@driftengine/core 3.61.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (955) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +9 -0
  3. package/README.md +9 -0
  4. package/dist/behavior/behaviorTree.d.ts +140 -0
  5. package/dist/behavior/behaviorTree.js +289 -0
  6. package/dist/build/shaderComments.d.ts +64 -0
  7. package/dist/build/shaderComments.js +0 -0
  8. package/dist/cinematic/player.d.ts +80 -0
  9. package/dist/cinematic/player.js +184 -0
  10. package/dist/cinematic/script.d.ts +63 -0
  11. package/dist/cinematic/script.js +141 -0
  12. package/dist/core/bootGate.d.ts +37 -0
  13. package/dist/core/bootGate.js +47 -0
  14. package/dist/core/loadTracker.d.ts +78 -0
  15. package/dist/core/loadTracker.js +106 -0
  16. package/dist/core/loop.d.ts +118 -0
  17. package/dist/core/loop.js +84 -0
  18. package/dist/core/messageQueue.d.ts +61 -0
  19. package/dist/core/messageQueue.js +104 -0
  20. package/dist/core/onceSet.d.ts +27 -0
  21. package/dist/core/onceSet.js +62 -0
  22. package/dist/core/preferences.d.ts +47 -0
  23. package/dist/core/preferences.js +140 -0
  24. package/dist/core/remoteSave.d.ts +154 -0
  25. package/dist/core/remoteSave.js +249 -0
  26. package/dist/core/rng.d.ts +64 -0
  27. package/dist/core/rng.js +72 -0
  28. package/dist/core/stepBudget.d.ts +91 -0
  29. package/dist/core/stepBudget.js +105 -0
  30. package/dist/core/storage.d.ts +52 -0
  31. package/dist/core/storage.js +85 -0
  32. package/dist/core/tickTrace.d.ts +72 -0
  33. package/dist/core/tickTrace.js +102 -0
  34. package/dist/core/timeCurve.d.ts +83 -0
  35. package/dist/core/timeCurve.js +107 -0
  36. package/dist/core/withDefaults.d.ts +21 -0
  37. package/dist/core/withDefaults.js +29 -0
  38. package/dist/dev/contactProbe.d.ts +41 -0
  39. package/dist/dev/contactProbe.js +58 -0
  40. package/dist/dev/fpsMeter.d.ts +45 -0
  41. package/dist/dev/fpsMeter.js +86 -0
  42. package/dist/environment/celestialClock.d.ts +141 -0
  43. package/dist/environment/celestialClock.js +262 -0
  44. package/dist/geometry/decal.d.ts +61 -0
  45. package/dist/geometry/decal.js +178 -0
  46. package/dist/geometry/filmPatch.d.ts +35 -0
  47. package/dist/geometry/filmPatch.js +112 -0
  48. package/dist/geometry/growable.d.ts +70 -0
  49. package/dist/geometry/growable.js +167 -0
  50. package/dist/geometry/lightVolume.d.ts +76 -0
  51. package/dist/geometry/lightVolume.js +65 -0
  52. package/dist/geometry/meshBuilder.d.ts +426 -0
  53. package/dist/geometry/meshBuilder.js +1184 -0
  54. package/dist/geometry/pixelFont.d.ts +59 -0
  55. package/dist/geometry/pixelFont.js +179 -0
  56. package/dist/geometry/ribbon.d.ts +101 -0
  57. package/dist/geometry/ribbon.js +546 -0
  58. package/dist/geometry/shellFill.d.ts +101 -0
  59. package/dist/geometry/shellFill.js +203 -0
  60. package/dist/geometry/spline.d.ts +162 -0
  61. package/dist/geometry/spline.js +527 -0
  62. package/dist/geometry/tangents.d.ts +30 -0
  63. package/dist/geometry/tangents.js +142 -0
  64. package/dist/geometry/textMesh.d.ts +51 -0
  65. package/dist/geometry/textMesh.js +57 -0
  66. package/dist/geometry/treeBuilder.d.ts +37 -0
  67. package/dist/geometry/treeBuilder.js +56 -0
  68. package/dist/host/display.d.ts +135 -0
  69. package/dist/host/display.js +114 -0
  70. package/dist/host/files.d.ts +25 -0
  71. package/dist/host/files.js +44 -0
  72. package/dist/host/lifecycle.d.ts +45 -0
  73. package/dist/host/lifecycle.js +28 -0
  74. package/dist/host/platformServices.d.ts +23 -0
  75. package/dist/host/platformServices.js +1 -0
  76. package/dist/host/screen.d.ts +49 -0
  77. package/dist/host/screen.js +90 -0
  78. package/dist/index.d.ts +289 -0
  79. package/dist/index.js +320 -0
  80. package/dist/input/actionMap.d.ts +181 -0
  81. package/dist/input/actionMap.js +314 -0
  82. package/dist/input/activeDevice.d.ts +55 -0
  83. package/dist/input/activeDevice.js +83 -0
  84. package/dist/input/gamepadIdentity.d.ts +43 -0
  85. package/dist/input/gamepadIdentity.js +108 -0
  86. package/dist/input/gamepadMapping.d.ts +56 -0
  87. package/dist/input/gamepadMapping.js +91 -0
  88. package/dist/input/input.d.ts +281 -0
  89. package/dist/input/input.js +703 -0
  90. package/dist/input/inputHarness.d.ts +42 -0
  91. package/dist/input/inputHarness.js +193 -0
  92. package/dist/input/rightGesture.d.ts +57 -0
  93. package/dist/input/rightGesture.js +49 -0
  94. package/dist/input/rumble.d.ts +71 -0
  95. package/dist/input/rumble.js +119 -0
  96. package/dist/input/touchControls.d.ts +138 -0
