@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
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  764. package/src/render/clusteredLights.ts +598 -0
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  769. package/src/render/decalPass.ts +124 -0
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  776. package/src/render/equirectToCube.ts +160 -0
  777. package/src/render/flockGeometry.ts +53 -0
  778. package/src/render/flockRenderer.ts +111 -0
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  786. package/src/render/globalMedium.ts +154 -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
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  867. package/src/render/shaders/generated/caustics.wgsl.ts +127 -0
  868. package/src/render/shaders/generated/decalProject.wgsl.ts +69 -0
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  890. package/src/render/shaders/generated/temporalResolve.wgsl.ts +54 -0
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  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 +1,502 @@
1
+ import { resolveConditionals } from '../conditionals.ts';
2
+ import { OCTAHEDRAL_GLSL } from '../octahedral.ts';
3
+ import { PROBEGRID_GLSL } from './probeGrid.ts';
4
+ import { TANGENT_FRAME_GLSL } from '../tangentFrame.ts';
5
+ import { preambleGlsl } from './preamble.ts';
6
+ import { LOBES_GLSL } from './lobes.ts';
7
+ import { POINTSHADOW_GLSL } from './pointShadow.ts';
8
+ import { DIRECTIONALSHADOW_GLSL } from './directionalShadow.ts';
9
+ import { MORPH_GLSL } from '../morph.ts';
10
+ import { SKINNING_GLSL } from '../skinning.ts';
11
+ import { SURFACE_GLSL } from './surface.ts';
12
+ import { MAIN_GLSL } from './main.ts';
13
+ import { CHANNEL_ATTRIBUTE, CHANNEL_BEND } from '../vertexChannel.ts';
14
+ import { FULL_LIGHT_BUDGET, type LightBudget } from '../../uniformVectorBudget.ts';
15
+
16
+ /**
17
+ * Flat-shaded vertex colours with one dominant directional source, ambient,
18
+ * point lights, emissive geometry, directional + omnidirectional shadows and
19
+ * the shared atmospheric medium. Colour comes from vertex data and shader
20
+ * maths; no image assets are involved.
21
+ */
22
+ const FLAT_VERT_SOURCE = `#version 300 es
23
+ layout(location = 0) in vec3 aPosition;
24
+ layout(location = 1) in vec3 aNormal;
25
+ layout(location = 2) in vec3 aColor;
26
+ layout(location = 3) in float aEmissive;
27
+ layout(location = 4) in float aSpecular;
28
+ layout(location = 5) in vec2 aUv;
29
+ layout(location = 6) in vec3 aEmissiveColor;
30
+ layout(location = 7) in float aRoughness;
31
+ layout(location = 8) in float aGrain;
32
+ layout(location = 9) in float aRelief;
33
+ /**
34
+ * Which way is along the texture, four floats a vertex.
35
+ *
36
+ * xyz is the tangent and w is the bitangent sign, which is what a mirrored UV island needs: an
37
+ * artist mapping the left and right of a model onto one patch gives one side a flipped frame, and
38
+ * a bitangent computed without the sign lights that side inside out. See geometry/tangents.ts.
39
+ *
40
+ * Location 10 because that is where both backends already upload it — buffers.ts lists it and
41
+ * mesh.ts attaches it — and nothing consumed it until now.
42
+ */
43
+ layout(location = 10) in vec4 aTangent;
44
+ #if SKINNED
45
+ ${SKINNING_GLSL}
46
+ #endif
47
+
48
+ uniform mat4 uViewProj;
49
+ /** 1 when the mesh carries a tangent frame. See vHasTangents. */
50
+ uniform int uHasTangents;
51
+ uniform mat4 uLightViewProj;
52
+ /**
53
+ * How often the surface texture repeats across this mesh's UV range, per axis.
54
+ *
55
+ * Per-draw rather than baked into vertex data, so geometry built once in metres can be
56
+ * textured at whatever density a material wants without rebuilding it — and so the same
57
+ * wall mesh can carry a fine tile in one biome and a coarse one in another. Ignored
58
+ * when no texture is bound.
