@aura3d/rendering 3.0.0 → 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 (1877) hide show
  1. package/dist/BlendModes.d.ts +34 -0
  2. package/dist/BlendModes.d.ts.map +1 -0
  3. package/dist/BlendModes.js +42 -0
  4. package/dist/BlendModes.js.map +1 -0
  5. package/dist/CascadedShadowMaps.d.ts.map +1 -1
  6. package/dist/CascadedShadowMaps.js +3 -1
  7. package/dist/CascadedShadowMaps.js.map +1 -1
  8. package/dist/DepthPass.d.ts +18 -0
  9. package/dist/DepthPass.d.ts.map +1 -1
  10. package/dist/DepthPass.js +103 -20
  11. package/dist/DepthPass.js.map +1 -1
  12. package/dist/EnvironmentBackgroundPass.d.ts +7 -0
  13. package/dist/EnvironmentBackgroundPass.d.ts.map +1 -1
  14. package/dist/EnvironmentBackgroundPass.js +39 -14
  15. package/dist/EnvironmentBackgroundPass.js.map +1 -1
  16. package/dist/EnvironmentMapResources.d.ts +1 -1
  17. package/dist/EnvironmentMapResources.d.ts.map +1 -1
  18. package/dist/EnvironmentMapResources.js +19 -8
  19. package/dist/EnvironmentMapResources.js.map +1 -1
  20. package/dist/EnvironmentPlatform.d.ts +6 -0
  21. package/dist/EnvironmentPlatform.d.ts.map +1 -1
  22. package/dist/EnvironmentPlatform.js +3 -1
  23. package/dist/EnvironmentPlatform.js.map +1 -1
  24. package/dist/EnvironmentPreset.d.ts +7 -0
  25. package/dist/EnvironmentPreset.d.ts.map +1 -1
  26. package/dist/EnvironmentPreset.js +11 -11
  27. package/dist/EnvironmentPreset.js.map +1 -1
  28. package/dist/EnvironmentPresetPack.d.ts +16 -0
  29. package/dist/EnvironmentPresetPack.d.ts.map +1 -1
  30. package/dist/EnvironmentPresetPack.js +28 -0
  31. package/dist/EnvironmentPresetPack.js.map +1 -1
  32. package/dist/ExtensionScalarAtlas.d.ts +18 -0
  33. package/dist/ExtensionScalarAtlas.d.ts.map +1 -0
  34. package/dist/ExtensionScalarAtlas.js +107 -0
  35. package/dist/ExtensionScalarAtlas.js.map +1 -0
  36. package/dist/ExternalParityRenderPreset.d.ts +15 -1
  37. package/dist/ExternalParityRenderPreset.d.ts.map +1 -1
  38. package/dist/ExternalParityRenderPreset.js +52 -7
  39. package/dist/ExternalParityRenderPreset.js.map +1 -1
  40. package/dist/ForwardPass.d.ts +240 -50
  41. package/dist/ForwardPass.d.ts.map +1 -1
  42. package/dist/ForwardPass.js +845 -866
  43. package/dist/ForwardPass.js.map +1 -1
  44. package/dist/Geometry.d.ts +44 -1
  45. package/dist/Geometry.d.ts.map +1 -1
  46. package/dist/Geometry.js +174 -24
  47. package/dist/Geometry.js.map +1 -1
  48. package/dist/InstancedPBRMaterial.d.ts +5 -0
  49. package/dist/InstancedPBRMaterial.d.ts.map +1 -1
  50. package/dist/InstancedPBRMaterial.js +7 -0
  51. package/dist/InstancedPBRMaterial.js.map +1 -1
  52. package/dist/LeanWebGL2Device.d.ts +265 -0
  53. package/dist/LeanWebGL2Device.d.ts.map +1 -0
  54. package/dist/LeanWebGL2Device.js +4001 -0
  55. package/dist/LeanWebGL2Device.js.map +1 -0
  56. package/dist/LightCollector.d.ts +8 -0
  57. package/dist/LightCollector.d.ts.map +1 -1
  58. package/dist/LightCollector.js +1 -1
  59. package/dist/LightCollector.js.map +1 -1
  60. package/dist/LightUniforms.d.ts +78 -0
  61. package/dist/LightUniforms.d.ts.map +1 -1
  62. package/dist/LightUniforms.js +100 -0
  63. package/dist/LightUniforms.js.map +1 -1
  64. package/dist/Material.d.ts +15 -0
  65. package/dist/Material.d.ts.map +1 -1
  66. package/dist/Material.js +19 -2
  67. package/dist/Material.js.map +1 -1
  68. package/dist/MaterialBinding.d.ts +10 -0
  69. package/dist/MaterialBinding.d.ts.map +1 -1
  70. package/dist/MaterialBinding.js +92 -2
  71. package/dist/MaterialBinding.js.map +1 -1
  72. package/dist/MaterialPresets.d.ts +60 -0
  73. package/dist/MaterialPresets.d.ts.map +1 -1
  74. package/dist/MaterialPresets.js +212 -0
  75. package/dist/MaterialPresets.js.map +1 -1
  76. package/dist/NormalMappedPBRMaterial.d.ts +5 -0
  77. package/dist/NormalMappedPBRMaterial.d.ts.map +1 -1
  78. package/dist/NormalMappedPBRMaterial.js +7 -0
  79. package/dist/NormalMappedPBRMaterial.js.map +1 -1
  80. package/dist/OceanSurface.d.ts +8 -0
  81. package/dist/OceanSurface.d.ts.map +1 -1
  82. package/dist/OceanSurface.js +10 -79
  83. package/dist/OceanSurface.js.map +1 -1
  84. package/dist/PBRLightingDefaults.d.ts +8 -0
  85. package/dist/PBRLightingDefaults.d.ts.map +1 -1
  86. package/dist/PBRLightingDefaults.js +8 -0
  87. package/dist/PBRLightingDefaults.js.map +1 -1
  88. package/dist/PBRMaterial.d.ts +5 -0
  89. package/dist/PBRMaterial.d.ts.map +1 -1
  90. package/dist/PBRMaterial.js +7 -0
  91. package/dist/PBRMaterial.js.map +1 -1
  92. package/dist/PlanarReflection.d.ts +2 -2
  93. package/dist/PlanarReflection.js +3 -3
  94. package/dist/PlanarReflection.js.map +1 -1
  95. package/dist/PostProcessPass.d.ts +8 -473
  96. package/dist/PostProcessPass.d.ts.map +1 -1
  97. package/dist/PostProcessPass.js +6 -1984
  98. package/dist/PostProcessPass.js.map +1 -1
  99. package/dist/ProceduralMaterialTextures.d.ts +28 -0
  100. package/dist/ProceduralMaterialTextures.d.ts.map +1 -0
  101. package/dist/ProceduralMaterialTextures.js +217 -0
  102. package/dist/ProceduralMaterialTextures.js.map +1 -0
  103. package/dist/ProjectionMath.d.ts +3 -0
  104. package/dist/ProjectionMath.d.ts.map +1 -0
  105. package/dist/ProjectionMath.js +26 -0
  106. package/dist/ProjectionMath.js.map +1 -0
  107. package/dist/ReflectionProbe.d.ts.map +1 -1
  108. package/dist/ReflectionProbe.js +4 -1
  109. package/dist/ReflectionProbe.js.map +1 -1
  110. package/dist/ReflectionSurfaces.d.ts +4 -1
  111. package/dist/ReflectionSurfaces.d.ts.map +1 -1
  112. package/dist/ReflectionSurfaces.js +10 -1
  113. package/dist/ReflectionSurfaces.js.map +1 -1
  114. package/dist/RenderBackend.d.ts +2 -0
  115. package/dist/RenderBackend.d.ts.map +1 -1
  116. package/dist/RenderBackend.js +3 -0
  117. package/dist/RenderBackend.js.map +1 -1
