@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 +1,267 @@
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 { Sampler } from "../Sampler.js";
21
+ import { createShadowFilterKernel } from "../ShadowMap.js";
22
+ import { TextureBinding } from "../TextureBinding.js";
23
+ import { QUALITY_TIERS } from "../contracts/quality.js";
24
+ import { prd02SubFlagOff, readPrd02KillSwitches, SUB_FLAG_CSM } from "../passes/Prd02SubFlags.js";
25
+ import { sceneFromSource } from "../renderer/RenderShared.js";
26
+ import { Prd02ShadowSystem } from "./ShadowSystem.js";
27
+ import { clipRangeFromViewProjection } from "./DirectionalCascadeFitter.js";
28
+ /** Uniform the `a3d_prd02_shadow_lookup` chunk declares (C-11); marks a lookup consumer. */
29
+ export const PRD02_SHADOW_LOOKUP_UNIFORM = "u_prd02CascadeCompare0";
30
+ const DEFAULT_NORMAL_BIAS_TEXELS = 1.5;
31
+ /** Constant depth bias for the legacy compare when the prd02 config says auto (0). */
32
+ const BRIDGE_AUTO_DEPTH_BIAS = 0.001;
33
+ // The receiver normal offset (C-11 normalBias) carries most of the acne
34
+ // protection, as three's shadow.normalBias does; a 1.5 slope term on top of it
35
+ // over-biased grazing receivers and dropped self-shadowing (prd02-15 S3).
36
+ const BRIDGE_SLOPE_BIAS = 0.5;
37
+ function shadowOptionsOf(source) {
38
+ if (!source || typeof source !== "object" || Symbol.iterator in source)
39
+ return undefined;
40
+ const shadow = source.shadow;
41
+ if (shadow === true)
42
+ return {};
43
+ return shadow && typeof shadow === "object" ? shadow : undefined;
44
+ }
45
+ function clampCascades(value) {
46
+ return Math.min(4, Math.max(1, Math.round(value)));
47
+ }
48
+ /**
49
+ * PRD-02 §6.4 config: the compiler's `prd02Shadows` when present (T0-26),
50
+ * else the legacy RendererShadowOptions mapped onto the tier defaults.
51
+ */
52
+ export function prd02ShadowConfig(source, flags, tier, cameraFar) {
53
+ const options = shadowOptionsOf(source);
54
+ const compiled = options?.prd02Shadows;
55
+ const kill = readPrd02KillSwitches(source);
56
+ const csmOn = kill.csm && !prd02SubFlagOff(flags, SUB_FLAG_CSM);
57
+ const requestedFilter = compiled?.filter ?? (options?.filter === "none" ? "hard" : "pcf");
58
+ // `shadowFilter=legacy-grid` keeps the unfiltered single tap (§6.5); every
59
+ // soft filter maps to the filtered compare pipeline.
60
+ const filter = kill.shadowFilter === "legacy-grid" || requestedFilter === "hard" ? "hard"
61
+ : requestedFilter === "pcss" ? "pcss" : "pcf";
62
+ const cascades = clampCascades(compiled?.cascades ?? options?.cascadeCount ?? tier.shadow.cascades);
63
+ const far = cameraFar ?? 200;
64
+ return {
65
+ enabled: (compiled?.enabled ?? true) && options?.enabled !== false,
66
+ mapSize: compiled?.mapSize ?? options?.size ?? tier.shadow.mapSize,
67
+ cascades: csmOn ? cascades : 1,
68
+ maxDistance: compiled?.maxDistance !== undefined ? Math.min(far, compiled.maxDistance) : far,
69
+ splitLambda: compiled?.splitLambda ?? options?.cascadeLambda ?? 0.6,
70
+ filter,
71
+ strength: compiled?.strength ?? options?.strength ?? 1,
72
+ bias: compiled?.bias ?? options?.bias ?? 0,
73
+ normalBias: compiled?.normalBias ?? DEFAULT_NORMAL_BIAS_TEXELS
74
+ };
75
+ }
76
+ /** Normalized direction of the first visible shadow-casting sun. */
77
+ export function prd02SunDirection(source) {
78
+ const collected = source && typeof source === "object" && !(Symbol.iterator in source)
79
+ ? source.collectedLights
80
+ : undefined;
81
+ let direction = null;
82
+ if (collected !== undefined) {
83
+ for (const light of collected) {
84
+ if (light.kind !== "directional" || !light.castsShadow)
85
+ continue;
86
+ if (light.source && light.source.visible === false)
87
+ continue;
88
