continue;
1159
+ const mf = m.programFeatures(ctx);
1160
+ const selected = selectShaderFeatureBits({ item, pass: "forward", tier: ctx.tier, flags });
1161
+ // E3 stage-2b: same probe-availability gate ForwardPass applies, so
1162
+ // warmed keys match draw keys for the `prd02.ibl` bit.
1163
+ if (selected[PRD02_IBL_FEATURE] !== undefined && !prd02IblEnvironmentAvailable(environmentLighting, item)) {
1164
+ delete selected[PRD02_IBL_FEATURE];
1165
+ }
1166
+ // #867 (games): same geometry-driven feature mask ForwardPass applies.
1167
+ const attrs = item.geometry.vertexBuffer.format.attributes;
1168
+ const has = (name) => attrs.some((a) => a.semantic === name || a.shaderName === name);
1169
+ const record = featuresForGeometry({ ...mf, features: { ...mf.features, ...selected } }, has);
1170
+ const geometryMask = ["a_uv", "a_uv1", "a_color", "a_joints", "a_weights", "a_joints1", "a_weights1"].map((n) => (has(n) ? 1 : 0)).join("");
1171
+ const key = `${m.shaderKey}:${m.getRevision()}:${geometryMask}:${JSON.stringify(Object.entries(record.features).sort(([a], [b]) => (a < b ? -1 : a > b ? 1 : 0)))}`;
1172
+ if (!records.has(key))
1173
+ records.set(key, record);
1174
+ }
1175
+ if (records.size === 0)
1176
+ return { materials: [] };
1177
+ const clustered = resolveForwardClusteredLighting(lights, this.width, this.height, cameraViewProjection);
1178
+ const axes = forwardPassFeatureAxes({ lights, shadowMap, environmentLighting, environmentFog }, clustered !== null);
1179
+ clustered?.dispose();
1180
+ return {
1181
+ materials: [...records.values()],
1182
+ lights: [axes.lights],
1183
+ shadows: axes.shadows ? [axes.shadows] : [],
1184
+ environments: [axes.environment]
1185
+ };
1186
+ }
1187
+ async warmGeneratedPrograms(items, lights, environmentLighting, environmentFog, shadowMap, cameraViewProjection) {
1188
+ const flags = rendererQrFlags(this.device);
1189
+ if (!qrGeneratedProgramsOn(flags))
1190
+ return;
1191
+ const tier = this.qualityTierName ?? prd11LiveQualityTier(flags)?.tier ?? "high";
1192
+ const cache = rendererProgramCache(this.device, flags);
1193
+ const input = this.collectWarmupInput(items, lights, environmentLighting, environmentFog, shadowMap, cameraViewProjection, flags, tier);
1194
+ if (input.materials.length > 0) {
1195
+ const warmup = (this.programWarmup ??= new ProgramWarmup(cache));
1196
+ await warmup.warm(input, tier);
1197
+ }
1198
+ // T0-06: the ready barrier for `programsCompiledSinceReady` — compiles
1199
+ // completing after the first warm count as steady-state leaks.
1200
+ cache.markReady?.();
1201
+ }
1202
+ /**
1203
+ * T0-06: the sync `render` half of warm-then-block. Kicks `acquire` for the
1204
+ * exact draw feature records — async-compile devices start pending entries
1205
+ * (`precompile`/`app.ready` settle them); sync-compile devices compile under
1206
+ * the per-frame bound and converge over the next frames.
1207
+ */
1208
+ warmGeneratedProgramsSync(items, lights, environmentLighting, environmentFog, shadowMap, cameraViewProjection) {
1209
+ const flags = rendererQrFlags(this.device);
1210
+ if (!qrGeneratedProgramsOn(flags))
1211
+ return;
1212
+ const tier = this.qualityTierName ?? prd11LiveQualityTier(flags)?.tier ?? "high";
1213
+ const cache = rendererProgramCache(this.device, flags);
1214
+ const input = this.collectWarmupInput(items, lights, environmentLighting, environmentFog, shadowMap, cameraViewProjection, flags, tier);
1215
+ for (const features of collectWarmupFeatures(input, tier))
1216
+ cache.acquire(features);
1217
+ cache.markReady?.();
1218
+ }
523
1219
  renderScene(scene, camera) {
524
1220
  return this.render(scene, camera);
525
1221
  }
@@ -555,14 +1251,83 @@ export class Renderer {
555
1251
  this.shadowDepthTarget = null;
556
1252
  this.forwardColorTarget?.target.dispose();
557
1253
  this.forwardColorTarget = null;
1254
+ this.hdrSceneTarget?.target.dispose();
1255
+ this.hdrSceneTarget = null;
1256
+ this.sceneDepthCopyTarget?.dispose();
1257
+ this.sceneDepthCopyTarget = null;
558
1258
  this.unsubscribeTemporalDeviceLoss?.();
1259
+ this.unsubscribeDprWatch?.();
559
1260
  this.temporalHistory.dispose();
560
1261
  this.device.dispose();
561
1262
  this.disposed = true;
562
1263
  }
563
1264
  /** True for renderer-lifetime targets that must survive end-of-frame disposal. */
564
1265
  isReusedTarget(target) {
565
- return target === this.forwardColorTarget?.target || target === this.shadowDepthTarget;
1266
+ return target === this.forwardColorTarget?.target || target === this.shadowDepthTarget || target === this.hdrSceneTarget?.target || target === this.sceneDepthCopyTarget;
1267
+ }
1268
+ /**
1269
+ * C-05 HDR scene target under `A3D_QR_CORE_OUTPUT` — always a sampleable
1270
+ * depth texture (sceneDepth / after-opaque copy), renderScale-sized, MSAA 4x,
1271
+ * plus the BACKGROUND_COVERAGE rgba8 attachment when the option is on.
1272
+ */
1273
+ ensureHdrSceneTarget(format, coverage) {
1274
+ const scale = Math.min(Math.max(this.renderScale, 0.01), 1);
1275
+ const width = Math.max(1, Math.round(this.width * scale));
1276
+ const height = Math.max(1, Math.round(this.height * scale));
1277
+ // C-36: WebGL2 does not support multisample MRT — coverage forces a
1278
+ // non-MSAA target and is declared via `hdr-msaa-mrt-unsupported`.
1279
+ const sampleCount = coverage ? 1 : 4;
1280
+ const key = `${width}x${height}:${format}:depth-texture:${sampleCount}:${coverage ? "cov" : "std"}`;
1281
+ const cached = this.hdrSceneTarget;
1282
+ if (cached && cached.key === key && !cached.target.disposed)
1283
+ return cached.target;
1284
+ cached?.target.dispose();
1285
+ const target = this.device.createRenderTarget({
1286
+ width,
1287
+ height,
1288
+ label: "renderer-hdr-scene",
1289
+ format,
1290
+ ...(coverage ? { colorAttachments: [{ format }, { format: "rgba8" }] } : {}),
1291
+ depth: "texture",
1292
+ sampleCount
1293
+ });
1294
+ this.hdrMsaaMrtDegraded = coverage;
1295
+ this.hdrSceneTarget = { target, key };
1296
+ return target;
1297
+ }
1298
+ ensureSceneDepthCopy() {
1299
+ this.sceneDepthCopyTarget = ensureSceneDepthCopyTarget(this.device, this.sceneDepthCopyTarget, this.width, this.height);
1300
+ return this.sceneDepthCopyTarget;
1301
+ }
1302
+ /**
1303
+ * C-05 OutputPass invocation (§8.4 step "output"): `u_exposure` =
1304
+ * `output.exposure × blackboard["prd03.exposure"]` (upstream defaults to 1
1305
+ * until lane 03 publishes it — Q-03-1).