  118. package/dist/RenderDevice.d.ts +97 -5
  119. package/dist/RenderDevice.d.ts.map +1 -1
  120. package/dist/RenderDevice.js +166 -9
  121. package/dist/RenderDevice.js.map +1 -1
  122. package/dist/RenderGraph.d.ts.map +1 -1
  123. package/dist/RenderGraph.js +17 -0
  124. package/dist/RenderGraph.js.map +1 -1
  125. package/dist/RenderPass.d.ts +7 -0
  126. package/dist/RenderPass.d.ts.map +1 -1
  127. package/dist/RenderPass.js.map +1 -1
  128. package/dist/RenderPipeline.d.ts +5 -0
  129. package/dist/RenderPipeline.d.ts.map +1 -1
  130. package/dist/RenderPipeline.js +6 -0
  131. package/dist/RenderPipeline.js.map +1 -1
  132. package/dist/Renderer.d.ts +270 -66
  133. package/dist/Renderer.d.ts.map +1 -1
  134. package/dist/Renderer.js +970 -1249
  135. package/dist/Renderer.js.map +1 -1
  136. package/dist/RendererPostprocessPlan.d.ts +20 -3
  137. package/dist/RendererPostprocessPlan.d.ts.map +1 -1
  138. package/dist/RendererPostprocessPlan.js +32 -4
  139. package/dist/RendererPostprocessPlan.js.map +1 -1
  140. package/dist/RendererTiming.d.ts +27 -0
  141. package/dist/RendererTiming.d.ts.map +1 -1
  142. package/dist/RendererTiming.js +179 -12
  143. package/dist/RendererTiming.js.map +1 -1
  144. package/dist/ResolutionGovernor.d.ts +56 -0
  145. package/dist/ResolutionGovernor.d.ts.map +1 -0
  146. package/dist/ResolutionGovernor.js +87 -0
  147. package/dist/ResolutionGovernor.js.map +1 -0
  148. package/dist/Sampler.d.ts +34 -1
  149. package/dist/Sampler.d.ts.map +1 -1
  150. package/dist/Sampler.js +55 -2
  151. package/dist/Sampler.js.map +1 -1
  152. package/dist/ScreenSpaceReflectionPass.d.ts +43 -0
  153. package/dist/ScreenSpaceReflectionPass.d.ts.map +1 -0
  154. package/dist/ScreenSpaceReflectionPass.js +58 -0
  155. package/dist/ScreenSpaceReflectionPass.js.map +1 -0
  156. package/dist/ShaderLibrary.d.ts.map +1 -1
  157. package/dist/ShaderLibrary.js +183 -207
  158. package/dist/ShaderLibrary.js.map +1 -1
  159. package/dist/ShaderLibraryCore.d.ts +3 -0
  160. package/dist/ShaderLibraryCore.d.ts.map +1 -1
  161. package/dist/ShaderLibraryCore.js +6 -2
  162. package/dist/ShaderLibraryCore.js.map +1 -1
  163. package/dist/ShaderModule.d.ts +7 -1
  164. package/dist/ShaderModule.d.ts.map +1 -1
  165. package/dist/ShaderModule.js +20 -5
  166. package/dist/ShaderModule.js.map +1 -1
  167. package/dist/ShadowPass.d.ts.map +1 -1
  168. package/dist/ShadowPass.js +14 -7
  169. package/dist/ShadowPass.js.map +1 -1
  170. package/dist/SkinnedLitMaterial.d.ts +5 -0
  171. package/dist/SkinnedLitMaterial.d.ts.map +1 -1
  172. package/dist/SkinnedLitMaterial.js +13 -0
  173. package/dist/SkinnedLitMaterial.js.map +1 -1
  174. package/dist/SkinningBounds.d.ts +18 -0
  175. package/dist/SkinningBounds.d.ts.map +1 -1
  176. package/dist/SkinningBounds.js +78 -0
  177. package/dist/SkinningBounds.js.map +1 -1
  178. package/dist/SkinningPaletteTextureCache.d.ts +117 -0
  179. package/dist/SkinningPaletteTextureCache.d.ts.map +1 -0
  180. package/dist/SkinningPaletteTextureCache.js +205 -0
  181. package/dist/SkinningPaletteTextureCache.js.map +1 -0
  182. package/dist/SkinningUniforms.d.ts +56 -0
  183. package/dist/SkinningUniforms.d.ts.map +1 -0
  184. package/dist/SkinningUniforms.js +262 -0
  185. package/dist/SkinningUniforms.js.map +1 -0
  186. package/dist/TemporalHistory.d.ts +70 -0
  187. package/dist/TemporalHistory.d.ts.map +1 -0
  188. package/dist/TemporalHistory.js +218 -0
  189. package/dist/TemporalHistory.js.map +1 -0
  190. package/dist/TemporalMath.d.ts +3 -0
  191. package/dist/TemporalMath.d.ts.map +1 -0
  192. package/dist/TemporalMath.js +9 -0
  193. package/dist/TemporalMath.js.map +1 -0
  194. package/dist/TerrainHeightfield.d.ts +12 -0
  195. package/dist/TerrainHeightfield.d.ts.map +1 -1
  196. package/dist/TerrainHeightfield.js +29 -6
  197. package/dist/TerrainHeightfield.js.map +1 -1
  198. package/dist/TerrainTiles.d.ts +40 -10
  199. package/dist/TerrainTiles.d.ts.map +1 -1
  200. package/dist/TerrainTiles.js +18 -57
  201. package/dist/TerrainTiles.js.map +1 -1
  202. package/dist/Texture.d.ts +47 -2
  203. package/dist/Texture.d.ts.map +1 -1
  204. package/dist/Texture.js +119 -3
  205. package/dist/Texture.js.map +1 -1
  206. package/dist/TexturedPBRMaterial.d.ts +27 -0
  207. package/dist/TexturedPBRMaterial.d.ts.map +1 -1
  208. package/dist/TexturedPBRMaterial.js +137 -23
  209. package/dist/TexturedPBRMaterial.js.map +1 -1
  210. package/dist/TransmissionRenderTarget.d.ts +33 -0
  211. package/dist/TransmissionRenderTarget.d.ts.map +1 -0
  212. package/dist/TransmissionRenderTarget.js +61 -0
  213. package/dist/TransmissionRenderTarget.js.map +1 -0
  214. package/dist/VegetationScatter.js +1 -1
  215. package/dist/VegetationScatter.js.map +1 -1
  216. package/dist/VolumetricFog.d.ts +42 -0
  217. package/dist/VolumetricFog.d.ts.map +1 -1
  218. package/dist/VolumetricFog.js +52 -1
  219. package/dist/VolumetricFog.js.map +1 -1
  220. package/dist/WaterSurface.d.ts +5 -0
  221. package/dist/WaterSurface.d.ts.map +1 -1
  222. package/dist/WaterSurface.js +5 -0
  223. package/dist/WaterSurface.js.map +1 -1
  224. package/dist/WebGL2Device.d.ts +159 -198
  225. package/dist/WebGL2Device.d.ts.map +1 -1
  226. package/dist/WebGL2Device.js +797 -3443
  227. package/dist/WebGL2Device.js.map +1 -1
  228. package/dist/WebGL2StateCache.d.ts +15 -1
  229. package/dist/WebGL2StateCache.d.ts.map +1 -1
  230. package/dist/WebGL2StateCache.js +31 -2
  231. package/dist/WebGL2StateCache.js.map +1 -1
  232. package/dist/WebGPUDevice.d.ts +16 -9
  233. package/dist/WebGPUDevice.d.ts.map +1 -1
  234. package/dist/WebGPUDevice.js +343 -618
  235. package/dist/WebGPUDevice.js.map +1 -1
  236. package/dist/WebGPUExtensionAtlas.d.ts +6 -0
  237. package/dist/WebGPUExtensionAtlas.d.ts.map +1 -0
