@babylonjs/lite 1.11.0 → 1.12.0

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Files changed (98) hide show
  1. package/CHANGELOG.md +22 -0
  2. package/dist/index.js +444 -368
  3. package/dist/index.js.map +1 -1
  4. package/index.d.ts +191 -4
  5. package/lib/audio/index.js +1 -0
  6. package/lib/audio/index.js.map +1 -1
  7. package/lib/audio/media-stream-output.js +44 -0
  8. package/lib/audio/media-stream-output.js.map +1 -0
  9. package/lib/engine/engine.js +1 -1
  10. package/lib/frame-graph/render-task.js +1 -1
  11. package/lib/frame-graph/render-task.js.map +1 -1
  12. package/lib/frame-graph/shadow-inputs.js +10 -1
  13. package/lib/frame-graph/shadow-inputs.js.map +1 -1
  14. package/lib/frame-graph/transmission.js +1 -16
  15. package/lib/frame-graph/transmission.js.map +1 -1
  16. package/lib/index.js +5 -3
  17. package/lib/index.js.map +1 -1
  18. package/lib/loader-gltf/gltf-json-asset.js +1 -1
  19. package/lib/loader-gltf/gltf-json-asset.js.map +1 -1
  20. package/lib/loader-gltf/gltf-multi-buffer.js +2 -10
  21. package/lib/loader-gltf/gltf-multi-buffer.js.map +1 -1
  22. package/lib/loader-gltf/gltf-pbr-builder-ext.js +4 -18
  23. package/lib/loader-gltf/gltf-pbr-builder-ext.js.map +1 -1
  24. package/lib/loader-gltf/gltf-pbr-builder.js +17 -14
  25. package/lib/loader-gltf/gltf-pbr-builder.js.map +1 -1
  26. package/lib/loader-gltf/gltf-sampler-desc.js +3 -16
  27. package/lib/loader-gltf/gltf-sampler-desc.js.map +1 -1
  28. package/lib/material/node/blocks/ambient-occlusion-block.js +1 -4
  29. package/lib/material/node/blocks/ambient-occlusion-block.js.map +1 -1
  30. package/lib/material/node/blocks/biplanar-block.js +3 -6
  31. package/lib/material/node/blocks/biplanar-block.js.map +1 -1
  32. package/lib/material/node/blocks/image-source.js +2 -5
  33. package/lib/material/node/blocks/image-source.js.map +1 -1
  34. package/lib/material/node/blocks/input-block.js +5 -26
  35. package/lib/material/node/blocks/input-block.js.map +1 -1
  36. package/lib/material/node/blocks/pbr-mr-helper-full.js +5 -8
  37. package/lib/material/node/blocks/pbr-mr-helper-full.js.map +1 -1
  38. package/lib/material/node/blocks/reflection-texture-block.js +1 -4
  39. package/lib/material/node/blocks/reflection-texture-block.js.map +1 -1
  40. package/lib/material/node/blocks/texture-block.js +2 -5
  41. package/lib/material/node/blocks/texture-block.js.map +1 -1
  42. package/lib/material/node/blocks/triplanar-block.js +3 -6
  43. package/lib/material/node/blocks/triplanar-block.js.map +1 -1
  44. package/lib/material/node/node-emitter.js +24 -1
  45. package/lib/material/node/node-emitter.js.map +1 -1
  46. package/lib/material/node/node-geometry-renderable.js +2 -2
  47. package/lib/material/node/node-material.js +1 -22
  48. package/lib/material/node/node-material.js.map +1 -1
  49. package/lib/material/node/node-types.js.map +1 -1
  50. package/lib/material/pbr/fragments/shadow-only-fragment.js +68 -0
  51. package/lib/material/pbr/fragments/shadow-only-fragment.js.map +1 -0
  52. package/lib/material/pbr/pbr-flag-bits.js.map +1 -1
  53. package/lib/material/pbr/pbr-material.js.map +1 -1
  54. package/lib/material/pbr/pbr-renderable.js +3 -0
  55. package/lib/material/pbr/pbr-renderable.js.map +1 -1
  56. package/lib/material/pbr/pbr-template.js +1 -0
  57. package/lib/material/pbr/pbr-template.js.map +1 -1
  58. package/lib/mesh/GaussianSplatting/gaussian-splatting-mesh.js +2 -8
  59. package/lib/mesh/GaussianSplatting/gaussian-splatting-mesh.js.map +1 -1
  60. package/lib/mesh/mesh-dispose.js +2 -0
  61. package/lib/mesh/mesh-dispose.js.map +1 -1
  62. package/lib/mesh/mesh.js +2 -8
  63. package/lib/mesh/mesh.js.map +1 -1
  64. package/lib/mesh/thin-instance-cull-binding.js +54 -3
  65. package/lib/mesh/thin-instance-cull-binding.js.map +1 -1
  66. package/lib/mesh/thin-instance-gpu-culling.js +241 -24
  67. package/lib/mesh/thin-instance-gpu-culling.js.map +1 -1
  68. package/lib/mesh/thin-instance.js +112 -1
  69. package/lib/mesh/thin-instance.js.map +1 -1
  70. package/lib/picking/gpu-picker.js +4 -2
  71. package/lib/picking/gpu-picker.js.map +1 -1
  72. package/lib/picking/picking-pipeline.js +1 -1
  73. package/lib/picking/picking-pipeline.js.map +1 -1
  74. package/lib/picking/picking-shader.js +38 -16
  75. package/lib/picking/picking-shader.js.map +1 -1
  76. package/lib/scene/scene-core.js +3 -0
  77. package/lib/scene/scene-core.js.map +1 -1
  78. package/lib/scene/scene-node.js +2 -6
  79. package/lib/scene/scene-node.js.map +1 -1
  80. package/lib/scene/transform-node.js +3 -0
  81. package/lib/scene/transform-node.js.map +1 -1
  82. package/lib/scene/world-matrix-state.js +7 -1
  83. package/lib/scene/world-matrix-state.js.map +1 -1
  84. package/lib/shadow/csm-directional-shadow-generator.js +22 -1
  85. package/lib/shadow/csm-directional-shadow-generator.js.map +1 -1
  86. package/lib/shadow/csm-shadow-task-hooks.js +19 -11
  87. package/lib/shadow/csm-shadow-task-hooks.js.map +1 -1
  88. package/lib/shadow/esm-directional-shadow-generator.js +2 -51
  89. package/lib/shadow/esm-directional-shadow-generator.js.map +1 -1
  90. package/lib/shadow/pcf-directional-shadow-generator.js +2 -48
  91. package/lib/shadow/pcf-directional-shadow-generator.js.map +1 -1
  92. package/lib/shadow/shadow-base.js +48 -1
  93. package/lib/shadow/shadow-base.js.map +1 -1
  94. package/lib/text/text-renderable.js +2 -10
  95. package/lib/text/text-renderable.js.map +1 -1
  96. package/lib/texture/texture-array.js +96 -0
  97. package/lib/texture/texture-array.js.map +1 -0
  98. package/package.json +3 -3
@@ -1 +1 @@
1
- {"version":3,"file":"csm-directional-shadow-generator.js","sources":["../../../src/shadow/csm-directional-shadow-generator.ts"],"sourcesContent":["/** Cascaded Shadow Map (CSM) generator for directional lights.\n *\n * Renders the scene depth into N cascade layers of a `depth32float`\n * `texture_2d_array`, each fit to a successive slice of the camera frustum\n * (logarithmic/uniform split blend), and exposes a single large receiver UBO\n * holding the N cascade transforms + split distances. The receiver\n * (`csm-shadow-fragment-core`) selects a cascade per fragment and samples it\n * with a 5×5 PCF kernel — matching Babylon.js `CascadedShadowGenerator` with\n * the default PCF5 filter.\n *\n * All substantive CSM code lives in this module + `csm-shadow-task-hooks.ts` +\n * `csm-shadow-fragment-core.ts`, fetched only by scenes that create a CSM\n * generator, so ESM/PCF scenes are byte-unaffected.\n */\n\nimport type { DirectionalLight } from \"../light/directional-light.js\";\nimport type { EngineContext } from \"../engine/engine.js\";\nimport type { ShadowGenerator } from \"./shadow-generator.js\";\nimport { createShadowParamsUBO } from \"./shadow-base.js\";\nimport { createUniformBuffer } from \"../resource/gpu-buffers.js\";\nimport { ensureCsmShadowTaskState, preloadCsmShadowTaskState, renderCsmShadowMap, type CsmConfig, type CsmTaskState } from \"./csm-shadow-task-hooks.js\";\nimport { setCsmStdReceiverFactory, setCsmPbrReceiverFactory } from \"./csm-receiver-registry.js\";\nimport { createStdCsmShadowFragment } from \"../material/standard/fragments/std-csm-shadow-fragment.js\";\nimport { createPbrCsmShadowFragment } from \"../material/pbr/fragments/pbr-csm-shadow-fragment.js\";\n\n/** Configuration for a directional-light cascaded shadow generator. */\nexport interface CsmDirectionalShadowGeneratorConfig {\n /** Shadow map resolution per cascade (square). Default 1024. */\n mapSize?: number;\n /** Number of cascades. Default 4 (max 4). */\n numCascades?: number;\n /** Split blend between logarithmic and uniform partitioning, 0..1. Default 0.5. */\n lambda?: number;\n /** Fraction of a cascade used to cross-fade into the next one. Default 0.1. Set 0 to disable blending. */\n cascadeBlendPercentage?: number;\n /** Use a stable bounding-sphere fit (no shimmering) instead of a tight AABB fit. Default false. */\n stabilizeCascades?: boolean;\n /** Maximum shadow distance in world units. Default = camera far plane. */\n shadowMaxZ?: number;\n /** Depth bias added during shadow-map generation. Default 0.00005. */\n bias?: number;\n /** Caster depth offset in world units. Overrides `bias` when supplied; non-positive or non-finite values disable bias. */\n worldSpaceBias?: number;\n /** Shadow darkness (0 = black shadow, 1 = no shadow). Default 0. */\n darkness?: number;\n /** Soft fade-out at the edge of each cascade frustum, 0..1. Default 0. */\n frustumEdgeFalloff?: number;\n /** Regenerate every cascade every frame even when nothing moved. Default false. */\n forceRefreshEveryFrame?: boolean;\n}\n\n/**\n * Creates a cascaded shadow map (CSM) generator for a directional light.\n *\n * The shadow map is a `depth32float` `texture_2d_array` with one layer per\n * cascade; each cascade is fit to a logarithmic/uniform slice of the active\n * camera frustum and sampled on the receiver with a 5×5 PCF kernel. Casters are\n * supplied via {@link setShadowTaskCasterMeshes} and the receiver is any mesh\n * with `receiveShadows = true`.\n *\n * @param engine - The engine providing the GPU device.\n * @param _light - The directional light that casts the shadows.\n * @param cfg - Optional cascade, map-size and bias configuration.\n * @returns A `ShadowGenerator` wired to the CSM render path.\n */\nexport function createCsmDirectionalShadowGenerator(engine: EngineContext, _light: DirectionalLight, cfg: CsmDirectionalShadowGeneratorConfig = {}): ShadowGenerator {\n // Register the material-family CSM receiver fragments lazily — only scenes that\n // create a CSM generator pull the cascade-receiver WGSL into their bundle.\n setCsmStdReceiverFactory(createStdCsmShadowFragment);\n setCsmPbrReceiverFactory(createPbrCsmShadowFragment);\n\n const device = engine._device;\n const mapSize = cfg.mapSize ?? 1024;\n const numCascades = Math.min(cfg.numCascades ?? 4, 4);\n const bias = cfg.bias ?? 0.00005;\n const worldSpaceBias = cfg.worldSpaceBias;\n const darkness = cfg.darkness ?? 0;\n const frustumEdgeFalloff = cfg.frustumEdgeFalloff ?? 0;\n\n const csmCfg: CsmConfig = {\n _numCascades: numCascades,\n _lambda: cfg.lambda ?? 0.5,\n _cascadeBlendPercentage: cfg.cascadeBlendPercentage ?? 0.1,\n _stabilizeCascades: cfg.stabilizeCascades ?? false,\n _depthClamp: false,\n _shadowMaxZ: cfg.shadowMaxZ ?? null,\n _bias: bias,\n _worldSpaceBias: worldSpaceBias === undefined ? null : Number.isFinite(worldSpaceBias) && worldSpaceBias > 0 ? worldSpaceBias : 0,\n _darkness: darkness,\n _frustumEdgeFalloff: frustumEdgeFalloff,\n _mapSize: mapSize,\n _forceRefreshEveryFrame: cfg.forceRefreshEveryFrame ?? false,\n };\n\n const depthTexture = device.createTexture({\n size: { width: mapSize, height: mapSize, depthOrArrayLayers: numCascades },\n format: \"depth32float\",\n usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,\n });\n\n const _shadowsInfo = new Float32Array([darkness, mapSize, 1.0 / mapSize, frustumEdgeFalloff]);\n\n const sg: ShadowGenerator = {\n _shadowType: \"csm\" as const,\n _light,\n _depthTexture: depthTexture,\n _depthSampler: device.createSampler({ compare: \"less\", magFilter: \"linear\", minFilter: \"linear\" }),\n _lightMatrix: new Float32Array(16),\n _shadowsInfo,\n _depthValues: new Float32Array([0, 1]),\n _shadowParamsUBO: createShadowParamsUBO(engine, bias, 1.0 / mapSize),\n _shadowUBO: createUniformBuffer(engine, new Float32Array(80)),\n _config: {\n _mapSize: mapSize,\n _bias: bias,\n _forceRefreshEveryFrame: csmCfg._forceRefreshEveryFrame,\n },\n _version: 0,\n _csmCascadeCount: numCascades,\n };\n\n sg._preloadShadowTask = preloadCsmShadowTaskState;\n sg._ensureShadowTaskState = (eng, scene, casterMeshes) => {\n const state = ensureCsmShadowTaskState(eng, scene, sg, csmCfg, casterMeshes, sg._shadowTaskState ?? null);\n sg._shadowTaskState = state;\n return state;\n };\n sg._renderShadowMap = (eng, state) => renderCsmShadowMap(eng, sg, state as CsmTaskState, csmCfg);\n return sg;\n}\n\n/**\n * Register a callback fired each frame the CSM cascades are recomputed, right after the receiver\n * UBO is updated and uploaded — and before the shadow map and main pass are rendered.