@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
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  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
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  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
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  799. package/src/render/lineBatch.ts +180 -0
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  802. package/src/render/lod.ts +86 -0
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  804. package/src/render/occlusion.ts +406 -0
  805. package/src/render/oitPass.ts +230 -0
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  814. package/src/render/planarReflectionDraw.ts +87 -0
  815. package/src/render/plumeGeometry.ts +75 -0
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  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
  834. package/src/render/screenSpaceReflection.ts +524 -0
  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
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  845. package/src/render/shaders/caustics.ts +169 -0
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  847. package/src/render/shaders/decalProject.ts +127 -0
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  850. package/src/render/shaders/film.ts +285 -0
  851. package/src/render/shaders/fire.ts +180 -0
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  861. package/src/render/shaders/fog.ts +99 -0
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  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
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  869. package/src/render/shaders/generated/depth.wgsl.ts +142 -0
  870. package/src/render/shaders/generated/film.wgsl.ts +143 -0
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  873. package/src/render/shaders/generated/flock.wgsl.ts +82 -0
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  911. package/src/render/shaders/smoke.ts +89 -0
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  929. package/src/render/textLayout.ts +239 -0
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  941. package/src/render/wind.ts +79 -0
  942. package/src/render/windField.ts +50 -0
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  945. package/src/scene/node.ts +336 -0
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  952. package/src/ui/fullscreen.ts +113 -0
  953. package/src/ui/pixelCursor.ts +99 -0
  954. package/src/ui/splash.ts +347 -0
  955. package/src/ui/stillFrame.ts +44 -0
@@ -0,0 +1,291 @@
1
+ import { createInstanceData, writeInstance } from './instancedMesh.ts';
2
+ import type { InstanceData } from './instancedMesh.ts';
3
+ import type { Vec3 } from '../math/color.ts';
4
+
5
+ /**
6
+ * A pool's per-particle stream, as a particle material reads it.
7
+ *
8
+ * Separate from `InstanceData` — which is a *scatter* stream, built for placing
9
+ * thousands of static plants — because the two want different things and sharing
10
+ * one of them cost this engine its whole particle look. A blade of grass needs a
11
+ * yaw and a wind response and is opaque; a puff of smoke needs an **age**, a
12
+ * **seed** and an **opacity**, and has no wind of its own because its velocity
13
+ * already carries it.
14
+ *
15
+ * Lacking those three, the scatter path had to fake the one that matters: a
16
+ * particle "faded" by having its colour multiplied toward black, which is a real
17
+ * fade only if the material is additive. Drawn through the opaque foliage shader
18
+ * it is not a fade at all — it is a grain turning into a black cube — and that,
19
+ * rather than any tuning, is why every effect built on this read as raw.
20
+ */
21
+ export interface ParticleInstances {
22
+ /** World position, three floats each. */
23
+ positions: Float32Array;
24
+ /** Metres across, and radians of roll about the particle's own axis. */
25
+ sizes: Float32Array;
26
+ spins: Float32Array;
27
+ /** Linear colour, three floats each. */
28
+ colors: Float32Array;
29
+ /** Opacity, 0 to 1 — a real one, not a colour standing in for it. */
30
+ alphas: Float32Array;
31
+ /** Age as a share of this particle's own life, for anything that evolves. */
32
+ ages: Float32Array;
33
+ /** Per-particle randomness, so neighbours never animate together. */
34
+ seeds: Float32Array;
35
+ /** Current velocity, three floats each: what a streak is stretched along. */
36
+ velocities: Float32Array;
37
+ count: number;
38
+ capacity: number;
39
+ }
40
+
41
+ function createParticleInstances(capacity: number): ParticleInstances {
42
+ return {
43
+ positions: new Float32Array(capacity * 3),
44
+ sizes: new Float32Array(capacity),
45
+ spins: new Float32Array(capacity),
46
+ colors: new Float32Array(capacity * 3),
47
+ alphas: new Float32Array(capacity),
48
+ ages: new Float32Array(capacity),
49
+ seeds: new Float32Array(capacity),
50
+ velocities: new Float32Array(capacity * 3),
51
+ count: 0,
52
+ capacity,
53
+ };
54
+ }
55
+
56
+ /**
57
+ * A pool of short-lived particles, simulated on the CPU and drawn as instances.
