@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
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  776. package/src/render/equirectToCube.ts +160 -0
  777. package/src/render/flockGeometry.ts +53 -0
  778. package/src/render/flockRenderer.ts +111 -0
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  865. package/src/render/shaders/generated/bloom.wgsl.ts +79 -0
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  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 +1,163 @@
1
+ import { DEPTH_COMPARE } from '../../depthConvention.ts';
2
+ import {
3
+ FLOCK_BINDINGS,
4
+ FLOCK_FRAG_WGSL,
5
+ FLOCK_VERT_WGSL,
6
+ } from '../../shaders/generated/flock.wgsl.ts';
7
+ import { buildFlockGeometry } from '../../flockGeometry.ts';
8
+ import type { UniformFields } from './scatterPass.ts';
9
+ import { DEPTH_FORMAT } from './flatPass.ts';
10
+ import type { PipelineCache } from './pipelineCache.ts';
11
+ import { shaderModule } from './shaderModules.ts';
12
+
13
+ /**
14
+ * The flock pass: ambient sky life, two triangles a bird, every path in the vertex shader.
15
+ *
16
+ * **The one effect in this backend that is neither blended nor additive.** A bird is opaque and
17
+ * writes depth like any other surface, which is what lets one pass in front of another. Nothing
18
+ * is culled: they are flat cards seen from both sides as they bank.
19
+ */
20
+
21
+ export const FLOCK_VERT_FIELDS: UniformFields = FLOCK_BINDINGS.FLOCK_VERT.fields;
22
+ export const FLOCK_VERT_SIZE = FLOCK_BINDINGS.FLOCK_VERT.uniformSize;
23
+ export const FLOCK_FRAG_FIELDS: UniformFields = FLOCK_BINDINGS.FLOCK_FRAG.fields;
24
+ export const FLOCK_FRAG_SIZE = FLOCK_BINDINGS.FLOCK_FRAG.uniformSize;
25
+
26
+ const VERT_BINDING = FLOCK_BINDINGS.FLOCK_VERT.uniforms;
27
+ const FRAG_BINDING = FLOCK_BINDINGS.FLOCK_FRAG.uniforms;
28
+
29
+ const VISIBILITY_VERTEX = 0x1;
30
+ const VISIBILITY_FRAGMENT = 0x2;
31
+ const USAGE_VERTEX = 0x0020 | 0x0008;
32
+
33
+ /** A flock on the device, behind the surface's opaque handle. */
34
+ export interface GpuFlock {
35
+ readonly corners: GPUBuffer;
36
+ readonly wings: GPUBuffer;
37
+ readonly indices: GPUBuffer;
38
+ readonly vertexCount: number;
39
+ dispose(): void;
40
+ }
41
+
42
+ export function createGpuFlock(device: GPUDevice, count: number): GpuFlock {
43
+ const geometry = buildFlockGeometry(count);
44
+ const upload = (data: Float32Array, label: string): GPUBuffer => {
45
+ const buffer = device.createBuffer({
46
+ label,
47
+ size: Math.max(4, data.byteLength),
48
+ usage: USAGE_VERTEX,
49
+ });
50
+ device.queue.writeBuffer(buffer, 0, data);
51
+ return buffer;
52
+ };
53
+ const corners = upload(geometry.corners, 'flock.corners');
54
+ const wings = upload(geometry.wings, 'flock.wings');
55
+ const indices = upload(geometry.indices, 'flock.indices');
56
+
57
+ return {
58
+ corners,
59
+ wings,
60
+ indices,
61
+ vertexCount: geometry.vertexCount,
62
+ dispose(): void {
63
+ corners.destroy();
64
+ wings.destroy();
65
+ indices.destroy();
66
+ },
67
+ };
68
+ }
69
+
70
+ /** `aCorner`, `aWing`, `aIndex` — one buffer each, as `FlockRenderer` holds them. */
71
+ export function flockVertexLayouts(): GPUVertexBufferLayout[] {
72
+ return [
73
+ {
74
+ arrayStride: 8,
75
+ attributes: [{ shaderLocation: 0, offset: 0, format: 'float32x2' as GPUVertexFormat }],
76
+ },
77
+ {
78
+ arrayStride: 4,
79
+ attributes: [{ shaderLocation: 1, offset: 0, format: 'float32' as GPUVertexFormat }],
80
+ },
81
+ {
82
+ arrayStride: 4,
83
+ attributes: [{ shaderLocation: 2, offset: 0, format: 'float32' as GPUVertexFormat }],
84
+ },
85
+ ];
86
+ }
87
+
88
+ export function createFlockBindGroupLayout(device: GPUDevice): GPUBindGroupLayout {
89
+ return device.createBindGroupLayout({
90
+ label: 'flock.layout',
91
+ entries: [
92
+ /*
93
+ * **Addressed by a dynamic offset, so a frame can draw more than one batch.**
94
+ *
95
+ * With one buffer rewritten between draws, every batch reads whatever was written last:
96
+ * `queue.write*` calls are ordered on the queue timeline and the encoder is submitted after
97
+ * every one of them. The picture is each batch wearing the last one's colour, width, time
98
+ * and placement. That is the hazard `UniformRing` exists for, recorded in `AGENTS.md` on
99
+ * 2026-08-27, and this pass was one of four still carrying it — invisible for as long as
100
+ * nothing drew two, which is exactly how water kept it for eight releases.
