@aura3d/rendering 3.0.1 → 4.0.2

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 (1826) 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 +902 -1256
  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 +154 -207
  194. package/dist/WebGL2Device.d.ts.map +1 -1
  195. package/dist/WebGL2Device.js +831 -3703
  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 +1,300 @@
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 { registerShaderFeature } from "../../contracts/program.js";
33
+ import { TextureBinding } from "../../TextureBinding.js";
34
+ import { bindBoneTexture } from "../../SkinningUniforms.js";
35
+ import { morphTargetBucket } from "../../resources/MorphTargetTexture.js";
36
+ /** §970: morph bits join the key only under the GPU-morph sub-flag. */
37
+ const GPU_MORPH_FLAG = "A3D_QR_ANIMATION_GPU_MORPH";
38
+ /**
39
+ * C-27 active-morph caps (§285/§699): 8 Low / 16 Medium / 32 High / 64 Ultra.
40
+ * `AuraQualityTierSettings` carries no tier name, so `maxLightsPerPixel`
41
+ * (4/8/16/32, unique per stock tier) discriminates; custom overrides keep the
42
+ * nearest lower cap. Q-11-2 allows PRD-06 constants keyed by tier until the
43
+ * C-27 contract lands.
44
+ */
45
+ export function morphMaxActiveForTier(tier) {
46
+ const d = tier.maxLightsPerPixel;
47
+ return d >= 32 ? 64 : d >= 16 ? 32 : d >= 8 ? 16 : 8;
48
+ }
49
+ /**
50
+ * The morph segment of the select key (`morph<B>[n][t]|k<K>`), or null when
51
+ * the item carries no morph data or the GPU-morph flag is off (CPU morph then
52
+ * stays responsible — T2.3).
53
+ */
54
+ function selectMorphSegment(item, tier, flags) {
55
+ const targets = item.morphTargets;
56
+ if (!targets || targets.length === 0)
57
+ return null;
58
+ if (!flags.on(GPU_MORPH_FLAG))
59
+ return null;
60
+ const bucket = morphTargetBucket(Math.min(targets.length, 32));
61
+ if (!bucket)
62
+ return null;
63
+ const hasNormals = targets.some((t) => (t.normals?.length ?? 0) > 0);
64
+ const hasTangents = targets.some((t) => (t.tangents?.length ?? 0) > 0);
65
+ return `morph${bucket}${hasNormals ? "n" : ""}${hasTangents ? "t" : ""}|k${morphMaxActiveForTier(tier)}`;
66
+ }
67
+ /** The `prd06.deform` feature key for an item, or undefined when rigid. */
68
+ export function selectPrd06DeformValue(item, pass, tier, flags) {
69
+ if (pass !== "forward")
70
+ return undefined;
71
+ const parts = [];
72
+ const skinning = item.skinning;
73
+ if (skinning)
74
+ parts.push(skinning.extraInfluences ? "skin8" : "skin4");
75
+ const morph = selectMorphSegment(item, tier, flags);
76
+ if (morph)
77
+ parts.push(morph);
78
+ return parts.length > 0 ? parts.join("|") : undefined;
79
+ }
80
+ /** Parse a select-produced key back into its parts. Unknown segments are ignored. */
81
+ export function parsePrd06DeformKey(value) {
82
+ let influences = null;
83
+ let morphBucket = null;
84
+ let morphNormals = false;
85
+ let morphTangents = false;
86
+ let morphMaxActive = null;
87
+ for (const segment of value.split("|")) {
88
+ if (segment === "skin4" || segment === "skin8") {
89
+ influences = segment === "skin8" ? 8 : 4;
90
+ continue;
91
+ }
92
+ const morph = /^morph(4|8|16|32)(n?)(t?)$/.exec(segment);
93
+ if (morph) {
94
+ morphBucket = Number(morph[1]);
95
+ morphNormals = morph[2] === "n";
96
+ morphTangents = morph[3] === "t";
97
+ continue;
98
+ }
99
+ const k = /^k(\d+)$/.exec(segment);
100
+ if (k)
101
+ morphMaxActive = Number(k[1]);
102
+ }
103
+ return { influences, morphBucket, morphNormals, morphTangents, morphMaxActive };
104
+ }
105
+ /** `defines` for a select-produced key; `true` (pre-select stamp) contributes no defines. */
106
+ export function prd06DeformDefines(value) {
107
+ if (typeof value !== "string")
108
+ return {};
109
+ const key = parsePrd06DeformKey(value);
110
+ const defines = {};
111
+ if (key.influences)
112
+ defines.A3D_SKINNING = key.influences;
113
+ if (key.morphBucket) {
114
+ defines.A3D_MORPH = key.morphBucket;
115
+ defines.A3D_MORPH_MAX_ACTIVE = key.morphMaxActive ?? 32;
116
+ if (key.morphNormals)
117
+ defines.A3D_MORPH_NORMALS = true;
118
+ if (key.morphTangents) {
119
+ defines.A3D_MORPH_TANGENTS = true;
120
+ defines.A3D_HAS_TANGENT = true;
121
+ }
122
+ }
123
+ return defines;
124
+ }
125
+ /**
126
+ * Conservative bind-time texture limits. `MorphTextureLimits` normally derives
127
+ * from tier device caps; at uniform-bind time only the compiled program is
128
+ * visible, so the WebGL2 baseline-safe `{4096, 32}` applies (the builder
129
+ * falls back to CPU when exceeded — `applyGpuMorphUniforms` then reports the
130
+ * CPU path). 32 layers is the §8.2 bucket ceiling.
