@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 +1,55 @@
1
+ const glsl = /* glsl */ `
2
+ uniform sampler2D u_planetAlbedo;
3
+ uniform sampler2D u_planetNight;
4
+ uniform sampler2D u_planetClouds;
5
+ uniform vec3 u_atmosphereColor;
6
+
7
+ // Terminator wrap: wrap = saturate((dot(n,L) + 0.2) / 1.2).
8
+ float a3dPlanetTerminator(vec3 n, vec3 L) {
9
+ return clamp((dot(n, L) + 0.2) / 1.2, 0.0, 1.0);
10
+ }
11
+
12
+ // Day side albedo; night map blends in where dot(n,L) < 0 with a 0.1 ramp.
13
+ vec3 a3dPlanetSurface(vec2 uv, vec3 n, vec3 L) {
14
+ vec3 day = texture(u_planetAlbedo, uv).rgb * a3dPlanetTerminator(n, L);
15
+ float night = 1.0 - smoothstep(-0.1, 0.0, dot(n, L));
16
+ vec3 city = texture(u_planetNight, uv).rgb * night;
17
+ // Cloud shadow: sample the cloud map offset toward the sun.
18
+ float cloud = texture(u_planetClouds, uv + L.xz * 0.01).r;
19
+ day *= 1.0 - cloud * 0.4;
20
+ return day + city;
21
+ }
22
+
23
+ // Additive atmosphere shell (second sphere at 1.025x):
24
+ // rim = pow(1 - saturate(dot(n,V)), 3.5) * saturate(dot(n,L) + 0.35) * color.
25
+ vec3 a3dPlanetAtmosphere(vec3 n, vec3 V, vec3 L) {
26
+ float rim = pow(1.0 - clamp(dot(n, V), 0.0, 1.0), 3.5);
27
+ float day = clamp(dot(n, L) + 0.35, 0.0, 1.0);
28
+ return u_atmosphereColor * rim * day;
29
+ }
30
+ `;
31
+ const wgsl = /* wgsl */ `
32
+ @group(0) @binding(0) var u_planetAlbedo : texture_2d<f32>;
33
+ @group(0) @binding(1) var u_planetNight : texture_2d<f32>;
34
+ @group(0) @binding(2) var u_planetClouds : texture_2d<f32>;
35
+ @group(0) @binding(3) var u_samp : sampler;
36
+ @group(0) @binding(4) var<uniform> u_atmosphereColor : vec3f;
37
+
38
+ fn a3dPlanetTerminator(n : vec3f, L : vec3f) -> f32 {
39
+ return clamp((dot(n, L) + 0.2) / 1.2, 0.0, 1.0);
40
+ }
41
+
42
+ fn a3dPlanetAtmosphere(n : vec3f, V : vec3f, L : vec3f) -> vec3f {
43
+ let rim = pow(1.0 - clamp(dot(n, V), 0.0, 1.0), 3.5);
44
+ let day = clamp(dot(n, L) + 0.35, 0.0, 1.0);
45
+ return u_atmosphereColor * rim * day;
46
+ }
47
+ `;
48
+ export const a3d_prd10_planet = {
49
+ name: "a3d_prd10_planet",
50
+ owner: "prd10",
51
+ stage: "fragment",
52
+ glsl,
53
+ wgsl
54
+ };
55
+ //# sourceMappingURL=planet.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"planet.js","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/world/space/shaders/planet.ts"],"names":[],"mappings":"AAOA,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6BvB,CAAC;AAEF,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;CAgBvB,CAAC;AAEF,MAAM,CAAC,MAAM,gBAAgB,GAAgB;IAC3C,IAAI,EAAE,kBAAkB;IACxB,KAAK,EAAE,OAAO;IACd,KAAK,EAAE,UAAU;IACjB,IAAI;IACJ,IAAI;CACL,CAAC"}
@@ -0,0 +1,9 @@
1
+ /**
2
+ * `a3d_prd10_space_bake` — PRD-10 §8.8 space bake fragment chunk.
3
+ * Runs once per face into an RGBA16F cube (the `space-bake` C-09 environment
4
+ * source): Gaussian stars on a magnitude-banded hash grid, domain-warped fbm
5
+ * nebula through two colour ramps, subtracted dust lanes.
6
+ */
7
+ import type { ShaderChunk } from "../../../contracts/program.js";
8
+ export declare const a3d_prd10_space_bake: ShaderChunk;
9
+ //# sourceMappingURL=spaceBake.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"spaceBake.d.ts","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/world/space/shaders/spaceBake.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,+BAA+B,CAAC;AAkGjE,eAAO,MAAM,oBAAoB,EAAE,WAMlC,CAAC"}
@@ -0,0 +1,102 @@
1
+ const glsl = /* glsl */ `
2
+ uniform float u_spaceSeed;
3
+ uniform vec3 u_nebulaColorA; // ramp start
4
+ uniform vec3 u_nebulaColorB; // ramp end
5
+ uniform float u_nebulaIntensity; // 0.05..0.3 so stars stay dominant
6
+ uniform float u_starPeak; // mag0 reference luminance
7
+
8
+ float a3dHash13(vec3 p) {
9
+ p = fract(p * 0.1031);
10
+ p += dot(p, p.zyx + 31.32);
11
+ return fract((p.x + p.y) * p.z);
12
+ }
13
+
14
+ vec3 a3dHash33(vec3 p) {
15
+ p = fract(p * vec3(0.1031, 0.1030, 0.0973));
16
+ p += dot(p, p.yxz + 33.33);
17
+ return fract((p.xxy + p.yxx) * p.zyx);
18
+ }
19
+
20
+ // fbm over domain-warped direction, 6 octaves.
