@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
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  736. package/src/render/backend/webgpu/pipelineCache.ts +152 -0
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  738. package/src/render/backend/webgpu/pointShadowPass.ts +368 -0
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  743. package/src/render/backend/webgpu/scatterPass.ts +354 -0
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  746. package/src/render/backend/webgpu/shaders/clusterBin.wgsl.ts +219 -0
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@@ -0,0 +1,348 @@
1
+ import { mat4, vec3 } from 'gl-matrix';
2
+ import type { ReadonlyMat4 } from 'gl-matrix';
3
+ import { DEG_TO_RAD } from '../math/scalar.ts';
4
+
5
+ /** Reused by `project`; a per-call vec4 would allocate on every pointer move. */
6
+ const projected = new Float32Array(4);
7
+
8
+ /** Reused by `rayThrough`; this runs on every pointer move. */
9
+ const nearPoint = new Float32Array(4);
10
+ const farPoint = new Float32Array(4);
11
+
12
+ /** One NDC point back through the inverse view-projection, with the perspective divide. */
13
+ function unproject(out: Float32Array, inv: ReadonlyMat4, x: number, y: number, z: number): void {
14
+ const w = inv[3] * x + inv[7] * y + inv[11] * z + inv[15];
15
+ const scale = w === 0 ? 1 : 1 / w;
16
+ out[0] = (inv[0] * x + inv[4] * y + inv[8] * z + inv[12]) * scale;
17
+ out[1] = (inv[1] * x + inv[5] * y + inv[9] * z + inv[13]) * scale;
18
+ out[2] = (inv[2] * x + inv[6] * y + inv[10] * z + inv[14]) * scale;
19
+ }
20
+
21
+ /**
22
+ * Perspective camera. Yaw/pitch convention: yaw 0 looks toward -Z, positive
23
+ * yaw turns right (+X); positive pitch looks up.
24
+ */
25
+ export class Camera {
26
+ readonly position = vec3.create();
27
+ yaw = 0;
28
+ pitch = 0;
29
+ fovYDeg = 70;
30
+ /**
31
+ * Near plane, metres — and the single biggest control this engine has over
32
+ * z-fighting.
33
+ *
34
+ * A conventional depth buffer spends its precision hyperbolically: the smallest
35
+ * separation it can resolve at distance `z` is about `z² / (near · 2^bits)`. At
36
+ * the old 0.1 that is a quarter of a millimetre at twenty metres, **1.5 mm at
37
+ * fifty, and 6 mm at a hundred** — so any two surfaces closer together than that
38
+ * are decided by float rounding, and which one a pixel shows changes as the
39
+ * camera moves — shown most clearly by a matched pair of screenshots of one seam
40
+ * from two angles, right in one and wrong in the other.
41
+ *
42
+ * Precision scales linearly with this number, so four times the near plane is
43
+ * four times the resolution at every distance, and it costs nothing. Safe at 0.4
44
+ * because a third-person boom never brings the eye closer than `BOOM_MIN` (0.9 m)
45
+ * to the character and keeps its own radius clear of surfaces — there is nothing
46
+ * legitimately within 40 cm of this camera to clip.
47
+ *
48
+ * It is a mitigation and not the cure. A 0.2 mm seam, which the daily generator
49
+ * does produce where two decks meet, still fights past about forty metres. The
50
+ * cure is a reversed-Z float depth buffer; see `docs/bugs/`.
51
+ */
52
+ near = 0.4;
53
+ far = 500;
54
+
55
+ readonly forward = vec3.create();
56
+ readonly view = mat4.create();
57
+ readonly projection = mat4.create();
58
+ readonly viewProjection = mat4.create();
59
+ readonly invViewProjection = mat4.create();
60
+
61
+ /**
62
+ * Roll about the view direction, radians. Positive drops the right side.
63
+ * Render-only: nothing about the camera reaches the simulation.
64
+ */
65
+ roll = 0;
66
+
67
+ /**
68
+ * Point the camera at a world position from wherever it currently stands.
