@driftengine/core 3.61.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (955) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +9 -0
  3. package/README.md +9 -0
  4. package/dist/behavior/behaviorTree.d.ts +140 -0
  5. package/dist/behavior/behaviorTree.js +289 -0
  6. package/dist/build/shaderComments.d.ts +64 -0
  7. package/dist/build/shaderComments.js +0 -0
  8. package/dist/cinematic/player.d.ts +80 -0
  9. package/dist/cinematic/player.js +184 -0
  10. package/dist/cinematic/script.d.ts +63 -0
  11. package/dist/cinematic/script.js +141 -0
  12. package/dist/core/bootGate.d.ts +37 -0
  13. package/dist/core/bootGate.js +47 -0
  14. package/dist/core/loadTracker.d.ts +78 -0
  15. package/dist/core/loadTracker.js +106 -0
  16. package/dist/core/loop.d.ts +118 -0
  17. package/dist/core/loop.js +84 -0
  18. package/dist/core/messageQueue.d.ts +61 -0
  19. package/dist/core/messageQueue.js +104 -0
  20. package/dist/core/onceSet.d.ts +27 -0
  21. package/dist/core/onceSet.js +62 -0
  22. package/dist/core/preferences.d.ts +47 -0
  23. package/dist/core/preferences.js +140 -0
  24. package/dist/core/remoteSave.d.ts +154 -0
  25. package/dist/core/remoteSave.js +249 -0
  26. package/dist/core/rng.d.ts +64 -0
  27. package/dist/core/rng.js +72 -0
  28. package/dist/core/stepBudget.d.ts +91 -0
  29. package/dist/core/stepBudget.js +105 -0
  30. package/dist/core/storage.d.ts +52 -0
  31. package/dist/core/storage.js +85 -0
  32. package/dist/core/tickTrace.d.ts +72 -0
  33. package/dist/core/tickTrace.js +102 -0
  34. package/dist/core/timeCurve.d.ts +83 -0
  35. package/dist/core/timeCurve.js +107 -0
  36. package/dist/core/withDefaults.d.ts +21 -0
  37. package/dist/core/withDefaults.js +29 -0
  38. package/dist/dev/contactProbe.d.ts +41 -0
  39. package/dist/dev/contactProbe.js +58 -0
  40. package/dist/dev/fpsMeter.d.ts +45 -0
  41. package/dist/dev/fpsMeter.js +86 -0
  42. package/dist/environment/celestialClock.d.ts +141 -0
  43. package/dist/environment/celestialClock.js +262 -0
  44. package/dist/geometry/decal.d.ts +61 -0
  45. package/dist/geometry/decal.js +178 -0
  46. package/dist/geometry/filmPatch.d.ts +35 -0
  47. package/dist/geometry/filmPatch.js +112 -0
  48. package/dist/geometry/growable.d.ts +70 -0
  49. package/dist/geometry/growable.js +167 -0
  50. package/dist/geometry/lightVolume.d.ts +76 -0
  51. package/dist/geometry/lightVolume.js +65 -0
  52. package/dist/geometry/meshBuilder.d.ts +426 -0
  53. package/dist/geometry/meshBuilder.js +1184 -0
  54. package/dist/geometry/pixelFont.d.ts +59 -0
  55. package/dist/geometry/pixelFont.js +179 -0
  56. package/dist/geometry/ribbon.d.ts +101 -0
  57. package/dist/geometry/ribbon.js +546 -0
  58. package/dist/geometry/shellFill.d.ts +101 -0
  59. package/dist/geometry/shellFill.js +203 -0
  60. package/dist/geometry/spline.d.ts +162 -0
  61. package/dist/geometry/spline.js +527 -0
  62. package/dist/geometry/tangents.d.ts +30 -0
  63. package/dist/geometry/tangents.js +142 -0
  64. package/dist/geometry/textMesh.d.ts +51 -0
  65. package/dist/geometry/textMesh.js +57 -0
  66. package/dist/geometry/treeBuilder.d.ts +37 -0
  67. package/dist/geometry/treeBuilder.js +56 -0
  68. package/dist/host/display.d.ts +135 -0
  69. package/dist/host/display.js +114 -0
  70. package/dist/host/files.d.ts +25 -0
  71. package/dist/host/files.js +44 -0
  72. package/dist/host/lifecycle.d.ts +45 -0
  73. package/dist/host/lifecycle.js +28 -0
  74. package/dist/host/platformServices.d.ts +23 -0
  75. package/dist/host/platformServices.js +1 -0
  76. package/dist/host/screen.d.ts +49 -0
  77. package/dist/host/screen.js +90 -0
  78. package/dist/index.d.ts +289 -0
  79. package/dist/index.js +320 -0
  80. package/dist/input/actionMap.d.ts +181 -0
  81. package/dist/input/actionMap.js +314 -0
  82. package/dist/input/activeDevice.d.ts +55 -0
  83. package/dist/input/activeDevice.js +83 -0
  84. package/dist/input/gamepadIdentity.d.ts +43 -0
  85. package/dist/input/gamepadIdentity.js +108 -0
  86. package/dist/input/gamepadMapping.d.ts +56 -0
  87. package/dist/input/gamepadMapping.js +91 -0
  88. package/dist/input/input.d.ts +281 -0
  89. package/dist/input/input.js +703 -0
  90. package/dist/input/inputHarness.d.ts +42 -0
  91. package/dist/input/inputHarness.js +193 -0
  92. package/dist/input/rightGesture.d.ts +57 -0
  93. package/dist/input/rightGesture.js +49 -0
  94. package/dist/input/rumble.d.ts +71 -0
  95. package/dist/input/rumble.js +119 -0
  96. package/dist/input/touchControls.d.ts +138 -0
  97. package/dist/input/touchControls.js +352 -0
  98. package/dist/input/typingTarget.d.ts +6 -0
  99. package/dist/input/typingTarget.js +27 -0
  100. package/dist/math/bounds.d.ts +61 -0
  101. package/dist/math/bounds.js +121 -0
  102. package/dist/math/color.d.ts +8 -0
  103. package/dist/math/color.js +35 -0
  104. package/dist/math/exact.d.ts +66 -0
  105. package/dist/math/exact.js +262 -0
  106. package/dist/math/frustum.d.ts +44 -0
  107. package/dist/math/frustum.js +90 -0
  108. package/dist/math/intersect.d.ts +76 -0
  109. package/dist/math/intersect.js +185 -0
  110. package/dist/math/scalar.d.ts +51 -0
  111. package/dist/math/scalar.js +99 -0
  112. package/dist/math/spring.d.ts +59 -0
  113. package/dist/math/spring.js +88 -0
  114. package/dist/nav/navGraph.d.ts +71 -0
  115. package/dist/nav/navGraph.js +111 -0
  116. package/dist/nav/navPath.d.ts +93 -0
  117. package/dist/nav/navPath.js +162 -0
  118. package/dist/nav/navSearch.d.ts +74 -0
  119. package/dist/nav/navSearch.js +198 -0
  120. package/dist/physics/boxSurface.d.ts +48 -0
  121. package/dist/physics/boxSurface.js +73 -0
  122. package/dist/physics/colliderSurface.d.ts +46 -0
  123. package/dist/physics/colliderSurface.js +146 -0
  124. package/dist/physics/compositeSurface.d.ts +33 -0
  125. package/dist/physics/compositeSurface.js +108 -0
  126. package/dist/physics/heightSurface.d.ts +103 -0
  127. package/dist/physics/heightSurface.js +153 -0
  128. package/dist/physics/ribbonSurface.d.ts +239 -0
  129. package/dist/physics/ribbonSurface.js +522 -0
  130. package/dist/render/ambientOcclusionPass.d.ts +53 -0
  131. package/dist/render/ambientOcclusionPass.js +179 -0
  132. package/dist/render/areaLights.d.ts +116 -0