+ direction = light.direction;
89
+ break;
90
+ }
91
+ }
92
+ else {
93
+ const scene = sceneFromSource(source);
94
+ const sun = scene?.collectLights().find((light) => light.visible && light.castsShadow && light.kind === "directional");
95
+ direction = sun?.getDirection?.() ?? null;
96
+ }
97
+ if (!direction)
98
+ return null;
99
+ const length = Math.hypot(direction[0], direction[1], direction[2]);
100
+ if (!Number.isFinite(length) || length === 0)
101
+ return null;
102
+ return [direction[0] / length, direction[1] / length, direction[2] / length];
103
+ }
104
+ function baseMaterialOf(item) {
105
+ const material = item.material;
106
+ if (!material)
107
+ return undefined;
108
+ return (material.baseMaterial ?? material);
109
+ }
110
+ /** True when a forward program samples the prd02 lookup chunk (C-02 generator path). */
111
+ export function prd02LookupConsumerExists(items) {
112
+ return items.some((item) => baseMaterialOf(item)?.requiredUniforms?.includes(PRD02_SHADOW_LOOKUP_UNIFORM) === true);
113
+ }
114
+ /**
115
+ * One `Prd02ShadowSystem` per device, shared by the bridge and the contributor;
116
+ * recreated when the resolved config changes (map size / cascades / filter).
117
+ */
118
+ const shadowSystems = new WeakMap();
119
+ export function shadowSystemForDevice(device, config) {
120
+ const existing = shadowSystems.get(device);
121
+ if (existing && JSON.stringify(existing.config) === JSON.stringify(config))
122
+ return existing.system;
123
+ existing?.system.dispose();
124
+ const system = new Prd02ShadowSystem(device, config);
125
+ shadowSystems.set(device, { config, system });
126
+ return system;
127
+ }
128
+ const bridgedFrames = new WeakMap();
129
+ /** Last bridge outcome per device ("rendered" or the bail-out reason) — lane-page GPU evidence. */
130
+ const bridgeReasons = new WeakMap();
131
+ /** Device the bridge last ran on (lane pages cannot always reach the renderer). */
132
+ let lastBridgeDevice = null;
133
+ /** The device the bridge last ran on (lane-page GPU evidence probes). */
134
+ export function prd02LastBridgeDevice() {
135
+ return lastBridgeDevice;
136
+ }
137
+ /** Last bridge outcome for `device` (default: the last bridged device): "rendered", a bail-out reason, or "never-ran". */
138
+ export function prd02ShadowBridgeReason(device = lastBridgeDevice) {
139
+ return device ? bridgeReasons.get(device) ?? "never-ran" : "never-ran";
140
+ }
141
+ /**
142
+ * GPU evidence probe for the lane page: cascade depth statistics of the
143
+ * bridge's shadow system on `device` (empty before the bridge first runs).
144
+ */
145
+ export function prd02ShadowDepthProbe(device = lastBridgeDevice) {
146
+ return device ? shadowSystems.get(device)?.system.readCascadeDepthStats() ?? [] : [];
147
+ }
148
+ /** Consume (and clear) the bridged frame for `device`, if the bridge ran this frame. */
149
+ export function takePrd02BridgedShadowFrame(device) {
150
+ const frame = bridgedFrames.get(device) ?? null;
151
+ bridgedFrames.delete(device);
152
+ return frame;
153
+ }
154
+ const frameObservations = new WeakMap();
155
+ export function recordPrd02FrameObservation(device, observation) {
156
+ frameObservations.set(device, observation);
157
+ }
158
+ function takeFrameObservation(device) {
159
+ const observation = frameObservations.get(device);
160
+ frameObservations.delete(device);
161
+ return observation;
162
+ }
163
+ const NEAREST_CLAMP = new Sampler({
164
+ minFilter: "nearest",
165
+ magFilter: "nearest",
166
+ addressU: "clamp-to-edge",
167
+ addressV: "clamp-to-edge"
168
+ });
169
+ /**
170
+ * Renderer VP + eye → bridge camera, recovering near/far from the matrix
171
+ * (the cascade fitter lerps the VP's frustum corners by view distance).
