@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 +1,57 @@
1
+ /**
2
+ * PRD-02 §7.1 — the neutral-room environment scene, ported verbatim from
3
+ * three.js r185 examples/jsm/environments/RoomEnvironment.js (MIT).
4
+ * Geometry/emissive values match the r185 file (node_modules/three, pinned
5
+ * 0.185.1) so the CPU prefilter and the GPU path render the same neutral
6
+ * studio, including the scene's y = -3.5 offset and the point-lit walls.
7
+ */
8
+ export interface RoomBox {
9
+ readonly position: readonly [number, number, number];
10
+ readonly scale: readonly [number, number, number];
11
+ readonly rotationY: number;
12
+ /** Lambertian reflectance: r185 uses default (white) `MeshStandardMaterial`s → 1. */
13
+ readonly albedo: readonly [number, number, number];
14
+ }
15
+ export interface RoomEmissivePanel {
16
+ readonly position: readonly [number, number, number];
17
+ readonly scale: readonly [number, number, number];
18
+ readonly rotationY: number;
19
+ readonly emissive: readonly [number, number, number];
20
+ }
21
+ export interface RoomPointLight {
22
+ readonly color: readonly [number, number, number];
23
+ readonly intensity: number;
24
+ readonly distance: number;
25
+ readonly decay: number;
26
+ readonly position: readonly [number, number, number];
27
+ }
28
+ export interface RoomEnvironmentSceneDescriptor {
29
+ readonly room: RoomBox;
30
+ readonly boxes: readonly RoomBox[];
31
+ readonly panels: readonly RoomEmissivePanel[];
32
+ readonly light: RoomPointLight;
33
+ }
34
+ /** r185 `RoomEnvironment` sets `this.position.y = -3.5`: the whole room sits 3.5 below the capture point. */
35
+ export declare const ROOM_ENVIRONMENT_SCENE_OFFSET_Y = -3.5;
36
+ /** Panel emissive intensities, r185 verbatim. */
37
+ export declare const ROOM_ENVIRONMENT_PANEL_RADIANCES: readonly number[];
38
+ export declare function createRoomEnvironmentScene(): RoomEnvironmentSceneDescriptor;
39
+ type V3 = [number, number, number];
40
+ /**
41
+ * Analytic radiance of the r185 room along `dir`, seen from the PMREM capture
42
+ * point. three's `RoomEnvironment` shifts the whole scene by y = -3.5
43
+ * (`this.position.y`), so the capture point sits at y = +3.5 in scene space.
44
+ *
45
+ * - emissive panels (`MeshLambertMaterial`, black colour, white emissive ×
46
+ * intensity) → their emissive radiance;
47
+ * - room walls (BackSide) and prop boxes are default `MeshStandardMaterial`s
48
+ * (white, roughness 1, metalness 0): Lambertian albedo 1 lit only by the
49
+ * `PointLight(0xffffff, 900, 28, 2)`, i.e. `(1/π) · 900 · max(0, n·l) ·
50
+ * attenuation(d)`. No shadows: PMREM capture renders without shadow maps.
51
+ *
52
+ * Deterministic. Used by `environments bake` for the neutral preset, by the
53
+ * neutral floor constants, and by tests against the pinned three file.