  133. package/dist/render/areaLights.js +91 -0
  134. package/dist/render/areaShadowSet.d.ts +184 -0
  135. package/dist/render/areaShadowSet.js +277 -0
  136. package/dist/render/atmosphere.d.ts +94 -0
  137. package/dist/render/atmosphere.js +91 -0
  138. package/dist/render/backend/api.d.ts +496 -0
  139. package/dist/render/backend/api.js +1 -0
  140. package/dist/render/backend/budget.d.ts +82 -0
  141. package/dist/render/backend/budget.js +99 -0
  142. package/dist/render/backend/createRenderer.d.ts +135 -0
  143. package/dist/render/backend/createRenderer.js +201 -0
  144. package/dist/render/backend/deadline.d.ts +24 -0
  145. package/dist/render/backend/deadline.js +38 -0
  146. package/dist/render/backend/probe.d.ts +30 -0
  147. package/dist/render/backend/probe.js +129 -0
  148. package/dist/render/backend/select.d.ts +70 -0
  149. package/dist/render/backend/select.js +249 -0
  150. package/dist/render/backend/timer.d.ts +50 -0
  151. package/dist/render/backend/timer.js +1 -0
  152. package/dist/render/backend/webgl2/instanced.d.ts +21 -0
  153. package/dist/render/backend/webgl2/instanced.js +42 -0
  154. package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
  155. package/dist/render/backend/webgl2/morphTexture.js +55 -0
  156. package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
  157. package/dist/render/backend/webgl2/renderer.js +6041 -0
  158. package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
  159. package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
  160. package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
  161. package/dist/render/backend/webgpu/boltPass.js +160 -0
  162. package/dist/render/backend/webgpu/buffers.d.ts +159 -0
  163. package/dist/render/backend/webgpu/buffers.js +402 -0
  164. package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
  165. package/dist/render/backend/webgpu/causticsPass.js +138 -0
  166. package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
  167. package/dist/render/backend/webgpu/clusterBinner.js +206 -0
  168. package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
  169. package/dist/render/backend/webgpu/depthPass.js +228 -0
  170. package/dist/render/backend/webgpu/device.d.ts +52 -0
  171. package/dist/render/backend/webgpu/device.js +121 -0
  172. package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
  173. package/dist/render/backend/webgpu/drawCommand.js +54 -0
  174. package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
  175. package/dist/render/backend/webgpu/environmentTexels.js +79 -0
  176. package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
  177. package/dist/render/backend/webgpu/filmPass.js +97 -0
  178. package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
  179. package/dist/render/backend/webgpu/flatPass.js +482 -0
  180. package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
  181. package/dist/render/backend/webgpu/flockPass.js +129 -0
  182. package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
  183. package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
  184. package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
  185. package/dist/render/backend/webgpu/insetPass.js +108 -0
  186. package/dist/render/backend/webgpu/instanced.d.ts +27 -0
  187. package/dist/render/backend/webgpu/instanced.js +49 -0
  188. package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
  189. package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
  190. package/dist/render/backend/webgpu/linePass.d.ts +90 -0
  191. package/dist/render/backend/webgpu/linePass.js +220 -0
  192. package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
  193. package/dist/render/backend/webgpu/morphTexture.js +51 -0
  194. package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
  195. package/dist/render/backend/webgpu/panelPass.js +114 -0
  196. package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
  197. package/dist/render/backend/webgpu/particlePass.js +280 -0
  198. package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
  199. package/dist/render/backend/webgpu/pipelineCache.js +140 -0
  200. package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
  201. package/dist/render/backend/webgpu/plumePass.js +213 -0
  202. package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
  203. package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
  204. package/dist/render/backend/webgpu/postPass.d.ts +342 -0
  205. package/dist/render/backend/webgpu/postPass.js +366 -0
  206. package/dist/render/backend/webgpu/probePass.d.ts +108 -0
  207. package/dist/render/backend/webgpu/probePass.js +188 -0
  208. package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
  209. package/dist/render/backend/webgpu/reflectionPass.js +87 -0
  210. package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
  211. package/dist/render/backend/webgpu/renderer.js +10911 -0
  212. package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
  213. package/dist/render/backend/webgpu/scatterPass.js +266 -0
  214. package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
  215. package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
  216. package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
  217. package/dist/render/backend/webgpu/shaderModules.js +45 -0
  218. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
  219. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
  220. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
  221. package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
  222. package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
  223. package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
  224. package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
  225. package/dist/render/backend/webgpu/skyPass.js +70 -0
  226. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
  227. package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
  228. package/dist/render/backend/webgpu/textPass.d.ts +73 -0
  229. package/dist/render/backend/webgpu/textPass.js +190 -0
  230. package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
  231. package/dist/render/backend/webgpu/uniformRing.js +208 -0
