@aura3d/rendering 3.0.1 → 4.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1764) 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/DepthPass.d.ts +18 -0
  6. package/dist/DepthPass.d.ts.map +1 -1
  7. package/dist/DepthPass.js +103 -20
  8. package/dist/DepthPass.js.map +1 -1
  9. package/dist/EnvironmentBackgroundPass.d.ts +7 -0
  10. package/dist/EnvironmentBackgroundPass.d.ts.map +1 -1
  11. package/dist/EnvironmentBackgroundPass.js +39 -14
  12. package/dist/EnvironmentBackgroundPass.js.map +1 -1
  13. package/dist/EnvironmentMapResources.d.ts +1 -1
  14. package/dist/EnvironmentMapResources.d.ts.map +1 -1
  15. package/dist/EnvironmentMapResources.js +19 -8
  16. package/dist/EnvironmentMapResources.js.map +1 -1
  17. package/dist/EnvironmentPlatform.d.ts +6 -0
  18. package/dist/EnvironmentPlatform.d.ts.map +1 -1
  19. package/dist/EnvironmentPlatform.js +3 -1
  20. package/dist/EnvironmentPlatform.js.map +1 -1
  21. package/dist/EnvironmentPreset.d.ts +7 -0
  22. package/dist/EnvironmentPreset.d.ts.map +1 -1
  23. package/dist/EnvironmentPreset.js +11 -11
  24. package/dist/EnvironmentPreset.js.map +1 -1
  25. package/dist/EnvironmentPresetPack.d.ts +16 -0
  26. package/dist/EnvironmentPresetPack.d.ts.map +1 -1
  27. package/dist/EnvironmentPresetPack.js +28 -0
  28. package/dist/EnvironmentPresetPack.js.map +1 -1
  29. package/dist/ExternalParityRenderPreset.d.ts +15 -1
  30. package/dist/ExternalParityRenderPreset.d.ts.map +1 -1
  31. package/dist/ExternalParityRenderPreset.js +52 -7
  32. package/dist/ExternalParityRenderPreset.js.map +1 -1
  33. package/dist/ForwardPass.d.ts +240 -50
  34. package/dist/ForwardPass.d.ts.map +1 -1
  35. package/dist/ForwardPass.js +845 -866
  36. package/dist/ForwardPass.js.map +1 -1
  37. package/dist/Geometry.d.ts +44 -1
  38. package/dist/Geometry.d.ts.map +1 -1
  39. package/dist/Geometry.js +174 -24
  40. package/dist/Geometry.js.map +1 -1
  41. package/dist/InstancedPBRMaterial.d.ts +5 -0
  42. package/dist/InstancedPBRMaterial.d.ts.map +1 -1
  43. package/dist/InstancedPBRMaterial.js +7 -0
  44. package/dist/InstancedPBRMaterial.js.map +1 -1
  45. package/dist/LightCollector.d.ts +8 -0
  46. package/dist/LightCollector.d.ts.map +1 -1
  47. package/dist/LightCollector.js +1 -1
  48. package/dist/LightCollector.js.map +1 -1
  49. package/dist/LightUniforms.d.ts +78 -0
  50. package/dist/LightUniforms.d.ts.map +1 -1
  51. package/dist/LightUniforms.js +100 -0
  52. package/dist/LightUniforms.js.map +1 -1
  53. package/dist/Material.d.ts +15 -0
  54. package/dist/Material.d.ts.map +1 -1
  55. package/dist/Material.js +19 -2
  56. package/dist/Material.js.map +1 -1
  57. package/dist/MaterialBinding.d.ts +10 -0
  58. package/dist/MaterialBinding.d.ts.map +1 -1
  59. package/dist/MaterialBinding.js +91 -1
  60. package/dist/MaterialBinding.js.map +1 -1
  61. package/dist/MaterialPresets.d.ts +60 -0
  62. package/dist/MaterialPresets.d.ts.map +1 -1
  63. package/dist/MaterialPresets.js +212 -0
  64. package/dist/MaterialPresets.js.map +1 -1
  65. package/dist/NormalMappedPBRMaterial.d.ts +5 -0
  66. package/dist/NormalMappedPBRMaterial.d.ts.map +1 -1
  67. package/dist/NormalMappedPBRMaterial.js +7 -0
  68. package/dist/NormalMappedPBRMaterial.js.map +1 -1
  69. package/dist/OceanSurface.d.ts +8 -0
  70. package/dist/OceanSurface.d.ts.map +1 -1
  71. package/dist/OceanSurface.js +10 -79
  72. package/dist/OceanSurface.js.map +1 -1
  73. package/dist/PBRLightingDefaults.d.ts +8 -0
  74. package/dist/PBRLightingDefaults.d.ts.map +1 -1
  75. package/dist/PBRLightingDefaults.js +8 -0
  76. package/dist/PBRLightingDefaults.js.map +1 -1
  77. package/dist/PBRMaterial.d.ts +5 -0
  78. package/dist/PBRMaterial.d.ts.map +1 -1
  79. package/dist/PBRMaterial.js +7 -0
  80. package/dist/PBRMaterial.js.map +1 -1
  81. package/dist/PostProcessPass.d.ts +6 -490
  82. package/dist/PostProcessPass.d.ts.map +1 -1
  83. package/dist/PostProcessPass.js +6 -2016
  84. package/dist/PostProcessPass.js.map +1 -1
  85. package/dist/ProceduralMaterialTextures.d.ts +28 -0
  86. package/dist/ProceduralMaterialTextures.d.ts.map +1 -0
  87. package/dist/ProceduralMaterialTextures.js +217 -0
  88. package/dist/ProceduralMaterialTextures.js.map +1 -0
  89. package/dist/ReflectionProbe.d.ts.map +1 -1
  90. package/dist/ReflectionProbe.js +4 -1
  91. package/dist/ReflectionProbe.js.map +1 -1
  92. package/dist/RenderBackend.d.ts +2 -0
  93. package/dist/RenderBackend.d.ts.map +1 -1
  94. package/dist/RenderBackend.js +3 -0
  95. package/dist/RenderBackend.js.map +1 -1
  96. package/dist/RenderDevice.d.ts +92 -5
  97. package/dist/RenderDevice.d.ts.map +1 -1
  98. package/dist/RenderDevice.js +166 -9
  99. package/dist/RenderDevice.js.map +1 -1
  100. package/dist/RenderGraph.d.ts.map +1 -1
  101. package/dist/RenderGraph.js +17 -0
  102. package/dist/RenderGraph.js.map +1 -1
  103. package/dist/RenderPass.d.ts +7 -0
  104. package/dist/RenderPass.d.ts.map +1 -1
  105. package/dist/RenderPass.js.map +1 -1
  106. package/dist/RenderPipeline.d.ts +5 -0
  107. package/dist/RenderPipeline.d.ts.map +1 -1
  108. package/dist/RenderPipeline.js +6 -0
  109. package/dist/RenderPipeline.js.map +1 -1
  110. package/dist/Renderer.d.ts +261 -66
  111. package/dist/Renderer.d.ts.map +1 -1
  112. package/dist/Renderer.js +889 -1254
  113. package/dist/Renderer.js.map +1 -1
  114. package/dist/RendererPostprocessPlan.d.ts +4 -0
  115. package/dist/RendererPostprocessPlan.d.ts.map +1 -1
  116. package/dist/RendererPostprocessPlan.js +16 -2
  117. package/dist/RendererPostprocessPlan.js.map +1 -1
  118. package/dist/RendererTiming.d.ts +27 -0
  119. package/dist/RendererTiming.d.ts.map +1 -1
  120. package/dist/RendererTiming.js +179 -12
  121. package/dist/RendererTiming.js.map +1 -1
  122. package/dist/ResolutionGovernor.d.ts +56 -0
  123. package/dist/ResolutionGovernor.d.ts.map +1 -0
  124. package/dist/ResolutionGovernor.js +87 -0
  125. package/dist/ResolutionGovernor.js.map +1 -0
  126. package/dist/Sampler.d.ts +34 -1
  127. package/dist/Sampler.d.ts.map +1 -1
  128. package/dist/Sampler.js +55 -2
  129. package/dist/Sampler.js.map +1 -1
  130. package/dist/ShaderLibrary.d.ts.map +1 -1
  131. package/dist/ShaderLibrary.js +15 -10
  132. package/dist/ShaderLibrary.js.map +1 -1
  133. package/dist/ShaderLibraryCore.d.ts.map +1 -1
  134. package/dist/ShaderLibraryCore.js +3 -2
  135. package/dist/ShaderLibraryCore.js.map +1 -1
  136. package/dist/ShaderModule.d.ts +7 -1
  137. package/dist/ShaderModule.d.ts.map +1 -1
  138. package/dist/ShaderModule.js +20 -5
  139. package/dist/ShaderModule.js.map +1 -1
  140. package/dist/ShadowPass.d.ts.map +1 -1
  141. package/dist/ShadowPass.js +14 -7
  142. package/dist/ShadowPass.js.map +1 -1
  143. package/dist/SkinnedLitMaterial.d.ts +5 -0
  144. package/dist/SkinnedLitMaterial.d.ts.map +1 -1
