@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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@@ -0,0 +1,103 @@
1
+ /** `a3dWindOffset` body, shared by the Path S UBO chunk and the Path G deform chunk. */
2
+ const WIND_OFFSET_FN_GLSL = /* glsl */ `
3
+ vec3 a3dWindOffset(vec3 localPos, vec3 instanceOrigin, vec4 weights /* vertex colour */, float assetHeight) {
4
+ vec2 dir = u_windDirStrength.xy; float strength = u_windDirStrength.z; float t = u_windDirStrength.w;
5
+ vec2 gustUv = instanceOrigin.xz * u_windGust.y - dir * t * 0.08;
6
+ float gust = texture(u_windNoise, gustUv).r * u_windGust.x;
7
+ float h = clamp(localPos.y / max(assetHeight, 0.01), 0.0, 1.0);
8
+ float bend = (strength + gust) * h * h * weights.r; // trunk/branch bend, quadratic in height
9
+ float sway = sin(t * (1.1 + weights.b) + dot(instanceOrigin.xz, vec2(0.37, 0.71))) * 0.25 * strength * weights.r;
10
+ vec3 offset = vec3(dir.x, 0.0, dir.y) * (bend + sway) * 0.35 * assetHeight;
11
+ float flutter = sin(t * 7.3 + weights.b * 6.2831 + dot(localPos, vec3(2.1, 1.7, 2.9))) * 0.035 * (strength + gust) * weights.g;
12
+ offset += vec3(flutter, flutter * 0.4, -flutter);
13
+ // length preservation: keep the vertex on a sphere around the root to avoid stretching
14
+ vec3 bent = localPos + offset;
15
+ float len = length(localPos);
16
+ if (len < 1e-5) return vec3(0.0); // root vertex (WindCpu parity)
17
+ return normalize(bent) * len - localPos; // length-preserving offset
18
+ }
19
+ `;
20
+ const glsl = /* glsl */ `
21
+ layout(std140) uniform A3DWind {
22
+ vec4 u_windDirStrength; // dir.xz, strength, time
23
+ vec4 u_windGust; // gustStrength, 1/gustScale, -, -
24
+ };
25
+ uniform sampler2D u_windNoise; // 64² RG8, repeat
26
+ ${WIND_OFFSET_FN_GLSL}`;
27
+ const wgsl = /* wgsl */ `
28
+ struct A3DWind {
29
+ dirStrength : vec4f, // dir.xz, strength, time
30
+ gust : vec4f, // gustStrength, 1/gustScale, -, -
31
+ };
32
+ @group(0) @binding(0) var<uniform> u_wind : A3DWind;
33
+ @group(0) @binding(1) var u_windNoise : texture_2d<f32>;
34
+ @group(0) @binding(2) var u_windNoiseSampler : sampler;
35
+
36
+ fn a3dWindOffset(localPos : vec3f, instanceOrigin : vec3f, weights : vec4f, assetHeight : f32) -> vec3f {
37
+ let dir = u_wind.dirStrength.xy;
38
+ let strength = u_wind.dirStrength.z;
39
+ let t = u_wind.dirStrength.w;
40
+ let gustUv = instanceOrigin.xz * u_wind.gust.y - dir * t * 0.08;
41
+ let gust = textureSample(u_windNoise, u_windNoiseSampler, gustUv).r * u_wind.gust.x;
42
+ let h = clamp(localPos.y / max(assetHeight, 0.01), 0.0, 1.0);
43
+ let bend = (strength + gust) * h * h * weights.r;
44
+ let sway = sin(t * (1.1 + weights.b) + dot(instanceOrigin.xz, vec2f(0.37, 0.71))) * 0.25 * strength * weights.r;
45
+ var offset = vec3f(dir.x, 0.0, dir.y) * (bend + sway) * 0.35 * assetHeight;
46
+ let flutter = sin(t * 7.3 + weights.b * 6.2831 + dot(localPos, vec3f(2.1, 1.7, 2.9))) * 0.035 * (strength + gust) * weights.g;
47
+ offset = offset + vec3f(flutter, flutter * 0.4, -flutter);
48
+ let bent = localPos + offset;
49
+ return normalize(bent) * length(localPos) - localPos;
50
+ }
51
+ `;
52
+ export const a3d_prd10_wind = {
53
+ name: "a3d_prd10_wind",
54
+ owner: "prd10",
55
+ stage: "vertex",
56
+ glsl,
57
+ wgsl
58
+ };
59
+ /**
60
+ * #1143 — `a3d_prd10_wind_deform`: the generated-program (C-02, Path G) form
61
+ * of the wind chunk at `vertex:deform`. The generated path binds per-draw
62
+ * uniforms by name and only assigns binding points for AuraFrame/AuraLights,
63
+ * so an `A3DWind` block there would alias binding 0 (AuraFrame). This chunk
64
+ * declares the same two vec4s as plain uniforms (bound by the `prd10.wind`
65
+ * feature's `bindUniforms`) and defines the canonical C-18 entry
66
+ * `a3dDeform(inout vec4, inout vec3, inout vec4)` that the generator and the
67
+ * PRD-02 depth library call.