54
+ */
55
+ export declare function sampleRoomEnvironment(dir: readonly [number, number, number]): V3;
56
+ export {};
57
+ //# sourceMappingURL=RoomEnvironmentScene.d.ts.map
@@ -0,0 +1 @@
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@@ -0,0 +1,165 @@
1
+ /** r185 `RoomEnvironment` sets `this.position.y = -3.5`: the whole room sits 3.5 below the capture point. */
2
+ export const ROOM_ENVIRONMENT_SCENE_OFFSET_Y = -3.5;
3
+ /** Panel emissive intensities, r185 verbatim. */
4
+ export const ROOM_ENVIRONMENT_PANEL_RADIANCES = [50, 50, 17, 43, 20, 100];
5
+ export function createRoomEnvironmentScene() {
6
+ const room = {
7
+ position: [-0.757, 13.219, 0.717],
8
+ scale: [31.713, 28.305, 28.591],
9
+ rotationY: 0,
10
+ albedo: [1, 1, 1]
11
+ };
12
+ const boxes = [
13
+ { position: [-10.906, 2.009, 1.846], scale: [2.328, 7.905, 4.651], rotationY: -0.195, albedo: [1, 1, 1] },
14
+ { position: [-5.607, -0.754, -0.758], scale: [1.970, 1.534, 3.955], rotationY: 0.994, albedo: [1, 1, 1] },
15
+ { position: [6.167, 0.857, 7.803], scale: [3.927, 6.285, 3.687], rotationY: 0.561, albedo: [1, 1, 1] },
16
+ { position: [-2.017, 0.018, 6.124], scale: [2.002, 4.566, 2.064], rotationY: 0.333, albedo: [1, 1, 1] },
17
+ { position: [2.291, -0.756, -2.621], scale: [1.546, 1.552, 1.496], rotationY: -0.286, albedo: [1, 1, 1] },
18
+ { position: [-2.193, -0.369, -5.547], scale: [3.875, 3.487, 2.986], rotationY: 0.516, albedo: [1, 1, 1] }
19
+ ];
20
+ const panels = [
21
+ { position: [-16.116, 14.37, 8.208], scale: [0.1, 2.428, 2.739], rotationY: 0, emissive: [50, 50, 50] }, // -x right
22
+ { position: [-16.109, 18.021, -8.207], scale: [0.1, 2.425, 2.751], rotationY: 0, emissive: [50, 50, 50] }, // -x left
23
+ { position: [14.904, 12.198, -1.832], scale: [0.15, 4.265, 6.331], rotationY: 0, emissive: [17, 17, 17] }, // +x
24
+ { position: [-0.462, 8.89, 14.520], scale: [4.38, 5.441, 0.088], rotationY: 0, emissive: [43, 43, 43] }, // +z
25
+ { position: [3.235, 11.486, -12.541], scale: [2.5, 2.0, 0.1], rotationY: 0, emissive: [20, 20, 20] }, // -z
26
+ { position: [0.0, 20.0, 0.0], scale: [1.0, 0.1, 1.0], rotationY: 0, emissive: [100, 100, 100] } // +y
27
+ ];
28
+ const light = {
29
+ color: [1, 1, 1],
30
+ intensity: 900,
31
+ distance: 28,
32
+ decay: 2,
33
+ position: [0.418, 16.199, 0.300]
34
+ };
35
+ return { room, boxes, panels, light };
36
+ }
37
+ const sub = (a, b) => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
38
+ const add = (a, b) => [a[0] + b[0], a[1] + b[1], a[2] + b[2]];
39
+ const scale = (a, s) => [a[0] * s, a[1] * s, a[2] * s];
40
+ const dot = (a, b) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
41
+ /**
42
+ * World → box-local for a box with three's `rotation.y = angle`. three's
43
+ * `makeRotationY(a)` maps local → world as x' = c·x + s·z, z' = −s·x + c·z,
44
+ * so the inverse is x = c·x' − s·z', z = s·x' + c·z'.
45
+ */
46
+ function rotateYInv(p, angle) {
47
+ const c = Math.cos(angle);
48
+ const s = Math.sin(angle);
49
+ return [p[0] * c - p[2] * s, p[1], p[0] * s + p[2] * c];
50
+ }
51
+ /** Slab test vs an axis-aligned box (in the box's local frame). Returns hit t or -1. */
52
+ function slabHit(origin, dir, half) {
53
+ let tMin = -Infinity;
54
+ let tMax = Infinity;
55
+ for (let i = 0; i < 3; i += 1) {
56
+ const o = origin[i];
57
+ const d = dir[i];
58
+ if (Math.abs(d) < 1e-9) {
59
+ if (Math.abs(o) > half[i])
60
+ return -1;
61
+ continue;
62
+ }
63
+ const t1 = (-half[i] - o) / d;
64
+ const t2 = (half[i] - o) / d;
65
+ tMin = Math.max(tMin, Math.min(t1, t2));
66
+ tMax = Math.min(tMax, Math.max(t1, t2));
67
+ }
68
+ // Inside the box (tMin < 0 < tMax) the exit face is at tMax; outside it is tMin.