131
+ */
132
+ export const PRD06_MORPH_TEXTURE_LIMITS = { maxTextureSize: 4096, maxArrayLayers: 32 };
133
+ // `var` + lazy init: the lane barrel → Deform → forwardFeature import cycle
134
+ // (forwardFeature → SkinningUniforms → ForwardPass → Deform → lanes/prd06)
135
+ // can call `createPrd06DeformFeature` before this module body finishes —
136
+ // `let`/`const` bindings would sit in TDZ, and an `= null` initializer would
137
+ // clobber the value registration already assigned. Uninitialized `var` hoists
138
+ // safely in both cases.
139
+ var morphTextureBuilder;
140
+ var morphTextureCache;
141
+ var liveMorphTextures;
142
+ /** WeakMap: geometry → last-built result. Rebuilds only when the targets array identity changes. */
143
+ function morphTextureFor(item) {
144
+ const targets = item.morphTargets;
145
+ if (!targets || targets.length === 0 || !morphTextureBuilder)
146
+ return undefined;
147
+ morphTextureCache ??= new WeakMap();
148
+ const cached = morphTextureCache.get(item.geometry);
149
+ if (cached && cached.targets === targets)
150
+ return cached.result;
151
+ if (cached !== undefined && "texture" in cached.result) {
152
+ cached.result.texture.dispose();
153
+ liveMorphTextures?.delete(cached.result.texture);
154
+ }
155
+ const result = morphTextureBuilder(item.geometry, targets, PRD06_MORPH_TEXTURE_LIMITS);
156
+ morphTextureCache.set(item.geometry, { targets, result });
157
+ if ("texture" in result) {
158
+ liveMorphTextures ??= new Set();
159
+ liveMorphTextures.add(result.texture);
160
+ }
161
+ return result;
162
+ }
163
+ /**
164
+ * §16 S3 — public acquire seam: build-or-return the §8.2 morph array texture
165
+ * for an item, exactly the call the feature's `bindUniforms` makes per frame.
166
+ * Exported so teardown paths and the lifecycle spec's acquisition step use
167
+ * the same cache the feature binds from (no second morph-texture source).
168
+ */
169
+ export function ensureMorphTargetTexture(item) {
170
+ return morphTextureFor(item);
171
+ }
172
+ /**
173
+ * §16 S3 — actor teardown frees its morph array texture: the cached
174
+ * `Texture` is disposed (dropping it from the WebGL2 live-texture count) and
175
+ * the geometry's cache entry cleared so a later load rebuilds fresh. Mirrors
176
+ * `releasePalette`'s seam — `GLTFSceneAnimationRuntime.dispose` and the
177
+ * `prd06.animation` actor-extension dispose call it per renderable geometry.
178
+ */
179
+ export function releaseMorphTargetTexture(geometry) {
180
+ const cached = morphTextureCache?.get(geometry);
181
+ if (cached === undefined)
182
+ return;
183
+ if ("texture" in cached.result) {
184
+ cached.result.texture.dispose();
185
+ liveMorphTextures?.delete(cached.result.texture);
186
+ }
187
+ morphTextureCache?.delete(geometry);
188
+ }
189
+ /** §16 S3 counter — live (non-disposed) morph array textures + bytes. */
190
+ export function morphTextureDiagnostics() {
191
+ let bytes = 0;
192
+ let textures = 0;
193
+ for (const texture of liveMorphTextures ?? []) {
194
+ if (texture.disposed)
195
+ continue;
196
+ textures += 1;
197
+ bytes += texture.byteLength;
198
+ }
199
+ return { textures, bytes };
200
+ }
201
+ /**
202
+ * §8.2 top-K packing: non-zero weights sorted by |w| desc, first `maxActive`,
203
+ * padded to a multiple of 4 with index 0 / weight 0. Returns the packed index
204
+ * and weight arrays (`maxActive` floats each — K/4 vec4 slots on the wire).
205
+ */
206
+ export function packActiveMorphs(weights, targetCount, maxActive, previousWeights) {
207
+ const order = [];
208
+ for (let i = 0; i < targetCount; i += 1) {
209
+ if (Math.abs(weights[i] ?? 0) > 0)
210
+ order.push(i);
211
+ }
212
+ order.sort((a, b) => Math.abs(weights[b] ?? 0) - Math.abs(weights[a] ?? 0));
213
+ const count = Math.min(order.length, maxActive);
214
+ const padded = Math.ceil(Math.max(count, 4) / 4) * 4;
215
+ const size = Math.min(padded, Math.ceil(maxActive / 4) * 4);
216
+ const indices = new Float32Array(size);
217
+ const current = new Float32Array(size);
218
+ const previous = previousWeights ? new Float32Array(size) : null;
219
+ for (let k = 0; k < count; k += 1) {
220
+ const target = order[k];
221
+ indices[k] = target;
222
+ current[k] = weights[target] ?? 0;
223
+ if (previous && previousWeights)
224
+ previous[k] = previousWeights[target] ?? 0;
225
+ }
226
+ return { indices, current, previous, count };
227
+ }
228
+ /**
229
+ * Bind the §8.2 morph uniforms onto `uniforms`. Returns false when the item
230
+ * has no morphs, no builder is registered, or the texture build fell back to
231
+ * CPU (caller then takes the CPU path). `maxActive` is the compiled
232
+ * `A3D_MORPH_MAX_ACTIVE` — the program's own `u_morphActiveIndex4` array bound.