68
+ *
69
+ * Instance origin: the attribute-instancing translation column when present.
70
+ * Weights: vertex colour when present, else a trunk-bend default. A program
71
+ * that already defines a C-18 entry (prd06.deform, emitted first by id
72
+ * order) sets `A3D_DEFORM_ENTRY` and exports `a3dDeformBeforeWind`, so wind
73
+ * composes after morph/skin instead of silently suppressing either effect.
74
+ */
75
+ const deformGlsl = /* glsl */ `
76
+ uniform vec4 u_windDirStrength; // dir.xz, strength, time
77
+ uniform vec4 u_windGust; // gustStrength, 1/gustScale, -, -
78
+ uniform sampler2D u_windNoise; // 64² RG8, repeat
79
+ uniform float u_windAssetHeight; // metres, asset bounds height
80
+ ${WIND_OFFSET_FN_GLSL}
81
+ void a3dDeform(inout vec4 localPos, inout vec3 localNormal, inout vec4 localTangent) {
82
+ #ifdef A3D_DEFORM_ENTRY
83
+ a3dDeformBeforeWind(localPos, localNormal, localTangent);
84
+ #endif
85
+ vec3 origin = vec3(0.0);
86
+ #if defined(USE_INSTANCING) && defined(A3D_STAGE_VERTEX)
87
+ origin = a_instanceMatrix3.xyz;
88
+ #endif
89
+ vec4 weights = vec4(1.0, 1.0, 0.5, 1.0);
90
+ #if defined(VERTEX_COLORS) && defined(A3D_STAGE_VERTEX)
91
+ weights = a_color;
92
+ #endif
93
+ localPos.xyz += a3dWindOffset(localPos.xyz, origin, weights, max(u_windAssetHeight, 0.01));
94
+ }
95
+ `;
96
+ export const a3d_prd10_wind_deform = {
97
+ name: "a3d_prd10_wind_deform",
98
+ owner: "prd10",
99
+ stage: "vertex",
100
+ glsl: deformGlsl,
101
+ wgsl
102
+ };
103
+ //# sourceMappingURL=wind.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"wind.js","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/world/vegetation/shaders/wind.ts"],"names":[],"mappings":"AAOA,wFAAwF;AACxF,MAAM,mBAAmB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;CAiBtC,CAAC;AAEF,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;EAMtB,mBAAmB,EAAE,CAAC;AAExB,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;CAwBvB,CAAC;AAEF,MAAM,CAAC,MAAM,cAAc,GAAgB;IACzC,IAAI,EAAE,gBAAgB;IACtB,KAAK,EAAE,OAAO;IACd,KAAK,EAAE,QAAQ;IACf,IAAI;IACJ,IAAI;CACL,CAAC;AAEF;;;;;;;;;;;;;;;GAeG;AACH,MAAM,UAAU,GAAG,UAAU,CAAC;;;;;EAK5B,mBAAmB;;;;;;;;;;;;;;;CAepB,CAAC;AAEF,MAAM,CAAC,MAAM,qBAAqB,GAAgB;IAChD,IAAI,EAAE,uBAAuB;IAC7B,KAAK,EAAE,OAAO;IACd,KAAK,EAAE,QAAQ;IACf,IAAI,EAAE,UAAU;IAChB,IAAI;CACL,CAAC"}
@@ -0,0 +1,65 @@
1
+ /**
2
+ * PRD-10 §8.6 / T4.1 — Gerstner waves: the shared CPU/GPU source of truth.
