@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
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  757. package/src/render/bloomPass.ts +256 -0
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  777. package/src/render/flockGeometry.ts +53 -0
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@@ -0,0 +1,323 @@
1
+ /**
2
+ * Filtering an omnidirectional shadow.
3
+ *
4
+ * **This file used to be mostly seam defences and is not any more.** A cube map stores six
5
+ * images under six 90 degree projections, and a filter tap that crossed a shared edge read the
6
+ * other projection's answer — drawn as straight lines radiating from beneath the light, in seven
7
+ * separate reports. Four things existed to fight that: a direction clamp, a flat tolerance, a
8
+ * bias that grew toward a boundary, and a filter that narrowed near one. All four are gone,
9
+ * because an octahedral map is one projection over the whole sphere and there is no join to
10
+ * cross. See `shaders/octahedral.ts`.
11
+ *
12
+ * `MAX_FILTER_RADIUS` is still at the floor those defences forced it to. Widening it changes the
13
+ * picture and is its own change.
14
+ */
15
+ import { MAX_SHADOW_FILTER_TAPS } from '../../renderQuality.ts';
16
+ import { OUTPUT_TRANSFORM_GLSL } from '../outputTransform.ts';
17
+
18
+ export const POINTSHADOW_GLSL = `float pointShadow(
19
+ highp sampler2DArray maps,
20
+ float layer,
21
+ vec3 toFrag,
22
+ float far,
23
+ float near,
24
+ float sourceRadius
25
+ ) {
26
+ /*
27
+ * The receiver's own distance, and it is the *radius* now rather than a cube face's local Z.
28
+ *
29
+ * That difference removes two things. Every tap of an angular disk shares this one number,
30
+ * where a cube needed each tap's own face-local Z recomputed — offsets changed it, and
31
+ * comparing them all against the centre ray drew repeated wedges on large receivers. And the
32
+ * stored value converts with a multiply instead of the perspective divide, which used to
33
+ * magnify whatever error the sample arrived with, worst near the far plane.
34
+ */
35
+ float dist = length(toFrag);
36
+
37
+ /*
38
+ * A receiver nearer than the near plane is not shadowed at all.
39
+ *
40
+ * The near plane already says "nothing this close to the source is rendered into the
41
+ * map", and a caller raises it so a fixture does not shadow its own housing. That was
42
+ * only ever applied to *casters*, so a surface inside the same distance still went
43
+ * through the comparison — against a map that, by the caller's own instruction, holds
44
+ * nothing about anything near it.
45
+ *
46
+ * Reported on a ceiling with recessed strip lights hung a hand's width below it: shadows
47
+ * that "go on and off" as the camera moves. The seams that made it unmissable are gone;
48
+ * the gate stays, because comparing against a map that holds nothing is still wrong.
49
+ *
50
+ * The gate is the caller's own number rather than a new constant. A consumer that wants
51
+ * the surface right beside its lamp to take a shadow can lower it, which is the same
52
+ * knob and the same meaning it has always had for the other side of the transaction.
53
+ */
54
+ if (dist <= near) return 1.0;
55
+
56
+ // Modest depth bias only. The heavy lifting is done by offsetting the
57
+ // sample position along the surface normal before this is called — see the
58
+ // call site — which is the cure for grazing receivers that depth bias alone
59
+ // cannot fix without peter-panning.
60
+ float bias = 0.04 + dist * 0.015;
61
+
62
+ /*
63
+ * Penumbra from the emitter's actual size.
64
+ *
65
+ * A shadow's softness is not a constant: it is set by how large the source is
66
+ * and how far the caster stands from the surface it falls on. Find the
67
+ * occluder with a centre tap, then widen the filter by
68
+ * sourceRadius * (receiver - occluder) / occluder — the real geometry of a
69
+ * penumbra. A bulb stays crisp; a flame goes soft with distance, which is
70
+ * what makes a fire read as a fire rather than a large lamp.
71
+ *
72
+ * textureLod(..., 0.0), not the implicit-derivative texture() call this replaced.
73
+ * pointShadowArray.ts allocates the array with texStorage3D at one storage level,
74
+ * NEAREST both filters — there is no mip to select, so the two calls fetch the
75
+ * identical texel. Not a quality trade; the output is bit-for-bit the same.
76
+ *
77
+ * It matters because implicit derivatives are only well-defined under *uniform*
78
+ * control flow, and this sits inside the light loop below. See AGENTS.md, 2026-08-07.
79
+ */
80
+ float centreStored = textureLod(maps, vec3(octEncode(toFrag), layer), 0.0).r;
81
+ float occluderDistance = centreStored >= 0.9999 ? dist : centreStored * far;
82
+ float spread = max(dist - occluderDistance, 0.0) / max(occluderDistance, 0.05);
83
+ /*
84
+ * Softness comes from *fading the shadow*, not from widening the filter.