1306
+ */
1307
+ executeOutputPass(frameHooks, _items, hdrTarget, explicitRenderTarget) {
1308
+ if (!hdrTarget)
1309
+ return;
1310
+ const o = this.outputOptions;
1311
+ const upstream = frameHooks.blackboardValue(PRD03_EXPOSURE);
1312
+ const appliedExposure = (o.exposure ?? 1) * (typeof upstream === "number" && Number.isFinite(upstream) ? upstream : 1);
1313
+ const format = probeHdrTargetFormat(this.device);
1314
+ const targetFormat = format === "rgba8" ? "rgba8" : "rgba16f";
1315
+ const coverage = o.backgroundCoverage === true;
1316
+ this.device.setRenderTarget(explicitRenderTarget ?? null);
1317
+ rendererOutputPass(this.device).execute(hdrTarget, coverage ? hdrTarget : null, {
1318
+ toneMapping: o.toneMapping ?? DEFAULT_TONE_MAPPING,
1319
+ exposure: appliedExposure,
1320
+ dithering: o.dithering ?? DEFAULT_OUTPUT_DITHERING,
1321
+ backgroundCoverage: coverage,
1322
+ overlay: o.overlay
1323
+ }, explicitRenderTarget ?? "canvas");
1324
+ this.lastAppliedOutput = {
1325
+ toneMapping: o.toneMapping ?? DEFAULT_TONE_MAPPING,
1326
+ exposure: { applied: appliedExposure, source: upstream !== undefined ? "grade" : "output" },
1327
+ dithering: o.dithering ?? DEFAULT_OUTPUT_DITHERING,
1328
+ targetFormat,
1329
+ degraded: targetFormat === "rgba8" ? "rgba8-no-float-target" : this.hdrMsaaMrtDegraded ? "hdr-msaa-mrt-unsupported" : undefined
1330
+ };
566
1331
  }
567
1332
  /** Allocates the shared forward-color target once per distinct configuration. */
568
1333
  ensureForwardColorTarget(format, requiresDepthTexture, sampleCount) {
@@ -582,21 +1347,9 @@ export class Renderer {
582
1347
  this.forwardColorTarget = { target, key };
583
1348
  return target;
584
1349
  }
585
- /** Allocates the shared shadow depth target once, reallocating only when the size changes. */
586
- ensureShadowDepthTarget(size) {
587
- const existing = this.shadowDepthTarget;
588
- if (existing && !existing.disposed && existing.width === size && existing.height === size)
589
- return existing;
590
- existing?.dispose();
591
- const target = this.device.createRenderTarget({
592
- width: size,
593
- height: size,
594
- label: "renderer-shadow-depth-color",
595
- format: "rgba8",
596
- depth: this.device.info.capabilities?.includes("depth-textures") ? "texture" : true
597
- });
598
- this.shadowDepthTarget = target;
599
- return target;
1350
+ /** PRD 11: this device's app-bound live C-27 tier (A3D_QR_TIERS on), else undefined. */
1351
+ liveQualityTier() {
1352
+ return prd11LiveQualityTier(rendererQrFlags(this.device));
600
1353
  }
601
1354
  assertAlive() {
602
1355
  if (this.disposed || this.device.disposed) {
@@ -614,584 +1367,13 @@ export class Renderer {
614
1367
  }
615
1368
  }
616
1369
  executePostprocess(postprocess, ownedTargets, outputTarget) {
617
- const forwardTarget = ownedTargets[0];
618
- let current = forwardTarget;
619
- if (!current) {
620
- throw new RenderDeviceError("Renderer postprocess missing forward render target", "POSTPROCESS_TARGET_MISSING");
621
- }
622
- const passes = createRendererPostprocessPasses(postprocess);
623
- if (passes.length === 0) {
624
- if (outputTarget) {
625
- this.device.setRenderTarget(current);
626
- writePostProcessPixels(this.device, current, outputTarget, this.device.readPixels(0, 0, current.width, current.height));
627
- }
628
- else {
629
- this.device.presentRenderTarget?.(current);
630
- }
631
- return;
632
- }
633
- if (this.executeFusedLdrPostprocess(current, passes, outputTarget, postprocess.execution === "cpu-deterministic"))
634
- return;
635
- for (let index = 0; index < passes.length; index += 1) {
636
- const pass = passes[index];
637
- const nextPass = passes[index + 1];
638
- if (pass.name === "bloom" && isHdrRenderTarget(current)) {
639
- if (nextPass?.name !== "tone-mapping") {
640
- throw new RenderDeviceError("Renderer HDR bloom requires tone mapping immediately after the float bloom pass.", "HDR_BLOOM_TONEMAPPING_REQUIRED", {
641
- source: current.label
642
- });
643
- }
644
- const isCombinedLast = index + 1 === passes.length - 1;
645
- const target = isCombinedLast ? outputTarget : this.device.createRenderTarget({
646
- width: this.width,
647
- height: this.height,
648
- label: "renderer-postprocess-tone-mapping",
649
- format: "rgba8",
650
- depth: false
651
- });
652
- if (target)
653
- ownedTargets.push(target);
654
- this.device.setRenderTarget(current);
655
- const bloomed = bloomFloatPixels(this.device.readFloatPixels(0, 0, current.width, current.height), current.width, current.height, pass.options);
656
- const mapped = toneMapFloatPixels(bloomed.pixels, current.width, current.height, {
657
- outputColorSpace: "srgb",
658
- ...nextPass.options
659
- });
660
- writePostProcessPixels(this.device, current, target, mapped.pixels);
661
- if (target)
662
- current = target;
663
- index += 1;
664
- continue;
665
- }
666
- const isLast = index === passes.length - 1;
667
- const target = isLast ? outputTarget : this.device.createRenderTarget({
668
- width: this.width,
669
- height: this.height,
670
- label: `renderer-postprocess-${pass.name}`,
671
- format: "rgba8",
672
- depth: false
673
- });
674
- if (target)
675
- ownedTargets.push(target);
676
- if (pass.name === "tone-mapping") {
677
- new ToneMappingPass({
678
- source: current,
679
- target,
680
- outputColorSpace: "srgb",
681
- ...pass.options
682
- }).execute({ device: this.device, width: this.width, height: this.height });
683
- }
684
- else if (pass.name === "bloom") {
685
- new BloomPass({
686
- source: current,
687
- target,
688
- ...pass.options
689
- }).execute({ device: this.device, width: this.width, height: this.height });
690
- }
691
- else if (pass.name === "fxaa") {
692
- new FXAAPass({
693
- source: current,
694
- target,
695
- ...pass.options
696
- }).execute({ device: this.device, width: this.width, height: this.height });
697
- }
698
- else {
699
- this.executePixelPostprocessPass(pass, current, target, forwardTarget);
700
- }
701
- if (target)
702
- current = target;
703
- }
704
- }
705
- executeFusedLdrPostprocess(current, passes, outputTarget, forceCpuDeterministic = false) {
706
- const nativeHdrBloom = isHdrRenderTarget(current) && passes[0]?.name === "bloom" && passes[1]?.name === "tone-mapping";
707
- if (nativeHdrBloom && (forceCpuDeterministic || !this.device.presentLdrPostprocess))
708
- return false;
709
- if (!canFuseLdrPostprocess(current, passes))
710
- return false;
711
- if (!forceCpuDeterministic && !this.device.presentLdrPostprocess && passes.some((pass) => pass.name === "depth-of-field" || pass.name === "motion-blur" || pass.name === "ssao" || pass.name === "ssr" || pass.name === "taa"))
712
- return false;
713
- // A caller that supplies its own `depth` array for depth-of-field/SSAO/SSR gets a plain
714
- // depth renderbuffer, because `postprocessRequiresDepthTexture` only requests a
715
- // sampleable depth texture when the renderer has to generate the depth itself. The
716
- // backend's fused path samples `depthTextureHandle` regardless and used to throw
717
- // `WEBGL_LDR_POSTPROCESS_DEPTH_REQUIRED`, failing the whole render rather than falling
718
- // back. Declining fusion here routes those passes through the per-pass CPU path, which
719
- // consumes the caller's depth directly and is the behaviour the options already imply.
720
- if (!forceCpuDeterministic && !current.depthTexture && passes.some((pass) => pass.name === "depth-of-field" || pass.name === "ssao" || pass.name === "ssr"))
721
- return false;
722
- if (!forceCpuDeterministic && this.device.presentLdrPostprocess) {
723
- this.device.presentLdrPostprocess(current, {
724
- passes: passes.map((pass) => ({
725
- name: pass.name,
726
- options: pass.options
727
- })),
728
- ...(outputTarget ? { outputTarget } : {}),
729
- toneMappingDefaults: { outputColorSpace: "srgb" }
730
- });
731
- return true;
732
- }
733
- this.device.setRenderTarget(current);
734
- const pixels = fusedLdrPostprocessPixels(this.device.readPixels(0, 0, current.width, current.height), current.width, current.height, passes, {
735
- mutateInput: true,
736
- scratch: this.fusedLdrPostprocessScratch,
737
- toneMappingDefaults: { outputColorSpace: "srgb" }
738
- });
739
- writePostProcessPixels(this.device, current, outputTarget, pixels);
740
- return true;
1370
+ return this.host.post.executePostprocess(postprocess, ownedTargets, outputTarget);
741
1371
  }
742
1372
  async executePostprocessAsync(postprocess, ownedTargets, outputTarget) {
743
- const forwardTarget = ownedTargets[0];
744
- let current = forwardTarget;
745
- if (!current) {
746
- throw new RenderDeviceError("Renderer postprocess missing forward render target", "POSTPROCESS_TARGET_MISSING");
747
- }
748
- const passes = createRendererPostprocessPasses(postprocess);
749
- if (passes.length === 0) {
750
- if (outputTarget) {
751
- this.device.setRenderTarget(current);
752
- writePostProcessPixels(this.device, current, outputTarget, await this.readRenderTargetPixelsAsync(current));
753
- }
754
- else {
755
- this.device.presentRenderTarget?.(current);
756
- }
757
- return;
758
- }
759
- if (await this.executeFusedLdrPostprocessAsync(current, passes, outputTarget, postprocess.execution === "cpu-deterministic"))
760
- return;
761
- for (let index = 0; index < passes.length; index += 1) {
762
- const pass = passes[index];
763
- const nextPass = passes[index + 1];
764
- if (pass.name === "bloom" && isHdrRenderTarget(current)) {
765
- if (nextPass?.name !== "tone-mapping") {
766
- throw new RenderDeviceError("Renderer HDR bloom requires tone mapping immediately after the float bloom pass.", "HDR_BLOOM_TONEMAPPING_REQUIRED", {
767
- source: current.label
768
- });
769
- }
770
- const isCombinedLast = index + 1 === passes.length - 1;
771
- const target = isCombinedLast ? outputTarget : this.device.createRenderTarget({
772
- width: this.width,
773
- height: this.height,
774
- label: "renderer-postprocess-tone-mapping",
775
- format: "rgba8",
776
- depth: false
777
- });
778
- if (target)
779
- ownedTargets.push(target);
780
- const bloomed = bloomFloatPixels(await this.readRenderTargetFloatPixelsAsync(current), current.width, current.height, pass.options);
781
- const mapped = toneMapFloatPixels(bloomed.pixels, current.width, current.height, {
782
- outputColorSpace: "srgb",
783
- ...nextPass.options
784
- });
785
- writePostProcessPixels(this.device, current, target, mapped.pixels);
786
- if (target)
787
- current = target;
788
- index += 1;
789
- continue;
790
- }
791
- const isLast = index === passes.length - 1;
792
- const target = isLast ? outputTarget : this.device.createRenderTarget({
793
- width: this.width,
794
- height: this.height,
795
- label: `renderer-postprocess-${pass.name}`,
796
- format: "rgba8",
797
- depth: false
798
- });
799
- if (target)
800
- ownedTargets.push(target);
801
- if (pass.name === "tone-mapping") {
802
- const mapped = isHdrRenderTarget(current)
803
- ? toneMapFloatPixels(await this.readRenderTargetFloatPixelsAsync(current), current.width, current.height, {
804
- outputColorSpace: "srgb",
805
- ...pass.options
806
- })
807
- : toneMapPixels(await this.readRenderTargetPixelsAsync(current), current.width, current.height, {
808
- outputColorSpace: "srgb",
809
- ...pass.options
810
- });
811
- writePostProcessPixels(this.device, current, target, mapped.pixels);
812
- }
813
- else if (pass.name === "bloom") {
814
- const bloomed = bloomPixels(await this.readRenderTargetPixelsAsync(current), current.width, current.height, pass.options);
815
- writePostProcessPixels(this.device, current, target, bloomed.pixels);
816
- }
817
- else if (pass.name === "fxaa") {
818
- const smoothed = fxaaPixels(await this.readRenderTargetPixelsAsync(current), current.width, current.height, pass.options);
819
- writePostProcessPixels(this.device, current, target, smoothed.pixels);
820
- }
821
- else {
822
- await this.executePixelPostprocessPassAsync(pass, current, target, forwardTarget);
823
- }
824
- if (target)
825
- current = target;
826
- }
827
- }
828
- async executeFusedLdrPostprocessAsync(current, passes, outputTarget, forceCpuDeterministic = false) {
829
- const nativeHdrBloom = isHdrRenderTarget(current) && passes[0]?.name === "bloom" && passes[1]?.name === "tone-mapping";
830
- if (nativeHdrBloom && (forceCpuDeterministic || !this.device.presentLdrPostprocess))
831
- return false;
832
- if (!canFuseLdrPostprocess(current, passes))
833
- return false;
834
- if (!forceCpuDeterministic && !this.device.presentLdrPostprocess && passes.some((pass) => pass.name === "depth-of-field" || pass.name === "motion-blur" || pass.name === "ssao" || pass.name === "ssr" || pass.name === "taa"))
835
- return false;
836
- // A caller that supplies its own `depth` array for depth-of-field/SSAO/SSR gets a plain
837
- // depth renderbuffer, because `postprocessRequiresDepthTexture` only requests a
838
- // sampleable depth texture when the renderer has to generate the depth itself. The
839
- // backend's fused path samples `depthTextureHandle` regardless and used to throw
840
- // `WEBGL_LDR_POSTPROCESS_DEPTH_REQUIRED`, failing the whole render rather than falling
841
- // back. Declining fusion here routes those passes through the per-pass CPU path, which
842
- // consumes the caller's depth directly and is the behaviour the options already imply.