3
+ *
4
+ * Two layers:
5
+ *
6
+ * 1. Spec layer (`GerstnerWaveSpec` → `packGerstnerWaves` → `gerstnerEvaluate`)
7
+ * mirrors the `a3d_prd10_gerstner` shader chunk exactly: `k = 2π/λ`,
8
+ * `c = sqrt(9.81/k) * speed`, `f = k·(d·xz − c·t)`, `a = steepness/k`.
9
+ * The CPU clamps Σ steepness ≤ 1 per the spec's loop-prevention rule.
10
+ * `water.surface`/`app.world.water(id)` heightAt/normalAt run through
11
+ * `gerstnerEvaluate`, so physics and pixels share one formula (§"one
12
+ * source for physics and pixels").
13
+ *
14
+ * 2. Fixture layer (`oceanPresetWaves`, `evaluateWaves`, `waveCompression`)
15
+ * is the T4.1 move out of `OceanSurface.ts` — the external-parity ocean
16
+ * fixture consumes them; `OceanSurface.ts` re-exports to keep its public
17
+ * surface unchanged until T4.7 retires the capture path.
18
+ */
19
+ import type { OceanFixturePreset, OceanWaveDescriptor } from "../../OceanSurface.js";
20
+ /** §7.1.6 `AuraGerstnerWave` — authored wave descriptor (metres/degrees). */
21
+ export interface GerstnerWaveSpec {
22
+ readonly directionDeg: number;
23
+ readonly wavelength: number;
24
+ readonly steepness: number;
25
+ readonly speed?: number;
26
+ }
27
+ /** Flat uniform layout matching `a3d_prd10_gerstner` (§8.6). */
28
+ export interface GerstnerWaveUniforms {
29
+ /** vec4[8]: dir.x, dir.y, steepness, wavelength — zeros beyond waveCount. */
30
+ readonly waves: Float32Array;
31
+ /** float[8]: speed multiplier per wave — zeros beyond waveCount. */
32
+ readonly waveSpeed: Float32Array;
33
+ readonly waveCount: number;
34
+ /** Steepness values that were rescaled to satisfy Σ ≤ 1 (0 when no clamp). */
35
+ readonly steepnessClamped: number;
36
+ }
37
+ export declare const GERSTNER_MAX_WAVES = 8;
38
+ /** `waves` presets (§7.1.6): calm/moderate resolve to 4 waves, rough to 8. */
39
+ export declare const GERSTNER_PRESETS: Record<"calm" | "moderate" | "rough", readonly GerstnerWaveSpec[]>;
40
+ export declare function resolveGerstnerWaves(waves: readonly GerstnerWaveSpec[] | "calm" | "moderate" | "rough" | undefined): readonly GerstnerWaveSpec[];
41
+ /**
42
+ * Pack specs into the shader's flat uniform layout. Steepness is rescaled
43
+ * uniformly when Σ steepness > 1 (§8.6 loop prevention). `maxWaves` is the
44
+ * tier cap (4 Low / 8 High — §4.5 counts down by tier).
45
+ */
46
+ export declare function packGerstnerWaves(specs: readonly GerstnerWaveSpec[], maxWaves?: number): GerstnerWaveUniforms;
47
+ export interface GerstnerEvaluation {
48
+ /** Displaced surface point (x, y, z) — xz is displaced by the wave field. */
49
+ readonly position: readonly [number, number, number];
50
+ readonly normal: readonly [number, number, number];
51
+ /** Jacobian proxy `1 − Σ steepness·sin(f)` — crest foam input. */
52
+ readonly crest: number;
53
+ }
54
+ /** CPU twin of the `a3d_prd10_gerstner` GLSL — keep the two in lockstep. */
55
+ export declare function gerstnerEvaluate(packed: GerstnerWaveUniforms, x: number, z: number, timeSeconds: number): GerstnerEvaluation;
56
+ /** Convenience: surface height only (the `AuraWaterHandle.heightAt` path). */
57
+ export declare function gerstnerHeightAt(packed: GerstnerWaveUniforms, x: number, z: number, timeSeconds: number): number;
58
+ export declare function oceanPresetWaves(preset: OceanFixturePreset): readonly OceanWaveDescriptor[];
59
+ export declare function evaluateWaves(waves: readonly OceanWaveDescriptor[], x: number, z: number, time: number): {
60
+ readonly height: number;
61
+ readonly horizontalDisplacement: readonly [number, number];
62
+ readonly normal: readonly [number, number, number];
63
+ };
64
+ export declare function waveCompression(waves: readonly OceanWaveDescriptor[], x: number, z: number, time: number): number;
65
+ //# sourceMappingURL=GerstnerWaves.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GerstnerWaves.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/world/water/GerstnerWaves.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AACH,OAAO,KAAK,EAAE,kBAAkB,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAIrF,6EAA6E;AAC7E,MAAM,WAAW,gBAAgB;IAC/B,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,KAAK,CAAC,EAAE,MAAM,CAAC;CACzB;AAED,gEAAgE;AAChE,MAAM,WAAW,oBAAoB;IACnC,6EAA6E;IAC7E,QAAQ,CAAC,KAAK,EAAE,YAAY,CAAC;IAC7B,oEAAoE;IACpE,QAAQ,CAAC,SAAS,EAAE,YAAY,CAAC;IACjC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,8EAA8E;IAC9E,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;CACnC;AAED,eAAO,MAAM,kBAAkB,IAAI,CAAC;AAEpC,8EAA8E;AAC9E,eAAO,MAAM,gBAAgB,EAAE,MAAM,CAAC,MAAM,GAAG,UAAU,GAAG,OAAO,EAAE,SAAS,gBAAgB,EAAE,CAuBtF,CAAC;AAEX,wBAAgB,oBAAoB,CAAC,KAAK,EAAE,SAAS,gBAAgB,EAAE,GAAG,MAAM,GAAG,UAAU,GAAG,OAAO,GAAG,SAAS,GAAG,SAAS,gBAAgB,EAAE,CAIhJ;AAED;;;;GAIG;AACH,wBAAgB,iBAAiB,CAAC,KAAK,EAAE,SAAS,gBAAgB,EAAE,EAAE,QAAQ,GAAE,MAA