@driftengine/core 3.61.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (955) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +9 -0
  3. package/README.md +9 -0
  4. package/dist/behavior/behaviorTree.d.ts +140 -0
  5. package/dist/behavior/behaviorTree.js +289 -0
  6. package/dist/build/shaderComments.d.ts +64 -0
  7. package/dist/build/shaderComments.js +0 -0
  8. package/dist/cinematic/player.d.ts +80 -0
  9. package/dist/cinematic/player.js +184 -0
  10. package/dist/cinematic/script.d.ts +63 -0
  11. package/dist/cinematic/script.js +141 -0
  12. package/dist/core/bootGate.d.ts +37 -0
  13. package/dist/core/bootGate.js +47 -0
  14. package/dist/core/loadTracker.d.ts +78 -0
  15. package/dist/core/loadTracker.js +106 -0
  16. package/dist/core/loop.d.ts +118 -0
  17. package/dist/core/loop.js +84 -0
  18. package/dist/core/messageQueue.d.ts +61 -0
  19. package/dist/core/messageQueue.js +104 -0
  20. package/dist/core/onceSet.d.ts +27 -0
  21. package/dist/core/onceSet.js +62 -0
  22. package/dist/core/preferences.d.ts +47 -0
  23. package/dist/core/preferences.js +140 -0
  24. package/dist/core/remoteSave.d.ts +154 -0
  25. package/dist/core/remoteSave.js +249 -0
  26. package/dist/core/rng.d.ts +64 -0
  27. package/dist/core/rng.js +72 -0
  28. package/dist/core/stepBudget.d.ts +91 -0
  29. package/dist/core/stepBudget.js +105 -0
  30. package/dist/core/storage.d.ts +52 -0
  31. package/dist/core/storage.js +85 -0
  32. package/dist/core/tickTrace.d.ts +72 -0
  33. package/dist/core/tickTrace.js +102 -0
  34. package/dist/core/timeCurve.d.ts +83 -0
  35. package/dist/core/timeCurve.js +107 -0
  36. package/dist/core/withDefaults.d.ts +21 -0
  37. package/dist/core/withDefaults.js +29 -0
  38. package/dist/dev/contactProbe.d.ts +41 -0
  39. package/dist/dev/contactProbe.js +58 -0
  40. package/dist/dev/fpsMeter.d.ts +45 -0
  41. package/dist/dev/fpsMeter.js +86 -0
  42. package/dist/environment/celestialClock.d.ts +141 -0
  43. package/dist/environment/celestialClock.js +262 -0
  44. package/dist/geometry/decal.d.ts +61 -0
  45. package/dist/geometry/decal.js +178 -0
  46. package/dist/geometry/filmPatch.d.ts +35 -0
  47. package/dist/geometry/filmPatch.js +112 -0
  48. package/dist/geometry/growable.d.ts +70 -0
  49. package/dist/geometry/growable.js +167 -0
  50. package/dist/geometry/lightVolume.d.ts +76 -0
  51. package/dist/geometry/lightVolume.js +65 -0
  52. package/dist/geometry/meshBuilder.d.ts +426 -0
  53. package/dist/geometry/meshBuilder.js +1184 -0
  54. package/dist/geometry/pixelFont.d.ts +59 -0
  55. package/dist/geometry/pixelFont.js +179 -0
  56. package/dist/geometry/ribbon.d.ts +101 -0
  57. package/dist/geometry/ribbon.js +546 -0
  58. package/dist/geometry/shellFill.d.ts +101 -0
  59. package/dist/geometry/shellFill.js +203 -0
  60. package/dist/geometry/spline.d.ts +162 -0
  61. package/dist/geometry/spline.js +527 -0
  62. package/dist/geometry/tangents.d.ts +30 -0
  63. package/dist/geometry/tangents.js +142 -0
  64. package/dist/geometry/textMesh.d.ts +51 -0
  65. package/dist/geometry/textMesh.js +57 -0
  66. package/dist/geometry/treeBuilder.d.ts +37 -0
  67. package/dist/geometry/treeBuilder.js +56 -0
  68. package/dist/host/display.d.ts +135 -0
  69. package/dist/host/display.js +114 -0
  70. package/dist/host/files.d.ts +25 -0
  71. package/dist/host/files.js +44 -0
  72. package/dist/host/lifecycle.d.ts +45 -0
  73. package/dist/host/lifecycle.js +28 -0
  74. package/dist/host/platformServices.d.ts +23 -0
  75. package/dist/host/platformServices.js +1 -0
  76. package/dist/host/screen.d.ts +49 -0
  77. package/dist/host/screen.js +90 -0
  78. package/dist/index.d.ts +289 -0
  79. package/dist/index.js +320 -0
  80. package/dist/input/actionMap.d.ts +181 -0
  81. package/dist/input/actionMap.js +314 -0
  82. package/dist/input/activeDevice.d.ts +55 -0
  83. package/dist/input/activeDevice.js +83 -0
  84. package/dist/input/gamepadIdentity.d.ts +43 -0
  85. package/dist/input/gamepadIdentity.js +108 -0
  86. package/dist/input/gamepadMapping.d.ts +56 -0
  87. package/dist/input/gamepadMapping.js +91 -0
  88. package/dist/input/input.d.ts +281 -0
  89. package/dist/input/input.js +703 -0
  90. package/dist/input/inputHarness.d.ts +42 -0
  91. package/dist/input/inputHarness.js +193 -0
  92. package/dist/input/rightGesture.d.ts +57 -0
  93. package/dist/input/rightGesture.js +49 -0
  94. package/dist/input/rumble.d.ts +71 -0
  95. package/dist/input/rumble.js +119 -0
  96. package/dist/input/touchControls.d.ts +138 -0
  97. package/dist/input/touchControls.js +352 -0
  98. package/dist/input/typingTarget.d.ts +6 -0
  99. package/dist/input/typingTarget.js +27 -0
  100. package/dist/math/bounds.d.ts +61 -0
  101. package/dist/math/bounds.js +121 -0
  102. package/dist/math/color.d.ts +8 -0
  103. package/dist/math/color.js +35 -0
  104. package/dist/math/exact.d.ts +66 -0
  105. package/dist/math/exact.js +262 -0
  106. package/dist/math/frustum.d.ts +44 -0
  107. package/dist/math/frustum.js +90 -0
  108. package/dist/math/intersect.d.ts +76 -0
  109. package/dist/math/intersect.js +185 -0
  110. package/dist/math/scalar.d.ts +51 -0
  111. package/dist/math/scalar.js +99 -0
  112. package/dist/math/spring.d.ts +59 -0
  113. package/dist/math/spring.js +88 -0
  114. package/dist/nav/navGraph.d.ts +71 -0
  115. package/dist/nav/navGraph.js +111 -0
  116. package/dist/nav/navPath.d.ts +93 -0
  117. package/dist/nav/navPath.js +162 -0
  118. package/dist/nav/navSearch.d.ts +74 -0
  119. package/dist/nav/navSearch.js +198 -0
  120. package/dist/physics/boxSurface.d.ts +48 -0
  121. package/dist/physics/boxSurface.js +73 -0
  122. package/dist/physics/colliderSurface.d.ts +46 -0
  123. package/dist/physics/colliderSurface.js +146 -0
  124. package/dist/physics/compositeSurface.d.ts +33 -0
  125. package/dist/physics/compositeSurface.js +108 -0
  126. package/dist/physics/heightSurface.d.ts +103 -0
  127. package/dist/physics/heightSurface.js +153 -0
  128. package/dist/physics/ribbonSurface.d.ts +239 -0
  129. package/dist/physics/ribbonSurface.js +522 -0
  130. package/dist/render/ambientOcclusionPass.d.ts +53 -0
  131. package/dist/render/ambientOcclusionPass.js +179 -0
  132. package/dist/render/areaLights.d.ts +116 -0
  133. package/dist/render/areaLights.js +91 -0
  134. package/dist/render/areaShadowSet.d.ts +184 -0
  135. package/dist/render/areaShadowSet.js +277 -0
  136. package/dist/render/atmosphere.d.ts +94 -0
  137. package/dist/render/atmosphere.js +91 -0
  138. package/dist/render/backend/api.d.ts +496 -0
  139. package/dist/render/backend/api.js +1 -0
  140. package/dist/render/backend/budget.d.ts +82 -0
  141. package/dist/render/backend/budget.js +99 -0
  142. package/dist/render/backend/createRenderer.d.ts +135 -0
  143. package/dist/render/backend/createRenderer.js +201 -0
  144. package/dist/render/backend/deadline.d.ts +24 -0
  145. package/dist/render/backend/deadline.js +38 -0
  146. package/dist/render/backend/probe.d.ts +30 -0
  147. package/dist/render/backend/probe.js +129 -0
  148. package/dist/render/backend/select.d.ts +70 -0
  149. package/dist/render/backend/select.js +249 -0
  150. package/dist/render/backend/timer.d.ts +50 -0
  151. package/dist/render/backend/timer.js +1 -0
  152. package/dist/render/backend/webgl2/instanced.d.ts +21 -0
  153. package/dist/render/backend/webgl2/instanced.js +42 -0
  154. package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
  155. package/dist/render/backend/webgl2/morphTexture.js +55 -0
  156. package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
  157. package/dist/render/backend/webgl2/renderer.js +6041 -0
  158. package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