  145. package/dist/SkinnedLitMaterial.js +13 -0
  146. package/dist/SkinnedLitMaterial.js.map +1 -1
  147. package/dist/SkinningBounds.d.ts +18 -0
  148. package/dist/SkinningBounds.d.ts.map +1 -1
  149. package/dist/SkinningBounds.js +78 -0
  150. package/dist/SkinningBounds.js.map +1 -1
  151. package/dist/SkinningPaletteTextureCache.d.ts +117 -0
  152. package/dist/SkinningPaletteTextureCache.d.ts.map +1 -0
  153. package/dist/SkinningPaletteTextureCache.js +205 -0
  154. package/dist/SkinningPaletteTextureCache.js.map +1 -0
  155. package/dist/SkinningUniforms.d.ts +56 -0
  156. package/dist/SkinningUniforms.d.ts.map +1 -0
  157. package/dist/SkinningUniforms.js +262 -0
  158. package/dist/SkinningUniforms.js.map +1 -0
  159. package/dist/TemporalHistory.d.ts +33 -0
  160. package/dist/TemporalHistory.d.ts.map +1 -1
  161. package/dist/TemporalHistory.js +84 -1
  162. package/dist/TemporalHistory.js.map +1 -1
  163. package/dist/TerrainHeightfield.d.ts +12 -0
  164. package/dist/TerrainHeightfield.d.ts.map +1 -1
  165. package/dist/TerrainHeightfield.js +29 -6
  166. package/dist/TerrainHeightfield.js.map +1 -1
  167. package/dist/TerrainTiles.d.ts +40 -10
  168. package/dist/TerrainTiles.d.ts.map +1 -1
  169. package/dist/TerrainTiles.js +18 -57
  170. package/dist/TerrainTiles.js.map +1 -1
  171. package/dist/Texture.d.ts +47 -2
  172. package/dist/Texture.d.ts.map +1 -1
  173. package/dist/Texture.js +119 -3
  174. package/dist/Texture.js.map +1 -1
  175. package/dist/TexturedPBRMaterial.d.ts +24 -0
  176. package/dist/TexturedPBRMaterial.d.ts.map +1 -1
  177. package/dist/TexturedPBRMaterial.js +72 -20
  178. package/dist/TexturedPBRMaterial.js.map +1 -1
  179. package/dist/TransmissionRenderTarget.d.ts +33 -0
  180. package/dist/TransmissionRenderTarget.d.ts.map +1 -0
  181. package/dist/TransmissionRenderTarget.js +61 -0
  182. package/dist/TransmissionRenderTarget.js.map +1 -0
  183. package/dist/VegetationScatter.js +1 -1
  184. package/dist/VegetationScatter.js.map +1 -1
  185. package/dist/VolumetricFog.d.ts +42 -0
  186. package/dist/VolumetricFog.d.ts.map +1 -1
  187. package/dist/VolumetricFog.js +52 -1
  188. package/dist/VolumetricFog.js.map +1 -1
  189. package/dist/WaterSurface.d.ts +5 -0
  190. package/dist/WaterSurface.d.ts.map +1 -1
  191. package/dist/WaterSurface.js +5 -0
  192. package/dist/WaterSurface.js.map +1 -1
  193. package/dist/WebGL2Device.d.ts +153 -207
  194. package/dist/WebGL2Device.d.ts.map +1 -1
  195. package/dist/WebGL2Device.js +822 -3706
  196. package/dist/WebGL2Device.js.map +1 -1
  197. package/dist/WebGL2StateCache.d.ts +15 -1
  198. package/dist/WebGL2StateCache.d.ts.map +1 -1
  199. package/dist/WebGL2StateCache.js +31 -2
  200. package/dist/WebGL2StateCache.js.map +1 -1
  201. package/dist/WebGPUDevice.d.ts +0 -4
  202. package/dist/WebGPUDevice.d.ts.map +1 -1
  203. package/dist/WebGPUDevice.js +31 -605
  204. package/dist/WebGPUDevice.js.map +1 -1
  205. package/dist/WebGPUSkinningLimits.d.ts +10 -1
  206. package/dist/WebGPUSkinningLimits.d.ts.map +1 -1
  207. package/dist/WebGPUSkinningLimits.js +15 -1
  208. package/dist/WebGPUSkinningLimits.js.map +1 -1
  209. package/dist/advanced-runtime/index.d.ts +6 -2
  210. package/dist/advanced-runtime/index.d.ts.map +1 -1
  211. package/dist/advanced-runtime/index.js +0 -1
  212. package/dist/advanced-runtime/index.js.map +1 -1
  213. package/dist/animation/AnimationRenderPreset.d.ts +1 -1
  214. package/dist/animation/AnimationRenderPreset.d.ts.map +1 -1
  215. package/dist/animation/AnimationRenderPreset.js +1 -1
  216. package/dist/animation/AnimationRenderPreset.js.map +1 -1
  217. package/dist/animation/applyAnimationRenderPreset.d.ts +1 -1
  218. package/dist/animation/applyAnimationRenderPreset.d.ts.map +1 -1
  219. package/dist/animation/index.d.ts +2 -1
  220. package/dist/animation/index.d.ts.map +1 -1
  221. package/dist/animation/index.js +1 -1
  222. package/dist/animation/index.js.map +1 -1
  223. package/dist/atmosphere/CloudLayer.d.ts +24 -0
  224. package/dist/atmosphere/CloudLayer.d.ts.map +1 -0
  225. package/dist/atmosphere/CloudLayer.js +30 -0
  226. package/dist/atmosphere/CloudLayer.js.map +1 -0
  227. package/dist/atmosphere/FogVolumes.d.ts +30 -0
  228. package/dist/atmosphere/FogVolumes.d.ts.map +1 -0
  229. package/dist/atmosphere/FogVolumes.js +96 -0
  230. package/dist/atmosphere/FogVolumes.js.map +1 -0
  231. package/dist/atmosphere/GradientSky.d.ts +40 -0
  232. package/dist/atmosphere/GradientSky.d.ts.map +1 -0
  233. package/dist/atmosphere/GradientSky.js +75 -0
  234. package/dist/atmosphere/GradientSky.js.map +1 -0
  235. package/dist/atmosphere/HeightFog.d.ts +154 -0
  236. package/dist/atmosphere/HeightFog.d.ts.map +1 -0
  237. package/dist/atmosphere/HeightFog.js +379 -0
  238. package/dist/atmosphere/HeightFog.js.map +1 -0
  239. package/dist/atmosphere/PreethamSky.d.ts +38 -0
  240. package/dist/atmosphere/PreethamSky.d.ts.map +1 -0
  241. package/dist/atmosphere/PreethamSky.js +150 -0
  242. package/dist/atmosphere/PreethamSky.js.map +1 -0
  243. package/dist/atmosphere/SkyBackgroundPass.d.ts +63 -0
  244. package/dist/atmosphere/SkyBackgroundPass.d.ts.map +1 -0
  245. package/dist/atmosphere/SkyBackgroundPass.js +233 -0
  246. package/dist/atmosphere/SkyBackgroundPass.js.map +1 -0
  247. package/dist/atmosphere/SkyCaptureAdapter.d.ts +45 -0
  248. package/dist/atmosphere/SkyCaptureAdapter.d.ts.map +1 -0
  249. package/dist/atmosphere/SkyCaptureAdapter.js +65 -0
  250. package/dist/atmosphere/SkyCaptureAdapter.js.map +1 -0
  251. package/dist/atmosphere/SkyEval.d.ts +56 -0
  252. package/dist/atmosphere/SkyEval.d.ts.map +1 -0
  253. package/dist/atmosphere/SkyEval.js +99 -0
  254. package/dist/atmosphere/SkyEval.js.map +1 -0
  255. package/dist/atmosphere/StarField.d.ts +26 -0
  256. package/dist/atmosphere/StarField.d.ts.map +1 -0
  257. package/dist/atmosphere/StarField.js +31 -0
  258. package/dist/atmosphere/StarField.js.map +1 -0
  259. package/dist/atmosphere/VolumetricFogPass.d.ts +69 -0
  260. package/dist/atmosphere/VolumetricFogPass.d.ts.map +1 -0
  261. package/dist/atmosphere/VolumetricFogPass.js +265 -0
  262. package/dist/atmosphere/VolumetricFogPass.js.map +1 -0
  263. package/dist/atmosphere/fogChunks.d.ts +8 -0
  264. package/dist/atmosphere/fogChunks.d.ts.map +1 -0
  265. package/dist/atmosphere/fogChunks.js +39 -0
  266. package/dist/atmosphere/fogChunks.js.map +1 -0
  267. package/dist/atmosphere/fogUniformStore.d.ts +20 -0
  268. package/dist/atmosphere/fogUniformStore.d.ts.map +1 -0
  269. package/dist/atmosphere/fogUniformStore.js +45 -0
  270. package/dist/atmosphere/fogUniformStore.js.map +1 -0
  271. package/dist/atmosphere/shaders/fog.glsl.d.ts +10 -0
  272. package/dist/atmosphere/shaders/fog.glsl.d.ts.map +1 -0
  273. package/dist/atmosphere/shaders/fog.glsl.js +161 -0