2B,GAAG,oBAAoB,CAYjI;AAED,MAAM,WAAW,kBAAkB;IACjC,6EAA6E;IAC7E,QAAQ,CAAC,QAAQ,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACrD,QAAQ,CAAC,MAAM,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACnD,kEAAkE;IAClE,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;CACxB;AAED,4EAA4E;AAC5E,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,oBAAoB,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,GAAG,kBAAkB,CAwC5H;AAED,8EAA8E;AAC9E,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,oBAAoB,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,GAAG,MAAM,CAEhH;AAKD,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,kBAAkB,GAAG,SAAS,mBAAmB,EAAE,CA6B3F;AAaD,wBAAgB,aAAa,CAAC,KAAK,EAAE,SAAS,mBAAmB,EAAE,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,GAAG;IACxG,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,sBAAsB,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IAC3D,QAAQ,CAAC,MAAM,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;CACpD,CA4BA;AAED,wBAAgB,eAAe,CAAC,KAAK,EAAE,SAAS,mBAAmB,EAAE,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,GAAG,MAAM,CASjH"}
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+ export const GERSTNER_MAX_WAVES = 8;
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+ /** `waves` presets (§7.1.6): calm/moderate resolve to 4 waves, rough to 8. */
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+ export const GERSTNER_PRESETS = {
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+ calm: [
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+ { directionDeg: 0, wavelength: 8.0, steepness: 0.18, speed: 1 },
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+ { directionDeg: 35, wavelength: 4.2, steepness: 0.14, speed: 1 },
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+ { directionDeg: 110, wavelength: 2.3, steepness: 0.1, speed: 1 },
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+ { directionDeg: 220, wavelength: 1.4, steepness: 0.08, speed: 1 }
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+ ],
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+ moderate: [
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+ { directionDeg: 0, wavelength: 12.0, steepness: 0.26, speed: 1 },
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+ { directionDeg: 28, wavelength: 7.5, steepness: 0.2, speed: 1 },
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+ { directionDeg: 96, wavelength: 4.1, steepness: 0.16, speed: 1 },
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+ { directionDeg: 205, wavelength: 2.2, steepness: 0.12, speed: 1 }
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+ ],
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+ rough: [
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+ { directionDeg: 0, wavelength: 16.0, steepness: 0.32, speed: 1.05 },
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+ { directionDeg: 24, wavelength: 11.0, steepness: 0.26, speed: 1 },
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+ { directionDeg: 78, wavelength: 7.0, steepness: 0.22, speed: 1 },
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+ { directionDeg: 150, wavelength: 4.6, steepness: 0.18, speed: 1 },
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+ { directionDeg: 200, wavelength: 3.2, steepness: 0.15, speed: 1 },
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+ { directionDeg: 255, wavelength: 2.4, steepness: 0.12, speed: 1 },
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+ { directionDeg: 315, wavelength: 1.8, steepness: 0.1, speed: 1 },
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+ { directionDeg: 45, wavelength: 1.2, steepness: 0.08, speed: 1 }
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+ ]
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+ };
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+ export function resolveGerstnerWaves(waves) {
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+ if (waves === undefined || waves === "moderate")
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+ return GERSTNER_PRESETS.moderate;
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+ if (waves === "calm" || waves === "rough")
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+ return GERSTNER_PRESETS[waves];
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+ return waves;
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+ }
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+ /**
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+ * Pack specs into the shader's flat uniform layout. Steepness is rescaled
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+ * uniformly when Σ steepness > 1 (§8.6 loop prevention). `maxWaves` is the
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+ * tier cap (4 Low / 8 High — §4.5 counts down by tier).
