@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 +1,101 @@
1
+ // PRD-07 P5-T5 — `a3d_prd07_wetness` chunk (§6.8, C-21 WETNESS_CHUNK).
2
+ // Guarded by #define A3D_WETNESS (the prd07.wetness ShaderFeature emits it
3
+ // when selected). Uniforms are global: u_wetness, u_puddleThreshold,
4
+ // u_rainRipples (atlas frame), u_snowCover; the puddle mask is world-space
5
+ // tiled noise thresholded by wet. While the C-02 program generator is a
6
+ // stub the chunk is registered but never spliced — WETNESS_PENDING reports
7
+ // once via noteWetnessPending().
8
+ export const PRD07_WETNESS_CHUNK_GLSL = `
9
+ // a3d_prd07_wetness — §6.8 wet-look material response.
10
+ #ifdef A3D_WETNESS
11
+ #ifndef A3D_PRD07_WETNESS_CHUNK
12
+ #define A3D_PRD07_WETNESS_CHUNK
13
+ uniform float u_wetness; // global wetness [0,1] (AtmosphereWetness)
14
+ uniform float u_puddleThreshold; // noise threshold for puddles
15
+ uniform float u_rainRipples; // ripple flipbook frame; 0 = off
16
+ uniform float u_snowCover; // snow cover [0,1]
17
+ uniform sampler2D u_puddleNoise; // world-space tiled noise (u puddleNoise)
18
+
19
+ // World-space puddle mask: tiled noise at worldPos.xz / 6 thresholded by wet.
20
+ float a3dWetnessPuddle(vec3 worldPos, float wet) {
21
+ float n = texture(u_puddleNoise, worldPos.xz / 6.0).r;
22
+ return smoothstep(u_puddleThreshold, 1.0, n) * wet;
23
+ }
24
+
25
+ // §6.8: albedo *= mix(1, 0.55, wet·porosity); snow cover → snow white.
26
+ vec3 a3dWetnessAlbedo(vec3 albedo, float porosity) {
27
+ float wet = clamp(u_wetness, 0.0, 1.0);
28
+ vec3 a = albedo * mix(1.0, 0.55, wet * clamp(porosity, 0.0, 1.0));
29
+ return mix(a, vec3(0.95, 0.96, 1.0), clamp(u_snowCover, 0.0, 1.0));
30
+ }
31
+
32
+ // §6.8: roughness = mix(roughness, 0.06, wet·puddle); snow cover → 0.9.
33
+ float a3dWetnessRoughness(float roughness, vec3 worldPos) {
34
+ float wet = clamp(u_wetness, 0.0, 1.0);
35
+ float puddle = a3dWetnessPuddle(worldPos, wet);
36
+ float r = mix(roughness, 0.06, clamp(wet * puddle, 0.0, 1.0));
37
+ return mix(r, 0.9, clamp(u_snowCover, 0.0, 1.0));
38
+ }
39
+ #endif // A3D_PRD07_WETNESS_CHUNK
40
+ #endif // A3D_WETNESS
41
+ `;
42
+ export const PRD07_WETNESS_CHUNK_NAME = "a3d_prd07_wetness";
43
+ /**
44
+ * #880 / T0-05 — `fragment:material` call chunk (statements only). Appends to
45
+ * the generator's default material: it runs after `PhysicalMaterial material`
46
+ * is built and updates its fields in place (no replace). Lit forward items
47
+ * only — `prd07WetnessSelect` gates on that, since unlit programs have no
48
+ * `material`. Porosity 1 (fully porous) until a per-material input exists.
