@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 +1,115 @@
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
+ /** §17 tier table. */
11
+ export const TERRAIN_TIER_LOD = {
12
+ patchSize: { low: 32, medium: 64, high: 64, ultra: 64 },
13
+ levels: { low: 4, medium: 6, high: 6, ultra: 7 },
14
+ layers: { low: 4, medium: 4, high: 8, ultra: 8 }
15
+ };
16
+ /** Per-LOD morph ranges (§8.1 `u_morph`): {start,end} in metres. */
17
+ export function cdlodRanges(levels, patchWorldSize, lodBias = 1, morphRatio = 0.33) {
18
+ const range0 = patchWorldSize * 1.5 * lodBias;
19
+ const out = [];
20
+ for (let lod = 0; lod < levels; lod += 1) {
21
+ const morphEnd = range0 * 2 ** lod;
22
+ out.push({ lod, morphStart: morphEnd * (1 - morphRatio), morphEnd });
23
+ }
24
+ return out;
25
+ }
26
+ /** Build the quadtree + per-node min/max height (subsampled interior nodes). */
27
+ export function buildCdlodTree(grid, worldSize, worldOrigin, levels) {
28
+ const size = Math.min(worldSize[0], worldSize[1]);
29
+ const leafSize = size / 2 ** (levels - 1);
30
+ const all = [];
31
+ function heightRange(minU, minV, uvSpan) {
32
+ // Sampled min/max over the node's uv span (clamped to grid).
33
+ const c0 = Math.max(0, Math.floor(minU * (grid.columns - 1)));
34
+ const c1 = Math.min(grid.columns - 1, Math.ceil((minU + uvSpan) * (grid.columns - 1)));
35
+ const r0 = Math.max(0, Math.floor(minV * (grid.rows - 1)));
36
+ const r1 = Math.min(grid.rows - 1, Math.ceil((minV + uvSpan) * (grid.rows - 1)));
37
+ let lo = Infinity;
38
+ let hi = -Infinity;
39
+ for (let r = r0; r <= r1; r += 1) {
40
+ for (let c = c0; c <= c1; c += 1) {
41
+ const h = grid.heights[r * grid.columns + c];
42
+ if (h < lo)
43
+ lo = h;
44
+ if (h > hi)
45
+ hi = h;
46
+ }
47
+ }
48
+ if (!Number.isFinite(lo)) {
49
+ lo = 0;
50
+ hi = 0;
51
+ }
52
+ return [lo, hi];
53
+ }
54
+ function build(origin, nodeSize, depth) {
55
+ const lod = levels - 1 - depth;
56
+ const [minHeight, maxHeight] = heightRange((origin[0] - worldOrigin[0]) / worldSize[0], (origin[1] - worldOrigin[1]) / worldSize[1], nodeSize / size);
57
+ const children = [];
58
+ if (depth < levels - 1) {
59
+ const half = nodeSize / 2;
60
+ children.push(build(origin, half, depth + 1), build([origin[0] + half, origin[1]], half, depth + 1), build([origin[0], origin[1] + half], half, depth + 1), build([origin[0] + half, origin[1] + half], half, depth + 1));
61
+ }
62
+ const node = { level: lod, origin, size: nodeSize, minHeight, maxHeight, children };
63
+ all.push(node);
64
+ return node;
65
+ }
66
+ const root = build(worldOrigin, size, 0);
67
+ return { root, levels, leafSize, all };
68
+ }
69
+ function aabbDistance(node, p) {
70
+ const dx = Math.max(node.origin[0] - p[0], 0, p[0] - (node.origin[0] + node.size));
71
+ const dz = Math.max(node.origin[1] - p[2], 0, p[2] - (node.origin[1] + node.size));
72
+ const dy = Math.max(node.minHeight - p[1], 0, p[1] - node.maxHeight);
73
+ return Math.hypot(dx, dy, dz);
74
+ }
75
+ function aabbInFrustum(node, planes) {
76
+ // Positive-vertex AABB test.
77
+ for (const [nx, ny, nz, d] of planes) {
78
+ const x = nx >= 0 ? node.origin[0] + node.size : node.origin[0];
79
+ const z = nz >= 0 ? node.origin[1] + node.size : node.origin[1];
80
+ const y = ny >= 0 ? node.maxHeight : node.minHeight;
81
+ if (nx * x + ny * y + nz * z + d < 0)
82
+ return false;
83
+ }
84
+ return true;
85
+ }
86
+ /**
87
+ * Select the CDLOD node set for a camera position: descend while the camera is
88
+ * inside the finer level's range; emit the node otherwise. Returns the drawn
89
+ * nodes (one instanced patch draw per node at its `level`).
90
+ */
91
+ export function selectCdlodNodes(tree, cameraPosition, ranges, options = {}) {
92
+ const out = [];
93
+ const visit = (node) => {
94
+ if (options.frustumPlanes && !aabbInFrustum(node, options.frustumPlanes))
95
+ return;
96
+ const dist = aabbDistance(node, cameraPosition);
97
+ const lod = node.level;
98
+ if (lod === 0) {
99
+ out.push(node);
100
+ return;
101
+ }
102
+ // Descend into children when the camera is closer than the finer level's
103
+ // morph end (range_{lod-1}); this node covers the annulus otherwise.
104
+ if (dist <= ranges[lod - 1].morphEnd) {
105
+ for (const child of node.children)
106
+ visit(child);
107
+ }
108
+ else {
109
+ out.push(node);
110
+ }
111
+ };
112
+ visit(tree.root);
113
+ return out;
114
+ }
115
+ //# sourceMappingURL=TerrainCdlod.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,44 @@
1
+ /**
2
+ * PRD-10 T2.1 — terrain height grid (R32F upload) + the CPU twin of the
3
+ * `a3dTerrainHeightBilinear` GLSL in `shaders/terrainCdlod.ts`.
4
+ *
5
+ * The CPU twin is bit-compatible with the shader (§8.1): same `(size-1)` uv
6
+ * mapping, same clamped-texel fetch at the border. `AuraTerrainHandle.heightAt`
7
+ * is implemented on top of it so shader and CPU agree within 1e-4 m.
8
+ *
9
+ * `terrainGpuHeightReadback` is a TEST-ONLY path (§15.2 `terrain-gpu-cpu`):
10
+ * it draws one fragment per sample point into an R32F target, never runs in
11
+ * the frame loop.
12
+ */
13
+ export interface TerrainHeightGrid {
14
+ readonly columns: number;
15
+ readonly rows: number;
16
+ /** Row-major `z * columns + x`, normalized 0..1 unless caller pre-scales. */
17
+ readonly heights: Float32Array;
18
+ }
19
+ export interface TerrainHeightTexture {
20
+ readonly texture: WebGLTexture;
21
+ readonly columns: number;
22
+ readonly rows: number;
23
+ dispose(): void;
24
+ }
25
+ /**
26
+ * CPU twin of `a3dTerrainHeightBilinear` (§8.1). `uv` is terrain-normalized;
27
+ * border texels clamp exactly like the shader's `clamp(i, 0, size-1)`.
28
+ */
29
+ export declare function terrainHeightBilinear(grid: TerrainHeightGrid, uv: readonly [number, number], heightScale?: number): number;
30
+ /**
31
+ * CPU twin of the §8.1 fragment macro normal:
32
+ * `n = normalize(vec3(hL - hR, 2*texel, hD - hU))`, `texel` = world metres per
33
+ * texel. Returns world-space up vector.