172
+ */
173
+ export function shadowFrameCamera(viewProjection, eye) {
174
+ if (!viewProjection || viewProjection.length < 16)
175
+ return undefined;
176
+ const range = eye ? clipRangeFromViewProjection(viewProjection, eye) : null;
177
+ return range ? { viewProjectionMatrix: viewProjection, near: range.near, far: range.far } : { viewProjectionMatrix: viewProjection };
178
+ }
179
+ /**
180
+ * Renders the prd02 sun cascades now and returns them as legacy
181
+ * `ForwardShadowMapOptions` (T0-26 bridge). Returns undefined — and allocates
182
+ * nothing — when shadows are off/killed, a lookup-chunk consumer exists (the
183
+ * contributor owns that path), or there is no sun, caster, camera or depth
184
+ * texture support.
185
+ */
186
+ export function executePrd02BridgedShadowMap(input) {
187
+ bridgedFrames.delete(input.device);
188
+ const observed = takeFrameObservation(input.device);
189
+ lastBridgeDevice = input.device;
190
+ const bail = (reason) => {
191
+ bridgeReasons.set(input.device, reason);
192
+ return undefined;
193
+ };
194
+ if (!readPrd02KillSwitches(input.source).shadows)
195
+ return bail("kill-switch");
196
+ if (input.items.length === 0)
197
+ return bail("no-caster-items");
198
+ if (observed?.lookupConsumer === true || prd02LookupConsumerExists(input.items))
199
+ return bail("lookup-consumer");
200
+ const capabilities = input.device.info.capabilities;
201
+ if (!capabilities?.includes("render-targets") || !capabilities.includes("depth-textures"))
202
+ return bail("capabilities");
203
+ const concrete = input.camera;
204
+ const camera = concrete?.viewProjectionMatrix ? concrete : observed?.camera ?? input.frameCamera;
205
+ if (!camera?.viewProjectionMatrix)
206
+ return bail("no-camera");
207
+ const sun = prd02SunDirection(input.source);
208
+ if (!sun)
209
+ return bail("no-sun");
210
+ const tier = input.tier ?? QUALITY_TIERS.high;
211
+ const config = prd02ShadowConfig(input.source, input.flags, tier, camera.far);
212
+ if (!config.enabled)
213
+ return bail("config-disabled");
214
+ bridgeReasons.set(input.device, "rendered");
215
+ const system = shadowSystemForDevice(input.device, config);
216
+ const near = camera.near ?? 0.1;
217
+ // The fitter lerps between the VP's near/far corners, so it gets the
218
+ // camera's real clip range; `config.maxDistance` caps the cascade splits.
219
+ const uniforms = system.update({
220
+ camera: { viewProjectionMatrix: camera.viewProjectionMatrix, near, far: camera.far ?? 200 },
221
+ sun: { direction: sun },
222
+ casters: input.items,
223
+ // Local (spot/point) prd02 tiles need the lookup chunk; the bridge is sun-only.