69
+ *
70
+ * Added because three callers had each derived this by hand and one of them got it
71
+ * wrong: a preview rig placed itself on a circle around its subject and computed a yaw
72
+ * that was exactly π out, so it rendered the inside of an empty box and the figure it was
73
+ * built to show was behind it. The trig is four lines and the sign conventions are this
74
+ * class's own — `yaw 0` looks toward −Z, positive yaw turns toward +X — so leaving every
75
+ * caller to rediscover them is leaving them a trap.
76
+ *
77
+ * Sets `yaw` and `pitch` only. Roll is a separate decision (it is a lean, not an aim),
78
+ * and `updateMatrices` still has to be called afterwards.
79
+ */
80
+ lookAt(x: number, y: number, z: number): void {
81
+ const dx = x - (this.position[0] ?? 0);
82
+ const dy = y - (this.position[1] ?? 0);
83
+ const dz = z - (this.position[2] ?? 0);
84
+ const flat = Math.hypot(dx, dz);
85
+ // Straight up or down leaves yaw meaningless, so it is left as it was rather than
86
+ // snapped to zero — which would spin the view on the way past vertical.
87
+ if (flat > 1e-6) this.yaw = Math.atan2(dx, -dz);
88
+ this.pitch = Math.atan2(dy, flat);
89
+ }
90
+
91
+ updateMatrices(aspect: number): void {
92
+ const cosPitch = Math.cos(this.pitch);
93
+ const sinPitch = Math.sin(this.pitch);
94
+ const cosYaw = Math.cos(this.yaw);
95
+ const sinYaw = Math.sin(this.yaw);
96
+ vec3.set(this.forward, sinYaw * cosPitch, sinPitch, -cosYaw * cosPitch);
97
+
98
+ /*
99
+ * The view basis is derived from the angles, and **not** by aiming a look-at at
100
+ * `position + forward`, which is what this did for as long as it existed.
101
+ *
102
+ * A look-at builds its right axis by crossing the view direction with world up, so it has
103
+ * nothing to work with when the two are parallel — and at a pitch of ±π/2 they are. What
104
+ * hid that for so long is that `cos(π/2)` is 6.1e-17 rather than 0, so the horizontal part
105
+ * of the direction survives *if it survives the addition*, and in a `Float32Array` that
106
+ * depends on where the camera is standing: at the origin the epsilon is kept and the basis
107
+ * is fine, and past about half a metre on the axis in question it is rounded away, the
108
+ * cross product collapses to zero, and the view matrix is singular.
109
+ *
110
+ * A singular view does not draw a wrong picture, it draws none: every vertex lands on one
111
+ * point, so the frame keeps its clear colour, and `invert` below fails and silently leaves
112
+ * whatever the previous aim put in `invViewProjection` — which the sky pass then reads as
113
+ * though it were this one's. **Measured on a reflection probe**, whose up and down faces are
114
+ * the only two in the engine that ever aim straight at a pole: both came back holding one
115
+ * stale copy of a sideways face, in every world whose subject does not stand at the origin.
116
+ *
117
+ * Right is `(cos yaw, 0, sin yaw)` and does not depend on pitch at all, so it is unit length
118
+ * at every aim including both poles, and up follows from it and the direction. The result
119
+ * matches what the look-at produced everywhere the look-at was well defined, including the
120
+ * mirrored frame it gave past vertical, which `lean` keeps.
121
+ *
122
+ * What it gives up: a camera tilted past vertical still mirrors rather than rolling over the
123
+ * top, because that is the behaviour that shipped and nothing here aims there — every
124
+ * consumer clamps pitch well inside a quarter turn. A camera meant to loop, in a cockpit or
125
+ * a free-flight view, wants `lean` dropped and the basis carried continuously instead.
126
+ */
127
+ const lean = cosPitch < 0 ? -1 : 1;
128
+ let rightX = lean * cosYaw;
129
+ /* Level until something rolls it: right is horizontal at every pitch. */
130
+ let rightY = 0;
131
+ let rightZ = lean * sinYaw;
132
+ let upX = -lean * sinYaw * sinPitch;
133
+ let upY = lean * cosPitch;
134
+ let upZ = lean * cosYaw * sinPitch;
135
+
136
+ /*
137
+ * Up is rolled about the view direction rather than fixed to world up.