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+ */
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+ export function packGerstnerWaves(specs, maxWaves = GERSTNER_MAX_WAVES) {
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+ const capped = specs.slice(0, Math.min(maxWaves, GERSTNER_MAX_WAVES));
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+ const sum = capped.reduce((s, w) => s + w.steepness, 0);
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+ const scale = sum > 1 ? 1 / sum : 1;
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+ const waves = new Float32Array(GERSTNER_MAX_WAVES * 4);
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+ const waveSpeed = new Float32Array(GERSTNER_MAX_WAVES);
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+ capped.forEach((w, i) => {
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+ const rad = (w.directionDeg * Math.PI) / 180;
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+ waves.set([Math.cos(rad), Math.sin(rad), w.steepness * scale, w.wavelength], i * 4);
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+ waveSpeed[i] = w.speed ?? 1;
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+ });
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+ return { waves, waveSpeed, waveCount: capped.length, steepnessClamped: sum > 1 ? sum - 1 : 0 };
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+ }
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+ /** CPU twin of the `a3d_prd10_gerstner` GLSL — keep the two in lockstep. */
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+ export function gerstnerEvaluate(packed, x, z, timeSeconds) {
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+ let px = x;
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+ let py = 0;
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+ let pz = z;
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+ let tx = 1, ty = 0, tz = 0;
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+ let bx = 0, by = 0, bz = 1;
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+ let jacobian = 0;
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+ const { waves, waveSpeed, waveCount } = packed;
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+ for (let i = 0; i < waveCount; i += 1) {
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+ const dx = waves[i * 4];
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+ const dz = waves[i * 4 + 1];
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+ const s = waves[i * 4 + 2];
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+ const wavelength = waves[i * 4 + 3];
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+ const k = 6.2831853 / wavelength;
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+ const c = Math.sqrt(9.81 / k) * waveSpeed[i];
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+ const f = k * (dx * x + dz * z - c * timeSeconds);
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+ const a = s / k;
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+ const sinF = Math.sin(f);
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+ const cosF = Math.cos(f);
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+ px += dx * a * cosF;
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+ py += a * sinF;
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+ pz += dz * a * cosF;
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+ tx += -dx * dx * s * sinF;
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+ ty += dx * s * cosF;
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+ tz += -dx * dz * s * sinF;
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+ bx += -dx * dz * s * sinF;
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+ by += dz * s * cosF;
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+ bz += -dz * dz * s * sinF;
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+ jacobian += s * sinF;
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+ }
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+ // normal = normalize(cross(binormal, tangent))
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+ const nx = by * tz - bz * ty;
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+ const ny = bz * tx - bx * tz;
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+ const nz = bx * ty - by * tx;
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+ const len = Math.hypot(nx, ny, nz) || 1;
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+ return {
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+ position: [px, py, pz],
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+ normal: [nx / len, ny / len, nz / len],
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+ crest: 1 - jacobian
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+ };
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+ }
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+ /** Convenience: surface height only (the `AuraWaterHandle.heightAt` path). */
95
+ export function gerstnerHeightAt(packed, x, z, timeSeconds) {
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+ return gerstnerEvaluate(packed, x, z, timeSeconds).position[1];
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+ }
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+ // ---------------------------------------------------------- fixture layer --
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+ // Moved verbatim from OceanSurface.ts (T4.1); OceanSurface re-exports them.