  159. package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
  160. package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
  161. package/dist/render/backend/webgpu/boltPass.js +160 -0
  162. package/dist/render/backend/webgpu/buffers.d.ts +159 -0
  163. package/dist/render/backend/webgpu/buffers.js +402 -0
  164. package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
  165. package/dist/render/backend/webgpu/causticsPass.js +138 -0
  166. package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
  167. package/dist/render/backend/webgpu/clusterBinner.js +206 -0
  168. package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
  169. package/dist/render/backend/webgpu/depthPass.js +228 -0
  170. package/dist/render/backend/webgpu/device.d.ts +52 -0
  171. package/dist/render/backend/webgpu/device.js +121 -0
  172. package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
  173. package/dist/render/backend/webgpu/drawCommand.js +54 -0
  174. package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
  175. package/dist/render/backend/webgpu/environmentTexels.js +79 -0
  176. package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
  177. package/dist/render/backend/webgpu/filmPass.js +97 -0
  178. package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
  179. package/dist/render/backend/webgpu/flatPass.js +482 -0
  180. package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
  181. package/dist/render/backend/webgpu/flockPass.js +129 -0
  182. package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
  183. package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
  184. package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
  185. package/dist/render/backend/webgpu/insetPass.js +108 -0
  186. package/dist/render/backend/webgpu/instanced.d.ts +27 -0
  187. package/dist/render/backend/webgpu/instanced.js +49 -0
  188. package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
  189. package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
  190. package/dist/render/backend/webgpu/linePass.d.ts +90 -0
  191. package/dist/render/backend/webgpu/linePass.js +220 -0
  192. package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
  193. package/dist/render/backend/webgpu/morphTexture.js +51 -0
  194. package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
  195. package/dist/render/backend/webgpu/panelPass.js +114 -0
  196. package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
  197. package/dist/render/backend/webgpu/particlePass.js +280 -0
  198. package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
  199. package/dist/render/backend/webgpu/pipelineCache.js +140 -0
  200. package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
  201. package/dist/render/backend/webgpu/plumePass.js +213 -0
  202. package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
  203. package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
  204. package/dist/render/backend/webgpu/postPass.d.ts +342 -0
  205. package/dist/render/backend/webgpu/postPass.js +366 -0
  206. package/dist/render/backend/webgpu/probePass.d.ts +108 -0
  207. package/dist/render/backend/webgpu/probePass.js +188 -0
  208. package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
  209. package/dist/render/backend/webgpu/reflectionPass.js +87 -0
  210. package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
  211. package/dist/render/backend/webgpu/renderer.js +10911 -0
  212. package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
  213. package/dist/render/backend/webgpu/scatterPass.js +266 -0
  214. package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
  215. package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
  216. package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
  217. package/dist/render/backend/webgpu/shaderModules.js +45 -0
  218. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
  219. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
  220. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
  221. package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
  222. package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
  223. package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
  224. package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
  225. package/dist/render/backend/webgpu/skyPass.js +70 -0
  226. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
  227. package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
  228. package/dist/render/backend/webgpu/textPass.d.ts +73 -0
  229. package/dist/render/backend/webgpu/textPass.js +190 -0
  230. package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
  231. package/dist/render/backend/webgpu/uniformRing.js +208 -0
  232. package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
  233. package/dist/render/backend/webgpu/waterPass.js +160 -0
  234. package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
  235. package/dist/render/backend/webgpu/windStreakPass.js +153 -0
  236. package/dist/render/billboard.d.ts +27 -0
  237. package/dist/render/billboard.js +79 -0
  238. package/dist/render/bloomChain.d.ts +66 -0
  239. package/dist/render/bloomChain.js +83 -0
  240. package/dist/render/bloomPass.d.ts +54 -0
  241. package/dist/render/bloomPass.js +219 -0
  242. package/dist/render/boltBatch.d.ts +39 -0
  243. package/dist/render/boltBatch.js +121 -0
  244. package/dist/render/boltPool.d.ts +135 -0
  245. package/dist/render/boltPool.js +259 -0
  246. package/dist/render/boom.d.ts +46 -0
  247. package/dist/render/boom.js +81 -0
  248. package/dist/render/camera.d.ts +119 -0
  249. package/dist/render/camera.js +304 -0
  250. package/dist/render/causticsRenderer.d.ts +63 -0
  251. package/dist/render/causticsRenderer.js +119 -0
  252. package/dist/render/cinematicCamera.d.ts +102 -0
  253. package/dist/render/cinematicCamera.js +227 -0
  254. package/dist/render/clusteredLights.d.ts +260 -0
  255. package/dist/render/clusteredLights.js +479 -0
  256. package/dist/render/colourGrade.d.ts +62 -0
  257. package/dist/render/colourGrade.js +91 -0
  258. package/dist/render/compute.d.ts +74 -0
  259. package/dist/render/compute.js +8 -0
  260. package/dist/render/contextLoss.d.ts +32 -0
  261. package/dist/render/contextLoss.js +46 -0
  262. package/dist/render/debugLines.d.ts +75 -0
  263. package/dist/render/debugLines.js +281 -0
  264. package/dist/render/decalPass.d.ts +34 -0
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  266. package/dist/render/decalProjector.d.ts +140 -0
  267. package/dist/render/decalProjector.js +282 -0
  268. package/dist/render/decalQueue.d.ts +53 -0
  269. package/dist/render/decalQueue.js +87 -0
  270. package/dist/render/depthConvention.d.ts +314 -0
  271. package/dist/render/depthConvention.js +346 -0
  272. package/dist/render/drawingBuffer.d.ts +52 -0
  273. package/dist/render/drawingBuffer.js +67 -0
  274. package/dist/render/emptyTexture.d.ts +60 -0
  275. package/dist/render/emptyTexture.js +103 -0
  276. package/dist/render/envProbeArray.d.ts +85 -0
  277. package/dist/render/envProbeArray.js +164 -0
  278. package/dist/render/equirectToCube.d.ts +54 -0
  279. package/dist/render/equirectToCube.js +123 -0
  280. package/dist/render/flockGeometry.d.ts +23 -0
  281. package/dist/render/flockGeometry.js +43 -0
  282. package/dist/render/flockRenderer.d.ts +37 -0
  283. package/dist/render/flockRenderer.js +70 -0
  284. package/dist/render/frame/arena.d.ts +32 -0
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  286. package/dist/render/frame/index.d.ts +18 -0
  287. package/dist/render/frame/index.js +4 -0
  288. package/dist/render/frame/replay.d.ts +34 -0
  289. package/dist/render/frame/replay.js +48 -0