21
+ float a3dFbm(vec3 p) {
22
+ float sum = 0.0;
23
+ float amp = 0.5;
24
+ for (int i = 0; i < 6; i++) {
25
+ vec3 q = p + vec3(a3dHash13(p + float(i) * 0.31), a3dHash13(p.yzx + float(i) * 0.17), a3dHash13(p.zxy + float(i) * 0.23)) - 0.5;
26
+ sum += amp * (a3dHash13(q) * 2.0 - 1.0);
27
+ p *= 2.03;
28
+ amp *= 0.5;
29
+ }
30
+ return sum * 0.5 + 0.5;
31
+ }
32
+
33
+ // Blackbody-ish colour from a 0..1 temperature index.
34
+ vec3 a3dStarColor(float t) {
35
+ return mix(vec3(0.6, 0.72, 1.0), vec3(1.0, 0.95, 0.85), smoothstep(0.0, 0.5, t))
36
+ + vec3(0.35, 0.1, -0.05) * smoothstep(0.5, 1.0, t);
37
+ }
38
+
39
+ // Star field: hash grid per magnitude band, Gaussian sigma 0.6 texel,
40
+ // peak luminance pow(10, -0.4*(mag - mag0)).
41
+ vec3 a3dSpaceStars(vec3 dir) {
42
+ vec3 col = vec3(0.0);
43
+ for (int band = 0; band < 3; band++) {
44
+ float cells = 24.0 + float(band) * 24.0;
45
+ vec3 p = dir * cells;
46
+ vec3 cell = floor(p);
47
+ vec3 f = fract(p) - 0.5;
48
+ vec3 h = a3dHash33(cell + u_spaceSeed + float(band) * 7.13);
49
+ float mag = float(band) * 1.6;
50
+ float peak = pow(10.0, -0.4 * (mag - 2.0)) * u_starPeak;
51
+ float present = step(0.96 - float(band) * 0.02, h.z); // sparser in dim bands
52
+ vec3 starPos = cell + 0.5 + (h - 0.5) * 0.6;
53
+ float d = length(p - starPos) * cells / 24.0;
54
+ float g = exp(-d * d / (2.0 * 0.6 * 0.6));
55
+ col += a3dStarColor(h.y) * g * peak * present;
56
+ }
57
+ return col;
58
+ }
59
+
60
+ // Nebula + dust lanes at nebula intensity so stars stay dominant.
61
+ vec3 a3dSpaceNebula(vec3 dir) {
62
+ float n = a3dFbm(dir * 2.3 + u_spaceSeed * 0.1);
63
+ float dust = a3dFbm(dir * 1.1 - u_spaceSeed * 0.2);
64
+ vec3 nebula = mix(u_nebulaColorA, u_nebulaColorB, n) * u_nebulaIntensity;
65
+ return max(nebula - dust * 0.4 * u_nebulaIntensity, vec3(0.0));
66
+ }
67
+
68
+ vec3 a3dSpaceBakeFace(vec3 dir) {
69
+ return a3dSpaceStars(normalize(dir)) + a3dSpaceNebula(normalize(dir));
70
+ }
71
+ `;
72
+ const wgsl = /* wgsl */ `
73
+ struct A3dSpaceBake {
74
+ seed : f32,
75
+ nebulaColorA : vec3f,
76
+ nebulaColorB : vec3f,
77
+ nebulaIntensity : f32,
78
+ starPeak : f32,
79
+ pad0 : f32,
80
+ pad1 : f32,
81
+ };
82
+ @group(0) @binding(0) var<uniform> u_space : A3dSpaceBake;
83
+
84
+ fn a3dHash13(p : vec3f) -> f32 {
85
+ var q = fract(p * 0.1031);
86
+ q = q + vec3f(dot(q, q.zyx + vec3f(31.32)));
87
+ return fract((q.x + q.y) * q.z);
88
+ }
89
+
90
+ fn a3dStarColor(t : f32) -> vec3f {
91
+ return mix(vec3f(0.6, 0.72, 1.0), vec3f(1.0, 0.95, 0.85), smoothstep(0.0, 0.5, t))
92
+ + vec3f(0.35, 0.1, -0.05) * smoothstep(0.5, 1.0, t);
93
+ }
94
+ `;
95
+ export const a3d_prd10_space_bake = {
96
+ name: "a3d_prd10_space_bake",
97
+ owner: "prd10",
98
+ stage: "fragment",
99
+ glsl,
100
+ wgsl
101
+ };
102
+ //# sourceMappingURL=spaceBake.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"spaceBake.js","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/world/space/shaders/spaceBake.ts"],"names":[],"mappings":"AAQA,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsEvB,CAAC;AAEF,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;CAsBvB,CAAC;AAEF,MAAM,CAAC,MAAM,oBAAoB,GAAgB;IAC/C,IAAI,EAAE,sBAAsB;IAC5B,KAAK,EAAE,OAAO;IACd,KAAK,EAAE,UAAU;IACjB,IAAI;IACJ,IAAI;CACL,CAAC"}
@@ -0,0 +1,76 @@
1
+ /**
2
+ * PRD-10 T2.5 — GPU auto-splat bake. A fullscreen pass per 4-layer group writes
3
+ * RGBA8 splat weights from the rule set; the fragment shader mirrors
4
+ * `evalSplatRules` (agent-api/world/terrain.ts) 1:1 — same `rangeWeight`
5
+ * smooth01 edges, same value-noise gate — so baked maps agree with the CPU
6
+ * weights within ±1/255 (§15.2 `terrain-splat-bake`).