59
+ */
60
+ uniform vec2 uUvScale;
61
+
62
+ /*
63
+ * **Placement and tint are declared last of the shared uniforms, and the position is the
64
+ * requirement** — the same requirement, and for the same reason, that morph's uniforms are
65
+ * declared after everything below.
66
+ *
67
+ * A uniform block is packed in declaration order and the renderer writes it by offset. The
68
+ * instanced variant does not declare these two at all, so anything declared *after* them moves
69
+ * when they go: with uModel second, the instanced block put uHasTangents at 64 where the plain
70
+ * one has it at 128, and a renderer writing by the plain table would have written the tangent
71
+ * flag into the model matrix. Measured, not feared — that is what the generated bindings said
72
+ * before this block moved down here.
73
+ *
74
+ * Declared last, every field the two variants share keeps the offset it had, and the instanced
75
+ * block is simply shorter.
76
+ */
77
+ #if INSTANCED
78
+ /**
79
+ * One instance's placement, four vec4 columns because GLSL ES 3.00 has no mat4 attribute, and
80
+ * its tint.
81
+ *
82
+ * Locations 11 to 15, which is exactly the five left once the base mesh has spent eleven of
83
+ * WebGL2's guaranteed sixteen.
84
+ *
85
+ * What it gives up is skinning: 11 and 12 are the joint indices and weights, so a draw cannot be
86
+ * both, and flatVert refuses the pair rather than silently dropping one of them. Morphing goes
87
+ * with it, for a different reason — a morph weight is per draw, so thirty instances would wear
88
+ * one expression between them, which is a wrong picture rather than a refused one.
89
+ *
90
+ * What would make it wrong is a twelfth base attribute. The escape hatch is to carry the tint in
91
+ * the w lanes of these four columns, which an affine matrix leaves unused, at the cost of
92
+ * narrowing this to affine transforms and making a projective one silently wrong.
93
+ */
94
+ layout(location = 11) in vec4 aInstanceModel0;
95
+ layout(location = 12) in vec4 aInstanceModel1;
96
+ layout(location = 13) in vec4 aInstanceModel2;
97
+ layout(location = 14) in vec4 aInstanceModel3;
98
+ layout(location = 15) in vec3 aInstanceTint;
99
+ #else
100
+ uniform mat4 uModel;
101
+ /**
102
+ * Per-draw colour multiplier. White is the identity and the default, so nothing that
103
+ * does not ask for one changes by a floating-point bit.
104
+ *
105
+ * Exists because colour in this engine is *vertex data* — that is what makes the whole
106
+ * world a single flat-shaded draw call — and vertex data cannot answer a question about
107
+ * the current frame. A caller that wants a mesh to take on a colour it learns at runtime
108
+ * had only one option before this: rebuild the geometry, which for anything per-frame is
109
+ * absurd. One uniform gives that whole class of effect a home without touching the
110
+ * payload rule: still no textures, still colour from vertices, just scaled.
111
+ */
112
+ uniform vec3 uTint;
113
+
114
+ /*
115
+ * **The per-vertex channel lives in this branch and not above it.** Location 13 is
116
+ * aInstanceModel2 in the instanced variant and one location cannot hold both, so an instanced
117
+ * draw compiles no channel at all -- and InstancedMesh refuses a mesh that carries one, so the
118
+ * absence is a loud error at construction rather than leaves that quietly never move.
119
+ *
120
+ * Declared after uModel and uTint and before the morph block, which is what keeps every variant
121
+ * agreeing about where the shared uniforms sit: the instanced variant drops these five along with
122
+ * the two above it, and a dropped field moves nothing. flatPass.ts asserts exactly that.
123
+ */
124
+ ${CHANNEL_ATTRIBUTE}
125
+ ${CHANNEL_BEND}
126
+ #endif
127
+
128
+ /*
129
+ * **After every uniform above it, and the position is the requirement.** A uniform block is packed
130
+ * in declaration order, so morph's four uniforms declared *before* uViewProj move the offset of
131
+ * every field the renderer already writes — and the renderer writes them by offset. That does not
132
+ * fail: it puts the model matrix where the view projection should be and draws a scrambled frame.