  238. package/dist/WebGPUExtensionAtlas.js +225 -0
  239. package/dist/WebGPUExtensionAtlas.js.map +1 -0
  240. package/dist/WebGPUSkinningLimits.d.ts +10 -1
  241. package/dist/WebGPUSkinningLimits.d.ts.map +1 -1
  242. package/dist/WebGPUSkinningLimits.js +15 -1
  243. package/dist/WebGPUSkinningLimits.js.map +1 -1
  244. package/dist/advanced-runtime/index.d.ts +6 -2
  245. package/dist/advanced-runtime/index.d.ts.map +1 -1
  246. package/dist/advanced-runtime/index.js +0 -1
  247. package/dist/advanced-runtime/index.js.map +1 -1
  248. package/dist/animation/AnimationRenderPreset.d.ts +1 -1
  249. package/dist/animation/AnimationRenderPreset.d.ts.map +1 -1
  250. package/dist/animation/AnimationRenderPreset.js +1 -1
  251. package/dist/animation/AnimationRenderPreset.js.map +1 -1
  252. package/dist/animation/applyAnimationRenderPreset.d.ts +1 -1
  253. package/dist/animation/applyAnimationRenderPreset.d.ts.map +1 -1
  254. package/dist/animation/index.d.ts +2 -1
  255. package/dist/animation/index.d.ts.map +1 -1
  256. package/dist/animation/index.js +1 -1
  257. package/dist/animation/index.js.map +1 -1
  258. package/dist/atmosphere/CloudLayer.d.ts +24 -0
  259. package/dist/atmosphere/CloudLayer.d.ts.map +1 -0
  260. package/dist/atmosphere/CloudLayer.js +30 -0
  261. package/dist/atmosphere/CloudLayer.js.map +1 -0
  262. package/dist/atmosphere/FogVolumes.d.ts +30 -0
  263. package/dist/atmosphere/FogVolumes.d.ts.map +1 -0
  264. package/dist/atmosphere/FogVolumes.js +96 -0
  265. package/dist/atmosphere/FogVolumes.js.map +1 -0
  266. package/dist/atmosphere/GradientSky.d.ts +40 -0
  267. package/dist/atmosphere/GradientSky.d.ts.map +1 -0
  268. package/dist/atmosphere/GradientSky.js +75 -0
  269. package/dist/atmosphere/GradientSky.js.map +1 -0
  270. package/dist/atmosphere/HeightFog.d.ts +154 -0
  271. package/dist/atmosphere/HeightFog.d.ts.map +1 -0
  272. package/dist/atmosphere/HeightFog.js +379 -0
  273. package/dist/atmosphere/HeightFog.js.map +1 -0
  274. package/dist/atmosphere/PreethamSky.d.ts +38 -0
  275. package/dist/atmosphere/PreethamSky.d.ts.map +1 -0
  276. package/dist/atmosphere/PreethamSky.js +150 -0
  277. package/dist/atmosphere/PreethamSky.js.map +1 -0
  278. package/dist/atmosphere/SkyBackgroundPass.d.ts +63 -0
  279. package/dist/atmosphere/SkyBackgroundPass.d.ts.map +1 -0
  280. package/dist/atmosphere/SkyBackgroundPass.js +233 -0
  281. package/dist/atmosphere/SkyBackgroundPass.js.map +1 -0
  282. package/dist/atmosphere/SkyCaptureAdapter.d.ts +45 -0
  283. package/dist/atmosphere/SkyCaptureAdapter.d.ts.map +1 -0
  284. package/dist/atmosphere/SkyCaptureAdapter.js +65 -0
  285. package/dist/atmosphere/SkyCaptureAdapter.js.map +1 -0
  286. package/dist/atmosphere/SkyEval.d.ts +56 -0
  287. package/dist/atmosphere/SkyEval.d.ts.map +1 -0
  288. package/dist/atmosphere/SkyEval.js +99 -0
  289. package/dist/atmosphere/SkyEval.js.map +1 -0
  290. package/dist/atmosphere/StarField.d.ts +26 -0
  291. package/dist/atmosphere/StarField.d.ts.map +1 -0
  292. package/dist/atmosphere/StarField.js +31 -0
  293. package/dist/atmosphere/StarField.js.map +1 -0
  294. package/dist/atmosphere/VolumetricFogPass.d.ts +69 -0
  295. package/dist/atmosphere/VolumetricFogPass.d.ts.map +1 -0
  296. package/dist/atmosphere/VolumetricFogPass.js +265 -0
  297. package/dist/atmosphere/VolumetricFogPass.js.map +1 -0
  298. package/dist/atmosphere/fogChunks.d.ts +8 -0
  299. package/dist/atmosphere/fogChunks.d.ts.map +1 -0
  300. package/dist/atmosphere/fogChunks.js +39 -0
  301. package/dist/atmosphere/fogChunks.js.map +1 -0
  302. package/dist/atmosphere/fogUniformStore.d.ts +20 -0
  303. package/dist/atmosphere/fogUniformStore.d.ts.map +1 -0
  304. package/dist/atmosphere/fogUniformStore.js +45 -0
  305. package/dist/atmosphere/fogUniformStore.js.map +1 -0
  306. package/dist/atmosphere/shaders/fog.glsl.d.ts +10 -0
  307. package/dist/atmosphere/shaders/fog.glsl.d.ts.map +1 -0
  308. package/dist/atmosphere/shaders/fog.glsl.js +161 -0
  309. package/dist/atmosphere/shaders/fog.glsl.js.map +1 -0
  310. package/dist/atmosphere/shaders/volumetric-apply.glsl.d.ts +3 -0
  311. package/dist/atmosphere/shaders/volumetric-apply.glsl.d.ts.map +1 -0
  312. package/dist/atmosphere/shaders/volumetric-apply.glsl.js +61 -0
  313. package/dist/atmosphere/shaders/volumetric-apply.glsl.js.map +1 -0
  314. package/dist/atmosphere/shaders/volumetric-inject.glsl.d.ts +4 -0
  315. package/dist/atmosphere/shaders/volumetric-inject.glsl.d.ts.map +1 -0
  316. package/dist/atmosphere/shaders/volumetric-inject.glsl.js +129 -0
  317. package/dist/atmosphere/shaders/volumetric-inject.glsl.js.map +1 -0
  318. package/dist/atmosphere/shaders/volumetric-integrate.glsl.d.ts +3 -0
  319. package/dist/atmosphere/shaders/volumetric-integrate.glsl.d.ts.map +1 -0
  320. package/dist/atmosphere/shaders/volumetric-integrate.glsl.js +55 -0
  321. package/dist/atmosphere/shaders/volumetric-integrate.glsl.js.map +1 -0
  322. package/dist/atmosphere/shaders/wetness.glsl.d.ts +34 -0
  323. package/dist/atmosphere/shaders/wetness.glsl.d.ts.map +1 -0
  324. package/dist/atmosphere/shaders/wetness.glsl.js +101 -0
  325. package/dist/atmosphere/shaders/wetness.glsl.js.map +1 -0
  326. package/dist/atmosphere/sky.glsl.d.ts +8 -0
  327. package/dist/atmosphere/sky.glsl.d.ts.map +1 -0
  328. package/dist/atmosphere/sky.glsl.js +249 -0
  329. package/dist/atmosphere/sky.glsl.js.map +1 -0
  330. package/dist/batching/BatchedGeometryPool.d.ts +72 -0
  331. package/dist/batching/BatchedGeometryPool.d.ts.map +1 -0
  332. package/dist/batching/BatchedGeometryPool.js +138 -0
  333. package/dist/batching/BatchedGeometryPool.js.map +1 -0
  334. package/dist/batching/ContentKeys.d.ts +29 -0
  335. package/dist/batching/ContentKeys.d.ts.map +1 -0
  336. package/dist/batching/ContentKeys.js +220 -0