224
+ localLights: [],
225
+ flags: input.flags,
226
+ tier
227
+ });
228
+ const fits = system.cascadeFits();
229
+ const maps = fits.map((fit) => {
230
+ const texture = uniforms.cascadeTextures[fit.index] ?? null;
231
+ return texture ? { fit, map: bridgeShadowMap(texture, fit.drawViewProjection, config, fit.texelWorld) } : null;
232
+ });
233
+ if (maps.length === 0 || maps.some((entry) => entry === null))
234
+ return bail(maps.length === 0 ? "no-cascade-fits" : "missing-cascade-texture");
235
+ bridgedFrames.set(input.device, { uniforms, config, system });
236
+ const resolved = maps;
237
+ const first = resolved[0].map;
238
+ if (resolved.length === 1)
239
+ return first;
240
+ let previousFar = 0;
241
+ return {
242
+ ...first,
243
+ cascades: resolved.map(({ fit, map }) => {
244
+ const cascade = { index: fit.index, near: previousFar, far: fit.splitFar, shadowMap: map };
245
+ previousFar = fit.splitFar;
246
+ return cascade;
247
+ })
248
+ };
249
+ }
250
+ function bridgeShadowMap(texture, lightMatrix, config, texelWorld) {
251
+ const texel = 1 / Math.max(1, config.mapSize);
252
+ return {
253
+ // Unbiased draw VP: the legacy shader maps NDC → [0,1] itself.
254
+ texture: new TextureBinding({ name: "u_shadowMapTexture", texture, sampler: NEAREST_CLAMP, required: true }),
255
+ lightMatrix,
256
+ strength: config.strength,
257
+ bias: config.bias > 0 ? config.bias : BRIDGE_AUTO_DEPTH_BIAS,
258
+ slopeBias: BRIDGE_SLOPE_BIAS,
259
+ // C-11: `normalBias` is in shadow texels (1.5 × texel world size).
260
+ normalBias: Math.max(0, config.normalBias) * texelWorld,
261
+ texelSize: [texel, texel],
262
+ filterKernel: config.filter === "hard"
263
+ ? createShadowFilterKernel({ filter: "none" })
264
+ : createShadowFilterKernel({ filter: "pcf", pcfRadius: 1, pcfSamples: 9 })
265
+ };
266
+ }
267
+ //# sourceMappingURL=Prd02ShadowBridge.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,29 @@
1
+ /**
2
+ * 02-T1945 — maps the PRD-02 shadow filter (ShadowSystemConfig.filter, C-27
3
+ * tier `shadow.filter`) to the `A3D_SHADOW_FILTER` define read by the
4
+ * `a3d_prd02_shadow_lookup` chunk:
5
+ * hard / pcf2 → 1 single hardware compare tap (bilinear 2-texel edge)
6
+ * castano / pcf3 → 2 Castaño 5×5 tent
7
+ * vogel / pcf5 → 3 Vogel 16-tap disk
8
+ * pcss → 3 + A3D_SHADOW_PCSS 1 (raw-depth blocker search)
9
+ *
10
+ * Registered as the `prd02.shadowFilter` C-02 ShaderFeature (flag
11
+ * A3D_QR_LIGHTING, defines only — no chunks/hooks), so every generated
12
+ * forward program that composes the lookup chunk compiles the tier's kernel.
13
+ * Flag off: the registry never activates the feature; no define is emitted.
14
+ */
15
+ import type { ShaderFeature } from "../contracts/program.js";
16
+ import type { AuraQualityTierSettings } from "../contracts/quality.js";
17
+ export type Prd02ShadowFilterName = "hard" | "pcf" | "castano" | "vogel" | "pcss";
18
+ export interface Prd02ShadowFilterDefines {
19
+ readonly A3D_SHADOW_FILTER: 1 | 2 | 3;
20
+ readonly A3D_SHADOW_PCSS?: 1;
21
+ }
22
+ /**
23
+ * Filter name → lookup-chunk defines. `pcf` (the legacy RendererShadowOptions
24
+ * spelling) resolves through the tier's C-27 kernel.
25
+ */
26
+ export declare function prd02ShadowFilterDefines(filter: Prd02ShadowFilterName, tier: Pick<AuraQualityTierSettings, "shadow">): Prd02ShadowFilterDefines;
27
+ /** `prd02.shadowFilter`: emits the tier's A3D_SHADOW_FILTER for shadow-receiving forward draws. */
28
+ export declare const PRD02_SHADOW_FILTER_FEATURE: ShaderFeature;
29
+ //# sourceMappingURL=Prd02ShadowFilter.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,35 @@
1
+ const TIER_FILTER = {
2
+ pcf2: 1,
3
+ pcf3: 2,
4
+ pcf5: 3
5
+ };
6
+ /**
7
+ * Filter name → lookup-chunk defines. `pcf` (the legacy RendererShadowOptions
8
+ * spelling) resolves through the tier's C-27 kernel.