85
+ *
86
+ * Four attempts went into widening it, and the fourth is what identified why
87
+ * none of them worked. The decisive observation was that the light pool looked
88
+ * right until a column entered it. With no occluder the penumbra estimate is zero,
89
+ * the filter stays at its floor, and the light pool is clean. The instant a
90
+ * column is found the filter widens — and a wide angular filter on a *cube*
91
+ * map is what crossed face seams. The artefact was never the columns' shadows;
92
+ * it was the search for their penumbra.
93
+ *
94
+ * The map has no seams now, so the cap could open. It has not, in this change:
95
+ * the storage moved and nothing else did, and the widening is a picture decision
96
+ * taken against a tree that already renders correctly.
97
+ */
98
+ float radius = clamp(sourceRadius * spread, 0.01, MAX_FILTER_RADIUS) + 0.012;
99
+
100
+ /*
101
+ * How much of a shadow survives, as well as how soft it is.
102
+ *
103
+ * This is the half that was missing, and it is why widening the filter never
104
+ * fixed anything. A penumbra does not merely blur with distance from its
105
+ * caster — it *takes over*. Far enough from the occluder, relative to how big
106
+ * the source is, every point on the receiver can see part of the flame and
107
+ * there is no umbra left at all: the shadow is gone, not blurry.
108
+ *
109
+ * Without it, two columns lit by a brazier threw full-strength edges fifteen
110
+ * metres across the terrace, and the gap between them read as a spotlight cone
111
+ * with straight sides rather than as a fire. Three attempts in, the note that
112
+ * unlocked it was that the pool should still fade naturally at its rim — a
113
+ * description of the falloff, not of the blur.
114
+ */
115
+ float penumbra = clamp(sourceRadius * spread * PENUMBRA_FADE, 0.0, 1.0);
116
+ float strength = 1.0 - penumbra * penumbra;
117
+
118
+ /*
119
+ * Taps are placed on a disk *perpendicular to the light ray*, rotated per
120
+ * fragment.
121
+ *
122
+ * Offsetting the ray by fixed 3D vectors was the earlier approach and it has
123
+ * two faults that only show on a wide filter. The offsets are not
124
+ * perpendicular to the ray, so part of each one moves the sample along its own
125
+ * depth instead of across the shadow; and twelve *fixed* taps at a large
126
+ * radius align, so the penumbra breaks into hard straight bands following the
127
+ * tap pattern — reported, on a brazier behind a rank of columns, as strange
128
+ * straight lines across the light pool.
129
+ *
130
+ * A per-fragment rotation turns that banding into a fine dither, which the eye
131
+ * reads as smooth — the standard cure, and it costs one hash.
132
+ *
133
+ * **Unchanged by the move to an octahedral map, and that is the point.** The offsets are
134
+ * angular perturbations of a direction, so every tap is still a direction and octEncode is
135
+ * defined on all of them. Nothing offsets in UV, so the map's border needs no wrap
136
+ * arithmetic and a tap that would have crossed a cube join lands on the adjacent texel.
137
+ */
138
+ vec3 fwd = normalize(toFrag);
139
+ vec3 up = abs(fwd.y) < 0.9 ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0);
140
+ vec3 tu = normalize(cross(up, fwd));
141
+ vec3 tv = cross(fwd, tu);
142
+ // Interleaved gradient noise: cheap, and stable enough per pixel that the
143
+ // dither does not crawl while the camera moves.
144
+ float angle = fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056, 0.00583715))))
145
+ * 6.28318530718;
146
+ float ca = cos(angle);
147
+ float sa = sin(angle);
148
+
149
+ float lit = 0.0;
150
+ for (int i = 0; i < ${MAX_SHADOW_FILTER_TAPS}; i++) {
151
+ if (i >= uShadowFilterTaps) break;
152
+ vec2 disk = PCF_OFFSETS[i].xy;
153
+ vec2 turned = vec2(disk.x * ca - disk.y * sa, disk.x * sa + disk.y * ca);
154
+ // Perpendicular to the ray, and *not* scaled by its length: the offsets are
155
+ // an angular perturbation of a direction, which is what the encoding takes.
156
+ vec3 sampleDir = toFrag + (tu * turned.x + tv * turned.y) * radius;
157
+ float stored = textureLod(maps, vec3(octEncode(sampleDir), layer), 0.0).r;
158
+ if (stored >= 0.9999) {
159
+ // Beyond the far plane nothing was rendered: treat as lit.
160
+ lit += 1.0;
161
+ continue;
162
+ }
163
+ float storedDistance = stored * far;
164
+ if (dist - bias > storedDistance) {
165
+ // A point shadow cannot outlive the finite light that casts it, so its
166
+ // occlusion fades smoothly before the light's far plane.
