@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 +1,372 @@
1
+ /**
2
+ * DirectionalCascadeFitter — stable-fit CSM cascade matrices (PRD-02 Phase 4,
3
+ * §6.4). Works on a plain C-08 `CameraLike` (view/projection matrices) — no
4
+ * PerspectiveCamera instanceof. Split scheme reuses
5
+ * `CascadedShadowMaps.computeSplits` (practical λ blend); each cascade's
6
+ * ortho centre snaps to the shadow-texel grid so the edge mask is stable
7
+ * under sub-texel camera motion (the `prd02-17` shimmer gate).
8
+ */
9
+ import { CascadedShadowMaps } from "../CascadedShadowMaps.js";
10
+ import { skinnedItemLocalBounds } from "../renderer/SkinnedBounds.js";
11
+ function invertMat4(m) {
12
+ const a = Array.from(m);
13
+ const inv = new Float32Array(16);
14
+ const a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3];
15
+ const a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7];
16
+ const a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11];
17
+ const a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
18
+ const b00 = a00 * a11 - a01 * a10, b01 = a00 * a12 - a02 * a10, b02 = a00 * a13 - a03 * a10;
19
+ const b03 = a01 * a12 - a02 * a11, b04 = a01 * a13 - a03 * a11, b05 = a02 * a13 - a03 * a12;
20
+ const b06 = a20 * a31 - a21 * a30, b07 = a20 * a32 - a22 * a30, b08 = a20 * a33 - a23 * a30;
21
+ const b09 = a21 * a32 - a22 * a31, b10 = a21 * a33 - a23 * a31, b11 = a22 * a33 - a23 * a32;
22
+ const det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
23
+ if (!Number.isFinite(det) || Math.abs(det) < 1e-12)
24
+ throw new Error("CascadeFitter: camera VP not invertible");
25
+ const id = 1 / det;
26
+ inv[0] = (a11 * b11 - a12 * b10 + a13 * b09) * id;
27
+ inv[1] = (a02 * b10 - a01 * b11 - a03 * b09) * id;
28
+ inv[2] = (a31 * b05 - a32 * b04 + a33 * b03) * id;
29
+ inv[3] = (a22 * b04 - a21 * b05 - a23 * b03) * id;
30
+ inv[4] = (a12 * b08 - a10 * b11 - a13 * b07) * id;
31
+ inv[5] = (a00 * b11 - a02 * b08 + a03 * b07) * id;
32
+ inv[6] = (a32 * b02 - a30 * b05 - a33 * b01) * id;
33
+ inv[7] = (a20 * b05 - a22 * b02 + a23 * b01) * id;
34
+ inv[8] = (a10 * b10 - a11 * b08 + a13 * b06) * id;
35
+ inv[9] = (a01 * b08 - a00 * b10 - a03 * b06) * id;
36
+ inv[10] = (a30 * b04 - a31 * b02 + a33 * b00) * id;
37
+ inv[11] = (a21 * b02 - a20 * b04 - a23 * b00) * id;
38
+ inv[12] = (a11 * b07 - a10 * b09 - a12 * b06) * id;
39
+ inv[13] = (a00 * b09 - a01 * b07 + a02 * b06) * id;
40
+ inv[14] = (a31 * b01 - a30 * b03 - a32 * b00) * id;
41
+ inv[15] = (a20 * b03 - a21 * b01 + a22 * b00) * id;
42
+ return inv;
43
+ }
44
+ function ndcToWorld(inv, x, y, z) {
45
+ const w = inv[3] * x + inv[7] * y + inv[11] * z + inv[15];
46
+ const iw = 1 / Math.max(Math.abs(w), 1e-9) * Math.sign(w || 1);
47
+ return [
48
+ (inv[0] * x + inv[4] * y + inv[8] * z + inv[12]) * iw,
49
+ (inv[1] * x + inv[5] * y + inv[9] * z + inv[13]) * iw,
50
+ (inv[2] * x + inv[6] * y + inv[10] * z + inv[14]) * iw
51
+ ];
52
+ }
53
+ /**
54
+ * #1141: near/far of a perspective camera known only by its view-projection
55
+ * and eye (structural CameraLikes carry no near/far): distances from the eye
56
+ * to the unprojected NDC centres of the near and far planes.