843
- if (!forceCpuDeterministic && !current.depthTexture && passes.some((pass) => pass.name === "depth-of-field" || pass.name === "ssao" || pass.name === "ssr"))
844
- return false;
845
- if (!forceCpuDeterministic && this.device.presentLdrPostprocess) {
846
- this.device.presentLdrPostprocess(current, {
847
- passes: passes.map((pass) => ({
848
- name: pass.name,
849
- options: pass.options
850
- })),
851
- ...(outputTarget ? { outputTarget } : {}),
852
- toneMappingDefaults: { outputColorSpace: "srgb" }
853
- });
854
- return true;
855
- }
856
- const pixels = fusedLdrPostprocessPixels(await this.readRenderTargetPixelsAsync(current), current.width, current.height, passes, {
857
- mutateInput: true,
858
- scratch: this.fusedLdrPostprocessScratch,
859
- toneMappingDefaults: { outputColorSpace: "srgb" }
860
- });
861
- writePostProcessPixels(this.device, current, outputTarget, pixels);
862
- return true;
863
- }
864
- executePixelPostprocessPass(pass, source, target, forwardTarget) {
865
- this.device.setRenderTarget(source);
866
- const input = this.device.readPixels(0, 0, source.width, source.height);
867
- const rendererDepth = isDepthPostprocessPass(pass.name) && !postprocessPassHasDepth(pass.options)
868
- ? this.readRendererOwnedDepthTexture(forwardTarget)
869
- : undefined;
870
- const result = pass.name === "color-grade"
871
- ? colorGradePixels(input, source.width, source.height, pass.options).pixels
872
- : pass.name === "chromatic-aberration"
873
- ? chromaticAberrationPixels(input, source.width, source.height, pass.options).pixels
874
- : pass.name === "film-grain"
875
- ? filmGrainPixels(input, source.width, source.height, pass.options).pixels
876
- : pass.name === "depth-of-field"
877
- ? depthOfFieldPixels(input, source.width, source.height, withRendererDepth(pass.options, rendererDepth)).pixels
878
- : pass.name === "volumetric-light"
879
- ? volumetricLightPixels(input, source.width, source.height, withRendererDepth(pass.options, rendererDepth)).pixels
880
- : pass.name === "motion-blur"
881
- ? motionBlurPixels(input, source.width, source.height, pass.options).pixels
882
- : pass.name === "contact-shadow"
883
- ? contactShadowPixels(input, source.width, source.height, withRendererDepth(pass.options, rendererDepth)).pixels
884
- : pass.name === "ssao"
885
- ? ssaoPixels(input, source.width, source.height, withRendererDepth(pass.options, rendererDepth)).pixels
886
- : pass.name === "ssr"
887
- ? ssrPixels(input, source.width, source.height, withRendererDepth(pass.options, rendererDepth)).pixels
888
- : pass.name === "taa"
889
- ? taaPixels(input, source.width, source.height, pass.options).pixels
890
- : pass.name === "outline"
891
- ? outlinePixels(input, source.width, source.height, pass.options).pixels
892
- : undefined;
893
- if (!result) {
894
- throw new RenderDeviceError("Renderer postprocess pass is outside the supported renderer pass catalog", "POSTPROCESS_PASS_UNKNOWN", {
895
- pass: pass.name
896
- });
897
- }
898
- writePostProcessPixels(this.device, source, target, result);
899
- }
900
- async executePixelPostprocessPassAsync(pass, source, target, forwardTarget) {
901
- const input = await this.readRenderTargetPixelsAsync(source);
902
- const rendererDepth = isDepthPostprocessPass(pass.name) && !postprocessPassHasDepth(pass.options)
903
- ? this.readRendererOwnedDepthTexture(forwardTarget)
904
- : undefined;
905
- const result = pass.name === "color-grade"
906
- ? colorGradePixels(input, source.width, source.height, pass.options).pixels
907
- : pass.name === "chromatic-aberration"
908
- ? chromaticAberrationPixels(input, source.width, source.height, pass.options).pixels
909
- : pass.name === "film-grain"
910
- ? filmGrainPixels(input, source.width, source.height, pass.options).pixels
911
- : pass.name === "depth-of-field"
912
- ? depthOfFieldPixels(input, source.width, source.height, withRendererDepth(pass.options, rendererDepth)).pixels
913
- : pass.name === "volumetric-light"
914
- ? volumetricLightPixels(input, source.width, source.height, withRendererDepth(pass.options, rendererDepth)).pixels
915
- : pass.name === "motion-blur"
916
- ? motionBlurPixels(input, source.width, source.height, pass.options).pixels
917
- : pass.name === "contact-shadow"
918
- ? contactShadowPixels(input, source.width, source.height, withRendererDepth(pass.options, rendererDepth)).pixels
919
- : pass.name === "ssao"
920
- ? ssaoPixels(input, source.width, source.height, withRendererDepth(pass.options, rendererDepth)).pixels
921
- : pass.name === "ssr"
922
- ? ssrPixels(input, source.width, source.height, withRendererDepth(pass.options, rendererDepth)).pixels
923
- : pass.name === "taa"
924
- ? taaPixels(input, source.width, source.height, pass.options).pixels
925
- : pass.name === "outline"
926
- ? outlinePixels(input, source.width, source.height, pass.options).pixels
927
- : undefined;
928
- if (!result) {
929
- throw new RenderDeviceError("Renderer postprocess pass is outside the supported renderer pass catalog", "POSTPROCESS_PASS_UNKNOWN", {
930
- pass: pass.name
931
- });
932
- }
933
- writePostProcessPixels(this.device, source, target, result);
934
- }
935
- async readRenderTargetPixelsAsync(target) {
936
- this.device.setRenderTarget(target);
937
- if (this.device.readPixelsAsync && target.colorTexture.format === "rgba8") {
938
- return this.device.readPixelsAsync(0, 0, target.width, target.height);
939
- }
940
- return this.device.readPixels(0, 0, target.width, target.height);
941
- }
942
- async readRenderTargetFloatPixelsAsync(target) {
943
- this.device.setRenderTarget(target);
944
- if (this.device.readFloatPixelsAsync && isHdrRenderTarget(target)) {
945
- return this.device.readFloatPixelsAsync(0, 0, target.width, target.height);
946
- }
947
- return this.device.readFloatPixels(0, 0, target.width, target.height);
948
- }
949
- readRendererOwnedDepthTexture(forwardTarget) {
950
- if (!forwardTarget.depthTexture) {
951
- throw new RenderDeviceError("Renderer-owned depth postprocess requires the forward target to expose a depth texture.", "POSTPROCESS_DEPTH_TARGET_MISSING", {
952
- renderTarget: forwardTarget.label
953
- });
954
- }
955
- if (!this.device.readDepthPixels) {
956
- throw new RenderDeviceError("Renderer-owned depth postprocess requires backend depth readback.", "DEPTH_READBACK_UNSUPPORTED", {
957
- backend: this.device.kind
958
- });
959
- }
960
- this.device.setRenderTarget(forwardTarget);
961
- return createDepthTextureBinding({
962
- label: forwardTarget.depthTexture.label,
963
- width: forwardTarget.width,
964
- height: forwardTarget.height,
965
- data: this.device.readDepthPixels(0, 0, forwardTarget.width, forwardTarget.height)
966
- });
1373
+ return this.host.post.executePostprocessAsync(postprocess, ownedTargets, outputTarget);
967
1374
  }
968
1375
  executeRendererShadowMap(options) {
969
- if (!options.shadowOptions || options.shadowOptions.enabled === false) {
970
- return undefined;
971
- }
972
- if (!this.device.info.capabilities?.includes("render-targets")) {
973
- throw new RenderDeviceError("Renderer-owned shadows require render targets", "SHADOW_RENDER_TARGET_UNSUPPORTED", {
974
- backend: this.device.kind
975
- });
976
- }
977
- const light = options.shadowOptions.light ?? firstShadowCastingLight(options.source, options.lights);
978
- if (light instanceof PointLight) {
979
- return this.executeRendererPointShadowMap({
980
- shadowOptions: options.shadowOptions,
981
- items: options.items,
982
- ownedTargets: options.ownedTargets,
983
- ownedShadowPasses: options.ownedShadowPasses,
984
- light
985
- });
986
- }
987
- if (light && !(light instanceof DirectionalLight) && !(light instanceof SpotLight)) {
988
- throw new RenderDeviceError("Renderer-owned shadow maps require directional, spot, or point lights.", "SHADOW_LIGHT_TYPE_UNSUPPORTED", {
989
- lightName: light.name,
990
- lightType: light.constructor.name
991
- });
992
- }
993
- if (light instanceof DirectionalLight
994
- && options.camera instanceof PerspectiveCamera
995
- && (options.shadowOptions.cascadeCount ?? 1) > 1) {
996
- return this.executeRendererCascadedShadowMap({
997
- shadowOptions: options.shadowOptions,
998
- items: options.items,
999
- ownedShadowPasses: options.ownedShadowPasses,
1000
- light,
1001
- camera: options.camera
1002
- });
1003
- }
1004
- const lightMatrix = options.shadowOptions.lightMatrix
1005
- ? toMat4(options.shadowOptions.lightMatrix, "shadow.lightMatrix")
1006
- : createRendererOwnedShadowMatrix(light, options.items, firstShadowCastingCollectedLight(options.lights));
