@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
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  741. package/src/render/backend/webgpu/reflectionPass.ts +137 -0
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  743. package/src/render/backend/webgpu/scatterPass.ts +354 -0
  744. package/src/render/backend/webgpu/sdfTextPass.ts +220 -0
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  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
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@@ -0,0 +1,405 @@
1
+ /**
2
+ * Occlusion for a rectangular area light: which layers it holds, when they re-bake, and what the
3
+ * shader is told about them.
4
+ *
5
+ * **An area light's shadow is a point light's shadow rendered from the rectangle's centre**, and
6
+ * the whole of what makes it an *area* shadow is where the penumbra's width comes from. A point
7
+ * light hands the filter one number, `sourceRadius`, and gets a round penumbra. A rectangle hands
8
+ * it two half extents and the filter opens along the rectangle's own axes, so a long cable of
9
+ * bulbs — the case this was reported for — throws one broad shadow that is soft along the cable
10
+ * and tight across it, rather than nine overlapping hard ones that pile up where they cross.
11
+ * That part is `areaShadow()` in `shaders/flat/pointShadow.ts`; this file is the storage and the
12
+ * scheduling in front of it.
13
+ *
14
+ * **Rendering from the centre is an approximation and it is the one this technique is.** The
15
+ * correct answer integrates visibility over the rectangle, which is many shadow maps or a ray
16
+ * query; one map from the centre plus a filter whose width is the emitter's own extent is the
17
+ * standard percentage-closer soft shadow, and what it gets wrong is contact: a caster touching a
18
+ * surface has an umbra there whatever the source's size, and the widened filter still softens it
19
+ * slightly. **What would make it visibly wrong** is a rectangle much wider than its distance to
20
+ * the caster, where different points on the emitter see genuinely different silhouettes — a
21
+ * ceiling-wide panel a hand's width above a table.
22
+ *
23
+ * **Why these layers are dedicated rather than pooled**, which is the one decision here that
24
+ * reverses a note written before it: `POINT_SHADOW_POOL` rations layers because up to fifty lamps
25
+ * compete for twelve, and the eviction rule is what keeps that from costing 327 MB. At most
26
+ * `MAX_AREA_LIGHTS` rectangles exist and every one of them is shaded, so there is nothing to
27
+ * ration — and `preamble.ts` already states the rule that matters here: a shadow budget below the
28
+ * shading budget means some lights illuminate without occluding and *which* ones changes as the
29
+ * camera moves, which reads as shadows switching on and off. Matching the two budgets makes that
30
+ * impossible rather than rare. So the layers are sized from how many rectangles a world says will
31
+ * cast, exactly as `PointShadowArray` sizes itself from the world's light count rather than from
32
+ * the maximum.
33
+ *
34
+ * **What that costs, arithmetic rather than estimate:** an octahedral layer is
35
+ * `OCTAHEDRAL_EDGE` squared at four bytes, 4.19 MB, and a casting rectangle takes two — one for
36
+ * the static world and one for the movers. 8.39 MB each, 33.6 MB if a world declares the full
37
+ * four, nothing at all for a world whose rectangles do not cast. The point pool at its own
38
+ * maximum is 58.7 MB for comparison.
39
+ *
40
+ * **Why two layers and not one.** A single layer would have to hold the static world and the
41
+ * movers together, so a person walking under the rectangle would re-bake six passes over the whole
42
+ * static scene every frame — `pointShadowBudget.ts` measured that shape at 89 ms and 99 ms in two
43
+ * consecutive frames against an 8.3 ms budget, and it is the reason point lights split the two in
44
+ * the first place. Movers alone are a handful of meshes, so the live layer is affordable every
45
+ * frame and the static one is baked once for a fixture that never moves.
46
+ */
47
+ import type { AreaLightSource } from './areaLights.ts';
48
+ import { MAX_AREA_LIGHTS } from './areaLights.ts';
49
+ import { LIVE_POINT_SHADOW_MAPS, POINT_SHADOW_POOL } from './lightBudget.ts';
50
+ import { planPointShadowBakes, type BakeScratch } from './pointShadowBudget.ts';
51
+ import { DEFAULT_SOURCE_RADIUS, POINT_SHADOW_NEAR } from './pointShadowImage.ts';
52
+
53
+ /** A static layer and a live one. See the header for why it is not one. */
54
+ export const LAYERS_PER_AREA_LIGHT = 2;
55
+
56
+ /**
57
+ * How many layers of the shared array a world's rectangles will take.