57
+ */
58
+ export function clipRangeFromViewProjection(viewProjection, eye) {
59
+ let inv;
60
+ try {
61
+ inv = invertMat4(viewProjection);
62
+ }
63
+ catch {
64
+ return null;
65
+ }
66
+ const n = ndcToWorld(inv, 0, 0, -1);
67
+ const f = ndcToWorld(inv, 0, 0, 1);
68
+ const near = Math.hypot(n[0] - eye[0], n[1] - eye[1], n[2] - eye[2]);
69
+ const far = Math.hypot(f[0] - eye[0], f[1] - eye[1], f[2] - eye[2]);
70
+ return Number.isFinite(near) && Number.isFinite(far) && far > near && near > 0 ? { near, far } : null;
71
+ }
72
+ function lightBasis(direction) {
73
+ const len = Math.hypot(direction[0], direction[1], direction[2]) || 1;
74
+ const fwd = [direction[0] / len, direction[1] / len, direction[2] / len];
75
+ const ref = Math.abs(fwd[1]) > 0.999 ? [1, 0, 0] : [0, 1, 0];
76
+ const right = normalize(cross(fwd, ref));
77
+ return { right, up: cross(right, fwd), forward: fwd };
78
+ }
79
+ function normalize(v) { const l = Math.hypot(v[0], v[1], v[2]) || 1; return [v[0] / l, v[1] / l, v[2] / l]; }
80
+ function cross(a, b) { return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]; }
81
+ function lerp3(a, b, t) { return [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t]; }
82
+ /**
83
+ * World AABB of a caster for the cascade fit. 02-S4: instanced casters cover
84
+ * every instance (model × instance), and skinned casters use the posed
85
+ * envelope — the base-geometry box alone let the caster-rect clamp crop most
86
+ * instances out of the ortho (prd02-16b IoU 0.34, 6 of 16 instance shadows).
87
+ */
88
+ function itemWorldBounds(item) {
89
+ const b = item.skinning && item.geometry
90
+ ? skinnedItemLocalBounds(item.geometry, item.skinning)
91
+ : item.geometry?.bounds;
92
+ if (!b)
93
+ return null;
94
+ const m = item.modelMatrix && item.modelMatrix.length >= 16 ? item.modelMatrix : null;
95
+ const pts = [
96
+ [b.min[0], b.min[1], b.min[2]], [b.max[0], b.min[1], b.min[2]],
97
+ [b.min[0], b.max[1], b.min[2]], [b.max[0], b.max[1], b.min[2]],
98
+ [b.min[0], b.min[1], b.max[2]], [b.max[0], b.min[1], b.max[2]],
99
+ [b.min[0], b.max[1], b.max[2]], [b.max[0], b.max[1], b.max[2]]
100
+ ];
101
+ const out = { min: [Infinity, Infinity, Infinity], max: [-Infinity, -Infinity, -Infinity] };
102
+ const apply = (t, p) => [
103
+ t[0] * p[0] + t[4] * p[1] + t[8] * p[2] + t[12],
104
+ t[1] * p[0] + t[5] * p[1] + t[9] * p[2] + t[13],
105
+ t[2] * p[0] + t[6] * p[1] + t[10] * p[2] + t[14]
106
+ ];
107
+ const instances = item.instanceTransforms && item.instanceTransforms.length >= 16 ? item.instanceTransforms : null;
108
+ const instanceCount = instances ? Math.floor(instances.length / 16) : 1;
109
+ for (let k = 0; k < instanceCount; k += 1) {
110
+ for (const p of pts) {
111
+ // Instance matrices are model-local (gl_Position = VP · model · instance · p).
112
+ const local = instances ? apply(Array.prototype.slice.call(instances, k * 16, k * 16 + 16), p) : p;
113
+ const w = m ? apply(m, local) : [local[0], local[1], local[2]];
114
+ for (let i = 0; i < 3; i += 1) {
115
+ out.min[i] = Math.min(out.min[i], w[i]);
116
+ out.max[i] = Math.max(out.max[i], w[i]);
117
+ }
118
+ }
119
+ }
120
+ if (!out.min.every(Number.isFinite) || !out.max.every(Number.isFinite))
121
+ return null;
122
+ return { min: out.min, max: out.max };
123
+ }
124
+ function toLight(p, basis) {
125
+ return [
126
+ p[0] * basis.right[0] + p[1] * basis.right[1] + p[2] * basis.right[2],
127
+ p[0] * basis.up[0] + p[1] * basis.up[1] + p[2] * basis.up[2],
128
+ p[0] * basis.forward[0] + p[1] * basis.forward[1] + p[2] * basis.forward[2]
129
+ ];
130
+ }
131
+ /**
132
+ * #1141 caster-rectangle fit: the light-space rectangle of all casters
133
+ * (padded), when it lies inside the slice footprint, plus the depth interval
134
+ * covering the casters and every in-slice receiver they can shadow.