\n *\n * Custom `ShaderMaterial` receivers that mirror the cascade transforms into their own uniforms\n * (rather than binding the generator's receiver UBO directly, as the built-in standard/PBR/node\n * receivers do) MUST sync from inside this callback. Syncing from an `onBeforeRender` callback\n * reads the *previous* frame's transforms — a one-frame lag that makes those shadows visibly swim\n * while the camera moves (the cascade window can slide many texels per frame during a zoom).\n *\n * Multiple receivers may register on the same generator; every registered callback is invoked each\n * frame. The callback receives the 80-float receiver UBO (layout: four `mat4x4` cascade transforms,\n * `viewFrustumZ`, `frustumLengths`, `shadowsInfo`, `csmParams` — see the cascaded-shadow\n * architecture doc). The array is reused each frame; copy what you need.\n *\n * @param sg - A cascaded-shadow generator from {@link createCsmDirectionalShadowGenerator}.\n * @param cb - Receiver-sync callback.\n * @returns A disposer that unregisters this callback.\n */\nexport function onCsmReceiverUpdate(sg: ShadowGenerator, cb: (data: Float32Array) => void): () => void {\n (sg._onReceiverData ??= []).push(cb);\n return () => {\n const list = sg._onReceiverData;\n if (!list) {\n return;\n }\n const i = list.indexOf(cb);\n if (i >= 0) {\n list.splice(i, 1);\n }\n };\n}\n"],"names":[],"mappings":";;;;;;;AAiEO,SAAS,mCAAA,CAAoC,MAAA,EAAuB,MAAA,EAA0B,GAAA,GAA2C,EAAC,EAAoB;AAGjK,EAAA,wBAAA,CAAyB,0BAA0B,CAAA;AACnD,EAAA,wBAAA,CAAyB,0BAA0B,CAAA;AAEnD,EAAA,MAAM,SAAS,MAAA,CAAO,OAAA;AACtB,EAAA,MAAM,OAAA,GAAU,IAAI,OAAA,IAAW,IAAA;AAC/B,EAAA,MAAM,cAAc,IAAA,CAAK,GAAA,CAAI,GAAA,CAAI,WAAA,IAAe,GAAG,CAAC,CAAA;AACpD,EAAA,MAAM,IAAA,GAAO,IAAI,IAAA,IAAQ,IAAA;AACzB,EAAA,MAAM,iBAAiB,GAAA,CAAI,cAAA;AAC3B,EAAA,MAAM,QAAA,GAAW,IAAI,QAAA,IAAY,CAAA;AACjC,EAAA,MAAM,kBAAA,GAAqB,IAAI,kBAAA,IAAsB,CAAA;AAErD,EAAA,MAAM,MAAA,GAAoB;AAAA,IACtB,YAAA,EAAc,WAAA;AAAA,IACd,OAAA,EAAS,IAAI,MAAA,IAAU,GAAA;AAAA,IACvB,uBAAA,EAAyB,IAAI,sBAAA,IAA0B,GAAA;AAAA,IACvD,kBAAA,EAAoB,IAAI,iBAAA,IAAqB,KAAA;AAAA,IAE7C,WAAA,EAAa,IAAI,UAAA,IAAc,IAAA;AAAA,IAC/B,KAAA,EAAO,IAAA;AAAA,IACP,eAAA,EAAiB,cAAA,KAAmB,MAAA,GAAY,IAAA,GAAO,MAAA,CAAO,SAAS,cAAc,CAAA,IAAK,cAAA,GAAiB,CAAA,GAAI,cAAA,GAAiB,CAAA;AAAA,IAChI,SAAA,EAAW,QAAA;AAAA,IACX,mBAAA,EAAqB,kBAAA;AAAA,IACrB,QAAA,EAAU,OAAA;AAAA,IACV,uBAAA,EAAyB,IAAI,sBAAA,IAA0B;AAAA,GAC3D;AAEA,EAAA,MAAM,YAAA,GAAe,OAAO,aAAA,CAAc;AAAA,IACtC,MAAM,EAAE,KAAA,EAAO,SAAS,MAAA,EAAQ,OAAA,EAAS,oBAAoB,WAAA,EAAY;AAAA,IACzE,MAAA,EAAQ,cAAA;AAAA,IACR,KAAA,EAAO,eAAA,CAAgB,iBAAA,GAAoB,eAAA,CAAgB;AAAA,GAC9D,CAAA;AAED,EAAA,MAAM,YAAA,GAAe,IAAI,YAAA,CAAa,CAAC,UAAU,OAAA,EAAS,CAAA,GAAM,OAAA,EAAS,kBAAkB,CAAC,CAAA;AAE5F,EAAA,MAAM,EAAA,GAAsB;AAAA,IACxB,WAAA,EAAa,KAAA;AAAA,IACb,MAAA;AAAA,IACA,aAAA,EAAe,YAAA;AAAA,IACf,aAAA,EAAe,MAAA,CAAO,aAAA,CAAc,EAAE,OAAA,EAAS,QAAQ,SAAA,EAAW,QAAA,EAAU,SAAA,EAAW,QAAA,EAAU,CAAA;AAAA,IACjG,YAAA,EAAc,IAAI,YAAA,CAAa,EAAE,CAAA;AAAA,IACjC,YAAA;AAAA,IACA,cAAc,IAAI,YAAA,CAAa,CAAC,CAAA,EAAG,CAAC,CAAC,CAAA;AAAA,IACrC,gBAAA,EAAkB,qBAAA,CAAsB,MAAA,EAAQ,IAAA,EAAM,IAAM,OAAO,CAAA;AAAA,IACnE,YAAY,mBAAA,CAAoB,MAAA,EAAQ,IAAI,YAAA,CAAa,EAAE,CAAC,CAAA;AAAA,IAC5D,OAAA,EAAS;AAAA,MACL,QAAA,EAAU,OAAA;AAAA,MACV,KAAA,EAAO,IAAA;AAAA,MACP,yBAAyB,MAAA,CAAO;AAAA,KACpC;AAAA,IACA,QAAA,EAAU,CAAA;AAAA,IACV,gBAAA,EAAkB;AAAA,GACtB;AAEA,EAAA,EAAA,CAAG,kBAAA,GAAqB,yBAAA;AACxB,EAAA,EAAA,CAAG,sBAAA,GAAyB,CAAC,GAAA,EAAK,KAAA,EAAO,YAAA,KAAiB;AACtD,IAAA,MAAM,KAAA,GAAQ,yBAAyB,GAAA,EAAK,KAAA,EAAO,IAAI,MAAA,EAAQ,YAAA,EAAc,EAAA,CAAG,gBAAA,IAAoB,IAAI,CAAA;AACxG,IAAA,EAAA,CAAG,gBAAA,GAAmB,KAAA;AACtB,IAAA,OAAO,KAAA;AAAA,EACX,CAAA;AACA,EAAA,EAAA,CAAG,gBAAA,GAAmB,CAAC,GAAA,EAAK,KAAA,KAAU,mBAAmB,GAAA,EAAK,EAAA,EAAI,OAAuB,MAAM,CAAA;AAC/F,EAAA,OAAO,EAAA;AACX;AAqBO,SAAS,mBAAA,CAAoB,IAAqB,EAAA,EAA8C;AACnG,EAAA,CAAC,EAAA,CAAG,eAAA,KAAoB,EAAC,EAAG,KAAK,EAAE,CAAA;AACnC,EAAA,OAAO,MAAM;AACT,IAAA,MAAM,OAAO,EAAA,CAAG,eAAA;AAChB,IAAA,IAAI,CAAC,IAAA,EAAM;AACP,MAAA;AAAA,IACJ;AACA,IAAA,MAAM,CAAA,GAAI,IAAA,CAAK,OAAA,CAAQ,EAAE,CAAA;AACzB,IAAA,IAAI,KAAK,CAAA,EAAG;AACR,MAAA,IAAA,CAAK,MAAA,CAAO,GAAG,CAAC,CAAA;AAAA,IACpB;AAAA,EACJ,CAAA;AACJ;;;;"}
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+ {"version":3,"file":"csm-directional-shadow-generator.js","sources":["../../../src/shadow/csm-directional-shadow-generator.ts"],"sourcesContent":["/** Cascaded Shadow Map (CSM) generator for directional lights.\n *\n * Renders the scene depth into N cascade layers of a `depth32float`\n * `texture_2d_array`, each fit to a successive slice of the camera frustum\n * (logarithmic/uniform split blend), and exposes a single large receiver UBO\n * holding the N cascade transforms + split distances. The receiver\n * (`csm-shadow-fragment-core`) selects a cascade per fragment and samples it\n * with a 5×5 PCF kernel — matching Babylon.js `CascadedShadowGenerator` with\n * the default PCF5 filter.\n *\n * All substantive CSM code lives in this module + `csm-shadow-task-hooks.ts` +\n * `csm-shadow-fragment-core.ts`, fetched only by scenes that create a CSM\n * generator, so ESM/PCF scenes are byte-unaffected.\n */\n\nimport type { DirectionalLight } from \"../light/directional-light.js\";\nimport type { EngineContext } from \"../engine/engine.js\";\nimport type { ShadowGenerator } from \"./shadow-generator.js\";\nimport type { Texture2D } from \"../texture/texture-2d.js\";\nimport { createShadowParamsUBO } from \"./shadow-base.js\";\nimport { createUniformBuffer } from \"../resource/gpu-buffers.js\";\nimport { acquireTexture } from \"../resource/gpu-pool.js\";\nimport { ensureCsmShadowTaskState, preloadCsmShadowTaskState, renderCsmShadowMap, type CsmConfig, type CsmTaskState } from \"./csm-shadow-task-hooks.js\";\nimport { setCsmStdReceiverFactory, setCsmPbrReceiverFactory } from \"./csm-receiver-registry.js\";\nimport { createStdCsmShadowFragment } from \"../material/standard/fragments/std-csm-shadow-fragment.js\";\nimport { createPbrCsmShadowFragment } from \"../material/pbr/fragments/pbr-csm-shadow-fragment.js\";\n\n/** Configuration for a directional-light cascaded shadow generator. */\nexport interface CsmDirectionalShadowGeneratorConfig {\n /** Shadow map resolution per cascade (square). Default 1024. */\n mapSize?: number;\n /** Number of cascades. Default 4 (max 4). */\n numCascades?: number;\n /** Split blend between logarithmic and uniform partitioning, 0..1. Default 0.5. */\n lambda?: number;\n /** Fraction of a cascade used to cross-fade into the next one. Default 0.1. Set 0 to disable blending. */\n cascadeBlendPercentage?: number;\n /** Use a stable bounding-sphere fit (no shimmering) instead of a tight AABB fit. Default false. */\n stabilizeCascades?: boolean;\n /** Maximum shadow distance in world units. Default = camera far plane. */\n shadowMaxZ?: number;\n /** Depth bias added during shadow-map generation. Default 0.00005. */\n bias?: number;\n /** Caster depth offset in world units. Overrides `bias` when supplied; non-positive or non-finite values disable bias. */\n worldSpaceBias?: number;\n /** Shadow darkness (0 = black shadow, 1 = no shadow). Default 0. */\n darkness?: number;\n /** Soft fade-out at the edge of each cascade frustum, 0..1. Default 0. */\n frustumEdgeFalloff?: number;\n /** Regenerate every cascade every frame even when nothing moved. Default false. */\n forceRefreshEveryFrame?: boolean;\n}\n\n/**\n * Creates a cascaded shadow map (CSM) generator for a directional light.\n *\n * The shadow map is a `depth32float` `texture_2d_array` with one layer per\n * cascade; each cascade is fit to a logarithmic/uniform slice of the active\n * camera frustum and sampled on the receiver with a 5×5 PCF kernel. Casters are\n * supplied via {@link setShadowTaskCasterMeshes} and the receiver is any mesh\n * with `receiveShadows = true`.\n *\n * @param engine - The engine providing the GPU device.\n * @param _light - The directional light that casts the shadows.\n * @param cfg - Optional cascade, map-size and bias configuration.\n * @returns A `ShadowGenerator` wired to the CSM render path.\n */\nexport function createCsmDirectionalShadowGenerator(engine: EngineContext, _light: DirectionalLight, cfg: CsmDirectionalShadowGeneratorConfig = {}): ShadowGenerator {\n // Register the material-family CSM receiver fragments lazily — only scenes that\n // create a CSM generator pull the cascade-receiver WGSL into their bundle.\n setCsmStdReceiverFactory(createStdCsmShadowFragment);\n setCsmPbrReceiverFactory(createPbrCsmShadowFragment);\n\n const device = engine._device;\n const mapSize = cfg.mapSize ?? 1024;\n const numCascades = Math.min(cfg.numCascades ?? 4, 4);\n const bias = cfg.bias ?? 0.00005;\n const worldSpaceBias = cfg.worldSpaceBias;\n const darkness = cfg.darkness ?? 0;\n const frustumEdgeFalloff = cfg.frustumEdgeFalloff ?? 0;\n\n const csmCfg: CsmConfig = {\n _numCascades: numCascades,\n _lambda: cfg.lambda ?? 0.5,\n _cascadeBlendPercentage: cfg.cascadeBlendPercentage ?? 0.1,\n _stabilizeCascades: cfg.stabilizeCascades ?? false,\n _depthClamp: false,\n _shadowMaxZ: cfg.shadowMaxZ ?? null,\n _bias: bias,\n _worldSpaceBias: worldSpaceBias === undefined ? null : Number.isFinite(worldSpaceBias) && worldSpaceBias > 0 ? worldSpaceBias : 0,\n _darkness: darkness,\n _frustumEdgeFalloff: frustumEdgeFalloff,\n _mapSize: mapSize,\n _forceRefreshEveryFrame: cfg.forceRefreshEveryFrame ?? false,\n };\n\n const depthTexture = device.createTexture({\n size: { width: mapSize, height: mapSize, depthOrArrayLayers: numCascades },\n format: \"depth32float\",\n usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,\n });\n\n const _shadowsInfo = new Float32Array([darkness, mapSize, 1.0 / mapSize, frustumEdgeFalloff]);\n\n const sg: ShadowGenerator = {\n _shadowType: \"csm\" as const,\n _light,\n _depthTexture: depthTexture,\n _depthSampler: device.createSampler({ compare: \"less\", magFilter: \"linear\", minFilter: \"linear\" }),\n _lightMatrix: new Float32Array(16),\n _shadowsInfo,\n _depthValues: new Float32Array([0, 1]),\n _shadowParamsUBO: createShadowParamsUBO(engine, bias, 1.0 / mapSize),\n _shadowUBO: createUniformBuffer(engine, new Float32Array(80)),\n _config: {\n _mapSize: mapSize,\n _bias: bias,\n _forceRefreshEveryFrame: csmCfg._forceRefreshEveryFrame,\n },\n _version: 0,\n _csmCascadeCount: numCascades,\n };\n\n sg._preloadShadowTask = preloadCsmShadowTaskState;\n sg._ensureShadowTaskState = (eng, scene, casterMeshes) => {\n const state = ensureCsmShadowTaskState(eng, scene, sg, csmCfg, casterMeshes, sg._shadowTaskState ?? null);\n sg._shadowTaskState = state;\n return state;\n };\n sg._renderShadowMap = (eng, state) => renderCsmShadowMap(eng, sg, state as CsmTaskState, csmCfg);\n return sg;\n}\n\n/**\n * Returns the borrowed depth-array texture wrapper used by a custom CSM receiver.\n *\n * The wrapper shares the generator's texture and comparison sampler, is cached per\n * generator, and remains valid for the generator's lifetime. Callers must not dispose\n * or release it independently.\n *\n * @param sg - A cascaded-shadow generator from {@link createCsmDirectionalShadowGenerator}.\n * @returns A stable `Texture2D` with a 2d-array depth view.\n */\nexport function getCsmReceiverTexture(sg: ShadowGenerator): Texture2D {\n if (sg._shadowType !== \"csm\") {\n throw new Error(\"getCsmReceiverTexture requires a CSM shadow generator\");\n }\n if (sg._csmReceiverTexture) {\n return sg._csmReceiverTexture;\n }\n const texture = sg._depthTexture;\n const receiverTexture: Texture2D = {\n texture,\n view: texture.createView({ dimension: \"2d-array\" }),\n sampler: sg._depthSampler,\n width: texture.width,\n height: texture.height,\n _sampleType: \"depth\",\n };\n // ShaderMaterial packets acquire/release every bound Texture2D. Keep the\n // generator's ownership ref so removing one receiver cannot destroy the map.\n acquireTexture(receiverTexture);\n sg._csmReceiverTexture = receiverTexture;\n return receiverTexture;\n}\n\n/**\n * Register a callback fired each frame the CSM cascades are recomputed, right after the receiver\n * UBO is updated and uploaded — and before the shadow map and main pass are rendered.\n *\n * Custom `ShaderMaterial` receivers that mirror the cascade transforms into their own uniforms\n * (rather than binding the generator's receiver UBO directly, as the built-in standard/PBR/node\n * receivers do) MUST sync from inside this callback. Syncing from an `onBeforeRender` callback\n * reads the *previous* frame's transforms — a one-frame lag that makes those shadows visibly swim\n * while the camera moves (the cascade window can slide many texels per frame during a zoom).\n *\n * Multiple receivers may register on the same generator; every registered callback is invoked each\n * frame. 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@@ -33,35 +33,40 @@ function ensureCsmShadowTaskState(engine, scene, sg, cfg, casterMeshes, existing