  274. package/dist/atmosphere/shaders/fog.glsl.js.map +1 -0
  275. package/dist/atmosphere/shaders/volumetric-apply.glsl.d.ts +3 -0
  276. package/dist/atmosphere/shaders/volumetric-apply.glsl.d.ts.map +1 -0
  277. package/dist/atmosphere/shaders/volumetric-apply.glsl.js +61 -0
  278. package/dist/atmosphere/shaders/volumetric-apply.glsl.js.map +1 -0
  279. package/dist/atmosphere/shaders/volumetric-inject.glsl.d.ts +4 -0
  280. package/dist/atmosphere/shaders/volumetric-inject.glsl.d.ts.map +1 -0
  281. package/dist/atmosphere/shaders/volumetric-inject.glsl.js +129 -0
  282. package/dist/atmosphere/shaders/volumetric-inject.glsl.js.map +1 -0
  283. package/dist/atmosphere/shaders/volumetric-integrate.glsl.d.ts +3 -0
  284. package/dist/atmosphere/shaders/volumetric-integrate.glsl.d.ts.map +1 -0
  285. package/dist/atmosphere/shaders/volumetric-integrate.glsl.js +55 -0
  286. package/dist/atmosphere/shaders/volumetric-integrate.glsl.js.map +1 -0
  287. package/dist/atmosphere/shaders/wetness.glsl.d.ts +34 -0
  288. package/dist/atmosphere/shaders/wetness.glsl.d.ts.map +1 -0
  289. package/dist/atmosphere/shaders/wetness.glsl.js +101 -0
  290. package/dist/atmosphere/shaders/wetness.glsl.js.map +1 -0
  291. package/dist/atmosphere/sky.glsl.d.ts +8 -0
  292. package/dist/atmosphere/sky.glsl.d.ts.map +1 -0
  293. package/dist/atmosphere/sky.glsl.js +249 -0
  294. package/dist/atmosphere/sky.glsl.js.map +1 -0
  295. package/dist/batching/BatchedGeometryPool.d.ts +72 -0
  296. package/dist/batching/BatchedGeometryPool.d.ts.map +1 -0
  297. package/dist/batching/BatchedGeometryPool.js +138 -0
  298. package/dist/batching/BatchedGeometryPool.js.map +1 -0
  299. package/dist/batching/ContentKeys.d.ts +29 -0
  300. package/dist/batching/ContentKeys.d.ts.map +1 -0
  301. package/dist/batching/ContentKeys.js +220 -0
  302. package/dist/batching/ContentKeys.js.map +1 -0
  303. package/dist/batching/DrawDataTexture.d.ts +51 -0
  304. package/dist/batching/DrawDataTexture.d.ts.map +1 -0
  305. package/dist/batching/DrawDataTexture.js +99 -0
  306. package/dist/batching/DrawDataTexture.js.map +1 -0
  307. package/dist/batching/MultiDrawBatch.d.ts +64 -0
  308. package/dist/batching/MultiDrawBatch.d.ts.map +1 -0
  309. package/dist/batching/MultiDrawBatch.js +103 -0
  310. package/dist/batching/MultiDrawBatch.js.map +1 -0
  311. package/dist/batching/StaticMergePlanner.d.ts +80 -0
  312. package/dist/batching/StaticMergePlanner.d.ts.map +1 -0
  313. package/dist/batching/StaticMergePlanner.js +323 -0
  314. package/dist/batching/StaticMergePlanner.js.map +1 -0
  315. package/dist/batching/index.d.ts +8 -0
  316. package/dist/batching/index.d.ts.map +1 -0
  317. package/dist/batching/index.js +8 -0
  318. package/dist/batching/index.js.map +1 -0
  319. package/dist/batching/shaders/drawId.glsl.d.ts +29 -0
  320. package/dist/batching/shaders/drawId.glsl.d.ts.map +1 -0
  321. package/dist/batching/shaders/drawId.glsl.js +93 -0
  322. package/dist/batching/shaders/drawId.glsl.js.map +1 -0
  323. package/dist/batching/shaders/instanceEmissive.glsl.d.ts +16 -0
  324. package/dist/batching/shaders/instanceEmissive.glsl.d.ts.map +1 -0
  325. package/dist/batching/shaders/instanceEmissive.glsl.js +63 -0
  326. package/dist/batching/shaders/instanceEmissive.glsl.js.map +1 -0
  327. package/dist/cinematic/BloomPass.d.ts +5 -9
  328. package/dist/cinematic/BloomPass.d.ts.map +1 -1
  329. package/dist/cinematic/BloomPass.js +5 -17
  330. package/dist/cinematic/BloomPass.js.map +1 -1
  331. package/dist/cinematic/DepthHazePass.d.ts +5 -11
  332. package/dist/cinematic/DepthHazePass.d.ts.map +1 -1
  333. package/dist/cinematic/DepthHazePass.js +5 -19
  334. package/dist/cinematic/DepthHazePass.js.map +1 -1
  335. package/dist/cinematic/FilmGrainPass.d.ts +5 -8
  336. package/dist/cinematic/FilmGrainPass.d.ts.map +1 -1
  337. package/dist/cinematic/FilmGrainPass.js +5 -16
  338. package/dist/cinematic/FilmGrainPass.js.map +1 -1
  339. package/dist/cinematic/VignettePass.d.ts +5 -9
  340. package/dist/cinematic/VignettePass.d.ts.map +1 -1
  341. package/dist/cinematic/VignettePass.js +5 -16
  342. package/dist/cinematic/VignettePass.js.map +1 -1
  343. package/dist/cinematic/index.d.ts +2 -1
  344. package/dist/cinematic/index.d.ts.map +1 -1
  345. package/dist/cinematic/index.js +1 -1
  346. package/dist/cinematic/index.js.map +1 -1
  347. package/dist/contracts/atmosphere.d.ts +30 -0
  348. package/dist/contracts/atmosphere.d.ts.map +1 -0
  349. package/dist/contracts/atmosphere.js +42 -0
  350. package/dist/contracts/atmosphere.js.map +1 -0
  351. package/dist/contracts/blend.d.ts +28 -0
  352. package/dist/contracts/blend.d.ts.map +1 -0
  353. package/dist/contracts/blend.js +73 -0
  354. package/dist/contracts/blend.js.map +1 -0
  355. package/dist/contracts/core.d.ts +47 -0
  356. package/dist/contracts/core.d.ts.map +1 -0
  357. package/dist/contracts/core.js +70 -0
  358. package/dist/contracts/core.js.map +1 -0
  359. package/dist/contracts/deform.d.ts +38 -0
  360. package/dist/contracts/deform.d.ts.map +1 -0
  361. package/dist/contracts/deform.js +14 -0
  362. package/dist/contracts/deform.js.map +1 -0
  363. package/dist/contracts/device.d.ts +71 -0
  364. package/dist/contracts/device.d.ts.map +1 -0
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  1764. package/package.json +32 -11
@@ -0,0 +1,153 @@
1
+ /** `u_prd05DebugView` value → channel define suffix. */
2
+ export const PRD05_DEBUG_VIEW_CHANNELS = [
3
+ "TEXEL_DENSITY", "MIP_LEVEL", "FACET", "LOD_LEVEL",
4
+ "BASE_COLOR", "WORLD_NORMAL", "ROUGHNESS", "METALLIC", "OCCLUSION", "UV_LAYOUT"
5
+ ];
6
+ const CHANNEL_BY_NAME = {
7
+ texelDensity: 1,
8
+ mipLevel: 2,
9
+ facet: 3,
10
+ lodLevel: 4,
11
+ baseColor: 5,
12
+ normal: 6,
13
+ roughness: 7,
14
+ metallic: 8,
15
+ occlusion: 9,
16
+ uvLayout: 10
17
+ };
18
+ /** Material-param value for a named channel (what the look-dev app sets). */
19
+ export function prd05DebugViewValue(channel) {
20
+ return CHANNEL_BY_NAME[channel];
21
+ }
22
+ export function prd05DebugViewDefineName(value) {
23
+ const name = PRD05_DEBUG_VIEW_CHANNELS[value - 1];
24
+ return name === undefined ? undefined : `A3D_PRD05_DEBUG_VIEW_${name}`;
25
+ }
26
+ const glslPars = /* glsl */ `
27
+ #if defined(A3D_PRD05_DEBUG_VIEW_TEXEL_DENSITY) || defined(A3D_PRD05_DEBUG_VIEW_MIP_LEVEL) || defined(A3D_PRD05_DEBUG_VIEW_FACET) || defined(A3D_PRD05_DEBUG_VIEW_LOD_LEVEL) || defined(A3D_PRD05_DEBUG_VIEW_BASE_COLOR) || defined(A3D_PRD05_DEBUG_VIEW_WORLD_NORMAL) || defined(A3D_PRD05_DEBUG_VIEW_ROUGHNESS) || defined(A3D_PRD05_DEBUG_VIEW_METALLIC) || defined(A3D_PRD05_DEBUG_VIEW_OCCLUSION) || defined(A3D_PRD05_DEBUG_VIEW_UV_LAYOUT)
28
+ uniform highp sampler2D a3d_prd05_debugSampler;
29
+ uniform float u_prd05LodLevel;
30
+ uniform vec2 u_prd05TexelBand;
31
+
32
+ // 0..1 → blue → green → yellow → red heatmap.