58
+ *
59
+ * Two per rectangle that declares it casts and names a range, and none for one that does not. A
60
+ * rectangle past `MAX_AREA_LIGHTS` is not shaded, so it gets no layer either — a layer for a light
61
+ * the loop never reaches is storage nothing can read.
62
+ */
63
+ export function areaShadowLayerCount(lights: readonly AreaLightSource[]): number {
64
+ let casting = 0;
65
+ const count = Math.min(lights.length, MAX_AREA_LIGHTS);
66
+ for (let slot = 0; slot < count; slot++) {
67
+ if (castingRange(lights[slot]) > 0) casting++;
68
+ }
69
+ return casting * LAYERS_PER_AREA_LIGHT;
70
+ }
71
+
72
+ /**
73
+ * Where the area layers begin, given how many point lights the world has.
74
+ *
75
+ * **One function rather than the same expression written in three files**, which is the mistake
76
+ * `pointShadowImage.ts` records at `DEFAULT_SOURCE_RADIUS`: the array sizes itself, this set hands
77
+ * out indices, and the two disagreeing by one would have every rectangle sampling a lamp's map.
78
+ * Both call this.
79
+ */
80
+ export function firstAreaShadowLayer(pointLightCount: number): number {
81
+ return Math.min(pointLightCount, POINT_SHADOW_POOL) + LIVE_POINT_SHADOW_MAPS;
82
+ }
83
+
84
+ /**
85
+ * The range a rectangle will actually cast over, or 0 for one that will not.
86
+ *
87
+ * **A declared `castsShadow` with no `shadowRange` counts as not casting**, because there is no
88
+ * honest far plane to invent for it — see the field. The renderer says so once by name; this
89
+ * function is only the predicate, and it is shared so the layer count and the map assignment
90
+ * cannot answer it differently.
91
+ */
92
+ export function castingRange(light: AreaLightSource | undefined): number {
93
+ if (light === undefined) return 0;
94
+ if (light.castsShadow !== true) return 0;
95
+ const range = light.shadowRange;
96
+ if (range === undefined || !Number.isFinite(range) || range <= 0) return 0;
97
+ return range;
98
+ }
99
+
100
+ /** What the shader is told about each rectangle's occlusion, filled once a frame. */
101
+ export interface ResolvedAreaShadows {
102
+ /** Which array layer holds this rectangle's static image, or -1 for none. */
103
+ readonly layer: Int32Array;
104
+ readonly far: Float32Array;
105
+ readonly near: Float32Array;
106
+ /** How present the image is, 0 to 1, so a fresh bake arrives rather than appears. */
107
+ readonly weight: Float32Array;
108
+ /** The same four for the layer holding movers only. */
109
+ readonly liveLayer: Int32Array;
110
+ readonly liveFar: Float32Array;
111
+ readonly liveNear: Float32Array;
112
+ readonly liveWeight: Float32Array;
113
+ }
114
+
115
+ export function createResolvedAreaShadows(slots: number = MAX_AREA_LIGHTS): ResolvedAreaShadows {
116
+ return {
117
+ layer: new Int32Array(slots).fill(-1),
118
+ far: new Float32Array(slots).fill(1),
119
+ near: new Float32Array(slots).fill(POINT_SHADOW_NEAR),
120
+ weight: new Float32Array(slots),
121
+ liveLayer: new Int32Array(slots).fill(-1),
122
+ liveFar: new Float32Array(slots).fill(1),
123
+ liveNear: new Float32Array(slots).fill(POINT_SHADOW_NEAR),
124
+ liveWeight: new Float32Array(slots),
125
+ };
126
+ }
127
+
128
+ /**
129
+ * What a map must answer for this set to schedule and publish it.
130
+ *
131
+ * Structurally exactly what `PointShadowMap` and `GpuPointShadowMap` already are, which is the
132
+ * point: an area light's map is a point light's map on a layer of the same array, so neither
133
+ * backend needs a second class and neither can drift from the other about staleness, arrival or
134
+ * resumption. All of that lives in `PointShadowImage`, inside both of them.