  337. package/dist/batching/ContentKeys.js.map +1 -0
  338. package/dist/batching/DrawDataTexture.d.ts +51 -0
  339. package/dist/batching/DrawDataTexture.d.ts.map +1 -0
  340. package/dist/batching/DrawDataTexture.js +99 -0
  341. package/dist/batching/DrawDataTexture.js.map +1 -0
  342. package/dist/batching/MultiDrawBatch.d.ts +64 -0
  343. package/dist/batching/MultiDrawBatch.d.ts.map +1 -0
  344. package/dist/batching/MultiDrawBatch.js +103 -0
  345. package/dist/batching/MultiDrawBatch.js.map +1 -0
  346. package/dist/batching/StaticMergePlanner.d.ts +80 -0
  347. package/dist/batching/StaticMergePlanner.d.ts.map +1 -0
  348. package/dist/batching/StaticMergePlanner.js +323 -0
  349. package/dist/batching/StaticMergePlanner.js.map +1 -0
  350. package/dist/batching/index.d.ts +8 -0
  351. package/dist/batching/index.d.ts.map +1 -0
  352. package/dist/batching/index.js +8 -0
  353. package/dist/batching/index.js.map +1 -0
  354. package/dist/batching/shaders/drawId.glsl.d.ts +29 -0
  355. package/dist/batching/shaders/drawId.glsl.d.ts.map +1 -0
  356. package/dist/batching/shaders/drawId.glsl.js +93 -0
  357. package/dist/batching/shaders/drawId.glsl.js.map +1 -0
  358. package/dist/batching/shaders/instanceEmissive.glsl.d.ts +16 -0
  359. package/dist/batching/shaders/instanceEmissive.glsl.d.ts.map +1 -0
  360. package/dist/batching/shaders/instanceEmissive.glsl.js +63 -0
  361. package/dist/batching/shaders/instanceEmissive.glsl.js.map +1 -0
  362. package/dist/cinematic/BloomPass.d.ts +5 -9
  363. package/dist/cinematic/BloomPass.d.ts.map +1 -1
  364. package/dist/cinematic/BloomPass.js +5 -17
  365. package/dist/cinematic/BloomPass.js.map +1 -1
  366. package/dist/cinematic/DepthHazePass.d.ts +5 -11
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@@ -0,0 +1,80 @@
1
+ import { a3d_prd10_impostor } from "./shaders/impostor.js";
2
+ import { a3d_prd10_foliage } from "./shaders/foliage.js"; // bayer4x4 crossfade
3
+ const IMPOSTOR_VERT = /* glsl */ `#version 300 es
4
+ precision highp float;
5
+ // billboard quad in [-1,1]
6
+ in vec2 a_position;
7
+ in vec3 a_instancePosition; // bounding-sphere centre (world)
8
+ in float a_instanceScale;
9
+ in float a_instanceYaw; // unorm 0..1
10
+ uniform mat4 u_viewProjection;
11
+ uniform vec3 u_cameraPosition;
12
+ uniform float u_impostorRadius; // bounding-sphere radius at scale 1
13
+ uniform vec3 u_lodDistances; // lod1, impostor, cull
14
+ out vec2 v_octUv;
15
+ out vec2 v_localUv;
16
+ out float v_fade;
17
+
18
+ // hemi-octahedral encode (lower hemisphere folded up) — matches impostorViewGrid
19
+ vec2 a3dImpostorOctUv(vec3 dirObj) {
20
+ dirObj.y = abs(dirObj.y);
21
+ return dirObj.xz / (abs(dirObj.x) + dirObj.y + abs(dirObj.z)) * 0.5 + 0.5;
22
+ }
23
+
24
+ void main() {
25
+ vec3 center = a_instancePosition;
26
+ float radius = u_impostorRadius * a_instanceScale;
27
+ // object-space view dir (undo yaw about +Y)
28
+ float yaw = a_instanceYaw * 6.28318530718;
29
+ float cy = cos(-yaw); float sy = sin(-yaw);
30
+ vec3 viewWorld = u_cameraPosition - center;
31
+ vec3 viewObj = vec3(viewWorld.x * cy + viewWorld.z * sy, viewWorld.y, -viewWorld.x * sy + viewWorld.z * cy);
32
+ v_octUv = a3dImpostorOctUv(normalize(viewObj));
33
+ v_localUv = a_position * 0.5 + 0.5;
34
+ // camera-facing cylindrical billboard (same right/up the bake used)
35
+ vec3 horiz = vec3(viewWorld.x, 0.0, viewWorld.z);
36
+ vec3 fwd = dot(horiz, horiz) > 1e-12 ? normalize(horiz) : vec3(0.0, 0.0, 1.0);
37
+ vec3 right = normalize(cross(vec3(0.0, 1.0, 0.0), fwd));
38
+ vec3 up = cross(fwd, right);
39
+ vec3 world = center + right * a_position.x * radius + up * a_position.y * radius;
40
+ float d = length(viewWorld);
41
+ v_fade = 1.0 - smoothstep(u_lodDistances.z * 0.9, u_lodDistances.z, d);
42
+ gl_Position = u_viewProjection * vec4(world, 1.0);
43
+ }
44
+ `;
45
+ const IMPOSTOR_FRAG = /* glsl */ `#version 300 es
46
+ precision highp float;
47
+ in vec2 v_octUv;
48
+ in vec2 v_localUv;
49
+ in float v_fade;
50
+ out vec4 o_color;
51
+ ${a3d_prd10_foliage.glsl}
52
+ ${a3d_prd10_impostor.glsl}
53
+ void main() {
54
+ if (a3dBayer4x4(gl_FragCoord.xy) > v_fade) discard;
55
+ // per-frame parallax direction: the view's offset from each frame in grid space
56
+ vec2 frames[3]; vec3 w;
57
+ a3dImpostorFrames(v_octUv, frames, w);
58
+ vec2 g = v_octUv * u_impostorGridDim - 0.5;
59
+ vec2 parallax[3];
60
+ for (int i = 0; i < 3; i++) parallax[i] = (g - frames[i]) / u_impostorGridDim;
61
+ vec3 nXY; float depth;
62
+ vec4 albedo = a3dImpostorShade(v_octUv, v_localUv, parallax, nXY, depth);
63
+ vec3 n = vec3(nXY.xy, sqrt(max(1.0 - dot(nXY.xy, nXY.xy), 0.0)));
64
+ o_color = vec4(albedo.rgb * max(dot(n, normalize(vec3(0.4, 0.8, 0.3))), 0.2), 1.0);
65
+ // statically assigned on every path (GLSL ES 3.0): pass-through unless High+
66
+ gl_FragDepth = u_impostorWriteDepth > 0.5
67
+ ? clamp(gl_FragCoord.z - (depth - 0.5) * 0.02, 0.0, 1.0)
68
+ : gl_FragCoord.z;
69
+ }
70
+ `;
71
+ /** Full sources for the standalone Path S impostor program. */
72
+ export function impostorShaderSources() {
73
+ return {
74
+ label: "prd10-impostor",
75
+ marker: "prd10-impostor",
76
+ vertex: IMPOSTOR_VERT,
77
+ fragment: IMPOSTOR_FRAG
78
+ };
79
+ }
80
+ //# sourceMappingURL=ImpostorMaterial.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,67 @@
1
+ /**
2
+ * PRD-10 T3.1 §9.3 — instanced-draw chunk grid for world content. Instances
3
+ * are grouped into `cellSize` (32 m) cells, packed once into ONE static vertex
4
+ * buffer (`createBuffer("vertex", …)` at load; kept until scene teardown —
5
+ * bypasses the per-frame allocation and VAO leak of the generic path, V5/V6),
6
+ * and each cell records its byte range so a draw can emulate `firstInstance`
7
+ * via attribute offset `rangeStart * stride`.