33
+ vec3 a3dPrd05DebugHeat( float t ) {
34
+ float c = clamp( t, 0.0, 1.0 );
35
+ vec3 cool = mix( vec3( 0.05, 0.1, 0.45 ), vec3( 0.05, 0.55, 0.45 ), clamp( c * 2.0, 0.0, 1.0 ) );
36
+ vec3 hot = mix( vec3( 0.05, 0.55, 0.45 ), vec3( 0.9, 0.12, 0.05 ), clamp( ( c - 0.5 ) * 2.0, 0.0, 1.0 ) );
37
+ return mix( cool, hot, step( 0.5, c ) );
38
+ }
39
+
40
+ // Screen texels/pixel for the bound debug sampler at v_uv.
41
+ float a3dPrd05TexelDensity( vec2 uv ) {
42
+ vec2 texSize = vec2( textureSize( a3d_prd05_debugSampler, 0 ) );
43
+ vec2 dudx = dFdx( uv ) * texSize;
44
+ vec2 dudy = dFdy( uv ) * texSize;
45
+ return max( length( dudx ), length( dudy ) );
46
+ }
47
+ #endif
48
+ `;
49
+ const wgslPars = /* wgsl */ `
50
+ var<private> a3d_prd05_debug_dummy: f32 = 0.0;
51
+ // WGSL twin lands with the C-02 webgpu emitter; GLSL is the conformance path.
52
+ `;
53
+ /** fragment:pars chunk — declares the debug sampler/uniforms + helpers. */
54
+ export const debugViewParsChunk = {
55
+ name: "a3d_prd05_debug_view",
56
+ owner: "prd05",
57
+ stage: "fragment",
58
+ glsl: glslPars,
59
+ wgsl: wgslPars
60
+ };
61
+ /**
62
+ * fragment:end body. Entirely inside the channel `#ifdef`s: outside a
63
+ * generated program (ChunkHarness) it is empty, so the chunk compiles even
64
+ * though it names `v_uv`/`v_worldPosition`/`u_baseColorMap`.
65
+ */
66
+ export const debugViewEndChunk = {
67
+ name: "a3d_prd05_debug_view_end",
68
+ owner: "prd05",
69
+ stage: "fragment",
70
+ // No `requires` on the pars chunk: hookSplice appends required chunks
71
+ // AFTER the requiring one at the SAME hook, so the pars chunk's
72
+ // uniform declarations would land inside main() (Q-05-8). The feature's
73
+ // hooks list already splices the pars chunk at fragment:pars.
74
+ requires: [],
75
+ glsl: /* glsl */ `
76
+ #ifdef A3D_PRD05_DEBUG_VIEW_TEXEL_DENSITY
77
+ #ifdef A3D_NEED_UV0
78
+ a3dColor = a3dPrd05DebugHeat( clamp( ( a3dPrd05TexelDensity( v_uv ) - u_prd05TexelBand.x ) / ( u_prd05TexelBand.y - u_prd05TexelBand.x ), 0.0, 1.0 ) );
79
+ #else
80
+ a3dColor = vec3( 0.4 );
81
+ #endif
82
+ #elif defined( A3D_PRD05_DEBUG_VIEW_MIP_LEVEL )
83
+ #ifdef A3D_NEED_UV0
84
+ vec2 a3dPrd05Lod = textureQueryLod( a3d_prd05_debugSampler, v_uv );
85
+ a3dColor = a3dPrd05DebugHeat( clamp( a3dPrd05Lod.x / 8.0, 0.0, 1.0 ) );
86
+ #else
87
+ a3dColor = vec3( 0.4 );
88
+ #endif
89
+ #elif defined( A3D_PRD05_DEBUG_VIEW_FACET )
90
+ {
91
+ vec3 a3dPrd05Facet = normalize( cross( dFdx( v_worldPosition ), dFdy( v_worldPosition ) ) );
92
+ a3dColor = a3dPrd05Facet * 0.5 + 0.5;
93
+ }
94
+ #elif defined( A3D_PRD05_DEBUG_VIEW_LOD_LEVEL )
95
+ a3dColor = a3dPrd05DebugHeat( clamp( u_prd05LodLevel / 4.0, 0.0, 1.0 ) );
96
+ #elif defined( A3D_PRD05_DEBUG_VIEW_BASE_COLOR )
97
+ a3dColor = a3dBaseColor.rgb;
98
+ #elif defined( A3D_PRD05_DEBUG_VIEW_WORLD_NORMAL )
99
+ #ifdef A3D_NEED_NORMAL
100
+ a3dColor = normalize( v_normal ) * 0.5 + 0.5;
101
+ #else
102
+ a3dColor = vec3( 0.4 );
103
+ #endif
104
+ #elif defined( A3D_PRD05_DEBUG_VIEW_ROUGHNESS )
105
+ a3dColor = vec3( a3dRoughness );
106
+ #elif defined( A3D_PRD05_DEBUG_VIEW_METALLIC )
107
+ a3dColor = vec3( a3dMetallic );
108
+ #elif defined( A3D_PRD05_DEBUG_VIEW_OCCLUSION )
109
+ #if defined( USE_OCCLUSION_MAP ) && defined( A3D_NEED_UV0 )
110
+ a3dColor = vec3( texture( u_occlusionMap, v_uv ).r );
111
+ #else
112
+ a3dColor = vec3( 1.0 );
113
+ #endif
114
+ #elif defined( A3D_PRD05_DEBUG_VIEW_UV_LAYOUT )
115
+ #ifdef A3D_NEED_UV0
116
+ a3dColor = vec3( fract( v_uv ), 0.0 );
117
+ #else
118
+ a3dColor = vec3( 0.4 );
119
+ #endif
120
+ #endif
121
+ `,
122
+ wgsl: `// fragment:end splice — WGSL twin lands with the C-02 webgpu emitter.`
123
+ };
124
+ /** Forward-pass feature: active only while a material carries `u_prd05DebugView`. */
125
+ export const debugViewFeature = {
126
+ id: "prd05.debugView",
127
+ owner: "prd05",
128
+ flag: "A3D_QR_ASSETS_LOOKDEV",
129
+ chunks: ["a3d_prd05_debug_view", "a3d_prd05_debug_view_end"],
130
+ hooks: ["fragment:pars", "fragment:end"],
131
+ select(input) {
132
+ if (input.pass !== "forward")
133
+ return undefined;
134
+ const material = input.item.material;
135
+ const value = material?.getParameter("u_prd05DebugView");
136
+ return typeof value === "number" && prd05DebugViewDefineName(value) !== undefined ? value : undefined;
137
+ },
138
+ defines(value) {
139
+ const name = typeof value === "number" ? prd05DebugViewDefineName(value) : undefined;
140
+ return name === undefined ? {} : { [name]: true };
141
+ },
142
+ bindUniforms(_value, item, set) {
143
+ const material = item.material;
144
+ // The debug sampler mirrors the material's base-colour texture binding.
145
+ const baseColorTexture = material?.getParameter("u_baseColorTexture");
146
+ if (baseColorTexture !== undefined)
147
+ set("a3d_prd05_debugSampler", baseColorTexture);
148
+ set("u_prd05LodLevel", item.lodLevel ?? 0);
149
+ const band = material?.getParameter("u_prd05TexelBand");
150
+ set("u_prd05TexelBand", band ?? [0.5, 4]);
151
+ }
152
+ };
153
+ //# sourceMappingURL=debug-view.glsl.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,17 @@
1
+ /**
2
+ * C-18 chunk `a3d_prd06_deform` (PRD-06 §8.3/§8.5) — the shared deformation
3
+ * entry spliced at hook `vertex:deform` by feature `prd06.deform`. Ordering is
4
+ * morph → skin → model (glTF/three.js). `A3D_DEPTH_ONLY` skips normal/tangent
5
+ * work for depth and distance passes; `A3D_HAS_TANGENT` guards the tangent
6
+ * attribute; `A3D_VELOCITY` exposes `a3dDeformPrevious` for C-14.
7
+ *
8
+ * Depends on `a3d_prd06_skinning_common` and `a3d_prd06_morph_texture` being
9
+ * spliced ahead of it (both are `#ifdef`-guarded no-ops when inactive).
