@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 +1,381 @@
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 { depthVariantFeaturesFor, registerDepthVariantFeature } from "../contracts/shadows.js";
15
+ import { shaderChunk } from "../contracts/program.js";
16
+ import { MAX_UNIFORM_SKINNING_JOINTS } from "../ShaderChunks.js";
17
+ import { MaterialInstance } from "../MaterialInstance.js";
18
+ import { shadowCasterVariantId } from "../contracts/shadows.js";
19
+ export const PRD02_DEPTH_SHADER_NAME = "aura3d/prd02-depth";
20
+ export const PRD02_DEPTH_SHADER_MARKER = "@aura3d-shader:prd02-depth";
21
+ /** Uniform-path instancing cap; larger batches split into multiple draws. */
22
+ export const PRD02_DEPTH_MAX_INSTANCES = 64;
23
+ export function registerPrd02DepthShader(library) {
24
+ library.register({
25
+ name: PRD02_DEPTH_SHADER_NAME,
26
+ marker: PRD02_DEPTH_SHADER_MARKER,
27
+ vertex: `#version 300 es
28
+ // ${PRD02_DEPTH_SHADER_MARKER}
29
+ precision highp float;
30
+ layout(location = 0) in vec3 a_position;
31
+ #if A3D_DEPTH_SKINNED
32
+ layout(location = 5) in vec4 a_joints;
33
+ layout(location = 6) in vec4 a_weights;
34
+ #endif
35
+ #if A3D_DEPTH_ALPHA
36
+ layout(location = 2) in vec2 a_uv;
37
+ out vec2 v_depthUv;
38
+ #endif
39
+ uniform mat4 u_modelViewProjection;
40
+ #if A3D_DEPTH_INSTANCED
41
+ uniform mat4 u_instanceMatrices[${PRD02_DEPTH_MAX_INSTANCES}];
42
+ uniform float u_instanceCount;
43
+ #endif
44
+ #if A3D_DEPTH_SKINNED
45
+ #include <skinning_common>
46
+ #endif
47
+ void main() {
48
+ #if A3D_DEPTH_ALPHA
49
+ v_depthUv = a_uv;
50
+ #endif
51
+ #if A3D_DEPTH_SKINNED
52
+ vec4 local = a3dSkinMatrix4(a_joints, a_weights) * vec4(a_position, 1.0);
53
+ #else
54
+ vec4 local = vec4(a_position, 1.0);
55
+ #endif
56
+ #if A3D_DEPTH_INSTANCED
57
+ int instanceIndex = clamp(gl_InstanceID, 0, max(int(u_instanceCount) - 1, 0));
58
+ gl_Position = u_modelViewProjection * (u_instanceMatrices[instanceIndex] * local);
59
+ #else
60
+ gl_Position = u_modelViewProjection * local;
61
+ #endif
62
+ }
63
+ `,
64
+ fragment: `#version 300 es
65
+ // ${PRD02_DEPTH_SHADER_MARKER}
66
+ precision highp float;
67
+ #if A3D_DEPTH_ALPHA
68
+ in vec2 v_depthUv;
69
+ uniform sampler2D u_baseColorTexture;
70
+ uniform float u_alphaCutoff;
71
+ #endif
72
+ out vec4 outColor;
73
+ void main() {
74
+ #if A3D_DEPTH_ALPHA
75
+ if (texture(u_baseColorTexture, v_depthUv).a < u_alphaCutoff) discard;
76
+ #endif
77
+ outColor = vec4(vec3(gl_FragCoord.z), 1.0);
78
+ }
79
+ `
80
+ });
81
+ }
82