49
+ */
50
+ export const PRD07_WETNESS_APPLY_CHUNK_GLSL = `
51
+ #ifdef A3D_WETNESS
52
+ material.baseColor = a3dWetnessAlbedo(material.baseColor, 1.0);
53
+ material.diffuseContribution = material.baseColor * (1.0 - material.metallic);
54
+ material.specularColorBlended = mix(material.specularColor, material.baseColor, material.metallic);
55
+ material.roughness = clamp(a3dWetnessRoughness(material.roughness, v_worldPosition), 0.0525, 1.0);
56
+ #endif
57
+ `;
58
+ let wetnessState = {
59
+ wetness: 0,
60
+ puddleThreshold: 0.62,
61
+ rainRipples: 0,
62
+ snowCover: 0,
63
+ puddleNoise: null
64
+ };
65
+ let wetnessPendingNoted = false;
66
+ /** Called when the wetness feature selected but couldn't splice (stub gen). */
67
+ export function noteWetnessPending() {
68
+ if (wetnessPendingNoted)
69
+ return null;
70
+ wetnessPendingNoted = true;
71
+ return "WETNESS_PENDING";
72
+ }
73
+ /** Test hook. */
74
+ export function resetWetnessPending() {
75
+ wetnessPendingNoted = false;
76
+ }
77
+ export function setPrd07WetnessState(state) {
78
+ wetnessState = { ...wetnessState, ...state };
79
+ }
80
+ export function prd07WetnessState() {
81
+ return wetnessState;
82
+ }
83
+ /**
84
+ * CPU mirror of the §6.8 response (noise-free: `puddle` supplied directly).
85
+ * albedo *= mix(1, 0.55, wet·porosity); roughness = mix(r, 0.06, wet·puddle);
86
+ * snow cover mixes albedo → snow white and roughness → 0.9.
87
+ */
88
+ export function applyWetnessMaterialCpu(albedo, roughness, wet, porosity, puddle, snowCover = 0) {
89
+ const w = Math.min(1, Math.max(0, wet));
90
+ const por = Math.min(1, Math.max(0, porosity));
91
+ const snow = Math.min(1, Math.max(0, snowCover));
92
+ const wetFactor = 1 + (0.55 - 1) * w * por;
93
+ const wetRough = roughness + (0.06 - roughness) * Math.min(1, Math.max(0, w * puddle));
94
+ const a = albedo.map((c) => c * wetFactor);
95
+ const snowed = a.map((c, i) => c + ([0.95, 0.96, 1.0][i] - c) * snow);
96
+ return {
97
+ albedo: [snowed[0], snowed[1], snowed[2]],
98
+ roughness: wetRough + (0.9 - wetRough) * snow
99
+ };
100
+ }
101
+ //# sourceMappingURL=wetness.glsl.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,8 @@
1
+ import { type ShaderChunk } from "../contracts/program.js";
2
+ import type { SkyProgramDefines } from "./SkyEval.js";
3
+ export declare const SKY_SHADER_MARKER = "aura3d.prd07.sky";
4
+ export declare function skyVertexSource(): string;
5
+ export declare function skyFragmentSource(d: SkyProgramDefines): string;
6
+ export declare const SKY_CHUNKS: readonly ShaderChunk[];
7
+ export declare function registerSkyChunks(): void;
8
+ //# sourceMappingURL=sky.glsl.d.ts.map
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@@ -0,0 +1,249 @@
1
+ // PRD-07 P3 — sky background program (GLSL ES 3.00).
2
+ // Fragment mirrors the CPU evaluators in PreethamSky.ts / GradientSky.ts so
3
+ // `horizonRadiance` (CPU) and rendered pixels agree within f32 tolerance.
4
+ import { registerShaderChunk } from "../contracts/program.js";
5
+ import { PRD07_FOG_CHUNK_GLSL } from "./shaders/fog.glsl.js";
6
+ export const SKY_SHADER_MARKER = "aura3d.prd07.sky";
7