58
+ *
59
+ * Deliberately not a new GPU path: `InstancedMesh` already uploads instance
60
+ * data per frame and already knows how to draw thousands of copies of one mesh
61
+ * in a single call, so a particle system is *only* the simulation. That keeps
62
+ * the whole thing testable — none of what follows needs a GL context — and
63
+ * keeps WebGL where the standing rule says it lives.
64
+ *
65
+ * A ring buffer, not a free list. Emission is continuous and the oldest
66
+ * particle is always the right one to reuse, so the bookkeeping a free list
67
+ * exists for is bookkeeping nobody needs; and overrunning it degrades by
68
+ * dropping the oldest, which is invisible, rather than by refusing to emit,
69
+ * which is visible exactly when the effect matters most.
70
+ */
71
+ export interface ParticlePoolOptions {
72
+ capacity: number;
73
+ /** Seconds a particle lives. */
74
+ lifeSec: number;
75
+ /** Size at birth and at death, metres. */
76
+ sizeStart: number;
77
+ sizeEnd: number;
78
+ /** Colour at birth and at death. */
79
+ colorStart: Vec3;
80
+ colorEnd: Vec3;
81
+ /** Downward acceleration. Smoke wants a little; grit wants a lot. */
82
+ gravity: number;
83
+ /** How fast motion decays, per second. */
84
+ drag: number;
85
+ /** Constant upward push, for anything that behaves like smoke. */
86
+ rise: number;
87
+ /**
88
+ * Opacity at birth and at death. Omitted means the old behaviour exactly —
89
+ * fully opaque, fading by colour — so no existing pool changes by a bit.
90
+ */
91
+ alphaStart?: number;
92
+ alphaEnd?: number;
93
+ }
94
+
95
+ export class ParticlePool {
96
+ readonly instances: InstanceData;
97
+ /** The same particles, as a particle material wants them. See `ParticleInstances`. */
98
+ readonly particles: ParticleInstances;
99
+
100
+ private readonly x: Float32Array;
101
+ private readonly y: Float32Array;
102
+ private readonly z: Float32Array;
103
+ private readonly vx: Float32Array;
104
+ private readonly vy: Float32Array;
105
+ private readonly vz: Float32Array;
106
+ private readonly age: Float32Array;
107
+ private readonly life: Float32Array;
108
+ private readonly spin: Float32Array;
109
+ private readonly scale: Float32Array;
110
+ /**
111
+ * The seed the caller emitted with, kept as well as hashed into `spin`.
112
+ *
113
+ * A material that animates — noise-eroded smoke, a stuttering spark — needs a
114
+ * per-particle constant to offset its own animation by, and a rotation is the
115
+ * wrong number for it: two particles a radian apart are visually unrelated but
116
+ * arithmetically adjacent, so noise sampled at the spin makes neighbours ripple
117
+ * together.
118
+ */
119
+ private readonly seedOf: Float32Array;
120
+ private next = 0;
121
+
122
+ constructor(private readonly options: ParticlePoolOptions) {
123
+ const { capacity } = options;
124
+ if (!Number.isInteger(capacity) || capacity <= 0) {
125
+ throw new Error('A particle pool needs a positive integer capacity.');
126
+ }
127
+ if (options.lifeSec <= 0) throw new Error('Particles need a positive lifetime.');
128
+ this.instances = createInstanceData(capacity);
129
+ this.particles = createParticleInstances(capacity);
130
+ this.x = new Float32Array(capacity);
131
+ this.y = new Float32Array(capacity);
132
+ this.z = new Float32Array(capacity);
133
+ this.vx = new Float32Array(capacity);
134
+ this.vy = new Float32Array(capacity);
135
+ this.vz = new Float32Array(capacity);
136
+ this.age = new Float32Array(capacity).fill(Infinity);
137
+ this.life = new Float32Array(capacity);
138
+ this.spin = new Float32Array(capacity);
139
+ this.scale = new Float32Array(capacity).fill(1);
140
+ this.seedOf = new Float32Array(capacity);
141
+ }
142
+
143
+ /** How many particles are alive. */
144
+ get live(): number {
145
+ let count = 0;
146
+ for (let i = 0; i < this.age.length; i++) {
147
+ if (this.age[i] !== Infinity && (this.age[i] as number) < (this.life[i] as number)) count++;
148
+ }
149
+ return count;
150
+ }
151
+
152
+ /**
153
+ * Add one particle.