233
+ */
234
+ export function bindPrd06MorphTextureUniforms(item, shader, uniforms) {
235
+ if (!shader.reflection.uniforms.has("u_morphTexture"))
236
+ return false;
237
+ if (!item.morphTargets || !item.morphWeights)
238
+ return false;
239
+ const result = morphTextureFor(item);
240
+ if (!result || "fallback" in result)
241
+ return false;
242
+ const arrayBound = shader.reflection.uniformDetails.get("u_morphActiveIndex4")?.arraySize;
243
+ const maxActive = arrayBound !== null && arrayBound !== undefined && arrayBound > 0 ? arrayBound * 4 : 32;
244
+ const packed = packActiveMorphs(item.morphWeights, result.targetCount, maxActive, item.previousMorphWeights);
245
+ uniforms.set("u_morphTexture", new TextureBinding({ name: "u_morphTexture", texture: result.texture }));
246
+ uniforms.set("u_morphStride", result.stride);
247
+ uniforms.set("u_morphTexWidth", result.texture.width);
248
+ uniforms.set("u_morphActiveCount", packed.count);
249
+ uniforms.set("u_morphActiveIndex4", packed.indices);
250
+ uniforms.set("u_morphActiveWeight4", packed.current);
251
+ if (packed.previous)
252
+ uniforms.set("u_morphPrevWeight4", packed.previous);
253
+ return true;
254
+ }
255
+ /* ------------------------------------------------------------------ feature */
256
+ export function createPrd06DeformFeature(cache, buildMorphTexture) {
257
+ morphTextureBuilder = buildMorphTexture;
258
+ return {
259
+ id: "prd06.deform",
260
+ owner: "prd06",
261
+ flag: "A3D_QR_ANIMATION",
262
+ // hookSplice pairs chunks[i] with hooks[i] (one chunk per hook index):
263
+ // skinning_common lands at `vertex:pars` (dragging morph_texture behind it
264
+ // via `requires`), a3d_prd06_deform lands at `vertex:deform` — helpers
265
+ // declared before the function that calls them.
266
+ chunks: ["a3d_prd06_skinning_common", "a3d_prd06_deform"],
267
+ hooks: ["vertex:pars", "vertex:deform"],
268
+ select(input) {
269
+ return selectPrd06DeformValue(input.item, input.pass, input.tier, input.flags);
270
+ },
271
+ defines(value) {
272
+ return prd06DeformDefines(value);
273
+ },
274
+ bindUniforms(value, item, set) {
275
+ if (item.skinning)
276
+ bindBoneTexture(set, cache, item);
277
+ const key = typeof value === "string" ? parsePrd06DeformKey(value) : null;
278
+ if (!key || key.morphBucket === null)
279
+ return;
280
+ const result = morphTextureFor(item);
281
+ if (!result || "fallback" in result || !item.morphWeights)
282
+ return;
283
+ const maxActive = key.morphMaxActive ?? 32;
284
+ const packed = packActiveMorphs(item.morphWeights, result.targetCount, maxActive, item.previousMorphWeights);
285
+ set("u_morphTexture", new TextureBinding({ name: "u_morphTexture", texture: result.texture }));
286
+ set("u_morphStride", result.stride);
287
+ set("u_morphTexWidth", result.texture.width);
288
+ set("u_morphActiveCount", packed.count);
289
+ set("u_morphActiveIndex4", packed.indices);
290
+ set("u_morphActiveWeight4", packed.current);
291
+ if (packed.previous)
292
+ set("u_morphPrevWeight4", packed.previous);
293
+ }
294
+ };
295
+ }
296
+ /** Registers the forward feature; returns the C-02 registry disposer. Idempotent per call site. */
297
+ export function registerPrd06DeformFeature(cache, buildMorphTexture) {
298
+ return registerShaderFeature(createPrd06DeformFeature(cache, buildMorphTexture));
299
+ }
300
+ //# sourceMappingURL=forwardFeature.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,14 @@
1
+ /**
2
+ * C-18 chunk `a3d_prd06_morph_texture` (PRD-06 §8.2) — `sampler2DArray` morph
3
+ * deltas packed by `resources/MorphTargetTexture.ts` (texel j = vertexId*stride
4
+ * + attr, z = target). Only the top-K active targets upload per frame; the
5
+ * packed index/weight vectors cost `A3D_MORPH_MAX_ACTIVE/4` vec4 slots each.
6
+ *
7
+ * Uniform types follow §8.2 semantics with float-friendly declarations: the
8
+ * generic `MultiDraw` uniform upload only has `uniformNf*v` paths (no integer
9
+ * uploads — qr-request noted alongside Q-01-3), so the §8.2 `int`/`ivec4`
10
+ * scalars arrive as `float`/`vec4` and cast at read time. Values are integral,
11
+ * so float32 round-trip through `int()` is exact.