+ // ---------------------------------------------------------------------------
83
+ // C-11 feature registration + real resolver ("provide real for the stub")
84
+ // ---------------------------------------------------------------------------
85
+ let registeredDepthFeatures = false;
86
+ const prd02Features = [];
87
+ const PRD02_DEPTH_FEATURES = [
88
+ {
89
+ id: "prd02.depthInstancing",
90
+ owner: "prd02",
91
+ flag: "A3D_QR_LIGHTING",
92
+ order: 10,
93
+ passes: ["depth"],
94
+ select: (input) => (input.item.instanceTransforms || input.item.instanceAttributes ? 1 : undefined),
95
+ defines: () => ({ A3D_DEPTH_INSTANCED: 1 }),
96
+ chunks: [],
97
+ hooks: []
98
+ },
99
+ {
100
+ id: "prd02.depthAlpha",
101
+ owner: "prd02",
102
+ flag: "A3D_QR_LIGHTING",
103
+ order: 20,
104
+ passes: ["depth"],
105
+ select: (input) => (casterAlphaCutoff(input.item) !== null ? 1 : undefined),
106
+ defines: () => ({ A3D_DEPTH_ALPHA: 1 }),
107
+ chunks: [],
108
+ hooks: []
109
+ },
110
+ {
111
+ id: "prd02.depthSkinning",
112
+ owner: "prd02",
113
+ flag: "A3D_QR_LIGHTING",
114
+ order: 30,
115
+ passes: ["depth"],
116
+ select: (input) => {
117
+ const skinning = input.item.skinning;
118
+ return skinning ? (skinning.extraInfluences ? 8 : 4) : undefined;
119
+ },
120
+ defines: () => ({ A3D_DEPTH_SKINNED: 1 }),
121
+ chunks: [],
122
+ hooks: []
123
+ }
124
+ ];
125
+ /**
126
+ * Registers `prd02.depthInstancing`, `prd02.depthAlpha`, `prd02.depthSkinning`.
127
+ * Idempotent. The C-11 registry (`contracts/shadows.ts`) exposes no enumeration
128
+ * accessor — only `registerDepthVariantFeature` — so lanes that register their
129
+ * own depth features (e.g. prd06) must pass them into `ShadowSystem` until
130
+ * lane-01 adds a registry reader (qr-request logged).
131
+ */
132
+ export function ensurePrd02DepthFeatures() {
133
+ if (registeredDepthFeatures)
134
+ return;
135
+ registeredDepthFeatures = true;
136
+ for (const feature of PRD02_DEPTH_FEATURES) {
137
+ registerDepthVariantFeature(feature);
138
+ prd02Features.push(feature);
139
+ }
140
+ }
141
+ /** The depth-variant features this lane registered (see note above). */
142
+ export function prd02DepthFeatures() {
143
+ ensurePrd02DepthFeatures();
144
+ return prd02Features;
145
+ }
146
+ /**
147
+ * 02-DEPTH: every C-11 depth-variant feature active under `flags` for the
148
+ * shadow "depth" pass — prd02's own plus other lanes' (prd05.lodDither,
149
+ * prd06.deform, prd10.wind, prd11.drawId) via lane 01's
150
+ * `depthVariantFeaturesFor` (#751).
