@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 +1,301 @@
1
+ // PRD-07 P5-T1 — §8.3 GPU particle sim: two single-target rgba32f ping-pong
2
+ // passes (position / velocity) per step, ring emission, value-noise curl,
3
+ // plane/heightfield collision. Gated on C-28 `probe.floatColorBuffer`; when
4
+ // false the caller falls back to the CPU emitter and reports
5
+ // PARTICLE_GPU_UNAVAILABLE. State targets register with the C-29
6
+ // resourceRegistrySlot so device-loss rebuilds recreate them.
7
+ import { Geometry } from "../Geometry.js";
8
+ import { VertexBuffer } from "../VertexBuffer.js";
9
+ import { VertexFormat } from "../VertexFormat.js";
10
+ import { resourceRegistrySlot } from "../contracts/rendererFactory.js";
11
+ import { TextureBinding } from "../TextureBinding.js";
12
+ import { PRD07_GPU_SIM_MARKER, gpuSimPositionFragmentSource, gpuSimVelocityFragmentSource, gpuSimVertexSource } from "./shaders/gpu-sim.glsl.js";
13
+ /* ------------------------------------------------------------------ *
14
+ * CPU mirror — byte-for-byte the GLSL §8.3 formula. Used by the parity
15
+ * browser spec (gpu-sim-parity.spec.ts) and as the CPU fallback path.
16
+ * ------------------------------------------------------------------ */
17
+ const U32 = (x) => x >>> 0;
18
+ function a3dHash(x) {
19
+ let v = U32(x + 0x6d2b79f5);
20
+ let t = Math.imul(v ^ (v >>> 15), 1 | v);
21
+ t = U32((t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t);
22
+ return U32(t ^ (t >>> 14));
23
+ }
24
+ const a3dRand01 = (h) => h * (1 / 4294967296);
25
+ const a3dRand3 = (h) => [
26
+ a3dRand01(a3dHash(h)),
27
+ a3dRand01(a3dHash(U32(h ^ 0x9e3779b9))),
28
+ a3dRand01(a3dHash(U32(h ^ 0x85ebca6b)))
29
+ ];
30
+ function a3dLattice(cx, cy, cz) {
31
+ return a3dRand01(a3dHash(U32((Math.imul(cx, 3) ^ Math.imul(cy, 7) ^ Math.imul(cz, 13)) | 0)));
32
+ }
33
+ /** 3D value noise — identical constants to the GLSL a3dValueNoise. */
34
+ export function a3dValueNoise(px, py, pz) {
35
+ const ix = Math.floor(px), iy = Math.floor(py), iz = Math.floor(pz);
36
+ const fx = px - ix, fy = py - iy, fz = pz - iz;
37
+ const ux = fx * fx * (3 - 2 * fx), uy = fy * fy * (3 - 2 * fy), uz = fz * fz * (3 - 2 * fz);
38
+ const mix = (a, b, t) => a + (b - a) * t;
39
+ const n000 = a3dLattice(ix, iy, iz), n100 = a3dLattice(ix + 1, iy, iz);
40
+ const n010 = a3dLattice(ix, iy + 1, iz), n110 = a3dLattice(ix + 1, iy + 1, iz);
41
+ const n001 = a3dLattice(ix, iy, iz + 1), n101 = a3dLattice(ix + 1, iy, iz + 1);
42
+ const n011 = a3dLattice(ix, iy + 1, iz + 1), n111 = a3dLattice(ix + 1, iy + 1, iz + 1);
43
+ const nx00 = mix(n000, n100, ux), nx10 = mix(n010, n110, ux);
44
+ const nx01 = mix(n001, n101, ux), nx11 = mix(n011, n111, ux);
45
+ return mix(mix(nx00, nx10, uy), mix(nx01, nx11, uy), uz) * 2 - 1;
46
+ }
47