8
+ *
9
+ * Two layouts (§9.3):
10
+ * - `compact32` (32 B stride): vec3 position + f32 yawScalePacked + unorm8x4
11
+ * variation (colorVariation, lodFade, windPhase, reserved) + vec4 extra
12
+ * unorm8x4, tail-padded to 32 B. Yaw+uniform-scale rebuild the matrix in VS.
13
+ * - `matrix48` (48 B stride): row-major mat3x4 — kits and explicit placements.
14
+ *
15
+ * Per-cell AABB includes the placement extents plus `maxWindSway` when the
16
+ * instances wind-deform (C-26 `a3d_prd10_wind`).
17
+ */
18
+ import type { RenderDevice, RenderBuffer } from "../../RenderDevice.js";
19
+ export type InstanceChunkLayout = "compact32" | "matrix48";
20
+ export declare const INSTANCE_STRIDE_COMPACT32 = 32;
21
+ export declare const INSTANCE_STRIDE_MATRIX48 = 48;
22
+ export interface CompactInstance {
23
+ readonly position: readonly [number, number, number];
24
+ readonly yawDeg: number;
25
+ readonly scale: number;
26
+ /** [colorVariation, lodFade, windPhase, reserved] each 0..1. */
27
+ readonly variation: readonly [number, number, number, number];
28
+ readonly extra?: readonly [number, number, number, number];
29
+ }
30
+ export interface InstanceChunkCell {
31
+ readonly cellX: number;
32
+ readonly cellZ: number;
33
+ /** First instance in the shared buffer (instances are tightly packed). */
34
+ readonly rangeStart: number;
35
+ readonly count: number;
36
+ /** Byte offset into the instance buffer = rangeStart * stride. */
37
+ readonly byteOffset: number;
38
+ /** World AABB, min/max, including wind sway + instance local bounds. */
39
+ readonly aabb: Float32Array;
40
+ }
41
+ export interface InstanceChunkGridSpec {
42
+ readonly layout: InstanceChunkLayout;
43
+ /** World-space cell side; §9.3 default 32 m. */
44
+ readonly cellSize?: number;
45
+ /** Per-instance local Y extent [minY, maxY] * max scale for the AABB. */
46
+ readonly localHeight?: readonly [number, number];
47
+ /** Extra radial/Y margin for wind-deformed instances (metres). */
48
+ readonly maxWindSway?: number;
49
+ readonly instances: readonly CompactInstance[] | readonly Float32Array[];
50
+ }
51
+ export declare class InstanceChunkGrid {
52
+ readonly layout: InstanceChunkLayout;
53
+ readonly cellSize: number;
54
+ readonly stride: number;
55
+ readonly cells: readonly InstanceChunkCell[];
56
+ /** Packed instance bytes (layout-dependent stride). */
57
+ readonly data: ArrayBuffer;
58
+ readonly instanceCount: number;
59
+ private buffer;
60
+ constructor(spec: InstanceChunkGridSpec);
61
+ /** Upload once per world item; the returned buffer lives until `dispose()`. */
62
+ upload(device: RenderDevice): RenderBuffer;
63
+ /** Cells whose AABB passes a frustum test (plane array: [nx,ny,nz,d]). */
64
+ cull(frustumPlanes: readonly (readonly [number, number, number, number])[]): InstanceChunkCell[];
65
+ dispose(): void;
66
+ }
67
+ //# sourceMappingURL=InstanceChunkGrid.d.ts.map
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@@ -0,0 +1,150 @@
1
+ /** IEEE-754 half packer — DataView.setFloat16 is too new to assume on CI browsers. */
2
+ function writeFloat16(dv, byteOffset, value) {
3
+ const f32 = new Float32Array(1);
4
+ f32[0] = value;
5
+ const b = new DataView(f32.buffer).getUint32(0, true);
6
+ const sign = (b >>> 31) & 1;
7
+ let exp = (b >>> 23) & 0xff;
8
+ let frac = b & 0x7fffff;
9
+ if (exp === 255) {
10
+ dv.setUint16(byteOffset, sign << 15 | (frac ? 0x7e00 : 0x7c00), true); // inf/nan
11
+ return;
12
+ }
13
+ exp = exp - 127 + 15;
14
+ if (exp >= 0x1f) {
15
+ dv.setUint16(byteOffset, sign << 15 | 0x7c00, true); // overflow -> inf
16
+ return;
17
+ }
18
+ if (exp <= 0) {
19
+ // subnormal/zero
20
+ frac = (frac | 0x800000) >> (1 - exp);
21
+ dv.setUint16(byteOffset, sign << 15 | (frac >> 13), true);
22
+ return;
23
+ }
24
+ dv.setUint16(byteOffset, sign << 15 | (exp << 10) | (frac >> 13), true);
25
+ }
26
+ export const INSTANCE_STRIDE_COMPACT32 = 32;
27
+ export const INSTANCE_STRIDE_MATRIX48 = 48;
28
+ export class InstanceChunkGrid {
29
+ layout;
30
+ cellSize;
31
+ stride;
32
+ cells;
33
+ /** Packed instance bytes (layout-dependent stride). */
34
+ data;
35
+ instanceCount;
36
+ buffer = null;
37
+ constructor(spec) {
38
+ this.layout = spec.layout;
39
+ this.cellSize = spec.cellSize ?? 32;
40
+ this.stride = spec.layout === "compact32" ? INSTANCE_STRIDE_COMPACT32 : INSTANCE_STRIDE_MATRIX48;
41
+ const sway = spec.maxWindSway ?? 0;
42
+ const localH = spec.localHeight ?? [0, 0];
43
+ const groups = new Map();
44
+ const list = spec.instances;
45
+ for (let i = 0; i < list.length; i += 1) {
46
+ const inst = list[i];
47
+ const [x, , z] = spec.layout === "compact32"
48
+ ? [inst.position[0], 0, inst.position[2]]
49
+ : [inst[3], 0, inst[11]]; // row-major mat3x4 translation
50
+ const key = `${Math.floor(x / this.cellSize)},${Math.floor(z / this.cellSize)}`;
51
+ let g = groups.get(key);
52
+ if (!g)
53
+ groups.set(key, (g = []));
54
+ g.push(i);
55
+ }
56
+ const keys = [...groups.keys()].sort();
57
+ this.data = new ArrayBuffer(list.length * this.stride);
58
+ const dv = new DataView(this.data);
59
+ const cells = [];
60
+ let cursor = 0;
61
+ for (const key of keys) {
62
+ const idx = groups.get(key);
63
+ const rangeStart = cursor;
64
+ let minX = Infinity;
65
+ let minY = Infinity;
66
+ let minZ = Infinity;
67
+ let maxX = -Infinity;
68
+ let maxY = -Infinity;
69
+ let maxZ = -Infinity;
70
+ for (const i of idx) {
71
+ let px;
72
+ let py;
73
+ let pz;
74
+ let scale = 1;
75
+ if (this.layout === "compact32") {
76
+ const inst = list[i];
77
+ [px, py, pz] = inst.position;
78
+ scale = inst.scale;
79
+ const off = cursor * this.stride;
80
+ dv.setFloat32(off + 0, px, true);
81
+ dv.setFloat32(off + 4, py, true);
82
+ dv.setFloat32(off + 8, pz, true);
83
+ // yaw packed as unorm16 [0..360) and scale as float16 in one u32.