7
+ *
8
+ * Noise gates replicate the CPU `hash2` via uint32 arithmetic (mod-2^32
9
+ * multiply == JS `Math.imul`/`(x*C)|0`); the only divergence is fp32 rounding
10
+ * of `float(h)/4294967295`, which can flip a threshold boundary pixel — inside
11
+ * the ±1/255 tolerance budget.
12
+ *
13
+ * The bake runs through `RenderDevice` primitives (createRenderTarget + draw),
14
+ * so the same code path serves WebGL2 (Path S) and WebGPU (Path G).
15
+ */
16
+ import type { RenderDevice, ShaderSources } from "../../RenderDevice.js";
17
+ import type { Texture } from "../../Texture.js";
18
+ /** One encoded splat rule — the uniform flat view of `AuraSplatRule`. */
19
+ export interface SplatBakeRule {
20
+ /** Target layer channel (index into the terrain's layer list). */
21
+ readonly layer: number;
22
+ readonly weight: number;
23
+ /** `[lo, hi]` degrees; `undefined` = unconstrained. */
24
+ readonly slopeDeg?: readonly [number, number];
25
+ /** `[lo, hi]` normalized height; `undefined` = unconstrained. */
26
+ readonly height?: readonly [number, number];
27
+ readonly falloff?: number;
28
+ readonly noise?: {
29
+ readonly scale: number;
30
+ readonly threshold: number;
31
+ readonly seed?: number;
32
+ };
33
+ }
34
+ export interface SplatBakeSpec {
35
+ /** Height texture (R32F or RGBA32F-packed; `.r` holds normalized height). */
36
+ readonly heightTexture: Texture;
37
+ readonly heightTexSize: readonly [number, number];
38
+ /** World metres per height texel (matches `terrainMacroNormal`'s texel arg). */
39
+ readonly texelWorld: number;
40
+ readonly heightScale: number;
41
+ /** Splat map resolution (square). */
42
+ readonly resolution: number;
43
+ readonly layerCount: number;
44
+ readonly rules: readonly SplatBakeRule[];
45
+ }
46
+ export interface SplatBakeResult {
47
+ /** Layers 0–3 splat weights (RGBA8). */
48
+ readonly splat0: Texture;
49
+ /** Layers 4–7, present only when `layerCount > 4`. */
50
+ readonly splat1: Texture | null;
51
+ /** Keeps the bake render targets alive; call when the maps are replaced. */
52
+ readonly dispose: () => void;
53
+ }
54
+ /** Fullscreen-triangle sources for the splat bake (GLSL Path S / WGSL Path G). */
55
+ /** (layer, weight) per rule as vec4[MAX_RULES] — see BAKE_FRAG `u_ruleLW`. */
56
+ export declare function packRuleLW(ruleLayer: ArrayLike<number>, ruleWeight: ArrayLike<number>): Float32Array;
57
+ export declare function splatBakeShaderSources(): ShaderSources;
58
+ /** Pack JS rules into the uniform flat layout the bake program reads. */
59
+ export declare function encodeSplatBakeRules(rules: readonly SplatBakeRule[]): {
60
+ readonly ruleCount: number;
61
+ readonly ruleLayer: Int32Array;
62
+ readonly ruleWeight: Float32Array;
63
+ /** vec4[MAX_RULES] (layer, weight, 0, 0) — the uploaded form (`u_ruleLW`). */
64
+ readonly ruleLW: Float32Array;
65
+ readonly ruleSlope: Float32Array;
66
+ readonly ruleHeight: Float32Array;
67
+ readonly ruleNoise: Float32Array;
68
+ readonly dropped: number;
69
+ };
70
+ /**
71
+ * Bake the splat weights into RGBA8 render-target textures on `device`.
72
+ * One fullscreen draw per 4-layer group; returns the target textures (caller
73
+ * binds them into the terrain program and keeps/disposes via `dispose`).