133
+ * Declared last, every shared field keeps the offset it had and all four vertex variants agree
134
+ * about the block they share.
135
+ */
136
+ #if MORPHED
137
+ ${MORPH_GLSL}
138
+ #endif
139
+
140
+ out vec3 vNormal;
141
+ out vec3 vColor;
142
+ out vec3 vWorldPos;
143
+ out float vEmissive;
144
+ out float vSpecular;
145
+ out vec4 vLightPos;
146
+ out vec2 vUv;
147
+ out vec3 vEmissiveColor;
148
+ out float vRoughness;
149
+ out float vGrain;
150
+ out float vRelief;
151
+ out vec4 vTangent;
152
+ /**
153
+ * How much of the directional term this vertex receives, and how opaque it is.
154
+ *
155
+ * Declared in every variant, including the instanced one that carries no channel: that variant
156
+ * writes the neutral 1.0 for both, so the fragment stage reads one shape whatever drew it and
157
+ * needs no permutation of its own.
158
+ *
159
+ * vSkyDirect scales the directional term and never the albedo, which is the whole reason it is a
160
+ * lane rather than something folded into vColor. A sky factor in the vertex colour multiplies
161
+ * ambient and sun together, so an enclosed face is darkened twice -- once for having no sky, once
162
+ * for the ambient it should still have received. See MeshData.channel.
163
+ */
164
+ out float vSkyDirect;
165
+ out float vAlpha;
166
+ /*
167
+ * How much medium a refracting surface has behind this vertex, as a multiplier on the thickness
168
+ * the draw states. The channel's .w lane, which 3.42.0 declared reserved and unread.
169
+ *
170
+ * It costs a varying and no attribute, where a fifteenth attribute would have spent one of the
171
+ * two vertex locations left. Absent means 1.0, so a mesh with no channel refracts at exactly the
172
+ * thickness its draw asked for.
173
+ */
174
+ out float vThickness;
175
+ /**
176
+ * Whether aTangent is a real frame or the absent-attribute constant.
177
+ *
178
+ * vertexDefaults.ts hands a mesh without tangents (1, 0, 0, 1) — a usable frame rather than a
179
+ * sentinel, because a zero tangent normalises to a NaN and a NaN in a fragment takes the pixel
180
+ * with it. So the attribute cannot report its own absence and the renderer has to.
181
+ *
182
+ * flat, because there is nothing to interpolate: it is one value for the whole draw.
183
+ */
184
+ flat out int vHasTangents;
185
+
186
+ void main() {
187
+ /*
188
+ * **Morph before skin, and the order is the definition.** A morph target deforms the *bind pose*
189
+ * — an expression on a face the skeleton has not moved yet — and the skeleton then carries that
190
+ * shape wherever the joint goes. Skinning first would deform the posed vertex, so an expression
191
+ * would drift as a limb moved.
192
+ */
193
+ #if MORPHED
194
+ vec3 basePosition = aPosition + morphOffset();
195
+ #else
196
+ vec3 basePosition = aPosition;
197
+ #endif
198
+ #if SKINNED
199
+ /*
200
+ * The skin matrix is applied in model space, before uModel, because a palette entry already
201
+ * carries the joint's inverse bind — it takes a vertex from the model's bind pose to where the
202
+ * joint has moved it, and uModel then places the whole character.
203
+ *
204
+ * The normal takes the same upper 3x3. **Uniform joint scale is assumed**: a non-uniformly
205
+ * scaled joint wants the inverse transpose, and this is not it, so such a joint lights slightly
206
+ * wrong rather than being wrong in shape. What would make it right is a second palette of
207
+ * inverse transposes, which doubles the texture — not worth it until a rig that squashes asks.