84
+ const yawU16 = Math.round((((inst.yawDeg % 360) + 360) % 360) / 360 * 65535) & 0xffff;
85
+ dv.setUint16(off + 12, yawU16, true);
86
+ writeFloat16(dv, off + 14, inst.scale);
87
+ for (let k = 0; k < 4; k += 1) {
88
+ dv.setUint8(off + 16 + k, Math.round(Math.min(1, Math.max(0, inst.variation[k] ?? 0)) * 255));
89
+ dv.setUint8(off + 20 + k, Math.round(Math.min(1, Math.max(0, inst.extra?.[k] ?? 0)) * 255));
90
+ }
91
+ }
92
+ else {
93
+ const m = list[i]; // 12 floats, row-major 3x4
94
+ px = m[3];
95
+ py = m[7];
96
+ pz = m[11];
97
+ const off = cursor * this.stride;
98
+ for (let k = 0; k < 12; k += 1)
99
+ dv.setFloat32(off + k * 4, m[k], true);
100
+ }
101
+ minX = Math.min(minX, px - sway);
102
+ maxX = Math.max(maxX, px + sway);
103
+ minZ = Math.min(minZ, pz - sway);
104
+ maxZ = Math.max(maxZ, pz + sway);
105
+ minY = Math.min(minY, py + localH[0] * scale);
106
+ maxY = Math.max(maxY, py + localH[1] * scale);
107
+ cursor += 1;
108
+ }
109
+ const [cx, cz] = key.split(",").map(Number);
110
+ cells.push({
111
+ cellX: cx,
112
+ cellZ: cz,
113
+ rangeStart,
114
+ count: idx.length,
115
+ byteOffset: rangeStart * this.stride,
116
+ aabb: Float32Array.from([minX, minY, minZ, maxX, maxY, maxZ])
117
+ });
118
+ }
119
+ this.cells = cells;
120
+ this.instanceCount = list.length;
121
+ }
122
+ /** Upload once per world item; the returned buffer lives until `dispose()`. */
123
+ upload(device) {
124
+ if (!this.buffer) {
125
+ this.buffer = device.createBuffer("vertex", this.data.byteLength, new Uint8Array(this.data));
126
+ }
127
+ return this.buffer;
128
+ }
129
+ /** Cells whose AABB passes a frustum test (plane array: [nx,ny,nz,d]). */
130
+ cull(frustumPlanes) {
131
+ const out = [];
132
+ outer: for (const cell of this.cells) {
133
+ const a = cell.aabb;
134
+ for (const [nx, ny, nz, d] of frustumPlanes) {
135
+ const px = nx >= 0 ? a[3] : a[0];
136
+ const py = ny >= 0 ? a[4] : a[1];
137
+ const pz = nz >= 0 ? a[5] : a[2];
138
+ if (nx * px + ny * py + nz * pz + d < 0)
139
+ continue outer;
140
+ }
141
+ out.push(cell);
142
+ }
143
+ return out;
144
+ }
145
+ dispose() {
146
+ this.buffer?.dispose();
147
+ this.buffer = null;
148
+ }
149
+ }
150
+ //# sourceMappingURL=InstanceChunkGrid.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,19 @@
1
+ /**
2
+ * PRD-10 S7 — CPU reference twin of the `a3d_prd10_wind` GLSL/WGSL chunk
3
+ * (`shaders/wind.ts`). Same formula, op for op, so the browser parity spec
4
+ * (`tests/browser/qr-prd10-wind-chunk.spec.ts`) can hold the GPU result to
5
+ * ≤ 1e-4 and CPU-side systems (picking, bounds) can predict the bend.
6
+ *
7
+ * `gustSample` is the value the shader reads from `u_windNoise` (.r, 0..1) at
8
+ * the instance's gust UV; the caller supplies it, so the twin stays
9
+ * independent of texture filtering.
10
+ */
11
+ export type WindVec3 = readonly [number, number, number];
12
+ export type WindVec4 = readonly [number, number, number, number];
13
+ /**
14
+ * `ubo` is the packed A3DWind block from `packWindUbo`:
15
+ * [dir.x, dir.z, strength, time, gustStrength, 1/gustScale, -, -].
16
+ * Returns the length-preserving offset (bent − localPos).
17
+ */
18
+ export declare function windOffsetCpu(ubo: ArrayLike<number>, localPos: WindVec3, instanceOrigin: WindVec3, weights: WindVec4, assetHeight: number, gustSample: number): [number, number, number];
19
+ //# sourceMappingURL=WindCpu.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"WindCpu.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/world/vegetation/WindCpu.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,MAAM,MAAM,QAAQ,GAAG,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;AACzD,MAAM,MAAM,QAAQ,GAAG,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;AAIjE;;;;GAIG;AACH,wBAAgB,aAAa,CAC3B,GAAG,EAAE,SAAS,CAAC,MAAM,CAAC,EACtB,QAAQ,EAAE,QAAQ,EAClB,cAAc,EAAE,QAAQ,EACxB,OAAO,EAAE,QAAQ,EACjB,WAAW,EAAE,MAAM,EACnB,UAAU,EAAE,MAAM,GACjB,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CA0B1B"}
@@ -0,0 +1,43 @@
1
+ /**
2
+ * PRD-10 S7 — CPU reference twin of the `a3d_prd10_wind` GLSL/WGSL chunk
3
+ * (`shaders/wind.ts`). Same formula, op for op, so the browser parity spec
4
+ * (`tests/browser/qr-prd10-wind-chunk.spec.ts`) can hold the GPU result to
5
+ * ≤ 1e-4 and CPU-side systems (picking, bounds) can predict the bend.