33
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  }
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  }
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  if (!casterMatChanged) {
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- const prevSet = new Set(existing._casterMeshes);
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  const nextSet = new Set(casterMeshes);
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  const views = existing._materialViews;
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  const gens = existing._casterMatGens;
39
+ const caps = existing._casterMaxCascades;
40
+ const tasks2 = existing._tasks;
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  for (const m of existing._casterMeshes) {
41
- if (!nextSet.has(m)) {
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- for (const t of existing._tasks) {
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+ if (!nextSet.has(m) || m._shadowMaxCascade !== caps.get(m)) {
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+ caps.delete(m);
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+ for (const t of tasks2) {
43
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  removeMeshFromTask(t, m);
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  }
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  }
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  }
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  for (const m of casterMeshes) {
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- if (!prevSet.has(m) && m.material) {
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+ const maxCascade = m._shadowMaxCascade;
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+ if (!caps.has(m) && m.material) {
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  const view = getNoColorView(m.material, views);
50
- for (const t of existing._tasks) {
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- t.addMesh(m, { material: view });
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+ for (let c = 0; c < tasks2.length; c++) {
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+ if (c <= (maxCascade ?? c)) {
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+ tasks2[c].addMesh(m, { material: view });
56
+ }
52
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  }
53
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  gens.set(m.material, effectiveCasterGen(m.material));
54
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  }
60
+ caps.set(m, maxCascade);
55
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  }
56
- for (const t of existing._tasks) {
62
+ for (const t of tasks2) {
57
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  t._lastVersion = -1;
58
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  }
59
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  existing._casterMeshes = casterMeshes;
60
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  existing._renderableVersion = scene._renderableVersion;
61
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  return existing;
62
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  }
63
- const old = existing._task;
64
- retireGpuResources(engine, () => old.dispose());
69
+ retireGpuResources(engine, existing._task.dispose);
65
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  }
66
71
  const materialViews = /* @__PURE__ */ new Map();
67
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  const n = cfg._numCascades;
@@ -91,7 +96,7 @@ function ensureCsmShadowTaskState(engine, scene, sg, cfg, casterMeshes, existing
91
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  const task = createRenderTask({ name: `csm${i}`, rt, clr: true, cam: camera, _skipClusteredLights: true }, engine, scene);
92
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  for (const mesh of casterMeshes) {
93
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  const material = mesh.material;
94
- if (material) {
99
+ if (material && i <= (mesh._shadowMaxCascade ?? i)) {
95
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  task.addMesh(mesh, { material: getNoColorView(material, materialViews) });
96
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  }
97
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  }
@@ -118,7 +123,9 @@ function ensureCsmShadowTaskState(engine, scene, sg, cfg, casterMeshes, existing
118
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  }
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  };
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  const casterMatGens = /* @__PURE__ */ new Map();
126
+ const casterMaxCascades = /* @__PURE__ */ new Map();
121
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  for (const m of casterMeshes) {
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+ casterMaxCascades.set(m, m._shadowMaxCascade);
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  if (m.material) {
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  casterMatGens.set(m.material, effectiveCasterGen(m.material));
124
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  }
@@ -137,7 +144,8 @@ function ensureCsmShadowTaskState(engine, scene, sg, cfg, casterMeshes, existing
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  _renderableVersion: scene._renderableVersion,
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  _materialEpoch: scene._materialEpoch,
139
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  _materialViews: materialViews,
140
- _casterMatGens: casterMatGens
147
+ _casterMatGens: casterMatGens,
148
+ _casterMaxCascades: casterMaxCascades
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  };
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  }
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  function renderCsmShadowMap(engine, sg, state, cfg) {
@@ -1 +1 @@
1
- {"version":3,"file":"csm-shadow-task-hooks.js","sources":["../../../src/shadow/csm-shadow-task-hooks.ts"],"sourcesContent":["/** Internal CSM (cascaded shadow map) task hooks owned by CSM shadow generators.\n *\n * Mirrors `pcf-shadow-task-hooks.ts`, but renders N cascade layers of a depth\n * `texture_2d_array` and computes per-cascade frustum-split + orthographic-fit\n * matrices from the active camera. All CSM-only math (frustum-corner fit,\n * ortho-off-center, texel snap) lives here so plain ESM/PCF scenes never bundle\n * it. The light view matrix + 4×4 multiply are shared helpers (already used by\n * ESM/PCF) so reusing them adds zero bytes.\n */\n\nimport type { Camera } from \"../camera/camera.js\";\nimport type { DirectionalLight } from \"../light/directional-light.js\";\nimport type { EngineContext } from \"../engine/engine.js\";\nimport type { Material, MaterialView } from \"../material/material.js\";\nimport type { Mesh } from \"../mesh/mesh.js\";\nimport type { RenderTarget } from \"../engine/render-target.js\";\nimport type { SceneContext } from \"../scene/scene-core.js\";\nimport { createRenderTask, removeMeshFromTask, type RenderTask } from \"../frame-graph/render-task.js\";\nimport { getViewProjectionMatrix } from \"../camera/camera.js\";\nimport { mat4Invert } from \"../math/mat4-invert.js\";\nimport { buildLightViewMatrix, casterVersionSum, createShadowCamera, multiply4x4, updateShadowCameraBase } from \"./shadow-base.js\";\nimport { getNoColorView, preloadPcfShadowTaskState } from \"./pcf-shadow-task-hooks.js\";\nimport type { ShadowGenerator, ShadowTaskInternalState } from \"./shadow-generator.js\";\nimport { retireGpuResources } from \"../engine/gpu-resource-retirement.js\";\n\n/** Generation of the material that ACTUALLY casts this caster mesh's shadow — the explicit\n * `_shadowCasterMaterial` override when set, else the mesh's own material. Lets the caster-set diff detect a\n * rebuild of the override caster material (which would otherwise be invisible to a check on the receive material). */\nfunction effectiveCasterGen(material: Material): number {\n const eff = material._shadowCasterMaterial ?? material;\n return (eff as { _csmGen?: number })._csmGen ?? 0;\n}\n\n/** CSM configuration captured by the generator and consumed by these hooks. */\nexport interface CsmConfig {\n /** @internal */\n _numCascades: number;\n /** @internal */\n _lambda: number;\n /** @internal */\n _cascadeBlendPercentage: number;\n /** @internal */\n _stabilizeCascades: boolean;\n /** @internal */\n _depthClamp: boolean;\n /** @internal */\n _shadowMaxZ: number | null;\n /** @internal */\n _bias: number;\n /** @internal */\n _worldSpaceBias: number | null;\n /** @internal */\n _darkness: number;\n /** @internal */\n _frustumEdgeFalloff: number;\n /** @internal */\n _mapSize: number;\n /** @internal */\n _forceRefreshEveryFrame: boolean;\n}\n\nexport interface CsmTaskState extends ShadowTaskInternalState {\n /** @internal */\n _tasks: RenderTask[];\n /** @internal */\n _cameras: Camera[];\n /** @internal */\n _scene: SceneContext;\n /** @internal */\n _cameraVersion: number;\n /** @internal */\n _lastCasterVersion: number;\n /** @internal */\n _lastLightVersion: number;\n /** @internal */\n _lastCamVersion: number;\n /** @internal */\n _uboData: Float32Array;\n /** @internal */\n _casterMeshes: readonly Mesh[];\n /** @internal Scene renderable version the cascade material views were built against. A material\n * swap (plugin/receiver variant change) rebuilds the swapped mesh's renderable + UBOs but leaves\n * this task's cached no-color material views pointing at the now-destroyed UBOs, so we rebuild when\n * the MATERIAL EPOCH changes — not on every renderable-version bump (a geometry resize bumps the\n * renderable version without touching materials, and is handled by a cheap re-record instead). */\n _renderableVersion: number;\n /** @internal Scene material epoch the cascade material views were built against (see `_renderableVersion`). */\n _materialEpoch: number;\n /** @internal Cached per-material no-color depth views, reused when a caster is added incrementally so a pure\n * caster-set change updates the existing cascade tasks instead of rebuilding and re-resolving every caster\n * (which leaked ~casters×cascades UBO handles each time the caster list was re-supplied). */\n _materialViews: Map<Material, MaterialView>;\n /** @internal Per-caster-material generation (`_csmGen`) snapshot at build. The incremental path is taken only\n * while every current caster's material gen is unchanged — i.e. no CASTER material was rebuilt (which would\n * leave its cached no-color view dangling). This is precise, unlike the global `_materialEpoch` which also\n * bumps for swaps of unrelated (non-caster) materials. */\n _casterMatGens: Map<Material, number>;\n}\n\nexport const preloadCsmShadowTaskState = preloadPcfShadowTaskState;\n\n/** Build (or reuse) the CSM task state: N per-layer depth render targets + cameras + tasks. */\nexport function ensureCsmShadowTaskState(\n engine: EngineContext,\n scene: SceneContext,\n sg: ShadowGenerator,\n cfg: CsmConfig,\n casterMeshes: readonly Mesh[],\n existingState: ShadowTaskInternalState | null\n): CsmTaskState {\n const existing = existingState as CsmTaskState | null;\n if (existing) {\n if (existing._casterMeshes === casterMeshes && existing._renderableVersion === scene._renderableVersion) {\n return existing;\n }\n // The caster set is unchanged and NO material was rebuilt/swapped since these tasks were built (the\n // material epoch matches): the only thing that changed is geometry (e.g. resizeMeshGeometry reallocated\n // a caster's GPU buffers, bumping the renderable version). The cascade tasks' cached no-color material\n // views are still valid — only the bundles need refreshing to pick up the new buffer handles, which the\n // shadow scheduler's execute() already does (it re-records when the renderable version moves). So adopt\n // the new state markers and REUSE the existing tasks instead of recreating them — recreating tasks every\n // geometry edit re-compiles pipelines + churns bind-groups/bundles for the whole caster set (multi-MB,\n // never returned by the GPU allocator). Only a real material change (epoch bump) needs a full rebuild,\n // because that destroys the caster UBOs the cached views point at.