+ const CURL_E = 0.1;
48
+ const CURL_O1 = [31.416, -47.853, 12.793];
49
+ const CURL_O2 = [-233.145, -11.719, 95.637];
50
+ /** Curl of F = (N(p), N(p+o1), N(p+o2)) — identical to the GLSL. */
51
+ export function a3dCurlNoise(px, py, pz) {
52
+ const inv = 1 / (2 * CURL_E);
53
+ const dFx_dz = (a3dValueNoise(px, py, pz + CURL_E) - a3dValueNoise(px, py, pz - CURL_E)) * inv;
54
+ const dFx_dy = (a3dValueNoise(px, py + CURL_E, pz) - a3dValueNoise(px, py - CURL_E, pz)) * inv;
55
+ const dFy_dx = (a3dValueNoise(px + CURL_E + CURL_O1[0], py + CURL_O1[1], pz + CURL_O1[2]) - a3dValueNoise(px - CURL_E + CURL_O1[0], py + CURL_O1[1], pz + CURL_O1[2])) * inv;
56
+ const dFy_dz = (a3dValueNoise(px + CURL_O1[0], py + CURL_O1[1], pz + CURL_E + CURL_O1[2]) - a3dValueNoise(px + CURL_O1[0], py + CURL_O1[1], pz - CURL_E + CURL_O1[2])) * inv;
57
+ const dFz_dx = (a3dValueNoise(px + CURL_E + CURL_O2[0], py + CURL_O2[1], pz + CURL_O2[2]) - a3dValueNoise(px - CURL_E + CURL_O2[0], py + CURL_O2[1], pz + CURL_O2[2])) * inv;
58
+ const dFz_dy = (a3dValueNoise(px + CURL_O2[0], py + CURL_E + CURL_O2[1], pz + CURL_O2[2]) - a3dValueNoise(px + CURL_O2[0], py - CURL_E + CURL_O2[1], pz + CURL_O2[2])) * inv;
59
+ return [dFz_dy - dFy_dz, dFx_dz - dFz_dx, dFy_dx - dFx_dy];
60
+ }
61
+ function inRing(index, head, count, capacity) {
62
+ let m = index - head;
63
+ if (m < 0)
64
+ m += capacity;
65
+ return m >= 0 && m < count;
66
+ }
67
+ /** Emit slot `index` — identical hashing to the GLSL a3dEmit. */
68
+ export function gpuSimEmit(index, seed, frame, spec, pos, vel) {
69
+ const e = spec.emitter ?? { origin: [0, 0, 0], direction: [0, 1, 0], spread: 0, speed: [1, 1] };
70
+ const h = a3dHash(U32(U32(index) ^ U32(seed) ^ Math.imul(U32(frame), 0x9e3779b9)));
71
+ const r = a3dRand01(h);
72
+ const j = a3dRand3(U32(h ^ 0x51ed270b)).map((v) => (v - 0.5) * 2 * e.spread);
73
+ const dl = Math.hypot(e.direction[0] + j[0], e.direction[1] + j[1], e.direction[2] + j[2]) || 1;
74
+ const theta = a3dRand01(U32(h ^ 0x27d4eb2f)) * Math.PI * 2;
75
+ const disc = e.discRadius ?? 0.05;
76
+ pos[index * 4] = e.origin[0] + Math.cos(theta) * disc;
77
+ pos[index * 4 + 1] = e.origin[1];
78
+ pos[index * 4 + 2] = e.origin[2] + Math.sin(theta) * disc;
79
+ pos[index * 4 + 3] = 0;
80
+ const speed = e.speed[0] + (e.speed[1] - e.speed[0]) * r;
81
+ vel[index * 4] = ((e.direction[0] + j[0]) / dl) * speed;
82
+ vel[index * 4 + 1] = ((e.direction[1] + j[1]) / dl) * speed;
83
+ vel[index * 4 + 2] = ((e.direction[2] + j[2]) / dl) * speed;
84
+ vel[index * 4 + 3] = a3dRand01(U32(h ^ 0x165667b1));
85
+ }
86
+ /**
87
+ * One §8.3 step across the whole state (CPU mirror of a3dSimStep).
88
+ * `pos`/`vel` are rgba32f state (pos.xyz+age, vel.xyz+seed), length
89
+ * capacity*4; `emitHead`/`emitCount` select ring slots for (re)emission.