  290. package/dist/render/frame/resources.d.ts +25 -0
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  292. package/dist/render/frame/schedule.d.ts +37 -0
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  294. package/dist/render/frameView.d.ts +19 -0
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  296. package/dist/render/gizmo.d.ts +236 -0
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  298. package/dist/render/globalMedium.d.ts +124 -0
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  300. package/dist/render/globalMediumPass.d.ts +101 -0
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  302. package/dist/render/gpuCapability.d.ts +111 -0
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  304. package/dist/render/gpuTimer.d.ts +87 -0
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  306. package/dist/render/halfFloat.d.ts +4 -0
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  310. package/dist/render/iesProfile.d.ts +64 -0
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  314. package/dist/render/instancedMesh.d.ts +48 -0
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  316. package/dist/render/instances.d.ts +69 -0
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  318. package/dist/render/lightBudget.d.ts +397 -0
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  320. package/dist/render/lightMatrix.d.ts +3 -0
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  322. package/dist/render/lightVolumeDraw.d.ts +132 -0
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  330. package/dist/render/lod.d.ts +35 -0
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  332. package/dist/render/mesh.d.ts +177 -0
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  334. package/dist/render/occlusion.d.ts +81 -0
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  336. package/dist/render/oitPass.d.ts +67 -0
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  338. package/dist/render/orderIndependent.d.ts +92 -0
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  340. package/dist/render/particleBatch.d.ts +140 -0
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  342. package/dist/render/particleMaterial.d.ts +54 -0
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  344. package/dist/render/particlePool.d.ts +124 -0
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  346. package/dist/render/pass.d.ts +195 -0
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  348. package/dist/render/passTarget.d.ts +86 -0
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  350. package/dist/render/pickable.d.ts +31 -0
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  352. package/dist/render/planarReflection.d.ts +59 -0
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  356. package/dist/render/plumeGeometry.d.ts +25 -0
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  358. package/dist/render/plumeMaterial.d.ts +31 -0
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  364. package/dist/render/pointShadowArray.d.ts +95 -0
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  366. package/dist/render/pointShadowBudget.d.ts +118 -0
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  372. package/dist/render/pointShadowSystem.d.ts +195 -0
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  733. package/src/render/backend/webgpu/morphTexture.ts +61 -0
  734. package/src/render/backend/webgpu/panelPass.ts +138 -0
  735. package/src/render/backend/webgpu/particlePass.ts +370 -0
  736. package/src/render/backend/webgpu/pipelineCache.ts +152 -0
  737. package/src/render/backend/webgpu/plumePass.ts +292 -0
  738. package/src/render/backend/webgpu/pointShadowPass.ts +368 -0
  739. package/src/render/backend/webgpu/postPass.ts +470 -0
  740. package/src/render/backend/webgpu/probePass.ts +218 -0
  741. package/src/render/backend/webgpu/reflectionPass.ts +137 -0
  742. package/src/render/backend/webgpu/renderer.ts +13004 -0
  743. package/src/render/backend/webgpu/scatterPass.ts +354 -0
  744. package/src/render/backend/webgpu/sdfTextPass.ts +220 -0
  745. package/src/render/backend/webgpu/shaderModules.ts +49 -0
  746. package/src/render/backend/webgpu/shaders/clusterBin.wgsl.ts +219 -0
  747. package/src/render/backend/webgpu/skinPaletteRing.ts +105 -0
  748. package/src/render/backend/webgpu/skinPaletteTexture.ts +79 -0
  749. package/src/render/backend/webgpu/skyPass.ts +85 -0
  750. package/src/render/backend/webgpu/surfaceTexturePass.ts +257 -0
  751. package/src/render/backend/webgpu/textPass.ts +224 -0
  752. package/src/render/backend/webgpu/uniformRing.ts +228 -0
  753. package/src/render/backend/webgpu/waterPass.ts +211 -0
  754. package/src/render/backend/webgpu/windStreakPass.ts +196 -0
  755. package/src/render/billboard.ts +108 -0
  756. package/src/render/bloomChain.ts +101 -0
  757. package/src/render/bloomPass.ts +256 -0
  758. package/src/render/boltBatch.ts +141 -0
  759. package/src/render/boltPool.ts +360 -0
  760. package/src/render/boom.ts +123 -0
  761. package/src/render/camera.ts +348 -0
  762. package/src/render/causticsRenderer.ts +171 -0
  763. package/src/render/cinematicCamera.ts +278 -0
  764. package/src/render/clusteredLights.ts +598 -0
  765. package/src/render/colourGrade.ts +109 -0
  766. package/src/render/compute.ts +83 -0
  767. package/src/render/contextLoss.ts +50 -0
  768. package/src/render/debugLines.ts +411 -0
  769. package/src/render/decalPass.ts +124 -0
  770. package/src/render/decalProjector.ts +390 -0
  771. package/src/render/decalQueue.ts +110 -0
  772. package/src/render/depthConvention.ts +383 -0
  773. package/src/render/drawingBuffer.ts +89 -0
  774. package/src/render/emptyTexture.ts +130 -0
  775. package/src/render/envProbeArray.ts +201 -0
  776. package/src/render/equirectToCube.ts +160 -0
  777. package/src/render/flockGeometry.ts +53 -0
  778. package/src/render/flockRenderer.ts +111 -0
  779. package/src/render/frame/arena.ts +93 -0
  780. package/src/render/frame/index.ts +29 -0
  781. package/src/render/frame/replay.ts +50 -0
  782. package/src/render/frame/resources.ts +61 -0
  783. package/src/render/frame/schedule.ts +85 -0
  784. package/src/render/frameView.ts +20 -0
  785. package/src/render/gizmo.ts +923 -0
  786. package/src/render/globalMedium.ts +154 -0
  787. package/src/render/globalMediumPass.ts +323 -0
  788. package/src/render/gpuCapability.ts +244 -0
  789. package/src/render/gpuTimer.ts +182 -0
  790. package/src/render/halfFloat.ts +39 -0
  791. package/src/render/handleRegistry.ts +96 -0
  792. package/src/render/iesProfile.ts +215 -0
  793. package/src/render/imageTexels.ts +109 -0
  794. package/src/render/instancedMesh.ts +187 -0
  795. package/src/render/instances.ts +92 -0
  796. package/src/render/lightBudget.ts +655 -0
  797. package/src/render/lightMatrix.ts +69 -0
  798. package/src/render/lightVolumeDraw.ts +216 -0
  799. package/src/render/lineBatch.ts +180 -0
  800. package/src/render/linePoints.ts +61 -0
  801. package/src/render/livePointShadowSet.ts +285 -0
  802. package/src/render/lod.ts +86 -0
  803. package/src/render/mesh.ts +536 -0
  804. package/src/render/occlusion.ts +406 -0
  805. package/src/render/oitPass.ts +230 -0
  806. package/src/render/orderIndependent.ts +136 -0
  807. package/src/render/particleBatch.ts +299 -0
  808. package/src/render/particleMaterial.ts +84 -0
  809. package/src/render/particlePool.ts +291 -0
  810. package/src/render/pass.ts +203 -0
  811. package/src/render/passTarget.ts +225 -0
  812. package/src/render/pickable.ts +222 -0
  813. package/src/render/planarReflection.ts +233 -0
  814. package/src/render/planarReflectionDraw.ts +87 -0
  815. package/src/render/plumeGeometry.ts +75 -0
  816. package/src/render/plumeMaterial.ts +99 -0