  232. package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
  233. package/dist/render/backend/webgpu/waterPass.js +160 -0
  234. package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
  235. package/dist/render/backend/webgpu/windStreakPass.js +153 -0
  236. package/dist/render/billboard.d.ts +27 -0
  237. package/dist/render/billboard.js +79 -0
  238. package/dist/render/bloomChain.d.ts +66 -0
  239. package/dist/render/bloomChain.js +83 -0
  240. package/dist/render/bloomPass.d.ts +54 -0
  241. package/dist/render/bloomPass.js +219 -0
  242. package/dist/render/boltBatch.d.ts +39 -0
  243. package/dist/render/boltBatch.js +121 -0
  244. package/dist/render/boltPool.d.ts +135 -0
  245. package/dist/render/boltPool.js +259 -0
  246. package/dist/render/boom.d.ts +46 -0
  247. package/dist/render/boom.js +81 -0
  248. package/dist/render/camera.d.ts +119 -0
  249. package/dist/render/camera.js +304 -0
  250. package/dist/render/causticsRenderer.d.ts +63 -0
  251. package/dist/render/causticsRenderer.js +119 -0
  252. package/dist/render/cinematicCamera.d.ts +102 -0
  253. package/dist/render/cinematicCamera.js +227 -0
  254. package/dist/render/clusteredLights.d.ts +260 -0
  255. package/dist/render/clusteredLights.js +479 -0
  256. package/dist/render/colourGrade.d.ts +62 -0
  257. package/dist/render/colourGrade.js +91 -0
  258. package/dist/render/compute.d.ts +74 -0
  259. package/dist/render/compute.js +8 -0
  260. package/dist/render/contextLoss.d.ts +32 -0
  261. package/dist/render/contextLoss.js +46 -0
  262. package/dist/render/debugLines.d.ts +75 -0
  263. package/dist/render/debugLines.js +281 -0
  264. package/dist/render/decalPass.d.ts +34 -0
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  266. package/dist/render/decalProjector.d.ts +140 -0
  267. package/dist/render/decalProjector.js +282 -0
  268. package/dist/render/decalQueue.d.ts +53 -0
  269. package/dist/render/decalQueue.js +87 -0
  270. package/dist/render/depthConvention.d.ts +314 -0
  271. package/dist/render/depthConvention.js +346 -0
  272. package/dist/render/drawingBuffer.d.ts +52 -0
  273. package/dist/render/drawingBuffer.js +67 -0
  274. package/dist/render/emptyTexture.d.ts +60 -0
  275. package/dist/render/emptyTexture.js +103 -0
  276. package/dist/render/envProbeArray.d.ts +85 -0
  277. package/dist/render/envProbeArray.js +164 -0
  278. package/dist/render/equirectToCube.d.ts +54 -0
  279. package/dist/render/equirectToCube.js +123 -0
  280. package/dist/render/flockGeometry.d.ts +23 -0
  281. package/dist/render/flockGeometry.js +43 -0
  282. package/dist/render/flockRenderer.d.ts +37 -0
  283. package/dist/render/flockRenderer.js +70 -0
  284. package/dist/render/frame/arena.d.ts +32 -0
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  286. package/dist/render/frame/index.d.ts +18 -0
  287. package/dist/render/frame/index.js +4 -0
  288. package/dist/render/frame/replay.d.ts +34 -0
  289. package/dist/render/frame/replay.js +48 -0
  290. package/dist/render/frame/resources.d.ts +25 -0
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  292. package/dist/render/frame/schedule.d.ts +37 -0
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  294. package/dist/render/frameView.d.ts +19 -0
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  296. package/dist/render/gizmo.d.ts +236 -0
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  298. package/dist/render/globalMedium.d.ts +124 -0
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  300. package/dist/render/globalMediumPass.d.ts +101 -0
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  302. package/dist/render/gpuCapability.d.ts +111 -0
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  304. package/dist/render/gpuTimer.d.ts +87 -0
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  306. package/dist/render/halfFloat.d.ts +4 -0
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  310. package/dist/render/iesProfile.d.ts +64 -0
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  314. package/dist/render/instancedMesh.d.ts +48 -0
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  316. package/dist/render/instances.d.ts +69 -0
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  318. package/dist/render/lightBudget.d.ts +397 -0
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  320. package/dist/render/lightMatrix.d.ts +3 -0
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  322. package/dist/render/lightVolumeDraw.d.ts +132 -0
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  330. package/dist/render/lod.d.ts +35 -0
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  332. package/dist/render/mesh.d.ts +177 -0
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  334. package/dist/render/occlusion.d.ts +81 -0
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  336. package/dist/render/oitPass.d.ts +67 -0
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  338. package/dist/render/orderIndependent.d.ts +92 -0
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  340. package/dist/render/particleBatch.d.ts +140 -0
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  342. package/dist/render/particleMaterial.d.ts +54 -0
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  344. package/dist/render/particlePool.d.ts +124 -0
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  346. package/dist/render/pass.d.ts +195 -0
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  348. package/dist/render/passTarget.d.ts +86 -0
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  350. package/dist/render/pickable.d.ts +31 -0
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  352. package/dist/render/planarReflection.d.ts +59 -0
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  356. package/dist/render/plumeGeometry.d.ts +25 -0
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  358. package/dist/render/plumeMaterial.d.ts +31 -0
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  364. package/dist/render/pointShadowArray.d.ts +95 -0
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  366. package/dist/render/pointShadowBudget.d.ts +118 -0
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  372. package/dist/render/pointShadowSystem.d.ts +195 -0