90
+ */
91
+ export function gpuSimCpuStep(pos, vel, spec, dt, time, frame, emitHead, emitCount, heightAt) {
92
+ const g = spec.gravity ?? [0, -9.8, 0];
93
+ const w = spec.wind ?? [0, 0, 0];
94
+ const drag = spec.drag ?? 0;
95
+ const nf = spec.noiseFreq ?? 0, ns = spec.noiseScroll ?? 0, nstr = spec.noiseStrength ?? 0;
96
+ const groundPlane = spec.groundPlane ?? Number.NEGATIVE_INFINITY;
97
+ const bounce = spec.bounce ?? 0.5;
98
+ const lifeLoss = spec.lifeLoss ?? 0;
99
+ const seed = spec.seed ?? 0;
100
+ const capacity = spec.capacity;
101
+ const expDrag = Math.exp(-drag * dt);
102
+ for (let index = 0; index < capacity; index += 1) {
103
+ const i = index * 4;
104
+ if (inRing(index, emitHead, emitCount, capacity)) {
105
+ gpuSimEmit(index, seed, frame, spec, pos, vel);
106
+ continue;
107
+ }
108
+ if (pos[i + 3] >= spec.lifetimeMax)
109
+ continue;
110
+ let curlX = 0, curlY = 0, curlZ = 0;
111
+ if (nstr !== 0) {
112
+ const c = a3dCurlNoise(pos[i] * nf + time * ns, pos[i + 1] * nf + time * ns, pos[i + 2] * nf + time * ns);
113
+ curlX = c[0] * nstr;
114
+ curlY = c[1] * nstr;
115
+ curlZ = c[2] * nstr;
116
+ }
117
+ vel[i] = (vel[i] + (g[0] + w[0] + curlX) * dt) * expDrag;
118
+ vel[i + 1] = (vel[i + 1] + (g[1] + w[1] + curlY) * dt) * expDrag;
119
+ vel[i + 2] = (vel[i + 2] + (g[2] + w[2] + curlZ) * dt) * expDrag;
120
+ pos[i] += vel[i] * dt;
121
+ pos[i + 1] += vel[i + 1] * dt;
122
+ pos[i + 2] += vel[i + 2] * dt;
123
+ pos[i + 3] += dt;
124
+ const ground = spec.useHeightfield && heightAt ? heightAt(pos[i], pos[i + 2]) : groundPlane;
125
+ if (pos[i + 1] < ground) {
126
+ pos[i + 1] = ground;
127
+ vel[i + 1] = -vel[i + 1] * bounce;
128
+ vel[i] *= 0.7;
129
+ vel[i + 2] *= 0.7;
130
+ pos[i + 3] += lifeLoss;
131
+ }
132
+ }
133
+ }
134
+ /* ------------------------------------------------------------------ *
135
+ * GPU driver
136
+ * ------------------------------------------------------------------ */
137
+ let fullscreen = null;
138
+ function fullscreenTriangle() {
139
+ if (fullscreen)
140
+ return fullscreen;
141
+ const vertices = new VertexBuffer(VertexFormat.P3, 3);
142
+ vertices.setAttribute(0, "position", [-1, -1, 0]);
143
+ vertices.setAttribute(1, "position", [3, -1, 0]);
144
+ vertices.setAttribute(2, "position", [-1, 3, 0]);
145
+ fullscreen = new Geometry(vertices, null, "triangles", { min: [-1, -1, 0], max: [3, 3, 0] });
146
+ return fullscreen;
147
+ }
148
+ /** True when the device can render to rgba32f (EXT_color_buffer_float, C-28). */
149
+ export function particleGpuSimAvailable(device) {
150
+ return device.probe?.floatColorBuffer === true;
151
+ }
152
+ export class ParticleGpuSim {
153
+ device;
154
+ width;
155
+ height;
156
+ spec;
157
+ pos = null;
158
+ vel = null;
159
+ read = 0;
160
+ head = 0;
161
+ frame = 0;
162
+ posProgram = null;
163
+ velProgram = null;
164
+ constructor(device, spec, flags) {
165
+ this.device = device;
166
+ this.spec = spec;
167
+ this.width = spec.stateWidth ?? Math.max(1, Math.ceil(Math.sqrt(spec.capacity)));
168
+ this.height = Math.ceil(spec.capacity / this.width);
169
+ this.allocate();
170
+ // C-29 — rebuild the state textures on device restore.
171
+ const registryFactory = flags ? resourceRegistrySlot.get(flags) : null;
172
+ registryFactory?.().register(this, { kind: "prd07.gpuSim", rebuild: () => this.allocate() });
173
+ }
174
+ /** Capability check per P5-T1: false → caller keeps the CPU emitter. */
175
+ static isAvailable(probe) {
176
+ return probe?.floatColorBuffer === true;
177
+ }
178
+ allocate() {
179
+ const desc = { width: this.width, height: this.height, format: "rgba32f", label: "prd07.gpuSim" };
180
+ this.pos = [this.device.createRenderTarget(desc), this.device.createRenderTarget({ ...desc, label: "prd07.gpuSim.pos" })];
181
+ this.vel = [this.device.createRenderTarget(desc), this.device.createRenderTarget({ ...desc, label: "prd07.gpuSim.vel" })];
182
+ // Dead state: age = +∞ so every slot reads past u_lifetimeMax.