6
+ *
7
+ * `gustSample` is the value the shader reads from `u_windNoise` (.r, 0..1) at
8
+ * the instance's gust UV; the caller supplies it, so the twin stays
9
+ * independent of texture filtering.
10
+ */
11
+ const clamp01 = (v) => Math.min(1, Math.max(0, v));
12
+ /**
13
+ * `ubo` is the packed A3DWind block from `packWindUbo`:
14
+ * [dir.x, dir.z, strength, time, gustStrength, 1/gustScale, -, -].
15
+ * Returns the length-preserving offset (bent − localPos).
16
+ */
17
+ export function windOffsetCpu(ubo, localPos, instanceOrigin, weights, assetHeight, gustSample) {
18
+ const dirX = ubo[0];
19
+ const dirY = ubo[1];
20
+ const strength = ubo[2];
21
+ const t = ubo[3];
22
+ const gust = gustSample * ubo[4];
23
+ const h = clamp01(localPos[1] / Math.max(assetHeight, 0.01));
24
+ const bend = (strength + gust) * h * h * weights[0];
25
+ const sway = Math.sin(t * (1.1 + weights[2]) + (instanceOrigin[0] * 0.37 + instanceOrigin[2] * 0.71)) * 0.25 * strength * weights[0];
26
+ const k = (bend + sway) * 0.35 * assetHeight;
27
+ let ox = dirX * k;
28
+ let oy = 0;
29
+ let oz = dirY * k;
30
+ const flutter = Math.sin(t * 7.3 + weights[2] * 6.2831 + (localPos[0] * 2.1 + localPos[1] * 1.7 + localPos[2] * 2.9)) * 0.035 * (strength + gust) * weights[1];
31
+ ox += flutter;
32
+ oy += flutter * 0.4;
33
+ oz += -flutter;
34
+ const bx = localPos[0] + ox;
35
+ const by = localPos[1] + oy;
36
+ const bz = localPos[2] + oz;
37
+ const bentLen = Math.hypot(bx, by, bz);
38
+ const len = Math.hypot(localPos[0], localPos[1], localPos[2]);
39
+ // GLSL normalize(0) is undefined; the chunk is only fed non-root vertices.
40
+ const s = bentLen > 0 ? len / bentLen : 0;
41
+ return [bx * s - localPos[0], by * s - localPos[1], bz * s - localPos[2]];
42
+ }
43
+ //# sourceMappingURL=WindCpu.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,42 @@
1
+ /**
2
+ * PRD-10 T3.3 §8.2 — the `A3DWind` UBO host side (C-26), the 64² RG8 gust
3
+ * noise texture, and the C-02 `prd10.wind` feature registrations that splice
4
+ * `a3d_prd10_wind` into `vertex:deform` for scatter/foliage draws and into the
5
+ * depth variant (so shadows bend with the surface).
6
+ *
7
+ * The gust texture is generated procedurally here (deterministic value noise,
8
+ * RG8). The PRD names `engine/assets/world/noise/` — that asset directory is
9
+ * not yet admitted, so a generated twin keeps the contract honest; when the
10
+ * asset lands it can replace `gustNoiseData` without touching the pack layout.
11
+ */
12
+ import { Texture } from "../../Texture.js";
13
+ /** Structural twin of the frozen C-26 `AuraWindSpec` (engine contract). */
14
+ export interface WindFieldSpec {
15
+ readonly direction: readonly [number, number, number];
16
+ readonly strength: number;
17
+ readonly gust: number;
18
+ readonly gustFrequency: number;
19
+ readonly turbulence: number;
20
+ }
21
+ export declare const WIND_GUST_SIZE = 64;
22
+ /** Deterministic 64² RG8 gust field — value noise, 3 octaves, repeatable. */
23
+ export declare function gustNoiseData(size?: number): Uint8Array;
24
+ /**
25
+ * Pack the frozen C-26 `AuraWindSpec` into the A3DWind UBO layout
26
+ * (std140: two vec4s): [dir.x, dir.z, strength, time] + [gust, 1/gustScale,
27
+ * -, -]. `gustFrequency` in the spec is already 1/scale.
28
+ */
29
+ export declare function packWindUbo(spec: WindFieldSpec, timeSeconds: number): Float32Array;
30
+ export interface WindFieldBinding {
31
+ readonly ubo: Float32Array;
32
+ readonly gustTexture: Texture;
33
+ readonly dispose: () => void;
34
+ }
35
+ /** Create the gust texture (rgba8: R=gust, G=flutter); UBO packed per frame. */
36
+ export declare function createWindField(spec: WindFieldSpec): WindFieldBinding;
37
+ /** Refresh the UBO floats for a new frame time. */
38
+ export declare function updateWindField(field: WindFieldBinding, spec: WindFieldSpec, timeSeconds: number): Float32Array;
39
+ /** Publish the frame's wind for generated-path draws (C-26 spec, seconds, asset height in metres). */
40
+ export declare function setPrd10WindState(spec: WindFieldSpec | null, timeSeconds: number, assetHeight?: number): void;
41
+ export declare function registerPrd10WindFeatures(): () => void;
42
+ //# sourceMappingURL=WindField.d.ts.map
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@@ -0,0 +1,154 @@
1
+ /**
2
+ * PRD-10 T3.3 §8.2 — the `A3DWind` UBO host side (C-26), the 64² RG8 gust
3
+ * noise texture, and the C-02 `prd10.wind` feature registrations that splice
4
+ * `a3d_prd10_wind` into `vertex:deform` for scatter/foliage draws and into the
5
+ * depth variant (so shadows bend with the surface).
6
+ *
7
+ * The gust texture is generated procedurally here (deterministic value noise,
8
+ * RG8). The PRD names `engine/assets/world/noise/` — that asset directory is
9
+ * not yet admitted, so a generated twin keeps the contract honest; when the
10
+ * asset lands it can replace `gustNoiseData` without touching the pack layout.