101
+ *
102
+ * WebGL2 needs none of this: it sets uniforms and draws in one stream.
103
+ */
104
+ {
105
+ binding: VERT_BINDING,
106
+ visibility: VISIBILITY_VERTEX,
107
+ buffer: { type: 'uniform', hasDynamicOffset: true, minBindingSize: FLOCK_VERT_SIZE },
108
+ },
109
+ {
110
+ binding: FRAG_BINDING,
111
+ visibility: VISIBILITY_FRAGMENT,
112
+ buffer: { type: 'uniform', hasDynamicOffset: true, minBindingSize: FLOCK_FRAG_SIZE },
113
+ },
114
+ ],
115
+ });
116
+ }
117
+
118
+ export function createFlockBindGroup(
119
+ device: GPUDevice,
120
+ layout: GPUBindGroupLayout,
121
+ vertices: GPUBuffer,
122
+ fragments: GPUBuffer,
123
+ ): GPUBindGroup {
124
+ return device.createBindGroup({
125
+ label: 'flock.bindGroup',
126
+ layout,
127
+ entries: [
128
+ { binding: VERT_BINDING, resource: { buffer: vertices, size: FLOCK_VERT_SIZE } },
129
+ { binding: FRAG_BINDING, resource: { buffer: fragments, size: FLOCK_FRAG_SIZE } },
130
+ ],
131
+ });
132
+ }
133
+
134
+ /**
135
+ * The pipeline.
136
+ *
137
+ * `less` and depth written, matching the flat pass: a bird is geometry in the world rather than
138
+ * an effect over it, and a flock that did not write depth would show every bird through every
139
+ * other one.
140
+ */
141
+ export function flockPipeline(
142
+ cache: PipelineCache,
143
+ device: GPUDevice,
144
+ layout: GPUBindGroupLayout,
145
+ ): GPURenderPipeline {
146
+ return cache.get('flock', () => ({
147
+ label: 'flock',
148
+ layout: device.createPipelineLayout({ bindGroupLayouts: [layout] }),
149
+ vertex: {
150
+ module: shaderModule(device, { label: 'flock.vert', code: FLOCK_VERT_WGSL }),
151
+ entryPoint: 'main',
152
+ buffers: flockVertexLayouts(),
153
+ },
154
+ fragment: {
155
+ module: shaderModule(device, { label: 'flock.frag', code: FLOCK_FRAG_WGSL }),
156
+ entryPoint: 'main',
157
+ targets: [{ format: cache.format }],
158
+ },
159
+ primitive: { topology: 'triangle-list', cullMode: 'none' },
160
+ multisample: { count: cache.sampleCount },
161
+ depthStencil: { format: DEPTH_FORMAT, depthWriteEnabled: true, depthCompare: DEPTH_COMPARE },
162
+ }));
163
+ }
@@ -0,0 +1,255 @@
1
+ /**
2
+ * What a WebGPU frame cost, from the GPU rather than from a clock.