208
+ */
209
+ mat4 skin = skinMatrix();
210
+ vec4 local = skin * vec4(basePosition, 1.0);
211
+ vec3 localNormal = mat3(skin) * aNormal;
212
+ #else
213
+ vec4 local = vec4(basePosition, 1.0);
214
+ vec3 localNormal = aNormal;
215
+ #endif
216
+ #if INSTANCED
217
+ mat4 model = mat4(aInstanceModel0, aInstanceModel1, aInstanceModel2, aInstanceModel3);
218
+ vec3 tint = aInstanceTint;
219
+ #else
220
+ mat4 model = uModel;
221
+ vec3 tint = uTint;
222
+ #endif
223
+ vec4 world = model * local;
224
+ /*
225
+ * **The bend lands here, before vWorldPos, vLightPos and gl_Position read it.** All three have
226
+ * to see the same displaced vertex: a fragment shaded at one position and shadow-tested at
227
+ * another self-shadows as the gust changes, which is a defect that only appears in motion.
228
+ */
229
+ #if INSTANCED
230
+ vec3 bent = world.xyz;
231
+ #else
232
+ vec3 bent = channelBend(world.xyz, aChannel.x);
233
+ #endif
234
+ world = vec4(bent, world.w);
235
+ vWorldPos = world.xyz;
236
+ // Rotation/translation-only models (our case): mat3 is a valid normal matrix.
237
+ vec3 worldNormal = mat3(model) * localNormal;
238
+ vNormal = worldNormal;
239
+ vLightPos = uLightViewProj * world;
240
+ vColor = aColor * tint;
241
+ vEmissive = aEmissive;
242
+ vSpecular = aSpecular;
243
+ vUv = aUv * uUvScale;
244
+ vEmissiveColor = aEmissiveColor;
245
+ vRoughness = aRoughness;
246
+ vGrain = aGrain;
247
+ vRelief = aRelief;
248
+ vTangent = aTangent;
249
+ #if INSTANCED
250
+ /* No channel on this path; the neutral values are what every mesh read before it existed. */
251
+ vSkyDirect = 1.0;
252
+ vAlpha = 1.0;
253
+ vThickness = 1.0;
254
+ #else
255
+ vSkyDirect = aChannel.y;
256
+ vAlpha = aChannel.z;
257
+ vThickness = aChannel.w;
258
+ #endif
259
+ vHasTangents = uHasTangents;
260
+ gl_Position = uViewProj * world;
261
+ }
262
+ `;
263
+
264
+ /** What the flat *vertex* stage compiles, as opposed to what it decides per frame. */
265
+ export interface FlatVertexOptions {
266
+ /**
267
+ * Whether this variant reads morph deltas and adds them to the bind-pose position.
268
+ *
269
+ * The vertex stage's second axis, which takes it from two variants to four, for **1,674 gzipped
270
+ * bytes** against the 246,925 one more *fragment* flag costs. §3.2 of the plan asked for a
271
+ * re-measurement before adding this on the assumption four diverging variants would dedupe far
272
+ * worse than two; they dedupe somewhat worse, which is a different answer from the one feared.
273
+ */
274
+ readonly morphed: boolean;
275
+ /**
276
+ * Whether this variant reads a joint palette and moves the vertex by it.
277
+ *
278
+ * A permutation rather than a uniform gate, and the difference is measured rather than argued.
279
+ * The vertex shader had no permutation axis at all until skinning, so a second variant costs
280
+ * **1,118 bytes gzipped**, measured on the regenerated file. The two strings are 4.4 KB and
281
+ * mostly alike, so deflate's 32 KB window dedupes most of it. One more *fragment* flag costs
282
+ * **246,925** by the same measurement, because a fragment permutation is larger than that
283
+ * window and sixteen copies cannot dedupe — so this is 0.45% of what the rule is written about.
284
+ *
285
+ * The estimate before it was built was 357, taken by duplicating the existing string with a
286
+ * hand-written skinning body spliced in. It was a floor and is recorded as one: naga's real
287
+ * output carries the palette binding, two more entry-point parameters and its own temporaries,
288
+ * which the hand-written delta did not model. Three times an estimate is worth knowing about;
289
+ * three orders of magnitude is what the decision turned on, and that did not move. So the 2^n rule `ARCHITECTURE.md` §1 states is a fact about the fragment
290
+ * corpus and not about permutation itself.