69
+ if (tMax < tMin || tMax <= 0)
70
+ return -1;
71
+ return tMin > 0 ? tMin : tMax;
72
+ }
73
+ function boxHit(origin, dir, box) {
74
+ const o = rotateYInv(sub(origin, box.position), box.rotationY);
75
+ const d = rotateYInv(dir, box.rotationY);
76
+ return slabHit(o, d, [box.scale[0] / 2, box.scale[1] / 2, box.scale[2] / 2]);
77
+ }
78
+ /** Physical point-light distance falloff, three r185 `getDistanceAttenuation`. */
79
+ function distanceAttenuation(d, cutoff, decay) {
80
+ let falloff = 1 / Math.max(d ** decay, 0.01);
81
+ if (cutoff > 0) {
82
+ const x = Math.min(Math.max(1 - (d / cutoff) ** 4, 0), 1);
83
+ falloff *= x * x;
84
+ }
85
+ return falloff;
86
+ }
87
+ /** Ray vs a Y-rotated box: hit distance and the world-space normal facing the ray. */
88
+ function boxSurfaceHit(origin, dir, box) {
89
+ const o = rotateYInv(sub(origin, box.position), box.rotationY);
90
+ const d = rotateYInv(dir, box.rotationY);
91
+ const half = [box.scale[0] / 2, box.scale[1] / 2, box.scale[2] / 2];
92
+ const t = slabHit(o, d, half);
93
+ if (t <= 0)
94
+ return null;
95
+ // The hit face is the slab whose plane the local hit point lies on.
96
+ const p = add(o, scale(d, t));
97
+ let axis = 0;
98
+ let best = Infinity;
99
+ for (let i = 0; i < 3; i += 1) {
100
+ const gap = Math.abs(Math.abs(p[i]) - half[i]);
101
+ if (gap < best) {
102
+ best = gap;
103
+ axis = i;
104
+ }
105
+ }
106
+ // Facing the ray: outside faces (props) and the room's inner faces (BackSide) alike.
107
+ const local = [0, 0, 0];
108
+ local[axis] = d[axis] > 0 ? -1 : 1;
109
+ const c = Math.cos(box.rotationY);
110
+ const s = Math.sin(box.rotationY);
111
+ return { t, normal: [local[0] * c + local[2] * s, local[1], -local[0] * s + local[2] * c] };
112
+ }
113
+ let cachedScene = null;
114
+ /**
115
+ * Analytic radiance of the r185 room along `dir`, seen from the PMREM capture
116
+ * point. three's `RoomEnvironment` shifts the whole scene by y = -3.5
117
+ * (`this.position.y`), so the capture point sits at y = +3.5 in scene space.
118
+ *
119
+ * - emissive panels (`MeshLambertMaterial`, black colour, white emissive ×
120
+ * intensity) → their emissive radiance;
121
+ * - room walls (BackSide) and prop boxes are default `MeshStandardMaterial`s
122
+ * (white, roughness 1, metalness 0): Lambertian albedo 1 lit only by the
123
+ * `PointLight(0xffffff, 900, 28, 2)`, i.e. `(1/π) · 900 · max(0, n·l) ·
124
+ * attenuation(d)`. No shadows: PMREM capture renders without shadow maps.
125
+ *
126
+ * Deterministic. Used by `environments bake` for the neutral preset, by the
127
+ * neutral floor constants, and by tests against the pinned three file.