3
+ *
4
+ * **This backend shipped without one, and that is why a phone was slow for a release without
5
+ * anybody being able to say by how much.** `WebGpuRenderer.gpuTimer` was a stub reporting
6
+ * `available: false` and `null` forever, so every GPU figure this project has ever quoted came
7
+ * from WebGL2 — the backend phones do not use. The consumer's own rule is that a
8
+ * GPU verdict needs `gpuSamples > 0`, which on the shipping backend could never be satisfied,
9
+ * so the frame meter, the FPS report and the diagnostics bundle all had a hole exactly where
10
+ * the answer was.
11
+ *
12
+ * **Nothing here is new API.** It implements `FrameTimer`, the same interface `GpuTimer`
13
+ * implements over `EXT_disjoint_timer_query_webgl2`, so the game that already calls
14
+ * `beginFrame`, `begin('rest')`, `end`, `endFrame` and `poll` starts getting numbers without
15
+ * one line changing over there.
16
+ *
17
+ * **The one shape difference, and it is forced by the API.** WebGL2 brackets an arbitrary run
18
+ * of commands with `TIME_ELAPSED_EXT`. WebGPU cannot: a timestamp is written at the start and
19
+ * the end of a *render pass*, declared on the pass descriptor. So the bracket becomes an
20
+ * attribution rather than a measurement — `begin(slot)` records which slot is open,
21
+ * `writesFor` hands the next query pair to each pass the renderer opens and remembers where it
22
+ * belonged, and the readback sums the pass deltas per slot. A pass drawn without calling
23
+ * `writesFor` is GPU time the total silently omits, which is the one way to get a wrong number
24
+ * out of this rather than no number.
25
+ *
26
+ * **Never blocks.** A frame resolves its queries into a staging buffer and asks for the
27
+ * mapping; the answer lands a frame or two later and is reported then. A timer that waited for
28
+ * its own frame would be a stall, which is the one thing a profiler must not add.
29
+ */
30
+ import type { FrameTimer } from '../timer.ts';
31
+ import { GPU_SLOTS, type GpuSample, type GpuSlot } from '../../gpuTimer.ts';
32
+
33
+ /**
34
+ * Passes one frame may time.
35
+ *
36
+ * The heaviest frame measured on this engine is twenty — the game's courtyard, with three shadow
37
+ * layers, six cubemap faces, two mirrors and the occlusion chain. Thirty-two leaves room for a
38
+ * scene heavier than any that exists without allocating a query set nobody fills.
39
+ */
40
+ const MAX_TIMED_PASSES = 32;
41
+ const QUERIES_PER_PASS = 2;
42
+ const BYTES_PER_QUERY = 8;
43
+ const NS_PER_MS = 1e6;
44
+
45
+ /** Resolved frames waiting for `poll`. Past this a frame is skipped rather than queued. */
46
+ const POOL_DEPTH = 4;
47
+
48
+ /*
49
+ * Numeric rather than `GPUBufferUsage.*`, matching the rest of this directory. Those globals
50
+ * do not exist under vitest, and a timer that cannot be constructed in a test is a timer whose
51
+ * arithmetic nobody checks.
52
+ */
53
+ const USAGE_QUERY_RESOLVE = 0x0200;
54
+ const USAGE_COPY_SRC = 0x0004;
55
+ const USAGE_COPY_DST = 0x0008;
56
+ const USAGE_MAP_READ = 0x0001;
57
+ const MAP_MODE_READ = 0x0001;
58
+
59
+ /** Slot to index, so a frame's attribution is a `Uint8Array` and costs no allocation. */
60
+ const SLOT_INDEX: Readonly<Record<GpuSlot, number>> = { shadows: 0, reflection: 1, rest: 2 };
61
+
62
+ export class GpuTimestamps implements FrameTimer {
63
+ /** False where the adapter withheld `timestamp-query`, which is a normal state. */
64
+ readonly available: boolean;
65
+
66
+ private readonly querySet: GPUQuerySet | null = null;
67
+ private readonly resolveBuffer: GPUBuffer | null = null;
68
+ private readonly readBuffer: GPUBuffer | null = null;
69
+ private readonly sampleEvery: number;
70
+
71
+ /** Which slot each timed pass of the frame being recorded belongs to. */
72
+ private readonly passSlots = new Uint8Array(MAX_TIMED_PASSES);
73
+ /** The same, for the frame whose readback is in flight; the recorder reuses the other. */
74
+ private readonly inFlightSlots = new Uint8Array(MAX_TIMED_PASSES);
75
+ private passCount = 0;
76
+ private inFlightCount = 0;
77
+
78
+ private openSlot: GpuSlot | null = null;
79
+ private frame = 0;
80
+ private measuring = false;
81
+ /** Whether this frame's queries have already been copied out; a second copy is a no-op. */
82
+ private resolved = false;
83
+ private readbackBusy = false;
84
+
85
+ private readonly pending: GpuSample[] = [];
86
+ private lastSample: GpuSample | null = null;
87
+
88
+ get sampling(): boolean {
89
+ return this.measuring;
90
+ }
91
+
92
+ constructor(device: GPUDevice, enabled = false, sampleEvery = 8) {
93
+ this.sampleEvery = Math.max(1, Math.floor(sampleEvery));
94
+ /*
95
+ * Both halves, and `enabled` is the one that matters. A timer costs two queries a pass and
96
+ * attaches a block to every pass descriptor in the frame, so an implementation that
97
+ * disagrees about any of it invalidates the command buffer and the frame draws nothing.