12
+ */
13
+ export declare const A3D_PRD06_MORPH_TEXTURE_GLSL = "\n#ifdef A3D_MORPH\nuniform highp sampler2DArray u_morphTexture; // layer = target, texel = vertexId * stride + attr\nuniform float u_morphStride; // 1 (pos) | 2 (pos,normal) | 3 (pos,normal,tangent) \u2014 \u00A78.2 int, bound as float\nuniform float u_morphTexWidth; // \u00A78.2 int, bound as float\nuniform float u_morphActiveCount; // <= A3D_MORPH_MAX_ACTIVE (8 Low, 16 Med, 32 High, 64 Ultra); multiple of 4 \u2014 \u00A78.2 int, bound as float\n// Packed 4 per vec4: a scalar uniform array costs one vec4 slot PER ELEMENT under GLSL ES 3.00 packing,\n// so three 64-element scalar arrays would cost 192 of the 256 guaranteed vertex vectors. Packed: 48 at Ultra.\n// \u00A78.2 declares ivec4 u_morphActiveIndex4; bound as vec4 + int() until integer uniform uploads exist.\nuniform vec4 u_morphActiveIndex4[A3D_MORPH_MAX_ACTIVE / 4];\nuniform vec4 u_morphActiveWeight4[A3D_MORPH_MAX_ACTIVE / 4];\n#ifdef A3D_VELOCITY\nuniform vec4 u_morphPrevWeight4[A3D_MORPH_MAX_ACTIVE / 4]; // same index list, previous-frame weights (0 if newly active)\n#endif\nint a3dMorphTargetIndex(int k) {\n return int(u_morphActiveIndex4[k >> 2][k & 3] + 0.5);\n}\nvec4 a3dMorphFetch(int target, int attr) {\n int t = gl_VertexID * int(u_morphStride) + attr; int y = t / int(u_morphTexWidth);\n return texelFetch(u_morphTexture, ivec3(t - y * int(u_morphTexWidth), y, target), 0);\n}\nvoid a3dApplyMorph(inout vec3 p, inout vec3 n, inout vec4 tg) {\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_morphActiveWeight4[k >> 2][k & 3];\n p += a3dMorphFetch(tgt, 0).xyz * w;\n if (u_morphStride > 1.5) n += a3dMorphFetch(tgt, 1).xyz * w;\n if (u_morphStride > 2.5) tg.xyz += a3dMorphFetch(tgt, 2).xyz * w;\n }\n}\n#endif\n";
14
+ //# sourceMappingURL=morph.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"morph.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/deform/morph.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AACH,eAAO,MAAM,4BAA4B,20DA+BxC,CAAC"}
@@ -0,0 +1,45 @@
1
+ /**
2
+ * C-18 chunk `a3d_prd06_morph_texture` (PRD-06 §8.2) — `sampler2DArray` morph
3
+ * deltas packed by `resources/MorphTargetTexture.ts` (texel j = vertexId*stride
4
+ * + attr, z = target). Only the top-K active targets upload per frame; the
5
+ * packed index/weight vectors cost `A3D_MORPH_MAX_ACTIVE/4` vec4 slots each.
6
+ *
7
+ * Uniform types follow §8.2 semantics with float-friendly declarations: the
8
+ * generic `MultiDraw` uniform upload only has `uniformNf*v` paths (no integer
9
+ * uploads — qr-request noted alongside Q-01-3), so the §8.2 `int`/`ivec4`
10
+ * scalars arrive as `float`/`vec4` and cast at read time. Values are integral,
11
+ * so float32 round-trip through `int()` is exact.
12
+ */
13
+ export const A3D_PRD06_MORPH_TEXTURE_GLSL = /* glsl */ `
14
+ #ifdef A3D_MORPH
15
+ uniform highp sampler2DArray u_morphTexture; // layer = target, texel = vertexId * stride + attr
16
+ uniform float u_morphStride; // 1 (pos) | 2 (pos,normal) | 3 (pos,normal,tangent) — §8.2 int, bound as float
17
+ uniform float u_morphTexWidth; // §8.2 int, bound as float
18
+ uniform float u_morphActiveCount; // <= A3D_MORPH_MAX_ACTIVE (8 Low, 16 Med, 32 High, 64 Ultra); multiple of 4 — §8.2 int, bound as float
19
+ // Packed 4 per vec4: a scalar uniform array costs one vec4 slot PER ELEMENT under GLSL ES 3.00 packing,
20
+ // so three 64-element scalar arrays would cost 192 of the 256 guaranteed vertex vectors. Packed: 48 at Ultra.
21
+ // §8.2 declares ivec4 u_morphActiveIndex4; bound as vec4 + int() until integer uniform uploads exist.