\n if (existing._casterMeshes === casterMeshes && existing._materialEpoch === scene._materialEpoch) {\n existing._renderableVersion = scene._renderableVersion;\n return existing;\n }\n // The caster SET changed (different array). Decide INCREMENTAL vs full rebuild by whether any CURRENT\n // caster's OWN material was rebuilt since we built (its cached no-color view would dangle) — tracked via\n // a precise per-material gen, NOT the global `_materialEpoch` (which also bumps when an UNRELATED, non-\n // caster material is swapped, e.g. a lit scene mesh added near a caster set re-supply). If NO caster\n // material changed, update the cascade tasks IN PLACE: keep the unchanged casters' resolved depth packets\n // (so nothing is destroyed — no \"buffer used in submit while destroyed\" — and nothing leaks — the old\n // code re-resolved EVERY caster into fresh per-cascade UBO packets and never freed the prior ones,\n // leaking ~casters×cascades handles every time the caster list was re-supplied, which a consumer may do\n // per frame). Only add the new casters / drop departed ones (a regenerated caster's old packet is freed\n // by removeFromScene when its mesh is disposed; a persistent caster simply keeps its packet).\n let casterMatChanged = false;\n for (const m of casterMeshes) {\n const mat = m.material;\n if (!mat) {\n continue;\n }\n const stored = existing._casterMatGens.get(mat);\n if (stored !== undefined && stored !== effectiveCasterGen(mat)) {\n casterMatChanged = true;\n break;\n }\n }\n if (!casterMatChanged) {\n const prevSet = new Set(existing._casterMeshes);\n const nextSet = new Set(casterMeshes);\n const views = existing._materialViews;\n const gens = existing._casterMatGens;\n for (const m of existing._casterMeshes) {\n if (!nextSet.has(m)) {\n for (const t of existing._tasks) {\n removeMeshFromTask(t, m);\n }\n }\n }\n for (const m of casterMeshes) {\n if (!prevSet.has(m) && m.material) {\n const view = getNoColorView(m.material, views);\n for (const t of existing._tasks) {\n t.addMesh(m, { material: view });\n }\n gens.set(m.material, effectiveCasterGen(m.material));\n }\n }\n // Force each cascade to re-resolve its newly-added pending casters + re-bucket its binding lists.\n for (const t of existing._tasks) {\n t._lastVersion = -1;\n }\n existing._casterMeshes = casterMeshes;\n existing._renderableVersion = scene._renderableVersion;\n return existing;\n }\n // A CASTER material was actually rebuilt (a material swap rebuilds its renderable + UBOs but\n // leaves our cached no-color material views dangling at the destroyed UBOs — the\n // \"Buffer used in submit while destroyed\" flood seen when a caster's material swaps variant on first\n // render). Rebuild the cascade tasks below with the casters' CURRENT materials and return the NEW\n // state — the caller swaps to it, so the OLD task is never recorded again. Its GPU buffers may still\n // be referenced by the next frame command buffer, especially during async pre-first-frame construction,\n // so retire it only after that frame has submitted and drained. Mirrors resizeMeshGeometry.\n const old = existing._task;\n retireGpuResources(engine, () => old.dispose());\n }\n\n const materialViews = new Map<Material, MaterialView>();\n const n = cfg._numCascades;\n const tasks: RenderTask[] = [];\n const cameras: Camera[] = [];\n for (let i = 0; i < n; i++) {\n const layerView = sg._depthTexture.createView({ dimension: \"2d\", baseArrayLayer: i, arrayLayerCount: 1 });\n const rt: RenderTarget = {\n _descriptor: {\n size: { width: cfg._mapSize, height: cfg._mapSize },\n dFormat: \"depth32float\",\n _depthClearValue: 1,\n _depthCompare: \"less-equal\",\n samples: 1,\n },\n _colorTexture: null,\n _colorView: null,\n _depthTexture: sg._depthTexture,\n _depthView: layerView,\n _width: cfg._mapSize,\n _height: cfg._mapSize,\n _eager: true,\n _ownsDepthTexture: false, // borrowed: the shared CSM depth array is owned by the generator\n };\n const camera = createShadowCamera(sg);\n const task = createRenderTask({ name: `csm${i}`, rt, clr: true, cam: camera, _skipClusteredLights: true }, engine, scene);\n for (const mesh of casterMeshes) {\n const material = mesh.material;\n if (material) {\n task.addMesh(mesh, { material: getNoColorView(material, materialViews) });\n }\n }\n tasks.push(task);\n cameras.push(camera);\n }\n\n const compositeTask = {\n record(): void {\n for (const t of tasks) {\n t.record();\n }\n },\n execute(): number {\n let draws = 0;\n for (const t of tasks) {\n draws += t.execute?.() ?? 0;\n }\n return draws;\n },\n dispose(): void {\n for (const t of tasks) {\n t.dispose();\n }\n },\n };\n\n // Snapshot each caster material's gen so the next caster-set change can tell whether a CASTER material was\n // rebuilt (→ full rebuild) or only the set changed (→ incremental, keeping unchanged casters' packets).\n const casterMatGens = new Map<Material, number>();\n for (const m of casterMeshes) {\n if (m.material) {\n casterMatGens.set(m.material, effectiveCasterGen(m.material));\n }\n }\n return {\n _task: compositeTask,\n _tasks: tasks,\n _cameras: cameras,\n _scene: scene,\n _cameraVersion: 0,\n _lastCasterVersion: -1,\n _lastLightVersion: -1,\n _lastCamVersion: -1,\n _uboData: new Float32Array(80),\n _casterMeshes: casterMeshes,\n _renderableVersion: scene._renderableVersion,\n _materialEpoch: scene._materialEpoch,\n _materialViews: materialViews,\n _casterMatGens: casterMatGens,\n };\n}\n\n/** Render every cascade layer for this frame, recomputing splits/matrices from the active camera. */\nexport function renderCsmShadowMap(engine: EngineContext, sg: ShadowGenerator, state: CsmTaskState, cfg: CsmConfig): number {\n const casterMeshes = state._casterMeshes;\n const camera = state._scene.camera;\n if (!camera) {\n return 0;\n }\n const casterVersion = casterVersionSum(casterMeshes);\n const lightVersion = sg._light.worldMatrixVersion;\n const camVersion = camera.worldMatrixVersion;\n if (!cfg._forceRefreshEveryFrame && casterVersion === state._lastCasterVersion && lightVersion === state._lastLightVersion && camVersion === state._lastCamVersion) {\n return 0;\n }\n\n const cascades = _computeCsmCascades(engine, camera, sg._light as DirectionalLight, cfg, casterMeshes);\n\n _writeCsmUbo(state._uboData, cascades, cfg);\n sg._version++;\n engine._device.queue.writeBuffer(sg._shadowUBO, 0, state._uboData as Float32Array<ArrayBuffer>);\n\n // Notify custom receivers (e.g. a ShaderMaterial that mirrors the cascade transforms into\n // its own uniforms) with this frame's freshly-computed receiver UBO. This fires inside the\n // shadow task — after the transforms are finalized but before the shadow map and main pass\n // render — so such receivers stay in lock-step with the depth map. Syncing from a\n // `onBeforeRender` callback instead would read the previous frame's transforms (a one-frame\n // lag that makes those shadows swim while the camera moves). The built-in standard/PBR/node\n // receivers don't need this: they bind `sg._shadowUBO` directly.\n const receiverCbs = sg._onReceiverData;\n if (receiverCbs) {\n for (let i = 0; i < receiverCbs.length; i++) {\n receiverCbs[i]!(state._uboData);\n }\n }\n\n state._cameraVersion++;\n for (let i = 0; i < cascades._transforms.length; i++) {\n const cam = state._cameras[i]!;\n cam.fov = 1;\n const clipBias = cfg._worldSpaceBias === null ? cfg._bias * 0.5 : csmWorldBiasClipOffset(cfg._worldSpaceBias, cascades._near[i]!, cascades._far[i]!);\n updateShadowCameraBase(cam, state._cameraVersion, cascades._near[i]!, cascades._far[i]!, cascades._views[i]!, _biasViewProjection(cascades._biased[i]!, clipBias));\n }\n\n state._lastCasterVersion = casterVersion;\n state._lastLightVersion = lightVersion;\n state._lastCamVersion = camVersion;\n return state._task.execute?.() ?? 0;\n}\n\n// ─── CSM math (isolated to this module) ─────────────────────────────\n\ninterface CsmCascades {\n /** @internal Unbiased receiver transform per cascade (col-major). */\n _transforms: Float32Array[];\n /** @internal Same as _transforms, used for the caster camera before bias. */\n _biased: Float32Array[];\n /** @internal Cascade light view matrix per cascade (col-major). */\n _views: Float32Array[];\n /** @internal Ortho near per cascade. */\n _near: number[];\n /** @internal Ortho far per cascade. */\n _far: number[];\n /** @internal Camera-view-space split distance per cascade. */\n _viewFrustumZ: number[];\n /** @internal Slice length per cascade. */\n _frustumLengths: number[];\n}\n\n/** Lite reverse-Z NDC frustum corners (near z=1, far z=0); xy each -1 or +1. */\nconst FRUSTUM_NDC: ReadonlyArray<readonly [number, number, number]> = [\n [-1, 1, 1],\n [1, 1, 1],\n [1, -1, 1],\n [-1, -1, 1],\n [-1, 1, 0],\n [1, 1, 0],\n [1, -1, 0],\n [-1, -1, 0],\n];\n\nfunction transformCoord(m: ArrayLike<number>, x: number, y: number, z: number): [number, number, number] {\n const X = m[0]! * x + m[4]! * y + m[8]! * z + m[12]!;\n const Y = m[1]! * x + m[5]! * y + m[9]! * z + m[13]!;\n const Z = m[2]! * x + m[6]! * y + m[10]! * z + m[14]!;\n const W = m[3]! * x + m[7]! * y + m[11]! * z + m[15]!;\n return [X / W, Y / W, Z / W];\n}\n\n/** Column-major OrthoOffCenterLH with half-z NDC (z: near→0, far→1). */\nfunction orthoOffCenterLH(l: number, r: number, b: number, t: number, n: number, f: number): Float32Array {\n const m = new Float32Array(16);\n m[0] = 2 / (r - l);\n m[5] = 2 / (t - b);\n m[10] = 1 / (f - n);\n m[12] = -(r + l) / (r - l);\n m[13] = -(t + b) / (t - b);\n m[14] = -n / (f - n);\n m[15] = 1;\n return m;\n}\n\nfunction _computeCsmCascades(engine: EngineContext, camera: Camera, light: DirectionalLight, cfg: CsmConfig, casterMeshes: readonly Mesh[]): CsmCascades {\n const near = camera.nearPlane;\n const far = camera.farPlane;\n const cameraRange = far - near;\n const shadowMaxZ = cfg._shadowMaxZ ?? far;\n const maxDistance = shadowMaxZ < far && shadowMaxZ >= near ? Math.min((shadowMaxZ - near) / (far - near), 1) : 1;\n const minDistance = 0;\n const minZ = near + minDistance * cameraRange;\n const maxZ = near + maxDistance * cameraRange;\n const range = maxZ - minZ;\n const ratio = maxZ / minZ;\n const n = cfg._numCascades;\n\n const breakDist: number[] = [];\n const viewFrustumZ: number[] = [];\n const frustumLengths: number[] = [];\n for (let i = 0; i < n; i++) {\n const p = (i + 1) / n;\n const log = minZ * ratio ** p;\n const uniform = minZ + range * p;\n const d = cfg._lambda * (log - uniform) + uniform;\n const prevBreak = i === 0 ? minDistance : breakDist[i - 1]!;\n breakDist[i] = (d - near) / cameraRange;\n viewFrustumZ[i] = d;\n frustumLengths[i] = (breakDist[i]! - prevBreak) * cameraRange;\n }\n\n // Light direction (normalized), avoiding a perfectly vertical degenerate case.