@aura3d/engine 4.3.7 → 4.6.0

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 (577) hide show
  1. package/README.md +1 -0
  2. package/dist/animation/AnimationTrack.d.ts.map +1 -1
  3. package/dist/animation/AnimationTrack.js +3 -1
  4. package/dist/animation/AnimationTrack.js.map +1 -1
  5. package/dist/animation/pose/BoneMask.d.ts +8 -0
  6. package/dist/animation/pose/BoneMask.d.ts.map +1 -1
  7. package/dist/animation/pose/BoneMask.js +18 -1
  8. package/dist/animation/pose/BoneMask.js.map +1 -1
  9. package/dist/animation/pose/PoseMixer.d.ts +18 -2
  10. package/dist/animation/pose/PoseMixer.d.ts.map +1 -1
  11. package/dist/animation/pose/PoseMixer.js +55 -4
  12. package/dist/animation/pose/PoseMixer.js.map +1 -1
  13. package/dist/animation/pose/RetargetWorker.d.ts +8 -1
  14. package/dist/animation/pose/RetargetWorker.d.ts.map +1 -1
  15. package/dist/animation/pose/RetargetWorker.js +30 -2
  16. package/dist/animation/pose/RetargetWorker.js.map +1 -1
  17. package/dist/assets/GLTFAnimationRuntime.d.ts.map +1 -1
  18. package/dist/assets/GLTFAnimationRuntime.js +11 -4
  19. package/dist/assets/GLTFAnimationRuntime.js.map +1 -1
  20. package/dist/assets/GLTFLoader.d.ts +2 -0
  21. package/dist/assets/GLTFLoader.d.ts.map +1 -1
  22. package/dist/assets/GLTFLoader.js +17 -3
  23. package/dist/assets/GLTFLoader.js.map +1 -1
  24. package/dist/aura3d-cli/index.d.ts +6 -0
  25. package/dist/aura3d-cli/index.d.ts.map +1 -1
  26. package/dist/aura3d-cli/index.js +28 -0
  27. package/dist/aura3d-cli/index.js.map +1 -1
  28. package/dist/aura3d-cli/migrate-three/emit.d.ts.map +1 -1
  29. package/dist/aura3d-cli/migrate-three/emit.js +109 -29
  30. package/dist/aura3d-cli/migrate-three/emit.js.map +1 -1
  31. package/dist/aura3d-cli/migrate-three/mappings.d.ts +15 -0
  32. package/dist/aura3d-cli/migrate-three/mappings.d.ts.map +1 -1
  33. package/dist/aura3d-cli/migrate-three/mappings.js +70 -60
  34. package/dist/aura3d-cli/migrate-three/mappings.js.map +1 -1
  35. package/dist/aura3d-cli/migrate-three/parse.d.ts +9 -0
  36. package/dist/aura3d-cli/migrate-three/parse.d.ts.map +1 -1
  37. package/dist/aura3d-cli/migrate-three/parse.js +1 -1
  38. package/dist/aura3d-cli/migrate-three/parse.js.map +1 -1
  39. package/dist/create-aura3d/cli.js +22 -2
  40. package/dist/create-aura3d/cli.js.map +1 -1
  41. package/dist/create-aura3d/index.d.ts +11 -0
  42. package/dist/create-aura3d/index.d.ts.map +1 -1
  43. package/dist/create-aura3d/index.js +9 -2
  44. package/dist/create-aura3d/index.js.map +1 -1
  45. package/dist/create-aura3d/template-assets.d.ts +53 -0
  46. package/dist/create-aura3d/template-assets.d.ts.map +1 -0
  47. package/dist/create-aura3d/template-assets.js +116 -0
  48. package/dist/create-aura3d/template-assets.js.map +1 -0
  49. package/dist/engine/agent-api/Clock.d.ts +9 -3
  50. package/dist/engine/agent-api/Clock.d.ts.map +1 -1
  51. package/dist/engine/agent-api/Clock.js +17 -6
  52. package/dist/engine/agent-api/Clock.js.map +1 -1
  53. package/dist/engine/agent-api/animationMask.d.ts +26 -0
  54. package/dist/engine/agent-api/animationMask.d.ts.map +1 -0
  55. package/dist/engine/agent-api/animationMask.js +38 -0
  56. package/dist/engine/agent-api/animationMask.js.map +1 -0
  57. package/dist/engine/agent-api/app/actorAnimationHandle.d.ts +2 -0
  58. package/dist/engine/agent-api/app/actorAnimationHandle.d.ts.map +1 -1
  59. package/dist/engine/agent-api/app/actorAnimationHandle.js +26 -3
  60. package/dist/engine/agent-api/app/actorAnimationHandle.js.map +1 -1
  61. package/dist/engine/agent-api/app/canvas.d.ts +21 -0
  62. package/dist/engine/agent-api/app/canvas.d.ts.map +1 -1
  63. package/dist/engine/agent-api/app/canvas.js +119 -7
  64. package/dist/engine/agent-api/app/canvas.js.map +1 -1
  65. package/dist/engine/agent-api/app/createAuraApp.d.ts.map +1 -1
  66. package/dist/engine/agent-api/app/createAuraApp.js +153 -14
  67. package/dist/engine/agent-api/app/createAuraApp.js.map +1 -1
  68. package/dist/engine/agent-api/app/frameLoop.d.ts +13 -0
  69. package/dist/engine/agent-api/app/frameLoop.d.ts.map +1 -1
  70. package/dist/engine/agent-api/app/frameLoop.js +118 -15
  71. package/dist/engine/agent-api/app/frameLoop.js.map +1 -1
  72. package/dist/engine/agent-api/app/mountRenderer.d.ts +6 -1
  73. package/dist/engine/agent-api/app/mountRenderer.d.ts.map +1 -1
  74. package/dist/engine/agent-api/app/mountRenderer.js +2 -2
  75. package/dist/engine/agent-api/app/mountRenderer.js.map +1 -1
  76. package/dist/engine/agent-api/app/parentFit.d.ts +20 -2
  77. package/dist/engine/agent-api/app/parentFit.d.ts.map +1 -1
  78. package/dist/engine/agent-api/app/parentFit.js +13 -9
  79. package/dist/engine/agent-api/app/parentFit.js.map +1 -1
  80. package/dist/engine/agent-api/app/renderPath.d.ts +86 -0
  81. package/dist/engine/agent-api/app/renderPath.d.ts.map +1 -0
  82. package/dist/engine/agent-api/app/renderPath.js +269 -0
  83. package/dist/engine/agent-api/app/renderPath.js.map +1 -0
  84. package/dist/engine/agent-api/app/rendererOptions.d.ts +31 -1
  85. package/dist/engine/agent-api/app/rendererOptions.d.ts.map +1 -1
  86. package/dist/engine/agent-api/app/rendererOptions.js +74 -7
  87. package/dist/engine/agent-api/app/rendererOptions.js.map +1 -1
  88. package/dist/engine/agent-api/app/routeState.d.ts.map +1 -1
  89. package/dist/engine/agent-api/app/routeState.js +8 -3
  90. package/dist/engine/agent-api/app/routeState.js.map +1 -1
  91. package/dist/engine/agent-api/app/runtimeNodes.d.ts +2 -0
  92. package/dist/engine/agent-api/app/runtimeNodes.d.ts.map +1 -1
  93. package/dist/engine/agent-api/app/runtimeNodes.js +111 -2
  94. package/dist/engine/agent-api/app/runtimeNodes.js.map +1 -1
  95. package/dist/engine/agent-api/camera/extension.d.ts.map +1 -1
  96. package/dist/engine/agent-api/camera/extension.js +2 -2
  97. package/dist/engine/agent-api/camera/extension.js.map +1 -1
  98. package/dist/engine/agent-api/camera/rigs/fromSpec.d.ts +2 -0
  99. package/dist/engine/agent-api/camera/rigs/fromSpec.d.ts.map +1 -1
  100. package/dist/engine/agent-api/camera/rigs/fromSpec.js +11 -1
  101. package/dist/engine/agent-api/camera/rigs/fromSpec.js.map +1 -1
  102. package/dist/engine/agent-api/compiler/animation.d.ts.map +1 -1
  103. package/dist/engine/agent-api/compiler/animation.js +4 -2
  104. package/dist/engine/agent-api/compiler/animation.js.map +1 -1
  105. package/dist/engine/agent-api/compiler/camera.d.ts.map +1 -1
  106. package/dist/engine/agent-api/compiler/camera.js +10 -0
  107. package/dist/engine/agent-api/compiler/camera.js.map +1 -1