34
+ */
35
+ export declare function terrainMacroNormal(grid: TerrainHeightGrid, uv: readonly [number, number], texelWorld: number, heightScale?: number): readonly [number, number, number];
36
+ /** Upload the grid as R32F (texelFetch only — no float filtering required, §8.1). */
37
+ export declare function createTerrainHeightTexture(gl: WebGL2RenderingContext, grid: TerrainHeightGrid): TerrainHeightTexture;
38
+ /**
39
+ * TEST-ONLY GPU readback (§15.2): renders `uvs.length` pixels (N×1 framebuffer)
40
+ * running the same clamped bilinear as `a3dTerrainHeightBilinear` and reads the
41
+ * R32F target back. Never call this from a frame path.
42
+ */
43
+ export declare function terrainGpuHeightReadback(gl: WebGL2RenderingContext, grid: TerrainHeightGrid, uvs: readonly (readonly [number, number])[], heightScale?: number): Float32Array;
44
+ //# sourceMappingURL=TerrainHeightTexture.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TerrainHeightTexture.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/world/terrain/TerrainHeightTexture.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,MAAM,WAAW,iBAAiB;IAChC,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,6EAA6E;IAC7E,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAC;CAChC;AAED,MAAM,WAAW,oBAAoB;IACnC,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAC;IAC/B,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,OAAO,IAAI,IAAI,CAAC;CACjB;AAED;;;GAGG;AACH,wBAAgB,qBAAqB,CACnC,IAAI,EAAE,iBAAiB,EACvB,EAAE,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,CAAC,EAC7B,WAAW,SAAI,GACd,MAAM,CAoBR;AAED;;;;GAIG;AACH,wBAAgB,kBAAkB,CAChC,IAAI,EAAE,iBAAiB,EACvB,EAAE,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,CAAC,EAC7B,UAAU,EAAE,MAAM,EAClB,WAAW,SAAI,GACd,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAanC;AAED,qFAAqF;AACrF,wBAAgB,0BAA0B,CAAC,EAAE,EAAE,sBAAsB,EAAE,IAAI,EAAE,iBAAiB,GAAG,oBAAoB,CAkBpH;AAED;;;;GAIG;AACH,wBAAgB,wBAAwB,CACtC,EAAE,EAAE,sBAAsB,EAC1B,IAAI,EAAE,iBAAiB,EACvB,GAAG,EAAE,SAAS,CAAC,SAAS,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC,EAAE,EAC3C,WAAW,SAAI,GACd,YAAY,CAyFd"}
@@ -0,0 +1,173 @@
1
+ /**
2
+ * PRD-10 T2.1 — terrain height grid (R32F upload) + the CPU twin of the
3
+ * `a3dTerrainHeightBilinear` GLSL in `shaders/terrainCdlod.ts`.
4
+ *
5
+ * The CPU twin is bit-compatible with the shader (§8.1): same `(size-1)` uv
6
+ * mapping, same clamped-texel fetch at the border. `AuraTerrainHandle.heightAt`
7
+ * is implemented on top of it so shader and CPU agree within 1e-4 m.
8
+ *
9
+ * `terrainGpuHeightReadback` is a TEST-ONLY path (§15.2 `terrain-gpu-cpu`):
10
+ * it draws one fragment per sample point into an R32F target, never runs in
11
+ * the frame loop.
12
+ */
13
+ /**
14
+ * CPU twin of `a3dTerrainHeightBilinear` (§8.1). `uv` is terrain-normalized;
15
+ * border texels clamp exactly like the shader's `clamp(i, 0, size-1)`.
16
+ */
17
+ export function terrainHeightBilinear(grid, uv, heightScale = 1) {
18
+ const { columns, rows, heights } = grid;
19
+ const px = uv[0] * (columns - 1);
20
+ const py = uv[1] * (rows - 1);
21
+ const ix = Math.floor(px);
22
+ const iy = Math.floor(py);
23
+ const fx = px - ix;
24
+ const fy = py - iy;
25
+ const hiX = columns - 1;
26
+ const hiY = rows - 1;
27
+ const clamp = (v, hi) => (v < 0 ? 0 : v > hi ? hi : v);
28
+ const i00 = clamp(iy, hiY) * columns + clamp(ix, hiX);
29
+ const i10 = clamp(iy, hiY) * columns + clamp(ix + 1, hiX);
30
+ const i01 = clamp(iy + 1, hiY) * columns + clamp(ix, hiX);
31
+ const i11 = clamp(iy + 1, hiY) * columns + clamp(ix + 1, hiX);
32
+ const h00 = heights[i00];
33
+ const h10 = heights[i10];
34
+ const h01 = heights[i01];
35
+ const h11 = heights[i11];
36
+ return ((h00 + (h10 - h00) * fx) * (1 - fy) + (h01 + (h11 - h01) * fx) * fy) * heightScale;
37
+ }
38
+ /**
39
+ * CPU twin of the §8.1 fragment macro normal:
40
+ * `n = normalize(vec3(hL - hR, 2*texel, hD - hU))`, `texel` = world metres per
41
+ * texel. Returns world-space up vector.
42
+ */
43
+ export function terrainMacroNormal(grid, uv, texelWorld, heightScale = 1) {
44
+ const { columns, rows } = grid;
45
+ const du = 1 / Math.max(1, columns - 1);
46
+ const dv = 1 / Math.max(1, rows - 1);
47
+ const hL = terrainHeightBilinear(grid, [uv[0] - du, uv[1]], 1);
48
+ const hR = terrainHeightBilinear(grid, [uv[0] + du, uv[1]], 1);
49
+ const hD = terrainHeightBilinear(grid, [uv[0], uv[1] - dv], 1);
50
+ const hU = terrainHeightBilinear(grid, [uv[0], uv[1] + dv], 1);
51
+ const nx = (hL - hR) * heightScale;
52
+ const ny = 2 * texelWorld;
53
+ const nz = (hD - hU) * heightScale;
54
+ const len = Math.hypot(nx, ny, nz) || 1;
55
+ return [nx / len, ny / len, nz / len];
56
+ }
57
+ /** Upload the grid as R32F (texelFetch only — no float filtering required, §8.1). */
58
+ export function createTerrainHeightTexture(gl, grid) {
59
+ const texture = gl.createTexture();
60
+ if (!texture)
61
+ throw new Error("prd10: failed to create terrain height texture");
62
+ gl.bindTexture(gl.TEXTURE_2D, texture);
63
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
64
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
65
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
66
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
67
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.R32F, grid.columns, grid.rows, 0, gl.RED, gl.FLOAT, grid.heights);
68
+ gl.bindTexture(gl.TEXTURE_2D, null);
69
+ return {
70
+ texture,
71
+ columns: grid.columns,
72
+ rows: grid.rows,
73
+ dispose() {
74
+ gl.deleteTexture(texture);
75
+ }
76
+ };
77
+ }
78
+ /**
79
+ * TEST-ONLY GPU readback (§15.2): renders `uvs.length` pixels (N×1 framebuffer)
80
+ * running the same clamped bilinear as `a3dTerrainHeightBilinear` and reads the
81
+ * R32F target back. Never call this from a frame path.