9
+ */
10
+ export function prd02ShadowFilterDefines(filter, tier) {
11
+ switch (filter) {
12
+ case "hard":
13
+ return { A3D_SHADOW_FILTER: 1 };
14
+ case "castano":
15
+ return { A3D_SHADOW_FILTER: 2 };
16
+ case "vogel":
17
+ return { A3D_SHADOW_FILTER: 3 };
18
+ case "pcss":
19
+ return { A3D_SHADOW_FILTER: 3, A3D_SHADOW_PCSS: 1 };
20
+ case "pcf":
21
+ return { A3D_SHADOW_FILTER: TIER_FILTER[tier.shadow.filter] };
22
+ }
23
+ }
24
+ /** `prd02.shadowFilter`: emits the tier's A3D_SHADOW_FILTER for shadow-receiving forward draws. */
25
+ export const PRD02_SHADOW_FILTER_FEATURE = {
26
+ id: "prd02.shadowFilter",
27
+ owner: "prd02",
28
+ flag: "A3D_QR_LIGHTING",
29
+ order: 40,
30
+ select: (input) => (input.pass === "forward" && input.item.receiveShadow !== false ? TIER_FILTER[input.tier.shadow.filter] : undefined),
31
+ defines: (value) => ({ A3D_SHADOW_FILTER: Number(value) }),
32
+ chunks: [],
33
+ hooks: []
34
+ };
35
+ //# sourceMappingURL=Prd02ShadowFilter.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,44 @@
1
+ /**
2
+ * `prd02.shadows` frame contributor (C-11, flag A3D_QR_LIGHTING): runs the
3
+ * PRD-02 shadow system during the graph's "shadows" phase, publishes
4
+ * `ShadowFrameUniforms` under `prd02.shadowFrameUniforms` on the blackboard,
5
+ * and binds the matching `u_prd02*` parameters onto each item's material so
6
+ * the `a3d_prd02_shadow_lookup` chunk samples this frame's maps.
7
+ *
8
+ * T0-26: renders only when a forward program declares the lookup chunk; when
9
+ * the legacy forward shader is the consumer, `Prd02ShadowBridge` already
10
+ * rendered the cascades in the renderer's shadow step and this pass only
11
+ * publishes them.
12
+ */
13
+ import { type Vec3 } from "@aura3d/scene";
14
+ import type { FrameContributor, FrameContributorContext } from "../contracts/frameGraph.js";
15
+ import type { ShadowSystemConfigInput, ShadowSystemLocalLight } from "./ShadowSystem.js";
16
+ export { shadowSystemForDevice } from "./Prd02ShadowBridge.js";
17
+ /**
18
+ * RendererShadowOptions → ShadowSystemConfigInput (PRD-02 §6.4 mapping).
19
+ * T0-26: the compiler's `source.shadow.prd02Shadows` wins when present.
20
+ */
21
+ export declare function shadowSystemConfigFromSource(ctx: FrameContributorContext): ShadowSystemConfigInput;
22
+ /**
23
+ * Visible shadow-casting lights → system inputs (deterministic slot order).
24
+ * T0-26: reads the compiled `source.collectedLights` when present (the same
25
+ * list the forward pass shades with); the scene graph is the fallback.