74
+ */
75
+ export declare function bakeTerrainSplat(device: RenderDevice, spec: SplatBakeSpec): SplatBakeResult;
76
+ //# sourceMappingURL=SplatBake.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SplatBake.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/world/terrain/SplatBake.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AACH,OAAO,KAAK,EAAE,YAAY,EAAgB,aAAa,EAAgB,MAAM,uBAAuB,CAAC;AAKrG,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,kBAAkB,CAAC;AAGhD,yEAAyE;AACzE,MAAM,WAAW,aAAa;IAC5B,kEAAkE;IAClE,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,uDAAuD;IACvD,QAAQ,CAAC,QAAQ,CAAC,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IAC9C,iEAAiE;IACjE,QAAQ,CAAC,MAAM,CAAC,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,QAAQ,CAAC,OAAO,CAAC,EAAE,MAAM,CAAC;IAC1B,QAAQ,CAAC,KAAK,CAAC,EAAE;QAAE,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;QAAC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;QAAC,QAAQ,CAAC,IAAI,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;CACjG;AAED,MAAM,WAAW,aAAa;IAC5B,6EAA6E;IAC7E,QAAQ,CAAC,aAAa,EAAE,OAAO,CAAC;IAChC,QAAQ,CAAC,aAAa,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IAClD,gFAAgF;IAChF,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAC7B,qCAAqC;IACrC,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,QAAQ,CAAC,KAAK,EAAE,SAAS,aAAa,EAAE,CAAC;CAC1C;AAED,MAAM,WAAW,eAAe;IAC9B,wCAAwC;IACxC,QAAQ,CAAC,MAAM,EAAE,OAAO,CAAC;IACzB,sDAAsD;IACtD,QAAQ,CAAC,MAAM,EAAE,OAAO,GAAG,IAAI,CAAC;IAChC,4EAA4E;IAC5E,QAAQ,CAAC,OAAO,EAAE,MAAM,IAAI,CAAC;CAC9B;AAgND,kFAAkF;AAClF,8EAA8E;AAC9E,wBAAgB,UAAU,CAAC,SAAS,EAAE,SAAS,CAAC,MAAM,CAAC,EAAE,UAAU,EAAE,SAAS,CAAC,MAAM,CAAC,GAAG,YAAY,CAOpG;AAED,wBAAgB,sBAAsB,IAAI,aAAa,CAQtD;AAED,yEAAyE;AACzE,wBAAgB,oBAAoB,CAAC,KAAK,EAAE,SAAS,aAAa,EAAE,GAAG;IACrE,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,SAAS,EAAE,UAAU,CAAC;IAC/B,QAAQ,CAAC,UAAU,EAAE,YAAY,CAAC;IAClC,8EAA8E;IAC9E,QAAQ,CAAC,MAAM,EAAE,YAAY,CAAC;IAC9B,QAAQ,CAAC,SAAS,EAAE,YAAY,CAAC;IACjC,QAAQ,CAAC,UAAU,EAAE,YAAY,CAAC;IAClC,QAAQ,CAAC,SAAS,EAAE,YAAY,CAAC;IACjC,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;CAC1B,CAmBA;AAKD;;;;GAIG;AACH,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,YAAY,EAAE,IAAI,EAAE,aAAa,GAAG,eAAe,CAuD3F"}
@@ -0,0 +1,308 @@
1
+ import { VertexBuffer } from "../../VertexBuffer.js";
2
+ import { VertexFormat } from "../../VertexFormat.js";
3
+ import { TextureBinding } from "../../TextureBinding.js";
4
+ import { Sampler } from "../../Sampler.js";
5
+ import { a3dTerrainHeightBilinearGlsl } from "./shaders/terrainCdlod.js";
6
+ const MAX_RULES = 8;
7
+ const BAKE_VERT = /* glsl */ `#version 300 es
8
+ // prd10-terrain-splat-bake — RenderDevice shader marker (both stages)
9
+ in vec2 a_pos;
10
+ out vec2 v_uv;
11
+ void main() {
12
+ v_uv = a_pos * 0.5 + 0.5;
13
+ gl_Position = vec4(a_pos, 0.0, 1.0);
14
+ }
15
+ `;
16
+ /**
17
+ * Fragment mirrors `evalSplatRules` + `rangeWeight` + `smooth01` +
18
+ * `hash2`/`valueNoise` from agent-api/world/terrain.ts exactly. Keep the two in
19
+ * lockstep — the ±1/255 agreement test reads baked texels against the CPU
20
+ * weights.
21
+ */
22
+ const BAKE_FRAG = /* glsl */ `#version 300 es
23
+ // prd10-terrain-splat-bake — RenderDevice shader marker (both stages)
24
+ precision highp float;
25
+ precision highp int;
26
+ in vec2 v_uv;
27
+ out vec4 o_weights;
28
+ // Counts are floats and (layer, weight) pack into vec4s: the RenderDevice
29
+ // uploads only float types (#491), so int/float[] uniforms never arrived.
30
+ uniform float u_layerOffset; // 0 for splat0, 4 for splat1
31
+ uniform float u_layerCount;
32
+ uniform float u_ruleCount;
33
+ uniform vec4 u_ruleLW[${MAX_RULES}]; // x: layer index, y: weight
34
+ uniform vec4 u_ruleSlope[${MAX_RULES}]; // lo, hi, falloff, has
35
+ uniform vec4 u_ruleHeight[${MAX_RULES}]; // lo, hi, falloff, has
36
+ uniform vec4 u_ruleNoise[${MAX_RULES}]; // scale, threshold, seed, has
37
+ uniform float u_texelWorld;
38
+
39
+ ${a3dTerrainHeightBilinearGlsl}
40
+
41
+ float a3dBakeSmooth01(float t) {
42
+ float x = clamp(t, 0.0, 1.0);
43
+ return x * x * (3.0 - 2.0 * x);
44
+ }
45
+ // CPU rangeWeight(): hard outside bounds, smooth01 edges of (hi-lo)*falloff.