98
+ * That risk belongs to whoever asked to measure, never to every consumer by default.
99
+ */
100
+ this.available = enabled && (device.features?.has('timestamp-query') ?? false);
101
+ if (!this.available) return;
102
+
103
+ const count = MAX_TIMED_PASSES * QUERIES_PER_PASS;
104
+ const bytes = count * BYTES_PER_QUERY;
105
+ this.querySet = device.createQuerySet({ label: 'gpu.timestamps', type: 'timestamp', count });
106
+ /*
107
+ * Two buffers, because one cannot be both. `QUERY_RESOLVE` is where the driver writes and
108
+ * `MAP_READ` is what this side may look at, and the flags are mutually exclusive.
109
+ */
110
+ this.resolveBuffer = device.createBuffer({
111
+ label: 'gpu.timestamps.resolve',
112
+ size: bytes,
113
+ usage: USAGE_QUERY_RESOLVE | USAGE_COPY_SRC,
114
+ });
115
+ this.readBuffer = device.createBuffer({
116
+ label: 'gpu.timestamps.read',
117
+ size: bytes,
118
+ usage: USAGE_COPY_DST | USAGE_MAP_READ,
119
+ });
120
+ }
121
+
122
+ /**
123
+ * Whether this frame is measured. Called once per frame, before any `begin`.
124
+ *
125
+ * Declines while a readback is still in flight, and that is not politeness: the read buffer
126
+ * belongs to the driver until the mapping lands, and copying into a mapped buffer is a
127
+ * validation error rather than a slow frame.
128
+ */
129
+ beginFrame(): boolean {
130
+ if (this.querySet === null) return false;
131
+ const measured = this.frame % this.sampleEvery === 0;
132
+ this.frame++;
133
+ this.measuring = measured && !this.readbackBusy && this.pending.length < POOL_DEPTH;
134
+ if (this.measuring) {
135
+ this.passCount = 0;
136
+ this.resolved = false;
137
+ this.openSlot = null;
138
+ }
139
+ return this.measuring;
140
+ }
141
+
142
+ /** Open a bracket. Every pass opened until `end` is attributed to this slot. */
143
+ begin(slot: GpuSlot): void {
144
+ if (!this.measuring || this.openSlot !== null) return;
145
+ this.openSlot = slot;
146
+ }
147
+
148
+ end(): void {
149
+ this.openSlot = null;
150
+ }
151
+
152
+ /**
153
+ * The query pair for the pass about to be opened, or undefined where there is nothing to
154
+ * measure with.
155
+ *
156
+ * Undefined is a legal value for `timestampWrites`, so a caller passes this straight into
157
+ * the descriptor without branching, and an unmeasured frame costs one property write.
158
+ */
159
+ writesFor(): GPURenderPassTimestampWrites | undefined {
160
+ if (!this.measuring || this.resolved || this.querySet === null) return undefined;
161
+ if (this.passCount >= MAX_TIMED_PASSES) return undefined;
162
+ const index = this.passCount;
163
+ this.passSlots[index] = SLOT_INDEX[this.openSlot ?? 'rest'];
164
+ this.passCount++;
165
+ return {
166
+ querySet: this.querySet,
167
+ beginningOfPassWriteIndex: index * QUERIES_PER_PASS,
168
+ endOfPassWriteIndex: index * QUERIES_PER_PASS + 1,
169
+ };
170
+ }
171
+
172
+ /**
173
+ * Copy the frame's queries out, on the frame's own encoder, before it is submitted.