22
+ uniform vec4 u_morphActiveIndex4[A3D_MORPH_MAX_ACTIVE / 4];
23
+ uniform vec4 u_morphActiveWeight4[A3D_MORPH_MAX_ACTIVE / 4];
24
+ #ifdef A3D_VELOCITY
25
+ uniform vec4 u_morphPrevWeight4[A3D_MORPH_MAX_ACTIVE / 4]; // same index list, previous-frame weights (0 if newly active)
26
+ #endif
27
+ int a3dMorphTargetIndex(int k) {
28
+ return int(u_morphActiveIndex4[k >> 2][k & 3] + 0.5);
29
+ }
30
+ vec4 a3dMorphFetch(int target, int attr) {
31
+ int t = gl_VertexID * int(u_morphStride) + attr; int y = t / int(u_morphTexWidth);
32
+ return texelFetch(u_morphTexture, ivec3(t - y * int(u_morphTexWidth), y, target), 0);
33
+ }
34
+ void a3dApplyMorph(inout vec3 p, inout vec3 n, inout vec4 tg) {
35
+ for (int k = 0; k < A3D_MORPH_MAX_ACTIVE; ++k) {
36
+ if (k >= int(u_morphActiveCount)) break;
37
+ int tgt = a3dMorphTargetIndex(k); float w = u_morphActiveWeight4[k >> 2][k & 3];
38
+ p += a3dMorphFetch(tgt, 0).xyz * w;
39
+ if (u_morphStride > 1.5) n += a3dMorphFetch(tgt, 1).xyz * w;
40
+ if (u_morphStride > 2.5) tg.xyz += a3dMorphFetch(tgt, 2).xyz * w;
41
+ }
42
+ }
43
+ #endif
44
+ `;
45
+ //# sourceMappingURL=morph.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"morph.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/deform/morph.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AACH,MAAM,CAAC,MAAM,4BAA4B,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+BtD,CAAC"}
@@ -0,0 +1,21 @@
1
+ /**
2
+ * PRD-06 T2.7 — WGSL twin of `a3d_prd06_morph_texture`
3
+ * (`shaders/deform/morph.glsl.ts`). The packed deltas stay a
4
+ * `texture_2d_array<f32>` (layer = target, texel = vertexIndex * stride +
5
+ * attr, exactly as `resources/MorphTargetTexture.ts` packs them); the scalar
6
+ * §8.2 ints and the packed index/weight arrays fold into one uniform struct.
7
+ *
8
+ * WGSL realities vs the GLSL source:
9
+ * - `gl_VertexID` is an entry-point builtin — helpers take `vertexIndex`
10
+ * as a parameter; the generated `@vertex` fn forwards
11
+ * `@builtin(vertex_index)`.
12
+ * - `A3D_MORPH_MAX_ACTIVE` becomes a `const` the program generator rewrites
13
+ * per tier (8/16/32/64); the twin validates at the Ultra ceiling 64.
14
+ * - The float-declared §8.2 uniforms keep their float read + `u32(x + 0.5)`
15
+ * cast — the MultiDraw integer-upload gap (Q-01-3) applies to WGSL
16
+ * uniform layout equally, and float32 round-trips small ints exactly.
17
+ * - `inout` parameters become `ptr<function, …>`.
18
+ * - `stride` is a WGSL reserved word → the struct field is `morphStride`.
19
+ */
20
+ export declare const A3D_PRD06_MORPH_TEXTURE_WGSL = "\n// A3D_MORPH_MAX_ACTIVE \u2014 emitted per tier by the program generator\n// (8 Low, 16 Med, 32 High, 64 Ultra); the twin validates at the Ultra bound.\nconst A3D_MORPH_MAX_ACTIVE: u32 = 64u;\nconst A3D_MORPH_VEC4_SLOTS: u32 = A3D_MORPH_MAX_ACTIVE / 4u;\n\nstruct A3dPrd06MorphUniform {\n // x = stride (1|2|3 attrs), y = texture width, z = active count, w unused.\n dims: vec4<f32>,\n activeIndex4: array<vec4<f32>, A3D_MORPH_VEC4_SLOTS>,\n activeWeight4: array<vec4<f32>, A3D_MORPH_VEC4_SLOTS>,\n // \u00A78.5 \u2014 previous-frame weights over the same index list (0 when newly\n // active). Velocity programs read it; others never bind it.\n prevWeight4: array<vec4<f32>, A3D_MORPH_VEC4_SLOTS>,\n};\n@group(3) @binding(12) var<uniform> a3dMorph: A3dPrd06MorphUniform;\n@group(3) @binding(13) var a3dMorphTexture: texture_2d_array<f32>;\n\nfn a3dMorphTargetIndex(k: u32) -> u32 {\n return u32(a3dMorph.activeIndex4[k >> 2u][k & 3u] + 0.5);\n}\nfn a3dMorphFetch(vertexIndex: u32, targetLayer: u32, attr: u32) -> vec4<f32> {\n let stride_ = u32(a3dMorph.dims.x + 0.5);\n let texWidth = u32(a3dMorph.dims.y + 0.5);\n let t = vertexIndex * stride_ + attr;\n let y = t / texWidth;\n return textureLoad(a3dMorphTexture, vec2<i32>(i32(t - y * texWidth), i32(y)), i32(targetLayer), 0);\n}\nfn a3dMorphActiveWeight(k: u32) -> f32 {\n return a3dMorph.activeWeight4[k >> 2u][k & 3u];\n}\nfn a3dMorphPrevWeight(k: u32) -> f32 {\n return a3dMorph.prevWeight4[k >> 2u][k & 3u];\n}\nfn a3dMorphActiveCount() -> u32 {\n return u32(a3dMorph.dims.z + 0.5);\n}\nfn a3dApplyMorph(vertexIndex: u32, p: ptr<function, vec3<f32>>, n: ptr<function, vec3<f32>>, tg: ptr<function, vec4<f32>>) {\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 let w = a3dMorphActiveWeight(k);\n *p = *p + a3dMorphFetch(vertexIndex, tgt, 0u).xyz * w;\n if (a3dMorph.dims.x > 1.5) {\n *n = *n + a3dMorphFetch(vertexIndex, tgt, 1u).xyz * w;\n }\n if (a3dMorph.dims.x > 2.5) {\n let d = a3dMorphFetch(vertexIndex, tgt, 2u).xyz * w;\n *tg = vec4<f32>((*tg).xyz + d, (*tg).w);\n }\n }\n}\n";
21
+ //# sourceMappingURL=morph.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"morph.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/deform/morph.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;GAkBG;AAEH,eAAO,MAAM,4BAA4B,6pEAoDxC,CAAC"}
@@ -0,0 +1,73 @@
1
+ /**
2
+ * PRD-06 T2.7 — WGSL twin of `a3d_prd06_morph_texture`
3
+ * (`shaders/deform/morph.glsl.ts`). The packed deltas stay a
4
+ * `texture_2d_array<f32>` (layer = target, texel = vertexIndex * stride +
5
+ * attr, exactly as `resources/MorphTargetTexture.ts` packs them); the scalar
6
+ * §8.2 ints and the packed index/weight arrays fold into one uniform struct.