46
+ float a3dBakeRangeWeight(float value, vec4 range) {
47
+ if (range.w < 0.5) return 1.0;
48
+ float lo = range.x;
49
+ float hi = range.y;
50
+ if (value < lo || value > hi) return 0.0;
51
+ float edge = max(1e-6, (hi - lo) * range.z);
52
+ return min(a3dBakeSmooth01((value - lo) / edge), a3dBakeSmooth01((hi - value) / edge));
53
+ }
54
+ // CPU hash2() — uint32 ops match (x*C)|0 / Math.imul bitwise.
55
+ uint a3dBakeHash2(int ix, int iz, int seed) {
56
+ uint h = uint(ix) * 374761393u + uint(iz) * 668265263u + uint(seed) * 2641260675u;
57
+ h = (h ^ (h >> 13u)) * 1274126177u;
58
+ h = h ^ (h >> 16u);
59
+ return h;
60
+ }
61
+ float a3dBakeNoise(float x, float z, int seed) {
62
+ int ix = int(floor(x));
63
+ int iz = int(floor(z));
64
+ float fx = x - float(ix);
65
+ float fz = z - float(iz);
66
+ float sx = fx * fx * (3.0 - 2.0 * fx);
67
+ float sz = fz * fz * (3.0 - 2.0 * fz);
68
+ float a = float(a3dBakeHash2(ix, iz, seed)) / 4294967295.0;
69
+ float b = float(a3dBakeHash2(ix + 1, iz, seed)) / 4294967295.0;
70
+ float c = float(a3dBakeHash2(ix, iz + 1, seed)) / 4294967295.0;
71
+ float d = float(a3dBakeHash2(ix + 1, iz + 1, seed)) / 4294967295.0;
72
+ return a + (b - a) * sx + (c + (d - c) * sx - a - (b - a) * sx) * sz;
73
+ }
74
+ void main() {
75
+ float du = 1.0 / max(u_heightTexSize.x - 1.0, 1.0);
76
+ float dv = 1.0 / max(u_heightTexSize.y - 1.0, 1.0);
77
+ float h = a3dTerrainHeightBilinear(v_uv);
78
+ float hL = a3dTerrainHeightBilinear(v_uv - vec2(du, 0.0));
79
+ float hR = a3dTerrainHeightBilinear(v_uv + vec2(du, 0.0));
80
+ float hD = a3dTerrainHeightBilinear(v_uv - vec2(0.0, dv));
81
+ float hU = a3dTerrainHeightBilinear(v_uv + vec2(0.0, dv));
82
+ vec3 n = normalize(vec3(hL - hR, 2.0 * u_texelWorld, hD - hU));
83
+ float slopeDeg = degrees(acos(clamp(n.y, -1.0, 1.0)));
84
+ float hNorm = h / max(u_heightScale, 1e-6);
85
+
86
+ float w[8];
87
+ for (int i = 0; i < 8; i++) w[i] = 0.0;
88
+ for (int r = 0; r < ${MAX_RULES}; r++) {
89
+ if (float(r) >= u_ruleCount) break;
90
+ float rw = u_ruleLW[r].y
91
+ * a3dBakeRangeWeight(slopeDeg, u_ruleSlope[r])
92
+ * a3dBakeRangeWeight(hNorm, u_ruleHeight[r]);
93
+ if (u_ruleNoise[r].w > 0.5) {
94
+ float nn = a3dBakeNoise(v_uv.x * u_ruleNoise[r].x, v_uv.y * u_ruleNoise[r].x, int(u_ruleNoise[r].z));
95
+ rw *= nn >= u_ruleNoise[r].y ? 1.0 : 0.0;
96
+ }
97
+ w[int(u_ruleLW[r].x + 0.5)] += rw;
98
+ }
99
+ float total = 0.0;
100
+ for (int i = 0; i < 8; i++) total += w[i];
101
+ w[0] += max(0.0, 1.0 - total); // remainder -> layer 0
102
+ float sum = 0.0;
103
+ for (int i = 0; i < 8; i++) sum += w[i];
104
+ vec4 outW = vec4(0.0);
105
+ for (int i = 0; i < 4; i++) {
106
+ int layer = int(u_layerOffset + 0.5) + i;
107
+ outW[i] = float(layer) < u_layerCount ? w[layer] / max(sum, 1e-6) : 0.0;
108
+ }
109
+ o_weights = outW;
110
+ }
111
+ `;
112
+ const BAKE_WGSL = /* wgsl */ `
113
+ // SplatBake WGSL twin — Path G runs this when WebGPU is the backend. Same
114
+ // rule evaluation as the GLSL body (see BAKE_FRAG comments).