138
+ *
139
+ * A camera that stays level while the surface under the subject banks makes
140
+ * the *world* look like it is tilting, which is exactly backwards: the
141
+ * player is the thing that tilted. Rolling with them is what makes a banked
142
+ * corner read as leaning into it.
143
+ *
144
+ * Both axes turn together, which is the same rotation the previous construction reached by
145
+ * rolling world up and letting the look-at re-derive right from it — and unlike that one it
146
+ * still turns something when the camera is aimed at a pole.
147
+ *
148
+ * **The sign is the shipped one and it is the opposite of a positive rotation about the view
149
+ * direction**, which is worth stating because the construction this replaced carried a
150
+ * comment naming the positive form while its code computed the negative one. Following the
151
+ * comment turned every rolled frame the wrong way by twice the angle: measured as 384,242
152
+ * pixels of 921,600 on the one demo scene that rolls, against a floor of 47.
153
+ */
154
+ if (this.roll !== 0) {
155
+ const cosRoll = Math.cos(this.roll);
156
+ const sinRoll = Math.sin(this.roll);
157
+ const turnedRightX = rightX * cosRoll + upX * sinRoll;
158
+ const turnedRightY = upY * sinRoll;
159
+ const turnedRightZ = rightZ * cosRoll + upZ * sinRoll;
160
+ upX = upX * cosRoll - rightX * sinRoll;
161
+ upY = upY * cosRoll;
162
+ upZ = upZ * cosRoll - rightZ * sinRoll;
163
+ rightX = turnedRightX;
164
+ rightY = turnedRightY;
165
+ rightZ = turnedRightZ;
166
+ }
167
+
168
+ const eyeX = this.position[0] ?? 0;
169
+ const eyeY = this.position[1] ?? 0;
170
+ const eyeZ = this.position[2] ?? 0;
171
+ const forwardX = this.forward[0] ?? 0;
172
+ const forwardY = this.forward[1] ?? 0;
173
+ const forwardZ = this.forward[2] ?? 0;
174
+ /* Column major, and the third row is the direction negated: a view looks down -Z. */
175
+ const view = this.view;
176
+ view[0] = rightX;
177
+ view[1] = upX;
178
+ view[2] = -forwardX;
179
+ view[3] = 0;
180
+ view[4] = rightY;
181
+ view[5] = upY;
182
+ view[6] = -forwardY;
183
+ view[7] = 0;
184
+ view[8] = rightZ;
185
+ view[9] = upZ;
186
+ view[10] = -forwardZ;
187
+ view[11] = 0;
188
+ view[12] = -(rightX * eyeX + rightY * eyeY + rightZ * eyeZ);
189
+ view[13] = -(upX * eyeX + upY * eyeY + upZ * eyeZ);
190
+ view[14] = forwardX * eyeX + forwardY * eyeY + forwardZ * eyeZ;
191
+ view[15] = 1;
192
+ /*
193
+ * A **vertical** field of view, which is a promise worth stating because a consumer built an
194
+ * interface on it.
195
+ *
196
+ * Because the vertical extent is what is held, a projection keeps its top and bottom when the
197
+ * aspect changes and trades only horizontal. So a tall export is exactly what a centred
198
+ * rectangle of a wider preview sees, and a frame drawn over that preview is arithmetic rather
199
+ * than an approximation: no second render, no two paths to compare.
200
+ *
201
+ * The corollary belongs beside it. Only a *centred* crop of a symmetric frustum is itself a
202
+ * symmetric frustum; an off-centre one is sheared, which `perspective` cannot produce. A
203
+ * consumer wanting an off-axis preview needs `mat4.frustum`, which gl-matrix already exports
204
+ * and this engine does not wrap. Panning the camera instead is a real pan and lands in an
205
+ * export as one.