\n let dx = light.direction.x;\n let dy = light.direction.y;\n let dz = light.direction.z;\n const dl = Math.hypot(dx, dy, dz) || 1;\n dx /= dl;\n dy /= dl;\n dz /= dl;\n if (Math.abs(dy) >= 1) {\n dz = 1e-13;\n }\n\n const aspect = engine.canvas.width / engine.canvas.height;\n const vp = getViewProjectionMatrix(camera, aspect) as unknown as ArrayLike<number>;\n const inv = mat4Invert(vp as never);\n const invViewProj: ArrayLike<number> = (inv as unknown as ArrayLike<number>) ?? vp;\n\n const aabb = _castersWorldAabb(casterMeshes);\n\n const transforms: Float32Array[] = [];\n const views: Float32Array[] = [];\n const nearOut: number[] = [];\n const farOut: number[] = [];\n\n for (let c = 0; c < n; c++) {\n const prevSplit = c === 0 ? 0 : breakDist[c - 1]!;\n const split = breakDist[c]!;\n\n // World-space frustum corners of this slice.\n const corners: [number, number, number][] = [];\n for (let k = 0; k < 8; k++) {\n const ndc = FRUSTUM_NDC[k]!;\n corners.push(transformCoord(invViewProj, ndc[0], ndc[1], ndc[2]));\n }\n for (let k = 0; k < 4; k++) {\n const nearC = corners[k]!;\n const farC = corners[k + 4]!;\n const rx = farC[0] - nearC[0];\n const ry = farC[1] - nearC[1];\n const rz = farC[2] - nearC[2];\n corners[k + 4] = [nearC[0] + rx * split, nearC[1] + ry * split, nearC[2] + rz * split];\n corners[k] = [nearC[0] + rx * prevSplit, nearC[1] + ry * prevSplit, nearC[2] + rz * prevSplit];\n }\n\n // Centroid.\n let cx = 0,\n cy = 0,\n cz = 0;\n for (const p of corners) {\n cx += p[0];\n cy += p[1];\n cz += p[2];\n }\n cx /= 8;\n cy /= 8;\n cz /= 8;\n\n let minX: number, maxX: number, minY: number, maxY: number, minEz: number, maxEz: number;\n let stableRadius = 0;\n if (cfg._stabilizeCascades) {\n let radius = 0;\n for (const p of corners) {\n radius = Math.max(radius, Math.hypot(p[0] - cx, p[1] - cy, p[2] - cz));\n }\n radius = Math.ceil(radius * 16) / 16;\n stableRadius = radius;\n minX = minY = minEz = -radius;\n maxX = maxY = maxEz = radius;\n } else {\n // Temp light view centred on the centroid to fit a tight AABB.\n const tmpView = buildLightViewMatrix(dx, dy, dz, cx, cy, cz);\n minX = minY = minEz = Infinity;\n maxX = maxY = maxEz = -Infinity;\n for (const p of corners) {\n const lp = transformCoord(tmpView, p[0], p[1], p[2]);\n minX = Math.min(minX, lp[0]);\n maxX = Math.max(maxX, lp[0]);\n minY = Math.min(minY, lp[1]);\n maxY = Math.max(maxY, lp[1]);\n minEz = Math.min(minEz, lp[2]);\n maxEz = Math.max(maxEz, lp[2]);\n }\n }\n\n // Shadow camera sits behind the slice along the light direction.\n const eyeX = cx + dx * minEz;\n const eyeY = cy + dy * minEz;\n const eyeZ = cz + dz * minEz;\n const view = buildLightViewMatrix(dx, dy, dz, eyeX, eyeY, eyeZ);\n\n let viewMinZ = 0;\n let viewMaxZ = maxEz - minEz;\n\n // Tighten Z to the caster bounding box in cascade view space (depthClamp = false behaviour:\n // keep all casters inside the frustum so no GPU depth-clip feature is required).\n if (aabb) {\n let cMinZ = Infinity;\n let cMaxZ = -Infinity;\n for (let k = 0; k < 8; k++) {\n const wx = k & 1 ? aabb._max[0] : aabb._min[0];\n const wy = k & 2 ? aabb._max[1] : aabb._min[1];\n const wz = k & 4 ? aabb._max[2] : aabb._min[2];\n const lz = view[2]! * wx + view[6]! * wy + view[10]! * wz + view[14]!;\n cMinZ = Math.min(cMinZ, lz);\n cMaxZ = Math.max(cMaxZ, lz);\n }\n if (cMinZ <= viewMaxZ) {\n viewMinZ = Math.min(viewMinZ, cMinZ);\n viewMaxZ = Math.min(viewMaxZ, cMaxZ);\n }\n\n // Z is intentionally NOT quantized here. The caster-AABB fit (cMinZ/cMaxZ) is C0-continuous in the\n // light direction — each is a min/max of linear functions of the light vector, so it has kinks but no\n // jumps — meaning the near/far drift SMOOTHLY as the light rotates. A constant NDC depth bias maps to a\n // WORLD bias of bias·(far−near), and the stored depths are likewise normalised by (far−near); the old\n // `zq = max(0.5, radius/128)` floor/ceil snapped that range to a grid, so both the effective bias AND\n // the stored depth STEPPED at each quantum boundary as the light direction changed — appearing as\n // self-shadow acne that VIBRATES. Removing the quantize makes those steps a sub-millimetre, imperceptible\n // drift, and still covers the moving-caster case it was added for (the range drifts, it never pops).\n }\n\n // The caster matrix adds the world-space bias toward clip Z=1. Reserve the same distance at the far plane\n // so geometry on the tightly fitted caster bound remains inside the clip volume after that offset.\n if (cfg._worldSpaceBias) {\n viewMaxZ += cfg._worldSpaceBias;\n }\n\n const proj0 = orthoOffCenterLH(minX, maxX, minY, maxY, viewMinZ, viewMaxZ);\n let transform = multiply4x4(proj0, view);\n\n // Texel-snap: lock the shadow grid to world space so it does not crawl as the camera moves, by rounding a\n // fixed WORLD anchor onto the shadow-map texel grid. BJS anchors the WORLD ORIGIN. With a STILL camera and\n // a slowly ROTATING light that is the cause of the visible \"vibration\": the eye is recentred on the cascade\n // centre every frame, so the snap residual is the anchor's offset from the centre measured along the light\n // axes — and the world origin's offset from the centre is large (≈ the cascade's distance from origin), so\n // its projection sweeps many texels per degree of light rotation and Math.round trips a full-texel correction\n // again and again → the whole map pops/boils. We instead anchor the world-grid point NEAREST the cascade\n // centre (cell = one texel in world units): it is still a fixed world point (a translating camera only ever\n // sees whole-cell anchor switches, ≤ a sub-texel grid wiggle that PCF hides), but its offset from the centre\n // is < 1 texel, so a full light rotation sweeps it < 1 texel → effectively no rotation pop. Non-stabilized\n // path keeps the origin anchor (no stableRadius → no texel-world size to build the world grid from).\n let aClipX = transform[12]!;\n let aClipY = transform[13]!;\n if (cfg._stabilizeCascades && stableRadius > 0) {\n const texelWorld = (2 * stableRadius) / cfg._mapSize;\n // Align the world anchor grid to the LIGHT's right/up axes (R,U), not world x/y/z. A translating camera then\n // switches cells by exactly ONE texel along R/U -> an integer texel shift in clip space (no crawl). The old\n // world-axis grid jumped texelWorld along a world axis, which projects to a NON-integer texel count (R,U are\n // not the world axes) -> the sub-texel wiggle that crawled during translation. R,U = view rows 0,1.\n const rX = view[0]!,\n rY = view[4]!,\n rZ = view[8]!;\n const uX = view[1]!,\n uY = view[5]!,\n uZ = view[9]!;\n // Project the centre onto R,U, round to the texel grid, rebuild the world anchor in the R-U plane (the\n // light-dir component only affects clip Z, so dropping it leaves clip X/Y, which depend on R,U, exact).\n const sr = Math.round((rX * cx + rY * cy + rZ * cz) / texelWorld) * texelWorld;\n const tr = Math.round((uX * cx + uY * cy + uZ * cz) / texelWorld) * texelWorld;\n const ax = sr * rX + tr * uX;\n const ay = sr * rY + tr * uY;\n const az = sr * rZ + tr * uZ;\n aClipX = transform[0]! * ax + transform[4]! * ay + transform[8]! * az + transform[12]!;\n aClipY = transform[1]! * ax + transform[5]! * ay + transform[9]! * az + transform[13]!;\n }\n const ox = aClipX * (cfg._mapSize / 2);\n const oy = aClipY * (cfg._mapSize / 2);\n const offX = (Math.round(ox) - ox) * (2 / cfg._mapSize);\n const offY = (Math.round(oy) - oy) * (2 / cfg._mapSize);\n const snap = new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, offX, offY, 0, 1]);\n const proj = multiply4x4(snap, proj0);\n transform = multiply4x4(proj, view);\n\n transforms.push(transform);\n views.push(view);\n nearOut.push(viewMinZ);\n farOut.push(viewMaxZ);\n }\n\n return {\n _transforms: transforms,\n _biased: transforms.map((t) => new Float32Array(t)),\n _views: views,\n _near: nearOut,\n _far: farOut,\n _viewFrustumZ: viewFrustumZ,\n _frustumLengths: frustumLengths,\n };\n}\n\nfunction _castersWorldAabb(casterMeshes: readonly Mesh[]): { _min: [number, number, number]; _max: [number, number, number] } | null {\n let minX = Infinity,\n minY = Infinity,\n minZ = Infinity,\n maxX = -Infinity,\n maxY = -Infinity,\n maxZ = -Infinity;\n for (const mesh of casterMeshes) {\n // Thin-instanced casters are drawn at `finalWorld = mesh.world * instanceMatrix` (see\n // thin-instance-fragment.ts), so a single `mesh.worldMatrix × boundMin/Max` box ignores the per-instance\n // spread entirely — one prototype-sized box wrecks the cascade Z-fit (an off-world herd collapsed every\n // shadow). Bound the caster by the union of every drawn instance instead, using the SAME composition the\n // shader uses.\n const ti = mesh.thinInstances;\n if (ti && ti.count > 0 && ti.matrices) {\n const a = _thinInstanceWorldAabb(mesh, ti);\n if (a) {\n minX = Math.min(minX, a._min[0]);\n maxX = Math.max(maxX, a._max[0]);\n minY = Math.min(minY, a._min[1]);\n maxY = Math.max(maxY, a._max[1]);\n minZ = Math.min(minZ, a._min[2]);\n maxZ = Math.max(maxZ, a._max[2]);\n }\n continue;\n }\n const world = mesh.worldMatrix;\n const bmin = mesh.boundMin ?? [-0.5, -0.5, -0.5];\n const bmax = mesh.boundMax ?? [0.5, 0.5, 0.5];\n for (let k = 0; k < 8; k++) {\n const lx = k & 1 ? bmax[0]! : bmin[0]!;\n const ly = k & 2 ? bmax[1]! : bmin[1]!;\n const lz = k & 4 ? bmax[2]! : bmin[2]!;\n const wx = world[0]! * lx + world[4]! * ly + world[8]! * lz + world[12]!;\n const wy = world[1]! * lx + world[5]! * ly + world[9]! * lz + world[13]!;\n const wz = world[2]! * lx + world[6]! * ly + world[10]! * lz + world[14]!;\n minX = Math.min(minX, wx);\n maxX = Math.max(maxX, wx);\n minY = Math.min(minY, wy);\n maxY = Math.max(maxY, wy);\n minZ = Math.min(minZ, wz);\n maxZ = Math.max(maxZ, wz);\n }\n }\n if (!Number.isFinite(minX)) {\n return null;\n }\n return { _min: [minX, minY, minZ], _max: [maxX, maxY, maxZ] };\n}\n\ninterface ThinCasterAabb {\n _min: [number, number, number];\n _max: [number, number, number];\n}\n\n/** Per-mesh cache of a thin-instanced caster's world AABB. It keys on instance data, prototype\n * transform, and the shared non-transform caster epoch.\n * Lazily allocated so this module keeps zero import-time side effects and stays tree-shakable. */\nlet _thinCasterAabbCache: WeakMap<Mesh, { _version: number; _worldVersion: number; _aabb: ThinCasterAabb | null }> | null = null;\nfunction _getThinCasterAabbCache(): WeakMap<Mesh, { _version: number; _worldVersion: number; _aabb: ThinCasterAabb | null }> {\n if (!_thinCasterAabbCache) {\n _thinCasterAabbCache = new WeakMap();\n }\n return _thinCasterAabbCache;\n}\n\n/** World AABB of a thin-instanced caster. Matches the shader's `finalWorld = mesh.world * instanceMatrix`\n * exactly: each local bound corner is transformed by the per-instance matrix, then by the prototype mesh\n * world matrix. Parked/degenerate instances (zero linear part — drawn as zero-area, used to hide an unused\n * tail) are skipped so a tail parked far off-world can't balloon the box. */\nfunction _thinInstanceWorldAabb(mesh: Mesh, ti: NonNullable<Mesh[\"thinInstances\"]>): ThinCasterAabb | null {\n const cache = _getThinCasterAabbCache();\n const worldVersion = mesh.worldMatrixVersion;\n const cached = cache.get(mesh);\n if (cached && cached._version === ti._version && cached._worldVersion === worldVersion) {\n return cached._aabb;\n }\n // Hoist the prototype world matrix once (worldMatrix is a getter) — it is constant across all instances.