  108. package/dist/engine/agent-api/compiler/compileScene.d.ts +21 -5
  109. package/dist/engine/agent-api/compiler/compileScene.d.ts.map +1 -1
  110. package/dist/engine/agent-api/compiler/compileScene.js +112 -13
  111. package/dist/engine/agent-api/compiler/compileScene.js.map +1 -1
  112. package/dist/engine/agent-api/compiler/contactShadowKey.d.ts +14 -0
  113. package/dist/engine/agent-api/compiler/contactShadowKey.d.ts.map +1 -0
  114. package/dist/engine/agent-api/compiler/contactShadowKey.js +66 -0
  115. package/dist/engine/agent-api/compiler/contactShadowKey.js.map +1 -0
  116. package/dist/engine/agent-api/compiler/environment.d.ts +56 -2
  117. package/dist/engine/agent-api/compiler/environment.d.ts.map +1 -1
  118. package/dist/engine/agent-api/compiler/environment.js +202 -15
  119. package/dist/engine/agent-api/compiler/environment.js.map +1 -1
  120. package/dist/engine/agent-api/compiler/geometry.d.ts +18 -1
  121. package/dist/engine/agent-api/compiler/geometry.d.ts.map +1 -1
  122. package/dist/engine/agent-api/compiler/geometry.js +25 -5
  123. package/dist/engine/agent-api/compiler/geometry.js.map +1 -1
  124. package/dist/engine/agent-api/compiler/lights.d.ts.map +1 -1
  125. package/dist/engine/agent-api/compiler/lights.js +14 -6
  126. package/dist/engine/agent-api/compiler/lights.js.map +1 -1
  127. package/dist/engine/agent-api/compiler/mountedRoots.d.ts +6 -0
  128. package/dist/engine/agent-api/compiler/mountedRoots.d.ts.map +1 -0
  129. package/dist/engine/agent-api/compiler/mountedRoots.js +25 -0
  130. package/dist/engine/agent-api/compiler/mountedRoots.js.map +1 -0
  131. package/dist/engine/agent-api/compiler/observations.d.ts +9 -1
  132. package/dist/engine/agent-api/compiler/observations.d.ts.map +1 -1
  133. package/dist/engine/agent-api/compiler/observations.js +5 -4
  134. package/dist/engine/agent-api/compiler/observations.js.map +1 -1
  135. package/dist/engine/agent-api/compiler/optionCoverage.js +17 -0
  136. package/dist/engine/agent-api/compiler/optionCoverage.js.map +1 -1
  137. package/dist/engine/agent-api/compiler/postprocess.d.ts.map +1 -1
  138. package/dist/engine/agent-api/compiler/postprocess.js +2 -0
  139. package/dist/engine/agent-api/compiler/postprocess.js.map +1 -1
  140. package/dist/engine/agent-api/compiler/primitives.d.ts +34 -0
  141. package/dist/engine/agent-api/compiler/primitives.d.ts.map +1 -1
  142. package/dist/engine/agent-api/compiler/primitives.js +113 -3
  143. package/dist/engine/agent-api/compiler/primitives.js.map +1 -1
  144. package/dist/engine/agent-api/compiler/renderInput.d.ts.map +1 -1
  145. package/dist/engine/agent-api/compiler/renderInput.js +40 -4
  146. package/dist/engine/agent-api/compiler/renderInput.js.map +1 -1
  147. package/dist/engine/agent-api/compiler/renderer.d.ts +6 -4
  148. package/dist/engine/agent-api/compiler/renderer.d.ts.map +1 -1
  149. package/dist/engine/agent-api/compiler/renderer.js +54 -14
  150. package/dist/engine/agent-api/compiler/renderer.js.map +1 -1
  151. package/dist/engine/agent-api/compiler/shadows.d.ts +35 -1
  152. package/dist/engine/agent-api/compiler/shadows.d.ts.map +1 -1
  153. package/dist/engine/agent-api/compiler/shadows.js +103 -4
  154. package/dist/engine/agent-api/compiler/shadows.js.map +1 -1
  155. package/dist/engine/agent-api/diagnostics.d.ts +22 -0
  156. package/dist/engine/agent-api/diagnostics.d.ts.map +1 -1
  157. package/dist/engine/agent-api/diagnostics.js +53 -1
  158. package/dist/engine/agent-api/diagnostics.js.map +1 -1
  159. package/dist/engine/agent-api/feel/extension.d.ts.map +1 -1
  160. package/dist/engine/agent-api/feel/extension.js +2 -1
  161. package/dist/engine/agent-api/feel/extension.js.map +1 -1
  162. package/dist/engine/agent-api/looks/lookFill.d.ts +4 -0
  163. package/dist/engine/agent-api/looks/lookFill.d.ts.map +1 -0
  164. package/dist/engine/agent-api/looks/lookFill.js +29 -0
  165. package/dist/engine/agent-api/looks/lookFill.js.map +1 -0
  166. package/dist/engine/agent-api/looks/lookPresets.d.ts +13 -0
  167. package/dist/engine/agent-api/looks/lookPresets.d.ts.map +1 -1
  168. package/dist/engine/agent-api/looks/lookPresets.js +5 -0
  169. package/dist/engine/agent-api/looks/lookPresets.js.map +1 -1
  170. package/dist/engine/agent-api/looks/looks.d.ts.map +1 -1
  171. package/dist/engine/agent-api/looks/looks.js +6 -0
  172. package/dist/engine/agent-api/looks/looks.js.map +1 -1
  173. package/dist/engine/agent-api/looks/structuralQA.d.ts.map +1 -1
  174. package/dist/engine/agent-api/looks/structuralQA.js +4 -2
  175. package/dist/engine/agent-api/looks/structuralQA.js.map +1 -1
  176. package/dist/engine/agent-api/nodes/game/instanceTransforms.d.ts +5 -4
  177. package/dist/engine/agent-api/nodes/game/instanceTransforms.d.ts.map +1 -1
  178. package/dist/engine/agent-api/nodes/game/instanceTransforms.js +61 -5
  179. package/dist/engine/agent-api/nodes/game/instanceTransforms.js.map +1 -1
  180. package/dist/engine/agent-api/nodes/groups.d.ts.map +1 -1
  181. package/dist/engine/agent-api/nodes/groups.js +2 -1
  182. package/dist/engine/agent-api/nodes/groups.js.map +1 -1
  183. package/dist/engine/agent-api/nodes/instances.d.ts.map +1 -1
  184. package/dist/engine/agent-api/nodes/instances.js +16 -4
  185. package/dist/engine/agent-api/nodes/instances.js.map +1 -1
  186. package/dist/engine/agent-api/nodes/interactions.d.ts +32 -10
  187. package/dist/engine/agent-api/nodes/interactions.d.ts.map +1 -1
  188. package/dist/engine/agent-api/nodes/interactions.js +40 -11
  189. package/dist/engine/agent-api/nodes/interactions.js.map +1 -1
  190. package/dist/engine/agent-api/nodes/model.d.ts +18 -0
  191. package/dist/engine/agent-api/nodes/model.d.ts.map +1 -1
  192. package/dist/engine/agent-api/nodes/model.js +41 -1
  193. package/dist/engine/agent-api/nodes/model.js.map +1 -1
  194. package/dist/engine/agent-api/nodes/optionDiagnostics.d.ts +14 -0
  195. package/dist/engine/agent-api/nodes/optionDiagnostics.d.ts.map +1 -0
  196. package/dist/engine/agent-api/nodes/optionDiagnostics.js +34 -0
  197. package/dist/engine/agent-api/nodes/optionDiagnostics.js.map +1 -0
  198. package/dist/engine/agent-api/nodes/orbitInteraction.d.ts +9 -0
  199. package/dist/engine/agent-api/nodes/orbitInteraction.d.ts.map +1 -0
  200. package/dist/engine/agent-api/nodes/orbitInteraction.js +52 -0
  201. package/dist/engine/agent-api/nodes/orbitInteraction.js.map +1 -0
  202. package/dist/engine/agent-api/nodes/physics.d.ts +26 -0
  203. package/dist/engine/agent-api/nodes/physics.d.ts.map +1 -1