154
+ *
155
+ * `seed` drives the per-particle variation instead of `Math.random`, so a
156
+ * caller inside a deterministic system can pass a tick count and get the same
157
+ * plume twice — which a replay needs, since the same run has to look the same
158
+ * on the way to being a clip.
159
+ */
160
+ emit(
161
+ x: number,
162
+ y: number,
163
+ z: number,
164
+ vx: number,
165
+ vy: number,
166
+ vz: number,
167
+ seed: number,
168
+ sizeScale = 1,
169
+ lifeScale = 1,
170
+ ): void {
171
+ const i = this.next;
172
+ this.next = (this.next + 1) % this.instances.capacity;
173
+ this.x[i] = x;
174
+ this.y[i] = y;
175
+ this.z[i] = z;
176
+ this.vx[i] = vx;
177
+ this.vy[i] = vy;
178
+ this.vz[i] = vz;
179
+ this.age[i] = 0;
180
+ this.life[i] = this.options.lifeSec * lifeScale;
181
+ // Hashed rather than sequential: neighbouring particles must not share a
182
+ // rotation, or a plume reads as a single object turning.
183
+ const hash = Math.sin(seed * 12.9898 + i * 78.233) * 43758.5453;
184
+ this.spin[i] = (hash - Math.floor(hash)) * Math.PI * 2;
185
+ this.scale[i] = sizeScale;
186
+ this.seedOf[i] = seed;
187
+ }
188
+
189
+ /**
190
+ * Advance every particle and rebuild the instance buffer.
191
+ *
192
+ * Compacting as it goes: live particles are written to the front of the
193
+ * instance data, so the draw call submits exactly the live count and dead
194
+ * particles cost nothing but the loop iteration.
195
+ */
196
+ update(dt: number): void {
197
+ const o = this.options;
198
+ let count = 0;
199
+ for (let i = 0; i < this.age.length; i++) {
200
+ const age = this.age[i] as number;
201
+ if (age === Infinity) continue;
202
+ const life = this.life[i] as number;
203
+ const next = age + dt;
204
+ if (next >= life) {
205
+ this.age[i] = Infinity;
206
+ continue;
207
+ }
208
+ this.age[i] = next;
209
+
210
+ const decay = Math.max(0, 1 - o.drag * dt);
211
+ let vx = (this.vx[i] as number) * decay;
212
+ let vy = (this.vy[i] as number) * decay;
213
+ let vz = (this.vz[i] as number) * decay;
214
+ vy += (o.rise - o.gravity) * dt;
215
+ this.vx[i] = vx;
216
+ this.vy[i] = vy;
217
+ this.vz[i] = vz;
218
+ const px = (this.x[i] as number) + vx * dt;
219
+ const py = (this.y[i] as number) + vy * dt;
220
+ const pz = (this.z[i] as number) + vz * dt;
221
+ this.x[i] = px;
222
+ this.y[i] = py;
223
+ this.z[i] = pz;
224
+
225
+ const t = next / life;
226
+ const size = (o.sizeStart + (o.sizeEnd - o.sizeStart) * t) * (this.scale[i] as number);
227
+ const r =
228
+ (o.colorStart[0] as number) + ((o.colorEnd[0] as number) - (o.colorStart[0] as number)) * t;
229
+ const g =
230
+ (o.colorStart[1] as number) + ((o.colorEnd[1] as number) - (o.colorStart[1] as number)) * t;
231
+ const b =
232
+ (o.colorStart[2] as number) + ((o.colorEnd[2] as number) - (o.colorStart[2] as number)) * t;
233
+ /*
234
+ * Colour carries the fade rather than an alpha channel: the instanced
235
+ * path multiplies a tint into the base mesh and has no per-instance
236
+ * opacity, and for an additive puff darkening to nothing *is* fading out.
237
+ * It also means the effect needs no blend-state change.
238
+ */
239
+ const fade = 1 - t * t;
240
+ writeInstance(
241
+ this.instances,
242
+ count,
243
+ px,
244
+ py,
245
+ pz,
246
+ size,
247
+ this.spin[i] as number,
248
+ r * fade,
249
+ g * fade,
250
+ b * fade,
251
+ 0,
252
+ 0,
253
+ 0,
254
+ );
255
+ /*
256
+ * The same particle for a material that has a real opacity channel. Colour
257
+ * is written *unfaded* here, because dimming it is the scatter path's
258
+ * workaround and doing both would fade twice — a puff that vanished at half
259
+ * its life while still occluding what was behind it.