174
+ *
175
+ * The renderer calls this rather than `endFrame`, because by the time the consumer ends the
176
+ * frame the encoder it would have to ride on has already been finished and submitted.
177
+ */
178
+ resolve(encoder: GPUCommandEncoder): void {
179
+ if (!this.measuring || this.resolved || this.readbackBusy) return;
180
+ if (this.querySet === null || this.resolveBuffer === null || this.readBuffer === null) return;
181
+ if (this.passCount === 0) return;
182
+ const count = this.passCount * QUERIES_PER_PASS;
183
+ encoder.resolveQuerySet(this.querySet, 0, count, this.resolveBuffer, 0);
184
+ encoder.copyBufferToBuffer(this.resolveBuffer, 0, this.readBuffer, 0, count * BYTES_PER_QUERY);
185
+ this.resolved = true;
186
+ }
187
+
188
+ /** Close the frame and ask for the mapping. Nothing waits for it. */
189
+ endFrame(): void {
190
+ if (!this.measuring) return;
191
+ this.measuring = false;
192
+ this.openSlot = null;
193
+ if (!this.resolved || this.readbackBusy) return;
194
+
195
+ this.inFlightSlots.set(this.passSlots);
196
+ this.inFlightCount = this.passCount;
197
+ this.readbackBusy = true;
198
+ this.readBack();
199
+ }
200
+
201
+ private readBack(): void {
202
+ const buffer = this.readBuffer;
203
+ if (buffer === null) return;
204
+ void buffer.mapAsync(MAP_MODE_READ).then(
205
+ () => {
206
+ const stamps = new BigUint64Array(buffer.getMappedRange());
207
+ const parts = { shadows: 0, reflection: 0, rest: 0 };
208
+ for (let i = 0; i < this.inFlightCount; i++) {
209
+ const started = stamps[i * QUERIES_PER_PASS] ?? 0n;
210
+ const finished = stamps[i * QUERIES_PER_PASS + 1] ?? 0n;
211
+ /*
212
+ * A pair the driver never wrote reads as two zeros, and a disjoint one can read
213
+ * backwards. Both mean "no measurement", and neither is worth reporting as a
214
+ * confident 0.0 — see `FrameTimer` on why an invented zero is the worst answer here.
215
+ */
216
+ if (finished <= started) continue;
217
+ const slot = GPU_SLOTS[this.inFlightSlots[i] ?? 2] ?? 'rest';
218
+ parts[slot] += Number(finished - started) / NS_PER_MS;
219
+ }
220
+ buffer.unmap();
221
+ this.lastSample = parts;
222
+ if (this.pending.length < POOL_DEPTH) this.pending.push(parts);
223
+ this.readbackBusy = false;
224
+ },
225
+ () => {
226
+ /* A lost device or a cancelled mapping is not a reason to stop drawing. */
227
+ this.readbackBusy = false;
228
+ },
229
+ );
230
+ }
231
+
232
+ /** The oldest finished sample, or null. Never blocks. */
233
+ poll(): GpuSample | null {
234
+ return this.pending.shift() ?? null;
235
+ }
236
+
237
+ /**
238
+ * The whole of the last resolved frame in milliseconds, or null where nothing measured.
239
+ *
240
+ * Summed because the three brackets partition the frame rather than overlapping, which is
241
+ * the same arithmetic `GpuTimer.lastFrameMs` does over the same three names.
242
+ */
243
+ lastFrameMs(): number | null {
244
+ if (this.lastSample === null) return null;
245
+ return this.lastSample.shadows + this.lastSample.reflection + this.lastSample.rest;
246
+ }
247
+
248
+ dispose(): void {
249
+ this.querySet?.destroy();
250
+ this.resolveBuffer?.destroy();
251
+ this.readBuffer?.destroy();
252
+ this.pending.length = 0;
253
+ this.lastSample = null;
254
+ }
255
+ }
@@ -0,0 +1,123 @@
1
+ import type { PipelineCache } from './pipelineCache.ts';
2
+ import { DEPTH_FORMAT } from './flatPass.ts';
3
+ import { shaderModule } from './shaderModules.ts';
4
+
5
+ /**
6
+ * Clearing a *rectangle* of the frame, which WebGPU has no operation for.