135
+ */
136
+ export function casterRectClamp(slicePts, casterBounds, basis, padding) {
137
+ if (casterBounds.length === 0)
138
+ return null;
139
+ let cMin = [Infinity, Infinity, Infinity];
140
+ let cMax = [-Infinity, -Infinity, -Infinity];
141
+ for (const b of casterBounds) {
142
+ for (const x of [b.min[0], b.max[0]])
143
+ for (const y of [b.min[1], b.max[1]])
144
+ for (const z of [b.min[2], b.max[2]]) {
145
+ const l = toLight([x, y, z], basis);
146
+ cMin = [Math.min(cMin[0], l[0]), Math.min(cMin[1], l[1]), Math.min(cMin[2], l[2])];
147
+ cMax = [Math.max(cMax[0], l[0]), Math.max(cMax[1], l[1]), Math.max(cMax[2], l[2])];
148
+ }
149
+ }
150
+ if (!cMin.every(Number.isFinite) || !cMax.every(Number.isFinite))
151
+ return null;
152
+ const lightPts = slicePts.map((p) => toLight(p, basis));
153
+ const fMinX = Math.min(...lightPts.map((p) => p[0])), fMaxX = Math.max(...lightPts.map((p) => p[0]));
154
+ const fMinY = Math.min(...lightPts.map((p) => p[1])), fMaxY = Math.max(...lightPts.map((p) => p[1]));
155
+ if (cMin[0] < fMinX || cMax[0] > fMaxX || cMin[1] < fMinY || cMax[1] > fMaxY)
156
+ return null;
157
+ const rect = { minX: cMin[0] - padding, maxX: cMax[0] + padding, minY: cMin[1] - padding, maxY: cMax[1] + padding };
158
+ const extent = Math.max(rect.maxX - rect.minX, rect.maxY - rect.minY);
159
+ if (!Number.isFinite(extent) || extent <= 0)
160
+ return null;
161
+ const receivers = sliceDepthWithinRect(lightPts, rect);
162
+ return {
163
+ extent,
164
+ centerX: (rect.minX + rect.maxX) / 2,
165
+ centerY: (rect.minY + rect.maxY) / 2,
166
+ zMin: Math.min(cMin[2], receivers?.zMin ?? Infinity),
167
+ zMax: Math.max(cMax[2], receivers?.zMax ?? -Infinity)
168
+ };
169
+ }
170
+ /** Slice corner order: index 2i = near, 2i+1 = far, for NDC corners i = (-1,-1), (-1,1), (1,-1), (1,1). */
171
+ const SLICE_EDGES = [
172
+ [0, 2], [2, 6], [6, 4], [4, 0], [1, 3], [3, 7], [7, 5], [5, 1], [0, 1], [2, 3], [4, 5], [6, 7]
173
+ ];
174
+ const SLICE_FACES = [
175
+ [0, 2, 6], [1, 3, 7], [0, 2, 3], [4, 6, 7], [0, 4, 5], [2, 6, 7]
176
+ ];
177
+ /**
178
+ * #1141: light-space depth interval [zMin, zMax] of the receivers a caster
179
+ * rectangle can shadow — the convex frustum slice `pts` (light space)
180
+ * intersected with the infinite prism `rect` × (-∞, ∞) along the light.
181
+ * Extremes of a convex intersection lie on its vertices: slice corners inside
182
+ * the prism, slice edges crossing a prism wall, and the four prism edges
183
+ * clipped by the slice faces. Null when the slice misses the prism.