135
+ */
136
+ export interface AreaShadowMap {
137
+ readonly layer: number;
138
+ readonly far: number;
139
+ readonly near: number;
140
+ readonly hasBaked: boolean;
141
+ readonly presence: number;
142
+ matchesSource(
143
+ x: number,
144
+ y: number,
145
+ z: number,
146
+ range: number,
147
+ near: number,
148
+ sourceRadius: number,
149
+ tolerance: number,
150
+ ): boolean;
151
+ advance(dt: number): void;
152
+ forget(): void;
153
+ }
154
+
155
+ /** The one thing this set cannot do itself: put faces of a world into a layer. */
156
+ export type BakeAreaFaces<M> = (
157
+ map: M,
158
+ light: AreaLightSource,
159
+ range: number,
160
+ near: number,
161
+ casters: unknown,
162
+ maxFaces: number,
163
+ ) => number;
164
+
165
+ /**
166
+ * The maps a world's casting rectangles hold, and when each of them re-bakes.
167
+ *
168
+ * Constructed with a factory rather than a device, for the reason `PointShadowSystem` is: every
169
+ * decision in here is about scheduling and none of it is about a texture, so both backends share
170
+ * this file and supply one callback each.
171
+ */
172
+ export class AreaShadowSet<M extends AreaShadowMap> {
173
+ /** Indexed by area-light slot. `undefined` where that slot does not cast. */
174
+ private readonly statics: (M | undefined)[] = [];
175
+ private readonly lives: (M | undefined)[] = [];
176
+ /** What each slot was prepared for, so a changed declaration rebuilds rather than lies. */
177
+ private readonly ranges = new Float32Array(MAX_AREA_LIGHTS);
178
+ private firstLayer = -1;
179
+
180
+ constructor(
181
+ private readonly createMap: (layer: number) => M,
182
+ private readonly releaseMap: (map: M) => void,
183
+ ) {}
184
+
185
+ /** How many slots currently hold a static map. For a renderer publishing its own state. */
186
+ get castingCount(): number {
187
+ let count = 0;
188
+ for (const map of this.statics) if (map !== undefined) count++;
189
+ return count;
190
+ }
191
+
192
+ /**
193
+ * Hand out layers for the rectangles that will cast. Called when the world's lights are known.
194
+ *
195
+ * **Rebuilt from scratch rather than patched**, because the layer a map owns is fixed for its
196
+ * life — `PointShadowMap.layer` is `readonly` and the shader is told an index — so a rectangle
197
+ * that starts or stops casting moves every layer after it. That happens at load, not per frame.
198
+ */
199
+ prepare(lights: readonly AreaLightSource[], firstLayer: number): void {
200
+ this.release();
201
+ this.firstLayer = firstLayer;
202
+ const count = Math.min(lights.length, MAX_AREA_LIGHTS);
203
+ let next = firstLayer;
204
+ for (let slot = 0; slot < count; slot++) {
205
+ const range = castingRange(lights[slot]);
206
+ this.ranges[slot] = range;
207
+ if (range <= 0) continue;
208
+ this.statics[slot] = this.createMap(next++);
209
+ this.lives[slot] = this.createMap(next++);
210
+ }
211
+ }
212
+
213
+ /** Throw every image away, keeping the layers. For an array that has just been rebuilt. */
214
+ forgetEveryImage(): void {
215
+ for (const map of this.statics) map?.forget();
216
+ for (const map of this.lives) map?.forget();
217
+ }
218
+
219
+ /** Give the layers back. */
220
+ release(): void {
221
+ for (const map of this.statics) if (map !== undefined) this.releaseMap(map);
222
+ for (const map of this.lives) if (map !== undefined) this.releaseMap(map);
223
+ this.statics.length = 0;
224
+ this.lives.length = 0;
225
+ this.ranges.fill(0);
226
+ this.firstLayer = -1;
227
+ }
228
+
229
+ /**
230
+ * Whether the layers handed out still match what these lights declare.
231
+ *
232
+ * A consumer that turns a rectangle's casting on, or moves one past `MAX_AREA_LIGHTS`, has
233
+ * changed the layout — and a set that carried on would publish a layer index belonging to
234
+ * another rectangle, which is another fixture's shadow under this one. The renderer re-prepares
235
+ * on a false answer, which is the same thing `prepareStaticPointShadows` does about a light
236
+ * count that grew.