1007
- const shadowMap = new ShadowMap({
1008
- size: options.shadowOptions.size,
1009
- bias: options.shadowOptions.bias,
1010
- filter: options.shadowOptions.filter,
1011
- pcfRadius: options.shadowOptions.pcfRadius,
1012
- pcfSamples: options.shadowOptions.pcfSamples,
1013
- pcfDistribution: options.shadowOptions.pcfDistribution,
1014
- label: options.shadowOptions.label ?? "renderer-shadow-map"
1015
- });
1016
- const shadowPass = new ShadowPass({
1017
- light,
1018
- casters: options.items,
1019
- shadowMap,
1020
- viewProjectionMatrix: lightMatrix,
1021
- shaderLibrary: this.shaderLibrary,
1022
- renderTarget: this.ensureShadowDepthTarget(shadowMap.size)
1023
- });
1024
- options.ownedShadowPasses.push(shadowPass);
1025
- const result = shadowPass.execute({ device: this.device, width: this.width, height: this.height });
1026
- if (!result.rendered) {
1027
- if (result.reason === "no-light" || result.reason === "light-disabled" || result.reason === "not-shadow-casting") {
1028
- throw new RenderDeviceError("Renderer-owned shadows require an enabled shadow-casting light.", "SHADOW_LIGHT_REQUIRED", {
1029
- reason: result.reason
1030
- });
1031
- }
1032
- return undefined;
1033
- }
1034
- return shadowPass.getForwardShadowMap({
1035
- lightMatrix,
1036
- strength: options.shadowOptions.strength,
1037
- slopeBias: options.shadowOptions.slopeBias,
1038
- texelSize: options.shadowOptions.texelSize,
1039
- bias: options.shadowOptions.bias,
1040
- filterKernel: options.shadowOptions.filterKernel
1041
- }) ?? undefined;
1042
- }
1043
- executeRendererCascadedShadowMap(options) {
1044
- const cascadeCount = options.shadowOptions.cascadeCount ?? 4;
1045
- if (!Number.isInteger(cascadeCount) || cascadeCount < 2 || cascadeCount > 4) {
1046
- throw new RenderDeviceError("Renderer cascadeCount must be an integer in [2, 4].", "SHADOW_CASCADE_CONTRACT", { cascadeCount });
1047
- }
1048
- options.camera.transform.updateWorld(undefined, true);
1049
- const position = cameraWorldPosition(options.camera);
1050
- const world = options.camera.transform.worldMatrix;
1051
- const target = [
1052
- position[0] - (world[8] ?? 0),
1053
- position[1] - (world[9] ?? 0),
1054
- position[2] - (world[10] ?? 1)
1055
- ];
1056
- const cascades = new CascadedShadowMaps({
1057
- cascadeCount,
1058
- near: options.camera.near,
1059
- far: options.camera.far,
1060
- lambda: options.shadowOptions.cascadeLambda ?? 0.6,
1061
- size: options.shadowOptions.size,
1062
- bias: options.shadowOptions.bias,
1063
- filter: options.shadowOptions.filter,
1064
- pcfRadius: options.shadowOptions.pcfRadius,
1065
- pcfSamples: options.shadowOptions.pcfSamples,
1066
- label: options.shadowOptions.label ?? "renderer-csm"
1067
- });
1068
- const fits = cascades.computeStableCameraFits({
1069
- camera: {
1070
- position,
1071
- target,
1072
- fovYRadians: options.camera.fovYRadians,
1073
- aspect: options.camera.aspect
1074
- },
1075
- lightDirection: options.light.getDirection(),
1076
- casters: [],
1077
- receivers: [],
1078
- padding: options.shadowOptions.cascadePadding ?? 0.25,
1079
- stabilize: options.shadowOptions.stabilize !== false
1080
- });
1081
- const lightMatrices = fits.map(shadowCameraFitViewProjectionMatrix);
1082
- const cascadePass = new CascadedShadowPass({
1083
- light: options.light,
1084
- casters: options.items,
1085
- cascades,
1086
- viewProjectionMatrices: lightMatrices,
1087
- shaderLibrary: this.shaderLibrary
1088
- });
1089
- const result = cascadePass.execute({ device: this.device, width: this.width, height: this.height });
1090
- options.ownedShadowPasses.push(cascadePass);
1091
- if (!result.rendered)
1092
- return undefined;
1093
- const maps = cascadePass.getForwardShadowMaps({
1094
- lightMatrices,
1095
- strength: options.shadowOptions.strength,
1096
- slopeBias: options.shadowOptions.slopeBias,
1097
- texelSize: options.shadowOptions.texelSize,
1098
- bias: options.shadowOptions.bias,
1099
- filterKernel: options.shadowOptions.filterKernel
1100
- });
1101
- const first = maps[0];
1102
- if (!first || maps.length !== result.cascades.length)
1103
- return undefined;
1104
- return {
1105
- ...first,
1106
- cascades: result.cascades.map((cascade, index) => ({
1107
- index: cascade.index,
1108
- near: cascade.split.near,
1109
- far: cascade.split.far,
1110
- shadowMap: maps[index]
1111
- }))
1112
- };
1113
- }
1114
- executeRendererPointShadowMap(options) {
1115
- if (!this.device.writeRenderTargetPixels) {
1116
- throw new RenderDeviceError("Renderer-owned point shadows require render-target pixel upload for the point-light atlas.", "POINT_SHADOW_ATLAS_UPLOAD_UNSUPPORTED", {
1117
- backend: this.device.kind
1118
- });
1119
- }
1120
- options.light.transform.updateWorld(undefined, true);
1121
- const size = options.shadowOptions.size ?? 512;
1122
- const faceMatrices = createPointShadowFaceMatrices(options.light);
1123
- const faceRects = createPointShadowFaceRects();
1124
- const shadowMapOptions = {
1125
- size,
1126
- bias: options.shadowOptions.bias,
1127
- filter: options.shadowOptions.filter,
1128
- pcfRadius: options.shadowOptions.pcfRadius,
1129
- pcfSamples: options.shadowOptions.pcfSamples,
1130
- pcfDistribution: options.shadowOptions.pcfDistribution
1131
- };
1132
- const atlasPixels = new Uint8Array(size * 3 * size * 2 * 4);
1133
- for (let face = 0; face < 6; face += 1) {
1134
- const faceMatrix = faceMatrices.slice(face * 16, face * 16 + 16);
1135
- const shadowPass = new ShadowPass({
1136
- light: options.light,
1137
- casters: options.items,
1138
- shadowMap: new ShadowMap({ ...shadowMapOptions, label: `${options.shadowOptions.label ?? "renderer-point-shadow"}-face-${face}` }),
1139
- viewProjectionMatrix: faceMatrix,
1140
- shaderLibrary: this.shaderLibrary
1141
- });
1142
- options.ownedShadowPasses.push(shadowPass);
1143
- const result = shadowPass.execute({ device: this.device, width: this.width, height: this.height });
1144
- if (!result.rendered) {
1145
- return undefined;
1146
- }
1147
- const target = shadowPass.getRenderTarget();
1148
- if (!target) {
1149
- throw new RenderDeviceError("Renderer-owned point shadow face did not expose a render target.", "POINT_SHADOW_FACE_TARGET_MISSING", { face });
1150
- }
1151
- const facePixels = readShadowFacePixels(this.device, target);
1152
- blitPointShadowFace(atlasPixels, size * 3, size * 2, facePixels, size, faceRects, face);
1153
- }
1154
- const atlasTarget = this.device.createRenderTarget({
1155
- width: size * 3,
1156
- height: size * 2,
1157
- label: `${options.shadowOptions.label ?? "renderer-point-shadow"}-atlas`,
1158
- format: "rgba8",
1159
- depth: false
1160
- });
1161
- options.ownedTargets.push(atlasTarget);
1162
- this.device.writeRenderTargetPixels(atlasTarget, atlasPixels);
1163
- const texture = new TextureBinding({
1164
- name: "u_pointShadowMapTexture",
1165
- texture: atlasTarget.colorTexture,
1166
- sampler: new Sampler({ minFilter: "nearest", magFilter: "nearest", addressU: "clamp-to-edge", addressV: "clamp-to-edge" }),
1167
- required: true
1168
- });
1169
- return {
1170
- texture: new TextureBinding({
1171
- name: "u_shadowMapTexture",
1172
- texture: atlasTarget.colorTexture,
1173
- sampler: new Sampler({ minFilter: "nearest", magFilter: "nearest", addressU: "clamp-to-edge", addressV: "clamp-to-edge" }),
1174
- required: true
1175
- }),
1176
- lightMatrix: identityMat4(),
1177
- strength: options.shadowOptions.strength,
1178
- slopeBias: options.shadowOptions.slopeBias,
1179
- texelSize: options.shadowOptions.texelSize,
1180
- bias: options.shadowOptions.bias,
1181
- filterKernel: options.shadowOptions.filterKernel,
1182
- pointLight: {
1183
- texture,
1184
- lightPosition: [options.light.transform.worldMatrix[12], options.light.transform.worldMatrix[13], options.light.transform.worldMatrix[14]],
1185
- range: options.light.range,
1186
- faceMatrices,
1187
- faceRects,
1188
- strength: options.shadowOptions.strength,
1189
- slopeBias: options.shadowOptions.slopeBias,
1190
- texelSize: [1 / Math.max(1, size * 3), 1 / Math.max(1, size * 2)],
1191
- bias: options.shadowOptions.bias,
1192
- filterKernel: options.shadowOptions.filterKernel
1193
- }
1194
- };
1376
+ return this.host.shadows.executeRendererShadowMap(options);
1195
1377
  }
1196
1378
  }
1197
1379
  export function pickSceneRenderables(source, ray, options = {}) {
@@ -1352,28 +1534,6 @@ function inferInitialCanvasDimension(canvas, axis) {
1352
1534
  const displaySize = Math.round(cssSize * dpr);
1353
1535