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+ export function oceanPresetWaves(preset) {
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+ if (preset === "calm") {
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+ return [
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+ wave(0.045, 0.9, 0.55, [1, 0.12], 0.2),
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+ wave(0.026, 0.48, 0.42, [0.58, 0.82], 0.18)
105
+ ];
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+ }
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+ if (preset === "rough") {
108
+ return [
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+ wave(0.13, 1.4, 0.86, [1, 0.08], 0.58),
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+ wave(0.09, 0.82, 0.72, [0.86, 0.5], 0.48),
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+ wave(0.052, 0.46, 0.58, [0.54, 0.84], 0.42),
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+ wave(0.032, 0.28, 0.48, [0.35, 0.94], 0.36)
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+ ];
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+ }
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+ if (preset === "storm") {
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+ return [
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+ wave(0.18, 1.75, 1.02, [1, 0.06], 0.72),
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+ wave(0.13, 1.08, 0.88, [0.92, 0.39], 0.62),
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+ wave(0.082, 0.62, 0.75, [0.76, 0.65], 0.54),
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+ wave(0.052, 0.36, 0.62, [0.48, 0.88], 0.48),
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+ wave(0.034, 0.22, 0.52, [0.28, 0.96], 0.42)
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+ ];
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+ }
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+ return [
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+ wave(0.08, 1.1, 0.72, [1, 0.1], 0.38),
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+ wave(0.055, 0.68, 0.58, [0.8, 0.6], 0.32),
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+ wave(0.036, 0.38, 0.46, [0.6, 0.8], 0.28)
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+ ];
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+ }
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+ function wave(amplitude, wavelength, speed, direction, steepness) {
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+ const length = Math.hypot(direction[0], direction[1]) || 1;
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+ return {
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+ amplitude,
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+ wavelength,
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+ speed,
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+ direction: [round3(direction[0] / length), round3(direction[1] / length)],
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+ steepness: Math.min(1, steepness)
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+ };
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+ }
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+ export function evaluateWaves(waves, x, z, time) {
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+ let height = 0;
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+ let dx = 0;
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+ let dz = 0;
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+ let nx = 0;
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+ let ny = 1;
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+ let nz = 0;
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+ for (const descriptor of waves) {
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+ const k = (2 * Math.PI) / descriptor.wavelength;
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+ const omega = descriptor.speed * k;
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+ const phase = k * (descriptor.direction[0] * x + descriptor.direction[1] * z) - omega * time;
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+ const sin = Math.sin(phase);
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+ const cos = Math.cos(phase);
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+ const q = descriptor.steepness / Math.max(0.0001, descriptor.amplitude * k * waves.length);
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+ const waveAmplitude = k * descriptor.amplitude;
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+ height += descriptor.amplitude * sin;
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+ dx += q * descriptor.amplitude * descriptor.direction[0] * cos;
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+ dz += q * descriptor.amplitude * descriptor.direction[1] * cos;
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+ nx -= descriptor.direction[0] * waveAmplitude * cos;
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+ ny -= q * waveAmplitude * sin;
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+ nz -= descriptor.direction[1] * waveAmplitude * cos;
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+ }
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+ const normalLength = Math.hypot(nx, ny, nz) || 1;
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+ return {
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+ height: round3(height),
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+ horizontalDisplacement: [round3(dx), round3(dz)],
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+ normal: [round3(nx / normalLength), round3(ny / normalLength), round3(nz / normalLength)]
167
+ };
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+ }
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+ export function waveCompression(waves, x, z, time) {
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+ let compression = 1;
171
+ for (const descriptor of waves) {
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+ const k = (2 * Math.PI) / descriptor.wavelength;
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+ const omega = descriptor.speed * k;
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+ const phase = k * (descriptor.direction[0] * x + descriptor.direction[1] * z) - omega * time;
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+ compression -= descriptor.steepness * descriptor.amplitude * k * Math.sin(phase) * 0.35;
176
+ }
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+ return round3(compression);
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+ }
179
+ function round3(value) {
180
+ return Math.round(value * 1_000) / 1_000;
181
+ }
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+ //# sourceMappingURL=GerstnerWaves.js.map
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1
+ 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@@ -0,0 +1,46 @@
1
+ /**
2
+ * PRD-10 §9.1 step 2 / T4.4 — `ReflectionViewPass`. For a water node whose
3
+ * `reflection` tier resolves to `"planar"` (High+), it reflects the camera
4
+ * about the water plane (C-08 `computePlanarMirrorCamera`), applies the
5
+ * Lengyel oblique near clip, and renders the reflection-tagged world items
6
+ * into a half-res RGBA16F target bound by the water fragment as
7
+ * `u_planarReflection`.