151
+ */
152
+ export function activeDepthFeatures(flags) {
153
+ ensurePrd02DepthFeatures();
154
+ return depthVariantFeaturesFor(flags).filter((feature) => feature.passes.includes("depth"));
155
+ }
156
+ /** Features selected for this variant that claim the C-18 `vertex:deform` hook. */
157
+ function selectedDeformFeatures(key, depthFeatures) {
158
+ return depthFeatures.filter((feature) => key.features[feature.id] !== undefined && feature.hooks.includes("vertex:deform"));
159
+ }
160
+ /** `requires`-first closure of a feature's chunks (each chunk once). */
161
+ function chunkClosure(names, out, seen, stack = []) {
162
+ for (const name of names) {
163
+ if (seen.has(name))
164
+ continue;
165
+ if (stack.includes(name))
166
+ throw new Error(`SHADER_CHUNK_CYCLE:${[...stack, name].join(">")}`);
167
+ const chunk = shaderChunk(name);
168
+ if (!chunk)
169
+ throw new Error(`SHADER_CHUNK_MISSING:${name}`);
170
+ chunkClosure(chunk.requires ?? [], out, seen, [...stack, name]);
171
+ seen.add(name);
172
+ out.push(chunk);
173
+ }
174
+ }
175
+ /** Why a deform feature cannot be spliced (C-18 needs `a3dDeform`), or null. */
176
+ export function depthDeformIncompatibility(feature) {
177
+ const chunks = [];
178
+ try {
179
+ chunkClosure(feature.chunks, chunks, new Set());
180
+ }
181
+ catch (error) {
182
+ return `${feature.id}: ${error instanceof Error ? error.message : String(error)}`;
183
+ }
184
+ if (chunks.some((chunk) => chunk.stage === "fragment"))
185
+ return `${feature.id}: fragment-stage chunk at vertex:deform`;
186
+ return chunks.some((chunk) => /\ba3dDeform\s*\(/.test(chunk.glsl)) ? null : `${feature.id}: no a3dDeform() entry point (C-18)`;
187
+ }
188
+ /**
189
+ * 02-DEPTH: splice the selected `vertex:deform` features into the depth
190
+ * vertex source — chunk closure at global scope before `main`, and the
191
+ * canonical C-18 call `a3dDeform(pos, nrm, tan)` replacing the object-space
192
+ * position. Features without an `a3dDeform` entry point are not spliced; the
193
+ * caller reports them (C-31 droppedFeatures).
194
+ */
195
+ export function composeDepthDeformVertex(vertex, key, depthFeatures) {
196
+ const deform = selectedDeformFeatures(key, depthFeatures).filter((feature) => depthDeformIncompatibility(feature) === null);
197
+ if (deform.length === 0)
198
+ return vertex;
199
+ const chunks = [];
200
+ const seen = new Set();
201
+ for (const feature of deform)
202
+ chunkClosure(feature.chunks, chunks, seen);
203
+ const decls = chunks.map((chunk) => chunk.glsl).join("\n");
204
+ const call = [
205
+ " // C-18 deform (02-DEPTH): registered vertex:deform features own object space.",
206
+ " vec3 a3dDeformNormal = vec3(0.0, 0.0, 1.0);",
207
+ " vec4 a3dDeformTangent = vec4(0.0);",
208
+ " a3dDeform(local, a3dDeformNormal, a3dDeformTangent);"
209
+ ].join("\n");
210
+ const mainAt = vertex.indexOf("void main() {");
211
+ if (mainAt < 0)
212
+ throw new Error("PRD02_DEPTH_DEFORM_ANCHOR_MISSING:main");
213
+ // The call goes after `local` is formed and before it is projected (the
214
+ // first instancing or gl_Position statement; #if blocks may already be
215
+ // resolved by the preprocessor).
216
+ const body = vertex.slice(mainAt);
217
+ const anchor = /\n[ \t]*(?:#if A3D_DEPTH_INSTANCED|int instanceIndex|gl_Position\s*=)/.exec(body);
218
+ if (!anchor)
219
+ throw new Error("PRD02_DEPTH_DEFORM_ANCHOR_MISSING:projection");
220
+ const at = mainAt + anchor.index;
221
+ return `${vertex.slice(0, mainAt)}${decls}\n${vertex.slice(mainAt, at)}\n${call}${vertex.slice(at)}`;
222
+ }
223
+ /** Base material of an item's RenderMaterial (instances unwrap). */
224
+ function baseOf(material) {
225
+ return material instanceof MaterialInstance ? material.baseMaterial : material;
226
+ }
227
+ /** Alpha-cutoff set on the caster material's parameter map, or null. */
228
+ export function casterAlphaCutoff(item) {
229
+ const material = item.material;
230
+ if (!material)
231
+ return null;
232
+ const value = material.getParameter?.("u_alphaCutoff");
233
+ if (typeof value === "number" && value > 0)
234
+ return value;
235
+ return null;
236
+ }
237
+ /**
238
+ * Real C-11 resolution (supersedes the PR-0a stub for the PRD-02 depth path):
239
+ * fills every variant bit plus the `features` map from the registered
240
+ * depth-variant features whose `select` returns a value for this item.