183
+ const prev = this.device.getRenderTarget?.() ?? null;
184
+ for (const target of [...this.pos, ...this.vel]) {
185
+ this.device.setRenderTarget(target);
186
+ this.device.clearRenderTarget?.([0, 0, 0, 1e9]);
187
+ }
188
+ this.device.setRenderTarget(prev);
189
+ }
190
+ get state() {
191
+ if (!this.pos || !this.vel)
192
+ return null;
193
+ return {
194
+ posTexture: this.pos[this.read].colorTexture,
195
+ velTexture: this.vel[this.read].colorTexture,
196
+ posTarget: this.pos[this.read],
197
+ velTarget: this.vel[this.read],
198
+ capacity: this.spec.capacity,
199
+ width: this.width,
200
+ height: this.height,
201
+ head: this.head,
202
+ frame: this.frame
203
+ };
204
+ }
205
+ program(kind) {
206
+ if (kind === "pos" && this.posProgram)
207
+ return this.posProgram;
208
+ if (kind === "vel" && this.velProgram)
209
+ return this.velProgram;
210
+ const program = this.device.createShaderProgram({
211
+ label: `prd07.gpuSim.${kind}`,
212
+ vertex: gpuSimVertexSource(),
213
+ fragment: kind === "pos" ? gpuSimPositionFragmentSource() : gpuSimVelocityFragmentSource(),
214
+ marker: PRD07_GPU_SIM_MARKER
215
+ });
216
+ if (kind === "pos")
217
+ this.posProgram = program;
218
+ else
219
+ this.velProgram = program;
220
+ return program;
221
+ }
222
+ uniforms(dt, emitCount, time) {
223
+ const s = this.spec;
224
+ const e = s.emitter ?? { origin: [0, 0, 0], direction: [0, 1, 0], spread: 0, speed: [1, 1], discRadius: 0.05 };
225
+ const u = new Map();
226
+ const pos = this.pos;
227
+ const vel = this.vel;
228
+ u.set("u_prevPos", new TextureBinding({ name: "u_prevPos", texture: pos[this.read].colorTexture }));
229
+ u.set("u_prevVel", new TextureBinding({ name: "u_prevVel", texture: vel[this.read].colorTexture }));
230
+ u.set("u_stateWidth", this.width);
231
+ u.set("u_capacity", s.capacity);
232
+ u.set("u_emitHead", this.head);
233
+ u.set("u_emitCount", emitCount);
234
+ u.set("u_frame", this.frame);
235
+ u.set("u_seed", s.seed ?? 0);
236
+ u.set("u_dt", dt);
237
+ u.set("u_time", time);
238
+ u.set("u_gravity", [...(s.gravity ?? [0, -9.8, 0])]);
239
+ u.set("u_wind", [...(s.wind ?? [0, 0, 0])]);
240
+ u.set("u_drag", s.drag ?? 0);
241
+ u.set("u_noiseFreq", s.noiseFreq ?? 0);
242
+ u.set("u_noiseScroll", s.noiseScroll ?? 0);
243
+ u.set("u_noiseStrength", s.noiseStrength ?? 0);
244
+ u.set("u_groundPlane", s.groundPlane ?? Number.NEGATIVE_INFINITY);
245
+ u.set("u_bounce", s.bounce ?? 0.5);
246
+ u.set("u_lifeLoss", s.lifeLoss ?? 0);
247
+ u.set("u_useHeightfield", s.useHeightfield ? 1 : 0);
248
+ u.set("u_heightfield", new TextureBinding({ name: "u_heightfield", texture: s.heightfield ?? null, required: false }));
249
+ u.set("u_heightUvScale", s.heightUvScale ?? 1);
250
+ u.set("u_heightMax", s.heightMax ?? 1);
251
+ u.set("u_lifetimeMax", s.lifetimeMax);
252
+ u.set("u_emitOrigin", [...e.origin]);
253
+ u.set("u_emitDirection", [...e.direction]);
254
+ u.set("u_emitSpread", e.spread);
255
+ u.set("u_emitSpeed", [...e.speed]);
256
+ u.set("u_emitDisc", e.discRadius ?? 0.05);
257
+ return u;
258
+ }
259
+ /** One §8.3 step: pos pass then vel pass, then ping-pong swap. */
260
+ step(dt, emitCount = 0, time = 0) {
261
+ if (!this.pos || !this.vel)
262
+ throw new Error("ParticleGpuSim not allocated");
263
+ const geometry = fullscreenTriangle();
264
+ const uniforms = this.uniforms(dt, emitCount, time);
265
+ const write = 1 - this.read;
266
+ // T0-34: restore the caller's bound target, never clobber to null.