260
+ */
261
+ const p = this.particles;
262
+ const alphaStart = o.alphaStart ?? 1;
263
+ const alphaEnd = o.alphaEnd ?? 0;
264
+ p.positions[count * 3] = px;
265
+ p.positions[count * 3 + 1] = py;
266
+ p.positions[count * 3 + 2] = pz;
267
+ p.sizes[count] = size;
268
+ p.spins[count] = this.spin[i] as number;
269
+ p.colors[count * 3] = r;
270
+ p.colors[count * 3 + 1] = g;
271
+ p.colors[count * 3 + 2] = b;
272
+ p.alphas[count] = alphaStart + (alphaEnd - alphaStart) * t;
273
+ p.ages[count] = t;
274
+ p.seeds[count] = this.seedOf[i] as number;
275
+ p.velocities[count * 3] = vx;
276
+ p.velocities[count * 3 + 1] = vy;
277
+ p.velocities[count * 3 + 2] = vz;
278
+ count++;
279
+ }
280
+ this.instances.count = count;
281
+ this.particles.count = count;
282
+ }
283
+
284
+ /** Drop everything, for a respawn or a scene change. */
285
+ clear(): void {
286
+ this.age.fill(Infinity);
287
+ this.instances.count = 0;
288
+ this.particles.count = 0;
289
+ this.next = 0;
290
+ }
291
+ }
@@ -0,0 +1,203 @@
1
+ import { createHandleRegistry, definitionAt, type HandleRegistry } from './handleRegistry.ts';
2
+
3
+ import type { FrameResource } from './frame/index.ts';
4
+
5
+ /**
6
+ * A pass a package contributes, and the two contexts it is handed.
7
+ *
8
+ * **This is the one thing that makes a rendering package possible.** The renderer's verb surface
9
+ * is fixed and nothing outside `render/` can add to it, so `@driftengine/splats`, `ui2d` and `xr`
10
+ * had nowhere at all to put a draw call. `RENDERING.md` and the render graph design both name
11
+ * that as the thing blocking the package architecture rather than any shortage of machinery.
12
+ */
13
+
14
+ /**
15
+ * What a registered pass is handed once, at registration, to build its resources.
16
+ *
17
+ * **Backend-specific on purpose.** A neutral device abstraction would be a second renderer API
18
+ * and an enormous one, and it would buy nothing: a package drawing Gaussian splats has a
19
+ * different shader, a different buffer layout and a different sort on each backend, so it
20
+ * branches whatever this looks like. A union makes the branch explicit and typed instead of
21
+ * hidden behind a lowest common denominator.
22
+ *
23
+ * `format` and `samples` ride along on the WebGPU side because a render pipeline cannot be built
24
+ * without them and a package has no other way to learn what the frame is.
25
+ *
26
+ * **`depthFormat` rides along for the same reason, and was missing for the same length of time
27
+ * nobody depth-tested through this seam (2026-08-25).** A pipeline that reads the depth buffer
28
+ * cannot be built without it either, and the only contributed pass in the tree hard-coded
29
+ * `depth24plus` with `depthCompare: 'always'` — invisible while a pass does not depth-test, and
30
+ * wrong the first time one does. Splats are that first one: a Gaussian is composed *into* the
31
+ * scene and has to be occluded by the geometry standing in front of it, which is a depth test
32
+ * against the frame's own attachment.
33
+ *
34
+ * What it costs: one more field every backend must answer honestly, which is the 2026-08-13 rule
35
+ * and not an accident. What would make it wrong: a frame with no depth attachment at all, which
36
+ * this renderer does not have and which would want the field to be nullable rather than absent.
37
+ */
38
+ export type PassDevice = {
39
+ /**
40
+ * Pre-multiply a projection by this before uploading it. Identity on WebGL2.
41
+ *
42
+ * **The two APIs do not agree about which way clip space points, and the engine settles it in
43
+ * the matrix rather than in the shaders** — see `CLIP_CORRECTION`, whose own comment gives the
44
+ * reason: the shaders are generated from the GLSL the WebGL2 path uses, and a Y flip written
45
+ * into them would be a difference no generator could keep honest. WebGPU's framebuffer origin
46
+ * is the top-left and OpenGL's is the bottom-left, and depth clips to [0, 1] rather than
47
+ * [-1, 1].