  204. package/dist/engine/agent-api/nodes/physics.js +115 -7
  205. package/dist/engine/agent-api/nodes/physics.js.map +1 -1
  206. package/dist/engine/agent-api/nodes/primitives.d.ts +16 -1
  207. package/dist/engine/agent-api/nodes/primitives.d.ts.map +1 -1
  208. package/dist/engine/agent-api/nodes/primitives.js +27 -1
  209. package/dist/engine/agent-api/nodes/primitives.js.map +1 -1
  210. package/dist/engine/agent-api/nodes/scene.d.ts.map +1 -1
  211. package/dist/engine/agent-api/nodes/scene.js +4 -2
  212. package/dist/engine/agent-api/nodes/scene.js.map +1 -1
  213. package/dist/engine/agent-api/nodes/text3d.d.ts.map +1 -1
  214. package/dist/engine/agent-api/nodes/text3d.js +11 -2
  215. package/dist/engine/agent-api/nodes/text3d.js.map +1 -1
  216. package/dist/engine/agent-api/nodes/types/runtime.d.ts +38 -0
  217. package/dist/engine/agent-api/nodes/types/runtime.d.ts.map +1 -1
  218. package/dist/engine/agent-api/nodes/types.d.ts +44 -0
  219. package/dist/engine/agent-api/nodes/types.d.ts.map +1 -1
  220. package/dist/engine/agent-api/platform.d.ts +5 -0
  221. package/dist/engine/agent-api/platform.d.ts.map +1 -1
  222. package/dist/engine/agent-api/platform.js +15 -0
  223. package/dist/engine/agent-api/platform.js.map +1 -1
  224. package/dist/engine/agent-api/postBridge.d.ts.map +1 -1
  225. package/dist/engine/agent-api/postBridge.js +5 -1
  226. package/dist/engine/agent-api/postBridge.js.map +1 -1
  227. package/dist/engine/agent-api/sceneKitDiagnostics.d.ts.map +1 -1
  228. package/dist/engine/agent-api/sceneKitDiagnostics.js +5 -2
  229. package/dist/engine/agent-api/sceneKitDiagnostics.js.map +1 -1
  230. package/dist/engine/contracts/animation.d.ts +5 -3
  231. package/dist/engine/contracts/animation.d.ts.map +1 -1
  232. package/dist/engine/contracts/animation.js.map +1 -1
  233. package/dist/engine/contracts/environment.d.ts +9 -0
  234. package/dist/engine/contracts/environment.d.ts.map +1 -1
  235. package/dist/engine/contracts/environment.js.map +1 -1
  236. package/dist/engine/contracts/flags.d.ts.map +1 -1
  237. package/dist/engine/contracts/flags.js +2 -1
  238. package/dist/engine/contracts/flags.js.map +1 -1
  239. package/dist/engine/contracts/lighting.d.ts +3 -0
  240. package/dist/engine/contracts/lighting.d.ts.map +1 -1
  241. package/dist/engine/contracts/lighting.js.map +1 -1
  242. package/dist/engine/contracts/stubs/game.d.ts.map +1 -1
  243. package/dist/engine/contracts/stubs/game.js +9 -1
  244. package/dist/engine/contracts/stubs/game.js.map +1 -1
  245. package/dist/engine/contracts/urlCache.d.ts +4 -0
  246. package/dist/engine/contracts/urlCache.d.ts.map +1 -0
  247. package/dist/engine/contracts/urlCache.js +25 -0
  248. package/dist/engine/contracts/urlCache.js.map +1 -0
  249. package/dist/engine/lanes/prd01/outputSurface.d.ts.map +1 -1
  250. package/dist/engine/lanes/prd01/outputSurface.js +25 -1
  251. package/dist/engine/lanes/prd01/outputSurface.js.map +1 -1
  252. package/dist/engine/lanes/prd02.d.ts +12 -4
  253. package/dist/engine/lanes/prd02.d.ts.map +1 -1
  254. package/dist/engine/lanes/prd02.js +23 -7
  255. package/dist/engine/lanes/prd02.js.map +1 -1
  256. package/dist/game/touch/TouchControls.d.ts.map +1 -1
  257. package/dist/game/touch/TouchControls.js +48 -12
  258. package/dist/game/touch/TouchControls.js.map +1 -1
  259. package/dist/math/SphericalHarmonics3.d.ts +6 -3
  260. package/dist/math/SphericalHarmonics3.d.ts.map +1 -1
  261. package/dist/math/SphericalHarmonics3.js +8 -5
  262. package/dist/math/SphericalHarmonics3.js.map +1 -1
  263. package/dist/math/three/Box3.d.ts +106 -0
  264. package/dist/math/three/Box3.d.ts.map +1 -0
  265. package/dist/math/three/Box3.js +348 -0
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  267. package/dist/math/three/Color.d.ts +127 -0
  268. package/dist/math/three/Color.d.ts.map +1 -0
  269. package/dist/math/three/Color.js +501 -0
  270. package/dist/math/three/Color.js.map +1 -0
  271. package/dist/math/three/Euler.d.ts +50 -0
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  273. package/dist/math/three/Euler.js +210 -0
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  275. package/dist/math/three/Frustum.d.ts +59 -0
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  279. package/dist/math/three/Matrix3.d.ts +56 -0
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  281. package/dist/math/three/Matrix3.js +248 -0
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  283. package/dist/math/three/Matrix4.d.ts +79 -0
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  285. package/dist/math/three/Matrix4.js +708 -0
  286. package/dist/math/three/Matrix4.js.map +1 -0
  287. package/dist/math/three/Plane.d.ts +65 -0
  288. package/dist/math/three/Plane.d.ts.map +1 -0
  289. package/dist/math/three/Plane.js +135 -0
  290. package/dist/math/three/Plane.js.map +1 -0
  291. package/dist/math/three/Quaternion.d.ts +91 -0
  292. package/dist/math/three/Quaternion.d.ts.map +1 -0
  293. package/dist/math/three/Quaternion.js +444 -0
  294. package/dist/math/three/Quaternion.js.map +1 -0
  295. package/dist/math/three/Ray.d.ts +56 -0
  296. package/dist/math/three/Ray.d.ts.map +1 -0
  297. package/dist/math/three/Ray.js +340 -0
  298. package/dist/math/three/Ray.js.map +1 -0
  299. package/dist/math/three/Sphere.d.ts +58 -0
  300. package/dist/math/three/Sphere.d.ts.map +1 -0
  301. package/dist/math/three/Sphere.js +166 -0
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  303. package/dist/math/three/Triangle.d.ts +58 -0
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  307. package/dist/math/three/Vector2.d.ts +88 -0
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  311. package/dist/math/three/Vector3.d.ts +137 -0
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@@ -6,6 +6,7 @@ import { BaseRenderPass, type RenderPassContext } from "./RenderPass.js";
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  import { type SkinningCpuFallbackReason } from "./WebGPUSkinningLimits.js";
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  import { type ShaderLibrary } from "./ShaderLibraryCore.js";
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  import { type ShadowFilterKernel } from "./ShadowMap.js";
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+ import type { ShadowPcfTapTier } from "./shadows/ShadowFilterTier.js";
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  import type { ForwardSpotShadowMapOptions } from "./shadows/SpotShadowMaps.js";
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  import { TextureBinding } from "./TextureBinding.js";