184
+ */
185
+ export function sliceDepthWithinRect(pts, rect) {
186
+ const inside = (x, y) => x >= rect.minX - 1e-9 && x <= rect.maxX + 1e-9 && y >= rect.minY - 1e-9 && y <= rect.maxY + 1e-9;
187
+ let zMin = Infinity;
188
+ let zMax = -Infinity;
189
+ const add = (z) => { zMin = Math.min(zMin, z); zMax = Math.max(zMax, z); };
190
+ for (const p of pts)
191
+ if (inside(p[0], p[1]))
192
+ add(p[2]);
193
+ for (const [a, b] of SLICE_EDGES) {
194
+ const p = pts[a], q = pts[b];
195
+ for (const [axis, value] of [[0, rect.minX], [0, rect.maxX], [1, rect.minY], [1, rect.maxY]]) {
196
+ const d = q[axis] - p[axis];
197
+ if (Math.abs(d) < 1e-12)
198
+ continue;
199
+ const t = (value - p[axis]) / d;
200
+ if (t < 0 || t > 1)
201
+ continue;
202
+ const hit = lerp3(p, q, t);
203
+ if (inside(hit[0], hit[1]))
204
+ add(hit[2]);
205
+ }
206
+ }
207
+ const centroid = pts.reduce((s, p) => [s[0] + p[0] / pts.length, s[1] + p[1] / pts.length, s[2] + p[2] / pts.length], [0, 0, 0]);
208
+ const planes = SLICE_FACES.map(([a, b, c]) => {
209
+ const pa = pts[a], pb = pts[b], pc = pts[c];
210
+ let n = cross([pb[0] - pa[0], pb[1] - pa[1], pb[2] - pa[2]], [pc[0] - pa[0], pc[1] - pa[1], pc[2] - pa[2]]);
211
+ let d = -(n[0] * pa[0] + n[1] * pa[1] + n[2] * pa[2]);
212
+ // Orient outward: the slice centroid must be on the negative side.
213
+ if (n[0] * centroid[0] + n[1] * centroid[1] + n[2] * centroid[2] + d > 0) {
214
+ n = [-n[0], -n[1], -n[2]];
215
+ d = -d;
216
+ }
217
+ return { n, d };
218
+ });
219
+ for (const [x, y] of [[rect.minX, rect.minY], [rect.minX, rect.maxY], [rect.maxX, rect.minY], [rect.maxX, rect.maxY]]) {
220
+ let lo = -Infinity;
221
+ let hi = Infinity;
222
+ for (const { n, d } of planes) {
223
+ const rest = n[0] * x + n[1] * y + d; // n_z·z + rest ≤ 0
224
+ if (Math.abs(n[2]) < 1e-12) {
225
+ if (rest > 1e-9) {
226
+ lo = Infinity;
227
+ break;
228
+ }
229
+ continue;
230
+ }
231
+ const bound = -rest / n[2];
232
+ if (n[2] > 0)
233
+ hi = Math.min(hi, bound);
234
+ else
235
+ lo = Math.max(lo, bound);
236
+ }
237
+ if (lo <= hi) {
238
+ add(lo);
239
+ add(hi);
240
+ }
241
+ }
242
+ return Number.isFinite(zMin) && Number.isFinite(zMax) ? { zMin, zMax } : null;
243
+ }
244
+ /** Stable-fit cascades for one directional light from a C-08 CameraLike. */
245
+ export function fitDirectionalCascades(options) {
246
+ const vp = options.camera.viewProjectionMatrix;
247
+ if (!vp || vp.length < 16)
248
+ throw new Error("CascadeFitter requires camera.viewProjectionMatrix (16 numbers)");
249
+ const invVp = invertMat4(vp);
250
+ const near = Math.max(1e-3, options.camera.near ?? 0.1);
251
+ const far = Math.max(near + 1e-3, options.camera.far ?? 100);
252
+ const shadowFar = options.maxDistance !== undefined && Number.isFinite(options.maxDistance) && options.maxDistance > near
253
+ ? Math.min(far, options.maxDistance)
254
+ : far;
255
+ const splits = CascadedShadowMaps.computeSplits({
256
+ cascadeCount: options.cascadeCount,
257
+ near,
258
+ far: shadowFar,
259
+ lambda: options.splitLambda ?? 0.75
260
+ });
261
+ const nearCorners = [-1, 1].flatMap((x) => [-1, 1].map((y) => ndcToWorld(invVp, x, y, -1)));
262
+ const farCorners = [-1, 1].flatMap((x) => [-1, 1].map((y) => ndcToWorld(invVp, x, y, 1)));
263
+ const basis = lightBasis(options.lightDirection);
264
+ const padding = options.padding ?? 0.25;
265
+ const casterBounds = options.casters
266
+ .map(itemWorldBounds)
267
+ .filter((b) => b !== null);
268
+ return splits.map((split, index) => {
269
+ const t0 = (split.near - near) / (far - near);
270
+ const t1 = (split.far - near) / (far - near);
271
+ const frustumPts = nearCorners.flatMap((nc, i) => [
272
+ lerp3(nc, farCorners[i], t0),
273
+ lerp3(nc, farCorners[i], t1)
274
+ ]);
275
+ // Frustum slice + caster bounds → light-space ortho, snapped to texels.