  817. package/src/render/plumeRenderer.ts +272 -0
  818. package/src/render/pointLightSelection.ts +447 -0
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  825. package/src/render/prefilterPass.ts +115 -0
  826. package/src/render/probeGrid.ts +248 -0
  827. package/src/render/rainField.ts +240 -0
  828. package/src/render/reflectionProbe.ts +530 -0
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  830. package/src/render/rendererHarness.ts +214 -0
  831. package/src/render/resolutionGovernor.ts +189 -0
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  833. package/src/render/sceneTarget.ts +1032 -0
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  835. package/src/render/sdfFont.ts +157 -0
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  837. package/src/render/sdfTextRenderer.ts +233 -0
  838. package/src/render/seaState.ts +55 -0
  839. package/src/render/segmentQuads.ts +92 -0
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  843. package/src/render/shaders/bloom.ts +232 -0
  844. package/src/render/shaders/bolt.ts +164 -0
  845. package/src/render/shaders/caustics.ts +169 -0
  846. package/src/render/shaders/conditionals.ts +58 -0
  847. package/src/render/shaders/decalProject.ts +127 -0
  848. package/src/render/shaders/depth.ts +131 -0
  849. package/src/render/shaders/depthOfField.ts +141 -0
  850. package/src/render/shaders/film.ts +285 -0
  851. package/src/render/shaders/fire.ts +180 -0
  852. package/src/render/shaders/flat/directionalShadow.ts +196 -0
  853. package/src/render/shaders/flat/index.ts +502 -0
  854. package/src/render/shaders/flat/lobes.ts +399 -0
  855. package/src/render/shaders/flat/main.ts +1631 -0
  856. package/src/render/shaders/flat/pointShadow.ts +323 -0
  857. package/src/render/shaders/flat/preamble.ts +875 -0
  858. package/src/render/shaders/flat/probeGrid.ts +152 -0
  859. package/src/render/shaders/flat/surface.ts +41 -0
  860. package/src/render/shaders/flock.ts +103 -0
  861. package/src/render/shaders/fog.ts +99 -0
  862. package/src/render/shaders/fullscreen.ts +28 -0
  863. package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +74 -0
  864. package/src/render/shaders/generated/arcane.wgsl.ts +98 -0
  865. package/src/render/shaders/generated/bloom.wgsl.ts +79 -0
  866. package/src/render/shaders/generated/bolt.wgsl.ts +127 -0
  867. package/src/render/shaders/generated/caustics.wgsl.ts +127 -0
  868. package/src/render/shaders/generated/decalProject.wgsl.ts +69 -0
  869. package/src/render/shaders/generated/depth.wgsl.ts +142 -0
  870. package/src/render/shaders/generated/film.wgsl.ts +143 -0
  871. package/src/render/shaders/generated/fire.wgsl.ts +137 -0
  872. package/src/render/shaders/generated/flat.wgsl.ts +9195 -0
  873. package/src/render/shaders/generated/flock.wgsl.ts +82 -0
  874. package/src/render/shaders/generated/fullscreen.wgsl.ts +20 -0
  875. package/src/render/shaders/generated/globalMedium.wgsl.ts +139 -0
  876. package/src/render/shaders/generated/lightVolume.wgsl.ts +242 -0
  877. package/src/render/shaders/generated/line.wgsl.ts +137 -0
  878. package/src/render/shaders/generated/octahedralResolve.wgsl.ts +60 -0
  879. package/src/render/shaders/generated/oitResolve.wgsl.ts +31 -0
  880. package/src/render/shaders/generated/panel.wgsl.ts +57 -0
  881. package/src/render/shaders/generated/particle.wgsl.ts +343 -0
  882. package/src/render/shaders/generated/prefilter.wgsl.ts +69 -0
  883. package/src/render/shaders/generated/rush.wgsl.ts +139 -0
  884. package/src/render/shaders/generated/scatter.wgsl.ts +205 -0
  885. package/src/render/shaders/generated/sdfText.wgsl.ts +78 -0
  886. package/src/render/shaders/generated/sky.wgsl.ts +109 -0
  887. package/src/render/shaders/generated/smoke.wgsl.ts +93 -0
  888. package/src/render/shaders/generated/ssrResolve.wgsl.ts +26 -0
  889. package/src/render/shaders/generated/ssrTrace.wgsl.ts +94 -0
  890. package/src/render/shaders/generated/temporalResolve.wgsl.ts +54 -0
  891. package/src/render/shaders/generated/text.wgsl.ts +107 -0
  892. package/src/render/shaders/generated/water.wgsl.ts +256 -0
  893. package/src/render/shaders/generated/windStreaks.wgsl.ts +82 -0
  894. package/src/render/shaders/gerstner.ts +110 -0
  895. package/src/render/shaders/globalMedium.ts +396 -0
  896. package/src/render/shaders/lightVolume.ts +546 -0
  897. package/src/render/shaders/line.ts +125 -0
  898. package/src/render/shaders/morph.ts +62 -0
  899. package/src/render/shaders/octahedral.ts +170 -0
  900. package/src/render/shaders/octahedralResolve.ts +83 -0
  901. package/src/render/shaders/oitResolve.ts +42 -0
  902. package/src/render/shaders/outputTransform.ts +107 -0
  903. package/src/render/shaders/panel.ts +51 -0
  904. package/src/render/shaders/particle.ts +438 -0
  905. package/src/render/shaders/prefilter.ts +278 -0
  906. package/src/render/shaders/rush.ts +357 -0
  907. package/src/render/shaders/scatter.ts +211 -0
  908. package/src/render/shaders/sdfText.ts +68 -0
  909. package/src/render/shaders/skinning.ts +59 -0
  910. package/src/render/shaders/sky.ts +243 -0
  911. package/src/render/shaders/smoke.ts +89 -0
  912. package/src/render/shaders/ssrResolve.ts +28 -0
  913. package/src/render/shaders/ssrTrace.ts +233 -0
  914. package/src/render/shaders/tangentFrame.ts +70 -0
  915. package/src/render/shaders/temporalResolve.ts +151 -0
  916. package/src/render/shaders/text.ts +156 -0
  917. package/src/render/shaders/vertexChannel.ts +71 -0
  918. package/src/render/shaders/water.ts +356 -0
  919. package/src/render/shaders/windStreaks.ts +130 -0
  920. package/src/render/shadowCasters.ts +124 -0
  921. package/src/render/shadowMap.ts +89 -0
  922. package/src/render/shotPlacement.ts +266 -0
  923. package/src/render/skinPalette.ts +157 -0
  924. package/src/render/ssrPass.ts +241 -0
  925. package/src/render/surfaceSheet.ts +158 -0
  926. package/src/render/surfaceTexture.ts +310 -0
  927. package/src/render/temporalAa.ts +221 -0
  928. package/src/render/temporalPass.ts +153 -0
  929. package/src/render/textLayout.ts +239 -0
  930. package/src/render/textRenderer.ts +201 -0
  931. package/src/render/thirdPersonCamera.ts +578 -0
  932. package/src/render/trample.ts +140 -0
  933. package/src/render/translucentQueue.ts +161 -0
  934. package/src/render/uniformVectorBudget.ts +246 -0
  935. package/src/render/uploadStep.ts +14 -0
  936. package/src/render/vertexDefaults.ts +115 -0
  937. package/src/render/visibility.ts +56 -0
  938. package/src/render/waterDraw.ts +167 -0
  939. package/src/render/waterGrid.ts +180 -0
  940. package/src/render/waterRenderer.ts +352 -0
  941. package/src/render/wind.ts +79 -0
  942. package/src/render/windField.ts +50 -0
  943. package/src/render/windStreakDraw.ts +131 -0
  944. package/src/render/windStreakRenderer.ts +130 -0
  945. package/src/scene/node.ts +336 -0
  946. package/src/scene/visit.ts +82 -0
  947. package/src/ui/clipMime.ts +109 -0
  948. package/src/ui/exportTarget.ts +491 -0
  949. package/src/ui/frameOverlay.ts +159 -0
  950. package/src/ui/framePacer.ts +351 -0
  951. package/src/ui/frameRecorder.ts +333 -0
  952. package/src/ui/fullscreen.ts +113 -0
  953. package/src/ui/pixelCursor.ts +99 -0
  954. package/src/ui/splash.ts +347 -0
  955. package/src/ui/stillFrame.ts +44 -0
@@ -0,0 +1,354 @@
1
+ import { DEPTH_COMPARE } from '../../depthConvention.ts';
2
+ import {
3
+ SCATTER_BINDINGS,
4
+ SCATTER_DEPTH_VERT_WGSL,
5
+ SCATTER_FRAG_WGSL,
6
+ SCATTER_VERT_WGSL,
7
+ } from '../../shaders/generated/scatter.wgsl.ts';
8
+ import type { MeshData } from '../../mesh.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 scatter pass: one base mesh drawn many times, deformed by wind in the vertex stage.