206
+ */
207
+ mat4.perspective(this.projection, this.fovYDeg * DEG_TO_RAD, aspect, this.near, this.far);
208
+ mat4.multiply(this.viewProjection, this.projection, this.view);
209
+ mat4.invert(this.invViewProjection, this.viewProjection);
210
+ }
211
+
212
+ /**
213
+ * Take a view and a projection that were computed somewhere else.
214
+ *
215
+ * **Because an XR eye cannot be described by this class, and this file already says why.**
216
+ * `updateMatrices` derives the view from yaw and pitch and the projection from
217
+ * `mat4.perspective`, and the note above it records the corollary: *only a centred crop of a
218
+ * symmetric frustum is itself a symmetric frustum; an off-centre one is sheared, which
219
+ * `perspective` cannot produce.* A headset's eye projection is exactly that shear, off-axis by
220
+ * the distance from the pupil to the display's centre, and its view comes from a pose no pair of
221
+ * Euler angles was ever asked to describe.
222
+ *
223
+ * So a supplied view is adopted rather than configured. Everything downstream reads `view`,
224
+ * `projection`, `viewProjection` and `invViewProjection`, so frustum culling, picking, the sky
225
+ * and every pass that samples the inverse keep working with nothing changed.
226
+ *
227
+ * **`position` and `forward` are decomposed back out**, and that is not a convenience. A view
228
+ * matrix is the inverse of the camera's world transform, so the eye is `-Rᵀt` and the direction
229
+ * is the third row negated. A consumer reading `camera.position` to place a listener or to score
230
+ * a level of detail would otherwise get whatever the last non-XR frame left there, which is a
231
+ * defect that looks like an audio bug rather than a camera one.
232
+ *
233
+ * **`yaw`, `pitch` and `roll` are deliberately left alone**, and reading them after this is
234
+ * reading the last angles somebody set. A supplied rotation may be one no Euler triple
235
+ * describes without a convention this class does not own, and inventing one here would put a
236
+ * second answer to "where is the camera looking" beside `forward`, which is derived from the
237
+ * matrix and is always right.
238
+ *
239
+ * `near` and `far` are not read and not written: the supplied projection carries its own depth
240
+ * range, which the runtime chose.
241
+ */
242
+ adoptView(view: ReadonlyMat4, projection: ReadonlyMat4): void {
243
+ mat4.copy(this.view, view);
244
+ mat4.copy(this.projection, projection);
245
+ mat4.multiply(this.viewProjection, this.projection, this.view);
246
+ mat4.invert(this.invViewProjection, this.viewProjection);
247
+
248
+ /*
249
+ * The rotation is the upper-left 3x3 and it is orthonormal, so its inverse is its transpose
250
+ * and the eye falls out without a general inverse. Reading the matrix rather than inverting it
251
+ * also keeps this allocation-free, which matters because it runs once per eye per frame.
252
+ */
253
+ const v = this.view;
254
+ const rx = v[0] as number,
255
+ ry = v[4] as number,
256
+ rz = v[8] as number;
257
+ const ux = v[1] as number,
258
+ uy = v[5] as number,
259
+ uz = v[9] as number;
260
+ const bx = v[2] as number,
261
+ by = v[6] as number,
262
+ bz = v[10] as number;
263
+ const tx = v[12] as number,
264
+ ty = v[13] as number,
265
+ tz = v[14] as number;
266
+
267
+ vec3.set(
268
+ this.position,
269
+ -(rx * tx + ux * ty + bx * tz),
270
+ -(ry * tx + uy * ty + by * tz),
271
+ -(rz * tx + uz * ty + bz * tz),
272
+ );
273
+ /* The third row of the rotation is the camera's backward axis, so forward is its negation. */
274
+ vec3.set(this.forward, -bx, -by, -bz);
275
+ }
276
+
277
+ /**
278
+ * Where a world point lands on the canvas, in CSS pixels, or false if it is behind.