7
+ *
8
+ * WGSL realities vs the GLSL source:
9
+ * - `gl_VertexID` is an entry-point builtin — helpers take `vertexIndex`
10
+ * as a parameter; the generated `@vertex` fn forwards
11
+ * `@builtin(vertex_index)`.
12
+ * - `A3D_MORPH_MAX_ACTIVE` becomes a `const` the program generator rewrites
13
+ * per tier (8/16/32/64); the twin validates at the Ultra ceiling 64.
14
+ * - The float-declared §8.2 uniforms keep their float read + `u32(x + 0.5)`
15
+ * cast — the MultiDraw integer-upload gap (Q-01-3) applies to WGSL
16
+ * uniform layout equally, and float32 round-trips small ints exactly.
17
+ * - `inout` parameters become `ptr<function, …>`.
18
+ * - `stride` is a WGSL reserved word → the struct field is `morphStride`.
19
+ */
20
+ export const A3D_PRD06_MORPH_TEXTURE_WGSL = /* wgsl */ `
21
+ // A3D_MORPH_MAX_ACTIVE — emitted per tier by the program generator
22
+ // (8 Low, 16 Med, 32 High, 64 Ultra); the twin validates at the Ultra bound.
23
+ const A3D_MORPH_MAX_ACTIVE: u32 = 64u;
24
+ const A3D_MORPH_VEC4_SLOTS: u32 = A3D_MORPH_MAX_ACTIVE / 4u;
25
+
26
+ struct A3dPrd06MorphUniform {
27
+ // x = stride (1|2|3 attrs), y = texture width, z = active count, w unused.
28
+ dims: vec4<f32>,
29
+ activeIndex4: array<vec4<f32>, A3D_MORPH_VEC4_SLOTS>,
30
+ activeWeight4: array<vec4<f32>, A3D_MORPH_VEC4_SLOTS>,
31
+ // §8.5 — previous-frame weights over the same index list (0 when newly
32
+ // active). Velocity programs read it; others never bind it.
33
+ prevWeight4: array<vec4<f32>, A3D_MORPH_VEC4_SLOTS>,
34
+ };
35
+ @group(3) @binding(12) var<uniform> a3dMorph: A3dPrd06MorphUniform;
36
+ @group(3) @binding(13) var a3dMorphTexture: texture_2d_array<f32>;
37
+
38
+ fn a3dMorphTargetIndex(k: u32) -> u32 {
39
+ return u32(a3dMorph.activeIndex4[k >> 2u][k & 3u] + 0.5);
40
+ }
41
+ fn a3dMorphFetch(vertexIndex: u32, targetLayer: u32, attr: u32) -> vec4<f32> {
42
+ let stride_ = u32(a3dMorph.dims.x + 0.5);
43
+ let texWidth = u32(a3dMorph.dims.y + 0.5);
44
+ let t = vertexIndex * stride_ + attr;
45
+ let y = t / texWidth;
46
+ return textureLoad(a3dMorphTexture, vec2<i32>(i32(t - y * texWidth), i32(y)), i32(targetLayer), 0);
47
+ }
48
+ fn a3dMorphActiveWeight(k: u32) -> f32 {
49
+ return a3dMorph.activeWeight4[k >> 2u][k & 3u];
50
+ }
51
+ fn a3dMorphPrevWeight(k: u32) -> f32 {
52
+ return a3dMorph.prevWeight4[k >> 2u][k & 3u];
53
+ }
54
+ fn a3dMorphActiveCount() -> u32 {
55
+ return u32(a3dMorph.dims.z + 0.5);
56
+ }
57
+ fn a3dApplyMorph(vertexIndex: u32, p: ptr<function, vec3<f32>>, n: ptr<function, vec3<f32>>, tg: ptr<function, vec4<f32>>) {
58
+ for (var k: u32 = 0u; k < A3D_MORPH_MAX_ACTIVE; k = k + 1u) {
59
+ if (k >= a3dMorphActiveCount()) { break; }
60
+ let tgt = a3dMorphTargetIndex(k);
61
+ let w = a3dMorphActiveWeight(k);
62
+ *p = *p + a3dMorphFetch(vertexIndex, tgt, 0u).xyz * w;
63
+ if (a3dMorph.dims.x > 1.5) {
64
+ *n = *n + a3dMorphFetch(vertexIndex, tgt, 1u).xyz * w;
65
+ }
66
+ if (a3dMorph.dims.x > 2.5) {
67
+ let d = a3dMorphFetch(vertexIndex, tgt, 2u).xyz * w;
68
+ *tg = vec4<f32>((*tg).xyz + d, (*tg).w);
69
+ }
70
+ }
71
+ }
72
+ `;
73
+ //# sourceMappingURL=morph.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"morph.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/deform/morph.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;GAkBG;AAEH,MAAM,CAAC,MAAM,4BAA4B,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoDtD,CAAC"}
@@ -0,0 +1,8 @@
1
+ /**
2
+ * C-18 chunk `a3d_prd06_skinning_common` (PRD-06 §8.1) — bone-texture skinning.