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  733. package/src/render/backend/webgpu/morphTexture.ts +61 -0
  734. package/src/render/backend/webgpu/panelPass.ts +138 -0
  735. package/src/render/backend/webgpu/particlePass.ts +370 -0
  736. package/src/render/backend/webgpu/pipelineCache.ts +152 -0
  737. package/src/render/backend/webgpu/plumePass.ts +292 -0
  738. package/src/render/backend/webgpu/pointShadowPass.ts +368 -0
  739. package/src/render/backend/webgpu/postPass.ts +470 -0
  740. package/src/render/backend/webgpu/probePass.ts +218 -0
  741. package/src/render/backend/webgpu/reflectionPass.ts +137 -0
  742. package/src/render/backend/webgpu/renderer.ts +13004 -0
  743. package/src/render/backend/webgpu/scatterPass.ts +354 -0
  744. package/src/render/backend/webgpu/sdfTextPass.ts +220 -0
  745. package/src/render/backend/webgpu/shaderModules.ts +49 -0
  746. package/src/render/backend/webgpu/shaders/clusterBin.wgsl.ts +219 -0
  747. package/src/render/backend/webgpu/skinPaletteRing.ts +105 -0
  748. package/src/render/backend/webgpu/skinPaletteTexture.ts +79 -0
  749. package/src/render/backend/webgpu/skyPass.ts +85 -0
  750. package/src/render/backend/webgpu/surfaceTexturePass.ts +257 -0
  751. package/src/render/backend/webgpu/textPass.ts +224 -0
  752. package/src/render/backend/webgpu/uniformRing.ts +228 -0
  753. package/src/render/backend/webgpu/waterPass.ts +211 -0
  754. package/src/render/backend/webgpu/windStreakPass.ts +196 -0
  755. package/src/render/billboard.ts +108 -0
  756. package/src/render/bloomChain.ts +101 -0
  757. package/src/render/bloomPass.ts +256 -0
  758. package/src/render/boltBatch.ts +141 -0
  759. package/src/render/boltPool.ts +360 -0
  760. package/src/render/boom.ts +123 -0
  761. package/src/render/camera.ts +348 -0
  762. package/src/render/causticsRenderer.ts +171 -0
  763. package/src/render/cinematicCamera.ts +278 -0
  764. package/src/render/clusteredLights.ts +598 -0
  765. package/src/render/colourGrade.ts +109 -0
  766. package/src/render/compute.ts +83 -0
  767. package/src/render/contextLoss.ts +50 -0
  768. package/src/render/debugLines.ts +411 -0
  769. package/src/render/decalPass.ts +124 -0
  770. package/src/render/decalProjector.ts +390 -0
  771. package/src/render/decalQueue.ts +110 -0
  772. package/src/render/depthConvention.ts +383 -0
  773. package/src/render/drawingBuffer.ts +89 -0
  774. package/src/render/emptyTexture.ts +130 -0
  775. package/src/render/envProbeArray.ts +201 -0
  776. package/src/render/equirectToCube.ts +160 -0
  777. package/src/render/flockGeometry.ts +53 -0
  778. package/src/render/flockRenderer.ts +111 -0
  779. package/src/render/frame/arena.ts +93 -0
  780. package/src/render/frame/index.ts +29 -0
  781. package/src/render/frame/replay.ts +50 -0
  782. package/src/render/frame/resources.ts +61 -0
  783. package/src/render/frame/schedule.ts +85 -0
  784. package/src/render/frameView.ts +20 -0
  785. package/src/render/gizmo.ts +923 -0
  786. package/src/render/globalMedium.ts +154 -0
  787. package/src/render/globalMediumPass.ts +323 -0
  788. package/src/render/gpuCapability.ts +244 -0
  789. package/src/render/gpuTimer.ts +182 -0
  790. package/src/render/halfFloat.ts +39 -0
  791. package/src/render/handleRegistry.ts +96 -0
  792. package/src/render/iesProfile.ts +215 -0
  793. package/src/render/imageTexels.ts +109 -0
  794. package/src/render/instancedMesh.ts +187 -0
  795. package/src/render/instances.ts +92 -0
  796. package/src/render/lightBudget.ts +655 -0
  797. package/src/render/lightMatrix.ts +69 -0
  798. package/src/render/lightVolumeDraw.ts +216 -0
  799. package/src/render/lineBatch.ts +180 -0
  800. package/src/render/linePoints.ts +61 -0
  801. package/src/render/livePointShadowSet.ts +285 -0
  802. package/src/render/lod.ts +86 -0
  803. package/src/render/mesh.ts +536 -0
  804. package/src/render/occlusion.ts +406 -0
  805. package/src/render/oitPass.ts +230 -0
  806. package/src/render/orderIndependent.ts +136 -0
  807. package/src/render/particleBatch.ts +299 -0
  808. package/src/render/particleMaterial.ts +84 -0
  809. package/src/render/particlePool.ts +291 -0
  810. package/src/render/pass.ts +203 -0
  811. package/src/render/passTarget.ts +225 -0
  812. package/src/render/pickable.ts +222 -0
  813. package/src/render/planarReflection.ts +233 -0
  814. package/src/render/planarReflectionDraw.ts +87 -0
  815. package/src/render/plumeGeometry.ts +75 -0
  816. package/src/render/plumeMaterial.ts +99 -0
  817. package/src/render/plumeRenderer.ts +272 -0
  818. package/src/render/pointLightSelection.ts +447 -0
  819. package/src/render/pointShadowArray.ts +276 -0
  820. package/src/render/pointShadowBudget.ts +305 -0
  821. package/src/render/pointShadowImage.ts +470 -0
  822. package/src/render/pointShadowMap.ts +228 -0
  823. package/src/render/pointShadowSystem.ts +408 -0
  824. package/src/render/prefilterEnvMap.ts +162 -0
  825. package/src/render/prefilterPass.ts +115 -0
  826. package/src/render/probeGrid.ts +248 -0
  827. package/src/render/rainField.ts +240 -0
  828. package/src/render/reflectionProbe.ts +530 -0
  829. package/src/render/renderQuality.ts +1054 -0
  830. package/src/render/rendererHarness.ts +214 -0
  831. package/src/render/resolutionGovernor.ts +189 -0
  832. package/src/render/scatterDeform.ts +72 -0
  833. package/src/render/sceneTarget.ts +1032 -0
  834. package/src/render/screenSpaceReflection.ts +524 -0
  835. package/src/render/sdfFont.ts +157 -0
  836. package/src/render/sdfTextLayout.ts +206 -0
  837. package/src/render/sdfTextRenderer.ts +233 -0
  838. package/src/render/seaState.ts +55 -0
  839. package/src/render/segmentQuads.ts +92 -0
  840. package/src/render/shader.ts +190 -0
  841. package/src/render/shaders/ambientOcclusion.ts +354 -0
  842. package/src/render/shaders/arcane.ts +103 -0
  843. package/src/render/shaders/bloom.ts +232 -0
  844. package/src/render/shaders/bolt.ts +164 -0
  845. package/src/render/shaders/caustics.ts +169 -0
  846. package/src/render/shaders/conditionals.ts +58 -0
  847. package/src/render/shaders/decalProject.ts +127 -0
  848. package/src/render/shaders/depth.ts +131 -0
  849. package/src/render/shaders/depthOfField.ts +141 -0