279
+ *
280
+ * For attaching DOM to a place in the world: a focus ring on a card, a label on a
281
+ * marker. The caller passes the CSS box rather than the drawing buffer, because the
282
+ * answer is for the document and the document does not know the device pixel ratio.
283
+ *
284
+ * **False rather than a coordinate when w <= 1e-6.** The perspective divide by a negative
285
+ * w mirrors the point through the origin, so a thing behind the viewer reports a
286
+ * perfectly plausible position on the opposite side of the screen. A caller that
287
+ * placed an affordance there would be putting it on the wrong object, which is worse
288
+ * than putting it nowhere.
289
+ */
290
+ project(
291
+ out: Float32Array | number[],
292
+ x: number,
293
+ y: number,
294
+ z: number,
295
+ cssWidth: number,
296
+ cssHeight: number,
297
+ ): boolean {
298
+ const m = this.viewProjection;
299
+ const w = m[3] * x + m[7] * y + m[11] * z + m[15];
300
+ if (w <= 1e-6) return false;
301
+ projected[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;
302
+ projected[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;
303
+ out[0] = (projected[0] * 0.5 + 0.5) * cssWidth;
304
+ out[1] = (0.5 - projected[1] * 0.5) * cssHeight;
305
+ return true;
306
+ }
307
+
308
+ /**
309
+ * The ray a pixel looks along, in world space.
310
+ *
311
+ * Two points are unprojected rather than one, because a direction cannot be recovered
312
+ * from a single unprojected point without knowing where the eye is in the same space —
313
+ * and for an orthographic camera there is no single eye at all. Unprojecting both ends
314
+ * of the depth range and subtracting is correct for either projection, which is why it
315
+ * is written this way for a camera that is currently only perspective.
316
+ *
317
+ * `cssX`/`cssY` are in the canvas's CSS box, so a caller hands over
318
+ * `event.clientX - rect.left` and nothing has to know the device pixel ratio.
319
+ */
320
+ rayThrough(
321
+ origin: Float32Array,
322
+ direction: Float32Array,
323
+ cssX: number,
324
+ cssY: number,
325
+ cssWidth: number,
326
+ cssHeight: number,
327
+ ): void {
328
+ const ndcX = (cssX / cssWidth) * 2 - 1;
329
+ const ndcY = 1 - (cssY / cssHeight) * 2;
330
+ unproject(nearPoint, this.invViewProjection, ndcX, ndcY, -1);
331
+ unproject(farPoint, this.invViewProjection, ndcX, ndcY, 1);
332
+
333
+ origin[0] = nearPoint[0];
334
+ origin[1] = nearPoint[1];
335
+ origin[2] = nearPoint[2];
336
+
337
+ let dx = farPoint[0] - nearPoint[0];
338
+ let dy = farPoint[1] - nearPoint[1];
339
+ let dz = farPoint[2] - nearPoint[2];
340
+ const length = Math.hypot(dx, dy, dz) || 1;
341
+ dx /= length;
342
+ dy /= length;
343
+ dz /= length;
344
+ direction[0] = dx;
345
+ direction[1] = dy;
346
+ direction[2] = dz;
347
+ }
348
+ }
@@ -0,0 +1,171 @@
1
+ import type { FrameView } from './frameView.ts';
2
+ import type { Vec3 } from '../math/color.ts';
3
+ import { compileProgram, uniformLocations } from './shader.ts';
4
+ import { CAUSTICS_FRAG, CAUSTICS_VERT } from './shaders/caustics.ts';
5
+ import { bindAtmosphere } from './atmosphere.ts';
6
+ import type { Atmosphere } from './atmosphere.ts';
7
+ import { buildSheets } from './surfaceSheet.ts';
8
+ import type { SheetSpan } from './surfaceSheet.ts';
9
+ import { seaStateForWind } from './seaState.ts';
10
+
11
+ /**
12
+ * A surface lit by nearby water: the floor of a pool, the bottom of a flooded
13
+ * corridor, the underside of a bridge, an arch, a jetty, a cave mouth.