7
+ *
8
+ * `beginInset` on WebGL2 is `gl.scissor` plus `gl.clear`, and the scissor confines the clear.
9
+ * WebGPU clears at `loadOp`, which applies to the whole attachment and cannot be confined —
10
+ * reopening the pass to clear would throw away the frame outside the inset, and clearing only
11
+ * depth that way would silently un-occlude everything a scene draws *after* `endInset`.
12
+ *
13
+ * So the rect is drawn rather than cleared: one quad at the far plane, depth always written,
14
+ * colour written or masked off depending on whether the caller asked for a colour.
15
+ *
16
+ * **Its own shader, and it is allowed to be.** This is not generated from GLSL and has no
17
+ * WebGL2 counterpart to stay honest against — the counterpart is `gl.clear`. The mip blit in
18
+ * `surfaceTexturePass.ts` is here for the same reason.
19
+ */
20
+ const INSET_WGSL = `
21
+ struct Rect {
22
+ color: vec4<f32>,
23
+ }
24
+ @group(0) @binding(0) var<uniform> rect: Rect;
25
+
26
+ @vertex
27
+ fn vertexMain(@builtin(vertex_index) index: u32) -> @builtin(position) vec4<f32> {
28
+ /*
29
+ * The whole of the current viewport, which is the inset, because \`beginInset\` has already
30
+ * set it.
31
+ *
32
+ * **It used to place the quad from the rect's own CSS pixels and that is one transform too
33
+ * many.** Clip space is relative to the viewport in force, not to the canvas, so a quad
34
+ * describing "this box within the canvas" was mapped into the box a second time: it came out
35
+ * small and pushed toward a corner, leaving most of the inset uncleared. What a caller then
36
+ * saw was whatever had been in the frame there, or nothing at all where the frame was
37
+ * transparent — reported from the game as a hole where a portrait should be. The content
38
+ * inside the inset was always correct, which is what made it look like a missing draw rather
39
+ * than a misplaced one.
40
+ */
41
+ var corner = array<vec2<f32>, 6>(
42
+ vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 0.0), vec2<f32>(1.0, 1.0),
43
+ vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0), vec2<f32>(0.0, 1.0),
44
+ );
45
+ let ndc = corner[index] * 2.0 - vec2<f32>(1.0, 1.0);
46
+ // z = 1: the far plane, which is what a depth clear writes.
47
+ return vec4<f32>(ndc, 1.0, 1.0);
48
+ }
49
+
50
+ @fragment
51
+ fn fragmentMain() -> @location(0) vec4<f32> {
52
+ return rect.color;
53
+ }
54
+ `;
55
+
56
+ /**
57
+ * `color` (4), and nothing else.
58
+ *
59
+ * The rect's bounds and the canvas size were in here to place the quad and are not needed to
60
+ * cover a viewport that is already the rect. Kept out rather than left unread: an unused uniform
61
+ * is a field somebody later writes and expects to matter.
62
+ */
63
+ export const INSET_UNIFORM_SIZE = 16;
64
+
65
+ export function createInsetBindGroupLayout(device: GPUDevice): GPUBindGroupLayout {
66
+ return device.createBindGroupLayout({
67
+ label: 'inset.layout',
68
+ entries: [
69
+ {
70
+ binding: 0,
71
+ visibility: 0x1 | 0x2,
72
+ buffer: { type: 'uniform', hasDynamicOffset: true, minBindingSize: INSET_UNIFORM_SIZE },
73
+ },
74
+ ],
75
+ });
76
+ }
77
+
78
+ export function createInsetBindGroup(
79
+ device: GPUDevice,
80
+ layout: GPUBindGroupLayout,
81
+ uniforms: GPUBuffer,
82
+ ): GPUBindGroup {
83
+ return device.createBindGroup({
84
+ label: 'inset.bindGroup',
85
+ layout,
86
+ entries: [{ binding: 0, resource: { buffer: uniforms, size: INSET_UNIFORM_SIZE } }],
87
+ });
88
+ }
89
+
90
+ /**
91
+ * The clearing quad.