241
+ */
242
+ export function resolvePrd02ShadowCasterVariant(item, flags, tier, depthFeatures = []) {
243
+ const skinning = item.skinning;
244
+ const features = {};
245
+ for (const feature of depthFeatures) {
246
+ const value = feature.select({ item, pass: "depth", tier, flags });
247
+ if (value !== undefined)
248
+ features[feature.id] = value;
249
+ }
250
+ const base = item.material ? baseOf(item.material) : null;
251
+ const blended = base?.renderState.blend === true;
252
+ // "batched" = produced by `batchStaticRenderItems` (SceneOptimization.ts):
253
+ // it stamps a multi-instance `instanceTransforms` chunk under a
254
+ // `static-batch-*` label. Authored instancing may share the field, so the
255
+ // label prefix is the stronger marker; either marks the batch variant.
256
+ const instanced = item.instanceTransforms !== undefined || item.instanceAttributes !== undefined;
257
+ const batched = (item.instanceTransforms?.length ?? 0) > 16 ||
258
+ /^static-batch-/.test(item.label ?? "");
259
+ // A spliced vertex:deform feature (e.g. prd06.deform) owns skinning/morph
260
+ // in object space, so the built-in prd02 skinning path stays off for it.
261
+ const deformOwnsSkinning = depthFeatures.some((feature) => features[feature.id] !== undefined && feature.hooks.includes("vertex:deform") && depthDeformIncompatibility(feature) === null);
262
+ return {
263
+ skinning: skinning && !deformOwnsSkinning ? (skinning.extraInfluences ? 8 : 4) : 0,
264
+ skinningTexture: (skinning?.jointCount ?? 0) > MAX_UNIFORM_SKINNING_JOINTS,
265
+ morphTargets: (item.morphTargets?.length ?? 0) > 0 || (item.morphWeights?.length ?? 0) > 0,
266
+ instanced,
267
+ batched,
268
+ alphaTest: casterAlphaCutoff(item) !== null,
269
+ // BLEND + explicit castShadow: alpha-hashed depth (no cutoff); BLEND
270
+ // without castShadow is excluded upstream (prd02ShadowCasterEligible).
271
+ alphaHash: blended && item.castShadow === true,
272
+ doubleSided: base ? base.renderState.cullMode === "none" : false,
273
+ features
274
+ };
275
+ }
276
+ /** §6.4 caster rule: BLEND items are excluded unless `castShadow === true`
277
+ * (then they take the alpha-hash variant); `castShadow === false` always
278
+ * excludes. Everything else casts. */
279
+ export function prd02ShadowCasterEligible(item) {
280
+ if (item.castShadow === false)
281
+ return false;
282
+ const base = item.material ? baseOf(item.material) : null;
283
+ if (base?.renderState.blend === true && item.castShadow !== true)
284
+ return false;
285
+ return true;
286
+ }
287
+ /** GLSL defines a variant key compiles the depth body with. */
288
+ export function prd02DepthVariantDefines(key, depthFeatures = []) {
289
+ // ShaderPreprocessor rejects #if on an undefined name — emit all three.
290
+ const defines = {
291
+ A3D_DEPTH_INSTANCED: 0,
292
+ A3D_DEPTH_SKINNED: 0,
293
+ A3D_DEPTH_ALPHA: 0
294
+ };
295
+ if (key.instanced)
296
+ defines.A3D_DEPTH_INSTANCED = 1;
297
+ if (key.skinning > 0)
298
+ defines.A3D_DEPTH_SKINNED = 1;
299
+ if (key.alphaTest || key.alphaHash)
300
+ defines.A3D_DEPTH_ALPHA = 1;
301
+ for (const feature of depthFeatures) {
302
+ const value = key.features[feature.id];
303
+ if (value !== undefined)
304
+ Object.assign(defines, feature.defines(value));
305
+ }
306
+ return defines;
307
+ }
308
+ // ---------------------------------------------------------------------------
309
+ // Program cache + precompile (C-28)
310
+ // ---------------------------------------------------------------------------
311
+ /**
312
+ * Variant programs keyed by variant id, per device — DepthPass instances are
313
+ * constructed per pass, so the cache lives on the device (WeakMap) and dies
314
+ * with it, mirroring the per-library WeakMap above.