+ /** Where skyFragmentSource splices the §8.4 fog chunk (inside `#if SKY_FOG`). */
8
+ const SKY_FOG_CHUNK_SLOT = "// @a3d-prd07-sky-fog-chunk";
9
+ const VERT = `
10
+ // ${SKY_SHADER_MARKER} vertex
11
+ in vec2 a_pos;
12
+ out vec2 v_clip;
13
+ void main() {
14
+ v_clip = a_pos;
15
+ gl_Position = vec4(a_pos, 0.999999, 1.0); // at far plane
16
+ }
17
+ `;
18
+ const FRAG = `
19
+ // ${SKY_SHADER_MARKER} fragment
20
+ precision highp float;
21
+ uniform mat4 u_invViewProj;
22
+ uniform vec3 u_sunDirection;
23
+ uniform float u_sunE;
24
+ uniform float u_sunfade;
25
+ uniform vec3 u_betaR;
26
+ uniform vec3 u_betaM;
27
+ uniform float u_mieDirectionalG;
28
+ uniform vec3 u_zenith;
29
+ uniform vec3 u_horizon;
30
+ uniform vec3 u_ground;
31
+ uniform float u_exponent;
32
+ uniform float u_horizonGlow;
33
+ uniform float u_intensity;
34
+ uniform int u_bandCount;
35
+ uniform vec4 u_bandParams[4]; // xyz: elevationDeg, widthDeg, intensity
36
+ uniform vec3 u_bandColors[4];
37
+ uniform float u_showSunDisc;
38
+ uniform float u_time;
39
+ uniform float u_starDensity;
40
+ uniform float u_starIntensity;
41
+ uniform float u_cloudCoverage;
42
+ uniform float u_cloudDensity;
43
+ uniform float u_cloudElevation;
44
+ uniform vec2 u_cloudScaleSpeed;
45
+ uniform vec3 u_moonDirection;
46
+ uniform vec3 u_moonColor;
47
+ uniform float u_moonPhase;
48
+ uniform float u_moonIntensity;
49
+ uniform float u_moonAngularCos; // cos(moon angular radius) for the disc
50
+
51
+ in vec2 v_clip;
52
+ layout(location=0) out vec4 o_color;
53
+
54
+ const float PI = 3.141592653589793238462643383279502884197169;
55
+ const float RAYLEIGH_ZENITH = 8.4E3;
56
+ const float MIE_ZENITH = 1.25E3;
57
+ const float SUN_ANGULAR_DIAMETER_COS = 0.999956676946448443553574619906976478926848692873900859324;
58
+ const float THREE_OVER_SIXTEEN_PI = 0.05968310365946075;
59
+ const float ONE_OVER_FOUR_PI = 0.07957747154594767;
60
+ const vec3 UP = vec3(0.0, 1.0, 0.0);
61
+
62
+ float rayleighPhase(float c) { return THREE_OVER_SIXTEEN_PI * (1.0 + c * c); }
63
+ float hgPhase(float c, float g) {
64
+ float g2 = g * g;
65
+ return ONE_OVER_FOUR_PI * ((1.0 - g2) / pow(1.0 - 2.0 * g * c + g2, 1.5));
66
+ }
67
+ float hash2(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123); }
68
+ float vnoise(vec2 p) {
69
+ vec2 i = floor(p);
70
+ vec2 f = fract(p);
71
+ f = f * f * (3.0 - 2.0 * f);
72
+ float a = hash2(i);
73
+ float b = hash2(i + vec2(1.0, 0.0));
74
+ float c = hash2(i + vec2(0.0, 1.0));
75
+ float d = hash2(i + vec2(1.0, 1.0));
76
+ return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
77
+ }
78
+ float fbm(vec2 p) {
79
+ float v = 0.0;
80
+ float a = 0.5;
81
+ for (int i = 0; i < 5; i++) { v += a * vnoise(p); p *= 2.0; a *= 0.5; }
82
+ return v;
83
+ }
84
+
85
+ vec3 preetham(vec3 direction) {
86
+ float zenithAngle = acos(max(0.0, dot(UP, direction)));
87
+ float inverse = 1.0 / (cos(zenithAngle) + 0.15 * pow(93.885 - (zenithAngle * 180.0) / PI, -1.253));
88
+ float sR = RAYLEIGH_ZENITH * inverse;
89
+ float sM = MIE_ZENITH * inverse;
90
+ vec3 Fex = exp(-(u_betaR * sR + u_betaM * sM));
91
+ float cosTheta = dot(direction, u_sunDirection);
92
+ float rP = rayleighPhase(cosTheta * 0.5 + 0.5);