11
+ */
12
+ import { Texture } from "../../Texture.js";
13
+ import { Sampler } from "../../Sampler.js";
14
+ import { TextureBinding } from "../../TextureBinding.js";
15
+ import { registerShaderFeature } from "../../contracts/program.js";
16
+ import { registerDepthVariantFeature } from "../../contracts/shadows.js";
17
+ export const WIND_GUST_SIZE = 64;
18
+ /** Deterministic 64² RG8 gust field — value noise, 3 octaves, repeatable. */
19
+ export function gustNoiseData(size = WIND_GUST_SIZE) {
20
+ const hash = (x, y) => {
21
+ let h = (Math.imul(x | 0, 374761393) + Math.imul(y | 0, 668265263)) | 0;
22
+ h = Math.imul(h ^ (h >>> 13), 1274126177);
23
+ h ^= h >>> 16;
24
+ return (h >>> 0) / 4294967295;
25
+ };
26
+ const smooth = (t) => t * t * (3 - 2 * t);
27
+ const noise = (x, y) => {
28
+ const ix = Math.floor(x);
29
+ const iy = Math.floor(y);
30
+ const fx = smooth(x - ix);
31
+ const fy = smooth(y - iy);
32
+ const a = hash(ix & (size - 1), iy & (size - 1));
33
+ const b = hash((ix + 1) & (size - 1), iy & (size - 1));
34
+ const c = hash(ix & (size - 1), (iy + 1) & (size - 1));
35
+ const d = hash((ix + 1) & (size - 1), (iy + 1) & (size - 1));
36
+ return a + (b - a) * fx + (c + (d - c) * fx - a - (b - a) * fx) * fy;
37
+ };
38
+ const out = new Uint8Array(size * size * 2);
39
+ for (let y = 0; y < size; y += 1) {
40
+ for (let x = 0; x < size; x += 1) {
41
+ let n = 0;
42
+ let amp = 0.55;
43
+ let freq = 4;
44
+ for (let o = 0; o < 3; o += 1) {
45
+ n += amp * noise((x / size) * freq, (y / size) * freq);
46
+ amp *= 0.5;
47
+ freq *= 2;
48
+ }
49
+ const i = (y * size + x) * 2;
50
+ out[i] = Math.round(Math.min(1, Math.max(0, n)) * 255); // R: gust
51
+ out[i + 1] = Math.round(Math.min(1, Math.max(0, noise(x / size * 16 + 7.3, y / size * 16 + 2.1))) * 255); // G: fine flutter
52
+ }
53
+ }
54
+ return out;
55
+ }
56
+ /**
57
+ * Pack the frozen C-26 `AuraWindSpec` into the A3DWind UBO layout
58
+ * (std140: two vec4s): [dir.x, dir.z, strength, time] + [gust, 1/gustScale,
59
+ * -, -]. `gustFrequency` in the spec is already 1/scale.
60
+ */
61
+ export function packWindUbo(spec, timeSeconds) {
62
+ return Float32Array.from([
63
+ spec.direction[0], spec.direction[2], spec.strength, timeSeconds,
64
+ spec.gust, spec.gustFrequency, 0, 0
65
+ ]);
66
+ }
67
+ /** Create the gust texture (rgba8: R=gust, G=flutter); UBO packed per frame. */
68
+ export function createWindField(spec) {
69
+ const data = gustNoiseData();
70
+ const rgba = new Uint8Array(WIND_GUST_SIZE * WIND_GUST_SIZE * 4);
71
+ for (let i = 0; i < WIND_GUST_SIZE * WIND_GUST_SIZE; i += 1) {
72
+ rgba[i * 4] = data[i * 2];
73
+ rgba[i * 4 + 1] = data[i * 2 + 1];
74
+ rgba[i * 4 + 3] = 255;
75
+ }
76
+ const texture = new Texture({
77
+ width: WIND_GUST_SIZE,
78
+ height: WIND_GUST_SIZE,
79
+ format: "rgba8",
80
+ colorSpace: "linear",
81
+ label: "prd10-wind-gust",
82
+ data: rgba
83
+ });
84
+ let disposed = false;
85
+ return {
86
+ ubo: packWindUbo(spec, 0),
87
+ gustTexture: texture,
88
+ dispose() {
89
+ if (disposed)
90
+ return;
91
+ disposed = true;
92
+ texture.dispose();
93
+ }
94
+ };
95
+ }
96
+ /** Refresh the UBO floats for a new frame time. */
97
+ export function updateWindField(field, spec, timeSeconds) {
98
+ const packed = packWindUbo(spec, timeSeconds);
99
+ field.ubo.set(packed);
100
+ return field.ubo;
101
+ }
102
+ /**
103
+ * T3.3 registration — `prd10.wind` splices `a3d_prd10_wind` at `vertex:deform`
104
+ * for world draws flagged `wind:true` and in the depth/distance variants so
105
+ * the C-11 shadow pass bends identically.
106
+ */
107
+ /**
108
+ * #1143 — generated-path wind state. `prd10.wind` binds these per draw as
109
+ * plain uniforms (`a3d_prd10_wind_deform`). Zero strength until the world
110
+ * runtime publishes a spec, so an unset wind leaves geometry in place.
111
+ */
112
+ const windState = { ubo: new Float32Array(8), assetHeight: 1 };
113
+ let gustBinding;
114
+ /** Publish the frame's wind for generated-path draws (C-26 spec, seconds, asset height in metres). */
115
+ export function setPrd10WindState(spec, timeSeconds, assetHeight = 1) {
116
+ windState.ubo.set(spec ? packWindUbo(spec, timeSeconds) : new Float32Array(8));
117
+ windState.assetHeight = assetHeight;
118
+ }
119
+ function windGustBinding() {
120
+ if (!gustBinding) {
121
+ const field = createWindField({ direction: [1, 0, 0], strength: 0, gust: 0, gustFrequency: 0, turbulence: 0 });
122
+ const sampler = new Sampler({ minFilter: "linear", magFilter: "linear", addressU: "repeat", addressV: "repeat" });
123
+ gustBinding = new TextureBinding({ name: "u_windNoise", texture: field.gustTexture, sampler });
124
+ }
125
+ return gustBinding;
126
+ }
127
+ export function registerPrd10WindFeatures() {
128
+ const feature = {
129
+ id: "prd10.wind",
130
+ owner: "prd10",
131
+ flag: "A3D_QR_WORLD",
132
+ // Path G contract: the lane labels wind-enabled draws "prd10.wind:<id>"
133
+ // (RenderItem has no feature map today; the label prefix is the signal).
134
+ select: (input) => (input.item.label?.startsWith("prd10.wind:") ? 1 : undefined),
135
+ defines: (v) => (v ? { A3D_PRD10_WIND: 1 } : {}),
136
+ // #1143: the generated-path chunk (plain uniforms + C-18 `a3dDeform`);
137
+ // `a3d_prd10_wind` (A3DWind UBO) stays the Path S chunk.
138
+ chunks: ["a3d_prd10_wind_deform"],
139
+ hooks: ["vertex:deform"],
140
+ bindUniforms: (_value, _item, set) => {
141
+ set("u_windDirStrength", windState.ubo.subarray(0, 4));
142
+ set("u_windGust", windState.ubo.subarray(4, 8));
143
+ set("u_windAssetHeight", windState.assetHeight);
144
+ set("u_windNoise", windGustBinding());
145
+ }
146
+ };
147
+ const unregShader = registerShaderFeature(feature);
148
+ const unregDepth = registerDepthVariantFeature({ ...feature, passes: ["depth", "distance"] });
149
+ return () => {
150
+ unregShader();
151
+ unregDepth();
152
+ };
153
+ }
154
+ //# sourceMappingURL=WindField.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,8 @@
1
+ /**
2
+ * `a3d_prd10_foliage` — PRD-10 §8.3 foliage fragment chunk: alpha cutoff /
3
+ * A2C-sharpened alpha, two-sided normals, sun translucency, per-instance
4
+ * colour variation and screen-door crossfade.
5
+ */
6
+ import type { ShaderChunk } from "../../../contracts/program.js";
7
+ export declare const a3d_prd10_foliage: ShaderChunk;
8
+ //# sourceMappingURL=foliage.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"foliage.d.ts","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/world/vegetation/shaders/foliage.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,+BAA+B,CAAC;AAoGjE,eAAO,MAAM,iBAAiB,EAAE,WAM/B,CAAC"}