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  import { type RenderItem } from "./contracts/renderItem.js";
@@ -146,6 +147,18 @@ export interface EnvironmentLightingOptions {
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  * conjunction; absent/null everywhere else, where no code reads it.
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  */
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  readonly environmentProbe?: EnvironmentProbe | null;
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+ /**
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+ * LIGHT-05/08: authored hemisphere lights as a directional sky/ground pair (linear rgb, premultiplied by
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+ * intensity; `direction` is the light's unit up). `color`/`intensity` already include the pair's flat mean
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+ * (mean(sky, ground), its horizontal-normal value) so every program that reads only the ambient scalar keeps the
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+ * hemisphere; the PRD-02 IBL pack (`applyPrd02EnvironmentUniforms`) takes that mean back out of the ambient and
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+ * binds the pair to `u_hemiSky`/`u_hemiGround`/`u_hemiDirection`, which the chunk evaluates per normal.
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+ */
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+ readonly hemisphere?: {
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+ readonly sky: readonly [number, number, number];
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+ readonly ground: readonly [number, number, number];
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+ readonly direction: readonly [number, number, number];
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+ } | null;
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  }
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  export interface ProceduralEnvironmentMapLightingOptions {
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  readonly skyColor: readonly [number, number, number];
@@ -191,6 +204,11 @@ export interface ForwardShadowMapOptions {
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  readonly normalBias?: number;
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  readonly texelSize?: readonly [number, number];
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  readonly filterKernel?: ShadowFilterKernel;
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+ /**
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+ * PCF tap-count cap (32 / 16 / 8). A kernel with more taps is reduced to this many at upload; a kernel
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+ * within the cap, and an unset tier, are used as authored (PRD-2 WP-3, `shadows/ShadowFilterTier.ts`).
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+ */
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+ readonly pcfTapTier?: ShadowPcfTapTier;
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  readonly pointLight?: ForwardPointShadowMapOptions;
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  /**
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  * B1 spot shadow path (muse3jsparity-PRD): perspective spot shadow uniforms.
@@ -229,8 +247,7 @@ export declare class ForwardPass extends BaseRenderPass {
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  private generatorProgramCache;
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  private static readonly pipelineCaches;
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  private static readonly uniformPacketPools;
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- private static readonly instanceSlotPools;
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- private instanceSlotCursor;
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+ private static readonly instanceSlotAllocators;
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  private static readonly vertexFormatIds;
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  private static nextVertexFormatId;
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  private static readonly renderStateIds;
@@ -239,9 +256,16 @@ export declare class ForwardPass extends BaseRenderPass {
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  private static nextRequiredAttributeId;
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  private frameWidth;
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  private frameHeight;
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+ private contactMaskScope;
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  constructor(options: ForwardPassOptions);
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  execute(context: RenderPassContext): void;
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  private drawItem;
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+ /**
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+ * Per-instance frustum culling for large instanced items (see renderer/InstanceFrustumCull.ts). Only the main camera of this pass is used,
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+ * and only for plain meshes: skinned/morphed/custom-attribute items, custom shader materials (vertex displacement) and items that opt out
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+ * with `frustumCulled: false` always draw every instance.
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+ */
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+ private cullInstancesToView;
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  /**
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  * Generated-path instancing (Phase 6): attribute matrices only — the
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  * `u_instanceMatrices[64]` uniform path exists solely in the frozen legacy
@@ -276,12 +300,48 @@ export declare class ForwardPass extends BaseRenderPass {
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  */
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  private pipelineFor;
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  /**
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- * Persistent attribute-matrix slot for the generated path (Phase 6): slots
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- * are reused in draw order; capacity/colors mismatches retire the old
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- * buffer (its VAOs are evicted by the §6.1 dispose fix).