115
+ struct BakeUniforms {
116
+ layerOffset : i32, layerCount : i32, ruleCount : i32, texelWorld : f32,
117
+ heightTexSize : vec2f, heightScale : f32, pad : f32,
118
+ ruleLayer : array<i32, ${MAX_RULES}>,
119
+ ruleWeight : array<f32, ${MAX_RULES}>,
120
+ ruleSlope : array<vec4f, ${MAX_RULES}>,
121
+ ruleHeight : array<vec4f, ${MAX_RULES}>,
122
+ ruleNoise : array<vec4f, ${MAX_RULES}>,
123
+ };
124
+ @group(0) @binding(0) var<uniform> u : BakeUniforms;
125
+ @group(0) @binding(1) var u_height : texture_2d<f32>;
126
+
127
+ fn bakeHeightBilinear(uv : vec2f) -> f32 {
128
+ let p = uv * (u.heightTexSize - vec2f(1.0));
129
+ let i = vec2i(floor(p));
130
+ let hi = vec2i(u.heightTexSize) - vec2i(1);
131
+ let f = fract(p);
132
+ let h00 = textureLoad(u_height, clamp(i, vec2i(0), hi), 0).r;
133
+ let h10 = textureLoad(u_height, clamp(i + vec2i(1, 0), vec2i(0), hi), 0).r;
134
+ let h01 = textureLoad(u_height, clamp(i + vec2i(0, 1), vec2i(0), hi), 0).r;
135
+ let h11 = textureLoad(u_height, clamp(i + vec2i(1, 1), vec2i(0), hi), 0).r;
136
+ return mix(mix(h00, h10, f.x), mix(h01, h11, f.x), f.y) * u.heightScale;
137
+ }
138
+ fn bakeSmooth01(t : f32) -> f32 { let x = clamp(t, 0.0, 1.0); return x * x * (3.0 - 2.0 * x); }
139
+ fn bakeRangeWeight(v : f32, r : vec4f) -> f32 {
140
+ if (r.w < 0.5) { return 1.0; }
141
+ if (v < r.x || v > r.y) { return 0.0; }
142
+ let edge = max(1e-6, (r.y - r.x) * r.z);
143
+ return min(bakeSmooth01((v - r.x) / edge), bakeSmooth01((r.y - v) / edge));
144
+ }
145
+ fn bakeHash2(ix : i32, iz : i32, seed : i32) -> u32 {
146
+ var h = u32(ix) * 374761393u + u32(iz) * 668265263u + u32(seed) * 2641260675u;
147
+ h = (h ^ (h >> 13u)) * 1274126177u;
148
+ h = h ^ (h >> 16u);
149
+ return h;
150
+ }
151
+ fn bakeNoise(x : f32, z : f32, seed : i32) -> f32 {
152
+ let ix = i32(floor(x)); let iz = i32(floor(z));
153
+ let fx = x - f32(ix); let fz = z - f32(iz);
154
+ let sx = fx * fx * (3.0 - 2.0 * fx); let sz = fz * fz * (3.0 - 2.0 * fz);
155
+ let a = f32(bakeHash2(ix, iz, seed)) / 4294967295.0;
156
+ let b = f32(bakeHash2(ix + 1, iz, seed)) / 4294967295.0;
157
+ let c = f32(bakeHash2(ix, iz + 1, seed)) / 4294967295.0;
158
+ let d = f32(bakeHash2(ix + 1, iz + 1, seed)) / 4294967295.0;
159
+ return a + (b - a) * sx + (c + (d - c) * sx - a - (b - a) * sx) * sz;
160
+ }
161
+ fn bakeSlopeDeg(uv : vec2f) -> vec2f {
162
+ let du = 1.0 / max(u.heightTexSize.x - 1.0, 1.0);
163
+ let dv = 1.0 / max(u.heightTexSize.y - 1.0, 1.0);
164
+ let hL = bakeHeightBilinear(uv - vec2f(du, 0.0));
165
+ let hR = bakeHeightBilinear(uv + vec2f(du, 0.0));
166
+ let hD = bakeHeightBilinear(uv - vec2f(0.0, dv));
167
+ let hU = bakeHeightBilinear(uv + vec2f(0.0, dv));
168
+ let n = normalize(vec3f(hL - hR, 2.0 * u.texelWorld, hD - hU));
169
+ return vec2f(degrees(acos(clamp(n.y, -1.0, 1.0))), bakeHeightBilinear(uv) / max(u.heightScale, 1e-6));
170
+ }
171
+
172
+ struct VsOut { @builtin(position) pos : vec4f, @location(0) uv : vec2f };
173
+ @vertex fn vsMain(@location(0) aPos : vec2f) -> VsOut {
174
+ var o : VsOut;
175
+ o.pos = vec4f(aPos, 0.0, 1.0);
176
+ o.uv = aPos * 0.5 + vec2f(0.5);
177
+ return o;
178
+ }
179
+ fn bakeWeights(uv : vec2f) -> vec4f {
180
+ let sh = bakeSlopeDeg(uv);
181
+ var w : array<f32, 8>;
182
+ for (var i = 0; i < 8; i++) { w[i] = 0.0; }
183
+ for (var r = 0; r < ${MAX_RULES}; r++) {
184
+ if (r >= u.ruleCount) { break; }
185
+ var rw = u.ruleWeight[r] * bakeRangeWeight(sh.x, u.ruleSlope[r]) * bakeRangeWeight(sh.y, u.ruleHeight[r]);
186
+ if (u.ruleNoise[r].w > 0.5) {
187
+ let nn = bakeNoise(uv.x * u.ruleNoise[r].x, uv.y * u.ruleNoise[r].x, i32(u.ruleNoise[r].z));
188
+ rw = rw * select(0.0, 1.0, nn >= u.ruleNoise[r].y);
189
+ }
190
+ w[u.ruleLayer[r]] = w[u.ruleLayer[r]] + rw;
191
+ }
192
+ var total = 0.0;
193