82
+ */
83
+ export function terrainGpuHeightReadback(gl, grid, uvs, heightScale = 1) {
84
+ const heightTex = createTerrainHeightTexture(gl, grid);
85
+ const vsSrc = `#version 300 es
86
+ void main() { gl_Position = vec4(0.0, 0.0, 0.0, 1.0); gl_PointSize = 1.0; }`;
87
+ const fsSrc = `#version 300 es
88
+ precision highp float;
89
+ uniform highp sampler2D u_height;
90
+ uniform vec2 u_heightTexSize;
91
+ uniform float u_heightScale;
92
+ uniform vec2 u_uvs[${Math.max(1, Math.min(uvs.length, 1024))}];
93
+ uniform int u_index;
94
+ out float o_height;
95
+ void main() {
96
+ vec2 uv = u_uvs[u_index];
97
+ vec2 p = uv * (u_heightTexSize - 1.0);
98
+ ivec2 i = ivec2(floor(p));
99
+ ivec2 hi = ivec2(u_heightTexSize) - ivec2(1);
100
+ vec2 f = fract(p);
101
+ float h00 = texelFetch(u_height, clamp(i, ivec2(0), hi), 0).r;
102
+ float h10 = texelFetch(u_height, clamp(i + ivec2(1, 0), ivec2(0), hi), 0).r;
103
+ float h01 = texelFetch(u_height, clamp(i + ivec2(0, 1), ivec2(0), hi), 0).r;
104
+ float h11 = texelFetch(u_height, clamp(i + ivec2(1, 1), ivec2(0), hi), 0).r;
105
+ o_height = mix(mix(h00, h10, f.x), mix(h01, h11, f.x), f.y) * u_heightScale;
106
+ }`;
107
+ const compile = (type, src) => {
108
+ const sh = gl.createShader(type);
109
+ gl.shaderSource(sh, src);
110
+ gl.compileShader(sh);
111
+ if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) {
112
+ const log = gl.getShaderInfoLog(sh);
113
+ gl.deleteShader(sh);
114
+ throw new Error(`prd10 readback shader: ${log}`);
115
+ }
116
+ return sh;
117
+ };
118
+ const program = gl.createProgram();
119
+ gl.attachShader(program, compile(gl.VERTEX_SHADER, vsSrc));
120
+ gl.attachShader(program, compile(gl.FRAGMENT_SHADER, fsSrc));
121
+ gl.linkProgram(program);
122
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
123
+ throw new Error(`prd10 readback link: ${gl.getProgramInfoLog(program)}`);
124
+ }
125
+ gl.useProgram(program);
126
+ const emptyVao = gl.createVertexArray();
127
+ gl.bindVertexArray(emptyVao);
128
+ gl.activeTexture(gl.TEXTURE0);
129
+ gl.bindTexture(gl.TEXTURE_2D, heightTex.texture);
130
+ gl.uniform1i(gl.getUniformLocation(program, "u_height"), 0);
131
+ gl.uniform2f(gl.getUniformLocation(program, "u_heightTexSize"), grid.columns, grid.rows);
132
+ gl.uniform1f(gl.getUniformLocation(program, "u_heightScale"), heightScale);
133
+ const uvsLoc = gl.getUniformLocation(program, "u_uvs");
134
+ const indexLoc = gl.getUniformLocation(program, "u_index");
135
+ const fboTex = gl.createTexture();
136
+ gl.bindTexture(gl.TEXTURE_2D, fboTex);
137
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
138
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
139
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.R32F, 1, 1, 0, gl.RED, gl.FLOAT, null);
140
+ const fbo = gl.createFramebuffer();
141
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
142
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fboTex, 0);
143
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE) {
144
+ throw new Error("prd10 readback: R32F framebuffer incomplete (extension WEBGL_color_buffer_float missing)");
145
+ }
146
+ gl.viewport(0, 0, 1, 1);
147
+ const batch = 1024;
148
+ const out = new Float32Array(uvs.length);
149
+ const px = new Float32Array(4);
150
+ for (let base = 0; base < uvs.length; base += batch) {
151
+ const n = Math.min(batch, uvs.length - base);
152
+ const flat = new Float32Array(n * 2);
153
+ for (let i = 0; i < n; i += 1) {
154
+ flat[i * 2] = uvs[base + i][0];
155
+ flat[i * 2 + 1] = uvs[base + i][1];
156
+ }
157
+ gl.uniform2fv(uvsLoc, flat);
158
+ for (let i = 0; i < n; i += 1) {
159
+ gl.uniform1i(indexLoc, i);
160
+ gl.drawArrays(gl.POINTS, 0, 1);
161
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.FLOAT, px);
162
+ out[base + i] = px[0];
163
+ }
164
+ }
165
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
166
+ gl.deleteFramebuffer(fbo);
167
+ gl.deleteTexture(fboTex);
168
+ gl.deleteVertexArray(emptyVao);
169
+ gl.deleteProgram(program);
170
+ heightTex.dispose();
171
+ return out;
172
+ }
173
+ //# sourceMappingURL=TerrainHeightTexture.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TerrainHeightTexture.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/world/terrain/TerrainHeightTexture.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAgBH;;;GAGG;AACH,MAAM,UAAU,qBAAqB,CACnC,IAAuB,EACvB,EAA6B,EAC7B,WAAW,GAAG,CAAC;IAEf,MAAM,EAAE,OAAO,EAAE,IAAI,EAAE,OAAO,EAAE,GAAG,IAAI,CAAC;IACxC,MAAM,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,OAAO,GAAG,CAAC,CAAC,CAAC;IACjC,MAAM,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,GAAG,CAAC,CAAC,CAAC;IAC9B,MAAM,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,CAAC;IAC1B,MAAM,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,CAAC;IAC1B,MAAM,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;IACnB,MAAM,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;IACnB,MAAM,GAAG,GAAG,OAAO,GAAG,CAAC,CAAC;IACxB,MAAM,GAAG,GAAG,IAAI,GAAG,CAAC,CAAC;IACrB,MAAM,KAAK,GAAG,CAAC,CAAS,EAAE,EAAU,EAAE,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACvE,MAAM,GAAG,GAAG,KAAK,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,OAAO,GAAG,KAAK,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC;IACtD,MAAM,GAAG,GAAG,KAAK,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,OAAO,GAAG,KAAK,CAAC,EAAE,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;IAC1D,MAAM,GAAG,GAAG,KAAK,CAAC,EAAE,GAAG,CAAC,EAAE,GAAG,CAAC,GAAG,OAAO,GAAG,KAAK,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC;IAC1D,MAAM,GAAG,GAAG,KAAK,CAAC,EAAE,GAAG,CAAC,EAAE,GAAG,CAAC,GAAG,OAAO,GAAG,KAAK,CAAC,EAAE,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;IAC9D,MAAM,GAAG,GAAG,OAAO,CAAC,GAAG,CAAE,CAAC;IAC1B,MAAM,GAAG,GAAG,OAAO,CAAC,GAAG,CAAE,CAAC;IAC1B,MAAM,GAAG,GAAG,OAAO,CAAC,GAAG,CAAE,CAAC;IAC1B,MAAM,GAAG,GAAG,OAAO,CAAC,GAAG,CAAE,CAAC;IAC1B,OAAO,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,EAAE,CAAC,GAAG,EAAE,CAAC,GAAG,WAAW,CAAC;AAC7F,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,kBAAkB,CAChC,IAAuB,EACvB,EAA6B,EAC7B,UAAkB,EAClB,WAAW,GAAG,CAAC;IAEf,MAAM,EAAE,OAAO,EAAE,IAAI,EAAE,GAAG,IAAI,CAAC;IAC/B,MAAM,EAAE,GAAG,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,GAAG,CAAC,CAAC,CAAC;IACxC,MAAM,EAAE,GAAG,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,GAAG,CAAC,CAAC,CAAC;IACrC,MAAM,EAAE,GAAG,qBAAqB,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAC/D,MAAM,EAAE,GAAG,qBAAqB,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAC/D,MAAM,EAAE,GAAG,qBAAqB,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IAC/D,MAAM,EAAE,GAAG,qBAAqB,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IAC/D,MAAM,EAAE,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,WAAW,CAAC;IACnC,MAAM,EAAE,GAAG,CAAC,GAAG,UAAU,CAAC;IAC1B,MAAM,EAAE,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,WAAW,CAAC;IACnC,MAAM,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,IAAI,CAAC,CAAC;IACxC,OAAO,CAAC,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC;AACxC,CAAC;AAED,qFAAqF;AACrF,MAAM,UAAU,0BAA0B,CAAC,EAA0B,EAAE,IAAuB;IAC5F,MAAM,OAAO,GAAG,EAAE,CAAC,aAAa,EAAE,CAAC;IACnC,IAAI,CAAC,OAAO;QAAE,MAAM,IAAI,KAAK,CAAC,gDAAgD,CAAC,CAAC;IAChF,EAAE,CAAC,WAAW,CAAC,EAAE,CAAC,UAAU,EAAE,OAAO,CAAC,CAAC;IACvC,EAAE,CAAC,aAAa,CAAC,EAAE,CAAC,UAAU,EAAE,EAAE,CAAC,kBAAkB,EAAE,EAAE,CAAC,OAAO,CAAC,CAAC;IACnE,EAAE,CAAC,aAAa,CAAC,EAAE,CAAC,UAAU,EAAE,EAAE,CAAC,kBAAkB,EAAE,EAAE,CAAC,OAAO,CAAC,CAAC;IACnE,EAAE,CAAC,aAAa,CAAC,EAAE,CAAC,UAAU,EAAE,EAAE,CAAC,cAAc,EAAE,EAAE,CAAC,aAAa,CAAC,CAAC;IACrE,EAAE,CAAC,aAAa,CAAC,EAAE,CAAC,UAAU,EAAE,EAAE,CAAC,cAAc,EAAE,EAAE,CAAC,aAAa,CAAC,CAAC;IACrE,EAAE,CAAC,UAAU,CAAC,EAAE,CAAC,UAAU,EAAE,CAAC,EAAE,EAAE,CAAC,IAAI,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,KAAK,EAAE,IAAI,CAAC,OAAoC,CAAC,CAAC;IAClI,EAAE,CAAC,WAAW,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC;IACpC,OAAO;QACL,OAAO;QACP,OAAO,EAAE,IAAI,CAAC,OAAO;QACrB,IAAI,EAAE,IAAI,CAAC,IAAI;QACf,OAAO;YACL,EAAE,CAAC,aAAa,CAAC,OAAO,CAAC,CAAC;QAC5B,CAAC;KACF,CAAC;AACJ,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,wBAAwB,CACtC,EAA0B,EAC1B,IAAuB,EACvB,GAA2C,EAC3C,WAAW,GAAG,CAAC;IAEf,MAAM,SAAS,GAAG,0BAA0B,CAAC,EAAE,EAAE,IAAI,CAAC,CAAC;IACvD,MAAM,KAAK,GAAG;gFACgE,CAAC;IAC/E,MAAM,KAAK,GAAG;;;;;yBAKS,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;;;;;;;;;;;;;;MAc1D,CAAC;IACL,MAAM,OAAO,GAAG,CAAC,IAAY,EAAE,GAAW,EAAE,EAAE;QAC5C,MAAM,EAAE,GAAG,EAAE,CAAC,YAAY,CAAC,IAAI,CAAE,CAAC;QAClC,EAAE,CAAC,YAAY,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC;QACzB,EAAE,CAAC,aAAa,CAAC,EAAE,CAAC,CAAC;QACrB,IAAI,CAAC,EAAE,CAAC,kBAAkB,CAAC,EAAE,EAAE,EAAE,CAAC,cAAc,CAAC,EAAE,CAAC;YAClD,MAAM,GAAG,GAAG,EAAE,CAAC,gBAAgB,CAAC,EAAE,CAAC,CAAC;YACpC,EAAE,CAAC,YAAY,CAAC,EAAE,CAAC,CAAC;YACpB,MAAM,IAAI,KAAK,CAAC,0BAA0B,GAAG,EAAE,CAAC,CAAC;QACnD,CAAC;QACD,OAAO,EAAE,CAAC;IACZ,CAAC,CAAC;IACF,MAAM,OAAO,GAAG,EAAE,CAAC,aAAa,EAAG,CAAC;IACpC,EAAE,CAAC,YAAY,CAAC,OAAO,EAAE,OAAO,CAAC,EAAE,CAAC,aAAa,EAAE,KAAK,CAAC,CAAC,CAAC;IAC3D,EAAE,CAAC,YAAY,CAAC,OAAO,EAAE,OAAO,CAAC,EAAE,CAAC,eAAe,EAAE,KAAK,CAAC,CAAC,CAAC;IAC7D,EAAE,CAAC,WAAW,CAAC,OAAO,CAAC,C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@@ -0,0 +1,18 @@
1
+ /**
2
+ * PRD-10 T2.3 — shared CDLOD patch geometry: one `(N+1)²`-vertex grid in
3
+ * patch-local [0,1]² (`a_grid`), drawn once per selected node via
4
+ * instanced-by-attribute `a_node` records. `N` comes from the §17 tier table
5
+ * (`TERRAIN_TIER_LOD.patchSize`).
6
+ */
7
+ import { type TerrainTierLod } from "./TerrainCdlod.js";
8
+ export type AuraTerrainTier = keyof TerrainTierLod["patchSize"];
9
+ export interface TerrainPatchGeometry {
10
+ /** `(N+1)² × 2` patch-local uv pairs for attribute `a_grid`. */
11
+ readonly vertices: Float32Array;
12
+ readonly indices: Uint16Array | Uint32Array;
13
+ readonly n: number;
14
+ readonly vertexCount: number;
15
+ }
16
+ export declare function terrainPatchSizeForTier(tier: AuraTerrainTier): number;
17
+ export declare function createTerrainPatchGeometry(n: number): TerrainPatchGeometry;
18
+ //# sourceMappingURL=TerrainPatchGeometry.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TerrainPatchGeometry.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/world/terrain/TerrainPatchGeometry.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,OAAO,EAAoB,KAAK,cAAc,EAAE,MAAM,gBAAgB,CAAC;AAEvE,MAAM,MAAM,eAAe,GAAG,MAAM,cAAc,CAAC,WAAW,CAAC,CAAC;AAEhE,MAAM,WAAW,oBAAoB;IACnC,gEAAgE;IAChE,QAAQ,CAAC,QAAQ,EAAE,YAAY,CAAC;IAChC,QAAQ,CAAC,OAAO,EAAE,WAAW,GAAG,WAAW,CAAC;IAC5C,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC;IACnB,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;CAC9B;AAED,wBAAgB,uBAAuB,CAAC,IAAI,EAAE,eAAe,GAAG,MAAM,CAErE;AAED,wBAAgB,0BAA0B,CAAC,CAAC,EAAE,MAAM,GAAG,oBAAoB,CA4B1E"}
@@ -0,0 +1,40 @@
1
+ /**
2
+ * PRD-10 T2.3 — shared CDLOD patch geometry: one `(N+1)²`-vertex grid in
3
+ * patch-local [0,1]² (`a_grid`), drawn once per selected node via
4
+ * instanced-by-attribute `a_node` records. `N` comes from the §17 tier table
5
+ * (`TERRAIN_TIER_LOD.patchSize`).