93
+ vec3 betaRTheta = u_betaR * rP;
94
+ float mP = hgPhase(cosTheta, u_mieDirectionalG);
95
+ vec3 betaMTheta = u_betaM * mP;
96
+ vec3 ratio = (betaRTheta + betaMTheta) / (u_betaR + u_betaM);
97
+ vec3 Lin = pow(max(vec3(0.0), u_sunE * ratio * (1.0 - Fex)), vec3(1.5));
98
+ Lin *= mix(vec3(1.0), pow(max(vec3(0.0), u_sunE * ratio * Fex), vec3(0.5)),
99
+ clamp(pow(1.0 - dot(UP, u_sunDirection), 5.0), 0.0, 1.0));
100
+ vec3 L0 = vec3(0.1) * Fex;
101
+ float sundisc = smoothstep(SUN_ANGULAR_DIAMETER_COS, SUN_ANGULAR_DIAMETER_COS + 0.00002, cosTheta) * u_showSunDisc;
102
+ L0 += (u_sunE * 19000.0 * Fex) * sundisc;
103
+ vec3 texColor = (Lin + L0) * 0.04 + vec3(0.0, 0.0003, 0.00075);
104
+ if (direction.y < 0.0) {
105
+ float t = clamp(-direction.y * 4.0, 0.0, 1.0);
106
+ texColor = mix(texColor, u_ground * 0.04, t);
107
+ }
108
+ return texColor;
109
+ }
110
+
111
+ vec3 gradient(vec3 direction) {
112
+ float y = direction.y;
113
+ if (y >= 0.0) {
114
+ float t = pow(clamp(y, 0.0, 1.0), 1.0 / u_exponent);
115
+ float glow = u_horizonGlow * smoothstep(0.25, 0.0, abs(y));
116
+ vec3 c = mix(u_horizon, u_zenith, t) + glow * u_horizon;
117
+ float cdot = dot(direction, u_sunDirection);
118
+ float disc = smoothstep(0.9995, 0.9999, cdot);
119
+ float halo = pow(max(0.0, cdot), 350.0) * 0.6;
120
+ c += vec3(disc * 40.0 + halo, disc * 36.0 + halo * 0.9, disc * 30.0 + halo * 0.7);
121
+ if (u_bandCount > 0) {
122
+ float elev = degrees(asin(clamp(y, -1.0, 1.0)));
123
+ for (int i = 0; i < u_bandCount && i < 4; i++) {
124
+ vec4 b = u_bandParams[i];
125
+ float dy = elev - b.x;
126
+ float w = exp(-(dy * dy) / (b.y * b.y * 0.5)) * b.z;
127
+ c += u_bandColors[i] * w;
128
+ }
129
+ }
130
+ return c * u_intensity;
131
+ }
132
+ float t = clamp(-y * 3.0, 0.0, 1.0);
133
+ return mix(u_horizon, u_ground, t) * u_intensity;
134
+ }
135
+
136
+ vec3 moonDisc(vec3 direction) {
137
+ float c = dot(direction, u_moonDirection);
138
+ float disc = smoothstep(u_moonAngularCos, u_moonAngularCos + 0.00004, c);
139
+ // Phase: 0/1 = new (dark), 0.5 = full. Lit fraction is 1 - |2p - 1|.
140
+ float illumination = 1.0 - abs(2.0 * u_moonPhase - 1.0);
141
+ return u_moonColor * u_moonIntensity * illumination * 6.0 * disc;
142
+ }
143
+
144
+ float starfield(vec3 direction) {
145
+ if (u_starDensity <= 0.0) return 0.0;
146
+ // Equirect cell hash; a cell holds one star when hash < density*0.01.
147
+ float theta = acos(clamp(direction.y, -1.0, 1.0));
148
+ float phi = atan(direction.z, direction.x);
149
+ vec2 uv = vec2(phi / (2.0 * PI) + 0.5, theta / PI) * 512.0;
150
+ vec2 cell = floor(uv);
151
+ float h = hash2(cell);
152
+ if (h > u_starDensity * 0.01) return 0.0;
153
+ vec2 centre = cell + 0.5;
154
+ float d = length((uv - centre) / 0.5);
155
+ float star = smoothstep(0.5, 0.05, d);
156
+ float mag = 0.25 + 0.75 * hash2(cell + 17.0);
157
+ return star * mag * u_starIntensity;
158
+ }
159
+
160
+ #if SKY_FOG
161
+ // P4-T7 — fog on the background: apply §8.4 a3dApplyFog at backgroundDistance.
162
+ // A3D_PRD07_FOG_ENV_UNIFORMS is pre-defined so the chunk does not redeclare
163
+ // u_sunDirection (bound by this program already); we provide camera/sunColor.