315
+ */
316
+ const depthPrograms = new WeakMap();
317
+ function programKey(library, key, features) {
318
+ const extra = features.map((feature) => feature.id).sort().join(",");
319
+ return `${library.getRevision()}:${shadowCasterVariantId(key)}:${extra}`;
320
+ }
321
+ /** Compile (or fetch) the composed depth program for a caster variant. */
322
+ export function prd02DepthProgram(device, library, key, features = []) {
323
+ let perDevice = depthPrograms.get(device);
324
+ if (!perDevice) {
325
+ perDevice = new Map();
326
+ depthPrograms.set(device, perDevice);
327
+ }
328
+ const id = programKey(library, key, features);
329
+ let program = perDevice.get(id);
330
+ if (!program || program.disposed) {
331
+ const source = library.compileSource(PRD02_DEPTH_SHADER_NAME, { defines: prd02DepthVariantDefines(key, features) });
332
+ program = device.createShaderProgram({
333
+ label: source.label,
334
+ marker: source.marker,
335
+ vertex: composeDepthDeformVertex(source.vertex, key, features),
336
+ fragment: source.fragment,
337
+ ...(source.webgpu ? { webgpu: source.webgpu } : {}),
338
+ ...(source.portableBindings ? { portableBindings: source.portableBindings } : {})
339
+ });
340
+ perDevice.set(id, program);
341
+ }
342
+ return program;
343
+ }
344
+ /**
345
+ * C-28 warm-up: compile every distinct variant once (async via
346
+ * `device.compileAsync` when the backend supports it) so steady-state frames
347
+ * show `programCompileCount` delta 0.
348
+ */
349
+ export async function precompilePrd02DepthVariants(device, library, variants) {
350
+ const pending = [];
351
+ let perDevice = depthPrograms.get(device);
352
+ if (!perDevice) {
353
+ perDevice = new Map();
354
+ depthPrograms.set(device, perDevice);
355
+ }
356
+ for (const [id, variant] of variants) {
357
+ const cacheKey = `${library.getRevision()}:${id}:${variant.features.map((feature) => feature.id).sort().join(",")}`;
358
+ const existing = perDevice.get(cacheKey);
359
+ if (existing && !existing.disposed)
360
+ continue;
361
+ const source = library.compileSource(PRD02_DEPTH_SHADER_NAME, { defines: prd02DepthVariantDefines(variant.key, variant.features) });
362
+ const sources = {
363
+ label: source.label,
364
+ marker: source.marker,
365
+ vertex: composeDepthDeformVertex(source.vertex, variant.key, variant.features),
366
+ fragment: source.fragment,
367
+ ...(source.webgpu ? { webgpu: source.webgpu } : {}),
368
+ ...(source.portableBindings ? { portableBindings: source.portableBindings } : {})
369
+ };
370
+ if (device.compileAsync) {
371
+ pending.push(device.compileAsync(sources).then((program) => {
372
+ perDevice.set(cacheKey, program);
373
+ }));
374
+ }
375
+ else {
376
+ perDevice.set(cacheKey, device.createShaderProgram(sources));
377
+ }
378
+ }
379
+ await Promise.all(pending);
380
+ }
381
+ //# sourceMappingURL=Prd02DepthShaderLibrary.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,20 @@
1
+ /**
2
+ * PRD-02 §6.4 / item 1923: lane-fixture `collect` contributor that stamps
3
+ * `receiveShadow` on selected `RenderItem`s so the flag-path
4
+ * `u_shadowMapEnabled = 0` binding (`forward/Lighting.ts`,
5
+ * `receiveShadowDisabled`) can be exercised before Q-15-5
6
+ * (`compiler/primitives.ts` → `node.receiveShadow`) and Q-04-2
7
+ * (`TypedGLBActor` items) land.