291
+ *
292
+ * What a uniform gate would have cost instead is a branch on every vertex of every static mesh
293
+ * in the engine, forever, for a feature most scenes never use. What would make the permutation
294
+ * wrong is a second vertex flag: four diverging variants dedupe less well than two, so
295
+ * re-measure before adding one.
296
+ */
297
+ readonly skinned: boolean;
298
+ /**
299
+ * Whether placement and tint arrive once per instance instead of once per draw.
300
+ *
301
+ * Excludes `skinned`: the joint attributes and the instance matrix want the same locations.
302
+ */
303
+ readonly instanced: boolean;
304
+ }
305
+
306
+ /**
307
+ * The flat vertex shader, built for one variant.
308
+ *
309
+ * `resolveConditionals` cuts the skinning prelude and both attribute declarations out entirely
310
+ * when `skinned` is false, so an unskinned pipeline declares locations 11 and 12 nowhere and a
311
+ * driver is never handed a palette sampler it cannot reach.
312
+ */
313
+ export function flatVert(options: FlatVertexOptions): string {
314
+ if (options.skinned && options.instanced) {
315
+ throw new Error(
316
+ 'flatVert: a variant cannot be both skinned and instanced — the joint attributes and the ' +
317
+ 'instance matrix want locations 11 and 12, and WebGL2 guarantees only sixteen in all.',
318
+ );
319
+ }
320
+ if (options.morphed && options.instanced) {
321
+ throw new Error(
322
+ 'flatVert: a variant cannot be both morphed and instanced — a morph weight is per draw, ' +
323
+ 'so every instance of the batch would wear one expression between them.',
324
+ );
325
+ }
326
+ return resolveConditionals(
327
+ FLAT_VERT_SOURCE,
328
+ { SKINNED: options.skinned, MORPHED: options.morphed, INSTANCED: options.instanced },
329
+ 'flatVert',
330
+ );
331
+ }
332
+
333
+ /** What the flat pass *compiles*, as opposed to what it decides per frame. */
334
+ export interface FlatShaderOptions {
335
+ readonly pointShadows: boolean;
336
+ readonly directionalShadows: boolean;
337
+ /**
338
+ * Whether the mirror direction samples a baked cubemap of the scene.
339
+ *
340
+ * Cut out of the source rather than left in and multiplied by zero, and that is a
341
+ * correctness matter rather than a saving. The lit pass already binds sixteen texture
342
+ * units, which is exactly what WebGL2 guarantees, so a seventeenth sampler that is
343
+ * *declared* would default to unit 0 and share it with a `sampler2D` shadow map. Two
344
+ * sampler types on one unit is undefined at best and an INVALID_OPERATION at worst, for
345
+ * a fetch whose result was going to be discarded.
346
+ */
347
+ readonly environmentProbe: boolean;
348
+ /**
349
+ * Whether the night-side emissive term is compiled in at all.
350
+ *
351
+ * **Cut out rather than multiplied by zero, and that is measured rather than tidiness.** The
352
+ * term names `emissiveTint` and `vEmissive`, which the ordinary emissive line above it also
353
+ * names, and giving those a second consumer lets the compiler re-plan the arithmetic they
354
+ * share. Held on the gilded chamber with the amount at 0, against the build before the term
355
+ * existed: **109 pixels of 750,080 moved**, mean delta 17, where a shadow tap sat exactly on
356
+ * its boundary and flipped sides on an emissive surface.
357
+ *
358
+ * Isolated by elimination rather than guessed. The uniform declared and never used moves 0
359
+ * pixels; the branch present with an empty body moves 1, which is that scene's own floor; a
360
+ * body naming nothing the emissive line names moves 0; the real expression moves 109. So the
361
+ * cost is the operands, and the only way to charge nothing for a feature nobody asked for is
362
+ * for its instructions not to be there.
363
+ */
364
+ readonly nightEmissive: boolean;
365
+ /**
366
+ * How many point lights this build declares room for. `MAX_POINT_LIGHTS` when absent.