237
+ */
238
+ matchesDeclaration(lights: readonly AreaLightSource[]): boolean {
239
+ if (this.firstLayer < 0) return false;
240
+ const count = Math.min(lights.length, MAX_AREA_LIGHTS);
241
+ for (let slot = 0; slot < MAX_AREA_LIGHTS; slot++) {
242
+ const range = slot < count ? castingRange(lights[slot]) : 0;
243
+ const held = this.statics[slot] !== undefined;
244
+ if (range > 0 !== held) return false;
245
+ }
246
+ return true;
247
+ }
248
+
249
+ /**
250
+ * Spend a frame's faces across the casting rectangles, static maps first.
251
+ *
252
+ * **The static half is ordered by `planPointShadowBakes`, the same function the point pool
253
+ * uses**, so a rectangle with no image yet jumps ahead of one that has merely drifted — a map
254
+ * that has never baked contributes no occlusion at all, and every frame it waits is a frame with
255
+ * a rectangle visibly lighting through walls. Sharing the ordering rather than writing a second
256
+ * one is the 2026-08-13 rule: two implementations of one decision drift, and here the drift
257
+ * would be shadows arriving in a different order on the two backends, which no parity capture
258
+ * would attribute because both frames look plausible.
259
+ *
260
+ * **The live half has no staleness test, for the reason the point pool's does not**: the caster
261
+ * moved, which is what makes it live. It has a ceiling instead, round-robin across the
262
+ * rectangles, so a scene with four of them spends a bounded number of faces rather than
263
+ * twenty-four.
264
+ */
265
+ update(
266
+ lights: readonly AreaLightSource[],
267
+ dt: number,
268
+ facesPerFrame: number,
269
+ liveFacesPerFrame: number,
270
+ rebakeDistance: number,
271
+ faceCount: number,
272
+ scratch: BakeScratch,
273
+ staticCasters: unknown,
274
+ dynamicCasters: unknown,
275
+ bake: BakeAreaFaces<M>,
276
+ ): void {
277
+ const count = Math.min(lights.length, MAX_AREA_LIGHTS, scratch.stale.length);
278
+
279
+ /*
280
+ * Before the bakes, so an image completing this frame is published at no presence and ramps
281
+ * from there. `PointShadowSystem` advances in the same order and for the same reason:
282
+ * advancing afterwards hands a fresh image a frame's worth of weight on the frame it lands,
283
+ * which is most of the pop on a slow frame.
284
+ */
285
+ for (let slot = 0; slot < count; slot++) {
286
+ this.statics[slot]?.advance(dt);
287
+ this.lives[slot]?.advance(dt);
288
+ }
289
+
290
+ for (let slot = 0; slot < count; slot++) {
291
+ const light = lights[slot];
292
+ const map = this.statics[slot];
293
+ const range = castingRange(light);
294
+ const stale =
295
+ light !== undefined &&
296
+ map !== undefined &&
297
+ range > 0 &&
298
+ !map.matchesSource(
299
+ light.x,
300
+ light.y,
301
+ light.z,
302
+ range,
303
+ light.shadowNear ?? POINT_SHADOW_NEAR,
304
+ /*
305
+ * **`DEFAULT_SOURCE_RADIUS`, and it is not a rectangle's extent.** `matchesSource`
306
+ * compares what a map was baked *with*, and the bake is a depth render from the centre —
307
+ * the emitter's size never reaches it, being read by the filter in the shader instead.
308
+ * Passing the extent here would make the comparison a comparison against a number the
309
+ * bake does not use, and a rectangle whose half extents animate would then be stale
310
+ * every frame: six passes over the static world, for ever, for a picture that cannot
311
+ * change. `pointShadowImage.ts` records the same trap from the other side, two readers
312
+ * of this argument disagreeing about its default.
313
+ */
314
+ DEFAULT_SOURCE_RADIUS,
315
+ rebakeDistance,
316
+ );
317
+ scratch.stale[slot] = stale ? 1 : 0;
318
+ scratch.ready[slot] = map !== undefined && map.hasBaked ? 1 : 0;
319
+ }
320
+
321
+ const planned = planPointShadowBakes(scratch.stale, scratch.ready, count, scratch.order);
322
+ let faces = facesPerFrame;
323
+ let urgentSpent = false;
324
+ for (let i = 0; i < planned && faces > 0; i++) {
325
+ const slot = scratch.order[i] ?? -1;
326
+ const light = slot >= 0 ? lights[slot] : undefined;
327
+ const map = slot >= 0 ? this.statics[slot] : undefined;
328
+ if (light === undefined || map === undefined) continue;
329
+ const range = castingRange(light);
330
+ if (range <= 0) continue;
331
+ /*
332
+ * A rectangle with no image at all gets the whole map in one frame, one such jump per
333
+ * frame — the point pool's rule, and it exists because a partial octahedral map is worse
334
+ * than none: half the sphere holds a shadow and half holds the far plane, so the floor is
335
+ * cut in two along a line that belongs to the projection rather than to the scene.