\n const world = mesh.worldMatrix;\n const bmin = mesh.boundMin ?? [-0.5, -0.5, -0.5];\n const bmax = mesh.boundMax ?? [0.5, 0.5, 0.5];\n const mats = ti.matrices;\n const count = Math.min(ti.count, (mats.length / 16) | 0);\n let minX = Infinity,\n minY = Infinity,\n minZ = Infinity,\n maxX = -Infinity,\n maxY = -Infinity,\n maxZ = -Infinity;\n for (let i = 0; i < count; i++) {\n const o = i * 16;\n // Skip parked instances (zero 3×3 linear part → zero-area triangles that rasterize to nothing).\n const lin =\n Math.abs(mats[o]!) +\n Math.abs(mats[o + 1]!) +\n Math.abs(mats[o + 2]!) +\n Math.abs(mats[o + 4]!) +\n Math.abs(mats[o + 5]!) +\n Math.abs(mats[o + 6]!) +\n Math.abs(mats[o + 8]!) +\n Math.abs(mats[o + 9]!) +\n Math.abs(mats[o + 10]!);\n if (lin < 1e-9) {\n continue;\n }\n for (let k = 0; k < 8; k++) {\n const lx = k & 1 ? bmax[0]! : bmin[0]!;\n const ly = k & 2 ? bmax[1]! : bmin[1]!;\n const lz = k & 4 ? bmax[2]! : bmin[2]!;\n // 1) instance-local: ip = instanceMatrix * localCorner\n const ix = mats[o]! * lx + mats[o + 4]! * ly + mats[o + 8]! * lz + mats[o + 12]!;\n const iy = mats[o + 1]! * lx 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+ {"version":3,"file":"csm-shadow-task-hooks.js","sources":["../../../src/shadow/csm-shadow-task-hooks.ts"],"sourcesContent":["/** Internal CSM (cascaded shadow map) task hooks owned by CSM shadow generators.\n *\n * Mirrors `pcf-shadow-task-hooks.ts`, but renders N cascade layers of a depth\n * `texture_2d_array` and computes per-cascade frustum-split + orthographic-fit\n * matrices from the active camera. All CSM-only math (frustum-corner fit,\n * ortho-off-center, texel snap) lives here so plain ESM/PCF scenes never bundle\n * it. The light view matrix + 4×4 multiply are shared helpers (already used by\n * ESM/PCF) so reusing them adds zero bytes.\n */\n\nimport type { Camera } from \"../camera/camera.js\";\nimport type { DirectionalLight } from \"../light/directional-light.js\";\nimport type { EngineContext } from \"../engine/engine.js\";\nimport type { Material, MaterialView } from \"../material/material.js\";\nimport type { Mesh } from \"../mesh/mesh.js\";\nimport type { RenderTarget } from \"../engine/render-target.js\";\nimport type { SceneContext } from \"../scene/scene-core.js\";\nimport { createRenderTask, removeMeshFromTask, type RenderTask } from \"../frame-graph/render-task.js\";\nimport { getViewProjectionMatrix } from \"../camera/camera.js\";\nimport { mat4Invert } from \"../math/mat4-invert.js\";\nimport { buildLightViewMatrix, casterVersionSum, createShadowCamera, multiply4x4, updateShadowCameraBase } from \"./shadow-base.js\";\nimport { getNoColorView, preloadPcfShadowTaskState } from \"./pcf-shadow-task-hooks.js\";\nimport type { ShadowGenerator, ShadowTaskInternalState } from \"./shadow-generator.js\";\nimport { retireGpuResources } from \"../engine/gpu-resource-retirement.js\";\n\n/** Generation of the material that ACTUALLY casts this caster mesh's shadow — the explicit\n * `_shadowCasterMaterial` override when set, else the mesh's own material. Lets the caster-set diff detect a\n * rebuild of the override caster material (which would otherwise be invisible to a check on the receive material). */\nfunction effectiveCasterGen(material: Material): number {\n const eff = material._shadowCasterMaterial ?? material;\n return (eff as { _csmGen?: number })._csmGen ?? 0;\n}\n\n/** CSM configuration captured by the generator and consumed by these hooks. */\nexport interface CsmConfig {\n /** @internal */\n _numCascades: number;\n /** @internal */\n _lambda: number;\n /** @internal */\n _cascadeBlendPercentage: number;\n /** @internal */\n _stabilizeCascades: boolean;\n /** @internal */\n _depthClamp: boolean;\n /** @internal */\n _shadowMaxZ: number | null;\n /** @internal */\n _bias: number;\n /** @internal */\n _worldSpaceBias: number | null;\n /** @internal */\n _darkness: number;\n /** @internal */\n _frustumEdgeFalloff: number;\n /** @internal */\n _mapSize: number;\n /** @internal */\n _forceRefreshEveryFrame: boolean;\n}\n\nexport interface CsmTaskState extends ShadowTaskInternalState {\n /** @internal */\n _tasks: RenderTask[];\n /** @internal */\n _cameras: Camera[];\n /** @internal */\n _scene: SceneContext;\n /** @internal */\n _cameraVersion: number;\n /** @internal */\n _lastCasterVersion: number;\n /** @internal */\n _lastLightVersion: number;\n /** @internal */\n _lastCamVersion: number;\n /** @internal */\n _uboData: Float32Array;\n /** @internal */\n _casterMeshes: readonly Mesh[];\n /** @internal Scene renderable version the cascade material views were built against. A material\n * swap (plugin/receiver variant change) rebuilds the swapped mesh's renderable + UBOs but leaves\n * this task's cached no-color material views pointing at the now-destroyed UBOs, so we rebuild when\n * the MATERIAL EPOCH changes — not on every renderable-version bump (a geometry resize bumps the\n * renderable version without touching materials, and is handled by a cheap re-record instead). */\n _renderableVersion: number;\n /** @internal Scene material epoch the cascade material views were built against (see `_renderableVersion`). */\n _materialEpoch: number;\n /** @internal Cached per-material no-color depth views, reused when a caster is added incrementally so a pure\n * caster-set change updates the existing cascade tasks instead of rebuilding and re-resolving every caster\n * (which leaked ~casters×cascades UBO handles each time the caster list was re-supplied). */\n _materialViews: Map<Material, MaterialView>;\n /** @internal Per-caster-material generation (`_csmGen`) snapshot at build. The incremental path is taken only\n * while every current caster's material gen is unchanged — i.e. no CASTER material was rebuilt (which would\n * leave its cached no-color view dangling). This is precise, unlike the global `_materialEpoch` which also\n * bumps for swaps of unrelated (non-caster) materials. */\n _casterMatGens: Map<Material, number>;\n /** @internal Per-caster cascade-cap snapshot used to update task membership incrementally. */\n _casterMaxCascades: Map<Mesh, number | undefined>;\n}\n\nexport const preloadCsmShadowTaskState = preloadPcfShadowTaskState;\n\n/** Build (or reuse) the CSM task state: N per-layer depth render targets + cameras + tasks. */\nexport function ensureCsmShadowTaskState(\n engine: EngineContext,\n scene: SceneContext,\n sg: ShadowGenerator,\n cfg: CsmConfig,\n casterMeshes: readonly Mesh[],\n existingState: ShadowTaskInternalState | null\n): CsmTaskState {\n const existing = existingState as CsmTaskState | null;\n if (existing) {\n if (existing._casterMeshes === casterMeshes && existing._renderableVersion === scene._renderableVersion) {\n return existing;\n }\n // The caster set is unchanged and NO material was rebuilt/swapped since these tasks were built (the\n // material epoch matches): the only thing that changed is geometry (e.g. resizeMeshGeometry reallocated\n // a caster's GPU buffers, bumping the renderable version). The cascade tasks' cached no-color material\n // views are still valid — only the bundles need refreshing to pick up the new buffer handles, which the\n // shadow scheduler's execute() already does (it re-records when the renderable version moves). So adopt\n // the new state markers and REUSE the existing tasks instead of recreating them — recreating tasks every\n // geometry edit re-compiles pipelines + churns bind-groups/bundles for the whole caster set (multi-MB,\n // never returned by the GPU allocator). Only a real material change (epoch bump) needs a full rebuild,\n // because that destroys the caster UBOs the cached views point at.\n if (existing._casterMeshes === casterMeshes && existing._materialEpoch === scene._materialEpoch) {\n existing._renderableVersion = scene._renderableVersion;\n return existing;\n }\n // The caster SET changed (different array). Decide INCREMENTAL vs full rebuild by whether any CURRENT\n // caster's OWN material was rebuilt since we built (its cached no-color view would dangle) — tracked via\n // a precise per-material gen, NOT the global `_materialEpoch` (which also bumps when an UNRELATED, non-\n // caster material is swapped, e.g. a lit scene mesh added near a caster set re-supply). If NO caster\n // material changed, update the cascade tasks IN PLACE: keep the unchanged casters' resolved depth packets\n // (so nothing is destroyed — no \"buffer used in submit while destroyed\" — and nothing leaks — the old\n // code re-resolved EVERY caster into fresh per-cascade UBO packets and never freed the prior ones,\n // leaking ~casters×cascades handles every time the caster list was re-supplied, which a consumer may do\n // per frame). Only add the new casters / drop departed ones (a regenerated caster's old packet is freed\n // by removeFromScene when its mesh is disposed; a persistent caster simply keeps its packet).\n let casterMatChanged = false;\n for (const m of casterMeshes) {\n const mat = m.material;\n if (!mat) {\n continue;\n }\n const stored = existing._casterMatGens.get(mat);\n if (stored !== undefined && stored !== effectiveCasterGen(mat)) {\n casterMatChanged = true;\n break;\n }\n }\n if (!casterMatChanged) {\n const nextSet = new Set(casterMeshes);\n const views = existing._materialViews;\n const gens = existing._casterMatGens;\n const caps = existing._casterMaxCascades;\n const tasks = existing._tasks;\n for (const m of existing._casterMeshes) {\n if (!nextSet.has(m) || m._shadowMaxCascade !== caps.get(m)) {\n caps.delete(m);\n for (const t of tasks) {\n removeMeshFromTask(t, m);\n }\n }\n }\n for (const m of casterMeshes) {\n const maxCascade = m._shadowMaxCascade;\n if (!caps.has(m) && m.material) {\n const view = getNoColorView(m.material, views);\n for (let c = 0; c < tasks.length; c++) {\n if (c <= (maxCascade ?? c)) {\n tasks[c]!.addMesh(m, { material: view });\n }\n }\n gens.set(m.material, effectiveCasterGen(m.material));\n }\n caps.set(m, maxCascade);\n }\n // Force each cascade to re-resolve its newly-added pending casters + re-bucket its binding lists.\n for (const t of tasks) {\n t._lastVersion = -1;\n }\n existing._casterMeshes = casterMeshes;\n existing._renderableVersion = scene._renderableVersion;\n return existing;\n }\n // A CASTER material was actually rebuilt (a material swap rebuilds its renderable + UBOs but\n // leaves our cached no-color material views dangling at the destroyed UBOs — the\n // \"Buffer used in submit while destroyed\" flood seen when a caster's material swaps variant on first\n // render). Rebuild the cascade tasks below with the casters' CURRENT materials and return the NEW\n // state — the caller swaps to it, so the OLD task is never recorded again. Its GPU buffers may still\n // be referenced by the next frame command buffer, especially during async pre-first-frame construction,\n // so retire it only after that frame has submitted and drained. Mirrors resizeMeshGeometry.\n retireGpuResources(engine, existing._task.dispose);\n }\n\n const materialViews = new Map<Material, MaterialView>();\n const n = cfg._numCascades;\n const tasks: RenderTask[] = [];\n const cameras: Camera[] = [];\n for (let i = 0; i < n; i++) {\n const layerView = sg._depthTexture.createView({ dimension: \"2d\", baseArrayLayer: i, arrayLayerCount: 1 });\n const rt: RenderTarget = {\n _descriptor: {\n size: { width: cfg._mapSize, height: cfg._mapSize },\n dFormat: \"depth32float\",\n _depthClearValue: 1,\n _depthCompare: \"less-equal\",\n samples: 1,\n },\n _colorTexture: null,\n _colorView: null,\n _depthTexture: sg._depthTexture,\n _depthView: layerView,\n _width: cfg._mapSize,\n _height: cfg._mapSize,\n _eager: true,\n _ownsDepthTexture: false, // borrowed: the shared CSM depth array is owned by the generator\n };\n const camera = createShadowCamera(sg);\n const task = createRenderTask({ name: `csm${i}`, rt, clr: true, cam: camera, _skipClusteredLights: true }, engine, scene);\n for (const mesh of casterMeshes) {\n const material = mesh.material;\n // Per-caster cascade cap: a capped caster renders only into layers 0..maxCascade (its far-layer\n // shadow is sub-texel anyway), saving the excluded layers' draws + pipeline switches.