367
+ *
368
+ * **Not a permutation axis and not a picture setting: a way to fit the uniform grid.** Ten of
369
+ * this shader's uniform arrays are sized by it with point shadows off and twenty with them on,
370
+ * and GLSL ES gives an array one row of the grid per element whatever its base type — so
371
+ * `uniform float uLightRadius[16]` costs the same sixteen rows a `vec3` array of sixteen does.
372
+ * At the full budget the lit fragment stage declares **440** rows with point shadows and **248**
373
+ * without; an Adreno 740 offers **256** and WebGL2 guarantees only **224**. So a phone could not
374
+ * link this shader at all, and switching point shadows off — the only lever a consumer had — pays
375
+ * a whole feature and still does not reach a conforming device.
376
+ *
377
+ * Lowering it costs lights, which is a picture decision, and that is why it is stated rather
378
+ * than derived: 8 lights and 2 rectangles is 252 rows **with** point shadows compiled in.
379
+ *
380
+ * **WebGL2 only in effect.** The generated WGSL is built at the full budget and committed, and
381
+ * WebGPU has no per-stage uniform-vector ceiling to be short of — its whole block is about 7 KB
382
+ * against a 64 KB guaranteed binding size. A consumer that sets this and lands on WebGPU gets
383
+ * the full budget, which is the better picture and the one the device can afford.
384
+ */
385
+ readonly maxLights?: number;
386
+ /** How many rectangular emitters this build declares room for. `MAX_AREA_LIGHTS` when absent. */
387
+ readonly maxAreaLights?: number;
388
+ }
389
+
390
+ /**
391
+ * The flat fragment shader, built for one quality profile.
392
+ *
393
+ * A permutation rather than a constant, because a profile with shadows off was still
394
+ * compiling every line of shadow code it could never reach: ten `samplerCube` uniforms, a
395
+ * ten-way branch chain over them, a 190-line cubemap filter and two PCF loops. GLSL has no
396
+ * way to prove at compile time that `uPointShadowIndex[k]` is always -1, so none of it is
397
+ * eliminated — it becomes register pressure and sampler state paid by every fragment of
398
+ * every frame, in a shader whose author had already switched the feature off.
399
+ *
400
+ * That is ordinary waste on most parts and not ordinary on all of them. On a Radeon RX
401
+ * 9070 XT (RDNA4, Mesa 25.2.8) a dense interior world drawn with the full shader faults the
402
+ * GPU within seconds — an `SQC (data)` page fault, then a `gfx_0.0.0` ring timeout and a
403
+ * driver reset that takes the WebGL context with it. The fault scales with fragment count:
404
+ * a quarter of the pixels bought four times the survival time, and the same scene under
405
+ * the renderer this replaced never faults at all. A driver should not fault whatever it is
406
+ * handed, so that half is a driver bug worth reporting — but a shader carrying five times
407
+ * the work it needs is ours, and this is the half we own.
408
+ *
409
+ * `#if` rather than stripping by hand, so the enabled path stays one readable shader and
410
+ * the disabled one is genuinely absent rather than merely unreachable.
411
+ */
412
+ /**
413
+ * The fragment shader, assembled from its sections.
414
+ *
415
+ * The sections concatenate in exactly the order they occupied when this was one file, and
416
+ * `flatSource.test.ts` is what holds that: sixteen permutations pinned by hash and one in
417
+ * full. A reordering here changes the picture, and the snapshot is what says it has not.
418
+ */
419
+ export function flatFrag(options: FlatShaderOptions): string {
420
+ /*
421
+ * `??` per field rather than a spread over the defaults, because a spread copies a key whose
422
+ * value is an explicit `undefined` and destroys the default under it — which is what 3.60.2 was.
423
+ */
424
+ const budget: LightBudget = {
425
+ maxLights: options.maxLights ?? FULL_LIGHT_BUDGET.maxLights,
426
+ maxAreaLights: options.maxAreaLights ?? FULL_LIGHT_BUDGET.maxAreaLights,
427
+ };
428
+ /*
429
+ * Refused rather than clamped, at the only moment anybody can act on it. A budget of zero
430
+ * declares `uniform vec3 uLightPos[0]`, which does not compile, and a fractional one interpolates
431
+ * `[7.5]` into the source — both arrive as a shader compile error naming a line nobody wrote.