48
+ *
49
+ * A contributed pass takes its camera from its caller, so it never sees the corrected matrix the
50
+ * renderer built for its own verbs. Without this it would have to copy four numbers — and a
51
+ * copied convention is one that silently disagrees the day the original changes. The splat pass
52
+ * drew the world upside down on WebGPU until this existed, which is the same first frame this
53
+ * backend ever produced: a colonnade hanging from the ceiling.
54
+ */
55
+ readonly clipCorrection: Float32Array;
56
+ } & (
57
+ | { readonly backend: 'webgl2'; readonly gl: WebGL2RenderingContext }
58
+ | {
59
+ readonly backend: 'webgpu';
60
+ readonly device: GPUDevice;
61
+ readonly format: GPUTextureFormat;
62
+ readonly depthFormat: GPUTextureFormat;
63
+ readonly samples: number;
64
+ }
65
+ );
66
+
67
+ /**
68
+ * What it is handed each frame, at the point the caller asked for it.
69
+ *
70
+ * On WebGL2 the framebuffer the frame is going into is already bound, so the context is the
71
+ * whole of it. On WebGPU the encoder is the pass, and it is the frame's own or the mirror's
72
+ * depending on where the caller invoked it — which is the caller's business and not this
73
+ * object's.
74
+ */
75
+ export type PassContext = {
76
+ /**
77
+ * The grade this frame wants, and whether it wants one at all.
78
+ *
79
+ * **A contributed pass is a forward pass, so the 2026-08-17 rule binds it too**: with a
80
+ * composite the resolve grades and a pass that also graded would apply the curve twice; without
81
+ * one, each pass is the last thing to touch the frame and each must grade itself. The renderer
82
+ * decides which by whether it has a scene target, and that decision was private — so until this
83
+ * field a package could only guess, and both guesses are wrong half the time.
84
+ *
85
+ * 0 is none, and is what a frame with a composite reports. `OUTPUT_TRANSFORM_GLSL` is exported
86
+ * from the barrel so the pass applies the same curve rather than a copy of it.
87
+ */
88
+ readonly outputTransform: number;
89
+ /** The exposure that goes with it. 1 where the composite will apply the real one. */
90
+ readonly outputExposure: number;
91
+ } & (
92
+ | { readonly backend: 'webgl2'; readonly gl: WebGL2RenderingContext }
93
+ | { readonly backend: 'webgpu'; readonly pass: GPURenderPassEncoder }
94
+ );
95
+
96
+ /**
97
+ * What a pass is handed once a frame, before the frame's own target exists.
98
+ *
99
+ * **A sibling of `PassContext` rather than a widening of it**, because the two carry different
100
+ * things and one of them cannot be nested inside the other. `draw` is invoked *inside* an open
101
+ * render pass on WebGPU, and a render pass cannot contain another; so a pass that wants to render
102
+ * into a target of its own needs a `GPUCommandEncoder` instead, and that is what this is.
103
+ *
104
+ * **The window it runs in already existed.** `beginFrame` creates the frame's command encoder and
105
+ * then defers opening the frame's render pass until the first draw that wants one — which
106
+ * `ensurePass` does for a measured reason about mirrors and tile memory. So there is a point at
107
+ * which an encoder exists and no render pass is open, and commands recorded on one encoder execute
108
+ * in recording order. A pass-owned target filled there has completed before any frame pass could
109
+ * sample it, **with the graph learning nothing and nothing reordered**.
110
+ *
111
+ * **On WebGL2 the contract is a restore rather than an ordering.** There is no verb-level graph on
112
+ * that backend and it was withdrawn on purpose, so there is nothing to schedule against. `prepare`
113
+ * is called before the frame's target is bound, with the **default framebuffer bound**, and must
114
+ * leave it bound. That is the same promise `draw` already makes about the program, the vertex
115
+ * array, the blend and depth state and the viewport — one step stronger, because a framebuffer
116
+ * left bound takes the whole frame with it rather than one draw. The asymmetry with WebGPU is real
117
+ * and is not papered over: there the ordering is a property of the encoder, and here it is a
118
+ * property of the caller's politeness.
119
+ */
120
+ export type PrepareContext =
121
+ | { readonly backend: 'webgl2'; readonly gl: WebGL2RenderingContext }
122
+ | { readonly backend: 'webgpu'; readonly encoder: GPUCommandEncoder };
123
+
124
+ export interface PassDefinition {
125
+ /** For diagnostics, and for the label a backend gives the work. */
126
+ readonly label: string;
127
+ /**
128
+ * Attachments this pass samples.