  return Math.max(1, displaySize || (axis === "width" ? canvas.width : canvas.height) || 1);
1354
1536
  }
1355
- function collectEnvironmentLighting(source) {
1356
- if (source instanceof Scene || isIterable(source))
1357
- return undefined;
1358
- if (source.environmentLighting === false)
1359
- return cloneEnvironmentLighting(DISABLED_RENDERER_ENVIRONMENT_LIGHTING);
1360
- if (source.environmentLighting)
1361
- return source.environmentLighting;
1362
- return cloneEnvironmentLighting(DEFAULT_RENDERER_ENVIRONMENT_LIGHTING);
1363
- }
1364
- function collectEnvironmentBackground(source) {
1365
- if (source instanceof Scene || isIterable(source) || source.environmentBackground === false)
1366
- return undefined;
1367
- return source.environmentBackground;
1368
- }
1369
- function collectEnvironmentFog(source) {
1370
- if (source instanceof Scene || isIterable(source))
1371
- return undefined;
1372
- return source.environmentFog;
1373
- }
1374
- function collectForwardShadowMap(source) {
1375
- return source instanceof Scene || isIterable(source) ? undefined : source.shadowMap;
1376
- }
1377
1537
  function collectRenderTarget(source) {
1378
1538
  return source instanceof Scene || isIterable(source) ? undefined : source.renderTarget;
1379
1539
  }
@@ -1395,206 +1555,6 @@ function validateExplicitRenderTarget(target, width, height) {
1395
1555
  });
1396
1556
  }
1397
1557
  }
1398
- function collectRendererShadowOptions(source) {
1399
- if (source instanceof Scene || isIterable(source))
1400
- return undefined;
1401
- if (source.shadow === true)
1402
- return {};
1403
- if (!source.shadow)
1404
- return undefined;
1405
- return source.shadow;
1406
- }
1407
- function firstShadowCastingLight(source, lights) {
1408
- const explicit = lights.find((light) => light.castsShadow && light.source.visible)?.source;
1409
- if (explicit)
1410
- return explicit;
1411
- const scene = sceneFromSource(source);
1412
- return scene?.collectLights().find((light) => light.visible && light.castsShadow) ?? null;
1413
- }
1414
- function firstShadowCastingCollectedLight(lights) {
1415
- return lights.find((light) => light.castsShadow && light.source.visible);
1416
- }
1417
- function lightDirectionFromLight(light) {
1418
- if (!light)
1419
- return [0, -1, -1];
1420
- const direction = light instanceof DirectionalLight ? light.getDirection() : undefined;
1421
- return normalizeVec3([
1422
- Number(direction?.[0] ?? 0),
1423
- Number(direction?.[1] ?? -1),
1424
- Number(direction?.[2] ?? -1)
1425
- ]);
1426
- }
1427
- function createRendererOwnedShadowMatrix(light, items, collectedLight) {
1428
- if (light instanceof SpotLight) {
1429
- light.transform.updateWorld(undefined, true);
1430
- const near = 0.01;
1431
- const far = Math.max(near + 0.01, light.range);
1432
- const projectionMatrix = perspectiveMat4(light.angle * 2, 1, near, far);
1433
- return multiplyMat4(projectionMatrix, light.transform.inverseWorldMatrix);
1434
- }
1435
- return createDirectionalShadowMatrix(items, collectedLight?.direction ?? lightDirectionFromLight(light));
1436
- }
1437
- function createPointShadowFaceMatrices(light) {
1438
- light.transform.updateWorld(undefined, true);
1439
- const position = [
1440
- light.transform.worldMatrix[12],
1441
- light.transform.worldMatrix[13],
1442
- light.transform.worldMatrix[14]
1443
- ];
1444
- const projection = perspectiveMat4(Math.PI / 2, 1, 0.01, Math.max(0.02, light.range));
1445
- const faces = [
1446
- { direction: [1, 0, 0], up: [0, -1, 0] },
1447
- { direction: [-1, 0, 0], up: [0, -1, 0] },
1448
- { direction: [0, 1, 0], up: [0, 0, 1] },
1449
- { direction: [0, -1, 0], up: [0, 0, -1] },
1450
- { direction: [0, 0, 1], up: [0, -1, 0] },
1451
- { direction: [0, 0, -1], up: [0, -1, 0] }
1452
- ];
1453
- const matrices = new Float32Array(6 * 16);
1454
- for (const [index, face] of faces.entries()) {
1455
- const view = lookAtMatrix(position, addVec3(position, face.direction), face.up);
1456
- matrices.set(multiplyMat4(projection, view), index * 16);
1457
- }
1458
- return matrices;
1459
- }
1460
- function createPointShadowFaceRects() {
1461
- const rects = new Float32Array(6 * 4);
1462
- for (let face = 0; face < 6; face += 1) {
1463
- const column = face % 3;
1464
- const row = Math.floor(face / 3);
1465
- rects.set([column / 3, row / 2, 1 / 3, 1 / 2], face * 4);
1466
- }
1467
- return rects;
1468
- }
1469
- function readShadowFacePixels(device, target) {
1470
- device.setRenderTarget(target);
1471
- if (target.depthTexture && device.readDepthPixels) {
1472
- const depth = device.readDepthPixels(0, 0, target.width, target.height);
1473
- const pixels = new Uint8Array(target.width * target.height * 4);
1474
- for (let index = 0; index < depth.length; index += 1) {
1475
- const byte = Math.max(0, Math.min(255, Math.round((depth[index] ?? 1) * 255)));
1476
- const offset = index * 4;
1477
- pixels[offset] = byte;
1478
- pixels[offset + 1] = byte;
1479
- pixels[offset + 2] = byte;
1480
- pixels[offset + 3] = 255;
1481
- }
1482
- return pixels;
1483
- }
1484
- return device.readPixels(0, 0, target.width, target.height);
1485
- }
1486
- function blitPointShadowFace(atlasPixels, atlasWidth, atlasHeight, facePixels, faceSize, faceRects, face) {
1487
- const rectOffset = face * 4;
1488
- const destX = Math.round((faceRects[rectOffset] ?? 0) * atlasWidth);
1489
- const destY = Math.round((faceRects[rectOffset + 1] ?? 0) * atlasHeight);
1490
- for (let row = 0; row < faceSize; row += 1) {
1491
- const sourceOffset = row * faceSize * 4;
1492
- const targetOffset = ((destY + row) * atlasWidth + destX) * 4;
1493
- atlasPixels.set(facePixels.subarray(sourceOffset, sourceOffset + faceSize * 4), targetOffset);
1494
- }
1495
- }
1496
- function lookAtMatrix(eye, target, up) {
1497
- const forward = normalizeVec3(subtractVec3(target, eye));
1498
- const right = normalizeVec3(crossVec3(forward, up));
1499
- const correctedUp = crossVec3(right, forward);
1500
- return [
1501
- right[0], correctedUp[0], -forward[0], 0,
1502
- right[1], correctedUp[1], -forward[1], 0,
1503
- right[2], correctedUp[2], -forward[2], 0,
1504
- -dotVec3(right, eye), -dotVec3(correctedUp, eye), dotVec3(forward, eye), 1
1505
- ];
1506
- }
1507
- function createDirectionalShadowMatrix(items, lightDirection) {
1508
- const bounds = collectShadowCoverageBounds(items);
1509
- if (!bounds || bounds.isEmpty()) {
1510
- return identityMat4();
1511
- }
1512
- const basis = directionalLightBasis(lightDirection);
1513
- const points = boundsCorners(bounds).map((point) => projectPointToLightSpace(point, basis));
1514
- const lightBounds = boundsFromVec3(points);
1515
- const width = Math.max(0.01, lightBounds.max[0] - lightBounds.min[0]);
1516
- const height = Math.max(0.01, lightBounds.max[1] - lightBounds.min[1]);
1517
- const depth = Math.max(0.01, lightBounds.max[2] - lightBounds.min[2]);
1518
- const padding = Math.max(width, height, depth) * 0.08 + 0.05;
1519
- const viewMatrix = lightViewMatrix(basis);
1520
- const projectionMatrix = orthographicMat4(lightBounds.min[0] - padding, lightBounds.max[0] + padding, lightBounds.min[1] - padding, lightBounds.max[1] + padding, lightBounds.min[2] - padding, lightBounds.max[2] + padding);
1521
- return multiplyMat4(projectionMatrix, viewMatrix);
1522
- }
1523
- function directionalLightBasis(lightDirection) {
1524
- const forward = normalizeVec3(scaleVec3(normalizeVec3(lightDirection), -1));
1525
- const fallbackUp = Math.abs(forward[1]) > 0.94 ? [0, 0, 1] : [0, 1, 0];
1526
- const right = normalizeVec3(crossVec3(fallbackUp, forward));
1527
- const up = normalizeVec3(crossVec3(forward, right));
1528
- return { right, up, forward };
1529
- }
1530
- function lightViewMatrix(basis) {
1531
- return [
1532
- basis.right[0], basis.up[0], basis.forward[0], 0,
1533
- basis.right[1], basis.up[1], basis.forward[1], 0,
1534
- basis.right[2], basis.up[2], basis.forward[2], 0,
1535
- 0, 0, 0, 1
1536
- ];
1537
- }
1538
- function projectPointToLightSpace(point, basis) {
1539
- return [dotVec3(point, basis.right), dotVec3(point, basis.up), dotVec3(point, basis.forward)];
1540
- }
1541
- function boundsCorners(bounds) {
1542
- return [
1543
- [bounds.min[0], bounds.min[1], bounds.min[2]],
1544
- [bounds.max[0], bounds.min[1], bounds.min[2]],
1545
- [bounds.min[0], bounds.max[1], bounds.min[2]],
1546
- [bounds.min[0], bounds.min[1], bounds.max[2]],
1547
- [bounds.max[0], bounds.max[1], bounds.min[2]],
1548
- [bounds.max[0], bounds.min[1], bounds.max[2]],
1549
- [bounds.min[0], bounds.max[1], bounds.max[2]],
1550