15
+ *
16
+ * **The first pass here that instances**, and the whole reason it is worth porting early: a
17
+ * field of grass is tens of thousands of copies of a few triangles, and everything else this
18
+ * backend draws is one copy of one mesh. The WebGPU shape of it is `stepMode: 'instance'` on
19
+ * a vertex buffer, which is `vertexAttribDivisor(location, 1)` with the divisor moved from
20
+ * the attribute to the buffer that carries it.
21
+ */
22
+
23
+ /** One field's place in the block, as the generator recorded it. See `flatPass.StageBindings`. */
24
+ export type UniformFields = Readonly<
25
+ Record<
26
+ string,
27
+ {
28
+ readonly offset: number;
29
+ readonly size: number;
30
+ readonly length?: number;
31
+ readonly stride?: number;
32
+ }
33
+ >
34
+ >;
35
+
36
+ /*
37
+ * Widened once here, for the reason `flatPass.ts` gives: the generated file is `as const`, so
38
+ * every field is its own literal type and indexing it by a computed name is an error. Checked
39
+ * against the real object rather than asserted about it — a generator that stopped emitting
40
+ * `offset` would fail on this line.
41
+ */
42
+ export const SCATTER_DEPTH_FIELDS: UniformFields = SCATTER_BINDINGS.SCATTER_DEPTH_VERT.fields;
43
+ export const SCATTER_DEPTH_SIZE = SCATTER_BINDINGS.SCATTER_DEPTH_VERT.uniformSize;
44
+ export const SCATTER_VERT_FIELDS: UniformFields = SCATTER_BINDINGS.SCATTER_VERT.fields;
45
+ export const SCATTER_VERT_SIZE = SCATTER_BINDINGS.SCATTER_VERT.uniformSize;
46
+ export const SCATTER_FRAG_FIELDS: UniformFields = SCATTER_BINDINGS.SCATTER_FRAG.fields;
47
+ export const SCATTER_FRAG_SIZE = SCATTER_BINDINGS.SCATTER_FRAG.uniformSize;
48
+
49
+ const VERT_BINDING = SCATTER_BINDINGS.SCATTER_VERT.uniforms;
50
+ const FRAG_BINDING = SCATTER_BINDINGS.SCATTER_FRAG.uniforms;
51
+
52
+ const VISIBILITY_VERTEX = 0x1;
53
+ const VISIBILITY_FRAGMENT = 0x2;
54
+
55
+ /** Buffer usage: VERTEX | COPY_DST, and INDEX | COPY_DST. See `buffers.ts`. */
56
+ const USAGE_VERTEX = 0x0020 | 0x0008;
57
+ const USAGE_INDEX = 0x0010 | 0x0008;
58
+
59
+ /**
60
+ * How the seven attributes are laid out, one buffer each.
61
+ *
62
+ * **Seven buffers rather than the two `flat` uses, and that is affordable here.**
63
+ * `maxVertexBuffers` is eight; `flat` interleaves because it declares ten attributes and
64
+ * would not fit. Seven does, and one buffer per attribute is what `InstancedMesh` already
65
+ * holds on the other backend, so the upload paths stay the same shape.
66
+ *
67
+ * The last four step per *instance*. That is the entire difference between a field of grass
68
+ * and one blade drawn tens of thousands of times in the same place.
69
+ */
70
+ const ATTRIBUTES: readonly {
71
+ readonly location: number;
72
+ readonly floats: number;
73
+ readonly perInstance: boolean;
74
+ }[] = [
75
+ { location: 0, floats: 3, perInstance: false },
76
+ { location: 1, floats: 3, perInstance: false },
77
+ { location: 2, floats: 3, perInstance: false },
78
+ { location: 3, floats: 3, perInstance: true },
79
+ { location: 4, floats: 2, perInstance: true },
80
+ { location: 5, floats: 3, perInstance: true },
81
+ { location: 6, floats: 3, perInstance: true },
82
+ ];
83
+
84
+ const FORMATS: Readonly<Record<number, GPUVertexFormat>> = {
85
+ 2: 'float32x2',
86
+ 3: 'float32x3',
87
+ };
88
+
89
+ export function scatterVertexLayouts(): GPUVertexBufferLayout[] {
90
+ return ATTRIBUTES.map((attribute) => ({
91
+ arrayStride: attribute.floats * 4,
92
+ stepMode: attribute.perInstance ? ('instance' as const) : ('vertex' as const),
93
+ attributes: [
94
+ {
95
+ shaderLocation: attribute.location,
96
+ offset: 0,
97
+ format: FORMATS[attribute.floats] as GPUVertexFormat,
98
+ },
99
+ ],
100
+ }));
101
+ }
102
+
103
+ /** Geometry and placement on the device, behind the opaque handle the surface hands out. */
104
+ export interface GpuScatter {
105
+ readonly vertexBuffers: readonly GPUBuffer[];
106
+ readonly indexBuffer: GPUBuffer;
107
+ readonly indexCount: number;
108
+ /** How many instances the per-instance buffers were sized for. */
109
+ readonly capacity: number;
110
+ dispose(): void;
111
+ }
112
+
113
+ /**
114
+ * Upload a base mesh and size the per-instance buffers.
115
+ *
116
+ * **Sized to capacity now and rewritten later**, matching `InstancedMesh`: growing a buffer
117
+ * mid-frame is a stall, and a scatter's capacity is known when it is built.
118
+ */
119
+ export function createGpuScatter(device: GPUDevice, base: MeshData, capacity: number): GpuScatter {
120
+ const buffers: GPUBuffer[] = [];
121
+ const upload = (data: Float32Array, label: string): GPUBuffer => {
122
+ const buffer = device.createBuffer({
123
+ label,
124
+ size: Math.max(4, data.byteLength),
125
+ usage: USAGE_VERTEX,
126
+ });
127
+ device.queue.writeBuffer(buffer, 0, data);
128
+ buffers.push(buffer);
129
+ return buffer;
130
+ };
131
+ upload(base.positions, 'scatter.positions');
132
+ upload(base.normals, 'scatter.normals');
133
+ upload(base.colors, 'scatter.colors');
134
+
135
+ for (const attribute of ATTRIBUTES.filter((a) => a.perInstance)) {
136
+ const buffer = device.createBuffer({
137
+ label: `scatter.instance${attribute.location}`,
138
+ size: Math.max(4, capacity * attribute.floats * 4),
139
+ usage: USAGE_VERTEX,
140
+ });
141
+ buffers.push(buffer);
142
+ }
143
+
144
+ const indexBuffer = device.createBuffer({
145
+ label: 'scatter.indices',
146
+ size: Math.max(4, base.indices.byteLength),
147
+ usage: USAGE_INDEX,
148
+ });
149
+ device.queue.writeBuffer(indexBuffer, 0, base.indices);
150
+
151
+ return {
152
+ vertexBuffers: buffers,
153
+ indexBuffer,
154
+ indexCount: base.indices.length,
155
+ capacity,
156
+ dispose(): void {
157
+ for (const buffer of buffers) buffer.destroy();
158
+ indexBuffer.destroy();
159
+ },
160
+ };
161
+ }
162
+
163
+ export function createScatterBindGroupLayout(device: GPUDevice): GPUBindGroupLayout {
164
+ return device.createBindGroupLayout({
165
+ label: 'scatter.layout',
166
+ entries: [
167
+ /*
168
+ * **The vertex block is per draw and the fragment block is not.**
169
+ *
170
+ * The vertex block carries the gust and the trample field, and both arrive as arguments
171
+ * to `drawScatter` — so a scene bending its grass by one press field and its canopy by
172
+ * another gets whichever was written last for both, from a single buffer. That is not
173
+ * hypothetical elsewhere: the plume pass had exactly this and drew a flame bent by the
174
+ * smoke's wind response. The demo that exercises this today happens to pass both
175
+ * batches the same wind and no trample, which is luck rather than a guarantee.