6
+ */
7
+ import { TERRAIN_TIER_LOD } from "./TerrainCdlod.js";
8
+ export function terrainPatchSizeForTier(tier) {
9
+ return TERRAIN_TIER_LOD.patchSize[tier];
10
+ }
11
+ export function createTerrainPatchGeometry(n) {
12
+ const verts = (n + 1) * (n + 1);
13
+ const vertices = new Float32Array(verts * 2);
14
+ let o = 0;
15
+ for (let j = 0; j <= n; j += 1) {
16
+ for (let i = 0; i <= n; i += 1) {
17
+ vertices[o++] = i / n;
18
+ vertices[o++] = j / n;
19
+ }
20
+ }
21
+ const quads = n * n * 6;
22
+ const indices = verts <= 65535 ? new Uint16Array(quads) : new Uint32Array(quads);
23
+ let k = 0;
24
+ for (let j = 0; j < n; j += 1) {
25
+ for (let i = 0; i < n; i += 1) {
26
+ const a = j * (n + 1) + i;
27
+ const b = a + 1;
28
+ const c = a + (n + 1);
29
+ const d = c + 1;
30
+ indices[k++] = a;
31
+ indices[k++] = c;
32
+ indices[k++] = b;
33
+ indices[k++] = b;
34
+ indices[k++] = c;
35
+ indices[k++] = d;
36
+ }
37
+ }
38
+ return { vertices, indices, n, vertexCount: verts };
39
+ }
40
+ //# sourceMappingURL=TerrainPatchGeometry.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,19 @@
1
+ export declare const TERRAIN_VERT_GLSL = "#version 300 es\n// prd10.terrain \u2014 RenderDevice shader marker (both stages; the device rejects a program without it)\nprecision highp float;\nin vec2 a_grid;\nin vec4 a_node;\nuniform vec3 u_cameraPosition;\nuniform mat4 u_viewProjection;\n\n\nuniform highp sampler2D u_height; // R32F (or RGBA32F-packed), texelFetch only\nuniform float u_heightScale;\nuniform vec2 u_heightTexSize;\n\n// Must match AuraTerrainHandle.heightAt bit-for-bit within 1e-4 m: border\n// texels clamp so the CPU and GPU kernels agree at the last texel.\nfloat a3dTerrainHeightBilinear(vec2 uv) {\n vec2 p = uv * (u_heightTexSize - 1.0);\n ivec2 i = ivec2(floor(p));\n ivec2 hi = ivec2(u_heightTexSize) - ivec2(1);\n vec2 f = fract(p);\n float h00 = texelFetch(u_height, clamp(i, ivec2(0), hi), 0).r;\n float h10 = texelFetch(u_height, clamp(i + ivec2(1, 0), ivec2(0), hi), 0).r;\n float h01 = texelFetch(u_height, clamp(i + ivec2(0, 1), ivec2(0), hi), 0).r;\n float h11 = texelFetch(u_height, clamp(i + ivec2(1, 1), ivec2(0), hi), 0).r;\n return mix(mix(h00, h10, f.x), mix(h01, h11, f.x), f.y) * u_heightScale;\n}\n\nuniform vec4 u_terrain; // originX, originZ, sizeX, sizeZ\nuniform vec4 u_morph[8]; // per LOD: x morphStart, y morphEnd (distance); vec4 so the\n // 32-float upload is a vec4 array, not a 16-float \"mat4\"\nuniform float u_gridDim; // patch quads per side (32 or 64)\n\nout vec3 v_worldPosition;\nout vec2 v_terrainUv;\n\n// Full patch displacement for one vertex. a_grid: patch-local [0,1];\n// a_node: per-instance {offsetX, offsetZ, nodeSize, lod}.\nvec3 a3dTerrainCdlod(vec2 a_grid, vec4 a_node, out vec2 outTerrainUv) {\n vec2 world = a_node.xy + a_grid * a_node.z;\n float h = a3dTerrainHeightBilinear((world - u_terrain.xy) / u_terrain.zw);\n float d = distance(u_cameraPosition, vec3(world.x, h, world.y));\n int lod = int(a_node.w);\n float morph = clamp((d - u_morph[lod].x) / (u_morph[lod].y - u_morph[lod].x), 0.0, 1.0);\n vec2 fracPart = fract(a_grid * u_gridDim * 0.5) * 2.0 / u_gridDim; // odd vertices\n world -= fracPart * a_node.z * morph; // snap toward parent grid\n vec2 uv = (world - u_terrain.xy) / u_terrain.zw;\n h = a3dTerrainHeightBilinear(uv);\n outTerrainUv = uv;\n return vec3(world.x, h, world.y);\n}\n\nvoid main() {\n vec2 uv;\n vec3 pos = a3dTerrainCdlod(a_grid, a_node, uv);\n v_worldPosition = pos;\n v_terrainUv = uv;\n gl_Position = u_viewProjection * vec4(pos, 1.0);\n}\n";
2
+ /** Textured terrain program (layer albedo/height + ORM texture arrays bound). */
3
+ export declare const TERRAIN_FRAG_GLSL = "#version 300 es\n// prd10.terrain \u2014 RenderDevice shader marker\nprecision highp float;\nin vec3 v_worldPosition;\nin vec2 v_terrainUv;\nout vec4 o_color;\n// float, not int: the device uploads JS numbers with uniform1f, which is\n// INVALID_OPERATION on an int uniform (the count stayed 0 \u2192 black terrain).\nuniform float u_layerCount;\nuniform vec3 u_cameraPosition;\nuniform vec3 u_ambient;\nuniform vec3 u_keyLightDir; // direction light travels (e.g. sun \u2192 scene)\nuniform vec3 u_keyLightColor;\n\nuniform highp sampler2D u_height; // shared with the vertex stage\nuniform highp sampler2D u_splat0; // layers 0..3 weights in RGBA\nuniform highp sampler2D u_splat1; // layers 4..7 weights (optional)\nuniform highp sampler2D u_holes; // 1-bit hole mask\n// A3D_TERRAIN_SOLID (tint-only Path S program): no layer texture arrays are\n// declared. An unbound sampler2DArray defaults to texture unit 0 next to the\n// sampler2D u_height, and two sampler types on one unit make every draw fail\n// with INVALID_OPERATION \u2014 the terrain never reached the frame.\n#ifndef A3D_TERRAIN_SOLID\nuniform highp sampler2DArray u_layerAlbedoHeight; // per layer: albedo RGB + height A\nuniform highp sampler2DArray u_layerNormal; // per layer: tangent normal RG\nuniform highp sampler2DArray u_layerOrm; // per layer: occlusion/roughness/metalness\n#endif\nuniform sampler2D u_macroVariation; // macro anti-tiling noise\nuniform vec4 u_layerParams[8]; // x: uvScale, y: triplanar flag, z: heightBlendContrast, w: layer count\nuniform vec4 u_layerTintOrm[8]; // rgb: tint, a: roughness bias\nuniform float u_terrainWorldSize; // world size per heightmap edge (for macro normal texel)\nuniform float u_terrainHeightScale;\n\n// Macro normal: central differences on 4 texelFetch of u_height (\u00A78.1).\nvec3 a3dTerrainMacroNormal(vec2 uv) {\n ivec2 ts = textureSize(u_height, 0);\n ivec2 i = ivec2(clamp(uv, vec2(0.0), vec2(1.0)) * vec2(ts - 1));\n float texel = u_terrainWorldSize / float(ts.x);\n float hL = texelFetch(u_height, clamp(i - ivec2(1, 0), ivec2(0), ts - 1), 0).r;\n float hR = texelFetch(u_height, clamp(i + ivec2(1, 0), ivec2(0), ts - 1), 0).r;\n float hD = texelFetch(u_height, clamp(i - ivec2(0, 1), ivec2(0), ts - 1), 0).r;\n float hU = texelFetch(u_height, clamp(i + ivec2(0, 1), ivec2(0), ts - 1), 0).r;\n return normalize(vec3((hL - hR) * u_terrainHeightScale, 2.0 * texel, (hD - hU) * u_terrainHeightScale));\n}\n\n// Splat weights w[0..7] from the two splat maps (w[4..7] zero without u_splat1).