\n if (material && i <= (mesh._shadowMaxCascade ?? i)) {\n task.addMesh(mesh, { material: getNoColorView(material, materialViews) });\n }\n }\n tasks.push(task);\n cameras.push(camera);\n }\n\n const compositeTask = {\n record(): void {\n for (const t of tasks) {\n t.record();\n }\n },\n execute(): number {\n let draws = 0;\n for (const t of tasks) {\n draws += t.execute?.() ?? 0;\n }\n return draws;\n },\n dispose(): void {\n for (const t of tasks) {\n t.dispose();\n }\n },\n };\n\n // Snapshot each caster material's gen so the next caster-set change can tell whether a CASTER material was\n // rebuilt (→ full rebuild) or only the set changed (→ incremental, keeping unchanged casters' packets).\n const casterMatGens = new Map<Material, number>();\n const casterMaxCascades = new Map<Mesh, number | undefined>();\n for (const m of casterMeshes) {\n casterMaxCascades.set(m, m._shadowMaxCascade);\n if (m.material) {\n casterMatGens.set(m.material, effectiveCasterGen(m.material));\n }\n }\n return {\n _task: compositeTask,\n _tasks: tasks,\n _cameras: cameras,\n _scene: scene,\n _cameraVersion: 0,\n _lastCasterVersion: -1,\n _lastLightVersion: -1,\n _lastCamVersion: -1,\n _uboData: new Float32Array(80),\n _casterMeshes: casterMeshes,\n _renderableVersion: scene._renderableVersion,\n _materialEpoch: scene._materialEpoch,\n _materialViews: materialViews,\n _casterMatGens: casterMatGens,\n _casterMaxCascades: casterMaxCascades,\n };\n}\n\n/** Render every cascade layer for this frame, recomputing splits/matrices from the active camera. */\nexport function renderCsmShadowMap(engine: EngineContext, sg: ShadowGenerator, state: CsmTaskState, cfg: CsmConfig): number {\n const casterMeshes = state._casterMeshes;\n const camera = state._scene.camera;\n if (!camera) {\n return 0;\n }\n const casterVersion = casterVersionSum(casterMeshes);\n const lightVersion = sg._light.worldMatrixVersion;\n const camVersion = camera.worldMatrixVersion;\n if (!cfg._forceRefreshEveryFrame && casterVersion === state._lastCasterVersion && lightVersion === state._lastLightVersion && camVersion === state._lastCamVersion) {\n return 0;\n }\n\n const cascades = _computeCsmCascades(engine, camera, sg._light as DirectionalLight, cfg, casterMeshes);\n\n _writeCsmUbo(state._uboData, cascades, cfg);\n sg._version++;\n engine._device.queue.writeBuffer(sg._shadowUBO, 0, state._uboData as Float32Array<ArrayBuffer>);\n\n // Notify custom receivers (e.g. a ShaderMaterial that mirrors the cascade transforms into\n // its own uniforms) with this frame's freshly-computed receiver UBO. This fires inside the\n // shadow task — after the transforms are finalized but before the shadow map and main pass\n // render — so such receivers stay in lock-step with the depth map. Syncing from a\n // `onBeforeRender` callback instead would read the previous frame's transforms (a one-frame\n // lag that makes those shadows swim while the camera moves). The built-in standard/PBR/node\n // receivers don't need this: they bind `sg._shadowUBO` directly.\n const receiverCbs = sg._onReceiverData;\n if (receiverCbs) {\n for (let i = 0; i < receiverCbs.length; i++) {\n receiverCbs[i]!(state._uboData);\n }\n }\n\n state._cameraVersion++;\n for (let i = 0; i < cascades._transforms.length; i++) {\n const cam = state._cameras[i]!;\n cam.fov = 1;\n const clipBias = cfg._worldSpaceBias === null ? cfg._bias * 0.5 : csmWorldBiasClipOffset(cfg._worldSpaceBias, cascades._near[i]!, cascades._far[i]!);\n updateShadowCameraBase(cam, state._cameraVersion, cascades._near[i]!, cascades._far[i]!, cascades._views[i]!, _biasViewProjection(cascades._biased[i]!, clipBias));\n }\n\n state._lastCasterVersion = casterVersion;\n state._lastLightVersion = lightVersion;\n state._lastCamVersion = camVersion;\n return state._task.execute?.() ?? 0;\n}\n\n// ─── CSM math (isolated to this module) ─────────────────────────────\n\ninterface CsmCascades {\n /** @internal Unbiased receiver transform per cascade (col-major). */\n _transforms: Float32Array[];\n /** @internal Same as _transforms, used for the caster camera before bias. */\n _biased: Float32Array[];\n /** @internal Cascade light view matrix per cascade (col-major). */\n _views: Float32Array[];\n /** @internal Ortho near per cascade. */\n _near: number[];\n /** @internal Ortho far per cascade. */\n _far: number[];\n /** @internal Camera-view-space split distance per cascade. */\n _viewFrustumZ: number[];\n /** @internal Slice length per cascade. */\n _frustumLengths: number[];\n}\n\n/** Lite reverse-Z NDC frustum corners (near z=1, far z=0); xy each -1 or +1. */\nconst FRUSTUM_NDC: ReadonlyArray<readonly [number, number, number]> = [\n [-1, 1, 1],\n [1, 1, 1],\n [1, -1, 1],\n [-1, -1, 1],\n [-1, 1, 0],\n [1, 1, 0],\n [1, -1, 0],\n [-1, -1, 0],\n];\n\nfunction transformCoord(m: ArrayLike<number>, x: number, y: number, z: number): [number, number, number] {\n const X = m[0]! * x + m[4]! * y + m[8]! * z + m[12]!;\n const Y = m[1]! * x + m[5]! * y + m[9]! * z + m[13]!;\n const Z = m[2]! * x + m[6]! * y + m[10]! * z + m[14]!;\n const W = m[3]! * x + m[7]! * y + m[11]! * z + m[15]!;\n return [X / W, Y / W, Z / W];\n}\n\n/** Column-major OrthoOffCenterLH with half-z NDC (z: near→0, far→1). */\nfunction orthoOffCenterLH(l: number, r: number, b: number, t: number, n: number, f: number): Float32Array {\n const m = new Float32Array(16);\n m[0] = 2 / (r - l);\n m[5] = 2 / (t - b);\n m[10] = 1 / (f - n);\n m[12] = -(r + l) / (r - l);\n m[13] = -(t + b) / (t - b);\n m[14] = -n / (f - n);\n m[15] = 1;\n return m;\n}\n\nfunction _computeCsmCascades(engine: EngineContext, camera: Camera, light: DirectionalLight, cfg: CsmConfig, casterMeshes: readonly Mesh[]): CsmCascades {\n const near = camera.nearPlane;\n const far = camera.farPlane;\n const cameraRange = far - near;\n const shadowMaxZ = cfg._shadowMaxZ ?? far;\n const maxDistance = shadowMaxZ < far && shadowMaxZ >= near ? Math.min((shadowMaxZ - near) / (far - near), 1) : 1;\n const minDistance = 0;\n const minZ = near + minDistance * cameraRange;\n const maxZ = near + maxDistance * cameraRange;\n const range = maxZ - minZ;\n const ratio = maxZ / minZ;\n const n = cfg._numCascades;\n\n const breakDist: number[] = [];\n const viewFrustumZ: number[] = [];\n const frustumLengths: number[] = [];\n for (let i = 0; i < n; i++) {\n const p = (i + 1) / n;\n const log = minZ * ratio ** p;\n const uniform = minZ + range * p;\n const d = cfg._lambda * (log - uniform) + uniform;\n const prevBreak = i === 0 ? minDistance : breakDist[i - 1]!;\n breakDist[i] = (d - near) / cameraRange;\n viewFrustumZ[i] = d;\n frustumLengths[i] = (breakDist[i]! - prevBreak) * cameraRange;\n }\n\n // Light direction (normalized), avoiding a perfectly vertical degenerate case.\n let dx = light.direction.x;\n let dy = light.direction.y;\n let dz = light.direction.z;\n const dl = Math.hypot(dx, dy, dz) || 1;\n dx /= dl;\n dy /= dl;\n dz /= dl;\n if (Math.abs(dy) >= 1) {\n dz = 1e-13;\n }\n\n const aspect = engine.canvas.width / engine.canvas.height;\n const vp = getViewProjectionMatrix(camera, aspect) as unknown as ArrayLike<number>;\n const inv = mat4Invert(vp as never);\n const invViewProj: ArrayLike<number> = (inv as unknown as ArrayLike<number>) ?? vp;\n\n const aabb = _castersWorldAabb(casterMeshes);\n\n const transforms: Float32Array[] = [];\n const views: Float32Array[] = [];\n const nearOut: number[] = [];\n const farOut: number[] = [];\n\n for (let c = 0; c < n; c++) {\n const prevSplit = c === 0 ? 0 : breakDist[c - 1]!;\n const split = breakDist[c]!;\n\n // World-space frustum corners of this slice.\n const corners: [number, number, number][] = [];\n for (let k = 0; k < 8; k++) {\n const ndc = FRUSTUM_NDC[k]!;\n corners.push(transformCoord(invViewProj, ndc[0], ndc[1], ndc[2]));\n }\n for (let k = 0; k < 4; k++) {\n const nearC = corners[k]!;\n const farC = corners[k + 4]!;\n const rx = farC[0] - nearC[0];\n const ry = farC[1] - nearC[1];\n const rz = farC[2] - nearC[2];\n corners[k + 4] = [nearC[0] + rx * split, nearC[1] + ry * split, nearC[2] + rz * split];\n corners[k] = [nearC[0] + rx * prevSplit, nearC[1] + ry * prevSplit, nearC[2] + rz * prevSplit];\n }\n\n // Centroid.\n let cx = 0,\n cy = 0,\n cz = 0;\n for (const p of corners) {\n cx += p[0];\n cy += p[1];\n cz += p[2];\n }\n cx /= 8;\n cy /= 8;\n cz /= 8;\n\n let minX: number, maxX: number, minY: number, maxY: number, minEz: number, maxEz: number;\n let stableRadius = 0;\n if (cfg._stabilizeCascades) {\n let radius = 0;\n for (const p of corners) {\n radius = Math.max(radius, Math.hypot(p[0] - cx, p[1] - cy, p[2] - cz));\n }\n radius = Math.ceil(radius * 16) / 16;\n stableRadius = radius;\n minX = minY = minEz = -radius;\n maxX = maxY = maxEz = radius;\n } else {\n // Temp light view centred on the centroid to fit a tight AABB.\n const tmpView = buildLightViewMatrix(dx, dy, dz, cx, cy, cz);\n minX = minY = minEz = Infinity;\n maxX = maxY = maxEz = -Infinity;\n for (const p of corners) {\n const lp = transformCoord(tmpView, p[0], p[1], p[2]);\n minX = Math.min(minX, lp[0]);\n maxX = Math.max(maxX, lp[0]);\n minY = Math.min(minY, lp[1]);\n maxY = Math.max(maxY, lp[1]);\n minEz = Math.min(minEz, lp[2]);\n maxEz = Math.max(maxEz, lp[2]);\n }\n }\n\n // Shadow camera sits behind the slice along the light direction.\n const eyeX = cx + dx * minEz;\n const eyeY = cy + dy * minEz;\n const eyeZ = cz + dz * minEz;\n const view = buildLightViewMatrix(dx, dy, dz, eyeX, eyeY, eyeZ);\n\n let viewMinZ = 0;\n let viewMaxZ = maxEz - minEz;\n\n // Tighten Z to the caster bounding box in cascade view space (depthClamp = false behaviour:\n // keep all casters inside the frustum so no GPU depth-clip feature is required).\n if (aabb) {\n let cMinZ = Infinity;\n let cMaxZ = -Infinity;\n for (let k = 0; k < 8; k++) {\n const wx = k & 1 ? aabb._max[0] : aabb._min[0];\n const wy = k & 2 ? aabb._max[1] : aabb._min[1];\n const wz = k & 4 ? aabb._max[2] : aabb._min[2];\n const lz = view[2]! * wx + view[6]! * wy + view[10]! * wz + view[14]!;\n cMinZ = Math.min(cMinZ, lz);\n cMaxZ = Math.max(cMaxZ, lz);\n }\n if (cMinZ <= viewMaxZ) {\n viewMinZ = Math.min(viewMinZ, cMinZ);\n viewMaxZ = Math.min(viewMaxZ, cMaxZ);\n }\n\n // Z is intentionally NOT quantized here. The caster-AABB fit (cMinZ/cMaxZ) is C0-continuous in the\n // light direction — each is a min/max of linear functions of the light vector, so it has kinks but no\n // jumps — meaning the near/far drift SMOOTHLY as the light rotates. A constant NDC depth bias maps to a\n // WORLD bias of bias·(far−near), and the stored depths are likewise normalised by (far−near); the old\n // `zq = max(0.5, radius/128)` floor/ceil snapped that range to a grid, so both the effective bias AND\n // the stored depth STEPPED at each quantum boundary as the light direction changed — appearing as\n // self-shadow acne that VIBRATES. Removing the quantize makes those steps a sub-millimetre, imperceptible\n // drift, and still covers the moving-caster case it was added for (the range drifts, it never pops).\n }\n\n // The caster matrix adds the world-space bias toward clip Z=1. Reserve the same distance at the far plane\n // so geometry on the tightly fitted caster bound remains inside the clip volume after that offset.