303
+ * Persistent attribute-matrix slot for the generated path (Phase 6). SI-3: slots are keyed by the item's
304
+ * transform array (its owner), not by draw order inside one pass. The order-keyed cursor restarted at 0 in every
305
+ * ForwardPass, so the opaque pass and each transparent segment wrote different items into slot 0 and the
306
+ * content-compare upload skip never hit when several passes drew instanced items.
282
307
  */
283
308
  private instanceSlotFor;
284
309
  }
310
+ /**
311
+ * SI-3: owner-keyed pool of persistent instance buffers. The owner is the item label (with its occurrence index in
312
+ * the pass, so two items sharing a label keep two slots), or the transform array when the item has no label; labels
313
+ * survive the per-frame RenderItem rebuilds that replace arrays. `acquire(owner)` returns the slot that owner used last
314
+ * (re-created only when its capacity or colour layout no longer fits); a new owner takes a slot idle for at least
315
+ * `staleAfterPasses` pass executions, then a new slot up to `maxSlots`, then the least recently used one. Sharing a
316
+ * slot between two draws is still correct (GL orders the uploads), it only costs a re-upload.
317
+ */
318
+ export declare class InstanceSlotAllocator<B> {
319
+ private readonly create;
320
+ private readonly dispose;
321
+ private readonly maxSlots;
322
+ private readonly staleAfterPasses;
323
+ private readonly slots;
324
+ private readonly byOwner;
325
+ private readonly labelCounts;
326
+ private pass;
327
+ constructor(create: (capacity: number, colors: boolean) => B, dispose: (buffer: B) => void, maxSlots?: number, staleAfterPasses?: number);
328
+ /** One pass execution started (the idle clock). */
329
+ beginPass(): void;
330
+ /** `label#n`: the n-th draw with this label in the current pass. */
331
+ labelKey(label: string): string;
332
+ get size(): number;
333
+ acquire(owner: object | string, count: number, colors: boolean): {
334
+ readonly buffer: B;
335
+ readonly capacity: number;
336
+ };
337
+ }
338
+ /**
339
+ * Items the per-instance frustum cull must draw whole: three's `frustumCulled: false`, CPU-unknown vertex motion
340
+ * (skinning, morphs, custom attributes, custom shader materials), draw ranges, and SI-8 `prd10.wind` vegetation. Wind
341
+ * bends a plant's top by up to about 0.74 of its height while the cull sphere (1.15 x the bounds radius) covers about
342
+ * 0.625 of it, so a strongly bent plant at the view edge was culled while still on screen.
343
+ */
344
+ export declare function instanceCullExcluded(item: Pick<RenderItem, "frustumCulled" | "skinning" | "morphTargets" | "morphWeights" | "instanceAttributes" | "drawRange" | "label">, customShaderMaterial: boolean): boolean;
285
345
  /**
286
346
  * Pass-owned feature axes (C-02): lights/shadows/environment/fog shared by every
287
347
  * material in the pass. `clustered` is the pass's resolved state; above
@@ -405,6 +465,23 @@ export declare function prd02IblEnvironmentAvailable(environment: EnvironmentLig
405
465
  * conjunction-off every draw stays byte-identical.
406
466
  */
407
467
  export declare function applyPrd02EnvironmentUniforms(environment: EnvironmentLightingOptions | undefined, item: RenderItem, material: Material | MaterialInstance, uniforms: Map<string, UniformValue>): void;
468
+ /**
469
+ * LIGHT-05/08: splits the pass ambient (which carries the hemisphere's flat mean for the programs that read only
470
+ * the ambient scalar) back into the constant ambient and the directional hemisphere pair for the PRD-02 chunk.
471
+ * With no hemisphere the ambient is passed through unchanged (byte-identical packet).
472
+ */
473
+ export declare function prd02AmbientAndHemisphere(env: EnvironmentLightingOptions): {
474
+ readonly ambient: {
475
+ readonly color: readonly [number, number, number];
476
+ readonly intensity: number;
477
+ };
478
+ readonly hemisphere?: {
479
+ readonly sky: readonly [number, number, number];
480
+ readonly ground: readonly [number, number, number];
481
+ readonly intensity: number;
482
+ readonly direction: readonly [number, number, number];
483
+ };
484
+ };
408
485
  export declare function toMat4Uniform(value: Float32Array | readonly number[], field: string, label?: string): Float32Array;
409
486
  export declare function identityMatrix(): readonly number[];
410
487
  /** C-04 bucket an item lands in for the v2 frame-order split (§9.1). */
@@ -1 +1 @@
1
- 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@@ -4,6 +4,8 @@ import { LightUniforms } from "./LightUniforms.js";
4
4
  import { Material } from "./Material.js";
5
5
  import { MaterialBinding, MaterialBindingError } from "./MaterialBinding.js";
6
6
  import { MaterialInstance } from "./MaterialInstance.js";
7
+ import { PortableShaderMaterial } from "./PortableShaderMaterial.js";
8
+ import { cullInstancesToFrustum, MIN_CULLED_INSTANCES } from "./renderer/InstanceFrustumCull.js";
7
9
  import { RenderDeviceError } from "./RenderDevice.js";
8
10
  import { RenderPipeline } from "./RenderPipeline.js";
9
11
  import { BaseRenderPass } from "./RenderPass.js";
@@ -23,7 +25,7 @@ import { instanceBufferSlot } from "./contracts/geometry.js";
23
25
  import {} from "./VertexFormat.js";
24
26
  import {} from "./ClusteredForwardLighting.js";
25
27
  import { programCacheSlot } from "./contracts/program.js";
26
- import { normalizeProgramFeatures } from "./program/ProgramFeatures.js";
28
+ import { normalizeProgramFeatures, PROGRAM_OUTPUT_SRGB_FEATURE } from "./program/ProgramFeatures.js";
27
29
  import { featuresForGeometry, geometryHasSkin, materialFeatureWarning, materialRoutesToGeneratedProgram } from "./program/MaterialFeatures.js";
28
30
  import { bindShaderFeatureUniforms, selectShaderFeatureBits } from "./program/FeatureSelect.js";
29
31
  import { bindMaterialLobeUniforms } from "./materials/PhysicalFeatures.js";
@@ -71,8 +73,9 @@ export class ForwardPass extends BaseRenderPass {
71
73
  // `shaderCaches`) and die with the device.
72
74
  static pipelineCaches = new WeakMap();
73
75
  static uniformPacketPools = new WeakMap();
74
- static instanceSlotPools = new WeakMap();
75
- instanceSlotCursor = 0;
76
+ // SI-3: one owner-keyed slot allocator per device, shared by every ForwardPass (opaque pass, interleaved
77
+ // transparent segments, mirror/probe views), so an instanced item keeps its buffer across passes and frames.
78
+ static instanceSlotAllocators = new WeakMap();
76
79
  static vertexFormatIds = new WeakMap();
77
80
  static nextVertexFormatId = 1;
78
81
  static renderStateIds = new WeakMap();
@@ -83,6 +86,8 @@ export class ForwardPass extends BaseRenderPass {
83
86
  // execute() because drawItem() does not carry the pass context.