\nvoid a3dTerrainSplatWeights(vec2 uv, int layerCount, out float w[8]) {\n vec4 s0 = texture(u_splat0, uv);\n w[0] = s0.r; w[1] = s0.g; w[2] = s0.b; w[3] = s0.a;\n if (layerCount > 4) {\n vec4 s1 = texture(u_splat1, uv);\n w[4] = s1.r; w[5] = s1.g; w[6] = s1.b; w[7] = s1.a;\n } else {\n w[4] = 0.0; w[5] = 0.0; w[6] = 0.0; w[7] = 0.0;\n }\n}\n\n// Height-blend (\"height lerp\"): hb_i = w_i + height_i * contrast; renormalize\n// above (max(hb) - 0.2). Mutates w in place.\nvoid a3dTerrainHeightBlend(inout float w[8], vec2 worldXZ, float viewDist, int layerCount) {\n float macro = texture(u_macroVariation, worldXZ / 256.0).r;\n float t = smoothstep(20.0, 80.0, viewDist);\n float hbMax = 0.0;\n for (int i = 0; i < 8; i++) {\n if (i >= layerCount) break;\n vec4 params = u_layerParams[i];\n vec2 uvA = worldXZ / max(params.x, 1e-3);\n#ifdef A3D_TERRAIN_SOLID\n float heightA = 0.0 * uvA.x; // tint-only: no per-layer height maps\n#else\n float heightA = texture(u_layerAlbedoHeight, vec3(uvA, float(i))).a;\n#endif\n w[i] += heightA * params.z + macro * t * 0.05;\n hbMax = max(hbMax, w[i]);\n }\n float m = hbMax - 0.2;\n float sum = 0.0;\n for (int i = 0; i < 8; i++) { w[i] = max(w[i] - m, 0.0); sum += w[i]; }\n if (sum > 1e-6) {\n for (int i = 0; i < 8; i++) w[i] /= sum;\n }\n}\n\n// Holes: fragments under mask 0.5 are discarded (also feeds collider holes).\nbool a3dTerrainDiscardHole(vec2 uv) {\n return texture(u_holes, uv).r < 0.5;\n}\n\nvoid main() {\n if (a3dTerrainDiscardHole(v_terrainUv)) discard;\n int layerCount = int(u_layerCount + 0.5);\n vec3 n = a3dTerrainMacroNormal(v_terrainUv);\n float w[8];\n a3dTerrainSplatWeights(v_terrainUv, layerCount, w);\n float viewDist = distance(u_cameraPosition, v_worldPosition);\n a3dTerrainHeightBlend(w, v_worldPosition.xz, viewDist, layerCount);\n float macro = texture(u_macroVariation, v_worldPosition.xz / 256.0).r;\n vec3 albedo = vec3(0.0);\n float roughness = 0.0;\n for (int i = 0; i < 8; i++) {\n if (i >= layerCount) break;\n vec4 params = u_layerParams[i];\n vec3 tint = u_layerTintOrm[i].rgb;\n#ifdef A3D_TERRAIN_SOLID\n albedo += tint * (0.85 + 0.3 * macro) * w[i];\n roughness += 0.85 * w[i];\n#else\n vec2 uvA = v_worldPosition.xz / max(params.x, 1e-3);\n vec2 uvB = mat2(0.80902, 0.58779, -0.58779, 0.80902) * uvA; // rot(0.62) second-scale anti-tiling\n vec4 ah = mix(texture(u_layerAlbedoHeight, vec3(uvA, float(i))),\n texture(u_layerAlbedoHeight, vec3(uvB, float(i))),\n clamp(macro * 2.0, 0.0, 1.0));\n albedo += ah.rgb * tint * w[i];\n roughness += texture(u_layerOrm, vec3(uvA, float(i))).g * w[i];\n#endif\n roughness += u_layerTintOrm[i].a * w[i];\n }\n float ndl = max(dot(n, -u_keyLightDir), 0.0);\n vec3 col = albedo * (u_ambient + u_keyLightColor * ndl);\n o_color = vec4(col, 1.0);\n}\n";
4
+ /** Tint-only terrain program for Path S: declares no sampler2DArray (see the splat chunk). */
5
+ export declare const TERRAIN_FRAG_SOLID_GLSL = "#version 300 es\n#define A3D_TERRAIN_SOLID 1\n// prd10.terrain \u2014 RenderDevice shader marker\nprecision highp float;\nin vec3 v_worldPosition;\nin vec2 v_terrainUv;\nout vec4 o_color;\n// float, not int: the device uploads JS numbers with uniform1f, which is\n// INVALID_OPERATION on an int uniform (the count stayed 0 \u2192 black terrain).\nuniform float u_layerCount;\nuniform vec3 u_cameraPosition;\nuniform vec3 u_ambient;\nuniform vec3 u_keyLightDir; // direction light travels (e.g. sun \u2192 scene)\nuniform vec3 u_keyLightColor;\n\nuniform highp sampler2D u_height; // shared with the vertex stage\nuniform highp sampler2D u_splat0; // layers 0..3 weights in RGBA\nuniform highp sampler2D u_splat1; // layers 4..7 weights (optional)\nuniform highp sampler2D u_holes; // 1-bit hole mask\n// A3D_TERRAIN_SOLID (tint-only Path S program): no layer texture arrays are\n// declared. An unbound sampler2DArray defaults to texture unit 0 next to the\n// sampler2D u_height, and two sampler types on one unit make every draw fail\n// with INVALID_OPERATION \u2014 the terrain never reached the frame.\n#ifndef A3D_TERRAIN_SOLID\nuniform highp sampler2DArray u_layerAlbedoHeight; // per layer: albedo RGB + height A\nuniform highp sampler2DArray u_layerNormal; // per layer: tangent normal RG\nuniform highp sampler2DArray u_layerOrm; // per layer: occlusion/roughness/metalness\n#endif\nuniform sampler2D u_macroVariation; // macro anti-tiling noise\nuniform vec4 u_layerParams[8]; // x: uvScale, y: triplanar flag, z: heightBlendContrast, w: layer count\nuniform vec4 u_layerTintOrm[8]; // rgb: tint, a: roughness bias\nuniform float u_terrainWorldSize; // world size per heightmap edge (for macro normal texel)\nuniform float u_terrainHeightScale;\n\n// Macro normal: central differences on 4 texelFetch of u_height (\u00A78.1).\nvec3 a3dTerrainMacroNormal(vec2 uv) {\n ivec2 ts = textureSize(u_height, 0);\n ivec2 i = ivec2(clamp(uv, vec2(0.0), vec2(1.0)) * vec2(ts - 1));\n float texel = u_terrainWorldSize / float(ts.x);\n float hL = texelFetch(u_height, clamp(i - ivec2(1, 0), ivec2(0), ts - 1), 0).r;\n float hR = texelFetch(u_height, clamp(i + ivec2(1, 0), ivec2(0), ts - 1), 0).r;\n float hD = texelFetch(u_height, clamp(i - ivec2(0, 1), ivec2(0), ts - 1), 0).r;\n float hU = texelFetch(u_height, clamp(i + ivec2(0, 1), ivec2(0), ts - 1), 0).r;\n return normalize(vec3((hL - hR) * u_terrainHeightScale, 2.0 * texel, (hD - hU) * u_terrainHeightScale));\n}\n\n// Splat weights w[0..7] from the two splat maps (w[4..7] zero without u_splat1).