10
+ *
11
+ * `a_normal` is only declared when the program defines `A3D_NEED_NORMAL`
12
+ * (unlit forward variants do not), so the deform read guards on it as well;
13
+ * `a_tangent` (legacy location 3) is declared here under `A3D_HAS_TANGENT`
14
+ * since the generated attribute block does not carry it.
15
+ */
16
+ export declare const A3D_PRD06_DEFORM_GLSL = "\n#ifdef A3D_HAS_TANGENT\nlayout(location = 3) in vec4 a_tangent;\n#endif\n// Wind composes after morph/skin through its canonical C-18 entry.\n#define A3D_DEFORM_ENTRY 1\n#ifdef A3D_PRD10_WIND\nvoid a3dDeformBeforeWind(out vec4 localPos, out vec3 localNormal, out vec4 localTangent) {\n#else\nvoid a3dDeform(out vec4 localPos, out vec3 localNormal, out vec4 localTangent) {\n#endif\n#ifdef A3D_DEPTH_ONLY\n vec3 p = a_position;\n vec3 n = vec3(0.0); vec4 tg = vec4(0.0, 0.0, 0.0, 1.0);\n#else\n vec3 p = a_position;\n#ifdef A3D_NEED_NORMAL\n vec3 n = a_normal;\n#else\n vec3 n = vec3(0.0, 0.0, 1.0);\n#endif\n#ifdef A3D_HAS_TANGENT\n vec4 tg = a_tangent;\n#else\n vec4 tg = vec4(0.0, 0.0, 0.0, 1.0);\n#endif\n#endif\n#ifdef A3D_MORPH\n a3dApplyMorph(p, n, tg);\n#endif\n#ifdef A3D_SKINNING\n // Zero-weight guard (legacy ShaderLibrary skinned-unlit semantics): an\n // unweighted vertex on a skinned mesh keeps its raw position instead of\n // collapsing to the origin.\n float a3d_wsum = a_weights.x + a_weights.y + a_weights.z + a_weights.w;\n#if A3D_SKINNING == 8\n a3d_wsum += a_weights1.x + a_weights1.y + a_weights1.z + a_weights1.w;\n#endif\n if (a3d_wsum > 1e-4) {\n mat4 s = a3dSkin(u_boneTexture);\n // Affine output (three.js transformed parity): the skinned point is the\n // blend's xyz with w pinned to 1. Some palette producers pack per-joint\n // data in the matrix bottom row; letting it into gl_Position would\n // projectively warp the rasterized silhouette away from the positions\n // a CPU skinning reference computes.\n vec4 a3d_skinned = s * vec4(p, 1.0);\n localPos = vec4(a3d_skinned.xyz, 1.0);\n localNormal = mat3(s) * n;\n localTangent = vec4(mat3(s) * tg.xyz, tg.w);\n } else {\n localPos = vec4(p, 1.0); localNormal = n; localTangent = tg;\n }\n#else\n localPos = vec4(p, 1.0); localNormal = n; localTangent = tg;\n#endif\n}\n#ifdef A3D_VELOCITY\nvoid a3dDeformPrevious(out vec4 pos) {\n vec3 p = a_position; vec3 n = vec3(0.0); vec4 tg = vec4(0.0, 0.0, 0.0, 1.0);\n#ifdef A3D_MORPH\n for (int k = 0; k < A3D_MORPH_MAX_ACTIVE; ++k) {\n if (k >= int(u_morphActiveCount)) break;\n int tgt = a3dMorphTargetIndex(k); float w = u_morphPrevWeight4[k >> 2][k & 3];\n p += a3dMorphFetch(tgt, 0).xyz * w;\n }\n#endif\n#ifdef A3D_SKINNING\n float a3d_wsum = a_weights.x + a_weights.y + a_weights.z + a_weights.w;\n#if A3D_SKINNING == 8\n a3d_wsum += a_weights1.x + a_weights1.y + a_weights1.z + a_weights1.w;\n#endif\n if (a3d_wsum > 1e-4) {\n vec4 a3d_prev = a3dSkin(u_prevBoneTexture) * vec4(p, 1.0);\n pos = vec4(a3d_prev.xyz, 1.0);\n } else {\n pos = vec4(p, 1.0);\n }\n#else\n pos = vec4(p, 1.0);\n#endif\n}\n#endif\n";
17
+ //# sourceMappingURL=deform.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"deform.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/deform/deform.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AACH,eAAO,MAAM,qBAAqB,sqFAkFjC,CAAC"}
@@ -0,0 +1,99 @@
1
+ /**
2
+ * C-18 chunk `a3d_prd06_deform` (PRD-06 §8.3/§8.5) — the shared deformation
3
+ * entry spliced at hook `vertex:deform` by feature `prd06.deform`. Ordering is
4
+ * morph → skin → model (glTF/three.js). `A3D_DEPTH_ONLY` skips normal/tangent
5
+ * work for depth and distance passes; `A3D_HAS_TANGENT` guards the tangent
6
+ * attribute; `A3D_VELOCITY` exposes `a3dDeformPrevious` for C-14.
7
+ *
8
+ * Depends on `a3d_prd06_skinning_common` and `a3d_prd06_morph_texture` being
9
+ * spliced ahead of it (both are `#ifdef`-guarded no-ops when inactive).
10
+ *
11
+ * `a_normal` is only declared when the program defines `A3D_NEED_NORMAL`
12
+ * (unlit forward variants do not), so the deform read guards on it as well;
13
+ * `a_tangent` (legacy location 3) is declared here under `A3D_HAS_TANGENT`
14
+ * since the generated attribute block does not carry it.
15
+ */
16
+ export const A3D_PRD06_DEFORM_GLSL = /* glsl */ `
17
+ #ifdef A3D_HAS_TANGENT
18
+ layout(location = 3) in vec4 a_tangent;
19
+ #endif
20
+ // Wind composes after morph/skin through its canonical C-18 entry.
21
+ #define A3D_DEFORM_ENTRY 1
22
+ #ifdef A3D_PRD10_WIND
23
+ void a3dDeformBeforeWind(out vec4 localPos, out vec3 localNormal, out vec4 localTangent) {
24
+ #else
25
+ void a3dDeform(out vec4 localPos, out vec3 localNormal, out vec4 localTangent) {
26
+ #endif
27
+ #ifdef A3D_DEPTH_ONLY
28
+ vec3 p = a_position;
29
+ vec3 n = vec3(0.0); vec4 tg = vec4(0.0, 0.0, 0.0, 1.0);
30
+ #else
31
+ vec3 p = a_position;
32
+ #ifdef A3D_NEED_NORMAL
33
+ vec3 n = a_normal;
34
+ #else
35
+ vec3 n = vec3(0.0, 0.0, 1.0);
36
+ #endif
37
+ #ifdef A3D_HAS_TANGENT
38
+ vec4 tg = a_tangent;
39
+ #else
40
+ vec4 tg = vec4(0.0, 0.0, 0.0, 1.0);
41
+ #endif
42
+ #endif
43
+ #ifdef A3D_MORPH
44
+ a3dApplyMorph(p, n, tg);
45
+ #endif
46
+ #ifdef A3D_SKINNING
47
+ // Zero-weight guard (legacy ShaderLibrary skinned-unlit semantics): an
48
+ // unweighted vertex on a skinned mesh keeps its raw position instead of
49
+ // collapsing to the origin.
50
+ float a3d_wsum = a_weights.x + a_weights.y + a_weights.z + a_weights.w;
51
+ #if A3D_SKINNING == 8
52
+ a3d_wsum += a_weights1.x + a_weights1.y + a_weights1.z + a_weights1.w;
53
+ #endif
54
+ if (a3d_wsum > 1e-4) {
55
+ mat4 s = a3dSkin(u_boneTexture);
56
+ // Affine output (three.js transformed parity): the skinned point is the
57
+ // blend's xyz with w pinned to 1. Some palette producers pack per-joint
58
+ // data in the matrix bottom row; letting it into gl_Position would
59
+ // projectively warp the rasterized silhouette away from the positions
60
+ // a CPU skinning reference computes.