276
+ const allPts = [...frustumPts, ...casterBounds.flatMap((b) => [b.min, b.max])];
277
+ let min = [Infinity, Infinity, Infinity];
278
+ let max = [-Infinity, -Infinity, -Infinity];
279
+ for (const p of allPts) {
280
+ const lx = p[0] * basis.right[0] + p[1] * basis.right[1] + p[2] * basis.right[2];
281
+ const ly = p[0] * basis.up[0] + p[1] * basis.up[1] + p[2] * basis.up[2];
282
+ const lz = p[0] * basis.forward[0] + p[1] * basis.forward[1] + p[2] * basis.forward[2];
283
+ min = [Math.min(min[0], lx), Math.min(min[1], ly), Math.min(min[2], lz)];
284
+ max = [Math.max(max[0], lx), Math.max(max[1], ly), Math.max(max[2], lz)];
285
+ }
286
+ // Bounding-sphere radius about the world-space centroid: rigid transforms
287
+ // (e.g. camera yaw about the camera pivot) rotate the centroid with the
288
+ // point set and preserve 3D distances, so max|p-centroid| is exactly
289
+ // yaw-invariant — a 10° yaw keeps each cascade's radius stable
290
+ // (PRD-02 §6.4 / prd02-17 shimmer) where a light-space AABB extent is not.
291
+ let cx0 = 0, cy0 = 0, cz0 = 0;
292
+ for (const p of allPts) {
293
+ cx0 += p[0];
294
+ cy0 += p[1];
295
+ cz0 += p[2];
296
+ }
297
+ const n = allPts.length;
298
+ const centroid = [cx0 / n, cy0 / n, cz0 / n];
299
+ let radius = 0;
300
+ for (const p of allPts) {
301
+ radius = Math.max(radius, Math.hypot(p[0] - centroid[0], p[1] - centroid[1], p[2] - centroid[2]));
302
+ }
303
+ let centerX = centroid[0] * basis.right[0] + centroid[1] * basis.right[1] + centroid[2] * basis.right[2];
304
+ let centerY = centroid[0] * basis.up[0] + centroid[1] * basis.up[1] + centroid[2] * basis.up[2];
305
+ radius = Math.max(radius, 1e-6);
306
+ let extent = 2 * radius + padding * 2;
307
+ let zLo = min[2];
308
+ let zHi = max[2];
309
+ // #1141: a slice reaching far past a bounded scene (camera far 100 m over a
310
+ // 14 m set) inflated the ortho to ~130 m — 13× coarser texels and a depth
311
+ // range that turned the constant compare bias into detached, washed-out
312
+ // shadows. Shadows exist only where casters project, so when every caster
313
+ // projects inside the slice's light-space footprint the ortho shrinks to
314
+ // the caster rectangle (world-fixed, so still shimmer-stable) and depth to
315
+ // casters ∪ the receivers in that prism. Unbounded/partial cases keep the
316
+ // bounding-sphere fit above.