26
+ */
27
+ export declare function collectShadowSystemLights(ctx: FrameContributorContext): {
28
+ readonly sunDirection: Vec3 | null;
29
+ readonly localLights: ShadowSystemLocalLight[];
30
+ };
31
+ /** Latest observed shadow frame for the C-31 `shadows` diagnostics section. */
32
+ export interface Prd02ShadowDiagnostics {
33
+ readonly shadows: readonly {
34
+ readonly light: string;
35
+ readonly filter: string;
36
+ readonly casterVariants: readonly string[];
37
+ readonly sampled: boolean;
38
+ }[];
39
+ readonly droppedFeatures: readonly string[];
40
+ }
41
+ /** Last frame's observed shadow diagnostics (null until the first update). */
42
+ export declare function prd02ShadowDiagnostics(): Prd02ShadowDiagnostics | null;
43
+ export declare function createPrd02ShadowsContributor(): FrameContributor;
44
+ //# sourceMappingURL=Prd02ShadowsContributor.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"Prd02ShadowsContributor.d.ts","sourceRoot":"","sources":["../../../../../packages/rendering/src/shadows/Prd02ShadowsContributor.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,EAAqC,KAAK,IAAI,EAAE,MAAM,eAAe,CAAC;AAG7E,OAAO,KAAK,EAAE,gBAAgB,EAAE,uBAAuB,EAAE,MAAM,yBAAyB,CAAC;AAGzF,OAAO,KAAK,EAA+C,uBAAuB,EAAE,sBAAsB,EAAE,MAAM,gBAAgB,CAAC;AAanI,OAAO,EAAE,qBAAqB,EAAE,MAAM,qBAAqB,CAAC;AAE5D;;;GAGG;AACH,wBAAgB,4BAA4B,CAAC,GAAG,EAAE,uBAAuB,GAAG,uBAAuB,CAElG;AAkBD;;;;GAIG;AACH,wBAAgB,yBAAyB,CAAC,GAAG,EAAE,uBAAuB,GAAG;IACvE,QAAQ,CAAC,YAAY,EAAE,IAAI,GAAG,IAAI,CAAC;IACnC,QAAQ,CAAC,WAAW,EAAE,sBAAsB,EAAE,CAAC;CAChD,CAgDA;AAED,+EAA+E;AAC/E,MAAM,WAAW,sBAAsB;IACrC,QAAQ,CAAC,OAAO,EAAE,SAAS;QACzB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;QACvB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;QACxB,QAAQ,CAAC,cAAc,EAAE,SAAS,MAAM,EAAE,CAAC;QAC3C,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;KAC3B,EAAE,CAAC;IACJ,QAAQ,CAAC,eAAe,EAAE,SAAS,MAAM,EAAE,CAAC;CAC7C;AAID,8EAA8E;AAC9E,wBAAgB,sBAAsB,IAAI,sBAAsB,GAAG,IAAI,CAEtE;AAoED,wBAAgB,6BAA6B,IAAI,gBAAgB,CAuBhE"}
@@ -0,0 +1,197 @@
1
+ /**
2
+ * `prd02.shadows` frame contributor (C-11, flag A3D_QR_LIGHTING): runs the
3
+ * PRD-02 shadow system during the graph's "shadows" phase, publishes
4
+ * `ShadowFrameUniforms` under `prd02.shadowFrameUniforms` on the blackboard,
5
+ * and binds the matching `u_prd02*` parameters onto each item's material so
6
+ * the `a3d_prd02_shadow_lookup` chunk samples this frame's maps.
7
+ *
8
+ * T0-26: renders only when a forward program declares the lookup chunk; when
9
+ * the legacy forward shader is the consumer, `Prd02ShadowBridge` already
10
+ * rendered the cascades in the renderer's shadow step and this pass only
11
+ * publishes them.
12
+ */
13
+ import { PointLight, SpotLight } from "@aura3d/scene";
14
+ import { BaseRenderPass } from "../RenderPass.js";
15
+ import { SHADOW_BLACKBOARD_KEY } from "../contracts/shadows.js";
16
+ import { sceneFromSource } from "../renderer/RenderShared.js";
17
+ import { bindShadowFrameUniforms, shadowBindingMaterial } from "./ShadowFrameBinding.js";
18
+ import { readPrd02KillSwitches } from "../passes/Prd02SubFlags.js";
19
+ import { prd02ShadowCasterEligible } from "./Prd02DepthShaderLibrary.js";
20
+ import { prd02LookupConsumerExists, prd02ShadowConfig, prd02SunDirection, recordPrd02FrameObservation, shadowSystemForDevice, takePrd02BridgedShadowFrame } from "./Prd02ShadowBridge.js";
21
+ export { shadowSystemForDevice } from "./Prd02ShadowBridge.js";
22
+ /**
23
+ * RendererShadowOptions → ShadowSystemConfigInput (PRD-02 §6.4 mapping).