128
+ */
129
+ export function sampleRoomEnvironment(dir) {
130
+ const scene = (cachedScene ??= createRoomEnvironmentScene());
131
+ const origin = [0, -ROOM_ENVIRONMENT_SCENE_OFFSET_Y, 0];
132
+ const len = Math.hypot(dir[0], dir[1], dir[2]) || 1;
133
+ const ray = [dir[0] / len, dir[1] / len, dir[2] / len];
134
+ let bestT = Infinity;
135
+ let radiance = [0, 0, 0];
136
+ for (const panel of scene.panels) {
137
+ const t = boxHit(origin, ray, panel);
138
+ if (t > 0 && t < bestT) {
139
+ bestT = t;
140
+ radiance = [panel.emissive[0], panel.emissive[1], panel.emissive[2]];
141
+ }
142
+ }
143
+ let surface = null;
144
+ for (const box of [scene.room, ...scene.boxes]) {
145
+ const hit = boxSurfaceHit(origin, ray, box);
146
+ if (hit && hit.t < bestT) {
147
+ bestT = hit.t;
148
+ surface = { hit, albedo: box.albedo };
149
+ }
150
+ }
151
+ if (surface) {
152
+ const p = add(origin, scale(ray, surface.hit.t));
153
+ const toLight = sub(scene.light.position, p);
154
+ const d = Math.hypot(toLight[0], toLight[1], toLight[2]);
155
+ const nDotL = Math.max(0, dot(surface.hit.normal, scale(toLight, 1 / d)));
156
+ const e = scene.light.intensity * nDotL * distanceAttenuation(d, scene.light.distance, scene.light.decay);
157
+ radiance = [
158
+ (surface.albedo[0] / Math.PI) * e * scene.light.color[0],
159
+ (surface.albedo[1] / Math.PI) * e * scene.light.color[1],
160
+ (surface.albedo[2] / Math.PI) * e * scene.light.color[2]
161
+ ];
162
+ }
163
+ return radiance;
164
+ }
165
+ //# sourceMappingURL=RoomEnvironmentScene.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,32 @@
1
+ import { evaluateSH9Irradiance } from "../contracts/environment.js";
2
+ export { evaluateSH9Irradiance };
3
+ /**
4
+ * Cube → SH9 projection. Lives here (not `contracts/environment.ts`, owned by
5
+ * lane 01) because the contract version carries a `4/(len²·F²)` weight that
6
+ * under-weights off-axis texels by ~22%; the correct texel solid angle is
7
+ * `4/(len³·F²)` (du=dv=2/F over the unnormalized direction). qr-request
8
+ * `to:prd01` tracks the contract fix; until it lands the lane barrel exports
9
+ * this corrected implementation.
10
+ */
11
+ export declare function projectCubeToSH9(faces: readonly Float32Array[], faceSize: number): Float32Array;
12
+ export declare const SH9_BANDS = 9;
13
+ /**
14
+ * Real SH basis in the contract order:
15
+ * c0, −c1·y, c1·z, −c1·x, c2·xy, c2·yz, c3·(3z²−1), c2·xz, c4·(x²−y²).
16
+ */
17
+ export declare function sh9Basis(x: number, y: number, z: number, out?: Float32Array | number[]): Float32Array | number[];
18
+ /** Cosine-convolution band multipliers A_l = {π, 2π/3, π/4} in contract coefficient order. */
19
+ export declare const SH9_IRRADIANCE_BASIS_SCALE: readonly number[];
20
+ /** basis × Ahat — the folded irradiance kernel evaluated at a direction. */
21
+ export declare function foldIrradianceBasis(x: number, y: number, z: number): Float32Array;
22
+ /** Radiance (unconvolved) evaluation of a 27-float SH9 coefficient set. */
23
+ export declare function evaluateSH9Radiance(sh: Float32Array, x: number, y: number, z: number): [number, number, number];
24
+ /**
25
+ * Project an equirectangular radiance map to SH9. u ∈ [0,1) sweeps
26
+ * φ ∈ [−π, π), v ∈ [0,1] sweeps θ ∈ [0, π] top-to-bottom; solid-angle
27
+ * weight is sinθ·dφ·dθ.