3
+ * Replaces the legacy `u_jointPaletteMode`/`u_jointMatrices[96]` dual mode; the
4
+ * palette lives in an RGBA32F texture, four texels per mat4, persistent per
5
+ * skin via `SkinningPaletteTextureCache`. Registered from `lanes/prd06.ts`.
6
+ */
7
+ export declare const A3D_PRD06_SKINNING_COMMON_GLSL = "\n#ifdef A3D_SKINNING\nuniform highp sampler2D u_boneTexture; // RGBA32F, 4 texels per mat4, persistent per skin\nuniform float u_boneTextureWidth; // multiple of 4 \u2014 \u00A78.1 int, bound as float (no integer uniform uploads yet)\n#ifdef A3D_VELOCITY\nuniform highp sampler2D u_prevBoneTexture;\n#endif\n// Existing attribute names/locations kept (ShaderLibrary.ts skinned-unlit + 8-influence fork).\nlayout(location = 5) in vec4 a_joints; // float today; uvec4 once WebGL2Device supports vertexAttribIPointer\nlayout(location = 6) in vec4 a_weights;\n#if A3D_SKINNING == 8\nlayout(location = 8) in vec4 a_joints1; // existing JOINTS_1 location\nlayout(location = 9) in vec4 a_weights1; // existing WEIGHTS_1 location\n#endif\nmat4 a3dBone(highp sampler2D tex, float jf) {\n int i = int(jf + 0.5) * 4; int w = int(u_boneTextureWidth + 0.5); int y = i / w; int x = i - y * w;\n return mat4(texelFetch(tex, ivec2(x, y), 0), texelFetch(tex, ivec2(x + 1, y), 0),\n texelFetch(tex, ivec2(x + 2, y), 0), texelFetch(tex, ivec2(x + 3, y), 0));\n}\nmat4 a3dSkin(highp sampler2D tex) {\n mat4 m = a3dBone(tex, a_joints.x) * a_weights.x + a3dBone(tex, a_joints.y) * a_weights.y\n + a3dBone(tex, a_joints.z) * a_weights.z + a3dBone(tex, a_joints.w) * a_weights.w;\n#if A3D_SKINNING == 8\n m += a3dBone(tex, a_joints1.x) * a_weights1.x + a3dBone(tex, a_joints1.y) * a_weights1.y\n + a3dBone(tex, a_joints1.z) * a_weights1.z + a3dBone(tex, a_joints1.w) * a_weights1.w;\n#endif\n return m;\n}\n#endif\n";
8
+ //# sourceMappingURL=skinning.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"skinning.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/deform/skinning.glsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,eAAO,MAAM,8BAA8B,4hDA6B1C,CAAC"}
@@ -0,0 +1,37 @@
1
+ /**
2
+ * C-18 chunk `a3d_prd06_skinning_common` (PRD-06 §8.1) — bone-texture skinning.
3
+ * Replaces the legacy `u_jointPaletteMode`/`u_jointMatrices[96]` dual mode; the
4
+ * palette lives in an RGBA32F texture, four texels per mat4, persistent per
5
+ * skin via `SkinningPaletteTextureCache`. Registered from `lanes/prd06.ts`.
6
+ */
7
+ export const A3D_PRD06_SKINNING_COMMON_GLSL = /* glsl */ `
8
+ #ifdef A3D_SKINNING
9
+ uniform highp sampler2D u_boneTexture; // RGBA32F, 4 texels per mat4, persistent per skin
10
+ uniform float u_boneTextureWidth; // multiple of 4 — §8.1 int, bound as float (no integer uniform uploads yet)
11
+ #ifdef A3D_VELOCITY
12
+ uniform highp sampler2D u_prevBoneTexture;
13
+ #endif
14
+ // Existing attribute names/locations kept (ShaderLibrary.ts skinned-unlit + 8-influence fork).