267
+ const prevSim = this.device.getRenderTarget?.() ?? null;
268
+ for (const [kind, target] of [
269
+ ["pos", this.pos[write]],
270
+ ["vel", this.vel[write]]
271
+ ]) {
272
+ this.device.setRenderTarget(target);
273
+ this.device.draw({
274
+ label: `prd07.gpuSim.${kind}`,
275
+ topology: "triangles",
276
+ vertexBuffer: geometry.vertexBuffer.upload(this.device),
277
+ vertexFormat: geometry.vertexBuffer.format,
278
+ vertexCount: 3,
279
+ shader: this.program(kind),
280
+ uniforms,
281
+ renderState: { depthTest: false, depthWrite: false, cullMode: "none", blend: false, depthCompare: "always" }
282
+ });
283
+ }
284
+ this.device.setRenderTarget(prevSim);
285
+ this.read = write;
286
+ this.head = (this.head + Math.max(0, emitCount)) % this.spec.capacity;
287
+ this.frame += 1;
288
+ return this.state;
289
+ }
290
+ dispose() {
291
+ for (const t of [...(this.pos ?? []), ...(this.vel ?? [])])
292
+ t.dispose();
293
+ this.pos = null;
294
+ this.vel = null;
295
+ this.posProgram?.dispose();
296
+ this.velProgram?.dispose();
297
+ this.posProgram = null;
298
+ this.velProgram = null;
299
+ }
300
+ }
301
+ //# sourceMappingURL=ParticleGpuSim.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,38 @@
1
+ import type { InstanceVertexAttribute, RenderBuffer, RenderDevice } from "../RenderDevice.js";
2
+ import { Geometry } from "../Geometry.js";
3
+ import { VertexFormat } from "../VertexFormat.js";
4
+ export declare const PARTICLE_INSTANCE_FLOATS = 16;
5
+ export declare const PARTICLE_INSTANCE_BYTES: number;
6
+ export declare const PARTICLE_INSTANCE_STRIDE: number;
7
+ /** Vec4 instance attributes at divisor 1, in §6.2.1 order. */
8
+ export declare function particleInstanceAttributes(buffer: RenderBuffer): readonly InstanceVertexAttribute[];
9
+ export declare const PARTICLE_QUAD_FORMAT: VertexFormat;
10
+ /**
11
+ * Shared two-triangle billboard quad: a_corner in (-1,-1)..(1,1), indexed.
12
+ * Cached per process; `disposeParticleQuad` frees it (context-loss rebuilds
13
+ * re-create through the same call).
14
+ */
15
+ export declare function createParticleQuad(): Geometry;
16
+ export declare function disposeParticleQuad(): void;
17
+ /**
18
+ * Triple-buffered instance ring (§6.2.1): one write per frame per batch while
19
+ * the draw of the previous frame may still be in flight. Capacity grows by
20
+ * powers of two. `buffersCreated`/`writes` feed the `effects` diagnostics.
21
+ */
22
+ export declare class ParticleInstanceRing {
23
+ private readonly device;
24
+ private buffers;
25
+ private capacity;
26
+ private slot;
27
+ buffersCreated: number;
28
+ writes: number;
29
+ constructor(device: RenderDevice);
30
+ get particleCapacity(): number;
31
+ /** Buffer holding the most recent write (the one draws must source). */
32
+ get current(): RenderBuffer | null;
33
+ /** Write `live` particles' instance data; returns the buffer the draw must source. */
34
+ write(data: Float32Array, live: number): RenderBuffer;
35
+ private ensureCapacity;
36
+ dispose(): void;
37
+ }
38