14
+ *
15
+ * The caller submits the lit surface and says which body of water is throwing the
16
+ * light. Everything else — where the light lands, how sharp the net is, how it
17
+ * moves — comes from the wave field in `shaders/gerstner.ts`, which is the same
18
+ * field the water surface itself is displaced by.
19
+ *
20
+ * Either side of the surface works. The overhead case came first and passed for
21
+ * the whole feature for a while, but a pool floor is the same optics and by far
22
+ * the more ordinary sight; the sheet simply lies under the water instead of over
23
+ * it.
24
+ */
25
+ export interface CausticSheet {
26
+ /** Cross-sections of the lit surface, in order. */
27
+ spans: readonly SheetSpan[];
28
+ /**
29
+ * Resting height of the water throwing the light.
30
+ *
31
+ * Per sheet rather than per draw, so one batch can carry surfaces above and
32
+ * below water at different heights — and so a caller cannot forget to keep the
33
+ * two in step, which is the whole contract of this feature: the pattern is only
34
+ * worth having because it is the crests the player can see.
35
+ */
36
+ waterY: number;
37
+ }
38
+
39
+ /**
40
+ * How far from the water the effect has died out.
41
+ *
42
+ * Not a fade for performance — a physical limit. The net spreads with distance and
43
+ * is gone by the time a soffit is a dozen metres up, or a pool that deep. A road
44
+ * bridge over a canal is around six, which is comfortably inside it; the fade
45
+ * starts at 45% of this so that distance is not already dimmed.
46
+ */
47
+ export const CAUSTICS_MAX_DROP_M = 12;
48
+ const MAX_DROP_M = CAUSTICS_MAX_DROP_M;
49
+
50
+ /**
51
+ * Cells across a lit surface.
52
+ *
53
+ * The pattern is a fragment computation, so this only has to be fine enough for
54
+ * the linear terms — distance fog and the edge fade — not for the waves.
55
+ */
56
+ export const CAUSTICS_CELL_M = 3;
57
+ const CELL_M = CAUSTICS_CELL_M;
58
+
59
+ /** Reused per frame: the colour of the light the water is reflecting. */
60
+ const scratchTint = new Float32Array(3);
61
+
62
+ export class CausticsRenderer {
63
+ private readonly program: WebGLProgram;
64
+ private readonly uniforms: Record<string, WebGLUniformLocation>;
65
+ private readonly vao: WebGLVertexArrayObject;
66
+ private readonly buffers: WebGLBuffer[] = [];
67
+ private readonly vertexCount: number;
68
+
69
+ constructor(gl: WebGL2RenderingContext, sheets: readonly CausticSheet[]) {
70
+ this.program = compileProgram(gl, CAUSTICS_VERT, CAUSTICS_FRAG, 'caustics');
71
+ this.uniforms = uniformLocations(gl, this.program, 'causticsRenderer');
72
+
73
+ const mesh = buildSheets(sheets, CELL_M, (sheet, out) => {
74
+ out[0] = sheet.waterY;
75
+ out[1] = 0;
76
+ });
77
+ this.vertexCount = mesh.vertexCount;
78
+
79
+ const vao = gl.createVertexArray();
80
+ if (vao === null) throw new Error('CausticsRenderer: createVertexArray failed');
81
+ this.vao = vao;
82
+ gl.bindVertexArray(vao);
83
+ const attach = (data: Float32Array, location: number, size: number): void => {
84
+ const buffer = gl.createBuffer();
85
+ if (buffer === null) throw new Error('CausticsRenderer: createBuffer failed');
86
+ this.buffers.push(buffer);
87
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
88
+ gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
89
+ gl.enableVertexAttribArray(location);
90
+ gl.vertexAttribPointer(location, size, gl.FLOAT, false, 0, 0);
91
+ };
92
+ attach(mesh.positions, 0, 3);
93
+ attach(mesh.locals, 1, 2);
94
+ attach(mesh.params, 2, 2);
95
+ gl.bindVertexArray(null);
96
+ }
97
+
98
+ /**
99
+ * Add the water's light to an already-shaded scene. Draw after the opaque
100
+ * pass: this is light arriving at a surface, not the surface.