\nvoid a3dTerrainSplatWeights(vec2 uv, int layerCount, out float w[8]) {\n vec4 s0 = texture(u_splat0, uv);\n w[0] = s0.r; w[1] = s0.g; w[2] = s0.b; w[3] = s0.a;\n if (layerCount > 4) {\n vec4 s1 = texture(u_splat1, uv);\n w[4] = s1.r; w[5] = s1.g; w[6] = s1.b; w[7] = s1.a;\n } else {\n w[4] = 0.0; w[5] = 0.0; w[6] = 0.0; w[7] = 0.0;\n }\n}\n\n// Height-blend (\"height lerp\"): hb_i = w_i + height_i * contrast; renormalize\n// above (max(hb) - 0.2). Mutates w in place.\nvoid a3dTerrainHeightBlend(inout float w[8], vec2 worldXZ, float viewDist, int layerCount) {\n float macro = texture(u_macroVariation, worldXZ / 256.0).r;\n float t = smoothstep(20.0, 80.0, viewDist);\n float hbMax = 0.0;\n for (int i = 0; i < 8; i++) {\n if (i >= layerCount) break;\n vec4 params = u_layerParams[i];\n vec2 uvA = worldXZ / max(params.x, 1e-3);\n#ifdef A3D_TERRAIN_SOLID\n float heightA = 0.0 * uvA.x; // tint-only: no per-layer height maps\n#else\n float heightA = texture(u_layerAlbedoHeight, vec3(uvA, float(i))).a;\n#endif\n w[i] += heightA * params.z + macro * t * 0.05;\n hbMax = max(hbMax, w[i]);\n }\n float m = hbMax - 0.2;\n float sum = 0.0;\n for (int i = 0; i < 8; i++) { w[i] = max(w[i] - m, 0.0); sum += w[i]; }\n if (sum > 1e-6) {\n for (int i = 0; i < 8; i++) w[i] /= sum;\n }\n}\n\n// Holes: fragments under mask 0.5 are discarded (also feeds collider holes).\nbool a3dTerrainDiscardHole(vec2 uv) {\n return texture(u_holes, uv).r < 0.5;\n}\n\nvoid main() {\n if (a3dTerrainDiscardHole(v_terrainUv)) discard;\n int layerCount = int(u_layerCount + 0.5);\n vec3 n = a3dTerrainMacroNormal(v_terrainUv);\n float w[8];\n a3dTerrainSplatWeights(v_terrainUv, layerCount, w);\n float viewDist = distance(u_cameraPosition, v_worldPosition);\n a3dTerrainHeightBlend(w, v_worldPosition.xz, viewDist, layerCount);\n float macro = texture(u_macroVariation, v_worldPosition.xz / 256.0).r;\n vec3 albedo = vec3(0.0);\n float roughness = 0.0;\n for (int i = 0; i < 8; i++) {\n if (i >= layerCount) break;\n vec4 params = u_layerParams[i];\n vec3 tint = u_layerTintOrm[i].rgb;\n#ifdef A3D_TERRAIN_SOLID\n albedo += tint * (0.85 + 0.3 * macro) * w[i];\n roughness += 0.85 * w[i];\n#else\n vec2 uvA = v_worldPosition.xz / max(params.x, 1e-3);\n vec2 uvB = mat2(0.80902, 0.58779, -0.58779, 0.80902) * uvA; // rot(0.62) second-scale anti-tiling\n vec4 ah = mix(texture(u_layerAlbedoHeight, vec3(uvA, float(i))),\n texture(u_layerAlbedoHeight, vec3(uvB, float(i))),\n clamp(macro * 2.0, 0.0, 1.0));\n albedo += ah.rgb * tint * w[i];\n roughness += texture(u_layerOrm, vec3(uvA, float(i))).g * w[i];\n#endif\n roughness += u_layerTintOrm[i].a * w[i];\n }\n float ndl = max(dot(n, -u_keyLightDir), 0.0);\n vec3 col = albedo * (u_ambient + u_keyLightColor * ndl);\n o_color = vec4(col, 1.0);\n}\n";
6
+ /**
7
+ * T2.4 — WGSL twin of the Path S terrain program (TERRAIN_VERT_GLSL +
8
+ * TERRAIN_FRAG_GLSL), composed from the same chunk function bodies.
9
+ *
10
+ * Bind layout (one module, no collisions):
11
+ * @group(0): 0 `u_terrain` (CDLOD), 1 `u_height`, 2 `u_camera`, 3 `u_view`
12
+ * @group(1): 0..6 splat/hole/layer/macro textures, 7 `u_samp`, 8 `u_terrainFrag`
13
+ * The fragment entry takes every derivative first, in uniform control flow,
14
+ * and defers `discard` to the end, so the layer loop uses explicit-gradient
15
+ * fetches (`textureSampleGrad`) exactly like the GLSL implicit-derivative path.
16
+ * Validated by naga in `qr-prd10-wgsl.yml`; WebGPU consumption needs #260.
17
+ */
18
+ export declare const TERRAIN_WGSL = "\n\nstruct A3dTerrainUniforms {\n terrain : vec4f, // originX, originZ, sizeX, sizeZ\n heightScale : f32,\n gridDim : f32,\n heightTexSize : vec2f,\n morph : array<vec4f, 8>, // per LOD: xy = morphStart, morphEnd (distance)\n};\n\n\nstruct A3dTerrainFragUniforms {\n layerParams : array<vec4f, 8>, // x: uvScale, y: triplanar flag, z: heightBlendContrast, w: layer count\n layerTintOrm : array<vec4f, 8>, // rgb: tint, a: roughness bias\n terrainWorldSize : f32,\n terrainHeightScale : f32,\n layerCount : i32,\n solidMode : i32, // 1 = no layer texture arrays bound (tint-only fallback)\n};\n\nstruct A3dTerrainView {\n viewProjection : mat4x4f,\n ambient : vec3f,\n keyLightDir : vec3f, // direction light travels (e.g. sun -> scene)\n keyLightColor : vec3f,\n};\n\n@group(0) @binding(0) var<uniform> u_terrain : A3dTerrainUniforms;\n@group(0) @binding(1) var u_height : texture_2d<f32>;\n@group(0) @binding(2) var<uniform> u_camera : vec3f;\n\n@group(0) @binding(3) var<uniform> u_view : A3dTerrainView;\n\n@group(1) @binding(0) var u_splat0 : texture_2d<f32>;\n@group(1) @binding(1) var u_splat1 : texture_2d<f32>;\n@group(1) @binding(2) var u_holes : texture_2d<f32>;\n@group(1) @binding(3) var u_layerAlbedoHeight : texture_2d_array<f32>;\n@group(1) @binding(4) var u_layerNormal : texture_2d_array<f32>;\n@group(1) @binding(5) var u_layerOrm : texture_2d_array<f32>;\n@group(1) @binding(6) var u_macroVariation : texture_2d<f32>;\n@group(1) @binding(7) var u_samp : sampler;\n@group(1) @binding(8) var<uniform> u_terrainFrag : A3dTerrainFragUniforms;\n\n\nfn a3dTerrainHeightBilinear(uv : vec2f) -> f32 {\n let p = uv * (u_terrain.heightTexSize - vec2f(1.0));\n let i = vec2i(floor(p));\n let hi = vec2i(u_terrain.heightTexSize) - vec2i(1);\n let f = fract(p);\n let h00 = textureLoad(u_height, clamp(i, vec2i(0), hi), 0).r;\n let h10 = textureLoad(u_height, clamp(i + vec2i(1, 0), vec2i(0), hi), 0).r;\n let h01 = textureLoad(u_height, clamp(i + vec2i(0, 1), vec2i(0), hi), 0).r;\n let h11 = textureLoad(u_height, clamp(i + vec2i(1, 1), vec2i(0), hi), 0).r;\n return mix(mix(h00, h10, f.x), mix(h01, h11, f.x), f.y) * u_terrain.heightScale;\n}\n\nstruct A3dTerrainVertex {\n world : vec3f,\n uv : vec2f,\n};\n\n// Full patch displacement for one vertex (mirrors the GLSL a3dTerrainCdlod,\n// returning the terrain UV the GLSL passes through its out parameter).