- [bounds.max[0], bounds.max[1], bounds.max[2]]
1551
- ];
1552
- }
1553
- function boundsFromVec3(points) {
1554
- const min = [Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY];
1555
- const max = [Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY];
1556
- for (const point of points) {
1557
- for (let axis = 0; axis < 3; axis += 1) {
1558
- min[axis] = Math.min(min[axis], point[axis]);
1559
- max[axis] = Math.max(max[axis], point[axis]);
1560
- }
1561
- }
1562
- return { min, max };
1563
- }
1564
- function normalizeVec3(value) {
1565
- const length = Math.hypot(value[0], value[1], value[2]);
1566
- if (!Number.isFinite(length) || length <= 1e-8)
1567
- return [0, -1 / Math.SQRT2, -1 / Math.SQRT2];
1568
- return [value[0] / length, value[1] / length, value[2] / length];
1569
- }
1570
- function scaleVec3(value, amount) {
1571
- return [value[0] * amount, value[1] * amount, value[2] * amount];
1572
- }
1573
- function addVec3(left, right) {
1574
- return [left[0] + right[0], left[1] + right[1], left[2] + right[2]];
1575
- }
1576
- function subtractVec3(left, right) {
1577
- return [left[0] - right[0], left[1] - right[1], left[2] - right[2]];
1578
- }
1579
- function crossVec3(left, right) {
1580
- return [
1581
- left[1] * right[2] - left[2] * right[1],
1582
- left[2] * right[0] - left[0] * right[2],
1583
- left[0] * right[1] - left[1] * right[0]
1584
- ];
1585
- }
1586
- function dotVec3(left, right) {
1587
- return left[0] * right[0] + left[1] * right[1] + left[2] * right[2];
1588
- }
1589
- function collectPostprocess(source) {
1590
- if (source instanceof Scene || isIterable(source))
1591
- return undefined;
1592
- if (source.postprocess === true)
1593
- return {};
1594
- if (!source.postprocess)
1595
- return undefined;
1596
- return source.postprocess;
1597
- }
1598
1558
  function normalizeRendererInput(sourceOrInput, camera) {
1599
1559
  if (isRendererInput(sourceOrInput)) {
1600
1560
  return { source: sourceOrInput.source, camera: camera ?? sourceOrInput.camera };
@@ -1618,63 +1578,6 @@ function collectCameraPolicy(source) {
1618
1578
  return "auto-frame";
1619
1579
  return "identity";
1620
1580
  }
1621
- function postprocessRequiresDepthTexture(postprocess) {
1622
- return Boolean((postprocess.volumetricLight && !postprocess.volumetricLight.depth) ||
1623
- (postprocess.depthOfField && !postprocess.depthOfField.depth) ||
1624
- (postprocess.contactShadow && !postprocess.contactShadow.depth) ||
1625
- (postprocess.ssao && !postprocess.ssao.depth) ||
1626
- (postprocess.ssr && !postprocess.ssr.depth));
1627
- }
1628
- function canFuseLdrPostprocess(source, passes) {
1629
- const sourceIsHdr = isHdrRenderTarget(source);
1630
- return passes.length > 0
1631
- && (!sourceIsHdr || passes[0]?.name === "tone-mapping" || (passes[0]?.name === "bloom" && passes[1]?.name === "tone-mapping"))
1632
- && passes.every((pass) => pass.name === "bloom" || pass.name === "tone-mapping" || pass.name === "color-grade" || pass.name === "depth-of-field" || pass.name === "motion-blur" || pass.name === "ssao" || pass.name === "ssr" || pass.name === "taa" || pass.name === "outline" || pass.name === "fxaa")
1633
- && passes.every((pass, index) => {
1634
- const previousRank = index === 0 ? -1 : ldrFusionPassRank(passes[index - 1].name);
1635
- return ldrFusionPassRank(pass.name) >= previousRank;
1636
- });
1637
- }
1638
- function ldrFusionPassRank(name) {
1639
- if (name === "bloom")
1640
- return -1;
1641
- if (name === "tone-mapping")
1642
- return 0;
1643
- if (name === "color-grade")
1644
- return 1;
1645
- if (name === "depth-of-field")
1646
- return 2;
1647
- if (name === "motion-blur")
1648
- return 3;
1649
- if (name === "ssao")
1650
- return 4;
1651
- if (name === "ssr")
1652
- return 5;
1653
- if (name === "taa")
1654
- return 6;
1655
- if (name === "outline")
1656
- return 7;
1657
- if (name === "fxaa")
1658
- return 8;
1659
- return Number.POSITIVE_INFINITY;
1660
- }
1661
- function isDepthPostprocessPass(name) {
1662
- return name === "volumetric-light" || name === "depth-of-field" || name === "contact-shadow" || name === "ssao" || name === "ssr";
1663
- }
1664
- function postprocessPassHasDepth(options) {
1665
- return typeof options === "object" && options !== null && "depth" in options && Boolean(options.depth);
1666
- }
1667
- function withRendererDepth(options, depth) {
1668
- return depth && !options.depth ? { ...options, depth } : options;
1669
- }
1670
- function defaultPostprocessTargetFormat(device, postprocess) {
1671
- if (postprocess.toneMapping === false)
1672
- return "rgba8";
1673
- return device.info.capabilities?.includes("hdr-render-targets") ? "rgba16f" : "rgba8";
1674
- }
1675
- function isHdrRenderTarget(target) {
1676
- return target.colorTexture.format === "rgba16f" || target.colorTexture.format === "rgba32f";
1677
- }
1678
1581
  function collectSourceCameraPosition(source) {
1679
1582
  if (source instanceof Scene || isIterable(source))
1680
1583
  return undefined;
@@ -1691,21 +1594,28 @@ function collectSourceCameraPosition(source) {
1691
1594
  export function collectRenderItems(source, cameraViewProjection, camera) {
1692
1595
  return collectRenderItemsWithDiagnostics(source, cameraViewProjection, camera).items;
1693
1596
  }
1694
- function collectRenderItemsWithDiagnostics(source, cameraViewProjection, camera) {
1597
+ function collectRenderItemsWithDiagnostics(source, cameraViewProjection, camera, keepCulledShadowCasters = false) {
1695
1598
  const diagnostics = createRenderCollectionDiagnostics();
1599
+ // 02-S5 (A3D_QR_LIGHTING): frustum-culled items that still cast. A caster
1600
+ // outside the view (a pole behind the camera under a low sun) must reach
1601
+ // the shadow pass. Flag-off collects nothing extra.
1602
+ const culledShadowCasters = keepCulledShadowCasters ? [] : undefined;
1696
1603
  if (isIterable(source)) {
1697
1604
  const items = applyViewProjection([...source], cameraViewProjection);
1698
1605
  diagnostics.submittedObjects += items.length;
1699
1606
  diagnostics.visibleObjects += items.length;
1700
- return { items, diagnostics };
1607
+ return { items, diagnostics, culledShadowCasters: culledShadowCasters ?? [] };
1701
1608
  }
1702
1609
  if (source instanceof Scene) {
1703
- const items = collectSceneRenderItems(source, {}, cameraViewProjection, camera, diagnostics);
1704
- return { items, diagnostics };
1610
+ const items = collectSceneRenderItems(source, {}, cameraViewProjection, camera, diagnostics, culledShadowCasters);
1611
+ return { items, diagnostics, culledShadowCasters: culledShadowCasters ?? [], ...(camera ? { cullingFrustum: camera.frustum } : {}) };
1705
1612
  }
1706
1613
  const items = [];
1614
+ let cullingFrustum;
1707
1615
  if (source.scene) {
1708
- items.push(...collectSceneRenderItems(source.scene, source, cameraViewProjection, source.frustumCulling === false ? undefined : camera, diagnostics));
1616
+ if (source.frustumCulling !== false && camera)
1617
+ cullingFrustum = camera.frustum;
1618
+ items.push(...collectSceneRenderItems(source.scene, source, cameraViewProjection, source.frustumCulling === false ? undefined : camera, diagnostics, culledShadowCasters));
1709
1619
  }
1710
1620
  const explicitItems = [];
1711
1621
  if (source.collectRenderItems) {
@@ -1715,193 +1625,16 @@ function collectRenderItemsWithDiagnostics(source, cameraViewProjection, camera)
1715
1625
  explicitItems.push(...source.renderItems);
1716
1626
  }
1717
1627
  if (explicitItems.length > 0) {
1718
- const cullingFrustum = explicitCullingFrustum(source, cameraViewProjection, camera);
1719
- const visibleItems = cullExplicitRenderItems(explicitItems, cullingFrustum, diagnostics);
1628
+ const explicitFrustum = explicitCullingFrustum(source, cameraViewProjection, camera);
1629
+ cullingFrustum ??= explicitFrustum;
1630
+ const visibleItems = cullExplicitRenderItems(explicitItems, explicitFrustum, diagnostics, culledShadowCasters);
1720
1631
  const optimizedItems = applyRendererOwnedStaticBatching(source, applyRendererOwnedStaticMeshConsolidation(source, visibleItems));
1721
1632
  const projectedItems = applyViewProjection(optimizedItems, cameraViewProjection);
1722
1633
  items.push(...projectedItems);
1723
1634
  }
1724
- return { items, diagnostics };
1725
- }
1726
- function explicitCullingFrustum(source, cameraViewProjection, camera) {
1727
- // Explicit render-item sources were historically never culled, so culling
1728
- // stays opt-in: only an explicit `frustumCulling: true` turns it on.