167
+ lit += 1.0 - shadowReach(max(dist - storedDistance, 0.0), far);
168
+ } else {
169
+ lit += 1.0;
170
+ }
171
+ }
172
+ float shaded = lit / float(max(uShadowFilterTaps, 1));
173
+ // Fade the whole shadow toward lit as the penumbra swallows it.
174
+ return mix(1.0, shaded, strength);
175
+ }
176
+
177
+ /**
178
+ * The same filter for a source that has a *shape* rather than a radius.
179
+ *
180
+ * **One map from the rectangle's centre, and the rectangle's own extent as the filter's shape.**
181
+ * That is the whole difference from \`pointShadow\` above, and it is what makes the result read as
182
+ * one wide emitter rather than as a lamp: a bulb's penumbra is round, so a row of nine of them
183
+ * gives nine round shadows that pile up darker where they overlap, and a strip's penumbra is a
184
+ * strip — soft along the cable, tight across it, one shadow with one soft edge.
185
+ *
186
+ * **The taps land on the emitter's silhouette as this fragment sees it**, which is the part a
187
+ * scalar radius cannot express. The rectangle's two axes are projected onto the plane across the
188
+ * light ray and each keeps its own width, so the sample pattern is an ellipse rather than a disk,
189
+ * and a rectangle seen edge-on along one axis has no penumbra in that direction — which is correct
190
+ * and is what a strip light actually does. Four dot products and two square roots more than the
191
+ * round filter.
192
+ *
193
+ * **The fade is driven by the *narrower* projected half extent, and the reason is a strip.** A
194
+ * penumbra does not only blur a shadow, it takes over: past the point where every part of the
195
+ * receiver can see part of the emitter there is no umbra left. Driven by the wider extent, a
196
+ * three-metre cable would delete its own shadow at a metre of caster clearance — but across the
197
+ * cable the source is nearly a line, so an umbra band survives there and only the length is
198
+ * smeared. \`min\` keeps that band; \`max\` would erase it.
199
+ *
200
+ * **What it costs** is a second copy of the tap loop, about 30 lines, compiled into the eight
201
+ * permutations that carry point shadows. Folding the two into one loop was the alternative and was
202
+ * not taken: the shared form has to multiply the disk offset by a width before scaling the axis
203
+ * rather than after, which is a different rounding order on every tap of the *point* path — so the
204
+ * saving is paid for by perturbing eight scenes that currently gate at zero pixels, in a change
205
+ * about area lights. \`docs/IMPROVEMENTS.md\` carries the row.
206
+ *
207
+ * **What would make it wrong** is a rectangle much wider than its distance to the caster, where
208
+ * different points on the emitter genuinely see different silhouettes and no single map from the
209
+ * centre stands in for all of them — a ceiling-wide panel a hand's width above a table. The honest
210
+ * answer there is several maps across the emitter, which is several bakes.
211
+ */
212
+ float areaShadow(
213
+ highp sampler2DArray maps,
214
+ float layer,
215
+ vec3 toFrag,
216
+ float far,
217
+ float near,
218
+ vec3 right,
219
+ vec3 up,
220
+ vec2 halfSize
221
+ ) {
222
+ float dist = length(toFrag);
223
+ /* The near plane says nothing this close to the emitter was rendered; see \`pointShadow\`. */
224
+ if (dist <= near) return 1.0;
225
+
226
+ float bias = 0.04 + dist * 0.015;
227
+
228
+ /*
229
+ * The blocker search, one tap along the centre ray, exactly as the round filter does it. Similar
230
+ * triangles turn the two distances into how much wider than the emitter the penumbra is.
231
+ *
232
+ * \`textureLod(..., 0.0)\` rather than \`texture()\`: the array carries one storage level and
233
+ * NEAREST both filters, so the two fetch the identical texel — and this sits inside the area
234
+ * light loop, which is not provably uniform control flow. See AGENTS.md, 2026-08-07.
235
+ */
236
+ float centreStored = textureLod(maps, vec3(octEncode(toFrag), layer), 0.0).r;
237
+ float occluderDistance = centreStored >= 0.9999 ? dist : centreStored * far;
238
+ float spread = max(dist - occluderDistance, 0.0) / max(occluderDistance, 0.05);
239
+
240
+ vec3 fwd = toFrag / dist;
241
+ /*
242
+ * Each axis with its along-the-ray component removed: the rectangle's outline flattened onto the
243
+ * plane the taps move in. The lengths that come back are the foreshortening — 1 for a rectangle
244
+ * seen face-on, 0 for one seen exactly edge-on along that axis — so the two widths below carry
245
+ * both the emitter's size and how much of it this fragment can see.