84
87
  frameWidth = 0;
85
88
  frameHeight = 0;
89
+ // WP-4: which view this pass renders, so the contact-shadow mask binds only to the main camera's draws (one object per frame).
90
+ contactMaskScope;
86
91
  constructor(options) {
87
92
  super(options.framePass?.name ?? "forward", [...(options.inputColorResource ? [options.inputColorResource] : []), ...(options.framePass?.reads ?? [])], options.framePass?.writes ?? ["color"]);
88
93
  this.options = options;
@@ -92,6 +97,7 @@ export class ForwardPass extends BaseRenderPass {
92
97
  this.skinningPaletteUploads.beginFrame();
93
98
  this.frameWidth = context.width;
94
99
  this.frameHeight = context.height;
100
+ this.contactMaskScope = { device: context.device, width: context.width, height: context.height, cameraPosition: this.options.cameraPosition };
95
101
  this.beginFramePools(context.device);
96
102
  this.clusteredLighting = resolveForwardClusteredLighting(this.options.lights, context.width, context.height, this.options.cameraViewProjectionMatrix);
97
103
  const flags = rendererQrFlags(context.device);
@@ -131,7 +137,8 @@ export class ForwardPass extends BaseRenderPass {
131
137
  this.clusteredLighting = null;
132
138
  }
133
139
  }
134
- drawItem(device, item) {
140
+ drawItem(device, sourceItem) {
141
+ let item = sourceItem;
135
142
  // An instanced item with zero instances draws nothing (never a contract throw that blanks the frame).
136
143
  if (item.instanceTransforms !== undefined && item.instanceTransforms.length === 0)
137
144
  return;
@@ -170,6 +177,13 @@ export class ForwardPass extends BaseRenderPass {
170
177
  // Generated iff getShader resolved a generated program for this draw (a
171
178
  // compile-failed fallback or an unskinnable skinned item is a legacy draw).
172
179
  let generated = this.lastProgramFeatures !== undefined;
180
+ // Large instanced draws: submit only the instances whose bounding sphere meets this pass's view frustum.
181
+ const culled = this.cullInstancesToView(item, baseMaterial);
182
+ if (culled !== null) {
183
+ if (culled.count === 0)
184
+ return;
185
+ item = { ...item, instanceTransforms: culled.transforms, ...(culled.colors ? { instanceColors: culled.colors } : {}) };
186
+ }
173
187
  if (item.instanceTransforms && baseMaterial.renderState.cullMode !== "none" && instancedItemNeedsPerInstanceCullState(item)) {
174
188
  for (const expanded of expandInstancedRenderItem(item)) {
175
189
  this.drawItem(device, expanded);
@@ -247,7 +261,7 @@ export class ForwardPass extends BaseRenderPass {
247
261
  applyEnvironmentFogUniforms(itemFog, item, shader, uniforms);
248
262
  if (generated)
249
263
  applyGeneratedFogUniforms(itemFog, shader, uniforms);
250
- applyForwardShadowMapUniforms(selectForwardShadowMap(this.options.shadowMap, item, this.options.cameraViewMatrix, this.options.cameraPosition), item, shader, uniforms);
264
+ applyForwardShadowMapUniforms(selectForwardShadowMap(this.options.shadowMap, item, this.options.cameraViewMatrix, this.options.cameraPosition), item, shader, uniforms, this.contactMaskScope);
251
265
  applyOutputColorSpaceUniform(this.options.outputColorSpace ?? "srgb", item, shader, uniforms);
252
266
  applyCameraUniforms(this.options.cameraPosition, item, shader, uniforms);
253
267
  applyAlphaCutoffUniform(item, shader, uniforms);
@@ -305,6 +319,25 @@ export class ForwardPass extends BaseRenderPass {
305
319
  }
306
320
  }
307
321
  }
322
+ /**
323
+ * Per-instance frustum culling for large instanced items (see renderer/InstanceFrustumCull.ts). Only the main camera of this pass is used,
324
+ * and only for plain meshes: skinned/morphed/custom-attribute items, custom shader materials (vertex displacement) and items that opt out
325
+ * with `frustumCulled: false` always draw every instance.
326
+ */
327
+ cullInstancesToView(item, baseMaterial) {
328
+ const transforms = item.instanceTransforms;
329
+ const viewProjection = this.options.cameraViewProjectionMatrix;
330
+ if (!(transforms instanceof Float32Array) || viewProjection === undefined || viewProjection.length < 16)
331
+ return null;
332
+ if (transforms.length < MIN_CULLED_INSTANCES * 16)
333
+ return null;
334
+ if (instanceCullExcluded(item, baseMaterial instanceof PortableShaderMaterial))
335
+ return null;
336
+ const colors = item.instanceColors;
337
+ if (colors !== undefined && !(colors instanceof Float32Array))
338
+ return null;
339
+ return cullInstancesToFrustum({ viewProjection, modelMatrix: item.modelMatrix, bounds: item.geometry.bounds, transforms, ...(colors ? { colors } : {}) });
340
+ }
308
341
  /**
309
342
  * Generated-path instancing (Phase 6): attribute matrices only — the
310
343
  * `u_instanceMatrices[64]` uniform path exists solely in the frozen legacy
@@ -317,7 +350,7 @@ export class ForwardPass extends BaseRenderPass {
317
350
  return applyInstanceBinding(device, item, shader, uniforms);
318
351
  const source = validateInstanceTransformSource(item);
319
352
  const count = source.length / 16;
320
- const slot = this.instanceSlotFor(device, count, item.instanceColors !== undefined);
353
+ const slot = this.instanceSlotFor(device, item.label, source, count, item.instanceColors !== undefined);
321
354
  slot.buffer.setMatrices(source instanceof Float32Array ? source : new Float32Array(source), count);
322
355
  if (item.instanceColors) {
323
356
  slot.buffer.setColors(item.instanceColors instanceof Float32Array ? item.instanceColors : new Float32Array(item.instanceColors));
@@ -474,8 +507,10 @@ export class ForwardPass extends BaseRenderPass {
474
507
  if (selected[PRD02_IBL_FEATURE] !== undefined && !prd02IblEnvironmentAvailable(this.options.environmentLighting, item)) {
475
508
  delete selected[PRD02_IBL_FEATURE];
476
509
  }
477
- // #867 (games): the feature set follows what the geometry carries
478
- // (three.js semantics): no uv → no uv maps, no joints/weights → no skin.
510
+ // Direct render path (frame output colour space is sRGB: no post chain, no OutputPass): the generated program
511
+ // tone-maps and encodes its own output. Explicit "srgb" only; an unset option keeps the linear program.