28
+ */
29
+ export declare function projectEquirectToSH9(data: Float32Array, width: number, height: number, channels?: number): Float32Array;
30
+ /** Cosine convolution: multiply band l by A_l = {π, 2π/3, π/4}[l]. */
31
+ export declare function convolveSH9Irradiance(radiance: Float32Array): Float32Array;
32
+ //# sourceMappingURL=SphericalHarmonics.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,155 @@
1
+ /**
2
+ * PRD-02 §7.1 — SH9 helpers for the environment path.
3
+ * Re-exports the C-09 working projection/evaluation from contracts and adds
4
+ * the pieces the CPU pipeline needs: basis evaluation, the irradiance
5
+ * basis fold (Ahat_l per-band scale), radiance evaluation, equirect
6
+ * projection, and the cosine convolution (band multipliers π, 2π/3, π/4).
7
+ */
8
+ import { CUBE_FACE_BASIS } from "./workers/cpuPrefilter.js";
9
+ import { evaluateSH9Irradiance } from "../contracts/environment.js";
10
+ export { evaluateSH9Irradiance };
11
+ /**
12
+ * Cube → SH9 projection. Lives here (not `contracts/environment.ts`, owned by
13
+ * lane 01) because the contract version carries a `4/(len²·F²)` weight that
14
+ * under-weights off-axis texels by ~22%; the correct texel solid angle is
15
+ * `4/(len³·F²)` (du=dv=2/F over the unnormalized direction). qr-request
16
+ * `to:prd01` tracks the contract fix; until it lands the lane barrel exports
17
+ * this corrected implementation.
18
+ */
19
+ export function projectCubeToSH9(faces, faceSize) {
20
+ const out = new Float32Array(27);
21
+ const step = 2 / faceSize;
22
+ for (let f = 0; f < 6; f += 1) {
23
+ const face = faces[f];
24
+ if (!face)
25
+ continue;
26
+ const [n, u, v] = FACE_BASIS[f];
27
+ for (let y = 0; y < faceSize; y += 1) {
28
+ const fv = (y + 0.5) * step - 1;
29
+ for (let x = 0; x < faceSize; x += 1) {
30
+ const fu = (x + 0.5) * step - 1;
31
+ const dx = n[0] + u[0] * fu + v[0] * fv;
32
+ const dy = n[1] + u[1] * fu + v[1] * fv;
33
+ const dz = n[2] + u[2] * fu + v[2] * fv;
34
+ const len = Math.hypot(dx, dy, dz);
35
+ const weight = 4 / (len * len * len * faceSize * faceSize);
36
+ const i = (y * faceSize + x) * 4;
37
+ accumulateBasis(out, dx / len, dy / len, dz / len, face[i], face[i + 1], face[i + 2], weight);
38
+ }
39
+ }
40
+ }
41
+ return out;
42
+ }
43
+ // GL cube-face basis shared with the prefilter/samplers (02 IBL fix).
44
+ const FACE_BASIS = CUBE_FACE_BASIS;
45
+ function accumulateBasis(out, x, y, z, r, g, b, w) {
46
+ const basis = [
47
+ 0.282095,
48
+ -0.488603 * y,
49
+ 0.488603 * z,
50
+ -0.488603 * x,
51
+ 1.092548 * x * y,
52
+ 1.092548 * y * z,
53
+ 0.315392 * (3 * z * z - 1),
54
+ 1.092548 * x * z,
55
+ 0.546274 * (x * x - y * y)
56
+ ];
57
+ for (let i = 0; i < 9; i += 1) {
58
+ // Contract layout: interleaved [coefficient·3 + channel] (r,g,b per basis).