+ for (var i = 0; i < 8; i++) { total += w[i]; }
194
+ w[0] = w[0] + max(0.0, 1.0 - total);
195
+ var sum = 0.0;
196
+ for (var i = 0; i < 8; i++) { sum += w[i]; }
197
+ var outW = vec4f(0.0);
198
+ for (var i = 0; i < 4; i++) {
199
+ let layer = u.layerOffset + i;
200
+ outW[i] = select(0.0, w[layer] / max(sum, 1e-6), layer < u.layerCount);
201
+ }
202
+ return outW;
203
+ }
204
+ @fragment fn fsMain(@location(0) uv : vec2f) -> @location(0) vec4f {
205
+ return bakeWeights(uv);
206
+ }
207
+ `;
208
+ /** Fullscreen-triangle sources for the splat bake (GLSL Path S / WGSL Path G). */
209
+ /** (layer, weight) per rule as vec4[MAX_RULES] — see BAKE_FRAG `u_ruleLW`. */
210
+ export function packRuleLW(ruleLayer, ruleWeight) {
211
+ const out = new Float32Array(MAX_RULES * 4);
212
+ for (let r = 0; r < MAX_RULES; r += 1) {
213
+ out[r * 4] = ruleLayer[r] ?? 0;
214
+ out[r * 4 + 1] = ruleWeight[r] ?? 0;
215
+ }
216
+ return out;
217
+ }
218
+ export function splatBakeShaderSources() {
219
+ return {
220
+ label: "prd10-terrain-splat-bake",
221
+ marker: "prd10-terrain-splat-bake",
222
+ vertex: BAKE_VERT,
223
+ fragment: BAKE_FRAG,
224
+ webgpu: { vertex: BAKE_WGSL, fragment: BAKE_WGSL }
225
+ };
226
+ }
227
+ /** Pack JS rules into the uniform flat layout the bake program reads. */
228
+ export function encodeSplatBakeRules(rules) {
229
+ const capped = rules.slice(0, MAX_RULES);
230
+ const ruleLayer = new Int32Array(MAX_RULES);
231
+ const ruleWeight = new Float32Array(MAX_RULES);
232
+ const ruleSlope = new Float32Array(MAX_RULES * 4);
233
+ const ruleHeight = new Float32Array(MAX_RULES * 4);
234
+ const ruleNoise = new Float32Array(MAX_RULES * 4);
235
+ capped.forEach((rule, r) => {
236
+ const falloff = rule.falloff ?? 0.1;
237
+ ruleLayer[r] = rule.layer;
238
+ ruleWeight[r] = rule.weight;
239
+ ruleSlope.set([rule.slopeDeg?.[0] ?? 0, rule.slopeDeg?.[1] ?? 0, falloff, rule.slopeDeg ? 1 : 0], r * 4);
240
+ ruleHeight.set([rule.height?.[0] ?? 0, rule.height?.[1] ?? 0, falloff, rule.height ? 1 : 0], r * 4);
241
+ ruleNoise.set([rule.noise?.scale ?? 0, rule.noise?.threshold ?? 0, rule.noise?.seed ?? 0, rule.noise ? 1 : 0], r * 4);
242
+ });
243
+ return { ruleCount: capped.length, ruleLayer, ruleWeight, ruleLW: packRuleLW(ruleLayer, ruleWeight), ruleSlope, ruleHeight, ruleNoise, dropped: Math.max(0, rules.length - MAX_RULES) };
244
+ }
245
+ const BAKE_FORMAT = new VertexFormat([{ semantic: "position", components: 2, offset: 0, shaderName: "a_pos" }]);
246
+ const BAKE_SAMPLER = new Sampler({ minFilter: "nearest", magFilter: "nearest" });
247
+ /**
248
+ * Bake the splat weights into RGBA8 render-target textures on `device`.
249
+ * One fullscreen draw per 4-layer group; returns the target textures (caller
250
+ * binds them into the terrain program and keeps/disposes via `dispose`).
251
+ */
252
+ export function bakeTerrainSplat(device, spec) {
253
+ const res = Math.max(1, spec.resolution | 0);
254
+ const groupCount = spec.layerCount > 4 ? 2 : 1;
255
+ const program = device.createShaderProgram(splatBakeShaderSources());
256
+ const tri = new VertexBuffer(BAKE_FORMAT, 3);
257
+ tri.setAttribute(0, "position", [-1, -1]);
258
+ tri.setAttribute(1, "position", [3, -1]);
259
+ tri.setAttribute(2, "position", [-1, 3]);
260
+ const vb = device.createBuffer("vertex", tri.byteLength, new Uint8Array(tri.data));
261
+ const rules = encodeSplatBakeRules(spec.rules);
262
+ const heightBinding = new TextureBinding({ name: "u_height", texture: spec.heightTexture, sampler: BAKE_SAMPLER });
263
+ const targets = [];
264
+ const textures = [];
265
+ // The bake runs lazily inside the terrain pass, with the scene target bound.
266
+ // Restore that target afterwards; `setRenderTarget(null)` sent the rest of
267
+ // the pass (the terrain draw itself) to the canvas framebuffer.