+ //# sourceMappingURL=ParticleInstanceLayout.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ParticleInstanceLayout.d.ts","sourceRoot":"","sources":["../../../../../packages/rendering/src/vfx/ParticleInstanceLayout.ts"],"names":[],"mappings":"AAOA,OAAO,KAAK,EAAE,uBAAuB,EAAE,YAAY,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC3F,OAAO,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAC;AAGvC,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAE/C,eAAO,MAAM,wBAAwB,KAAK,CAAC;AAC3C,eAAO,MAAM,uBAAuB,QAA+B,CAAC;AAEpE,eAAO,MAAM,wBAAwB,QAA0B,CAAC;AAEhE,8DAA8D;AAC9D,wBAAgB,0BAA0B,CAAC,MAAM,EAAE,YAAY,GAAG,SAAS,uBAAuB,EAAE,CAOnG;AAED,eAAO,MAAM,oBAAoB,cAGhC,CAAC;AAIF;;;;GAIG;AACH,wBAAgB,kBAAkB,IAAI,QAAQ,CAY7C;AAED,wBAAgB,mBAAmB,IAAI,IAAI,CAG1C;AAED;;;;GAIG;AACH,qBAAa,oBAAoB;IAOnB,OAAO,CAAC,QAAQ,CAAC,MAAM;IANnC,OAAO,CAAC,OAAO,CAAsB;IACrC,OAAO,CAAC,QAAQ,CAAK;IACrB,OAAO,CAAC,IAAI,CAAM;IACX,cAAc,SAAK;IACnB,MAAM,SAAK;gBAEW,MAAM,EAAE,YAAY;IAEjD,IAAI,gBAAgB,IAAI,MAAM,CAE7B;IAED,wEAAwE;IACxE,IAAI,OAAO,IAAI,YAAY,GAAG,IAAI,CAEjC;IAED,sFAAsF;IACtF,KAAK,CAAC,IAAI,EAAE,YAAY,EAAE,IAAI,EAAE,MAAM,GAAG,YAAY;IAUrD,OAAO,CAAC,cAAc;IAetB,OAAO,IAAI,IAAI;CAMhB"}
@@ -0,0 +1,105 @@
1
+ // PRD-07 P1-T4 — particle instance layout (PRD-07 §6.2.1).
2
+ // 16 floats (64 bytes) per particle, four vec4 instance attributes:
3
+ // a_posSize xyz = world position, w = size in world units
4
+ // a_velStretch xyz = velocity, w = stretch factor (speed-scaled)
5
+ // a_color rgb = linear HDR colour, a = alpha
6
+ // a_rotFrameMisc x = rotation rad, y = frame, z = near-fade seed, w = normal-vs-view blend
7
+ import { Geometry } from "../Geometry.js";
8
+ import { IndexBuffer } from "../IndexBuffer.js";
9
+ import { VertexBuffer } from "../VertexBuffer.js";
10
+ import { VertexFormat } from "../VertexFormat.js";
11
+ export const PARTICLE_INSTANCE_FLOATS = 16;
12
+ export const PARTICLE_INSTANCE_BYTES = PARTICLE_INSTANCE_FLOATS * 4;
13
+ export const PARTICLE_INSTANCE_STRIDE = PARTICLE_INSTANCE_BYTES;
14
+ /** Vec4 instance attributes at divisor 1, in §6.2.1 order. */
15
+ export function particleInstanceAttributes(buffer) {
16
+ return [
17
+ { buffer, shaderName: "a_posSize", components: 4, offset: 0, stride: PARTICLE_INSTANCE_STRIDE, divisor: 1 },
18
+ { buffer, shaderName: "a_velStretch", components: 4, offset: 16, stride: PARTICLE_INSTANCE_STRIDE, divisor: 1 },
19
+ { buffer, shaderName: "a_color", components: 4, offset: 32, stride: PARTICLE_INSTANCE_STRIDE, divisor: 1 },
20
+ { buffer, shaderName: "a_rotFrameMisc", components: 4, offset: 48, stride: PARTICLE_INSTANCE_STRIDE, divisor: 1 }
21
+ ];
22
+ }
23
+ export const PARTICLE_QUAD_FORMAT = new VertexFormat([{ semantic: "position", components: 2, offset: 0, shaderName: "a_corner" }], 8);
24
+ let cachedQuad = null;
25
+ /**
26
+ * Shared two-triangle billboard quad: a_corner in (-1,-1)..(1,1), indexed.
27
+ * Cached per process; `disposeParticleQuad` frees it (context-loss rebuilds
28
+ * re-create through the same call).
29
+ */
30
+ export function createParticleQuad() {
31
+ if (cachedQuad)
32
+ return cachedQuad;
33
+ const corners = new VertexBuffer(PARTICLE_QUAD_FORMAT, 4);
34
+ corners.setAttribute(0, "position", [-1, -1]);
35
+ corners.setAttribute(1, "position", [1, -1]);
36
+ corners.setAttribute(2, "position", [1, 1]);
37
+ corners.setAttribute(3, "position", [-1, 1]);
38
+ cachedQuad = new Geometry(corners, new IndexBuffer([0, 1, 2, 0, 2, 3]), "triangles", {
39
+ min: [-1, -1, 0],
40
+ max: [1, 1, 0]
41
+ });
42
+ return cachedQuad;
43
+ }
44
+ export function disposeParticleQuad() {
45
+ cachedQuad?.dispose();
46
+ cachedQuad = null;
47
+ }
48
+ /**
49
+ * Triple-buffered instance ring (§6.2.1): one write per frame per batch while
50
+ * the draw of the previous frame may still be in flight. Capacity grows by
51
+ * powers of two. `buffersCreated`/`writes` feed the `effects` diagnostics.