59
+ out[i * 3] = out[i * 3] + basis[i] * r * w;
60
+ out[i * 3 + 1] = out[i * 3 + 1] + basis[i] * g * w;
61
+ out[i * 3 + 2] = out[i * 3 + 2] + basis[i] * b * w;
62
+ }
63
+ }
64
+ export const SH9_BANDS = 9;
65
+ /**
66
+ * Real SH basis in the contract order:
67
+ * c0, −c1·y, c1·z, −c1·x, c2·xy, c2·yz, c3·(3z²−1), c2·xz, c4·(x²−y²).
68
+ */
69
+ export function sh9Basis(x, y, z, out = new Float32Array(9)) {
70
+ const c0 = 0.282095;
71
+ const c1 = 0.488603;
72
+ const c2 = 1.092548;
73
+ const c3 = 0.315392;
74
+ const c4 = 0.546274;
75
+ out[0] = c0;
76
+ out[1] = -c1 * y;
77
+ out[2] = c1 * z;
78
+ out[3] = -c1 * x;
79
+ out[4] = c2 * x * y;
80
+ out[5] = c2 * y * z;
81
+ out[6] = c3 * (3 * z * z - 1);
82
+ out[7] = c2 * x * z;
83
+ out[8] = c4 * (x * x - y * y);
84
+ return out;
85
+ }
86
+ /** Cosine-convolution band multipliers A_l = {π, 2π/3, π/4} in contract coefficient order. */
87
+ export const SH9_IRRADIANCE_BASIS_SCALE = [
88
+ Math.PI,
89
+ (2 * Math.PI) / 3, (2 * Math.PI) / 3, (2 * Math.PI) / 3,
90
+ Math.PI / 4, Math.PI / 4, Math.PI / 4, Math.PI / 4, Math.PI / 4
91
+ ];
92
+ /** basis × Ahat — the folded irradiance kernel evaluated at a direction. */
93
+ export function foldIrradianceBasis(x, y, z) {
94
+ const b = sh9Basis(x, y, z);
95
+ for (let i = 0; i < 9; i += 1)
96
+ b[i] *= SH9_IRRADIANCE_BASIS_SCALE[i];
97
+ return b;
98
+ }
99
+ /** Radiance (unconvolved) evaluation of a 27-float SH9 coefficient set. */
100
+ export function evaluateSH9Radiance(sh, x, y, z) {
101
+ const b = sh9Basis(x, y, z);
102
+ let r = 0, g = 0, bl = 0;
103
+ for (let i = 0; i < 9; i += 1) {
104
+ r += sh[i * 3] * b[i];
105
+ g += sh[i * 3 + 1] * b[i];
106
+ bl += sh[i * 3 + 2] * b[i];
107
+ }
108
+ return [r, g, bl];
109
+ }
110
+ /**
111
+ * Project an equirectangular radiance map to SH9. u ∈ [0,1) sweeps
112
+ * φ ∈ [−π, π), v ∈ [0,1] sweeps θ ∈ [0, π] top-to-bottom; solid-angle
113
+ * weight is sinθ·dφ·dθ.