246
+ */
247
+ vec3 acrossX = right - fwd * dot(right, fwd);
248
+ vec3 acrossY = up - fwd * dot(up, fwd);
249
+ float seenX = length(acrossX);
250
+ float seenY = length(acrossY);
251
+ /*
252
+ * A collapsed axis offsets nothing rather than offsetting along an arbitrary direction. Both
253
+ * cannot collapse at once: \`right\` and \`up\` are perpendicular, so a ray parallel to one of
254
+ * them is perpendicular to the other.
255
+ */
256
+ vec3 alongX = seenX > 1e-5 ? acrossX / seenX : vec3(0.0);
257
+ vec3 alongY = seenY > 1e-5 ? acrossY / seenY : vec3(0.0);
258
+
259
+ float halfX = halfSize.x * seenX;
260
+ float halfY = halfSize.y * seenY;
261
+ /* The same ceiling and the same floor the round filter uses, per axis. See MAX_FILTER_RADIUS. */
262
+ float widthX = min(halfX * spread, MAX_FILTER_RADIUS) + 0.012;
263
+ float widthY = min(halfY * spread, MAX_FILTER_RADIUS) + 0.012;
264
+
265
+ /* The narrower half extent, for the reason in the header: it is what keeps a strip's umbra. */
266
+ float penumbra = clamp(min(halfX, halfY) * spread * PENUMBRA_FADE, 0.0, 1.0);
267
+ float strength = 1.0 - penumbra * penumbra;
268
+
269
+ /*
270
+ * Rotated per fragment inside the unit disk *before* the ellipse maps it, so the dither that
271
+ * breaks up twelve aligned taps survives the anisotropy. Interleaved gradient noise, one hash;
272
+ * without it a wide filter bands along the tap pattern — reported on a brazier behind a rank of
273
+ * columns as straight lines across the light pool.
274
+ */
275
+ float angle = fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056, 0.00583715))))
276
+ * 6.28318530718;
277
+ float ca = cos(angle);
278
+ float sa = sin(angle);
279
+
280
+ float lit = 0.0;
281
+ for (int i = 0; i < ${MAX_SHADOW_FILTER_TAPS}; i++) {
282
+ if (i >= uShadowFilterTaps) break;
283
+ vec2 disk = PCF_OFFSETS[i].xy;
284
+ vec2 turned = vec2(disk.x * ca - disk.y * sa, disk.x * sa + disk.y * ca);
285
+ vec3 sampleDir = toFrag + alongX * (turned.x * widthX) + alongY * (turned.y * widthY);
286
+ float stored = textureLod(maps, vec3(octEncode(sampleDir), layer), 0.0).r;
287
+ if (stored >= 0.9999) {
288
+ /* Beyond the far plane nothing was rendered: treat as lit. */
289
+ lit += 1.0;
290
+ continue;
291
+ }
292
+ float storedDistance = stored * far;
293
+ if (dist - bias > storedDistance) {
294
+ /* An area light's occlusion cannot outlive the map that carries it either. */
295
+ lit += 1.0 - shadowReach(max(dist - storedDistance, 0.0), far);
296
+ } else {
297
+ lit += 1.0;
298
+ }
299
+ }
300
+ float shaded = lit / float(max(uShadowFilterTaps, 1));
301
+ return mix(1.0, shaded, strength);
302
+ }
303
+ #endif
304
+
305
+ out vec4 outColor;
306
+
307
+ ${OUTPUT_TRANSFORM_GLSL}
308
+
309
+ /**
310
+ * A fixed Poisson disk avoids the grid-shaped edge left by square 3x3 PCF.
311
+ * Directional and point shadows consume the same maximum filter-tap budget;
312
+ * their texture sizes differ because one is a 2D projection of a frustum and one
313
+ * is an octahedral projection of the whole sphere, not because one is a lower
314
+ * quality tier.
315
+ */
316
+ #if DIRECTIONAL_SHADOWS
317
+ const vec2 DIRECTIONAL_PCF_OFFSETS[${MAX_SHADOW_FILTER_TAPS}] = vec2[${MAX_SHADOW_FILTER_TAPS}](
318
+ vec2(-0.326, -0.406), vec2( 0.519, 0.767), vec2( 0.962, -0.195), vec2(-0.696, 0.457),
319
+ vec2(-0.840, -0.074), vec2( 0.185, -0.893), vec2( 0.896, 0.412), vec2(-0.203, 0.621),
320
+ vec2( 0.473, -0.480), vec2( 0.507, 0.064), vec2(-0.322, -0.933), vec2(-0.792, -0.598)
321
+ );
322
+
323
+ /** Anything outside the light frustum or beyond its far plane counts as lit. */`;