8
+ *
9
+ * Fixture-only helper — the lane scene registers it explicitly; production
10
+ * items get `receiveShadow` from the compiler/actor seams above.
11
+ */
12
+ import type { FrameContributor } from "../contracts/frameGraph.js";
13
+ import type { RenderItem } from "../contracts/renderItem.js";
14
+ export interface Prd02ReceiveShadowOverrideOptions {
15
+ /** Items matching get `receiveShadow` set to `value` (default false). */
16
+ readonly predicate: (item: RenderItem, index: number) => boolean;
17
+ readonly value?: boolean;
18
+ }
19
+ export declare function createPrd02ReceiveShadowContributor(options: Prd02ReceiveShadowOverrideOptions): FrameContributor;
20
+ //# sourceMappingURL=Prd02ReceiveShadowContributor.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"Prd02ReceiveShadowContributor.d.ts","sourceRoot":"","sources":["../../../../../packages/rendering/src/shadows/Prd02ReceiveShadowContributor.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AACH,OAAO,KAAK,EAAE,gBAAgB,EAA2B,MAAM,yBAAyB,CAAC;AACzF,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,yBAAyB,CAAC;AAE1D,MAAM,WAAW,iCAAiC;IAChD,yEAAyE;IACzE,QAAQ,CAAC,SAAS,EAAE,CAAC,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,MAAM,KAAK,OAAO,CAAC;IACjE,QAAQ,CAAC,KAAK,CAAC,EAAE,OAAO,CAAC;CAC1B;AAED,wBAAgB,mCAAmC,CACjD,OAAO,EAAE,iCAAiC,GACzC,gBAAgB,CAiBlB"}
@@ -0,0 +1,20 @@
1
+ export function createPrd02ReceiveShadowContributor(options) {
2
+ const value = options.value ?? false;
3
+ return {
4
+ id: "prd02.receiveShadowFixture",
5
+ owner: "prd02",
6
+ flag: "A3D_QR_LIGHTING",
7
+ phases: ["collect"],
8
+ collect(items, _ctx) {
9
+ let changed = false;
10
+ const next = items.map((item, index) => {
11
+ if (!options.predicate(item, index) || item.receiveShadow === value)
12
+ return item;
13
+ changed = true;
14
+ return { ...item, receiveShadow: value };
15
+ });
16
+ return changed ? next : items;
17
+ }
18
+ };
19
+ }
20
+ //# sourceMappingURL=Prd02ReceiveShadowContributor.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"Prd02ReceiveShadowContributor.js","sourceRoot":"","sources":["../../../../../packages/rendering/src/shadows/Prd02ReceiveShadowContributor.ts"],"names":[],"mappings":"AAoBA,MAAM,UAAU,mCAAmC,CACjD,OAA0C;IAE1C,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,IAAI,KAAK,CAAC;IACrC,OAAO;QACL,EAAE,EAAE,4BAA4B;QAChC,KAAK,EAAE,OAAO;QACd,IAAI,EAAE,iBAAiB;QACvB,MAAM,EAAE,CAAC,SAAS,CAAC;QACnB,OAAO,CAAC,KAAmB,EAAE,IAA6B;YACxD,IAAI,OAAO,GAAG,KAAK,CAAC;YACpB,MAAM,IAAI,GAAG,KAAK,CAAC,GAAG,CAAC,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;gBACrC,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC,IAAI,EAAE,KAAK,CAAC,IAAI,IAAI,CAAC,aAAa,KAAK,KAAK;oBAAE,OAAO,IAAI,CAAC;gBACjF,OAAO,GAAG,IAAI,CAAC;gBACf,OAAO,EAAE,GAAG,IAAI,EAAE,aAAa,EAAE,KAAK,EAAE,CAAC;YAC3C,CAAC,CAAC,CAAC;YACH,OAAO,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;QAChC,CAAC;KACF,CAAC;AACJ,CAAC"}
@@ -0,0 +1,111 @@
1
+ /**
2
+ * T0-26 — real consumer for the PRD-02 shadow system (flag A3D_QR_LIGHTING).