  850. package/src/render/shaders/film.ts +285 -0
  851. package/src/render/shaders/fire.ts +180 -0
  852. package/src/render/shaders/flat/directionalShadow.ts +196 -0
  853. package/src/render/shaders/flat/index.ts +502 -0
  854. package/src/render/shaders/flat/lobes.ts +399 -0
  855. package/src/render/shaders/flat/main.ts +1631 -0
  856. package/src/render/shaders/flat/pointShadow.ts +323 -0
  857. package/src/render/shaders/flat/preamble.ts +875 -0
  858. package/src/render/shaders/flat/probeGrid.ts +152 -0
  859. package/src/render/shaders/flat/surface.ts +41 -0
  860. package/src/render/shaders/flock.ts +103 -0
  861. package/src/render/shaders/fog.ts +99 -0
  862. package/src/render/shaders/fullscreen.ts +28 -0
  863. package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +74 -0
  864. package/src/render/shaders/generated/arcane.wgsl.ts +98 -0
  865. package/src/render/shaders/generated/bloom.wgsl.ts +79 -0
  866. package/src/render/shaders/generated/bolt.wgsl.ts +127 -0
  867. package/src/render/shaders/generated/caustics.wgsl.ts +127 -0
  868. package/src/render/shaders/generated/decalProject.wgsl.ts +69 -0
  869. package/src/render/shaders/generated/depth.wgsl.ts +142 -0
  870. package/src/render/shaders/generated/film.wgsl.ts +143 -0
  871. package/src/render/shaders/generated/fire.wgsl.ts +137 -0
  872. package/src/render/shaders/generated/flat.wgsl.ts +9195 -0
  873. package/src/render/shaders/generated/flock.wgsl.ts +82 -0
  874. package/src/render/shaders/generated/fullscreen.wgsl.ts +20 -0
  875. package/src/render/shaders/generated/globalMedium.wgsl.ts +139 -0
  876. package/src/render/shaders/generated/lightVolume.wgsl.ts +242 -0
  877. package/src/render/shaders/generated/line.wgsl.ts +137 -0
  878. package/src/render/shaders/generated/octahedralResolve.wgsl.ts +60 -0
  879. package/src/render/shaders/generated/oitResolve.wgsl.ts +31 -0
  880. package/src/render/shaders/generated/panel.wgsl.ts +57 -0
  881. package/src/render/shaders/generated/particle.wgsl.ts +343 -0
  882. package/src/render/shaders/generated/prefilter.wgsl.ts +69 -0
  883. package/src/render/shaders/generated/rush.wgsl.ts +139 -0
  884. package/src/render/shaders/generated/scatter.wgsl.ts +205 -0
  885. package/src/render/shaders/generated/sdfText.wgsl.ts +78 -0
  886. package/src/render/shaders/generated/sky.wgsl.ts +109 -0
  887. package/src/render/shaders/generated/smoke.wgsl.ts +93 -0
  888. package/src/render/shaders/generated/ssrResolve.wgsl.ts +26 -0
  889. package/src/render/shaders/generated/ssrTrace.wgsl.ts +94 -0
  890. package/src/render/shaders/generated/temporalResolve.wgsl.ts +54 -0
  891. package/src/render/shaders/generated/text.wgsl.ts +107 -0
  892. package/src/render/shaders/generated/water.wgsl.ts +256 -0
  893. package/src/render/shaders/generated/windStreaks.wgsl.ts +82 -0
  894. package/src/render/shaders/gerstner.ts +110 -0
  895. package/src/render/shaders/globalMedium.ts +396 -0
  896. package/src/render/shaders/lightVolume.ts +546 -0
  897. package/src/render/shaders/line.ts +125 -0
  898. package/src/render/shaders/morph.ts +62 -0
  899. package/src/render/shaders/octahedral.ts +170 -0
  900. package/src/render/shaders/octahedralResolve.ts +83 -0
  901. package/src/render/shaders/oitResolve.ts +42 -0
  902. package/src/render/shaders/outputTransform.ts +107 -0
  903. package/src/render/shaders/panel.ts +51 -0
  904. package/src/render/shaders/particle.ts +438 -0
  905. package/src/render/shaders/prefilter.ts +278 -0
  906. package/src/render/shaders/rush.ts +357 -0
  907. package/src/render/shaders/scatter.ts +211 -0
  908. package/src/render/shaders/sdfText.ts +68 -0
  909. package/src/render/shaders/skinning.ts +59 -0
  910. package/src/render/shaders/sky.ts +243 -0
  911. package/src/render/shaders/smoke.ts +89 -0
  912. package/src/render/shaders/ssrResolve.ts +28 -0
  913. package/src/render/shaders/ssrTrace.ts +233 -0
  914. package/src/render/shaders/tangentFrame.ts +70 -0
  915. package/src/render/shaders/temporalResolve.ts +151 -0
  916. package/src/render/shaders/text.ts +156 -0
  917. package/src/render/shaders/vertexChannel.ts +71 -0
  918. package/src/render/shaders/water.ts +356 -0
  919. package/src/render/shaders/windStreaks.ts +130 -0
  920. package/src/render/shadowCasters.ts +124 -0
  921. package/src/render/shadowMap.ts +89 -0
  922. package/src/render/shotPlacement.ts +266 -0
  923. package/src/render/skinPalette.ts +157 -0
  924. package/src/render/ssrPass.ts +241 -0
  925. package/src/render/surfaceSheet.ts +158 -0
  926. package/src/render/surfaceTexture.ts +310 -0
  927. package/src/render/temporalAa.ts +221 -0
  928. package/src/render/temporalPass.ts +153 -0
  929. package/src/render/textLayout.ts +239 -0
  930. package/src/render/textRenderer.ts +201 -0
  931. package/src/render/thirdPersonCamera.ts +578 -0
  932. package/src/render/trample.ts +140 -0
  933. package/src/render/translucentQueue.ts +161 -0
  934. package/src/render/uniformVectorBudget.ts +246 -0
  935. package/src/render/uploadStep.ts +14 -0
  936. package/src/render/vertexDefaults.ts +115 -0
  937. package/src/render/visibility.ts +56 -0
  938. package/src/render/waterDraw.ts +167 -0
  939. package/src/render/waterGrid.ts +180 -0
  940. package/src/render/waterRenderer.ts +352 -0
  941. package/src/render/wind.ts +79 -0
  942. package/src/render/windField.ts +50 -0
  943. package/src/render/windStreakDraw.ts +131 -0
  944. package/src/render/windStreakRenderer.ts +130 -0
  945. package/src/scene/node.ts +336 -0
  946. package/src/scene/visit.ts +82 -0
  947. package/src/ui/clipMime.ts +109 -0
  948. package/src/ui/exportTarget.ts +491 -0
  949. package/src/ui/frameOverlay.ts +159 -0
  950. package/src/ui/framePacer.ts +351 -0
  951. package/src/ui/frameRecorder.ts +333 -0
  952. package/src/ui/fullscreen.ts +113 -0
  953. package/src/ui/pixelCursor.ts +99 -0
  954. package/src/ui/splash.ts +347 -0
  955. package/src/ui/stillFrame.ts +44 -0
@@ -0,0 +1,200 @@
1
+ import { AO_BLUR_FRAG, AO_FRAG } from './shaders/ambientOcclusion.ts';
2
+ import { FULLSCREEN_VERT } from './shaders/fullscreen.ts';
3
+ import { compileProgram, uniformLocations } from './shader.ts';
4
+
5
+ /**
6
+ * The screen-space ambient occlusion pass: estimate from depth, then blur.