114
+ */
115
+ export function projectEquirectToSH9(data, width, height, channels = 4) {
116
+ const sh = new Float32Array(27);
117
+ const dPhi = (2 * Math.PI) / width;
118
+ const dTheta = Math.PI / height;
119
+ const basis = new Float32Array(9);
120
+ for (let row = 0; row < height; row += 1) {
121
+ const v = (row + 0.5) / height;
122
+ const theta = v * Math.PI;
123
+ const sinT = Math.sin(theta);
124
+ const weight = sinT * dPhi * dTheta;
125
+ for (let col = 0; col < width; col += 1) {
126
+ const u = (col + 0.5) / width;
127
+ const phi = u * 2 * Math.PI - Math.PI;
128
+ const x = -Math.cos(phi) * sinT;
129
+ const y = Math.cos(theta);
130
+ const z = Math.sin(phi) * sinT;
131
+ sh9Basis(x, y, z, basis);
132
+ const i = (row * width + col) * channels;
133
+ for (let k = 0; k < 9; k += 1) {
134
+ sh[k * 3] += data[i] * basis[k] * weight;
135
+ sh[k * 3 + 1] += data[i + 1] * basis[k] * weight;
136
+ sh[k * 3 + 2] += data[i + 2] * basis[k] * weight;
137
+ }
138
+ }
139
+ }
140
+ return sh;
141
+ }
142
+ /** Cosine convolution: multiply band l by A_l = {π, 2π/3, π/4}[l]. */
143
+ export function convolveSH9Irradiance(radiance) {
144
+ const bandScale = [Math.PI, (2 * Math.PI) / 3, Math.PI / 4];
145
+ const out = new Float32Array(27);
146
+ for (let i = 0; i < 9; i += 1) {
147
+ const l = i === 0 ? 0 : i < 4 ? 1 : 2;
148
+ const s = bandScale[l];
149
+ out[i * 3] = radiance[i * 3] * s;
150
+ out[i * 3 + 1] = radiance[i * 3 + 1] * s;
151
+ out[i * 3 + 2] = radiance[i * 3 + 2] * s;
152
+ }
153
+ return out;
154
+ }
155
+ //# sourceMappingURL=SphericalHarmonics.js.map
@@ -0,0 +1 @@
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+ 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@@ -0,0 +1,97 @@
1
+ /**
2
+ * Shared probe construction (PRD-02 §6.2): float RGBA faces → PMREM levels →
3
+ * rgba16f cube `Texture` + SH9 (+ packed `shTexture`). Pure CPU, no device
4
+ * dependency — used by `GPUPMREMGenerator`, `Prd02EnvironmentProbeFactory`,
5
+ * and `EnvironmentCache` without creating import cycles.
6
+ */
7
+ import { Texture } from "../Texture.js";
8
+ import type { EnvironmentProbe } from "../contracts/environment.js";
9
+ import { type PrefilterCubeSource, type PrefilterResult } from "./workers/cpuPrefilter.js";
10
+ export declare const CUBE_FACE_ORDER: readonly ["px", "nx", "py", "ny", "pz", "nz"];
11
+ export type ProbeSource = EnvironmentProbe["source"];
12
+ export interface Prd02ProbeBuildOptions {
13
+ readonly faceSize?: EnvironmentProbe["faceSize"];
14
+ /** Override prefilter executor (Worker/GPU). Defaults to `prefilterCubeGGX`. */
15
+ readonly prefilter?: (source: PrefilterCubeSource, samples?: number) => PrefilterResult;
16
+ readonly samples?: number;
17
+ readonly source?: ProbeSource;
18
+ /** Extra `Texture` bound as the scene background (equirect/preset only). */
19
+ readonly background?: Texture | null;
20
+ readonly label?: string;
21
+ /** Pre-computed SH9 (baked presets ship `<name>.sh9.f32` at 128-sample quality). */
22
+ readonly sh9?: Float32Array;
23
+ }
24
+ export declare class Prd02EnvironmentProbe implements EnvironmentProbe {
25
+ readonly kind: "environment-probe";
26
+ readonly specularCube: Texture;
27
+ readonly mipCount: number;
28
+ readonly faceSize: EnvironmentProbe["faceSize"];
29
+ readonly sh9: Float32Array;
30
+ readonly shTexture: Texture | null;
31
+ readonly background: Texture | null;
32
+ readonly source: ProbeSource;
33
+ private disposed;
34
+ constructor(args: {
35
+ readonly specularCube: Texture;
36
+ readonly mipCount: number;
37
+ readonly faceSize: EnvironmentProbe["faceSize"];
38
+ readonly sh9: Float32Array;
39
+ readonly shTexture: Texture | null;
40
+ readonly background: Texture | null;
41
+ readonly source: ProbeSource;
42
+ });
43
+ dispose(): void;
44
+ }
45
+ /** Pack the 27-float SH into a 9×1 rgba32f texture (w lane unused). */
46
+ export declare function sh9ToTexture(sh9: Float32Array): Texture;
47
+ /** Build a probe from six RGBA float faces (linear HDR). */
48
+ export declare function buildProbeFromFaces(faces: readonly Float32Array[], faceSize: EnvironmentProbe["faceSize"], options?: Prd02ProbeBuildOptions): Prd02EnvironmentProbe;
49
+ /** Build a probe from already-prefiltered per-level faces (baked KTX2 path). */
50
+ export declare function buildProbeFromLevels(levels: readonly {
51
+ readonly faceSize: number;
52
+ readonly faces: readonly Float32Array[];
53
+ }[], faceSize: EnvironmentProbe["faceSize"], options?: Prd02ProbeBuildOptions): Prd02EnvironmentProbe;
54
+ /**
55
+ * Linear radiance of the analytic neutral floor (T0-25): constant chosen so the
56
+ * probe's SH9 DC equals the baked `neutral` preset's (3.7560 ≈ c·3.5483; the
57
+ * point-lit r185 room, re-baked with the RoomEnvironmentScene fix).