101
+ *
102
+ * @param strength scales the whole effect; 1 is the calibrated default.
103
+ */
104
+ draw(
105
+ gl: WebGL2RenderingContext,
106
+ camera: FrameView,
107
+ timeSeconds: number,
108
+ directionalDir: Vec3,
109
+ directionalColor: Vec3,
110
+ ambient: Vec3,
111
+ atmosphere: Atmosphere,
112
+ underwaterEnabled: boolean,
113
+ windX = 0,
114
+ windZ = 0,
115
+ strength = 1,
116
+ ): void {
117
+ if (this.vertexCount === 0) return;
118
+ const u = this.uniforms;
119
+ gl.useProgram(this.program);
120
+ gl.uniformMatrix4fv(u['uViewProj'] ?? null, false, camera.viewProjection);
121
+ gl.uniform3fv(u['uCameraPos'] ?? null, camera.position);
122
+ gl.uniform1f(u['uTime'] ?? null, timeSeconds);
123
+ gl.uniform1f(u['uMaxDrop'] ?? null, MAX_DROP_M);
124
+ gl.uniform1f(u['uStrength'] ?? null, strength);
125
+ gl.uniform3fv(u['uLightDir'] ?? null, directionalDir);
126
+
127
+ /*
128
+ * What the water is reflecting: the dominant source, plus a share of the
129
+ * ambient standing in for the sky itself.
130
+ *
131
+ * The ambient term is not decoration. Under a bridge at night the sun
132
+ * contributes nothing, and a caustic that switched off with the sun would
133
+ * take the best image in the game with it — while skylight on water is a real
134
+ * source, and it is what a phone camera sees under a bridge after dusk.
135
+ */
136
+ scratchTint[0] = (directionalColor[0] ?? 0) * 0.85 + (ambient[0] ?? 0) * 1.5;
137
+ scratchTint[1] = (directionalColor[1] ?? 0) * 0.85 + (ambient[1] ?? 0) * 1.5;
138
+ scratchTint[2] = (directionalColor[2] ?? 0) * 0.85 + (ambient[2] ?? 0) * 1.5;
139
+ gl.uniform3fv(u['uTint'] ?? null, scratchTint);
140
+
141
+ // The same sea state, from the same wind, as every other body of water.
142
+ const windSpeed = Math.hypot(windX, windZ);
143
+ const sea = seaStateForWind(windSpeed);
144
+ const inv = windSpeed > 1e-5 ? 1 / windSpeed : 0;
145
+ gl.uniform2f(u['uWindDir'] ?? null, inv === 0 ? 1 : windX * inv, inv === 0 ? 0 : windZ * inv);
146
+ gl.uniform1f(u['uWaveGain'] ?? null, sea.steepness);
147
+ bindAtmosphere(gl, u, atmosphere, camera.position[1] ?? 0, underwaterEnabled);
148
+
149
+ gl.enable(gl.BLEND);
150
+ gl.blendFunc(gl.ONE, gl.ONE);
151
+ /*
152
+ * No depth write, but depth *testing* stays on: the sheet sits a couple of
153
+ * centimetres under the surface it lights, so geometry in front of it — the
154
+ * character, a lamp, the bridge's own parapet — still occludes the light.
155
+ */
156
+ gl.depthMask(false);
157
+ gl.disable(gl.CULL_FACE);
158
+ gl.bindVertexArray(this.vao);
159
+ gl.drawArrays(gl.TRIANGLES, 0, this.vertexCount);
160
+ gl.bindVertexArray(null);
161
+ gl.enable(gl.CULL_FACE);
162
+ gl.depthMask(true);
163
+ gl.disable(gl.BLEND);
164
+ }
165
+
166
+ dispose(gl: WebGL2RenderingContext): void {
167
+ for (const buffer of this.buffers) gl.deleteBuffer(buffer);
168
+ gl.deleteVertexArray(this.vao);
169
+ gl.deleteProgram(this.program);
170
+ }
171
+ }