7
+ *
8
+ * Its own module rather than more of `SceneTarget`, because it is its own responsibility —
9
+ * that class owns where the frame lands and how it reaches the canvas, and this owns one
10
+ * effect's targets and programs. The composite pass consumes the texture this returns and
11
+ * knows nothing else about it.
12
+ *
13
+ * **Two single-channel targets, ping-ponged.** The estimate lands in one, the horizontal
14
+ * blur writes the other, the vertical blur writes back into the first, and that one is
15
+ * returned. `R8` rather than `RGBA8`: occlusion is one number, and three channels of padding
16
+ * over a 4K frame is 24 MB of bandwidth per pass to carry nothing.
17
+ */
18
+ export class AmbientOcclusionPass {
19
+ private width = 0;
20
+ private height = 0;
21
+ private estimate: WebGLTexture | null = null;
22
+ private scratch: WebGLTexture | null = null;
23
+ private estimateFramebuffer: WebGLFramebuffer | null = null;
24
+ private scratchFramebuffer: WebGLFramebuffer | null = null;
25
+ /**
26
+ * Set once if a single-channel target will not complete, after which this pass does
27
+ * nothing and says so once.
28
+ *
29
+ * `R8` is colour-renderable in WebGL2 by specification, so this is not expected. It is here
30
+ * because the alternative to an honest "off" is a frame multiplied by a texture that was
31
+ * never written, and the last time an effect in this renderer sampled a target nobody had
32
+ * filled, the failure presented as the driver being at fault. See `sceneTarget.ts`.
33
+ */
34
+ private unavailable = false;
35
+
36
+ private readonly estimateProgram: WebGLProgram;
37
+ private readonly estimateUniforms: Record<string, WebGLUniformLocation | null>;
38
+ private readonly blurProgram: WebGLProgram;
39
+ private readonly blurUniforms: Record<string, WebGLUniformLocation | null>;
40
+ private readonly vao: WebGLVertexArrayObject;
41
+ /** Scratch for the blur direction, so a per-frame pass allocates nothing. */
42
+ private readonly step = new Float32Array(2);
43
+ /** Scratch for the four inverse-projection terms the blur linearises depth with. */
44
+ private readonly depthToViewZ = new Float32Array(4);
45
+
46
+ constructor(private readonly gl: WebGL2RenderingContext) {
47
+ this.estimateProgram = compileProgram(gl, FULLSCREEN_VERT, AO_FRAG, 'ao');
48
+ this.estimateUniforms = uniformLocations(gl, this.estimateProgram, 'ao');
49
+ this.blurProgram = compileProgram(gl, FULLSCREEN_VERT, AO_BLUR_FRAG, 'aoBlur');
50
+ this.blurUniforms = uniformLocations(gl, this.blurProgram, 'aoBlur');
51
+
52
+ const vao = gl.createVertexArray();
53
+ if (vao === null) throw new Error('AmbientOcclusionPass: createVertexArray failed');
54
+ this.vao = vao;
55
+ }
56
+
57
+ private ensureSize(width: number, height: number): boolean {
58
+ if (this.unavailable) return false;
59
+ if (this.width === width && this.height === height && this.estimate !== null) return true;
60
+ const { gl } = this;
61
+ this.width = width;
62
+ this.height = height;
63
+
64
+ this.estimate = this.allocate(this.estimate, width, height);
65
+ this.scratch = this.allocate(this.scratch, width, height);
66
+
67
+ if (this.estimateFramebuffer === null) this.estimateFramebuffer = gl.createFramebuffer();
68
+ gl.bindFramebuffer(gl.FRAMEBUFFER, this.estimateFramebuffer);
69
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.estimate, 0);
70
+ const estimateReady = gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE;
71
+
72
+ if (this.scratchFramebuffer === null) this.scratchFramebuffer = gl.createFramebuffer();
73
+ gl.bindFramebuffer(gl.FRAMEBUFFER, this.scratchFramebuffer);
74
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.scratch, 0);
75
+ const scratchReady = gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE;
76
+
77
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
78
+ gl.bindTexture(gl.TEXTURE_2D, null);
79
+
80
+ if (!estimateReady || !scratchReady) {
81
+ this.unavailable = true;
82
+ console.warn(
83
+ 'AmbientOcclusionPass: this driver will not render to a single-channel target, so ' +
84
+ 'ambient occlusion is off. The frame itself is unaffected.',
85
+ );
86
+ return false;
87
+ }
88
+ return true;
89
+ }
90
+
91
+ private allocate(
92
+ existing: WebGLTexture | null,
93
+ width: number,
94
+ height: number,
95
+ ): WebGLTexture | null {
96
+ const { gl } = this;
97
+ const texture = existing ?? gl.createTexture();
98
+ gl.bindTexture(gl.TEXTURE_2D, texture);
99
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.R8, width, height, 0, gl.RED, gl.UNSIGNED_BYTE, null);
100
+ /* NEAREST, because every read of this is at a texel centre: the blur steps whole pixels
101
+ and the composite reads the pixel it is shading. Linear would only cost filtering. */
102
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
103
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
104
+ /* Clamped, so a tap past the edge repeats the edge rather than wrapping the opposite
105
+ side of the frame into a corner. */
106
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
107
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
108
+ return texture;
109
+ }
110
+
111
+ /**
112
+ * Estimate occlusion from the frame's depth and blur it. Returns the texture to multiply
113
+ * by, or null if this pass could not run, which the caller must read as "no occlusion"
114
+ * rather than as black.
115
+ *
116
+ * `invProjection` is column-major, as `gl-matrix` produces it.
117
+ */
118
+ run(
119
+ depth: WebGLTexture,
120
+ width: number,
121
+ height: number,
122
+ radius: number,
123
+ projScale: Float32Array,
124
+ invProjection: Float32Array,
125
+ ): WebGLTexture | null {
126
+ if (!this.ensureSize(width, height)) return null;
127
+ const { gl } = this;
128
+
129
+ /* One triangle over a target with no depth attachment. Anything inherited from the scene
130
+ pass would be tested against a buffer that is not there. */
131
+ gl.disable(gl.DEPTH_TEST);
132
+ gl.disable(gl.BLEND);
133
+ gl.disable(gl.CULL_FACE);
134
+ gl.depthMask(false);
135
+ gl.bindVertexArray(this.vao);
136
+ gl.viewport(0, 0, width, height);
137
+
138
+ gl.bindFramebuffer(gl.FRAMEBUFFER, this.estimateFramebuffer);
139
+ gl.useProgram(this.estimateProgram);
140
+ gl.activeTexture(gl.TEXTURE0);
141
+ gl.bindTexture(gl.TEXTURE_2D, depth);
142
+ gl.uniform1i(this.estimateUniforms['uDepth'] ?? null, 0);
143
+ gl.uniform2fv(this.estimateUniforms['uProjScale'] ?? null, projScale);
144
+ gl.uniform1f(this.estimateUniforms['uRadius'] ?? null, radius);
145
+ gl.uniformMatrix4fv(this.estimateUniforms['uInvProjection'] ?? null, false, invProjection);
146
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
147
+
148
+ /*
149
+ * The four terms that carry a depth back to metres, read out of the inverse projection.