\n if (cfg._worldSpaceBias) {\n viewMaxZ += cfg._worldSpaceBias;\n }\n\n const proj0 = orthoOffCenterLH(minX, maxX, minY, maxY, viewMinZ, viewMaxZ);\n let transform = multiply4x4(proj0, view);\n\n // Texel-snap: lock the shadow grid to world space so it does not crawl as the camera moves, by rounding a\n // fixed WORLD anchor onto the shadow-map texel grid. BJS anchors the WORLD ORIGIN. With a STILL camera and\n // a slowly ROTATING light that is the cause of the visible \"vibration\": the eye is recentred on the cascade\n // centre every frame, so the snap residual is the anchor's offset from the centre measured along the light\n // axes — and the world origin's offset from the centre is large (≈ the cascade's distance from origin), so\n // its projection sweeps many texels per degree of light rotation and Math.round trips a full-texel correction\n // again and again → the whole map pops/boils. We instead anchor the world-grid point NEAREST the cascade\n // centre (cell = one texel in world units): it is still a fixed world point (a translating camera only ever\n // sees whole-cell anchor switches, ≤ a sub-texel grid wiggle that PCF hides), but its offset from the centre\n // is < 1 texel, so a full light rotation sweeps it < 1 texel → effectively no rotation pop. Non-stabilized\n // path keeps the origin anchor (no stableRadius → no texel-world size to build the world grid from).\n let aClipX = transform[12]!;\n let aClipY = transform[13]!;\n if (cfg._stabilizeCascades && stableRadius > 0) {\n const texelWorld = (2 * stableRadius) / cfg._mapSize;\n // Align the world anchor grid to the LIGHT's right/up axes (R,U), not world x/y/z. A translating camera then\n // switches cells by exactly ONE texel along R/U -> an integer texel shift in clip space (no crawl). The old\n // world-axis grid jumped texelWorld along a world axis, which projects to a NON-integer texel count (R,U are\n // not the world axes) -> the sub-texel wiggle that crawled during translation. R,U = view rows 0,1.\n const rX = view[0]!,\n rY = view[4]!,\n rZ = view[8]!;\n const uX = view[1]!,\n uY = view[5]!,\n uZ = view[9]!;\n // Project the centre onto R,U, round to the texel grid, rebuild the world anchor in the R-U plane (the\n // light-dir component only affects clip Z, so dropping it leaves clip X/Y, which depend on R,U, exact).\n const sr = Math.round((rX * cx + rY * cy + rZ * cz) / texelWorld) * texelWorld;\n const tr = Math.round((uX * cx + uY * cy + uZ * cz) / texelWorld) * texelWorld;\n const ax = sr * rX + tr * uX;\n const ay = sr * rY + tr * uY;\n const az = sr * rZ + tr * uZ;\n aClipX = transform[0]! * ax + transform[4]! * ay + transform[8]! * az + transform[12]!;\n aClipY = transform[1]! * ax + transform[5]! * ay + transform[9]! * az + transform[13]!;\n }\n const ox = aClipX * (cfg._mapSize / 2);\n const oy = aClipY * (cfg._mapSize / 2);\n const offX = (Math.round(ox) - ox) * (2 / cfg._mapSize);\n const offY = (Math.round(oy) - oy) * (2 / cfg._mapSize);\n const snap = new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, offX, offY, 0, 1]);\n const proj = multiply4x4(snap, proj0);\n transform = multiply4x4(proj, view);\n\n transforms.push(transform);\n views.push(view);\n nearOut.push(viewMinZ);\n farOut.push(viewMaxZ);\n }\n\n return {\n _transforms: transforms,\n _biased: transforms.map((t) => new Float32Array(t)),\n _views: views,\n _near: nearOut,\n _far: farOut,\n _viewFrustumZ: viewFrustumZ,\n _frustumLengths: frustumLengths,\n };\n}\n\nfunction _castersWorldAabb(casterMeshes: readonly Mesh[]): { _min: [number, number, number]; _max: [number, number, number] } | null {\n let minX = Infinity,\n minY = Infinity,\n minZ = Infinity,\n maxX = -Infinity,\n maxY = -Infinity,\n maxZ = -Infinity;\n for (const mesh of casterMeshes) {\n // Thin-instanced casters are drawn at `finalWorld = mesh.world * instanceMatrix` (see\n // thin-instance-fragment.ts), so a single `mesh.worldMatrix × boundMin/Max` box ignores the per-instance\n // spread entirely — one prototype-sized box wrecks the cascade Z-fit (an off-world herd collapsed every\n // shadow). Bound the caster by the union of every drawn instance instead, using the SAME composition the\n // shader uses.\n const ti = mesh.thinInstances;\n if (ti && ti.count > 0 && ti.matrices) {\n const a = _thinInstanceWorldAabb(mesh, ti);\n if (a) {\n minX = Math.min(minX, a._min[0]);\n maxX = Math.max(maxX, a._max[0]);\n minY = Math.min(minY, a._min[1]);\n maxY = Math.max(maxY, a._max[1]);\n minZ = Math.min(minZ, a._min[2]);\n maxZ = Math.max(maxZ, a._max[2]);\n }\n continue;\n }\n const world = mesh.worldMatrix;\n const bmin = mesh.boundMin ?? [-0.5, -0.5, -0.5];\n const bmax = mesh.boundMax ?? [0.5, 0.5, 0.5];\n for (let k = 0; k < 8; k++) {\n const lx = k & 1 ? bmax[0]! : bmin[0]!;\n const ly = k & 2 ? bmax[1]! : bmin[1]!;\n const lz = k & 4 ? bmax[2]! : bmin[2]!;\n const wx = world[0]! * lx + world[4]! * ly + world[8]! * lz + world[12]!;\n const wy = world[1]! * lx + world[5]! * ly + world[9]! * lz + world[13]!;\n const wz = world[2]! * lx + world[6]! * ly + world[10]! * lz + world[14]!;\n minX = Math.min(minX, wx);\n maxX = Math.max(maxX, wx);\n minY = Math.min(minY, wy);\n maxY = Math.max(maxY, wy);\n minZ = Math.min(minZ, wz);\n maxZ = Math.max(maxZ, wz);\n }\n }\n if (!Number.isFinite(minX)) {\n return null;\n }\n return { _min: [minX, minY, minZ], _max: [maxX, maxY, maxZ] };\n}\n\ninterface ThinCasterAabb {\n _min: [number, number, number];\n _max: [number, number, number];\n}\n\n/** Per-mesh cache of a thin-instanced caster's world AABB. It keys on instance data, prototype\n * transform, and the shared non-transform caster epoch.\n * Lazily allocated so this module keeps zero import-time side effects and stays tree-shakable. */\nlet _thinCasterAabbCache: WeakMap<Mesh, { _version: number; _worldVersion: number; _aabb: ThinCasterAabb | null }> | null = null;\nfunction _getThinCasterAabbCache(): WeakMap<Mesh, { _version: number; _worldVersion: number; _aabb: ThinCasterAabb | null }> {\n if (!_thinCasterAabbCache) {\n _thinCasterAabbCache = new WeakMap();\n }\n return _thinCasterAabbCache;\n}\n\n/** World AABB of a thin-instanced caster. Matches the shader's `finalWorld = mesh.world * instanceMatrix`\n * exactly: each local bound corner is transformed by the per-instance matrix, then by the prototype mesh\n * world matrix. Parked/degenerate instances (zero linear part — drawn as zero-area, used to hide an unused\n * tail) are skipped so a tail parked far off-world can't balloon the box. */\nfunction _thinInstanceWorldAabb(mesh: Mesh, ti: NonNullable<Mesh[\"thinInstances\"]>): ThinCasterAabb | null {\n const cache = _getThinCasterAabbCache();\n const worldVersion = mesh.worldMatrixVersion;\n const cached = cache.get(mesh);\n if (cached && cached._version === ti._version && cached._worldVersion === worldVersion) {\n return cached._aabb;\n }\n // Hoist the prototype world matrix once (worldMatrix is a getter) — it is constant across all instances.\n const world = mesh.worldMatrix;\n const bmin = mesh.boundMin ?? [-0.5, -0.5, -0.5];\n const bmax = mesh.boundMax ?? 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+ mats[o + 5]! * ly + mats[o + 9]! * lz + mats[o + 13]!;\n const iz = mats[o + 2]! * lx + mats[o + 6]! * ly + mats[o + 10]! * lz + mats[o + 14]!;\n // 2) world: wp = mesh.world * ip (matches finalWorld = mesh.world * instanceMatrix)\n const wx = world[0]! * ix + world[4]! * iy + world[8]! * iz + world[12]!;\n const wy = world[1]! * ix + world[5]! * iy + world[9]! * iz + world[13]!;\n const wz = world[2]! * ix + world[6]! * iy + world[10]! * iz + world[14]!;\n if (wx < minX) {\n minX = wx;\n }\n if (wx > maxX) {\n maxX = wx;\n }\n if (wy < minY) {\n minY = wy;\n }\n if (wy > maxY) {\n maxY = wy;\n }\n if (wz < minZ) {\n minZ = wz;\n }\n if (wz > maxZ) {\n maxZ = wz;\n }\n }\n }\n const aabb: ThinCasterAabb | null = Number.isFinite(minX) ? { _min: [minX, minY, minZ], _max: [maxX, maxY, maxZ] } : null;\n cache.set(mesh, { _version: ti._version, _worldVersion: worldVersion, _aabb: aabb });\n return aabb;\n}\n\nfunction _writeCsmUbo(out: Float32Array, cascades: CsmCascades, cfg: CsmConfig): 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@@ -3,7 +3,7 @@ import { TU, SS } from '../engine/gpu-flags.js';
3
3
  import { createUniformBuffer } from '../resource/gpu-buffers.js';
4
4
  import { getBilinearSampler } from '../resource/samplers.js';
5
5
  import { createRenderTask } from '../frame-graph/render-task.js';
6
- import { createShadowParamsUBO, createSharedShadowUBO, createShadowCamera, createShadowRenderTarget, casterVersionSum, writeShadowUboFields, buildLightViewMatrix, multiply4x4, updateShadowCameraBase } from './shadow-base.js';
6
+ import { createShadowParamsUBO, createSharedShadowUBO, createShadowCamera, createShadowRenderTarget, casterVersionSum, computeDirectionalLightMatrix, writeShadowUboFields, updateShadowCameraBase } from './shadow-base.js';
7
7
  import { packMat4IntoF32 } from '../math/pack-mat4-into-f32.js';
8
8
 
9
9
  const blurVertSrc = "struct c{@builtin(position) clipPos:vec4<f32>,@location(0) sampleCenter:vec2<f32>}@vertex fn main(@builtin(vertex_index) d:u32)->c{var e=array<vec2<f32>,3>(vec2<f32>(-1.0,-1.0),vec2<f32>(3.0,-1.0),vec2<f32>(-1.0,3.0));var a:c;let b=e[d];a.clipPos=vec4<f32>(b,0.0,1.0);a.sampleCenter=b*vec2<f32>(0.5,-0.5)+0.5;return a;}";
@@ -56,55 +56,6 @@ async function preloadEsmShadowTaskState(casterMeshes) {
56
56
  }
57
57
  await Promise.all(loads);
58
58
  }
59
- function _computeDirectionalLightMatrix(light, casterMeshes, orthoMinZ, orthoMaxZ, offX = 0, offY = 0, offZ = 0) {
60
- const view = buildLightViewMatrix(light.direction.x, light.direction.y, light.direction.z, light.position.x - offX, light.position.y - offY, light.position.z - offZ);
61
- let lMinX = Infinity;
62
- let lMaxX = -Infinity;
63
- let lMinY = Infinity;
64
- let lMaxY = -Infinity;
65
- for (const mesh of casterMeshes) {
66
- const world = mesh.worldMatrix;
67
- const bmin = mesh.boundMin ?? [-0.5, -0.5, -0.5];
68
- const bmax = mesh.boundMax ?? [0.5, 0.5, 0.5];
69
- for (let ci = 0; ci < 8; ci++) {
70
- const lx = ci & 1 ? bmax[0] : bmin[0];
71
- const ly = ci & 2 ? bmax[1] : bmin[1];
72
- const lz = ci & 4 ? bmax[2] : bmin[2];
73
- const wx = world[0] * lx + world[4] * ly + world[8] * lz + world[12] - offX;
74
- const wy = world[1] * lx + world[5] * ly + world[9] * lz + world[13] - offY;
75
- const wz = world[2] * lx + world[6] * ly + world[10] * lz + world[14] - offZ;
76
- const vx = view[0] * wx + view[4] * wy + view[8] * wz + view[12];
77
- const vy = view[1] * wx + view[5] * wy + view[9] * wz + view[13];
78
- lMinX = Math.min(lMinX, vx);
79
- lMaxX = Math.max(lMaxX, vx);
80
- lMinY = Math.min(lMinY, vy);
81
- lMaxY = Math.max(lMaxY, vy);
82
- }
83
- }
84
- if (!Number.isFinite(lMinX)) {
85
- lMinX = -1;
86
- lMaxX = 1;
87
- lMinY = -1;
88
- lMaxY = 1;
89
- }
90
- const sx = (lMaxX - lMinX) * 0.1;
91
- const sy = (lMaxY - lMinY) * 0.1;
92
- lMinX -= sx;
93
- lMaxX += sx;
94
- lMinY -= sy;
95
- lMaxY += sy;
96
- const near = orthoMinZ;
97
- const far = orthoMaxZ;
98
- const proj = new F32(16);
99
- proj[0] = 2 / (lMaxX - lMinX);
100
- proj[5] = 2 / (lMaxY - lMinY);
101
- proj[10] = 1 / (far - near);
102
- proj[12] = -(lMaxX + lMinX) / (lMaxX - lMinX);
103
- proj[13] = -(lMaxY + lMinY) / (lMaxY - lMinY);
104
- proj[14] = -near / (far - near);
105
- proj[15] = 1;
106
- return { _view: view, _viewProj: multiply4x4(proj, view), _near: near, _far: far };
107
- }
108
59
  function nearestBestKernel(idealKernel) {
109
60
  const v = Math.round(Math.max(idealKernel, 1));
110
61
  for (const k of [v, v - 1, v + 1, v - 2, v + 2]) {
@@ -228,7 +179,7 @@ function renderEsmShadowMap(engine, sg, state) {
228
179
  if (!sg._config._forceRefreshEveryFrame && casterVersion === state._lastCasterVersion && lightVersion === state._lastLightVersion && foVersion === state._lastFoVersion) {
229
180
  return 0;
230
181
  }
231
- const matrix = _computeDirectionalLightMatrix(sg._light, casterMeshes, sg._config._orthoMinZ, sg._config._orthoMaxZ, offX, offY, offZ);
182
+ const matrix = computeDirectionalLightMatrix(sg._light, casterMeshes, sg._config._orthoMinZ, sg._config._orthoMaxZ, offX, offY, offZ);
232
183
  if (shadowMatrixChanged(sg._lightMatrix, matrix._viewProj)) {
233
184
  packMat4IntoF32(sg._lightMatrix, matrix._viewProj, 0);
234
185
  sg._version++;