52
+ */
53
+ export class ParticleInstanceRing {
54
+ device;
55
+ buffers = [];
56
+ capacity = 0;
57
+ slot = -1;
58
+ buffersCreated = 0;
59
+ writes = 0;
60
+ constructor(device) {
61
+ this.device = device;
62
+ }
63
+ get particleCapacity() {
64
+ return this.capacity;
65
+ }
66
+ /** Buffer holding the most recent write (the one draws must source). */
67
+ get current() {
68
+ return this.slot >= 0 ? this.buffers[this.slot] : null;
69
+ }
70
+ /** Write `live` particles' instance data; returns the buffer the draw must source. */
71
+ write(data, live) {
72
+ this.ensureCapacity(live);
73
+ this.slot = (this.slot + 1) % this.buffers.length;
74
+ const buffer = this.buffers[this.slot];
75
+ const required = live * PARTICLE_INSTANCE_FLOATS;
76
+ this.device.updateBuffer(buffer, 0, data.length > required ? data.subarray(0, required) : data);
77
+ this.writes += 1;
78
+ return buffer;
79
+ }
80
+ ensureCapacity(live) {
81
+ if (live <= this.capacity && this.buffers.length === 3)
82
+ return;
83
+ const next = Math.max(64, 1 << Math.ceil(Math.log2(Math.max(1, live))));
84
+ if (next === this.capacity && this.buffers.length === 3)
85
+ return;
86
+ for (const buffer of this.buffers)
87
+ buffer.dispose();
88
+ this.buffers = [
89
+ this.device.createBuffer("vertex", next * PARTICLE_INSTANCE_BYTES),
90
+ this.device.createBuffer("vertex", next * PARTICLE_INSTANCE_BYTES),
91
+ this.device.createBuffer("vertex", next * PARTICLE_INSTANCE_BYTES)
92
+ ];
93
+ this.capacity = next;
94
+ this.slot = 0;
95
+ this.buffersCreated += 3;
96
+ }
97
+ dispose() {
98
+ for (const buffer of this.buffers)
99
+ buffer.dispose();
100
+ this.buffers = [];
101
+ this.capacity = 0;
102
+ this.slot = -1;
103
+ }
104
+ }
105
+ //# sourceMappingURL=ParticleInstanceLayout.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,21 @@
1
+ export interface SortableBatch {
2
+ /** Sort key source: the batch's centre point in view space (larger = nearer-to-camera negative z handled by caller). */
3
+ readonly sortDepth: number;
4
+ readonly changed?: boolean;
5
+ }
6
+ export declare class ParticleSort {
7
+ private keys;
8
+ private order;
9
+ private scratch;
10
+ private counts;
11
+ private lastCamera;
12
+ private lastOrder;
13
+ private lastCount;
14
+ /**
15
+ * Back-to-front order into `batches` (largest view depth first — drawn first,
16
+ * farthest away). Reuses the previous order when the camera basis moved less
17
+ * than 1 cm, rotated less than ~0.5°, and no batch flagged `changed`.
18
+ */
19
+ sort<T extends SortableBatch>(batches: readonly T[], cameraBasis: Float32Array): Uint32Array;
20
+ }
21
+ //# sourceMappingURL=ParticleSort.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ParticleSort.d.ts","sourceRoot":"","sources":["../../../../../packages/rendering/src/vfx/ParticleSort.ts"],"names":[],"mappings":"AAIA,MAAM,WAAW,aAAa;IAC5B,wHAAwH;IACxH,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;CAC5B;AAED,qBAAa,YAAY;IACvB,OAAO,CAAC,IAAI,CAAsB;IAClC,OAAO,CAAC,KAAK,CAAsB;IACnC,OAAO,CAAC,OAAO,CAAsB;IACrC,OAAO,CAAC,MAAM,CAAwB;IACtC,OAAO,CAAC,UAAU,CAAuB;IACzC,OAAO,CAAC,SAAS,CAA4B;IAC7C,OAAO,CAAC,SAAS,CAAK;IAEtB;;;;OAIG;IACH,IAAI,CAAC,CAAC,SAAS,aAAa,EAAE,OAAO,EAAE,SAAS,CAAC,EAAE,EAAE,WAAW,EAAE,YAAY,GAAG,WAAW;CAmC7F"}
@@ -0,0 +1,80 @@
1
+ // PRD-07 P1-T7 — view-depth sort for transparent particle batches (§6.2.2).