150
+ * Column major, so `[2][2]` is element 10 and `[3][3]` is element 15.
151
+ */
152
+ this.depthToViewZ[0] = invProjection[10] ?? 0;
153
+ this.depthToViewZ[1] = invProjection[14] ?? 0;
154
+ this.depthToViewZ[2] = invProjection[11] ?? 0;
155
+ this.depthToViewZ[3] = invProjection[15] ?? 1;
156
+
157
+ gl.useProgram(this.blurProgram);
158
+ gl.uniform1i(this.blurUniforms['uAo'] ?? null, 0);
159
+ gl.uniform1i(this.blurUniforms['uDepth'] ?? null, 1);
160
+ gl.uniform4fv(this.blurUniforms['uDepthToViewZ'] ?? null, this.depthToViewZ);
161
+ gl.activeTexture(gl.TEXTURE1);
162
+ gl.bindTexture(gl.TEXTURE_2D, depth);
163
+
164
+ /* Across, into the scratch target. */
165
+ gl.bindFramebuffer(gl.FRAMEBUFFER, this.scratchFramebuffer);
166
+ gl.activeTexture(gl.TEXTURE0);
167
+ gl.bindTexture(gl.TEXTURE_2D, this.estimate);
168
+ this.step[0] = 1 / width;
169
+ this.step[1] = 0;
170
+ gl.uniform2fv(this.blurUniforms['uStep'] ?? null, this.step);
171
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
172
+
173
+ /* And down, back into the estimate, which is the texture handed out. */
174
+ gl.bindFramebuffer(gl.FRAMEBUFFER, this.estimateFramebuffer);
175
+ gl.bindTexture(gl.TEXTURE_2D, this.scratch);
176
+ this.step[0] = 0;
177
+ this.step[1] = 1 / height;
178
+ gl.uniform2fv(this.blurUniforms['uStep'] ?? null, this.step);
179
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
180
+
181
+ gl.bindVertexArray(null);
182
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
183
+ return this.estimate;
184
+ }
185
+
186
+ dispose(): void {
187
+ const { gl } = this;
188
+ if (this.estimateFramebuffer !== null) gl.deleteFramebuffer(this.estimateFramebuffer);
189
+ if (this.scratchFramebuffer !== null) gl.deleteFramebuffer(this.scratchFramebuffer);
190
+ if (this.estimate !== null) gl.deleteTexture(this.estimate);
191
+ if (this.scratch !== null) gl.deleteTexture(this.scratch);
192
+ gl.deleteProgram(this.estimateProgram);
193
+ gl.deleteProgram(this.blurProgram);
194
+ gl.deleteVertexArray(this.vao);
195
+ this.estimateFramebuffer = null;
196
+ this.scratchFramebuffer = null;
197
+ this.estimate = null;
198
+ this.scratch = null;
199
+ }
200
+ }
@@ -0,0 +1,194 @@
1
+ /** Rectangular area lights: what a caller declares, and the arrays a shader wants. */
2
+
3
+ /**
4
+ * How many rectangles the lit pass shades against at once.
5
+ *
6
+ * **Four, because a rectangle is a fixture rather than a lamp.** A window, a softbox, a lit panel:
7
+ * a scene with more than a handful of these is a scene that wants them baked into an environment,
8
+ * which is what the prefilter and the loader are for. Raising it is a uniform-array size and an
9
+ * iteration of the loop, exactly as `MAX_POINT_LIGHTS` is.
10
+ */
11
+ export const MAX_AREA_LIGHTS = 4;
12
+
13
+ /**
14
+ * One rectangular emitter, as a consumer describes it.
15
+ *
16
+ * Positions, colours and sizes, and nothing that means anything in one game — the rule
17
+ * `AGENTS.md` opens with. `right` and `up` are the rectangle's own in-plane axes, and their cross
18
+ * product is the direction it emits.
19
+ */
20
+ export interface AreaLightSource {
21
+ x: number;
22
+ y: number;
23
+ z: number;
24
+ r: number;
25
+ g: number;
26
+ b: number;
27
+ /** In-plane axes. Normalised on the way in, because the form factor assumes unit length. */
28
+ rightX: number;
29
+ rightY: number;
30
+ rightZ: number;
31
+ upX: number;
32
+ upY: number;
33
+ upZ: number;
34
+ /** Half extents along `right` and `up`, in metres. */
35
+ halfWidth: number;
36
+ halfHeight: number;
37
+ /**
38
+ * Whether the rectangle emits from both faces. Default false.
39
+ *
40
+ * A window is one-sided and a hanging panel is two-sided, and the difference is visible rather
41
+ * than pedantic: a one-sided light must contribute nothing to a surface behind it, or the wall
42
+ * it is set into is lit by it and reads as glowing.
43
+ */
44
+ twoSided?: boolean;
45
+ /**
46
+ * Whether this rectangle is worth a shadow layer at all. **Default false**, which is the
47
+ * opposite of what a point light's identically named field defaults to.
48
+ *
49
+ * A point light has cast since before there was a budget to ration, so `true` is what its
50
+ * existing callers already rely on. An area light shipped in 3.2.0 with no occlusion at all —
51
+ * `AGENTS.md` calls that a bug rather than a limitation, and it is the row this field closes —
52
+ * so every scene that already declares one was authored against a rectangle that lights
53
+ * through walls. Defaulting to `true` here would hand each of them two octahedral layers,
54
+ * 8.39 MB, and a six-face bake over the static world, for a change in the picture nobody asked
55
+ * for. `RenderQuality`'s own rule is that a feature's default reproduces today's frame.
56
+ *
57
+ * **It also rides `RenderQuality.pointShadows`**, because an area light's occlusion is read out
58
+ * of the same array texture a point light's is. WebGL2 guarantees sixteen texture units and the
59
+ * lit pass binds sixteen, so a seventeenth sampler is not available to declare — see
60
+ * `FlatShaderOptions.environmentProbe` for the same wall reached from the other side. With that
61
+ * flag off there is no array to bake into, and the renderer says so once by name rather than
62
+ * quietly drawing an unoccluded rectangle.
63
+ */
64
+ castsShadow?: boolean;
65
+ /**
66
+ * How far from the rectangle occlusion is tracked, in metres: the shadow map's far plane.