92
+ *
93
+ * `writeColor` off is the depth-only case — `beginInset(rect, null)`, where the frame behind
94
+ * survives so what is drawn next sits over the scene rather than over a rectangle of flat
95
+ * colour. `depthCompare: 'always'` because a clear does not ask permission.
96
+ */
97
+ export function insetPipeline(
98
+ cache: PipelineCache,
99
+ device: GPUDevice,
100
+ layout: GPUBindGroupLayout,
101
+ writeColor: boolean,
102
+ ): GPURenderPipeline {
103
+ return cache.get(`inset|${writeColor ? 'color' : 'depth'}`, () => {
104
+ const module = shaderModule(device, { label: 'inset', code: INSET_WGSL });
105
+ return {
106
+ label: `inset|${writeColor ? 'color' : 'depth'}`,
107
+ layout: device.createPipelineLayout({ bindGroupLayouts: [layout] }),
108
+ vertex: { module, entryPoint: 'vertexMain' },
109
+ fragment: {
110
+ module,
111
+ entryPoint: 'fragmentMain',
112
+ targets: [{ format: cache.format, writeMask: writeColor ? 0xf : 0 }],
113
+ },
114
+ primitive: { topology: 'triangle-list' as const, cullMode: 'none' as const },
115
+ multisample: { count: cache.sampleCount },
116
+ depthStencil: {
117
+ format: DEPTH_FORMAT,
118
+ depthWriteEnabled: true,
119
+ depthCompare: 'always' as const,
120
+ },
121
+ };
122
+ });
123
+ }
@@ -0,0 +1,55 @@
1
+ import { INSTANCE_FLOATS, INSTANCE_STRIDE, packInstances } from '../../instances.ts';
2
+ import type { MeshInstances } from '../../instances.ts';
3
+ import type { GpuMesh } from './buffers.ts';
4
+
5
+ /** VERTEX | COPY_DST, spelled the way every other pass here spells it. */
6
+ const USAGE_VERTEX = 0x0020 | 0x0008;
7
+
8
+ /**
9
+ * One mesh's per-instance buffer on the device.
10
+ *
11
+ * **Attached to a mesh rather than owning one.** The geometry an instanced draw repeats is
12
+ * usually the expensive kind — a loaded model rather than a blade of grass — so this holds a
13
+ * reference to the mesh a consumer already uploaded and adds only the placement.
14
+ *
15
+ * The staging array is allocated here and rewritten in place, which is what keeps a frame that
16
+ * re-uploads a moving batch allocation-free.
17
+ */
18
+ export class GpuInstancedBatch {
19
+ readonly buffer: GPUBuffer;
20
+ readonly mesh: GpuMesh;
21
+ readonly capacity: number;
22
+ private readonly staging: Float32Array;
23
+
24
+ constructor(device: GPUDevice, mesh: GpuMesh, capacity: number, label: string) {
25
+ this.mesh = mesh;
26
+ this.capacity = capacity;
27
+ this.staging = new Float32Array(capacity * INSTANCE_FLOATS);
28
+ this.buffer = device.createBuffer({
29
+ /*
30
+ * Labelled, and it is not decoration: a WebGPU validation failure arrives at `submit`
31
+ * naming the resource it was about, and an unlabelled buffer names nothing.
32
+ */
33
+ label,
34
+ size: capacity * INSTANCE_STRIDE,
35
+ usage: USAGE_VERTEX,
36
+ });
37
+ }
38
+
39
+ /**
40
+ * Pack and push `data.count` instances, in one write.
41
+ *
42
+ * Only the live prefix, for the reason `uploadScatter` gives: the rest is not drawn and
43
+ * uploading it would be per-frame waste with nothing reading it.
44
+ */
45
+ upload(queue: GPUQueue, data: MeshInstances): void {
46
+ const count = Math.min(data.count, this.capacity);
47
+ if (count === 0) return;
48
+ packInstances(data, this.staging);
49
+ queue.writeBuffer(this.buffer, 0, this.staging, 0, count * INSTANCE_FLOATS);
50
+ }
51
+
52
+ dispose(): void {
53
+ this.buffer.destroy();
54
+ }
55
+ }