336
+ */
337
+ const cold = scratch.ready[slot] === 0;
338
+ const budget = cold && !urgentSpent ? faceCount : faces;
339
+ if (cold && !urgentSpent) urgentSpent = true;
340
+ faces -= bake(
341
+ map,
342
+ light,
343
+ range,
344
+ light.shadowNear ?? POINT_SHADOW_NEAR,
345
+ staticCasters,
346
+ Math.min(budget, faceCount),
347
+ );
348
+ }
349
+
350
+ let liveFaces = Math.max(1, liveFacesPerFrame);
351
+ for (let slot = 0; slot < count && liveFaces > 0; slot++) {
352
+ const light = lights[slot];
353
+ const map = this.lives[slot];
354
+ if (light === undefined || map === undefined) continue;
355
+ const range = castingRange(light);
356
+ if (range <= 0) continue;
357
+ liveFaces -= bake(
358
+ map,
359
+ light,
360
+ range,
361
+ light.shadowNear ?? POINT_SHADOW_NEAR,
362
+ dynamicCasters,
363
+ Math.min(liveFaces, faceCount),
364
+ );
365
+ }
366
+ }
367
+
368
+ /**
369
+ * Publish what the shader should read, per area-light slot.
370
+ *
371
+ * **The far plane and the near plane come off the map rather than off the light**, which is the
372
+ * trap `PointShadowImage.planBake` was written for: a bake in flight owns the parameters it
373
+ * started with, so a rectangle whose range changed mid-bake has a map holding faces rendered
374
+ * under the old one. Publishing the declaration would pair new numbers with old pixels, and what
375
+ * that looks like is a shadow at the wrong distance rather than an error.
376
+ *
377
+ * **A map with no image publishes -1** rather than a layer at zero weight. Zero weight would
378
+ * make the fetch harmless and it would still *be* a fetch, of a layer holding whatever
379
+ * `texStorage3D` left there.
380
+ */
381
+ resolve(lights: readonly AreaLightSource[], out: ResolvedAreaShadows): void {
382
+ const slots = out.layer.length;
383
+ const count = Math.min(lights.length, MAX_AREA_LIGHTS, slots);
384
+ out.layer.fill(-1);
385
+ out.liveLayer.fill(-1);
386
+ out.weight.fill(0);
387
+ out.liveWeight.fill(0);
388
+ for (let slot = 0; slot < count; slot++) {
389
+ const map = this.statics[slot];
390
+ if (map !== undefined && map.hasBaked) {
391
+ out.layer[slot] = map.layer;
392
+ out.far[slot] = map.far;
393
+ out.near[slot] = map.near;
394
+ out.weight[slot] = map.presence;
395
+ }
396
+ const live = this.lives[slot];
397
+ if (live !== undefined && live.hasBaked) {
398
+ out.liveLayer[slot] = live.layer;
399
+ out.liveFar[slot] = live.far;
400
+ out.liveNear[slot] = live.near;
401
+ out.liveWeight[slot] = live.presence;
402
+ }
403
+ }
404
+ }
405
+ }
@@ -0,0 +1,186 @@
1
+ import type { Vec3 } from '../math/color.ts';
2
+
3
+ /** Optional camera medium layered over an environment's ordinary air fog. */
4
+ export interface UnderwaterAtmosphere {
5
+ /** Resting water-surface height in world metres. */
6
+ surfaceY: number;
7
+ /** Colour distant light converges toward inside the water column. */
8
+ color: Vec3;
9
+ /** Squared-exponential density inside the water column. */
10
+ fogDensity: number;
11
+ /** Half-width of the smooth air↔water transition around the surface. */
12
+ transitionDepth: number;
13
+ }
14
+
15
+ /** Atmosphere fields shared by every visible render pass. */
16
+ export interface Atmosphere {
17
+ fogColor: Vec3;
18
+ /**
19
+ * Extinction per metre **at `fogBaseY`**, not at the camera. Air thins with
20
+ * height (see `fogHeightFalloff`), so the authored number describes the haze
21
+ * where it is thickest and the camera's altitude does the rest.