512
+ if (this.options.outputColorSpace === "srgb")
513
+ selected[PROGRAM_OUTPUT_SRGB_FEATURE] = true;
479
514
  const record = item ? featuresForGeometry({ ...mf, features: { ...mf.features, ...selected } }, (a) => geometryHasAttribute(item.geometry, a)) : { ...mf, features: { ...mf.features, ...selected } };
480
515
  return normalizeProgramFeatures({
481
516
  ...record,
@@ -509,7 +544,7 @@ export class ForwardPass extends BaseRenderPass {
509
544
  pool.free.push(...pool.used);
510
545
  pool.used = [];
511
546
  }
512
- this.instanceSlotCursor = 0;
547
+ ForwardPass.instanceSlotAllocators.get(device)?.beginPass();
513
548
  }
514
549
  /** A cleared per-item scratch map; recycled after the next execute begins. */
515
550
  acquireUniformPacket(device) {
@@ -564,32 +599,105 @@ export class ForwardPass extends BaseRenderPass {
564
599
  return pipeline;
565
600
  }
566
601
  /**
567
- * Persistent attribute-matrix slot for the generated path (Phase 6): slots
568
- * are reused in draw order; capacity/colors mismatches retire the old
569
- * buffer (its VAOs are evicted by the §6.1 dispose fix).
602
+ * Persistent attribute-matrix slot for the generated path (Phase 6). SI-3: slots are keyed by the item's
603
+ * transform array (its owner), not by draw order inside one pass. The order-keyed cursor restarted at 0 in every
604
+ * ForwardPass, so the opaque pass and each transparent segment wrote different items into slot 0 and the
605
+ * content-compare upload skip never hit when several passes drew instanced items.
570
606
  */
571
- instanceSlotFor(device, count, colors) {
572
- const index = this.instanceSlotCursor;
573
- this.instanceSlotCursor += 1;
607
+ instanceSlotFor(device, label, transforms, count, colors) {
608
+ let allocator = ForwardPass.instanceSlotAllocators.get(device);
609
+ if (!allocator) {
610
+ allocator = new InstanceSlotAllocator((capacity, withColors) => instanceBufferSlot.get(rendererQrFlags(device))(device, capacity, { colors: withColors }), (buffer) => buffer.dispose());
611
+ ForwardPass.instanceSlotAllocators.set(device, allocator);
612
+ }
613
+ return allocator.acquire(label ? allocator.labelKey(label) : transforms, count, colors);
614
+ }
615
+ }
616
+ /**
617
+ * SI-3: owner-keyed pool of persistent instance buffers. The owner is the item label (with its occurrence index in
618
+ * the pass, so two items sharing a label keep two slots), or the transform array when the item has no label; labels
619
+ * survive the per-frame RenderItem rebuilds that replace arrays. `acquire(owner)` returns the slot that owner used last
620
+ * (re-created only when its capacity or colour layout no longer fits); a new owner takes a slot idle for at least
621
+ * `staleAfterPasses` pass executions, then a new slot up to `maxSlots`, then the least recently used one. Sharing a
622
+ * slot between two draws is still correct (GL orders the uploads), it only costs a re-upload.
623
+ */
624
+ export class InstanceSlotAllocator {
625
+ create;
626
+ dispose;
627
+ maxSlots;
628
+ staleAfterPasses;
629
+ slots = [];
630
+ // Strong keys, bounded: an owner's entry is deleted when its slot is taken over, so it never exceeds maxSlots.
631
+ byOwner = new Map();
632
+ labelCounts = new Map();
633
+ pass = 0;
634
+ constructor(create, dispose, maxSlots = 256, staleAfterPasses = 16) {
635
+ this.create = create;
636
+ this.dispose = dispose;
637
+ this.maxSlots = maxSlots;
638
+ this.staleAfterPasses = staleAfterPasses;
639
+ }
640
+ /** One pass execution started (the idle clock). */
641
+ beginPass() {
642
+ this.pass += 1;
643
+ this.labelCounts.clear();
644
+ }
645
+ /** `label#n`: the n-th draw with this label in the current pass. */
646
+ labelKey(label) {
647
+ const n = this.labelCounts.get(label) ?? 0;
648
+ this.labelCounts.set(label, n + 1);
649
+ return `${label}#${n}`;
650
+ }
651
+ get size() {
652
+ return this.slots.length;
653
+ }
654
+ acquire(owner, count, colors) {
574
655
  const capacity = Math.max(64, 2 ** Math.ceil(Math.log2(Math.max(1, count))));
575
- let slots = ForwardPass.instanceSlotPools.get(device);
576
- if (!slots) {
577
- slots = [];
578
- ForwardPass.instanceSlotPools.set(device, slots);
656
+ const owned = this.byOwner.get(owner);
657
+ let index = owned !== undefined && this.slots[owned]?.owner === owner ? owned : -1;
658
+ if (index < 0) {
659
+ index = this.slots.findIndex((slot) => slot.owner === null || slot.lastUse <= this.pass - this.staleAfterPasses);
660
+ if (index < 0 && this.slots.length >= this.maxSlots) {
661
+ index = 0;
662
+ for (let i = 1; i < this.slots.length; i += 1)
663
+ if (this.slots[i].lastUse < this.slots[index].lastUse)
664
+ index = i;
665
+ }
579
666
  }
580
- const existing = slots[index];
581
- if (existing && existing.colors === colors && existing.capacity >= count) {
582
- return existing;
667
+ if (index < 0) {
668
+ this.slots.push({ buffer: this.create(capacity, colors), colors, capacity, owner, lastUse: this.pass });
669
+ index = this.slots.length - 1;
670
+ }
671
+ const slot = this.slots[index];
672
+ if (slot.colors !== colors || slot.capacity < count) {
673
+ this.dispose(slot.buffer);
674
+ slot.buffer = this.create(capacity, colors);
675
+ slot.colors = colors;
676
+ slot.capacity = capacity;
677
+ }
678
+ if (slot.owner !== owner) {
679
+ if (slot.owner)
680
+ this.byOwner.delete(slot.owner);
681
+ slot.owner = owner;
583
682
  }
584
- existing?.buffer.dispose();
585
- const buffer = instanceBufferSlot.get(rendererQrFlags(device))(device, capacity, { colors });
586
- const slot = { buffer, colors, capacity };
587
- slots[index] = slot;
588
- if (slots.length > index + 64)
589
- slots.length = index + 64;
683
+ slot.lastUse = this.pass;
684
+ this.byOwner.set(owner, index);
590
685
  return slot;
591
686
  }
592
687
  }
688
+ /**
689
+ * Items the per-instance frustum cull must draw whole: three's `frustumCulled: false`, CPU-unknown vertex motion
690
+ * (skinning, morphs, custom attributes, custom shader materials), draw ranges, and SI-8 `prd10.wind` vegetation. Wind
691
+ * bends a plant's top by up to about 0.74 of its height while the cull sphere (1.15 x the bounds radius) covers about
692
+ * 0.625 of it, so a strongly bent plant at the view edge was culled while still on screen.