61
+ vec4 a3d_skinned = s * vec4(p, 1.0);
62
+ localPos = vec4(a3d_skinned.xyz, 1.0);
63
+ localNormal = mat3(s) * n;
64
+ localTangent = vec4(mat3(s) * tg.xyz, tg.w);
65
+ } else {
66
+ localPos = vec4(p, 1.0); localNormal = n; localTangent = tg;
67
+ }
68
+ #else
69
+ localPos = vec4(p, 1.0); localNormal = n; localTangent = tg;
70
+ #endif
71
+ }
72
+ #ifdef A3D_VELOCITY
73
+ void a3dDeformPrevious(out vec4 pos) {
74
+ vec3 p = a_position; vec3 n = vec3(0.0); vec4 tg = vec4(0.0, 0.0, 0.0, 1.0);
75
+ #ifdef A3D_MORPH
76
+ for (int k = 0; k < A3D_MORPH_MAX_ACTIVE; ++k) {
77
+ if (k >= int(u_morphActiveCount)) break;
78
+ int tgt = a3dMorphTargetIndex(k); float w = u_morphPrevWeight4[k >> 2][k & 3];
79
+ p += a3dMorphFetch(tgt, 0).xyz * w;
80
+ }
81
+ #endif
82
+ #ifdef A3D_SKINNING
83
+ float a3d_wsum = a_weights.x + a_weights.y + a_weights.z + a_weights.w;
84
+ #if A3D_SKINNING == 8
85
+ a3d_wsum += a_weights1.x + a_weights1.y + a_weights1.z + a_weights1.w;
86
+ #endif
87
+ if (a3d_wsum > 1e-4) {
88
+ vec4 a3d_prev = a3dSkin(u_prevBoneTexture) * vec4(p, 1.0);
89
+ pos = vec4(a3d_prev.xyz, 1.0);
90
+ } else {
91
+ pos = vec4(p, 1.0);
92
+ }
93
+ #else
94
+ pos = vec4(p, 1.0);
95
+ #endif
96
+ }
97
+ #endif
98
+ `;
99
+ //# sourceMappingURL=deform.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"deform.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/deform/deform.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AACH,MAAM,CAAC,MAAM,qBAAqB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkF/C,CAAC"}
@@ -0,0 +1,15 @@
1
+ /**
2
+ * PRD-06 T2.7 — WGSL twin of `a3d_prd06_deform`
3
+ * (`shaders/deform/deform.glsl.ts`). The GLSL `#ifdef` matrix
4
+ * (A3D_DEPTH_ONLY / A3D_NEED_NORMAL / A3D_HAS_TANGENT / A3D_MORPH /
5
+ * A3D_SKINNING==4|8 / A3D_VELOCITY) has no preprocessor equivalent in WGSL:
6
+ * the twin takes the caller's pre-selected inputs plus `applyMorph`,
7
+ * `applySkin`, and `secondInfluences` selectors, and the generated entry
8
+ * point passes exactly the define-selected set. `a3dDeformPrevious` is the
9
+ * §8.5 velocity variant — same index list, previous-frame weights and
10
+ * palette.
11
+ *
12
+ * Return type replaces the GLSL `out` parameters with a struct.
13
+ */
14
+ export declare const A3D_PRD06_DEFORM_WGSL = "\nstruct A3dDeformOut {\n localPos: vec4<f32>,\n localNormal: vec3<f32>,\n localTangent: vec4<f32>,\n};\n\nfn a3dSkinWeightSum(weights: vec4<f32>, weights1: vec4<f32>, secondInfluences: bool) -> f32 {\n var wsum = weights.x + weights.y + weights.z + weights.w;\n if (secondInfluences) {\n wsum = wsum + weights1.x + weights1.y + weights1.z + weights1.w;\n }\n return wsum;\n}\n\nfn a3dSkinSelect(joints: vec4<u32>, weights: vec4<f32>, joints1: vec4<u32>, weights1: vec4<f32>, secondInfluences: bool) -> mat4x4<f32> {\n if (secondInfluences) {\n return a3dSkin8(joints, weights, joints1, weights1);\n }\n return a3dSkin4(joints, weights);\n}\nfn a3dSkinPrevSelect(joints: vec4<u32>, weights: vec4<f32>, joints1: vec4<u32>, weights1: vec4<f32>, secondInfluences: bool) -> mat4x4<f32> {\n if (secondInfluences) {\n return a3dSkinPrev8(joints, weights, joints1, weights1);\n }\n return a3dSkinPrev4(joints, weights);\n}\n\nfn a3dDeform(position: vec3<f32>, normal: vec3<f32>, tangent: vec4<f32>,\n joints: vec4<u32>, weights: vec4<f32>,\n joints1: vec4<u32>, weights1: vec4<f32>,\n secondInfluences: bool, vertexIndex: u32,\n applyMorph: bool, applySkin: bool) -> A3dDeformOut {\n var p = position;\n var n = normal;\n var tg = tangent;\n var result: A3dDeformOut;\n if (applyMorph) {\n a3dApplyMorph(vertexIndex, &p, &n, &tg);\n }\n // Zero-weight guard (legacy skinned-unlit semantics): an unweighted vertex\n // on a skinned mesh keeps its raw position instead of collapsing to origin.\n if (applySkin && a3dSkinWeightSum(weights, weights1, secondInfluences) > 1e-4) {\n let s = a3dSkinSelect(joints, weights, joints1, weights1, secondInfluences);\n let s3 = mat3x3<f32>(s[0].xyz, s[1].xyz, s[2].xyz);\n result.localPos = s * vec4<f32>(p, 1.0);\n result.localNormal = s3 * n;\n result.localTangent = vec4<f32>(s3 * tg.xyz, tg.w);\n } else {\n result.localPos = vec4<f32>(p, 1.0);\n result.localNormal = n;\n result.localTangent = tg;\n }\n return result;\n}\n\nfn a3dDeformPrevious(position: vec3<f32>,\n joints: vec4<u32>, weights: vec4<f32>,\n joints1: vec4<u32>, weights1: vec4<f32>,\n secondInfluences: bool, vertexIndex: u32,\n applyMorph: bool, applySkin: bool) -> vec4<f32> {\n var p = position;\n if (applyMorph) {\n for (var k: u32 = 0u; k < A3D_MORPH_MAX_ACTIVE; k = k + 1u) {\n if (k >= a3dMorphActiveCount()) { break; }\n let tgt = a3dMorphTargetIndex(k);\n p = p + a3dMorphFetch(vertexIndex, tgt, 0u).xyz * a3dMorphPrevWeight(k);\n }\n }\n if (applySkin && a3dSkinWeightSum(weights, weights1, secondInfluences) > 1e-4) {\n return a3dSkinPrevSelect(joints, weights, joints1, weights1, secondInfluences) * vec4<f32>(p, 1.0);\n }\n return vec4<f32>(p, 1.0);\n}\n";
15
+ //# sourceMappingURL=deform.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"deform.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/deform/deform.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,eAAO,MAAM,qBAAqB,+0FA0EjC,CAAC"}
@@ -0,0 +1,89 @@
1
+ /**
2
+ * PRD-06 T2.7 — WGSL twin of `a3d_prd06_deform`
3
+ * (`shaders/deform/deform.glsl.ts`). The GLSL `#ifdef` matrix
4
+ * (A3D_DEPTH_ONLY / A3D_NEED_NORMAL / A3D_HAS_TANGENT / A3D_MORPH /
5
+ * A3D_SKINNING==4|8 / A3D_VELOCITY) has no preprocessor equivalent in WGSL:
6
+ * the twin takes the caller's pre-selected inputs plus `applyMorph`,
7
+ * `applySkin`, and `secondInfluences` selectors, and the generated entry
8
+ * point passes exactly the define-selected set. `a3dDeformPrevious` is the
9
+ * §8.5 velocity variant — same index list, previous-frame weights and
10
+ * palette.
11
+ *
12
+ * Return type replaces the GLSL `out` parameters with a struct.
13
+ */
14
+ export const A3D_PRD06_DEFORM_WGSL = /* wgsl */ `
15
+ struct A3dDeformOut {
16
+ localPos: vec4<f32>,
17
+ localNormal: vec3<f32>,
18
+ localTangent: vec4<f32>,
19
+ };
20
+
21
+ fn a3dSkinWeightSum(weights: vec4<f32>, weights1: vec4<f32>, secondInfluences: bool) -> f32 {
22
+ var wsum = weights.x + weights.y + weights.z + weights.w;
23
+ if (secondInfluences) {
24
+ wsum = wsum + weights1.x + weights1.y + weights1.z + weights1.w;
25
+ }
26
+ return wsum;
27
+ }
28
+
29
+ fn a3dSkinSelect(joints: vec4<u32>, weights: vec4<f32>, joints1: vec4<u32>, weights1: vec4<f32>, secondInfluences: bool) -> mat4x4<f32> {
30
+ if (secondInfluences) {
31
+ return a3dSkin8(joints, weights, joints1, weights1);
32
+ }
33
+ return a3dSkin4(joints, weights);
34
+ }
35
+ fn a3dSkinPrevSelect(joints: vec4<u32>, weights: vec4<f32>, joints1: vec4<u32>, weights1: vec4<f32>, secondInfluences: bool) -> mat4x4<f32> {
36
+ if (secondInfluences) {
37
+ return a3dSkinPrev8(joints, weights, joints1, weights1);
38
+ }
39
+ return a3dSkinPrev4(joints, weights);
40
+ }
41
+
42
+ fn a3dDeform(position: vec3<f32>, normal: vec3<f32>, tangent: vec4<f32>,
43
+ joints: vec4<u32>, weights: vec4<f32>,
44
+ joints1: vec4<u32>, weights1: vec4<f32>,
45
+ secondInfluences: bool, vertexIndex: u32,
46
+ applyMorph: bool, applySkin: bool) -> A3dDeformOut {
47
+ var p = position;
48
+ var n = normal;
49
+ var tg = tangent;
50
+ var result: A3dDeformOut;
51
+ if (applyMorph) {
52
+ a3dApplyMorph(vertexIndex, &p, &n, &tg);
53
+ }
54
+ // Zero-weight guard (legacy skinned-unlit semantics): an unweighted vertex
55
+ // on a skinned mesh keeps its raw position instead of collapsing to origin.