24
+ * T0-26: the compiler's `source.shadow.prd02Shadows` wins when present.
25
+ */
26
+ export function shadowSystemConfigFromSource(ctx) {
27
+ return prd02ShadowConfig(ctx.source, ctx.flags, ctx.tier, ctx.camera?.far);
28
+ }
29
+ function lightWorldPosition(light) {
30
+ light.transform.updateWorld(undefined, true);
31
+ const w = light.transform.worldMatrix;
32
+ return [w[12] ?? 0, w[13] ?? 0, w[14] ?? 0];
33
+ }
34
+ function spotWorldDirection(light) {
35
+ light.transform.updateWorld(undefined, true);
36
+ const w = light.transform.worldMatrix;
37
+ const x = -(w[8] ?? 0);
38
+ const y = -(w[9] ?? 0);
39
+ const z = -(w[10] ?? 1);
40
+ const length = Math.hypot(x, y, z) || 1;
41
+ return [x / length, y / length, z / length];
42
+ }
43
+ /**
44
+ * Visible shadow-casting lights → system inputs (deterministic slot order).
45
+ * T0-26: reads the compiled `source.collectedLights` when present (the same
46
+ * list the forward pass shades with); the scene graph is the fallback.
47
+ */
48
+ export function collectShadowSystemLights(ctx) {
49
+ const atlasOn = readPrd02KillSwitches(ctx.source).atlas;
50
+ const collected = ctx.source.collectedLights;
51
+ const localLights = [];
52
+ let slot = 0;
53
+ if (collected !== undefined) {
54
+ for (const light of collected) {
55
+ if (!light.castsShadow || light.source?.visible === false)
56
+ continue;
57
+ if (light.kind !== "spot" && light.kind !== "point")
58
+ continue;
59
+ localLights.push({
60
+ shadowIndex: slot,
61
+ kind: light.kind,
62
+ position: light.position,
63
+ direction: light.kind === "spot" ? light.direction : [0, -1, 0],
64
+ range: light.range,
65
+ ...(light.kind === "spot" ? { outerAngleRadians: light.spotAngle } : {})
66
+ });
67
+ slot += 1;
68
+ }
69
+ }
70
+ else {
71
+ const scene = sceneFromSource(ctx.source);
72
+ const lights = scene?.collectLights().filter((light) => light.visible && light.castsShadow) ?? [];
73
+ for (const light of lights) {
74
+ if (light instanceof SpotLight) {
75
+ localLights.push({
76
+ shadowIndex: slot,
77
+ kind: "spot",
78
+ position: lightWorldPosition(light),
79
+ direction: spotWorldDirection(light),
80
+ range: light.range,
81
+ outerAngleRadians: light.angle
82
+ });
83
+ slot += 1;
84
+ }
85
+ else if (light instanceof PointLight) {
86
+ localLights.push({
87
+ shadowIndex: slot,
88
+ kind: "point",
89
+ position: lightWorldPosition(light),
90
+ direction: [0, -1, 0],
91
+ range: light.range
92
+ });
93
+ slot += 1;
94
+ }
95
+ }
96
+ }
97
+ const sun = prd02SunDirection(ctx.source);
98
+ // `?a3dLighting=atlas=off` → sun-only shadows (no local-light atlas tiles).
99
+ return { sunDirection: sun ? [sun[0], sun[1], sun[2]] : null, localLights: atlasOn ? localLights : [] };
100
+ }
101
+ let latestShadowDiagnostics = null;
102
+ /** Last frame's observed shadow diagnostics (null until the first update). */
103
+ export function prd02ShadowDiagnostics() {
104
+ return latestShadowDiagnostics;
105
+ }
106
+ class Prd02ShadowsRenderPass extends BaseRenderPass {
107
+ ctx;
108
+ constructor(ctx) {
109
+ super("prd02.shadows", [], []);
110
+ this.ctx = ctx;
111
+ }
112
+ execute(_context) {
113
+ const ctx = this.ctx;
114
+ // T0-26: the bridge already rendered this frame's sun cascades for the
115
+ // legacy forward shader — publish them, do not render a second time.