3
+ *
4
+ * The `a3d_prd02_shadow_lookup` chunk has no forward program yet (it arrives
5
+ * with the C-02 generator path), so binding `u_prd02*` uniforms alone produced
6
+ * no visible shadow while the flag path also disabled the legacy shadow map.
7
+ * Until then this bridge renders the prd02 sun cascades (stable-fit CSM from
8
+ * `Prd02ShadowSystem`) and hands them to the legacy forward shader as
9
+ * `ForwardShadowMapOptions` (`u_shadowMapTexture` + per-cascade light
10
+ * matrices). Cascades are allocated only when a forward consumer exists:
11
+ * - a material declaring the lookup chunk (`u_prd02CascadeCompare0`) → the
12
+ * `prd02.shadows` contributor renders and binds (no bridge);
13
+ * - otherwise shadow-receiving forward items → the bridge renders here.
14
+ *
15
+ * Inputs come from the compiled RenderSource: `source.shadow.prd02Shadows`
16
+ * (compiler/shadows.ts) for the config and `source.collectedLights` for the
17
+ * sun, falling back to the scene graph only when the source carries neither.
18
+ * Flag off never reaches this module (ShadowOrchestration legacy path).
19
+ */
20
+ import type { Camera } from "@aura3d/scene";
21
+ import type { ForwardShadowMapOptions } from "../ForwardPass.js";
22
+ import type { RenderDevice } from "../RenderDevice.js";
23
+ import type { QrFlags } from "../contracts/core.js";
24
+ import type { AuraQualityTierSettings } from "../contracts/quality.js";
25
+ import type { RenderItem } from "../contracts/renderItem.js";
26
+ import type { RenderSource } from "../contracts/renderSource.js";
27
+ import { Prd02ShadowSystem, type Prd02ShadowFrameUniforms, type ShadowSystemConfigInput } from "./ShadowSystem.js";
28
+ /** Uniform the `a3d_prd02_shadow_lookup` chunk declares (C-11); marks a lookup consumer. */
29
+ export declare const PRD02_SHADOW_LOOKUP_UNIFORM = "u_prd02CascadeCompare0";
30
+ type SourceLike = RenderSource | Iterable<RenderItem> | unknown;
31
+ /**
32
+ * PRD-02 §6.4 config: the compiler's `prd02Shadows` when present (T0-26),
33
+ * else the legacy RendererShadowOptions mapped onto the tier defaults.
34
+ */
35
+ export declare function prd02ShadowConfig(source: SourceLike, flags: QrFlags, tier: AuraQualityTierSettings, cameraFar: number | undefined): ShadowSystemConfigInput;
36
+ /** Normalized direction of the first visible shadow-casting sun. */
37
+ export declare function prd02SunDirection(source: SourceLike): readonly [number, number, number] | null;
38
+ /** True when a forward program samples the prd02 lookup chunk (C-02 generator path). */
39
+ export declare function prd02LookupConsumerExists(items: readonly RenderItem[]): boolean;
40
+ export declare function shadowSystemForDevice(device: RenderDevice, config: ShadowSystemConfigInput): Prd02ShadowSystem;
41
+ /** A frame the bridge already rendered; the contributor publishes it instead of re-rendering. */
42
+ export interface Prd02BridgedShadowFrame {
43
+ readonly uniforms: Prd02ShadowFrameUniforms;
44
+ readonly config: ShadowSystemConfigInput;
45
+ readonly system: Prd02ShadowSystem;
46
+ }
47
+ /** The device the bridge last ran on (lane-page GPU evidence probes). */
48
+ export declare function prd02LastBridgeDevice(): RenderDevice | null;
49
+ /** Last bridge outcome for `device` (default: the last bridged device): "rendered", a bail-out reason, or "never-ran". */
50
+ export declare function prd02ShadowBridgeReason(device?: RenderDevice | null): string;
51
+ /**
52
+ * GPU evidence probe for the lane page: cascade depth statistics of the
53
+ * bridge's shadow system on `device` (empty before the bridge first runs).