15
+ layout(location = 5) in vec4 a_joints; // float today; uvec4 once WebGL2Device supports vertexAttribIPointer
16
+ layout(location = 6) in vec4 a_weights;
17
+ #if A3D_SKINNING == 8
18
+ layout(location = 8) in vec4 a_joints1; // existing JOINTS_1 location
19
+ layout(location = 9) in vec4 a_weights1; // existing WEIGHTS_1 location
20
+ #endif
21
+ mat4 a3dBone(highp sampler2D tex, float jf) {
22
+ int i = int(jf + 0.5) * 4; int w = int(u_boneTextureWidth + 0.5); int y = i / w; int x = i - y * w;
23
+ return mat4(texelFetch(tex, ivec2(x, y), 0), texelFetch(tex, ivec2(x + 1, y), 0),
24
+ texelFetch(tex, ivec2(x + 2, y), 0), texelFetch(tex, ivec2(x + 3, y), 0));
25
+ }
26
+ mat4 a3dSkin(highp sampler2D tex) {
27
+ mat4 m = a3dBone(tex, a_joints.x) * a_weights.x + a3dBone(tex, a_joints.y) * a_weights.y
28
+ + a3dBone(tex, a_joints.z) * a_weights.z + a3dBone(tex, a_joints.w) * a_weights.w;
29
+ #if A3D_SKINNING == 8
30
+ m += a3dBone(tex, a_joints1.x) * a_weights1.x + a3dBone(tex, a_joints1.y) * a_weights1.y
31
+ + a3dBone(tex, a_joints1.z) * a_weights1.z + a3dBone(tex, a_joints1.w) * a_weights1.w;
32
+ #endif
33
+ return m;
34
+ }
35
+ #endif
36
+ `;
37
+ //# sourceMappingURL=skinning.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"skinning.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/deform/skinning.glsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,MAAM,CAAC,MAAM,8BAA8B,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6BxD,CAAC"}
@@ -0,0 +1,26 @@
1
+ /**
2
+ * PRD-06 T2.7 — WGSL twin of `a3d_prd06_skinning_common`
3
+ * (`shaders/deform/skinning.glsl.ts`). Same palette semantics, WGSL idiom:
4
+ *
5
+ * - `u_boneTexture` (RGBA32F sampler, 4 texels per mat4) →
6
+ * `a3dBones: var<storage> array<mat4x4<f32>>` — a storage buffer sized to
7
+ * the rig (`jointCount * 64` bytes), matching §8.1's "bones sized to the
8
+ * rig" shape instead of a texel-width lookup. `u_boneTextureWidth`
9
+ * disappears with the addressing math.
10
+ * - `u_prevBoneTexture` → `a3dPrevBones` — declared unconditionally; WebGPU
11
+ * only requires bindings a program statically reads, so non-velocity
12
+ * programs never bind it.
13
+ * - GLSL `in` attributes (`a_joints`, `a_weights`, `a_joints1`, `a_weights1`)
14
+ * become function parameters — WGSL vertex inputs live in the generated
15
+ * entry-point struct, not in chunks. Joints arrive as `vec4<u32>`; the
16
+ * generated program converts the float vertex attributes at the call site.
17
+ * - `A3D_SKINNING == 8` (preprocessor fork) becomes two functions,
18
+ * `a3dSkin4`/`a3dSkin8` (+ `Prev` twins); the generator emits the call its
19
+ * features select.
20
+ *
21
+ * Group/binding numbers are placeholders for the WebGPU generator (Q-11-1
22
+ * owns device-side binding) — group 3 matches the lane-11 per-draw-resource
23
+ * convention.
24
+ */
25
+ export declare const A3D_PRD06_SKINNING_COMMON_WGSL = "\n// \u00A78.1 \u2014 storage-buffer bones sized to the rig (jointCount mat4s).\n@group(3) @binding(10) var<storage, read> a3dBones: array<mat4x4<f32>>;\n// \u00A78.5 \u2014 previous-frame palette for velocity programs. Declared\n// unconditionally: WebGPU only requires bindings the entry point\n// transitively reads, so forward programs never bind it.\n@group(3) @binding(11) var<storage, read> a3dPrevBones: array<mat4x4<f32>>;\n\nfn a3dBone(j: u32) -> mat4x4<f32> {\n return a3dBones[j];\n}\nfn a3dBonePrev(j: u32) -> mat4x4<f32> {\n return a3dPrevBones[j];\n}\nfn a3dSkin4(joints: vec4<u32>, weights: vec4<f32>) -> mat4x4<f32> {\n return a3dBone(joints.x) * weights.x + a3dBone(joints.y) * weights.y\n + a3dBone(joints.z) * weights.z + a3dBone(joints.w) * weights.w;\n}\nfn a3dSkin8(joints: vec4<u32>, weights: vec4<f32>, joints1: vec4<u32>, weights1: vec4<f32>) -> mat4x4<f32> {\n return a3dSkin4(joints, weights)\n + a3dBone(joints1.x) * weights1.x + a3dBone(joints1.y) * weights1.y\n + a3dBone(joints1.z) * weights1.z + a3dBone(joints1.w) * weights1.w;\n}\nfn a3dSkinPrev4(joints: vec4<u32>, weights: vec4<f32>) -> mat4x4<f32> {\n return a3dBonePrev(joints.x) * weights.x + a3dBonePrev(joints.y) * weights.y\n + a3dBonePrev(joints.z) * weights.z + a3dBonePrev(joints.w) * weights.w;\n}\nfn a3dSkinPrev8(joints: vec4<u32>, weights: vec4<f32>, joints1: vec4<u32>, weights1: vec4<f32>) -> mat4x4<f32> {\n return a3dSkinPrev4(joints, weights)\n + a3dBonePrev(joints1.x) * weights1.x + a3dBonePrev(joints1.y) * weights1.y\n + a3dBonePrev(joints1.z) * weights1.z + a3dBonePrev(joints1.w) * weights1.w;\n}\n";
26
+ //# sourceMappingURL=skinning.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"skinning.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/deform/skinning.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AAEH,eAAO,MAAM,8BAA8B,wnDAgC1C,CAAC"}