164
+ uniform vec3 u_cameraPosition;
165
+ uniform vec3 u_sunColor;
166
+ uniform float u_fogBackgroundDistance;
167
+ ${SKY_FOG_CHUNK_SLOT}
168
+ #endif
169
+
170
+ void main() {
171
+ vec4 world4 = u_invViewProj * vec4(v_clip, 1.0, 1.0);
172
+ vec3 direction = normalize(world4.xyz / world4.w);
173
+ vec3 color = vec3(0.0);
174
+ #if MODEL_PREETHAM
175
+ color = preetham(direction);
176
+ #elif MODEL_GRADIENT
177
+ color = gradient(direction);
178
+ #elif MODEL_COLOR
179
+ color = u_zenith;
180
+ #else
181
+ color = vec3(0.0);
182
+ #endif
183
+ #if SKY_STARS
184
+ // Stars shine where the sky is dark (sunfade low = night).
185
+ color += vec3(starfield(direction)) * (1.0 - u_sunfade) * 2.0;
186
+ #endif
187
+ #if SKY_MOON
188
+ color += moonDisc(direction) * (1.0 - u_sunfade);
189
+ #endif
190
+ #if SKY_CLOUDS
191
+ if (direction.y > 0.0 && u_cloudCoverage > 0.0) {
192
+ float elevation = mix(1.0, 0.1, u_cloudElevation);
193
+ vec2 cloudUV = direction.xz / (direction.y * elevation) * u_cloudScaleSpeed.x;
194
+ cloudUV += u_time * u_cloudScaleSpeed.y;
195
+ float cloudNoise = fbm(cloudUV * 1000.0) + 0.5 * fbm(cloudUV * 2000.0 + 3.7);
196
+ cloudNoise = cloudNoise * 0.5 + 0.5;
197
+ float cloudMask = smoothstep(1.0 - u_cloudCoverage, 1.0 - u_cloudCoverage + 0.3, cloudNoise);
198
+ cloudMask *= smoothstep(0.0, 0.1 + 0.2 * u_cloudElevation, direction.y);
199
+ float sunInfluence = dot(direction, u_sunDirection) * 0.5 + 0.5;
200
+ float daylight = max(0.0, u_sunDirection.y * 2.0);
201
+ vec3 cloudColor = mix(vec3(0.3), vec3(1.0), daylight);
202
+ cloudColor = mix(cloudColor, color + vec3(1.0), sunInfluence * 0.5);
203
+ cloudColor *= u_sunE * 0.00002;
204
+ color = mix(color, cloudColor, cloudMask * u_cloudDensity);
205
+ }
206
+ #endif
207
+ #if SKY_FOG
208
+ color = a3dApplyFog(color, u_cameraPosition + direction * u_fogBackgroundDistance);
209
+ #endif
210
+ o_color = vec4(color, 1.0);
211
+ }
212
+ `;
213
+ function defines(d) {
214
+ // Every macro read by `#if` is defined (0/1): an undefined identifier in an
215
+ // ESSL 3.00 `#if` is a compile error, which broke gradient/colour skies.
216
+ return (`#define MODEL_PREETHAM ${d.model === "PREETHAM" ? 1 : 0}\n` +
217
+ `#define MODEL_GRADIENT ${d.model === "GRADIENT" ? 1 : 0}\n` +
218
+ `#define MODEL_COLOR ${d.model === "COLOR" ? 1 : 0}\n` +
219
+ `${d.stars ? "#define SKY_STARS 1\n" : "#define SKY_STARS 0\n"}` +
220
+ `${d.clouds ? "#define SKY_CLOUDS 1\n" : "#define SKY_CLOUDS 0\n"}` +
221
+ `${d.moon ? "#define SKY_MOON 1\n" : "#define SKY_MOON 0\n"}` +
222
+ `${d.fog ? "#define SKY_FOG 1\n#define A3D_PRD07_FOG_ENV_UNIFORMS 1\n" : "#define SKY_FOG 0\n"}`);
223
+ }
224
+ export function skyVertexSource() {
225
+ return `#version 300 es\n${VERT}`;
226
+ }
227
+ export function skyFragmentSource(d) {
228
+ // The fog chunk is spliced into the SKY_FOG block, after this program's
229
+ // precision statement and its camera/sun uniforms: prepended before FRAG
230
+ // it hit "no default precision" and used u_cameraPosition before its
231
+ // declaration, so every fogged sky failed to compile on WebGL2.