22
+ */
23
+ fogDensity: number;
24
+ /**
25
+ * Reciprocal scale height of the haze, per metre: density at height `y` is
26
+ * `fogDensity · exp(−(y − fogBaseY) · fogHeightFalloff)`. **0 is a uniform
27
+ * medium**, which is what an authored vista or an indoor scene wants.
28
+ *
29
+ * Real aerial perspective thins with altitude because there is less air above
30
+ * you, and that is the whole difference between looking along a valley and
31
+ * looking down a mountain. A world with no vertical extent cannot tell the two
32
+ * apart and does not need this; one with 232 m of band very much does.
33
+ */
34
+ fogHeightFalloff: number;
35
+ /** The height the haze is thickest at — the sea, usually. */
36
+ fogBaseY: number;
37
+ /**
38
+ * Which curve the haze follows. Absent means `exponential`, which is the physical one
39
+ * and what every existing world is authored against.
40
+ *
41
+ * `linear` swaps the medium for a depth ramp between `fogNear` and `fogFar`: nothing at
42
+ * all closer than `fogNear`, the fog colour entirely at `fogFar`. It exists because that
43
+ * is a distinct *look* rather than an approximation of this one — a hard clear near
44
+ * field is not something an extinction curve can produce at any density.
45
+ */
46
+ fogMode?: 'exponential' | 'linear';
47
+ /** Linear mode only: where haze begins, and where it is total. */
48
+ fogNear?: number;
49
+ fogFar?: number;
50
+ underwater: UnderwaterAtmosphere | null;
51
+ }
52
+
53
+ /**
54
+ * The extinction the camera is actually standing in.
55
+ *
56
+ * Precomputed here rather than in seven shaders: the exponential is the same for
57
+ * every fragment of the frame, and a fragment only needs its *own* height relative
58
+ * to the eye to finish the ray integral.
59
+ */
60
+ export function fogDensityAtEye(atmosphere: Atmosphere, cameraY: number): number {
61
+ if (atmosphere.fogHeightFalloff === 0) return atmosphere.fogDensity;
62
+ return (
63
+ atmosphere.fogDensity * Math.exp(-(cameraY - atmosphere.fogBaseY) * atmosphere.fogHeightFalloff)
64
+ );
65
+ }
66
+
67
+ /**
68
+ * The medium as a shader reads it: ten numbers, no graphics API in sight.
69
+ *
70
+ * **Separated from the binding so a second backend can reach the same decision.**
71
+ * `bindAtmosphere` below exists so that mesh, sky, water and plume programs cannot drift into
72
+ * separate medium-selection rules — and a backend that cannot call it, having no
73
+ * `WebGL2RenderingContext`, is exactly the drift that argument was written against. WebGPU
74
+ * writes these into a uniform block; WebGL2 hands them to `uniform3fv`. One decision, two
75
+ * bindings.
76
+ */
77
+ export interface ResolvedAtmosphere {
78
+ readonly fogColor: Float32Array;
79
+ fogDensity: number;
80
+ fogHeightFalloff: number;
81
+ fogEyeY: number;
82
+ /** 1 for `linear`, 0 for the exponential medium. An `int` uniform on both backends. */
83
+ fogMode: number;
84
+ fogNear: number;
85
+ fogFar: number;
86
+ readonly underwaterColor: Float32Array;
87
+ underwaterFogDensity: number;
88
+ underwaterFactor: number;
89
+ }
90
+
91
+ /**
92
+ * Select the camera's medium, into a target the caller owns.
93
+ *
94
+ * **Filled rather than returned, because both callers are per-frame paths** and `AGENTS.md`
95
+ * allows no allocation in one. Each backend keeps a single `ResolvedAtmosphere` and refills
96
+ * it; nothing here allocates and nothing is shared between them.
97
+ */
98
+ export function resolveAtmosphere(
99
+ atmosphere: Atmosphere,
100
+ cameraY: number,
101
+ underwaterEnabled: boolean,
102
+ out: ResolvedAtmosphere,
103
+ ): ResolvedAtmosphere {
104
+ /*
105
+ * `?? null`, because a field a caller left off is `undefined` rather than `null` and the
106
+ * test below only excluded one of the two.