176
+ *
177
+ * The fragment block holds the camera, the sun, the point lights and the medium, which
178
+ * are settled per pass rather than per batch. It stops being safe the day something
179
+ * per-batch is added to it, and that is what would make this a ring too.
180
+ */
181
+ {
182
+ binding: VERT_BINDING,
183
+ visibility: VISIBILITY_VERTEX,
184
+ buffer: { type: 'uniform', hasDynamicOffset: true, minBindingSize: SCATTER_VERT_SIZE },
185
+ },
186
+ {
187
+ binding: FRAG_BINDING,
188
+ visibility: VISIBILITY_FRAGMENT,
189
+ buffer: { type: 'uniform', minBindingSize: SCATTER_FRAG_SIZE },
190
+ },
191
+ ],
192
+ });
193
+ }
194
+
195
+ export function createScatterBindGroup(
196
+ device: GPUDevice,
197
+ layout: GPUBindGroupLayout,
198
+ perPass: GPUBuffer,
199
+ perFrame: GPUBuffer,
200
+ ): GPUBindGroup {
201
+ return device.createBindGroup({
202
+ label: 'scatter.bindGroup',
203
+ layout,
204
+ entries: [
205
+ { binding: VERT_BINDING, resource: { buffer: perPass, size: SCATTER_VERT_SIZE } },
206
+ { binding: FRAG_BINDING, resource: { buffer: perFrame, size: SCATTER_FRAG_SIZE } },
207
+ ],
208
+ });
209
+ }
210
+
211
+ /**
212
+ * The scatter *depth* pipeline: the same blades, bent the same way, into the shadow map.
213
+ *
214
+ * **It has to be the same deformation or the shadow comes loose from its caster.** The
215
+ * vertex stage is `SCATTER_DEPTH_VERT` rather than the frame's, but it reads the same wind
216
+ * block at the same offsets, so the two are fed from one `resolveScatterDeform`. A blade
217
+ * bent by one gust and shadowed by another is the failure this pairing exists to prevent —
218
+ * and it is why `ShadowCasterSink.scatter` takes the gust rather than looking it up.
219
+ *
220
+ * Paired with `DEPTH_FRAG`, exactly as `renderer.ts` pairs `scatterDepthProgram`.
221
+ *
222
+ * Single-sampled and no colour target: the shadow map is neither multisampled nor presented.
223
+ */
224
+ export function scatterDepthPipeline(
225
+ cache: PipelineCache,
226
+ device: GPUDevice,
227
+ layout: GPUBindGroupLayout,
228
+ shadowFormat: GPUTextureFormat,
229
+ depthFragment: string,
230
+ ): GPURenderPipeline {
231
+ return cache.get('scatter.depth', () => ({
232
+ label: 'scatter.depth',
233
+ layout: device.createPipelineLayout({ bindGroupLayouts: [layout] }),
234
+ vertex: {
235
+ module: shaderModule(device, {
236
+ label: 'scatter.depthVert',
237
+ code: SCATTER_DEPTH_VERT_WGSL,
238
+ }),
239
+ entryPoint: 'main',
240
+ buffers: scatterVertexLayouts(),
241
+ },
242
+ fragment: {
243
+ module: shaderModule(device, { label: 'depth.frag', code: depthFragment }),
244
+ entryPoint: 'main',
245
+ targets: [],
246
+ },
247
+ primitive: { topology: 'triangle-list', cullMode: 'none' },
248
+ depthStencil: { format: shadowFormat, depthWriteEnabled: true, depthCompare: DEPTH_COMPARE },
249
+ }));
250
+ }
251
+
252
+ /**
253
+ * The scatter pipeline.
254
+ *
255
+ * **Culling off, matching `renderer.ts`.** It brackets the scatter draw with
256
+ * `gl.disable(gl.CULL_FACE)`, because a blade of grass is a flat card with no back: cull it
257
+ * and half the field vanishes depending on which way the wind turned it.
258
+ */
259
+ export function scatterPipeline(
260
+ cache: PipelineCache,
261
+ device: GPUDevice,
262
+ layout: GPUBindGroupLayout,
263
+ ): GPURenderPipeline {
264
+ return cache.get('scatter', () => ({
265
+ label: 'scatter',
266
+ layout: device.createPipelineLayout({ bindGroupLayouts: [layout] }),
267
+ vertex: {
268
+ module: shaderModule(device, { label: 'scatter.vert', code: SCATTER_VERT_WGSL }),
269
+ entryPoint: 'main',
270
+ buffers: scatterVertexLayouts(),
271
+ },
272
+ fragment: {
273
+ module: shaderModule(device, { label: 'scatter.frag', code: SCATTER_FRAG_WGSL }),
274
+ entryPoint: 'main',
275
+ targets: [{ format: cache.format }],
276
+ },
277
+ primitive: { topology: 'triangle-list', cullMode: 'none' },
278
+ multisample: { count: cache.sampleCount },
279
+ depthStencil: { format: DEPTH_FORMAT, depthWriteEnabled: true, depthCompare: DEPTH_COMPARE },
280
+ }));
281
+ }
282
+
283
+ /**
284
+ * The layout the scatter depth pass binds against.
285
+ *
286
+ * The vertex block is the scatter one — wind and trample — and the fragment block and its
287
+ * previous-map sampler are the depth pass's own, unchanged, because the peel layer works the
288
+ * same way whatever geometry is filling it.
289
+ *
290
+ * **`hasDynamicOffset` on the vertex block, and it is a bug fix rather than a shape.** That
291
+ * block used to be one buffer rewritten before every batch, which is the failure `UniformRing`
292
+ * exists for: writes are ordered on the queue timeline and the encoder is submitted afterwards,
293
+ * so every scatter draw recorded before that submit reads the *last* write. Inside one
294
+ * directional layer that costs a batch the wrong gust. Inside a point light's bake it costs the
295
+ * wrong `uLightViewProj`, because six cube faces share one encoder — so a field of grass was
296
+ * rasterised into all six faces under the last face's projection, and five sixths of it landed
297
+ * in the octahedral map at directions nothing occupies. What that draws is a hard-edged patch of
298
+ * shadow on the ground beside a lamp with nothing above it to cast one.