1729
- if (source.frustumCulling !== true)
1730
- return undefined;
1731
- if (camera)
1732
- return camera.frustum;
1733
- if (!cameraViewProjection)
1734
- return undefined;
1735
- return Frustum.fromMatrix(toMathMat4(cameraViewProjection));
1736
- }
1737
- function cullExplicitRenderItems(items, frustum, diagnostics) {
1738
- if (!frustum) {
1739
- diagnostics.submittedObjects += items.length;
1740
- diagnostics.visibleObjects += items.length;
1741
- return items;
1742
- }
1743
- const visible = [];
1744
- for (const item of items) {
1745
- diagnostics.submittedObjects += 1;
1746
- if (!isFrustumCullableRenderItem(item)) {
1747
- diagnostics.visibleObjects += 1;
1748
- visible.push(item);
1749
- continue;
1750
- }
1751
- diagnostics.frustumTestedObjects += 1;
1752
- const bounds = explicitRenderItemWorldBounds(item);
1753
- if (!frustum.intersectsBox(bounds.toMathBox())) {
1754
- diagnostics.culledObjects += 1;
1755
- continue;
1756
- }
1757
- diagnostics.visibleObjects += 1;
1758
- visible.push(item);
1759
- }
1760
- return visible;
1761
- }
1762
- function isFrustumCullableRenderItem(item) {
1763
- if (item.drawRange !== undefined)
1764
- return false;
1765
- if (item.morphTargets !== undefined || item.morphWeights !== undefined)
1766
- return false;
1767
- return true;
1768
- }
1769
- function explicitRenderItemWorldBounds(item) {
1770
- const modelMatrix = toMat4(item.modelMatrix ?? identityMat4(), "modelMatrix", item.label);
1771
- if (item.skinning) {
1772
- const local = skinnedItemLocalBounds(item.geometry, item.skinning);
1773
- return boundsFromLocal(local, modelMatrix, item.instanceTransforms);
1774
- }
1775
- return boundsFromLocal(item.geometry.bounds, modelMatrix, item.instanceTransforms);
1776
- }
1777
- function boundsFromLocal(envelope, modelMatrix, instanceTransforms) {
1778
- const local = new SceneBounds3([envelope.min[0], envelope.min[1], envelope.min[2]], [envelope.max[0], envelope.max[1], envelope.max[2]]);
1779
- if (!instanceTransforms || instanceTransforms.length < 16) {
1780
- return local.transform(modelMatrix);
1781
- }
1782
- let bounds = new SceneBounds3();
1783
- for (let offset = 0; offset + 16 <= instanceTransforms.length; offset += 16) {
1784
- const instanceMatrix = toMat4(instanceTransforms.slice(offset, offset + 16), "instanceTransforms");
1785
- bounds = bounds.union(local.transform(multiplyMat4(modelMatrix, instanceMatrix)));
1786
- }
1787
- return bounds;
1788
- }
1789
- const skinnedCullingBoundsCache = new WeakMap();
1790
- function skinnedItemLocalBounds(geometry, skinning) {
1791
- const cached = skinnedCullingBoundsCache.get(geometry);
1792
- if (cached && float32ArraysEqual(cached.matrices, skinning.matrices)) {
1793
- return cached.bounds;
1794
- }
1795
- const bounds = computeSkinnedGeometryBounds(geometry, skinning);
1796
- skinnedCullingBoundsCache.set(geometry, { matrices: new Float32Array(skinning.matrices), bounds });
1797
- return bounds;
1635
+ return { items, diagnostics, culledShadowCasters: culledShadowCasters ?? [], ...(cullingFrustum ? { cullingFrustum } : {}) };
1798
1636
  }
1799
- function float32ArraysEqual(left, right) {
1800
- if (left.length !== right.length)
1801
- return false;
1802
- for (let index = 0; index < left.length; index += 1) {
1803
- if (left[index] !== right[index])
1804
- return false;
1805
- }
1806
- return true;
1807
- }
1808
- const staticBatchGeometryIds = new WeakMap();
1809
- const staticBatchMaterialIds = new WeakMap();
1810
- let nextStaticBatchResourceId = 1;
1811
- /**
1812
- * Merges shared-material static geometry, then hands the result to batching.
1813
- *
1814
- * Consolidation runs first because it reduces distinct geometries; whatever it leaves unmerged (single
1815
- * items, oversized meshes, non-indexed topology) can still be instanced by batching afterwards.
1816
- */
1817
- const staticMeshConsolidationCaches = new WeakMap();
1818
- function applyRendererOwnedStaticMeshConsolidation(source, items) {
1819
- if (!source.staticMeshConsolidation)
1820
- return items;
1821
- const mergeable = [];
1822
- const passthrough = [];
1823
- for (const item of items) {
1824
- // The same eligibility rule as batching: anything skinned, morphed, instanced, or draw-ranged is
1825
- // not static geometry and must not have a transform baked into it.
1826
- if (isStaticBatchCandidate(item)) {
1827
- mergeable.push({
1828
- geometry: item.geometry,
1829
- material: item.material,
1830
- modelMatrix: item.modelMatrix ?? identityMat4(),
1831
- ...(item.label ? { label: item.label } : {})
1832
- });
1833
- }
1834
- else {
1835
- passthrough.push(item);
1836
- }
1837
- }
1838
- if (mergeable.length === 0)
1839
- return items;
1840
- const options = source.staticMeshConsolidation === true ? {} : source.staticMeshConsolidation;
1841
- // Cached per render source: merging walks every vertex, so repeating it each frame costs far more
1842
- // than the draw calls it saves.
1843
- let cache = staticMeshConsolidationCaches.get(source);
1844
- if (!cache) {
1845
- cache = createStaticMeshConsolidationCache();
1846
- staticMeshConsolidationCaches.set(source, cache);
1847
- }
1848
- const consolidated = cache.consolidate(mergeable, {
1849
- labelPrefix: "renderer-consolidated-mesh",
1850
- ...options
1851
- });
1852
- return [...passthrough, ...consolidated.renderItems];
1853
- }
1854
- function applyRendererOwnedStaticBatching(source, items) {
1855
- if (!source.staticBatching)
1856
- return items;
1857
- const batchable = [];
1858
- const passthrough = [];
1859
- for (const item of items) {
1860
- if (isStaticBatchCandidate(item)) {
1861
- batchable.push({
1862
- geometry: item.geometry,
1863
- material: item.material,
1864
- modelMatrix: item.modelMatrix ?? identityMat4(),
1865
- batchKey: staticBatchKey(item),
1866
- label: item.label,
1867
- castShadow: item.castShadow
1868
- });
1869
- }
1870
- else {
1871
- passthrough.push(item);
1872
- }
1873
- }
1874
- if (batchable.length === 0)
1875
- return items;
1876
- const options = source.staticBatching === true ? {} : source.staticBatching;
1877
- const batched = batchStaticRenderItems(batchable, {
1878
- labelPrefix: "renderer-static-batch",
1879
- ...options
1880
- });
1881
- return [...passthrough, ...batched.renderItems];
1882
- }
1883
- function isStaticBatchCandidate(item) {
1884
- return item.material !== undefined &&
1885
- item.drawRange === undefined &&
1886
- item.skinning === undefined &&
1887
- item.morphTargets === undefined &&
1888
- item.morphWeights === undefined &&
1889
- item.instanceTransforms === undefined &&
1890
- item.instanceColors === undefined &&
1891
- item.instanceAttributes === undefined;
1892
- }
1893
- function staticBatchKey(item) {
1894
- return `${resourceId(staticBatchGeometryIds, item.geometry)}:${resourceId(staticBatchMaterialIds, item.material)}:shadow-${item.castShadow !== false ? "on" : "off"}`;
1895
- }
1896
- function resourceId(ids, resource) {
1897
- const existing = ids.get(resource);
1898
- if (existing !== undefined)
1899
- return existing;
1900
- const next = nextStaticBatchResourceId++;
1901
- ids.set(resource, next);
1902
- return next;
1903
- }
1904
- function collectSceneRenderItems(scene, source, cameraViewProjection, camera, diagnostics) {
1637
+ function collectSceneRenderItems(scene, source, cameraViewProjection, camera, diagnostics, culledShadowCasters) {
1905
1638
  scene.updateWorldTransforms();
1906
1639
  const renderables = scene.collectRenderables();
1907
1640
  if (renderables.length === 0) {
@@ -1943,14 +1676,14 @@ function collectSceneRenderItems(scene, source, cameraViewProjection, camera, di
1943
1676
  if (camera)
1944
1677
  diagnostics.frustumTestedObjects += 1;
1945
1678
  }
1946
- if (camera && !camera.frustum.intersectsBox(bounds.toMathBox())) {
1947
- if (diagnostics)
1948
- diagnostics.culledObjects += 1;
1679
+ const culled = camera !== undefined && !camera.frustum.intersectsBox(bounds.toMathBox());
1680
+ if (culled && diagnostics)
1681
+ diagnostics.culledObjects += 1;
1682
+ if (culled && !culledShadowCasters)
1949
1683
  continue;
1950
- }
1951
- if (diagnostics)
1684
+ if (!culled && diagnostics)
1952
1685
  diagnostics.visibleObjects += 1;
1953
- items.push({
1686
+ (culled ? culledShadowCasters : items).push({
1954
1687
  geometry,
1955
1688
  material,
1956
1689
  label: node.name,
@@ -1965,7 +1698,12 @@ function collectSceneRenderItems(scene, source, cameraViewProjection, camera, di
1965