116
+ const bridged = takePrd02BridgedShadowFrame(ctx.device);
117
+ if (bridged) {
118
+ ctx.blackboard.set(SHADOW_BLACKBOARD_KEY, bridged.uniforms);
119
+ this.recordDiagnostics(bridged.config, bridged.system, true);
120
+ return;
121
+ }
122
+ // Allocate cascades only for a forward consumer of a3d_prd02_shadow_lookup.
123
+ if (!prd02LookupConsumerExists(ctx.items)) {
124
+ ctx.blackboard.set(SHADOW_BLACKBOARD_KEY, null);
125
+ latestShadowDiagnostics = { shadows: [], droppedFeatures: [] };
126
+ return;
127
+ }
128
+ const config = shadowSystemConfigFromSource(ctx);
129
+ const casters = ctx.items.filter(prd02ShadowCasterEligible);
130
+ const { sunDirection, localLights } = collectShadowSystemLights(ctx);
131
+ const system = shadowSystemForDevice(ctx.device, config);
132
+ const uniforms = ctx.camera
133
+ ? system.update({
134
+ camera: ctx.camera,
135
+ sun: sunDirection ? { direction: sunDirection } : null,
136
+ casters,
137
+ localLights,
138
+ flags: ctx.flags,
139
+ tier: ctx.tier
140
+ })
141
+ : null;
142
+ ctx.blackboard.set(SHADOW_BLACKBOARD_KEY, uniforms);
143
+ this.recordDiagnostics(config, system, uniforms !== null);
144
+ if (!uniforms)
145
+ return;
146
+ for (const item of ctx.items) {
147
+ if (item.receiveShadow === false || !item.material)
148
+ continue;
149
+ bindShadowFrameUniforms(shadowBindingMaterial(item.material), uniforms, config);
150
+ }
151
+ }
152
+ recordDiagnostics(config, system, rendered) {
153
+ const diag = system.diagnostics();
154
+ latestShadowDiagnostics = {
155
+ shadows: [
156
+ {
157
+ light: "sun",
158
+ filter: config.filter,
159
+ casterVariants: diag.casterVariants,
160
+ sampled: rendered && diag.cascadeCount > 0
161
+ },
162
+ ...Array.from({ length: diag.localLights }, (_, i) => ({
163
+ light: `local-${i}`,
164
+ filter: config.filter,
165
+ casterVariants: diag.casterVariants,
166
+ sampled: rendered
167
+ }))
168
+ ],
169
+ droppedFeatures: diag.droppedFeatures
170
+ };
171
+ }
172
+ }
173
+ export function createPrd02ShadowsContributor() {
174
+ return {
175
+ id: "prd02.shadows",
176
+ owner: "prd02",
177
+ flag: "A3D_QR_LIGHTING",
178
+ phases: ["collect", "shadows"],
179
+ order: 0,
180
+ collect(items, ctx) {
181
+ // T0-26: runs before the renderer's shadow step; the bridge reads this
182
+ // (frame camera for structural CameraLikes, lookup consumers among all
183
+ // items, not just casters). Items pass through unchanged.
184
+ recordPrd02FrameObservation(ctx.device, {
185
+ camera: ctx.camera ? { viewProjectionMatrix: ctx.camera.viewProjectionMatrix, near: ctx.camera.near, far: ctx.camera.far } : null,
186
+ lookupConsumer: prd02LookupConsumerExists(items)
187
+ });
188
+ return items;
189
+ },
190
+ passes(phase, ctx) {
191
+ // `?a3dLighting=shadows=off` → no prd02 shadow passes (§6.5 kill switch).
192
+ return phase === "shadows" && readPrd02KillSwitches(ctx.source).shadows
193
+ ? [new Prd02ShadowsRenderPass(ctx)] : [];
194
+ }
195
+ };
196
+ }
197
+ //# sourceMappingURL=Prd02ShadowsContributor.js.map
@@ -0,0 +1 @@
1
+ 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