268
+ const previousTarget = device.getRenderTarget?.() ?? null;
269
+ for (let group = 0; group < groupCount; group += 1) {
270
+ const rt = device.createRenderTarget({ width: res, height: res, label: `prd10-splat-${group}`, format: "rgba8", depth: false });
271
+ device.setRenderTarget(rt);
272
+ device.draw({
273
+ label: `prd10-splat-bake-${group}`,
274
+ topology: "triangles",
275
+ vertexBuffer: vb,
276
+ vertexFormat: BAKE_FORMAT,
277
+ vertexCount: 3,
278
+ shader: program,
279
+ uniforms: new Map([
280
+ ["u_height", heightBinding],
281
+ ["u_heightTexSize", spec.heightTexSize],
282
+ ["u_heightScale", spec.heightScale],
283
+ ["u_texelWorld", spec.texelWorld],
284
+ ["u_layerOffset", group * 4],
285
+ ["u_layerCount", spec.layerCount],
286
+ ["u_ruleCount", rules.ruleCount],
287
+ ["u_ruleLW", rules.ruleLW],
288
+ ["u_ruleSlope", rules.ruleSlope],
289
+ ["u_ruleHeight", rules.ruleHeight],
290
+ ["u_ruleNoise", rules.ruleNoise]
291
+ ])
292
+ });
293
+ device.setRenderTarget(previousTarget);
294
+ targets.push(rt);
295
+ textures.push(rt.colorTexture);
296
+ }
297
+ return {
298
+ splat0: textures[0],
299
+ splat1: textures[1] ?? null,
300
+ dispose() {
301
+ for (const rt of targets)
302
+ rt.dispose();
303
+ vb.dispose();
304
+ program.dispose();
305
+ }
306
+ };
307
+ }
308
+ //# sourceMappingURL=SplatBake.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,67 @@
1
+ /**
2
+ * PRD-10 T2.2 — CDLOD quadtree (Strugar 2009) over a height grid.
3
+ *
4
+ * Node layout: quadtree depth `levels`; depth 0 is the root covering the whole
5
+ * footprint, leaves sit at depth `levels - 1`. `lod` = `levels - 1 - depth`
6
+ * (0 = finest). Distance ranges `range_l = range_0 · 2^l` with
7
+ * `range_0 = patchWorldSize · 1.5 · lodBias` (§6.1, targets ≤ 1.5 px geometry
8
+ * error); the morph band is the last `morphRatio` of each range.
9
+ */
10
+ import type { TerrainHeightGrid } from "./TerrainHeightTexture.js";
11
+ export interface TerrainTierLod {
12
+ readonly patchSize: {
13
+ readonly low: number;
14
+ readonly medium: number;
15
+ readonly high: number;
16
+ readonly ultra: number;
17
+ };
18
+ readonly levels: {
19
+ readonly low: number;
20
+ readonly medium: number;
21
+ readonly high: number;
22
+ readonly ultra: number;
23
+ };
24
+ readonly layers: {
25
+ readonly low: number;
26
+ readonly medium: number;
27
+ readonly high: number;
28
+ readonly ultra: number;
29
+ };
30
+ }
31
+ /** §17 tier table. */
32
+ export declare const TERRAIN_TIER_LOD: TerrainTierLod;
33
+ export interface CdlodNode {
34
+ readonly level: number;
35
+ readonly origin: readonly [number, number];
36
+ readonly size: number;
37
+ readonly minHeight: number;
38
+ readonly maxHeight: number;
39
+ readonly children: readonly CdlodNode[];
40
+ }
41
+ export interface CdlodTree {
42
+ readonly root: CdlodNode;
43
+ readonly levels: number;
44
+ readonly leafSize: number;
45
+ readonly all: readonly CdlodNode[];
46
+ }
47
+ export interface CdlodRange {
48
+ readonly lod: number;
49
+ readonly morphStart: number;
50
+ readonly morphEnd: number;
51
+ }
52
+ export interface CdlodSelectionOptions {
53
+ readonly morphRatio?: number;
54
+ readonly lodBias?: number;
55
+ readonly frustumPlanes?: readonly (readonly [number, number, number, number])[];
56
+ }
57
+ /** Per-LOD morph ranges (§8.1 `u_morph`): {start,end} in metres. */
58
+ export declare function cdlodRanges(levels: number, patchWorldSize: number, lodBias?: number, morphRatio?: number): readonly CdlodRange[];
59
+ /** Build the quadtree + per-node min/max height (subsampled interior nodes). */
60
+ export declare function buildCdlodTree(grid: TerrainHeightGrid, worldSize: readonly [number, number], worldOrigin: readonly [number, number], levels: number): CdlodTree;
61
+ /**
62
+ * Select the CDLOD node set for a camera position: descend while the camera is
63
+ * inside the finer level's range; emit the node otherwise. Returns the drawn
64
+ * nodes (one instanced patch draw per node at its `level`).
65
+ */
66
+ export declare function selectCdlodNodes(tree: CdlodTree, cameraPosition: readonly [number, number, number], ranges: readonly CdlodRange[], options?: CdlodSelectionOptions): readonly CdlodNode[];
67
+ //# sourceMappingURL=TerrainCdlod.d.ts.map
@@ -0,0 +1 @@
1
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