8
+ *
9
+ * Skip rules (§9.1): the pass is skipped when the plane is off-screen or the
10
+ * mirror's screen coverage is under 2%, and it never runs on Low.
11
+ */
12
+ import type { RenderDevice } from "../../RenderDevice.js";
13
+ import type { RenderPass } from "../../RenderPass.js";
14
+ import type { FrameContributorContext } from "../../contracts/frameGraph.js";
15
+ export declare const PLANAR_REFLECTION_KEY = "prd10.water.reflection";
16
+ export interface ReflectionRequest {
17
+ /** Water node id + plane height for diagnostics and the shader bind. */
18
+ readonly waterId: string;
19
+ readonly planeY: number;
20
+ /** Approximate water surface half-extent (m) — drives the coverage skip. */
21
+ readonly extent: number;
22
+ readonly layers: readonly string[];
23
+ }
24
+ export interface ReflectionPlan {
25
+ readonly mirrorViewProjection: Float32Array;
26
+ /** Mirror camera eye — CDLOD selects against this during the re-draw. */
27
+ readonly mirrorEye: readonly [number, number, number];
28
+ readonly coverage: number;
29
+ /** Pass runs only when this is true (§9.1: < 2 % coverage skips). */
30
+ readonly run: boolean;
31
+ }
32
+ /**
33
+ * Mirror-camera + oblique-clip plan for one frame. Coverage is the ratio of
34
+ * the water plane's projected half-extent to the frustum's far-plane half
35
+ * width — a cheap upper bound; the spec's skip is about the water being a
36
+ * trivial fraction of the frame.
37
+ */
38
+ export declare function planReflection(ctx: FrameContributorContext, request: ReflectionRequest): ReflectionPlan | null;
39
+ /**
40
+ * The `background` phase pass (order −10 relative to world opaque). Executes
41
+ * `renderWorld` — supplied by `WaterRuntime`, which re-draws the
42
+ * `reflectionLayers`-tagged items through the mirror matrices — into the
43
+ * half-res target and publishes it on the blackboard for the water pass.
44
+ */
45
+ export declare function reflectionViewPass(ctx: FrameContributorContext, request: ReflectionRequest, renderWorld: (device: RenderDevice, mirrorViewProjection: Float32Array, mirrorEye: readonly [number, number, number]) => void): RenderPass;
46
+ //# sourceMappingURL=ReflectionViewPass.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,85 @@
1
+ import { computeObliqueClipProjection, computePlanarMirrorCamera, computePlanarViewMatrix, multiplyPlanarMatrices } from "../../PlanarReflection.js";
2
+ export const PLANAR_REFLECTION_KEY = "prd10.water.reflection";
3
+ const MIN_COVERAGE = 0.02;
4
+ /**
5
+ * Mirror-camera + oblique-clip plan for one frame. Coverage is the ratio of
6
+ * the water plane's projected half-extent to the frustum's far-plane half
7
+ * width — a cheap upper bound; the spec's skip is about the water being a
8
+ * trivial fraction of the frame.
9
+ */
10
+ export function planReflection(ctx, request) {
11
+ const camera = ctx.camera;
12
+ if (!camera)
13
+ return null;
14
+ const eye = [camera.position[0], camera.position[1], camera.position[2]];
15
+ // Camera basis: view matrix inverse columns give right/up/forward; the look
16
+ // target sits one unit along forward (view-space -z).
17
+ const v = camera.viewMatrix;
18
+ const fwd = [-v[2], -v[6], -v[10]];
19
+ const up = [v[1], v[5], v[9]];
20
+ const target = [eye[0] + fwd[0], eye[1] + fwd[1], eye[2] + fwd[2]];
21
+ const mirror = computePlanarMirrorCamera(eye, target, up, request.planeY);
22
+ const oblique = computeObliqueClipProjection(camera.projectionMatrix, mirror.clipPlane, 0);
23
+ const view = computePlanarViewMatrix(mirror.eye, mirror.target, mirror.up);
24
+ const mirrorViewProjection = multiplyPlanarMatrices(Float32Array.from(oblique.projectionMatrix), view);
25
+ // Screen-space coverage proxy: water half-extent over view half-extent at the
26
+ // plane's distance along the camera forward axis.