1698
  }
1966
1699
  return items;
1967
1700
  }
1968
- function createRenderCollectionDiagnostics() {
1701
+ /** Travel direction of the first shadow-casting directional light (02-S5). */
1702
+ function shadowSunTravel(lights) {
1703
+ const sun = lights.find((light) => light.kind === "directional" && light.castsShadow);
1704
+ return sun ? [sun.direction[0], sun.direction[1], sun.direction[2]] : undefined;
1705
+ }
1706
+ export function createRenderCollectionDiagnostics() {
1969
1707
  return {
1970
1708
  submittedObjects: 0,
1971
1709
  visibleObjects: 0,
@@ -1973,29 +1711,6 @@ function createRenderCollectionDiagnostics() {
1973
1711
  frustumTestedObjects: 0
1974
1712
  };
1975
1713
  }
1976
- function createPostprocessDiagnostics(postprocess, ownedTargets, width, height, context = {}) {
1977
- if (!postprocess)
1978
- return undefined;
1979
- const passes = createRendererPostprocessPasses(postprocess);
1980
- const targetFormat = context.targetFormat ?? postprocess.targetFormat ?? "rgba8";
1981
- return {
1982
- postprocessPasses: passes.length,
1983
- postprocessPassNames: passes.map((pass) => pass.name),
1984
- postprocessTargetFormat: targetFormat,
1985
- postprocessRenderTargets: ownedTargets.length,
1986
- postprocessTextures: ownedTargets.reduce((total, target) => total + 1 + (target.depthTexture ? 1 : 0), 0),
1987
- postprocessTargetWidth: width,
1988
- postprocessTargetHeight: height,
1989
- postprocessPlan: createRendererPostprocessPlanDiagnostics(postprocess, {
1990
- sourceTargetFormat: targetFormat,
1991
- targetFormat,
1992
- nativeLdrPostprocess: context.nativeLdrPostprocess,
1993
- rendererDepthAvailable: context.rendererDepthAvailable,
1994
- width,
1995
- height
1996
- })
1997
- };
1998
- }
1999
1714
  const CAPTURE_NON_BLANK_LUMINANCE_THRESHOLD = 1 / 255;
2000
1715
  const CAPTURE_UNDEREXPOSED_LUMINANCE_THRESHOLD = 5 / 255;
2001
1716
  const CAPTURE_OVEREXPOSED_LUMINANCE_THRESHOLD = 250 / 255;
@@ -2255,19 +1970,6 @@ function withRendererFrameDiagnostics(diagnostics, collection, postprocess) {
2255
1970
  ...(postprocess ?? {})
2256
1971
  };
2257
1972
  }
2258
- function renderableWorldBounds(geometry, modelMatrix, instanceTransforms, morphTargets, morphWeights, skinning) {
2259
- const envelope = computeSkinnedMorphTargetWeightedBounds(geometry, skinning, morphTargets, morphWeights);
2260
- const local = new SceneBounds3([envelope.min[0], envelope.min[1], envelope.min[2]], [envelope.max[0], envelope.max[1], envelope.max[2]]);
2261
- if (!instanceTransforms) {
2262
- return local.transform(modelMatrix);
2263
- }
2264
- let bounds = new SceneBounds3();
2265
- for (let offset = 0; offset < instanceTransforms.length; offset += 16) {
2266
- const instanceMatrix = toMat4(instanceTransforms.slice(offset, offset + 16), "instanceTransforms");
2267
- bounds = bounds.union(local.transform(multiplyMat4(modelMatrix, instanceMatrix)));
2268
- }
2269
- return bounds;
2270
- }
2271
1973
  function applyViewProjection(items, cameraViewProjection) {
2272
1974
  const hasCameraViewProjection = cameraViewProjection !== undefined;
2273
1975
  const viewProjection = cameraViewProjection ?? identityMat4();
@@ -2306,30 +2008,6 @@ function createAutoFrameCamera(source, items, width, height) {
2306
2008
  function collectRenderItemBounds(items) {
2307
2009
  return collectItemBounds(items, true);
2308
2010
  }
2309
- /**
2310
- * Bounds over every render item, including those excluded from camera
2311
- * auto-framing.
2312
- *
2313
- * `includeInAutoFrame` answers "should the camera frame this?", which is a
2314
- * composition choice. It must not decide which geometry a shadow frustum covers:
2315
- * a large ground plane or backdrop is commonly excluded from auto-framing while
2316
- * still being the surface that receives shadows. Fitting the light frustum to the
2317
- * auto-frame subset shrinks it to the caster alone, so the receiver falls outside
2318
- * the shadow map and no shadow is ever visible.
2319
- */
2320
- function collectShadowCoverageBounds(items) {
2321
- return collectItemBounds(items, false);
2322
- }
2323
- function collectItemBounds(items, respectAutoFrameExclusion) {
2324
- let bounds;
2325
- for (const item of items) {
2326
- if (respectAutoFrameExclusion && item.includeInAutoFrame === false)
2327
- continue;
2328
- const itemBounds = renderableWorldBounds(item.geometry, toMat4(item.modelMatrix ?? identityMat4(), "modelMatrix", item.label), item.instanceTransforms, item.morphTargets, item.morphWeights, item.skinning);
2329
- bounds = bounds ? bounds.union(itemBounds) : itemBounds;
2330
- }
2331
- return bounds;
2332
- }
2333
2011
  function collectCameraFrameOptions(source) {
2334
2012
  if (source instanceof Scene || isIterable(source) || !source.cameraFrameOptions)
2335
2013
  return {};
@@ -2398,7 +2076,7 @@ function resolveCamera(source, camera, viewport, options = {}) {
2398
2076
  function hasExplicitAutoFrameCameraPolicy(source) {
2399
2077
  return !(source instanceof Scene) && !isIterable(source) && source.cameraPolicy === "auto-frame";
2400
2078
  }
2401
- function cameraWorldPosition(camera) {
2079
+ export function cameraWorldPosition(camera) {
2402
2080
  const matrix = camera.transform.worldMatrix;
2403
2081
  return [matrix[12] ?? 0, matrix[13] ?? 0, matrix[14] ?? 0];
2404
2082
  }
@@ -2413,9 +2091,6 @@ function maybeCameraResize(camera) {
2413
2091
  function resolveSceneCamera(source) {
2414
2092
  return sceneFromSource(source)?.collectCameras()[0];
2415
2093
  }
2416
- function sceneFromSource(source) {
2417
- return source instanceof Scene ? source : isIterable(source) ? undefined : source.scene;
2418
- }
2419
2094
  function normalMatrixFromModel(modelMatrix) {
2420
2095
  let matrix;
2421
2096
  try {
@@ -2446,17 +2121,6 @@ function transposeMat4(matrix) {
2446
2121
  matrix[3], matrix[7], matrix[11], matrix[15]
2447
2122
  ];
2448
2123
  }
2449
- function toMat4(value, field, label) {
2450
- const values = Array.from(value);
2451
- if (values.length !== 16 || !values.every(Number.isFinite)) {
2452
- throw new RenderDeviceError("Renderer matrix inputs must be finite mat4 values", "RENDERER_MATRIX_CONTRACT", {
2453
- field,
2454
- label,
2455
- scalars: values.length
2456
- });
2457
- }
2458
- return values;
2459
- }
2460
2124
  function lookupRenderResource(lookup, key) {
2461
2125
  if (isReadonlyMap(lookup)) {
2462
2126
  return lookup.get(key);
@@ -2524,33 +2188,4 @@ function normalizeDefaultLightDirection(direction) {
2524
2188
  }
2525
2189
  return [direction[0] / length, direction[1] / length, direction[2] / length];
2526
2190
  }
2527
- function cloneEnvironmentLighting(environment) {
2528
- return {
2529
- color: [...environment.color],
2530
- intensity: environment.intensity,
2531
- ...(environment.proceduralMap
2532
- ? {
2533
- proceduralMap: {
2534
- skyColor: [...environment.proceduralMap.skyColor],
2535
- horizonColor: [...environment.proceduralMap.horizonColor],
2536
- groundColor: [...environment.proceduralMap.groundColor],
2537
- specularColor: [...environment.proceduralMap.specularColor],
2538
- intensity: environment.proceduralMap.intensity,
2539
- specularIntensity: environment.proceduralMap.specularIntensity
2540
- }
2541
- }
2542
- : {}),
2543
- ...(environment.environmentMapTexture ? { environmentMapTexture: environment.environmentMapTexture } : {}),
2544
- ...(environment.environmentCubeMapTexture ? { environmentCubeMapTexture: environment.environmentCubeMapTexture } : {}),
2545
- ...(environment.environmentMapIntensity !== undefined ? { environmentMapIntensity: environment.environmentMapIntensity } : {}),
2546
- ...(environment.environmentMapSpecularIntensity !== undefined ? { environmentMapSpecularIntensity: environment.environmentMapSpecularIntensity } : {}),
2547
- ...(environment.environmentMapRotation !== undefined ? { environmentMapRotation: environment.environmentMapRotation } : {}),
2548
- ...(environment.environmentMapMipCount !== undefined ? { environmentMapMipCount: environment.environmentMapMipCount } : {}),
2549
- ...(environment.environmentMapEncoding ? { environmentMapEncoding: environment.environmentMapEncoding } : {}),
2550
- ...(environment.environmentBrdfLutTexture ? { environmentBrdfLutTexture: environment.environmentBrdfLutTexture } : {})
2551
- };
2552
- }
2553
- function isIterable(value) {
2554
- return typeof value[Symbol.iterator] === "function";
2555
- }
2556
2191
  //# sourceMappingURL=Renderer.js.map