58
+ */
59
+ export declare const NEUTRAL_FLOOR_RADIANCE = 1.0585341933512515;
60
+ /**
61
+ * The baked `neutral` preset's SH9 verbatim (`neutral.sh9.f32`, CC0 bake) —
62
+ * the floor carries it so diffuse IBL is identical before and after the baked
63
+ * specular cube lands via `acquire`.
64
+ */
65
+ export declare const NEUTRAL_FLOOR_SH9: Float32Array<ArrayBuffer>;
66
+ /**
67
+ * Instant analytic neutral floor: a constant cube at `NEUTRAL_FLOOR_RADIANCE`
68
+ * plus the baked `NEUTRAL_FLOOR_SH9` — no CPU GGX prefilter. Specular detail
69
+ * arrives through the baked `neutral` preset upgrade.
70
+ */
71
+ export declare function buildNeutralFloorProbe(faceSize: EnvironmentProbe["faceSize"], options?: Prd02ProbeBuildOptions): Prd02EnvironmentProbe;
72
+ /**
73
+ * Directional neutral room for the legacy forward path (#1141 / 02-S2).
74
+ * The legacy shader reads diffuse from the *last* level of the bound cube
75
+ * (lod = mipCount − 1, clamped), so the constant `buildNeutralFloorProbe`
76
+ * gives every normal the same light. This probe is the analytic r185 room at
77
+ * 64 px (no GGX prefilter: ~24k analytic samples, once; nearest-upsampled
78
+ * to the 128 px mip 0), a 2×2 box mip at 32 px for glossy reflections, and a 16 px last level
79
+ * holding the SH9 cosine irradiance ÷ π (Lambert-equivalent radiance), so
80
+ * diffuse is directional and cosine-weighted like three's PMREM.
81
+ */
82
+ export declare function buildNeutralRoomLegacyProbe(options?: Prd02ProbeBuildOptions): Prd02EnvironmentProbe;
83
+ /** Rasterize the analytic RoomEnvironmentScene into six float faces. */
84
+ export declare function buildRoomFaces(faceSize: number): Float32Array[];
85
+ /** 90° perspective view-projection for cube capture at `position`. Row-major, GL clip space. */
86
+ export declare function cubeFaceViewProjection(face: 0 | 1 | 2 | 3 | 4 | 5, position?: readonly [number, number, number], near?: number, far?: number): Float32Array;
87
+ /**
88
+ * Legacy-path bridge (PRD-02 Phase 3): project the probe's mip-0 specular
89
+ * cube to a mipped RGBA16F equirect — linear HDR end to end (no Reinhard,
90
+ * no RGBA8), which fixes the E5 dim/clip problem on the legacy environment
91
+ * path when the flag is on. Mip chain is a CPU box filter.
92
+ */
93
+ export declare function probeToEquirectTexture(probe: EnvironmentProbe, options?: {
94
+ readonly width?: number;
95
+ readonly height?: number;
96
+ }): Texture;
97
+ //# sourceMappingURL=probeBuild.d.ts.map
@@ -0,0 +1 @@
1
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