432
+ */
433
+ for (const [name, value] of [
434
+ ['maxLights', budget.maxLights],
435
+ ['maxAreaLights', budget.maxAreaLights],
436
+ ] as const) {
437
+ if (!Number.isInteger(value) || value < 1) {
438
+ throw new Error(
439
+ `flatFrag: ${name} must be a whole number of at least 1, not ${String(value)} — it is an ` +
440
+ `array size interpolated straight into the shader.`,
441
+ );
442
+ }
443
+ }
444
+ return resolveConditionals(
445
+ /*
446
+ * Joined with a newline, not concatenated bare. Each section holds the lines it owned
447
+ * and no trailing break, so a bare `+` would run the last line of one section into the
448
+ * first line of the next — which is a GLSL syntax error at best and a changed shader at
449
+ * worst. The snapshot caught it on the first run.
450
+ */
451
+ [
452
+ preambleGlsl(budget),
453
+ /*
454
+ * **Before `LOBES_GLSL`, and that position is a correction rather than a preference.**
455
+ *
456
+ * This used to sit between `LOBES_GLSL` and `POINTSHADOW_GLSL` under a comment saying it was
457
+ * "outside every `#if`". It was not: `LOBES_GLSL` opens a conditional that
458
+ * `DIRECTIONALSHADOW_GLSL` closes, so everything between them is inside it, and `octEncode`
459
+ * was compiled only into the permutations with point shadows. Nothing noticed, because the
460
+ * only caller was `pointShadow`, which is inside the same arm.
461
+ *
462
+ * A probe grid calls `octInsetUv` from an arm that has nothing to do with shadows, so the
463
+ * claim had to become true. Here it is: the preamble balances its own conditionals, so this
464
+ * is at depth zero, and it is still declared before `pointShadow` uses it.
465
+ */
466
+ OCTAHEDRAL_GLSL,
467
+ LOBES_GLSL,
468
+ POINTSHADOW_GLSL,
469
+ DIRECTIONALSHADOW_GLSL,
470
+ SURFACE_GLSL,
471
+ /*
472
+ * **Here because this is depth zero, which is what the chunk needs and where it was not.**
473
+ *
474
+ * Placed after `OCTAHEDRAL_GLSL` it landed inside the conditional `LOBES_GLSL` opens, so
475
+ * `gridIrradiance` was compiled out of every permutation without point shadows while `main`
476
+ * still called it — glslang answering "no matching overloaded function found" for a function
477
+ * whose definition was in the source, which is the same failure the note below records.
478
+ * Measured by counting `#if` against `#endif` per chunk rather than by reading them.
479
+ */
480
+ PROBEGRID_GLSL,
481
+ /*
482
+ * **Immediately before `MAIN_GLSL`, and the position is the requirement.**
483
+ *
484
+ * These chunks are not a flat list: several of them open an `#if` that a later one closes,
485
+ * so a chunk placed between two of them lands *inside* a conditional. Put beside
486
+ * `OCTAHEDRAL_GLSL` this was inside `#if POINT_SHADOWS` and compiled out of all eight
487
+ * permutations without them — glslang answering "no matching overloaded function found" for
488
+ * a function whose definition was there in the source. Here it cannot be: `main` follows,
489
+ * and `main` is unconditional by construction.
490
+ */
491
+ TANGENT_FRAME_GLSL,
492
+ MAIN_GLSL,
493
+ ].join('\n'),
494
+ {
495
+ POINT_SHADOWS: options.pointShadows,
496
+ ENVIRONMENT_PROBE: options.environmentProbe,
497
+ NIGHT_EMISSIVE: options.nightEmissive,
498
+ DIRECTIONAL_SHADOWS: options.directionalShadows,
499
+ },
500
+ 'flat',
501
+ );
502
+ }