27
+ const dist = Math.max(1, Math.abs(eye[1] - request.planeY));
28
+ const tanHalfFov = 1 / Math.max(0.05, Math.abs(camera.projectionMatrix[5] ?? 1));
29
+ const viewHalf = dist * tanHalfFov;
30
+ const coverage = Math.min(1, request.extent / Math.max(viewHalf, 0.01));
31
+ return { mirrorViewProjection, mirrorEye: mirror.eye, coverage, run: coverage >= MIN_COVERAGE };
32
+ }
33
+ const states = new WeakMap();
34
+ function stateFor(device) {
35
+ let s = states.get(device);
36
+ if (!s) {
37
+ s = { target: null, programCache: new Map() };
38
+ states.set(device, s);
39
+ }
40
+ return s;
41
+ }
42
+ /**
43
+ * The `background` phase pass (order −10 relative to world opaque). Executes
44
+ * `renderWorld` — supplied by `WaterRuntime`, which re-draws the
45
+ * `reflectionLayers`-tagged items through the mirror matrices — into the
46
+ * half-res target and publishes it on the blackboard for the water pass.
47
+ */
48
+ export function reflectionViewPass(ctx, request, renderWorld) {
49
+ return {
50
+ name: `prd10.reflection.${request.waterId}`,
51
+ reads: [],
52
+ writes: [PLANAR_REFLECTION_KEY],
53
+ execute(rp) {
54
+ const device = rp.device;
55
+ const plan = planReflection(ctx, request);
56
+ if (!plan || !plan.run) {
57
+ ctx.blackboard.delete(PLANAR_REFLECTION_KEY);
58
+ return;
59
+ }
60
+ const s = stateFor(device);
61
+ const w = Math.max(1, (rp.width / 2) | 0);
62
+ const h = Math.max(1, (rp.height / 2) | 0);
63
+ const t = s.target;
64
+ if (!t || t.width !== w || t.height !== h) {
65
+ s.target?.dispose();
66
+ s.target = device.createRenderTarget({
67
+ width: w, height: h,
68
+ label: PLANAR_REFLECTION_KEY,
69
+ format: "rgba16f",
70
+ depth: "renderbuffer",
71
+ sampleCount: 1
72
+ });
73
+ }
74
+ const target = s.target;
75
+ if (!target)
76
+ return;
77
+ device.setRenderTarget(target);
78
+ device.clear([0, 0, 0, 1]);
79
+ renderWorld(device, plan.mirrorViewProjection, plan.mirrorEye);
80
+ device.setRenderTarget(null);
81
+ ctx.blackboard.set(PLANAR_REFLECTION_KEY, target.colorTexture);
82
+ }
83
+ };
84
+ }
85
+ //# sourceMappingURL=ReflectionViewPass.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,21 @@
1
+ import type { RenderPass } from "../../RenderPass.js";
2
+ import type { Texture } from "../../Texture.js";
3
+ import { type FrameContributorContext } from "../../contracts/frameGraph.js";
4
+ export declare const SCENE_COPY_COLOR_KEY = "prd10.scene.color.copy";
5
+ export declare const SCENE_COPY_DEPTH_KEY = "prd10.scene.depth.copy";
6
+ /** Textures the water shader binds; null when this frame had no copy. */
7
+ export interface SceneCopyResult {
8
+ readonly color: Texture | null;
9
+ readonly depth: Texture | null;
10
+ /** True when the shared FRAME_RESOURCES copies exist (published elsewhere). */
11
+ readonly shared: boolean;
12
+ }
13
+ /** Resolve the scene copies the water pass should bind this frame. */
14
+ export declare function sceneCopyTextures(ctx: FrameContributorContext): SceneCopyResult;
15
+ /**
16
+ * The `after-opaque` pass. Reads the live scene color/depth when the device
17
+ * exposes them (`ctx.sceneDepth.texture`, blackboard `aura.scene.color`),
18
+ * draws the fullscreen copies, and publishes them under `prd10.scene.*`.
19
+ */
20
+ export declare function sceneCopyFallbackPass(ctx: FrameContributorContext): RenderPass;
21
+ //# sourceMappingURL=SceneCopyFallback.d.ts.map
@@ -0,0 +1 @@
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