67
+ *
68
+ * **Required when `castsShadow` is true, and deliberately not defaulted.** A point light's map
69
+ * gets its far plane from `radius`, the distance at which the light itself reaches zero — a
70
+ * rectangle has no such distance, because its falloff is the solid angle it subtends and that is
71
+ * never exactly zero. So the number is a statement about how much of the scene this fixture is
72
+ * responsible for occluding, which is a decision about the content: a panel in a corridor wants
73
+ * the corridor's length and a sky panel over a courtyard wants the courtyard's.
74
+ *
75
+ * Guessing it would produce one of two failures, both of which read as a renderer bug rather
76
+ * than a missing field: too short and the shadow stops in a straight line partway across the
77
+ * floor, too long and the depth precision spent on the near metres is what a fixture actually
78
+ * needed. A rectangle that declares it casts and names no range is refused with a warning
79
+ * naming the field.
80
+ */
81
+ shadowRange?: number;
82
+ /**
83
+ * Where casting begins, in metres from the rectangle's plane. Defaults to `POINT_SHADOW_NEAR`.
84
+ *
85
+ * The same knob a point light carries and for the same reason: a fixture's own housing sits
86
+ * within centimetres of the emitter, occludes an enormous solid angle from it, and throws that
87
+ * across the floor as a hard square much larger than the housing. Keep it small — it clips
88
+ * every caster, not just the fixture.
89
+ */
90
+ shadowNear?: number;
91
+ }
92
+
93
+ /** The five arrays the shader declares, filled once a frame from whatever a caller supplied. */
94
+ export interface AreaLightBuffer {
95
+ count: number;
96
+ readonly positions: Float32Array;
97
+ readonly colors: Float32Array;
98
+ readonly right: Float32Array;
99
+ readonly up: Float32Array;
100
+ readonly sizes: Float32Array;
101
+ readonly twoSided: Float32Array;
102
+ }
103
+
104
+ export function createAreaLightBuffer(capacity: number = MAX_AREA_LIGHTS): AreaLightBuffer {
105
+ return {
106
+ count: 0,
107
+ positions: new Float32Array(capacity * 3),
108
+ colors: new Float32Array(capacity * 3),
109
+ right: new Float32Array(capacity * 3),
110
+ up: new Float32Array(capacity * 3),
111
+ sizes: new Float32Array(capacity * 2),
112
+ twoSided: new Float32Array(capacity),
113
+ };
114
+ }
115
+
116
+ /**
117
+ * Fill the buffer from a caller's list, normalising the axes and orthogonalising them.
118
+ *
119
+ * **Both corrections are here rather than trusted**, and neither is defensive tidying:
120
+ *
121
+ * - The form factor treats `right` and `up` as unit vectors, so a caller's un-normalised axis
122
+ * scales the rectangle it describes. That is a light of the wrong *size*, which reads as the
123
+ * half extents having been set wrong.
124
+ * - The two axes are made perpendicular, because a rectangle whose axes are not describes a
125
+ * parallelogram — and the form factor is defined for the polygon its four corners make, so what
126
+ * comes out is the irradiance of a shape the caller did not ask for and cannot see the outline
127
+ * of.
128
+ *
129
+ * Allocation-free: it fills a target the caller owns, because this runs per frame.
130
+ */
131
+ export function selectAreaLights(
132
+ lights: readonly AreaLightSource[],
133
+ out: AreaLightBuffer,
134
+ ): AreaLightBuffer {
135
+ const capacity = Math.floor(out.sizes.length / 2);
136
+ const count = Math.min(lights.length, capacity);
137
+ out.count = count;
138
+
139
+ for (let slot = 0; slot < count; slot++) {
140
+ const light = lights[slot];
141
+ if (light === undefined) continue;
142
+
143
+ out.positions[slot * 3] = light.x;
144
+ out.positions[slot * 3 + 1] = light.y;
145
+ out.positions[slot * 3 + 2] = light.z;
146
+ out.colors[slot * 3] = light.r;
147
+ out.colors[slot * 3 + 1] = light.g;
148
+ out.colors[slot * 3 + 2] = light.b;
149
+
150
+ const rx = light.rightX;
151
+ const ry = light.rightY;
152
+ const rz = light.rightZ;
153
+ const rLen = Math.sqrt(rx * rx + ry * ry + rz * rz) || 1;
154
+ const nrx = rx / rLen;
155
+ const nry = ry / rLen;
156
+ const nrz = rz / rLen;
157
+
158
+ /* Gram-Schmidt: up loses whatever component it shared with right, then is normalised. */
159
+ const ux = light.upX;
160
+ const uy = light.upY;
161
+ const uz = light.upZ;
162
+ const along = ux * nrx + uy * nry + uz * nrz;
163
+ let oux = ux - nrx * along;
164
+ let ouy = uy - nry * along;
165
+ let ouz = uz - nrz * along;
166
+ const uLen = Math.sqrt(oux * oux + ouy * ouy + ouz * ouz);
167
+ if (uLen < 1e-6) {
168
+ /*
169
+ * Parallel axes describe no rectangle at all. Any perpendicular will do rather than leaving
170
+ * a zero vector, which would make every corner the same point and every form factor NaN —
171
+ * a light that blanks whatever it touches, from two numbers a caller got wrong.
172
+ */
173
+ const fallback = Math.abs(nry) < 0.9 ? [0, 1, 0] : [1, 0, 0];
174
+ oux = (fallback[1] ?? 0) * nrz - (fallback[2] ?? 0) * nry;
175
+ ouy = (fallback[2] ?? 0) * nrx - (fallback[0] ?? 0) * nrz;
176
+ ouz = (fallback[0] ?? 0) * nry - (fallback[1] ?? 0) * nrx;
177
+ }
178
+ const finalLen = Math.sqrt(oux * oux + ouy * ouy + ouz * ouz) || 1;
179
+
180
+ out.right[slot * 3] = nrx;
181
+ out.right[slot * 3 + 1] = nry;
182
+ out.right[slot * 3 + 2] = nrz;
183
+ out.up[slot * 3] = oux / finalLen;
184
+ out.up[slot * 3 + 1] = ouy / finalLen;
185
+ out.up[slot * 3 + 2] = ouz / finalLen;
186
+
187
+ /* Never zero: a rectangle with no extent has no solid angle and no light. */
188
+ out.sizes[slot * 2] = Math.max(1e-4, light.halfWidth);
189
+ out.sizes[slot * 2 + 1] = Math.max(1e-4, light.halfHeight);
190
+ out.twoSided[slot] = light.twoSided === true ? 1 : 0;
191
+ }
192
+
193
+ return out;
194
+ }