2
+ // LSD radix pass over 16-bit quantized view depth; skipped when the camera
3
+ // moved less than 1 cm / rotated less than 0.5° and no batch changed.
4
+ export class ParticleSort {
5
+ keys = new Uint16Array(0);
6
+ order = new Uint32Array(0);
7
+ scratch = new Uint32Array(0);
8
+ counts = new Uint32Array(256);
9
+ lastCamera = new Float32Array(0);
10
+ lastOrder = null;
11
+ lastCount = 0;
12
+ /**
13
+ * Back-to-front order into `batches` (largest view depth first — drawn first,
14
+ * farthest away). Reuses the previous order when the camera basis moved less
15
+ * than 1 cm, rotated less than ~0.5°, and no batch flagged `changed`.
16
+ */
17
+ sort(batches, cameraBasis) {
18
+ const n = batches.length;
19
+ if (n <= 1) {
20
+ this.lastOrder = n === 1 ? Uint32Array.of(0) : null;
21
+ this.lastCount = n;
22
+ this.lastCamera = cameraBasis.slice(0, 12);
23
+ return this.lastOrder ?? new Uint32Array(0);
24
+ }
25
+ const stable = n === this.lastCount && this.lastOrder !== null
26
+ && cameraMovedLittle(this.lastCamera, cameraBasis)
27
+ && !batches.some((b) => b.changed === true);
28
+ if (stable)
29
+ return this.lastOrder;
30
+ if (this.keys.length < n) {
31
+ this.keys = new Uint16Array(n);
32
+ this.order = new Uint32Array(n);
33
+ this.scratch = new Uint32Array(n);
34
+ }
35
+ // Quantize to a DESCENDING 16-bit key so the stable radix passes emit
36
+ // back-to-front directly — sorting ascending then reversing would flip the
37
+ // order of equal-key batches relative to a stable Array.sort comparator.
38
+ for (let i = 0; i < n; i++) {
39
+ const d = batches[i].sortDepth;
40
+ const q = d <= 0 ? 0 : Math.min(65535, Math.round((Math.min(d, 4096) / 4096) * 65535));
41
+ this.keys[i] = 65535 - q;
42
+ }
43
+ for (let i = 0; i < n; i++)
44
+ this.order[i] = i;
45
+ radixPass(this.keys, this.order, this.scratch, this.counts, n, 0);
46
+ radixPass(this.keys, this.order, this.scratch, this.counts, n, 8);
47
+ const out = this.order.subarray(0, n);
48
+ this.lastOrder = out.slice();
49
+ this.lastCount = n;
50
+ this.lastCamera = cameraBasis.slice(0, 12);
51
+ return this.lastOrder;
52
+ }
53
+ }
54
+ function radixPass(keys, order, scratch, counts, n, shift) {
55
+ counts.fill(0);
56
+ for (let i = 0; i < n; i++)
57
+ counts[(keys[order[i]] >> shift) & 0xff]++;
58
+ let sum = 0;
59
+ for (let i = 0; i < 256; i++) {
60
+ const c = counts[i];
61
+ counts[i] = sum;
62
+ sum += c;
63
+ }
64
+ for (let i = 0; i < n; i++)
65
+ scratch[counts[(keys[order[i]] >> shift) & 0xff]++] = order[i];
66
+ order.set(scratch.subarray(0, n));
67
+ }
68
+ function cameraMovedLittle(prev, next) {
69
+ if (prev.length < 12 || next.length < 12)
70
+ return false;
71
+ // prev/next hold the camera's view-matrix upper 3x4 (rotation + translation).
72
+ let rotDelta = 0;
73
+ let posDelta = 0;
74
+ for (let i = 0; i < 9; i++)
75
+ rotDelta += Math.abs(prev[i] - next[i]);
76
+ for (let i = 9; i < 12; i++)
77
+ posDelta += Math.abs(prev[i] - next[i]);
78
+ return rotDelta < 0.0087 /* ~0.5° on the basis entries */ && posDelta < 0.01 /* 1 cm */;
79
+ }
80
+ //# sourceMappingURL=ParticleSort.js.map
@@ -0,0 +1 @@
1
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