317
+ const clamp = casterBounds.length === options.casters.length
318
+ ? casterRectClamp(frustumPts, casterBounds, basis, padding)
319
+ : null;
320
+ if (clamp && Number.isFinite(clamp.extent) && clamp.extent > 0 && clamp.extent < extent) {
321
+ extent = clamp.extent;
322
+ centerX = clamp.centerX;
323
+ centerY = clamp.centerY;
324
+ zLo = clamp.zMin;
325
+ zHi = clamp.zMax;
326
+ }
327
+ const texelWorld = extent / options.mapSize;
328
+ const cx = Math.round(centerX / texelWorld) * texelWorld;
329
+ const cy = Math.round(centerY / texelWorld) * texelWorld;
330
+ const depthPad = Math.max(padding, extent * 0.05);
331
+ const view = new Float32Array([
332
+ basis.right[0], basis.up[0], basis.forward[0], 0,
333
+ basis.right[1], basis.up[1], basis.forward[1], 0,
334
+ basis.right[2], basis.up[2], basis.forward[2], 0,
335
+ -cx, -cy, -(zLo + zHi) / 2, 1
336
+ ]);
337
+ const half = extent / 2;
338
+ const depth = (zHi - zLo) + depthPad * 2;
339
+ // view already centres z on (min+max)/2 — the proj z column must NOT
340
+ // translate again (double-centring pushed off-frustum casters past z=1).
341
+ // #1141: view z runs along `forward` (light travel), so depth must grow
342
+ // with +z. The old -2/depth flipped it: the less-equal depth pass kept the
343
+ // surface FARTHEST from the light and receivers behind casters tested lit.
344
+ const proj = new Float32Array([
345
+ 1 / half, 0, 0, 0,
346
+ 0, 1 / half, 0, 0,
347
+ 0, 0, 2 / depth, 0,
348
+ 0, 0, 0, 1
349
+ ]);
350
+ // proj*(view*p): row-major compose proj × view.
351
+ const viewProjection = new Float32Array(16);
352
+ for (let c = 0; c < 4; c += 1) {
353
+ for (let r = 0; r < 4; r += 1) {
354
+ viewProjection[c * 4 + r] =
355
+ proj[r] * view[c * 4] + proj[4 + r] * view[c * 4 + 1] +
356
+ proj[8 + r] * view[c * 4 + 2] + proj[12 + r] * view[c * 4 + 3];
357
+ }
358
+ }
359
+ // Scale+bias into [0,1]³ for the shadow sampler.
360
+ const bias = new Float32Array([0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 0.5, 0, 0.5, 0.5, 0.5, 1]);
361
+ const biased = new Float32Array(16);
362
+ for (let c = 0; c < 4; c += 1) {
363
+ for (let r = 0; r < 4; r += 1) {
364
+ biased[c * 4 + r] =
365
+ bias[r] * viewProjection[c * 4] + bias[4 + r] * viewProjection[c * 4 + 1] +
366
+ bias[8 + r] * viewProjection[c * 4 + 2] + bias[12 + r] * viewProjection[c * 4 + 3];
367
+ }
368
+ }
369
+ return { index, viewProjection: biased, drawViewProjection: viewProjection, splitFar: split.far, texelWorld, radius, center: [cx, cy, (zLo + zHi) / 2], casterCount: options.casters.length };
370
+ });
371
+ }
372
+ //# sourceMappingURL=DirectionalCascadeFitter.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,77 @@
1
+ /**
2
+ * PRD-02 Phase 4 — C-11 shadow-caster depth variants.
3
+ *
4
+ * One depth shader body compiled per variant id (`shadowCasterVariantId`):
5
+ * instanced draws pull `u_instanceMatrices` via `gl_InstanceID` (64/draw, the
6
+ * same uniform-array convention the lit shaders use when instance attributes
7
+ * are absent), skinned draws reuse the `skinning_common` chunk (uniform or
8
+ * data-texture palette through `u_jointPaletteMode`), alpha-tested casters
9
+ * sample `u_baseColorTexture` and discard below `u_alphaCutoff`. Extra
10
+ * `DepthVariantFeature`s registered for pass "depth" splice their own defines.
11
+ *
12
+ * Flag: A3D_QR_LIGHTING.
13
+ */
14
+ import type { QrFlags } from "../contracts/core.js";
15
+ import type { AuraQualityTierSettings } from "../contracts/quality.js";
16
+ import type { RenderItem } from "../contracts/renderItem.js";
17
+ import { type DepthVariantFeature, type ShadowCasterVariantKey } from "../contracts/shadows.js";
18
+ import type { ShaderLibrary } from "../ShaderLibraryCore.js";
19
+ import type { RenderDevice, RenderShaderProgram } from "../RenderDevice.js";
20
+ export declare const PRD02_DEPTH_SHADER_NAME = "aura3d/prd02-depth";
21
+ export declare const PRD02_DEPTH_SHADER_MARKER = "@aura3d-shader:prd02-depth";
22
+ /** Uniform-path instancing cap; larger batches split into multiple draws. */
23
+ export declare const PRD02_DEPTH_MAX_INSTANCES = 64;
24
+ export declare function registerPrd02DepthShader(library: ShaderLibrary): void;
25
+ /**
26
+ * Registers `prd02.depthInstancing`, `prd02.depthAlpha`, `prd02.depthSkinning`.