129
+ *
130
+ * **Reads only, and that asymmetry is deliberate.** What a pass *writes* is wherever the
131
+ * caller is drawing, and is not negotiable: every built-in verb writes the current target and
132
+ * the executor replays a flush's nodes into one open pass, so a node declaring some other
133
+ * write-set schedules as a separate pass that nothing opens. Letting a package name its writes
134
+ * would hand it the single declaration nothing can enforce, whose failure mode is a scene
135
+ * quietly losing draws.
136
+ *
137
+ * A read, by contrast, is exactly what the scheduler needs from outside: declare `mirrorColor`
138
+ * and the frame stops deriving a discard for an attachment this pass is about to sample.
139
+ */
140
+ readonly reads?: readonly FrameResource[];
141
+ /**
142
+ * Fill a target the pass **owns**, once a frame, before anything opens the frame's own.
143
+ *
144
+ * **Shipped 2026-08-27, to the design this comment used to carry as a plan.** A package's own
145
+ * shadow map, blur pyramid or picking buffer: rendered here, sampled from `draw`. What a pass
146
+ * writes into the *frame* stays refused for the reason `reads` gives above, and a pass-owned
147
+ * target is outside that set by construction, which is what makes this declarable when a write
148
+ * to the frame is not. `createPassAttachment` builds one from the `PassDevice` this pass was
149
+ * handed at `init`; the pass releases it in its own `dispose`.
150
+ *
151
+ * **Called at one fixed point, for every pass that declares it, in registration order** — which
152
+ * must not become dependency ordering. Gate 1.2 withdrew that with a reason on record and this
153
+ * does not reintroduce it: registration order is an order, not a dependency graph, and a pass
154
+ * that needs another's output has to be registered after it and know that it does.
155
+ *
156
+ * **It costs nothing for a pass that does not declare it.** Both renderers keep a count of the
157
+ * passes that do and skip the whole step at zero, rather than walking the registry every frame
158
+ * to find out that nobody wants it.
159
+ *
160
+ * Allocates nothing, like `draw`. On WebGL2, leaves the default framebuffer bound — see
161
+ * `PrepareContext`, which is where that contract is written out.
162
+ */
163
+ prepare?(ctx: PrepareContext): void;
164
+ /** Build pipelines, buffers and textures. Called once, when the pass is registered. */
165
+ init?(device: PassDevice): void;
166
+ /**
167
+ * Draw. Called once a frame, at the point the caller invoked `drawPass`.
168
+ *
169
+ * **Allocates nothing.** This is a per-frame hot path and the engine's own rule about them
170
+ * binds a contributor exactly as it binds the renderer.
171
+ *
172
+ * **Leaves the context as it found it.** On WebGL2 that means the program, the bound vertex
173
+ * array, the blend and depth state and the viewport; the renderer's own verbs assume what they
174
+ * left. On WebGPU the pass encoder's pipeline and bind groups are set by every verb before it
175
+ * draws, so only the viewport and the scissor persist and only those two matter.
176
+ */
177
+ draw(ctx: PassContext): void;
178
+ /** Release what `init` built. Called on `unregisterPass` and when the renderer is disposed. */
179
+ dispose?(device: PassDevice): void;
180
+ }
181
+
182
+ /**
183
+ * A registered pass, as the caller holds it.
184
+ *
185
+ * A slot and a generation packed into one number rather than a bare index, so a handle kept past
186
+ * `unregisterPass` answers nothing instead of answering to whoever took the slot next. A package
187
+ * that was torn down and goes on drawing reads as a leak and is a use-after-free.
188
+ */
189
+ export type PassHandle = number;
190
+
191
+ export { drainRegistry, registerIn, unregisterIn } from './handleRegistry.ts';
192
+
193
+ /** The pass registry: the generic slot table with the definition type filled in. */
194
+ export type PassRegistry = HandleRegistry<PassDefinition>;
195
+
196
+ export function createPassRegistry(): PassRegistry {
197
+ return createHandleRegistry<PassDefinition>();
198
+ }
199
+
200
+ /** The pass a handle names, or `undefined` if it names one that has been released. */
201
+ export function passAt(registry: PassRegistry, handle: PassHandle): PassDefinition | undefined {
202
+ return definitionAt(registry, handle);
203
+ }