232
+ return `#version 300 es\n${defines(d)}${FRAG.replace(SKY_FOG_CHUNK_SLOT, d.fog ? PRD07_FOG_CHUNK_GLSL : "")}`;
233
+ }
234
+ export const SKY_CHUNKS = [
235
+ { name: "a3d_prd07_sky_vertex", owner: "prd07", stage: "vertex", glsl: VERT },
236
+ { name: "a3d_prd07_sky_fragment", owner: "prd07", stage: "fragment", glsl: FRAG }
237
+ ];
238
+ export function registerSkyChunks() {
239
+ for (const chunk of SKY_CHUNKS) {
240
+ try {
241
+ registerShaderChunk(chunk);
242
+ }
243
+ catch (error) {
244
+ if (!(error instanceof Error && error.message.startsWith("SHADER_CHUNK_DUPLICATE")))
245
+ throw error;
246
+ }
247
+ }
248
+ }
249
+ //# sourceMappingURL=sky.glsl.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,72 @@
1
+ /**
2
+ * PRD 11 Phase 3 (§6.6 layer 3) — `BatchedGeometryPool` packs many same-layout
3
+ * `Geometry` objects into one shared vertex arena and one shared index arena so
4
+ * a `WEBGL_multi_draw` call (or the `u_drawId` uniform-loop fallback) can issue
5
+ * every member draw against a single buffer pair. Index values are rebased by
6
+ * each member's `baseVertex` so a packed index stream addresses the arena
7
+ * directly; `firstIndex` is the element offset into the shared index buffer.
8
+ *
9
+ * The pool is a pure CPU structure until `upload(device)` materializes the
10
+ * arenas once per build — buffers are never re-uploaded per frame.
11
+ */
12
+ import type { Geometry } from "../Geometry.js";
13
+ import type { RenderBuffer, RenderDevice } from "../RenderDevice.js";
14
+ import type { VertexFormat } from "../VertexFormat.js";
15
+ export interface PackedGeometryEntry {
16
+ readonly geometry: Geometry;
17
+ /** First element index of this member inside the shared index arena. */
18
+ readonly firstIndex: number;
19
+ readonly indexCount: number;
20
+ /** Vertex offset applied to every packed index (and used as `firstVertex` when unindexed). */
21
+ readonly baseVertex: number;
22
+ readonly vertexCount: number;
23
+ /** Element type after unification — `uint32` when any member needed it. */
24
+ readonly indexType: "uint16" | "uint32";
25
+ }
26
+ export declare class BatchedGeometryPool {
27
+ private vertexFloats;
28
+ private indexData;
29
+ private entries;
30
+ private totalVertices;
31
+ private format;
32
+ private vertexArena;
33
+ private indexArena;
34
+ private dirty;
35
+ /** Set when any packed member needed 32-bit indices. */
36
+ private needsUint32;
37
+ /** Device that performed the last `upload`, for context-restore rebuild. */
38
+ private lastDevice;
39
+ private restoreRegistered;
40
+ /**
41
+ * Appends `geometry` to the arenas. Every member must share the vertex
42
+ * format and indexed/non-indexed shape — the planner groups by
43
+ * `vertexLayoutKey` before calling this.
44
+ */
45
+ pack(geometry: Geometry): PackedGeometryEntry;
46
+ entryFor(geometry: Geometry): PackedGeometryEntry | undefined;
47
+ /** One upload per build; subsequent calls return the live arenas. */
48
+ upload(device: RenderDevice): {
49
+ vertexBuffer: RenderBuffer;
50
+ indexBuffer: RenderBuffer | null;
51
+ indexType: "uint16" | "uint32";
52
+ };
53
+ /**
54
+ * PRD 11 Phase 5 (§6.9): register with the C-29 `ResourceRegistry` once.
55
+ * The CPU-side `vertexFloats`/`indexData` arrays are the retained source —
56
+ * rebuild marks the arenas dirty and re-uploads on the last device.