299
+ */
300
+ export function createScatterDepthBindGroupLayout(
301
+ device: GPUDevice,
302
+ fragBinding: number,
303
+ fragSize: number,
304
+ previous: { texture: number; sampler: number },
305
+ ): GPUBindGroupLayout {
306
+ return device.createBindGroupLayout({
307
+ label: 'scatter.depthLayout',
308
+ entries: [
309
+ {
310
+ binding: VERT_BINDING,
311
+ visibility: VISIBILITY_VERTEX,
312
+ buffer: { type: 'uniform', hasDynamicOffset: true, minBindingSize: SCATTER_DEPTH_SIZE },
313
+ },
314
+ {
315
+ binding: fragBinding,
316
+ visibility: VISIBILITY_FRAGMENT,
317
+ buffer: { type: 'uniform', minBindingSize: fragSize },
318
+ },
319
+ /* A depth format, for the reason `depthPass.ts` spells out over its own copy of this. */
320
+ {
321
+ binding: previous.texture,
322
+ visibility: VISIBILITY_FRAGMENT,
323
+ texture: { sampleType: 'unfilterable-float' },
324
+ },
325
+ {
326
+ binding: previous.sampler,
327
+ visibility: VISIBILITY_FRAGMENT,
328
+ sampler: { type: 'non-filtering' },
329
+ },
330
+ ],
331
+ });
332
+ }
333
+
334
+ /** `perDraw` is a `UniformRing`'s buffer now, bound one slot at a time. See the layout above. */
335
+ export function createScatterDepthBindGroup(
336
+ device: GPUDevice,
337
+ layout: GPUBindGroupLayout,
338
+ perDraw: GPUBuffer,
339
+ frag: { binding: number; buffer: GPUBuffer; size: number },
340
+ previous: { texture: number; sampler: number },
341
+ view: GPUTextureView,
342
+ sampler: GPUSampler,
343
+ ): GPUBindGroup {
344
+ return device.createBindGroup({
345
+ label: 'scatter.depthBindGroup',
346
+ layout,
347
+ entries: [
348
+ { binding: VERT_BINDING, resource: { buffer: perDraw, size: SCATTER_DEPTH_SIZE } },
349
+ { binding: frag.binding, resource: { buffer: frag.buffer, size: frag.size } },
350
+ { binding: previous.texture, resource: view },
351
+ { binding: previous.sampler, resource: sampler },
352
+ ],
353
+ });
354
+ }
@@ -0,0 +1,220 @@
1
+ import { DEPTH_COMPARE } from '../../depthConvention.ts';
2
+ import {
3
+ SDFTEXT_BINDINGS,
4
+ SDF_TEXT_FRAG_WGSL,
5
+ SDF_TEXT_VERT_WGSL,
6
+ } from '../../shaders/generated/sdfText.wgsl.ts';
7
+ import type { UniformFields } from './scatterPass.ts';
8
+ import { DEPTH_FORMAT } from './flatPass.ts';
9
+ import type { PipelineCache } from './pipelineCache.ts';
10
+ import type { SdfFont } from '../../sdfFont.ts';
11
+ import { SdfTextLayout, type SdfTextStyle } from '../../sdfTextLayout.ts';
12
+ import type { GpuSurfaceTexture } from './surfaceTexturePass.ts';
13
+ import { shaderModule } from './shaderModules.ts';
14
+
15
+ /**
16
+ * The SDF text pass: a string as flat, textured quads, drawn into the scene.
17
+ *
18
+ * Same job as `textPass.ts` for the engine's pixel font, and `sdfTextRenderer.ts`'s own class
19
+ * comment gives the reason this shape differs from that one: a distance field is sampled by
20
+ * the fragment shader, so a quad per glyph is the whole glyph — one indexed draw per string,
21
+ * no per-instance stepping. The layout is `sdfTextLayout.ts`'s and is shared with WebGL2; this
22
+ * owns only the buffers, the bind group and the pipeline.
23
+ *
24
+ * **World geometry, not a screen overlay — unlike `GpuText`.** It draws against the frame's
25
+ * own view-projection inside whatever pass is already open, the same one `drawMesh` uses, so
26
+ * it needs neither a pass of its own nor `openTextPass`'s depth clear. See `drawSdfText` in
27
+ * `webgpu/renderer.ts` for what that means for where this is called from.
28
+ */
29
+
30
+ export const SDF_TEXT_VERT_FIELDS: UniformFields = SDFTEXT_BINDINGS.SDF_TEXT_VERT.fields;
31
+ export const SDF_TEXT_VERT_SIZE = SDFTEXT_BINDINGS.SDF_TEXT_VERT.uniformSize;
32
+ export const SDF_TEXT_FRAG_FIELDS: UniformFields = SDFTEXT_BINDINGS.SDF_TEXT_FRAG.fields;
33
+ export const SDF_TEXT_FRAG_SIZE = SDFTEXT_BINDINGS.SDF_TEXT_FRAG.uniformSize;
34
+
35
+ const VERT_BINDING = SDFTEXT_BINDINGS.SDF_TEXT_VERT.uniforms;
36
+ const FRAG_BINDING = SDFTEXT_BINDINGS.SDF_TEXT_FRAG.uniforms;
37
+ const ATLAS = SDFTEXT_BINDINGS.SDF_TEXT_FRAG.textures.uAtlas;
38
+
39
+ const VISIBILITY_VERTEX = 0x1;
40
+ const VISIBILITY_FRAGMENT = 0x2;
41
+ const USAGE_VERTEX = 0x0020 | 0x0008; // VERTEX | COPY_DST
42
+ const USAGE_INDEX = 0x0010 | 0x0008; // INDEX | COPY_DST
43
+
44
+ /**
45
+ * One SDF text object on the device: the layout, and the three buffers it fills.
46
+ *
47
+ * **A plain indexed quad list, not `GpuText`'s instanced cube** — see this file's own doc
48
+ * comment. `positions`/`uvs` are re-uploaded only when `layout.set` says something moved,
49
+ * matching `SdfTextRenderer.upload`'s skip on the other backend; `indices` never changes after
50
+ * construction, matching `SdfTextLayout`'s own fixed `0,1,2,0,2,3` pattern.
51
+ */
52
+ export class GpuSdfText {
53
+ readonly layout = new SdfTextLayout();
54
+ readonly positions: GPUBuffer;
55
+ readonly uvs: GPUBuffer;
56
+ readonly indices: GPUBuffer;
57
+
58
+ /** Set by `setText`; `drawSdfText` reads neither this class nor the atlas from anywhere else. */
59
+ font: SdfFont | null = null;
60
+ atlas: GpuSurfaceTexture | null = null;
61
+
62
+ constructor(private readonly device: GPUDevice) {
63
+ this.positions = device.createBuffer({
64
+ label: 'sdfText.positions',
65
+ size: this.layout.positions.byteLength,
66
+ usage: USAGE_VERTEX,
67
+ });
68
+ this.uvs = device.createBuffer({
69
+ label: 'sdfText.uvs',
70
+ size: this.layout.uvs.byteLength,
71
+ usage: USAGE_VERTEX,
72
+ });
73
+ this.indices = device.createBuffer({
74
+ label: 'sdfText.indices',
75
+ size: this.layout.indices.byteLength,
76
+ usage: USAGE_INDEX,
77
+ });
78
+ device.queue.writeBuffer(this.indices, 0, this.layout.indices);
79
+ }
80
+
81
+ /**
82
+ * Lay a string out against a font, and retain the atlas `drawSdfText` will sample.
83
+ *
84
+ * The engine fetches nothing: `font` was parsed from a metrics document the caller already
85
+ * had, and `atlas` is a `GpuSurfaceTexture` the caller already uploaded. A no-op, and no
86
+ * re-upload, when neither the text nor the style moved — see `SdfTextLayout.set`.
87
+ */
88
+ setText(font: SdfFont, atlas: GpuSurfaceTexture, text: string, style: SdfTextStyle): void {
89
+ this.font = font;
90
+ this.atlas = atlas;
91
+ if (this.layout.set(font, text, style)) this.upload();
92
+ }
93
+
94
+ dispose(): void {
95
+ this.positions.destroy();
96
+ this.uvs.destroy();
97
+ this.indices.destroy();
98
+ }
99
+
100
+ /** Both vertex buffers, from the arrays `layout.set` filled in place — the live prefix only. */
101
+ private upload(): void {
102
+ const vertexCount = this.layout.quadCount * 4;
103
+ this.device.queue.writeBuffer(this.positions, 0, this.layout.positions, 0, vertexCount * 3);
104
+ this.device.queue.writeBuffer(this.uvs, 0, this.layout.uvs, 0, vertexCount * 2);
105
+ }
106
+ }
107
+
108
+ /**
109
+ * `aPosition` at location 0, `aUv` at location 1 — pinned in `sdfText.ts` and read verbatim
110
+ * here rather than guessed, for the reason `sdfTextRenderer.ts`'s class comment gives. Neither
111
+ * is instanced: every vertex is its own quad corner, unlike `textVertexLayouts`'s per-instance
112
+ * cell and character.