56
+ if (applySkin && a3dSkinWeightSum(weights, weights1, secondInfluences) > 1e-4) {
57
+ let s = a3dSkinSelect(joints, weights, joints1, weights1, secondInfluences);
58
+ let s3 = mat3x3<f32>(s[0].xyz, s[1].xyz, s[2].xyz);
59
+ result.localPos = s * vec4<f32>(p, 1.0);
60
+ result.localNormal = s3 * n;
61
+ result.localTangent = vec4<f32>(s3 * tg.xyz, tg.w);
62
+ } else {
63
+ result.localPos = vec4<f32>(p, 1.0);
64
+ result.localNormal = n;
65
+ result.localTangent = tg;
66
+ }
67
+ return result;
68
+ }
69
+
70
+ fn a3dDeformPrevious(position: vec3<f32>,
71
+ joints: vec4<u32>, weights: vec4<f32>,
72
+ joints1: vec4<u32>, weights1: vec4<f32>,
73
+ secondInfluences: bool, vertexIndex: u32,
74
+ applyMorph: bool, applySkin: bool) -> vec4<f32> {
75
+ var p = position;
76
+ if (applyMorph) {
77
+ for (var k: u32 = 0u; k < A3D_MORPH_MAX_ACTIVE; k = k + 1u) {
78
+ if (k >= a3dMorphActiveCount()) { break; }
79
+ let tgt = a3dMorphTargetIndex(k);
80
+ p = p + a3dMorphFetch(vertexIndex, tgt, 0u).xyz * a3dMorphPrevWeight(k);
81
+ }
82
+ }
83
+ if (applySkin && a3dSkinWeightSum(weights, weights1, secondInfluences) > 1e-4) {
84
+ return a3dSkinPrevSelect(joints, weights, joints1, weights1, secondInfluences) * vec4<f32>(p, 1.0);
85
+ }
86
+ return vec4<f32>(p, 1.0);
87
+ }
88
+ `;
89
+ //# sourceMappingURL=deform.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"deform.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/deform/deform.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,MAAM,CAAC,MAAM,qBAAqB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0E/C,CAAC"}
@@ -0,0 +1,22 @@
1
+ /**
2
+ * PRD-06 T0.13 — `prd06.deform` depth/velocity variant feature.
3
+ *
4
+ * Registered through the C-11 `registerDepthVariantFeature` registry under
5
+ * `A3D_QR_ANIMATION_SKINNED_SHADOWS` (the registry's `active(flags)` gates on
6
+ * the entry flag). `DepthPass.ts` (owner 02) consumes registered features —
7
+ * that composition is C-11 real (Q-02-1); this module only declares the
8
+ * feature and its shared `SkinningUniforms.bindBoneTexture` bind.
9
+ *
10
+ * `select` returns the variant pass name as the feature value so `defines`
11
+ * can emit `A3D_DEPTH_ONLY` for the `depth`/`distance` passes while `velocity`
12
+ * keeps the previous-palette path (`u_prevBoneTexture` is bound
13
+ * unconditionally — the deform chunk declares it under `#ifdef A3D_VELOCITY`).
14
+ */
15
+ import type { QrFlagName } from "../../contracts/core.js";
16
+ import { type DepthVariantFeature } from "../../contracts/shadows.js";
17
+ import type { SkinningPaletteTextureCache } from "../../SkinningPaletteTextureCache.js";
18
+ export declare const PRD06_DEFORM_DEPTH_FLAG: QrFlagName;
19
+ export declare function createPrd06DeformDepthFeature(cache: SkinningPaletteTextureCache): DepthVariantFeature;
20
+ /** Returns the C-11 registry disposer. */
21
+ export declare function registerPrd06DeformDepthFeature(cache: SkinningPaletteTextureCache): () => void;
22
+ //# sourceMappingURL=depthFeature.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"depthFeature.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/deform/depthFeature.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,yBAAyB,CAAC;AAG1D,OAAO,EAA+B,KAAK,mBAAmB,EAAE,MAAM,4BAA4B,CAAC;AAEnG,OAAO,KAAK,EAAE,2BAA2B,EAAE,MAAM,sCAAsC,CAAC;AAGxF,eAAO,MAAM,uBAAuB,EAAE,UAA+C,CAAC;AAEtF,wBAAgB,6BAA6B,CAAC,KAAK,EAAE,2BAA2B,GAAG,mBAAmB,CAoBrG;AAED,0CAA0C;AAC1C,wBAAgB,+BAA+B,CAAC,KAAK,EAAE,2BAA2B,GAAG,MAAM,IAAI,CAE9F"}
@@ -0,0 +1,44 @@
1
+ /**
2
+ * PRD-06 T0.13 — `prd06.deform` depth/velocity variant feature.
3
+ *
4
+ * Registered through the C-11 `registerDepthVariantFeature` registry under
5
+ * `A3D_QR_ANIMATION_SKINNED_SHADOWS` (the registry's `active(flags)` gates on
6
+ * the entry flag). `DepthPass.ts` (owner 02) consumes registered features —
7
+ * that composition is C-11 real (Q-02-1); this module only declares the
8
+ * feature and its shared `SkinningUniforms.bindBoneTexture` bind.
9
+ *
10
+ * `select` returns the variant pass name as the feature value so `defines`
11
+ * can emit `A3D_DEPTH_ONLY` for the `depth`/`distance` passes while `velocity`
12
+ * keeps the previous-palette path (`u_prevBoneTexture` is bound
13
+ * unconditionally — the deform chunk declares it under `#ifdef A3D_VELOCITY`).
14
+ */
15
+ import { registerDepthVariantFeature } from "../../contracts/shadows.js";
16
+ import { bindBoneTexture } from "../../SkinningUniforms.js";
17
+ export const PRD06_DEFORM_DEPTH_FLAG = "A3D_QR_ANIMATION_SKINNED_SHADOWS";
18
+ export function createPrd06DeformDepthFeature(cache) {
19
+ return {
20
+ id: "prd06.deform",
21
+ owner: "prd06",
22
+ flag: PRD06_DEFORM_DEPTH_FLAG,
23
+ passes: ["depth", "distance", "velocity"],
24
+ select(input) {
25
+ if (!input.item.skinning)
26
+ return undefined;
27
+ return input.pass === "depth" || input.pass === "distance" || input.pass === "velocity" ? input.pass : undefined;
28
+ },
29
+ defines(value) {
30
+ return value === "depth" || value === "distance" ? { A3D_DEPTH_ONLY: true } : {};
31
+ },
32
+ chunks: ["a3d_prd06_skinning_common", "a3d_prd06_deform"],
33
+ hooks: ["vertex:deform"],
34
+ bindUniforms(_value, item, set) {
35
+ // The texture this frame's forward bind already uploaded — no second upload.
36
+ bindBoneTexture(set, cache, item);
37
+ }
38
+ };
39
+ }
40
+ /** Returns the C-11 registry disposer. */
41
+ export function registerPrd06DeformDepthFeature(cache) {
42
+ return registerDepthVariantFeature(createPrd06DeformDepthFeature(cache));
43
+ }
44
+ //# sourceMappingURL=depthFeature.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"depthFeature.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/deform/depthFeature.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAKH,OAAO,EAAE,2BAA2B,EAA4B,MAAM,4BAA4B,CAAC;AAGnG,OAAO,EAAE,eAAe,EAAE,MAAM,2BAA2B,CAAC;AAE5D,MAAM,CAAC,MAAM,uBAAuB,GAAe,kCAAkC,CAAC;AAEtF,MAAM,UAAU,6BAA6B,CAAC,KAAkC;IAC9E,OAAO;QACL,EAAE,EAAE,cAAc;QAClB,KAAK,EAAE,OAAO;QACd,IAAI,EAAE,uBAAuB;QAC7B,MAAM,EAAE,CAAC,OAAO,EAAE,UAAU,EAAE,UAAU,CAAC;QACzC,MAAM,CAAC,KAA+B;YACpC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,QAAQ;gBAAE,OAAO,SAAS,CAAC;YAC3C,OAAO,KAAK,CAAC,IAAI,KAAK,OAAO,IAAI,KAAK,CAAC,IAAI,KAAK,UAAU,IAAI,KAAK,CAAC,IAAI,KAAK,UAAU,CAAC,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,SAAS,CAAC;QACnH,CAAC;QACD,OAAO,CAAC,KAAgC;YACtC,OAAO,KAAK,KAAK,OAAO,IAAI,KAAK,KAAK,UAAU,CAAC,CAAC,CAAC,EAAE,cAAc,EAAE,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;QACnF,CAAC;QACD,MAAM,EAAE,CAAC,2BAA2B,EAAE,kBAAkB,CAAC;QACzD,KAAK,EAAE,CAAC,eAAe,CAAC;QACxB,YAAY,CAAC,MAAiC,EAAE,IAAgB,EAAE,GAA4C;YAC5G,6EAA6E;YAC7E,eAAe,CAAC,GAAG,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC;QACpC,CAAC;KACF,CAAC;AACJ,CAAC;AAED,0CAA0C;AAC1C,MAAM,UAAU,+BAA+B,CAAC,KAAkC;IAChF,OAAO,2BAA2B,CAAC,6BAA6B,CAAC,KAAK,CAAC,CAAC,CAAC;AAC3E,CAAC"}
@@ -0,0 +1,114 @@
1
+ /**
2
+ * PRD-06 T2.2 — the forward `prd06.deform` C-02 `ShaderFeature`
3
+ * (PRD-06 §269, §1145, §1222).