27
+ * Idempotent. The C-11 registry (`contracts/shadows.ts`) exposes no enumeration
28
+ * accessor — only `registerDepthVariantFeature` — so lanes that register their
29
+ * own depth features (e.g. prd06) must pass them into `ShadowSystem` until
30
+ * lane-01 adds a registry reader (qr-request logged).
31
+ */
32
+ export declare function ensurePrd02DepthFeatures(): void;
33
+ /** The depth-variant features this lane registered (see note above). */
34
+ export declare function prd02DepthFeatures(): readonly DepthVariantFeature[];
35
+ /**
36
+ * 02-DEPTH: every C-11 depth-variant feature active under `flags` for the
37
+ * shadow "depth" pass — prd02's own plus other lanes' (prd05.lodDither,
38
+ * prd06.deform, prd10.wind, prd11.drawId) via lane 01's
39
+ * `depthVariantFeaturesFor` (#751).
40
+ */
41
+ export declare function activeDepthFeatures(flags: QrFlags): readonly DepthVariantFeature[];
42
+ /** Why a deform feature cannot be spliced (C-18 needs `a3dDeform`), or null. */
43
+ export declare function depthDeformIncompatibility(feature: DepthVariantFeature): string | null;
44
+ /**
45
+ * 02-DEPTH: splice the selected `vertex:deform` features into the depth
46
+ * vertex source — chunk closure at global scope before `main`, and the
47
+ * canonical C-18 call `a3dDeform(pos, nrm, tan)` replacing the object-space
48
+ * position. Features without an `a3dDeform` entry point are not spliced; the
49
+ * caller reports them (C-31 droppedFeatures).
50
+ */
51
+ export declare function composeDepthDeformVertex(vertex: string, key: ShadowCasterVariantKey, depthFeatures: readonly DepthVariantFeature[]): string;
52
+ /** Alpha-cutoff set on the caster material's parameter map, or null. */
53
+ export declare function casterAlphaCutoff(item: RenderItem): number | null;
54
+ /**
55
+ * Real C-11 resolution (supersedes the PR-0a stub for the PRD-02 depth path):
56
+ * fills every variant bit plus the `features` map from the registered
57
+ * depth-variant features whose `select` returns a value for this item.
58
+ */
59
+ export declare function resolvePrd02ShadowCasterVariant(item: RenderItem, flags: QrFlags, tier: AuraQualityTierSettings, depthFeatures?: readonly DepthVariantFeature[]): ShadowCasterVariantKey;
60
+ /** §6.4 caster rule: BLEND items are excluded unless `castShadow === true`
61
+ * (then they take the alpha-hash variant); `castShadow === false` always
62
+ * excludes. Everything else casts. */
63
+ export declare function prd02ShadowCasterEligible(item: RenderItem): boolean;
64
+ /** GLSL defines a variant key compiles the depth body with. */
65
+ export declare function prd02DepthVariantDefines(key: ShadowCasterVariantKey, depthFeatures?: readonly DepthVariantFeature[]): Record<string, string | number | true>;
66
+ /** Compile (or fetch) the composed depth program for a caster variant. */
67
+ export declare function prd02DepthProgram(device: RenderDevice, library: ShaderLibrary, key: ShadowCasterVariantKey, features?: readonly DepthVariantFeature[]): RenderShaderProgram;
68
+ /**
69
+ * C-28 warm-up: compile every distinct variant once (async via
70
+ * `device.compileAsync` when the backend supports it) so steady-state frames
71
+ * show `programCompileCount` delta 0.
72
+ */
73
+ export declare function precompilePrd02DepthVariants(device: RenderDevice, library: ShaderLibrary, variants: ReadonlyMap<string, {
74
+ key: ShadowCasterVariantKey;
75
+ features: readonly DepthVariantFeature[];
76
+ }>): Promise<void>;
77
+ //# sourceMappingURL=Prd02DepthShaderLibrary.d.ts.map
@@ -0,0 +1 @@
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