57
+ */
58
+ registerForRestore(registry: {
59
+ register<T extends object>(handle: T, descriptor: {
60
+ kind: string;
61
+ rebuild: () => Promise<void> | void;
62
+ }): T;
63
+ }): void;
64
+ get vertexFormat(): VertexFormat | null;
65
+ stats(): {
66
+ geometries: number;
67
+ vertexFloats: number;
68
+ indexElements: number;
69
+ };
70
+ dispose(): void;
71
+ }
72
+ //# sourceMappingURL=BatchedGeometryPool.d.ts.map
@@ -0,0 +1 @@
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@@ -0,0 +1,138 @@
1
+ /**
2
+ * PRD 11 Phase 3 (§6.6 layer 3) — `BatchedGeometryPool` packs many same-layout
3
+ * `Geometry` objects into one shared vertex arena and one shared index arena so
4
+ * a `WEBGL_multi_draw` call (or the `u_drawId` uniform-loop fallback) can issue
5
+ * every member draw against a single buffer pair. Index values are rebased by
6
+ * each member's `baseVertex` so a packed index stream addresses the arena
7
+ * directly; `firstIndex` is the element offset into the shared index buffer.
8
+ *
9
+ * The pool is a pure CPU structure until `upload(device)` materializes the
10
+ * arenas once per build — buffers are never re-uploaded per frame.
11
+ */
12
+ export class BatchedGeometryPool {
13
+ vertexFloats = [];
14
+ indexData = [];
15
+ entries = new Map();
16
+ totalVertices = 0;
17
+ format = null;
18
+ vertexArena = null;
19
+ indexArena = null;
20
+ dirty = false;
21
+ /** Set when any packed member needed 32-bit indices. */
22
+ needsUint32 = false;
23
+ /** Device that performed the last `upload`, for context-restore rebuild. */
24
+ lastDevice = null;
25
+ restoreRegistered = false;
26
+ /**
27
+ * Appends `geometry` to the arenas. Every member must share the vertex
28
+ * format and indexed/non-indexed shape — the planner groups by
29
+ * `vertexLayoutKey` before calling this.
30
+ */
31
+ pack(geometry) {
32
+ const existing = this.entries.get(geometry);
33
+ if (existing)
34
+ return existing;
35
+ const floats = geometry.vertexBuffer.floats;
36
+ const strideFloats = Math.max(1, geometry.vertexBuffer.format.stride >> 2);
37
+ if (this.format === null)
38
+ this.format = geometry.vertexBuffer.format;
39
+ const baseVertex = this.totalVertices;
40
+ const vertexBase = this.vertexFloats.length;
41
+ for (let i = 0; i < geometry.vertexBuffer.vertexCount * strideFloats; i += 1) {
42
+ this.vertexFloats.push(floats[i] ?? 0);
43
+ }
44
+ void vertexBase;
45
+ let entry;
46
+ if (geometry.indexBuffer) {
47
+ const data = geometry.indexBuffer.data;
48
+ if (geometry.indexBuffer.type === "uint32" || baseVertex + geometry.vertexBuffer.vertexCount > 0xffff) {
49
+ this.needsUint32 = true;
50
+ }
51
+ const firstIndex = this.indexData.length;
52
+ for (let i = 0; i < data.length; i += 1) {
53
+ this.indexData.push(data[i] + baseVertex);
54
+ }
55
+ entry = {
56
+ geometry, firstIndex, indexCount: data.length,
57
+ baseVertex, vertexCount: geometry.vertexBuffer.vertexCount,
58
+ indexType: "uint16" // final type resolved at upload (needsUint32 upgrades all)
59
+ };
60
+ }
61
+ else {
62
+ entry = {
63
+ geometry, firstIndex: -1, indexCount: 0,
64
+ baseVertex, vertexCount: geometry.vertexBuffer.vertexCount,
65
+ indexType: "uint16"
66
+ };
67
+ }
68
+ this.entries.set(geometry, entry);
69
+ this.totalVertices += geometry.vertexBuffer.vertexCount;
70
+ this.dirty = true;
71
+ return entry;
72
+ }
73
+ entryFor(geometry) {
74
+ const entry = this.entries.get(geometry);
75
+ return entry
76
+ ? { ...entry, indexType: this.needsUint32 ? "uint32" : entry.indexType }
77
+ : undefined;
78
+ }
79
+ /** One upload per build; subsequent calls return the live arenas. */
80
+ upload(device) {
81
+ this.lastDevice = device;
82
+ if (!this.dirty && this.vertexArena) {
83
+ return { vertexBuffer: this.vertexArena, indexBuffer: this.indexArena, indexType: this.needsUint32 ? "uint32" : "uint16" };
84
+ }
85
+ this.vertexArena?.dispose();
86
+ this.indexArena?.dispose();
87
+ const vertexData = new Float32Array(this.vertexFloats);
88
+ this.vertexArena = device.createBuffer("vertex", vertexData.byteLength, vertexData);
89
+ if (this.indexData.length > 0) {
90
+ const indexData = this.needsUint32 ? new Uint32Array(this.indexData) : new Uint16Array(this.indexData);
91
+ this.indexArena = device.createBuffer("index", indexData.byteLength, indexData);
92
+ }
93
+ else {
94
+ this.indexArena = null;
95
+ }
96
+ this.dirty = false;
97
+ return { vertexBuffer: this.vertexArena, indexBuffer: this.indexArena, indexType: this.needsUint32 ? "uint32" : "uint16" };
98
+ }
99
+ /**
100
+ * PRD 11 Phase 5 (§6.9): register with the C-29 `ResourceRegistry` once.