4
+ *
5
+ * `select` produces the deform program key per item:
6
+ * `skin4` | `skin8` — joint-palette skinning (4/8 influences)
7
+ * `morph<B>[n][t]` — §8.2 bucket {4,8,16,32}, `n`/`t` when the
8
+ * packed set carries normal/tangent deltas
9
+ * `|k<K>` — `A3D_MORPH_MAX_ACTIVE` (C-27 tier cap)
10
+ * Combined with `|` (e.g. `skin8|morph16n|k32`); a rigid item returns
11
+ * `undefined` so it keeps the base program.
12
+ *
13
+ * `defines` emits `A3D_SKINNING`, `A3D_MORPH` (bucket), `A3D_MORPH_NORMALS`,
14
+ * `A3D_MORPH_TANGENTS`, `A3D_HAS_TANGENT` and `A3D_MORPH_MAX_ACTIVE` parsed
15
+ * back out of the key. A `true` stamp (the pre-select MaterialFeatures record)
16
+ * contributes the chunks/hook with no defines — a compile-clean passthrough
17
+ * until the per-item select consumer lands (qr-request Q-01-4).
18
+ *
19
+ * `bindUniforms` binds the shared bone-texture palette (`bindBoneTexture`,
20
+ * same cache entry as the forward/draw-time bind so depth and velocity see
21
+ * this frame's upload) plus the morph array texture and the packed top-K
22
+ * active list when the item carries morphs.
23
+ *
24
+ * Draw-time consumption note: nothing in the forward path calls
25
+ * `select`/`bindUniforms` per item yet (Q-01-4). The lane-side consumer is
26
+ * `applyGpuMorphUniforms` in `forward/Deform.ts`, which delegates to
27
+ * `bindPrd06MorphTextureUniforms` when the bound program declares
28
+ * `u_morphTexture` — its K comes from the program's own reflected
29
+ * `u_morphActiveIndex4` array bound, which equals the `A3D_MORPH_MAX_ACTIVE`
30
+ * it was compiled with.
31
+ */
32
+ import type { AuraQualityTierSettings } from "../../contracts/quality.js";
33
+ import type { QrFlags } from "../../contracts/core.js";
34
+ import type { RenderItem } from "../../contracts/renderItem.js";
35
+ import { type ShaderFeature, type ShaderFeatureSelectInput } from "../../contracts/program.js";
36
+ import type { UniformValue, RenderShaderProgram } from "../../RenderDevice.js";
37
+ import type { Geometry } from "../../Geometry.js";
38
+ import type { MorphTargetDelta } from "../../MorphTarget.js";
39
+ import type { SkinningPaletteTextureCache } from "../../SkinningPaletteTextureCache.js";
40
+ import { type MorphTargetTextureResult, type MorphTextureLimits } from "../../resources/MorphTargetTexture.js";
41
+ /**
42
+ * C-27 active-morph caps (§285/§699): 8 Low / 16 Medium / 32 High / 64 Ultra.
43
+ * `AuraQualityTierSettings` carries no tier name, so `maxLightsPerPixel`
44
+ * (4/8/16/32, unique per stock tier) discriminates; custom overrides keep the
45
+ * nearest lower cap. Q-11-2 allows PRD-06 constants keyed by tier until the
46
+ * C-27 contract lands.
47
+ */
48
+ export declare function morphMaxActiveForTier(tier: AuraQualityTierSettings): number;
49
+ /** The `prd06.deform` feature key for an item, or undefined when rigid. */
50
+ export declare function selectPrd06DeformValue(item: RenderItem, pass: ShaderFeatureSelectInput["pass"], tier: AuraQualityTierSettings, flags: QrFlags): string | undefined;
51
+ export interface Prd06DeformKey {
52
+ readonly influences: 4 | 8 | null;
53
+ readonly morphBucket: 4 | 8 | 16 | 32 | null;
54
+ readonly morphNormals: boolean;
55
+ readonly morphTangents: boolean;
56
+ readonly morphMaxActive: number | null;
57
+ }
58
+ /** Parse a select-produced key back into its parts. Unknown segments are ignored. */
59
+ export declare function parsePrd06DeformKey(value: string): Prd06DeformKey;
60
+ /** `defines` for a select-produced key; `true` (pre-select stamp) contributes no defines. */
61
+ export declare function prd06DeformDefines(value: string | number | boolean): Readonly<Record<string, string | number | true>>;
62
+ /** Build function injected at registration — the C-18 provider (flag-deferring). */
63
+ type MorphTextureBuilder = (geometry: Geometry, targets: readonly MorphTargetDelta[], limits: MorphTextureLimits, format?: "rgba16f" | "rgba32f") => MorphTargetTextureResult;
64
+ /**
65
+ * Conservative bind-time texture limits. `MorphTextureLimits` normally derives
66
+ * from tier device caps; at uniform-bind time only the compiled program is
67
+ * visible, so the WebGL2 baseline-safe `{4096, 32}` applies (the builder
68
+ * falls back to CPU when exceeded — `applyGpuMorphUniforms` then reports the
69
+ * CPU path). 32 layers is the §8.2 bucket ceiling.
70
+ */
71
+ export declare const PRD06_MORPH_TEXTURE_LIMITS: MorphTextureLimits;
72
+ /**
73
+ * §16 S3 — public acquire seam: build-or-return the §8.2 morph array texture
74
+ * for an item, exactly the call the feature's `bindUniforms` makes per frame.
75
+ * Exported so teardown paths and the lifecycle spec's acquisition step use
76
+ * the same cache the feature binds from (no second morph-texture source).
77
+ */
78
+ export declare function ensureMorphTargetTexture(item: RenderItem): MorphTargetTextureResult | undefined;
79
+ /**
80
+ * §16 S3 — actor teardown frees its morph array texture: the cached
81
+ * `Texture` is disposed (dropping it from the WebGL2 live-texture count) and
82
+ * the geometry's cache entry cleared so a later load rebuilds fresh. Mirrors
83
+ * `releasePalette`'s seam — `GLTFSceneAnimationRuntime.dispose` and the
84
+ * `prd06.animation` actor-extension dispose call it per renderable geometry.
85
+ */
86
+ export declare function releaseMorphTargetTexture(geometry: Geometry): void;
87
+ /** §16 S3 counter — live (non-disposed) morph array textures + bytes. */
88
+ export declare function morphTextureDiagnostics(): {
89
+ readonly textures: number;
90
+ readonly bytes: number;
91
+ };
92
+ /**
93
+ * §8.2 top-K packing: non-zero weights sorted by |w| desc, first `maxActive`,
94
+ * padded to a multiple of 4 with index 0 / weight 0. Returns the packed index
95
+ * and weight arrays (`maxActive` floats each — K/4 vec4 slots on the wire).
96
+ */
97
+ export declare function packActiveMorphs(weights: readonly number[] | Float32Array, targetCount: number, maxActive: number, previousWeights?: Float32Array): {
98
+ indices: Float32Array;
99
+ current: Float32Array;
100
+ previous: Float32Array | null;
101
+ count: number;
102
+ };
103
+ /**
104
+ * Bind the §8.2 morph uniforms onto `uniforms`. Returns false when the item
105
+ * has no morphs, no builder is registered, or the texture build fell back to
106
+ * CPU (caller then takes the CPU path). `maxActive` is the compiled
107
+ * `A3D_MORPH_MAX_ACTIVE` — the program's own `u_morphActiveIndex4` array bound.
108
+ */
109
+ export declare function bindPrd06MorphTextureUniforms(item: RenderItem, shader: RenderShaderProgram, uniforms: Map<string, UniformValue>): boolean;
110
+ export declare function createPrd06DeformFeature(cache: SkinningPaletteTextureCache, buildMorphTexture: MorphTextureBuilder): ShaderFeature;
111
+ /** Registers the forward feature; returns the C-02 registry disposer. Idempotent per call site. */
112
+ export declare function registerPrd06DeformFeature(cache: SkinningPaletteTextureCache, buildMorphTexture: MorphTextureBuilder): () => void;
113
+ export {};
114
+ //# sourceMappingURL=forwardFeature.d.ts.map
@@ -0,0 +1 @@
1
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