54
+ */
55
+ export declare function prd02ShadowDepthProbe(device?: RenderDevice | null): ReturnType<Prd02ShadowSystem["readCascadeDepthStats"]>;
56
+ /** Consume (and clear) the bridged frame for `device`, if the bridge ran this frame. */
57
+ export declare function takePrd02BridgedShadowFrame(device: RenderDevice): Prd02BridgedShadowFrame | null;
58
+ /**
59
+ * The renderer hands `executeRendererShadowMap` only a concrete `Camera`;
60
+ * compiled sources render through a structural CameraLike and frame items
61
+ * reach the shadow step pre-filtered to casters. The `prd02.shadows`
62
+ * contributor's collect phase (which runs first, with the C-01 frame context)
63
+ * records the frame camera and whether ANY frame item — casters or not —
64
+ * declares the lookup chunk.
65
+ */
66
+ interface Prd02FrameObservation {
67
+ readonly camera: {
68
+ readonly viewProjectionMatrix: Float32Array | readonly number[];
69
+ readonly near?: number;
70
+ readonly far?: number;
71
+ } | null;
72
+ readonly lookupConsumer: boolean;
73
+ }
74
+ export declare function recordPrd02FrameObservation(device: RenderDevice, observation: Prd02FrameObservation): void;
75
+ export interface Prd02BridgeInput {
76
+ readonly device: RenderDevice;
77
+ readonly source: SourceLike;
78
+ /** Shadow casters (items with `castShadow !== false`). */
79
+ readonly items: readonly RenderItem[];
80
+ readonly camera: Camera | undefined;
81
+ /**
82
+ * #1141: the renderer's resolved frame camera (VP + eye). Production-runtime
83
+ * frames render through a structural CameraLike, so `camera` is undefined
84
+ * and the contributor observation may be absent; without this the bridge
85
+ * skipped and the flag path rendered no sun shadow map at all.
86
+ */
87
+ readonly frameCamera?: Prd02BridgeFrameCamera;
88
+ readonly flags: QrFlags;
89
+ readonly tier?: AuraQualityTierSettings;
90
+ }
91
+ /** Structural frame camera handed to the bridge by the renderer (#1141). */
92
+ export interface Prd02BridgeFrameCamera {
93
+ readonly viewProjectionMatrix: Float32Array | readonly number[];
94
+ readonly near?: number;
95
+ readonly far?: number;
96
+ }
97
+ /**
98
+ * Renderer VP + eye → bridge camera, recovering near/far from the matrix
99
+ * (the cascade fitter lerps the VP's frustum corners by view distance).
100
+ */
101
+ export declare function shadowFrameCamera(viewProjection: Float32Array | readonly number[] | undefined, eye: readonly [number, number, number] | undefined): Prd02BridgeFrameCamera | undefined;
102
+ /**
103
+ * Renders the prd02 sun cascades now and returns them as legacy
104
+ * `ForwardShadowMapOptions` (T0-26 bridge). Returns undefined — and allocates
105
+ * nothing — when shadows are off/killed, a lookup-chunk consumer exists (the
106
+ * contributor owns that path), or there is no sun, caster, camera or depth
107
+ * texture support.
108
+ */
109
+ export declare function executePrd02BridgedShadowMap(input: Prd02BridgeInput): ForwardShadowMapOptions | undefined;
110
+ export {};
111
+ //# sourceMappingURL=Prd02ShadowBridge.d.ts.map
@@ -0,0 +1 @@
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