107
+ *
108
+ * The type says `UnderwaterAtmosphere | null` and a TypeScript consumer cannot omit it, but
109
+ * this runs inside the frame loop, where `AGENTS.md` allows no throw at all — and the callers
110
+ * are plain objects that a JavaScript consumer, a partially-built world or a fixture is free
111
+ * to hand over incomplete. Reading `.transitionDepth` off `undefined` throws, and one throw
112
+ * in a `requestAnimationFrame` loop is sixty a second in somebody's error reporting. Found by
113
+ * a renderer test whose stub environment omitted the field, on the frame `drawSky` started
114
+ * asking for the medium at all.
115
+ */
116
+ const underwater = atmosphere.underwater ?? null;
117
+ let factor = 0;
118
+ if (underwaterEnabled && underwater !== null) {
119
+ const transition = underwater.transitionDepth;
120
+ if (transition > 0) {
121
+ factor = Math.min(
122
+ Math.max((underwater.surfaceY + transition - cameraY) / (transition * 2), 0),
123
+ 1,
124
+ );
125
+ } else {
126
+ factor = cameraY < underwater.surfaceY ? 1 : 0;
127
+ }
128
+ }
129
+
130
+ out.fogColor.set(atmosphere.fogColor);
131
+ out.fogDensity = fogDensityAtEye(atmosphere, cameraY);
132
+ out.fogHeightFalloff = atmosphere.fogHeightFalloff;
133
+ out.fogEyeY = cameraY;
134
+ out.fogMode = atmosphere.fogMode === 'linear' ? 1 : 0;
135
+ out.fogNear = atmosphere.fogNear ?? 0;
136
+ out.fogFar = atmosphere.fogFar ?? 1;
137
+ /*
138
+ * The air medium stands in when nothing is submerged. The shaders multiply by the factor
139
+ * rather than branching on it, so these slots are read at factor zero and cannot be left
140
+ * holding whatever was there before.
141
+ */
142
+ out.underwaterColor.set(underwater === null ? atmosphere.fogColor : underwater.color);
143
+ out.underwaterFogDensity = underwater === null ? atmosphere.fogDensity : underwater.fogDensity;
144
+ out.underwaterFactor = factor;
145
+ return out;
146
+ }
147
+
148
+ /** One per GL binder, refilled per call. See `resolveAtmosphere` on why it is not allocated. */
149
+ const glResolved: ResolvedAtmosphere = {
150
+ fogColor: new Float32Array(3),
151
+ underwaterColor: new Float32Array(3),
152
+ fogDensity: 0,
153
+ fogHeightFalloff: 0,
154
+ fogEyeY: 0,
155
+ fogMode: 0,
156
+ fogNear: 0,
157
+ fogFar: 1,
158
+ underwaterFogDensity: 0,
159
+ underwaterFactor: 0,
160
+ };
161
+
162
+ /**
163
+ * Bind the same camera medium to any shader that declares atmosphere uniforms.
164
+ * Missing optional uniforms are harmless WebGL null locations, so mesh, sky,
165
+ * water and plume programs cannot drift into separate medium-selection rules.
166
+ */
167
+ export function bindAtmosphere(
168
+ gl: WebGL2RenderingContext,
169
+ uniforms: Record<string, WebGLUniformLocation>,
170
+ atmosphere: Atmosphere,
171
+ cameraY: number,
172
+ underwaterEnabled: boolean,
173
+ ): void {
174
+ const m = resolveAtmosphere(atmosphere, cameraY, underwaterEnabled, glResolved);
175
+
176
+ gl.uniform3fv(uniforms['uFogColor'] ?? null, m.fogColor);
177
+ gl.uniform1f(uniforms['uFogDensity'] ?? null, m.fogDensity);
178
+ gl.uniform1f(uniforms['uFogHeightFalloff'] ?? null, m.fogHeightFalloff);
179
+ gl.uniform1f(uniforms['uFogEyeY'] ?? null, m.fogEyeY);
180
+ gl.uniform1i(uniforms['uFogMode'] ?? null, m.fogMode);
181
+ gl.uniform1f(uniforms['uFogNear'] ?? null, m.fogNear);
182
+ gl.uniform1f(uniforms['uFogFar'] ?? null, m.fogFar);
183
+ gl.uniform3fv(uniforms['uUnderwaterColor'] ?? null, m.underwaterColor);
184
+ gl.uniform1f(uniforms['uUnderwaterFogDensity'] ?? null, m.underwaterFogDensity);
185
+ gl.uniform1f(uniforms['uUnderwaterFactor'] ?? null, m.underwaterFactor);
186
+ }