693
+ */
694
+ export function instanceCullExcluded(item, customShaderMaterial) {
695
+ if (item.frustumCulled === false || item.skinning || item.morphTargets || item.morphWeights || item.instanceAttributes || item.drawRange)
696
+ return true;
697
+ if (customShaderMaterial)
698
+ return true;
699
+ return item.label?.startsWith("prd10.wind:") === true;
700
+ }
593
701
  function lightBucket(count, max = 8) {
594
702
  return count <= 0 ? 0 : count === 1 ? 1 : count === 2 ? 2 : count <= 4 ? 4 : max;
595
703
  }
@@ -923,13 +1031,30 @@ function renderStateForItem(renderState, item) {
923
1031
  }
924
1032
  function instancedItemNeedsPerInstanceCullState(item) {
925
1033
  const source = validateInstanceTransformSource(item);
926
- const baseModel = toMat4Values(item.modelMatrix ?? identityMatrix(), "modelMatrix", item.label);
927
- const handedness = new Set();
1034
+ const base = toMat4Values(item.modelMatrix ?? identityMatrix(), "modelMatrix", item.label);
1035
+ // Allocation-free: a 10,000-instance draw runs this every pass. Only the upper 3x3 of
1036
+ // `base * instance` feeds the handedness test, so build it from scalars (same sums as
1037
+ // `multiplyMat4`, rows 0..2 / columns 0..2) instead of two arrays per instance.
928
1038
  for (let offset = 0; offset < source.length; offset += 16) {
929
- const instanceMatrix = mat4FromArrayLike(source, offset);
930
- handedness.add(hasNegativeHandedness(multiplyMat4(baseModel, instanceMatrix)));
931
- }
932
- return handedness.has(true);
1039
+ if (instanceProductHasNegativeHandedness(base, source, offset))
1040
+ return true;
1041
+ }
1042
+ return false;
1043
+ }
1044
+ function instanceProductHasNegativeHandedness(base, source, offset) {
1045
+ const o = offset;
1046
+ const c00 = base[0 * 4 + 0] * source[o] + base[1 * 4 + 0] * source[o + 1] + base[2 * 4 + 0] * source[o + 2] + base[3 * 4 + 0] * source[o + 3];
1047
+ const c01 = base[0 * 4 + 1] * source[o] + base[1 * 4 + 1] * source[o + 1] + base[2 * 4 + 1] * source[o + 2] + base[3 * 4 + 1] * source[o + 3];
1048
+ const c02 = base[0 * 4 + 2] * source[o] + base[1 * 4 + 2] * source[o + 1] + base[2 * 4 + 2] * source[o + 2] + base[3 * 4 + 2] * source[o + 3];
1049
+ const c10 = base[0 * 4 + 0] * source[o + 4] + base[1 * 4 + 0] * source[o + 5] + base[2 * 4 + 0] * source[o + 6] + base[3 * 4 + 0] * source[o + 7];
1050
+ const c11 = base[0 * 4 + 1] * source[o + 4] + base[1 * 4 + 1] * source[o + 5] + base[2 * 4 + 1] * source[o + 6] + base[3 * 4 + 1] * source[o + 7];
1051
+ const c12 = base[0 * 4 + 2] * source[o + 4] + base[1 * 4 + 2] * source[o + 5] + base[2 * 4 + 2] * source[o + 6] + base[3 * 4 + 2] * source[o + 7];
1052
+ const c20 = base[0 * 4 + 0] * source[o + 8] + base[1 * 4 + 0] * source[o + 9] + base[2 * 4 + 0] * source[o + 10] + base[3 * 4 + 0] * source[o + 11];
1053
+ const c21 = base[0 * 4 + 1] * source[o + 8] + base[1 * 4 + 1] * source[o + 9] + base[2 * 4 + 1] * source[o + 10] + base[3 * 4 + 1] * source[o + 11];
1054
+ const c22 = base[0 * 4 + 2] * source[o + 8] + base[1 * 4 + 2] * source[o + 9] + base[2 * 4 + 2] * source[o + 10] + base[3 * 4 + 2] * source[o + 11];
1055
+ // Column-major: matrix[0..2] = c00,c01,c02; [4..6] = c10,c11,c12; [8..10] = c20,c21,c22 (see hasNegativeHandedness).
1056
+ const determinant = c00 * (c11 * c22 - c21 * c12) - c10 * (c01 * c22 - c21 * c02) + c20 * (c01 * c12 - c11 * c02);
1057
+ return Number.isFinite(determinant) && determinant < -1e-8;
933
1058
  }
934
1059
  function expandInstancedRenderItem(item) {
935
1060
  const source = validateInstanceTransformSource(item);
@@ -1316,7 +1441,7 @@ export function applyPrd02EnvironmentUniforms(environment, item, material, unifo
1316
1441
  }
1317
1442
  const packed = packA3DEnvironmentUniforms({
1318
1443
  probe,
1319
- ...(env ? { ambient: { color: env.color, intensity: env.intensity } } : {}),
1444
+ ...(env ? prd02AmbientAndHemisphere(env) : {}),
1320
1445
  // EnvironmentLightingOptions rotation is in turns (indirect_default);
1321
1446
  // the PRD-02 chunk's u_envRotation is radians.
1322
1447
  rotation: (env?.environmentMapRotation ?? 0) * Math.PI * 2,
@@ -1335,6 +1460,26 @@ export function applyPrd02EnvironmentUniforms(environment, item, material, unifo
1335
1460
  expectedColorSpace: "linear"
1336
1461
  }));
1337
1462
  }
1463
+ /**
1464
+ * LIGHT-05/08: splits the pass ambient (which carries the hemisphere's flat mean for the programs that read only
1465
+ * the ambient scalar) back into the constant ambient and the directional hemisphere pair for the PRD-02 chunk.
1466
+ * With no hemisphere the ambient is passed through unchanged (byte-identical packet).
1467
+ */
1468
+ export function prd02AmbientAndHemisphere(env) {
1469
+ const hemi = env.hemisphere;
1470
+ if (!hemi)
1471
+ return { ambient: { color: env.color, intensity: env.intensity } };
1472
+ const rest = [0, 0, 0];
1473
+ for (let i = 0; i < 3; i += 1) {
1474
+ const value = env.color[i] * env.intensity - (hemi.sky[i] + hemi.ground[i]) / 2;
1475
+ // Float residue of the add-then-subtract round trip is clamped; a real ambient is never negative.
1476
+ rest[i] = value > 1e-7 ? value : 0;
1477
+ }
1478
+ return {
1479
+ ambient: { color: rest, intensity: 1 },
1480
+ hemisphere: { sky: hemi.sky, ground: hemi.ground, intensity: 1, direction: hemi.direction }
1481
+ };
1482
+ }
1338
1483
  function applyProceduralEnvironmentMapUniforms(proceduralMap, item, shader, uniforms, generatedE3Conjunction = false) {
1339
1484
  if (!proceduralMap) {
1340
1485
  clearProceduralEnvironmentMapUniforms(shader, uniforms);