101
+ * The CPU-side `vertexFloats`/`indexData` arrays are the retained source —
102
+ * rebuild marks the arenas dirty and re-uploads on the last device.
103
+ */
104
+ registerForRestore(registry) {
105
+ if (this.restoreRegistered)
106
+ return;
107
+ this.restoreRegistered = true;
108
+ registry.register(this, {
109
+ kind: "a3d-prd11-geometry-pool",
110
+ rebuild: () => {
111
+ if (!this.lastDevice)
112
+ return;
113
+ this.dirty = true;
114
+ this.upload(this.lastDevice);
115
+ }
116
+ });
117
+ }
118
+ get vertexFormat() {
119
+ return this.format;
120
+ }
121
+ stats() {
122
+ return { geometries: this.entries.size, vertexFloats: this.vertexFloats.length, indexElements: this.indexData.length };
123
+ }
124
+ dispose() {
125
+ this.vertexArena?.dispose();
126
+ this.indexArena?.dispose();
127
+ this.vertexArena = null;
128
+ this.indexArena = null;
129
+ this.vertexFloats = [];
130
+ this.indexData = [];
131
+ this.entries.clear();
132
+ this.totalVertices = 0;
133
+ this.needsUint32 = false;
134
+ this.format = null;
135
+ this.dirty = false;
136
+ }
137
+ }
138
+ //# sourceMappingURL=BatchedGeometryPool.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,29 @@
1
+ /**
2
+ * PRD 11 Phase 3 (§6.6 layer 1) — content-keyed dedupe keys the renderer can
3
+ * trust. The engine compiler creates a unique `Geometry` and `Material` per
4
+ * primitive node (lane 15, `compiler/primitives.ts`); identical primitive
5
+ * instances therefore miss every identity-based merge. These keys recover
6
+ * value equality:
7
+ *
8
+ * - `geometryContentKey(geometry)` — the C-07 primitive/tessellation
9
+ * descriptor when one was stamped on the geometry, else a hash of vertex
10
+ * count, index count and a strided sample of the position/normal/uv data,
11
+ * memoised per `Geometry` in a `WeakMap` and verified by a full-array
12
+ * compare on the first collision (a collision between unequal arrays yields
13
+ * different keys).
14
+ * - `materialSpecKey(material)` — stable key over every scalar field and
15
+ * texture identity, excluding `baseColor`, `emissive`/`emissiveIntensity`
16
+ * and `opacity` (when ≥ 0.999): per-node colour and emissive ride
17
+ * `RenderItem.instanceColors`/`instanceEmissive` instead, so materials that
18
+ * differ only there still merge.
19
+ *
20
+ * Both are pure functions; no GPU work happens here.
21
+ */
22
+ import type { Geometry } from "../Geometry.js";
23
+ import type { RenderMaterial } from "../ForwardPass.js";
24
+ import type { UniformValue } from "../RenderDevice.js";
25
+ /** True when `name` is a colour/emissive slot or an opacity slot equal to 1. */
26
+ export declare function materialKeyExcludesParameter(name: string, parameters: ReadonlyMap<string, UniformValue>): boolean;
27
+ export declare function materialSpecKey(material: RenderMaterial): string;
28
+ export declare function geometryContentKey(geometry: Geometry): string;
29
+ //# sourceMappingURL=ContentKeys.d.ts.map
@@ -0,0 +1 @@
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