113
+ */
114
+ export function sdfTextVertexLayouts(): GPUVertexBufferLayout[] {
115
+ return [
116
+ {
117
+ arrayStride: 12,
118
+ attributes: [{ shaderLocation: 0, offset: 0, format: 'float32x3' as GPUVertexFormat }],
119
+ },
120
+ {
121
+ arrayStride: 8,
122
+ attributes: [{ shaderLocation: 1, offset: 0, format: 'float32x2' as GPUVertexFormat }],
123
+ },
124
+ ];
125
+ }
126
+
127
+ /**
128
+ * Built from `SDFTEXT_BINDINGS`, not hand-numbered — the generator emits bindings per shader
129
+ * precisely so this always binds the numbers the shader actually declared.
130
+ */
131
+ export function createSdfTextBindGroupLayout(device: GPUDevice): GPUBindGroupLayout {
132
+ return device.createBindGroupLayout({
133
+ label: 'sdfText.layout',
134
+ entries: [
135
+ {
136
+ binding: VERT_BINDING,
137
+ visibility: VISIBILITY_VERTEX,
138
+ buffer: { type: 'uniform', hasDynamicOffset: true, minBindingSize: SDF_TEXT_VERT_SIZE },
139
+ },
140
+ {
141
+ binding: FRAG_BINDING,
142
+ visibility: VISIBILITY_FRAGMENT,
143
+ buffer: { type: 'uniform', hasDynamicOffset: true, minBindingSize: SDF_TEXT_FRAG_SIZE },
144
+ },
145
+ { binding: ATLAS.texture, visibility: VISIBILITY_FRAGMENT, texture: {} },
146
+ { binding: ATLAS.sampler, visibility: VISIBILITY_FRAGMENT, sampler: {} },
147
+ ],
148
+ });
149
+ }
150
+
151
+ /**
152
+ * Bound once per atlas against both rings; a dynamic offset per string. See
153
+ * `createTextBindGroup` and, for why one bind group serves every draw against the same atlas,
154
+ * `webgpu/renderer.ts`'s `albedoBindGroups`.
155
+ */
156
+ export function createSdfTextBindGroup(
157
+ device: GPUDevice,
158
+ layout: GPUBindGroupLayout,
159
+ vertices: GPUBuffer,
160
+ fragments: GPUBuffer,
161
+ atlasView: GPUTextureView,
162
+ atlasSampler: GPUSampler,
163
+ ): GPUBindGroup {
164
+ return device.createBindGroup({
165
+ label: 'sdfText.bindGroup',
166
+ layout,
167
+ entries: [
168
+ { binding: VERT_BINDING, resource: { buffer: vertices, size: SDF_TEXT_VERT_SIZE } },
169
+ { binding: FRAG_BINDING, resource: { buffer: fragments, size: SDF_TEXT_FRAG_SIZE } },
170
+ { binding: ATLAS.texture, resource: atlasView },
171
+ { binding: ATLAS.sampler, resource: atlasSampler },
172
+ ],
173
+ });
174
+ }
175
+
176
+ /**
177
+ * The pipeline.
178
+ *
179
+ * **Alpha over, depth tested, depth not written — matching `filmPipeline`, not `textPipeline`.**
180
+ * `sdfTextRenderer.ts`'s own comment gives the reason: an SDF glyph's antialiased edge is
181
+ * coverage, not a solid surface, and writing depth from it punches a hole in whatever sits
182
+ * behind that edge. Depth *testing* is left at the pass's own ambient state rather than
183
+ * reasserted, the same assumption `drawTranslucentMesh` makes for the same reason — this draws
184
+ * inside the mesh pass, not a pass of its own.
185
+ *
186
+ * **Back faces culled**, matching the ambient state `bindMeshPass` sets for the whole mesh
187
+ * pass on the other backend (`gl.enable(CULL_FACE); gl.cullFace(BACK)`) and the convention
188
+ * `filmPipeline` already uses for ordinary world geometry drawn the same way.
189
+ */
190
+ export function sdfTextPipeline(
191
+ cache: PipelineCache,
192
+ device: GPUDevice,
193
+ layout: GPUBindGroupLayout,
194
+ ): GPURenderPipeline {
195
+ return cache.get('sdfText', () => ({
196
+ label: 'sdfText',
197
+ layout: device.createPipelineLayout({ bindGroupLayouts: [layout] }),
198
+ vertex: {
199
+ module: shaderModule(device, { label: 'sdfText.vert', code: SDF_TEXT_VERT_WGSL }),
200
+ entryPoint: 'main',
201
+ buffers: sdfTextVertexLayouts(),
202
+ },
203
+ fragment: {
204
+ module: shaderModule(device, { label: 'sdfText.frag', code: SDF_TEXT_FRAG_WGSL }),
205
+ entryPoint: 'main',
206
+ targets: [
207
+ {
208
+ format: cache.format,
209
+ blend: {
210
+ color: { srcFactor: 'src-alpha', dstFactor: 'one-minus-src-alpha', operation: 'add' },
211
+ alpha: { srcFactor: 'one', dstFactor: 'one-minus-src-alpha', operation: 'add' },
212
+ },
213
+ },
214
+ ],
215
+ },
216
+ primitive: { topology: 'triangle-list', cullMode: 'back' },
217
+ multisample: { count: cache.sampleCount },
218
+ depthStencil: { format: DEPTH_FORMAT, depthWriteEnabled: false, depthCompare: DEPTH_COMPARE },
219
+ }));
220
+ }
@@ -0,0 +1,49 @@
1
+ /**
2
+ * Shader modules, built once per source per device.
3
+ *
4
+ * **A module used to be created inside every pipeline descriptor**, which reads as free and is
5
+ * not: `createShaderModule` parses and validates the WGSL, and a descriptor is built on every
6
+ * `PipelineCache` miss. The flat shader is the worst case and the common one. A consumer that
7
+ * creates two dozen meshes gets a pipeline per distinct vertex layout, times a blended twin,
8
+ * times every target the mesh can land on, and each of those parsed the same large source
9
+ * again. On a workstation that is invisible. On a phone it is seconds of the main thread,
10
+ * before a single frame, which is a black and unresponsive page rather than a slow one.
11
+ *
12
+ * Keyed by the source text rather than by the label, because the source is what decides what a
13
+ * module *is* — two passes that compile the same WGSL under different labels want one module,
14
+ * and a label is a debugging string that must never change the object graph. Modules are
15
+ * immutable once created and safe to share between pipelines, which is the whole reason this
16
+ * can be a cache rather than a pool.
17
+ *
18
+ * `WeakMap` on the device, so nothing here outlives the device it belongs to: a lost context
19
+ * builds a new device, which starts empty and cannot be handed a module belonging to the dead
20
+ * one. That also means this needs no `dispose` and no wiring into anybody's teardown.
21
+ */
22
+ const byDevice = new WeakMap<GPUDevice, Map<string, GPUShaderModule>>();
23
+
24
+ /**
25
+ * The module for this source, compiling it on the first ask only.
26
+ *
27
+ * A drop-in for `device.createShaderModule(descriptor)`, and deliberately the same shape so a
28
+ * call site reads the same after the change as before it.
29
+ */
30
+ export function shaderModule(
31
+ device: GPUDevice,
32
+ descriptor: GPUShaderModuleDescriptor,
33
+ ): GPUShaderModule {
34
+ let modules = byDevice.get(device);
35
+ if (modules === undefined) {
36
+ modules = new Map<string, GPUShaderModule>();
37
+ byDevice.set(device, modules);
38
+ }
39
+ const existing = modules.get(descriptor.code);
40
+ if (existing !== undefined) return existing;
41
+ const built = device.createShaderModule(descriptor);
42
+ modules.set(descriptor.code, built);
43
+ return built;
44
+ }
45
+
46
+ /** How many distinct sources this device has compiled. Read by tests and diagnostics. */
47
+ export function shaderModuleCount(device: GPUDevice): number {
48
+ return byDevice.get(device)?.size ?? 0;
49
+ }