\nfn a3dTerrainCdlod(aGrid : vec2f, aNode : vec4f) -> A3dTerrainVertex {\n var world = aNode.xy + aGrid * aNode.z;\n var h = a3dTerrainHeightBilinear((world - u_terrain.terrain.xy) / u_terrain.terrain.zw);\n let d = distance(u_camera, vec3f(world.x, h, world.y));\n let lod = clamp(i32(aNode.w), 0, 7);\n let m = u_terrain.morph[lod];\n let morph = clamp((d - m.x) / (m.y - m.x), 0.0, 1.0);\n let fracPart = fract(aGrid * u_terrain.gridDim * 0.5) * 2.0 / u_terrain.gridDim;\n world = world - fracPart * aNode.z * morph;\n let uv = (world - u_terrain.terrain.xy) / u_terrain.terrain.zw;\n h = a3dTerrainHeightBilinear(uv);\n return A3dTerrainVertex(vec3f(world.x, h, world.y), uv);\n}\n\n\n// Macro normal: central differences on 4 textureLoad of u_height (\u00A78.1).\nfn a3dTerrainMacroNormal(uv : vec2f) -> vec3f {\n let ts = vec2i(textureDimensions(u_height, 0));\n let hi = ts - vec2i(1);\n let i = vec2i(clamp(uv, vec2f(0.0), vec2f(1.0)) * vec2f(hi));\n let texel = u_terrainFrag.terrainWorldSize / f32(ts.x);\n let hL = textureLoad(u_height, clamp(i - vec2i(1, 0), vec2i(0), hi), 0).r;\n let hR = textureLoad(u_height, clamp(i + vec2i(1, 0), vec2i(0), hi), 0).r;\n let hD = textureLoad(u_height, clamp(i - vec2i(0, 1), vec2i(0), hi), 0).r;\n let hU = textureLoad(u_height, clamp(i + vec2i(0, 1), vec2i(0), hi), 0).r;\n let s = u_terrainFrag.terrainHeightScale;\n return normalize(vec3f((hL - hR) * s, 2.0 * texel, (hD - hU) * s));\n}\n\n// Splat weights w[0..7] from the two splat maps (w[4..7] zero without u_splat1).\nfn a3dTerrainSplatWeights(uv : vec2f, dUvDx : vec2f, dUvDy : vec2f, layerCount : i32) -> array<f32, 8> {\n var w : array<f32, 8>;\n let s0 = textureSampleGrad(u_splat0, u_samp, uv, dUvDx, dUvDy);\n w[0] = s0.r; w[1] = s0.g; w[2] = s0.b; w[3] = s0.a;\n if (layerCount > 4) {\n let s1 = textureSampleGrad(u_splat1, u_samp, uv, dUvDx, dUvDy);\n w[4] = s1.r; w[5] = s1.g; w[6] = s1.b; w[7] = s1.a;\n }\n return w;\n}\n\n// Height-blend (\"height lerp\"): hb_i = w_i + height_i * contrast; renormalize\n// above (max(hb) - 0.2). Mirrors the GLSL a3dTerrainHeightBlend; WGSL has no\n// inout arrays, so the blended weights are returned.\nfn a3dTerrainHeightBlend(wIn : array<f32, 8>, worldXZ : vec2f, dXZDx : vec2f, dXZDy : vec2f,\n viewDist : f32, layerCount : i32) -> array<f32, 8> {\n var w = wIn;\n let macroN = textureSampleGrad(u_macroVariation, u_samp, worldXZ / 256.0, dXZDx / 256.0, dXZDy / 256.0).r; // \"macro\" is a WGSL reserved word\n let t = smoothstep(20.0, 80.0, viewDist);\n var hbMax = 0.0;\n for (var i = 0; i < 8; i = i + 1) {\n if (i >= layerCount) { break; }\n let params = u_terrainFrag.layerParams[i];\n let inv = 1.0 / max(params.x, 1e-3);\n var heightA = 0.0;\n if (u_terrainFrag.solidMode == 0) {\n heightA = textureSampleGrad(u_layerAlbedoHeight, u_samp, worldXZ * inv, i, dXZDx * inv, dXZDy * inv).a;\n }\n w[i] = w[i] + heightA * params.z + macroN * t * 0.05;\n hbMax = max(hbMax, w[i]);\n }\n let m = hbMax - 0.2;\n var sum = 0.0;\n for (var i = 0; i < 8; i = i + 1) { w[i] = max(w[i] - m, 0.0); sum = sum + w[i]; }\n if (sum > 1e-6) {\n for (var i = 0; i < 8; i = i + 1) { w[i] = w[i] / sum; }\n }\n return w;\n}\n\n// Holes: fragments under mask 0.5 are discarded (also feeds collider holes).\n// Level 0 keeps the 1-bit mask crisp, exactly like the collider reads it.\nfn a3dTerrainDiscardHole(uv : vec2f) -> bool {\n return textureSampleLevel(u_holes, u_samp, uv, 0.0).r < 0.5;\n}\n\nstruct TerrainVsOut {\n @builtin(position) position : vec4f,\n @location(0) terrainUv : vec2f,\n @location(1) worldPosition : vec3f,\n};\n\n@vertex\nfn terrainVs(@location(0) a_grid : vec2f, @location(1) a_node : vec4f) -> TerrainVsOut {\n let v = a3dTerrainCdlod(a_grid, a_node);\n var o : TerrainVsOut;\n o.position = u_view.viewProjection * vec4f(v.world, 1.0);\n o.terrainUv = v.uv;\n o.worldPosition = v.world;\n return o;\n}\n\n@fragment\nfn terrainFs(in_ : TerrainVsOut) -> @location(0) vec4f {\n let uv = in_.terrainUv;\n let xz = in_.worldPosition.xz;\n // Uniform control flow: all derivatives before any branch, loop or discard.\n let dUvDx = dpdx(uv);\n let dUvDy = dpdy(uv);\n let dXZDx = dpdx(xz);\n let dXZDy = dpdy(xz);\n let hole = a3dTerrainDiscardHole(uv);\n let n = a3dTerrainMacroNormal(uv);\n let layerCount = u_terrainFrag.layerCount;\n var w = a3dTerrainSplatWeights(uv, dUvDx, dUvDy, layerCount);\n let viewDist = distance(u_camera, in_.worldPosition);\n w = a3dTerrainHeightBlend(w, xz, dXZDx, dXZDy, viewDist, layerCount);\n let macroN = textureSampleGrad(u_macroVariation, u_samp, xz / 256.0, dXZDx / 256.0, dXZDy / 256.0).r;\n let rot = mat2x2f(0.80902, 0.58779, -0.58779, 0.80902); // rot(0.62) second-scale anti-tiling\n var albedo = vec3f(0.0);\n var roughness = 0.0;\n for (var i = 0; i < 8; i = i + 1) {\n if (i >= layerCount) { break; }\n let params = u_terrainFrag.layerParams[i];\n let tint = u_terrainFrag.layerTintOrm[i].rgb;\n if (u_terrainFrag.solidMode == 0) {\n let inv = 1.0 / max(params.x, 1e-3);\n let uvA = xz * inv;\n let gAx = dXZDx * inv;\n let gAy = dXZDy * inv;\n let ah = mix(textureSampleGrad(u_layerAlbedoHeight, u_samp, uvA, i, gAx, gAy),\n textureSampleGrad(u_layerAlbedoHeight, u_samp, rot * uvA, i, rot * gAx, rot * gAy),\n clamp(macroN * 2.0, 0.0, 1.0));\n albedo = albedo + ah.rgb * tint * w[i];\n roughness = roughness + textureSampleGrad(u_layerOrm, u_samp, uvA, i, gAx, gAy).g * w[i];\n } else {\n albedo = albedo + tint * (0.85 + 0.3 * macroN) * w[i];\n roughness = roughness + 0.85 * w[i];\n }\n roughness = roughness + u_terrainFrag.layerTintOrm[i].a * w[i];\n }\n if (hole) { discard; }\n let ndl = max(dot(n, -u_view.keyLightDir), 0.0);\n let col = albedo * (u_view.ambient + u_view.keyLightColor * ndl);\n return vec4f(col, 1.0);\n}\n";
19
+ //# sourceMappingURL=terrain.vert.glsl.d.ts.map
@@ -0,0 +1 @@
1
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