  97. package/dist/input/touchControls.js +352 -0
  98. package/dist/input/typingTarget.d.ts +6 -0
  99. package/dist/input/typingTarget.js +27 -0
  100. package/dist/math/bounds.d.ts +61 -0
  101. package/dist/math/bounds.js +121 -0
  102. package/dist/math/color.d.ts +8 -0
  103. package/dist/math/color.js +35 -0
  104. package/dist/math/exact.d.ts +66 -0
  105. package/dist/math/exact.js +262 -0
  106. package/dist/math/frustum.d.ts +44 -0
  107. package/dist/math/frustum.js +90 -0
  108. package/dist/math/intersect.d.ts +76 -0
  109. package/dist/math/intersect.js +185 -0
  110. package/dist/math/scalar.d.ts +51 -0
  111. package/dist/math/scalar.js +99 -0
  112. package/dist/math/spring.d.ts +59 -0
  113. package/dist/math/spring.js +88 -0
  114. package/dist/nav/navGraph.d.ts +71 -0
  115. package/dist/nav/navGraph.js +111 -0
  116. package/dist/nav/navPath.d.ts +93 -0
  117. package/dist/nav/navPath.js +162 -0
  118. package/dist/nav/navSearch.d.ts +74 -0
  119. package/dist/nav/navSearch.js +198 -0
  120. package/dist/physics/boxSurface.d.ts +48 -0
  121. package/dist/physics/boxSurface.js +73 -0
  122. package/dist/physics/colliderSurface.d.ts +46 -0
  123. package/dist/physics/colliderSurface.js +146 -0
  124. package/dist/physics/compositeSurface.d.ts +33 -0
  125. package/dist/physics/compositeSurface.js +108 -0
  126. package/dist/physics/heightSurface.d.ts +103 -0
  127. package/dist/physics/heightSurface.js +153 -0
  128. package/dist/physics/ribbonSurface.d.ts +239 -0
  129. package/dist/physics/ribbonSurface.js +522 -0
  130. package/dist/render/ambientOcclusionPass.d.ts +53 -0
  131. package/dist/render/ambientOcclusionPass.js +179 -0
  132. package/dist/render/areaLights.d.ts +116 -0
  133. package/dist/render/areaLights.js +91 -0
  134. package/dist/render/areaShadowSet.d.ts +184 -0
  135. package/dist/render/areaShadowSet.js +277 -0
  136. package/dist/render/atmosphere.d.ts +94 -0
  137. package/dist/render/atmosphere.js +91 -0
  138. package/dist/render/backend/api.d.ts +496 -0
  139. package/dist/render/backend/api.js +1 -0
  140. package/dist/render/backend/budget.d.ts +82 -0
  141. package/dist/render/backend/budget.js +99 -0
  142. package/dist/render/backend/createRenderer.d.ts +135 -0
  143. package/dist/render/backend/createRenderer.js +201 -0
  144. package/dist/render/backend/deadline.d.ts +24 -0
  145. package/dist/render/backend/deadline.js +38 -0
  146. package/dist/render/backend/probe.d.ts +30 -0
  147. package/dist/render/backend/probe.js +129 -0
  148. package/dist/render/backend/select.d.ts +70 -0
  149. package/dist/render/backend/select.js +249 -0
  150. package/dist/render/backend/timer.d.ts +50 -0
  151. package/dist/render/backend/timer.js +1 -0
  152. package/dist/render/backend/webgl2/instanced.d.ts +21 -0
  153. package/dist/render/backend/webgl2/instanced.js +42 -0
  154. package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
  155. package/dist/render/backend/webgl2/morphTexture.js +55 -0
  156. package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
  157. package/dist/render/backend/webgl2/renderer.js +6041 -0
  158. package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
  159. package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
  160. package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
  161. package/dist/render/backend/webgpu/boltPass.js +160 -0
  162. package/dist/render/backend/webgpu/buffers.d.ts +159 -0
  163. package/dist/render/backend/webgpu/buffers.js +402 -0
  164. package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
  165. package/dist/render/backend/webgpu/causticsPass.js +138 -0
  166. package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
  167. package/dist/render/backend/webgpu/clusterBinner.js +206 -0
  168. package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
  169. package/dist/render/backend/webgpu/depthPass.js +228 -0
  170. package/dist/render/backend/webgpu/device.d.ts +52 -0
  171. package/dist/render/backend/webgpu/device.js +121 -0
  172. package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
  173. package/dist/render/backend/webgpu/drawCommand.js +54 -0
  174. package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
  175. package/dist/render/backend/webgpu/environmentTexels.js +79 -0
  176. package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
  177. package/dist/render/backend/webgpu/filmPass.js +97 -0
  178. package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
  179. package/dist/render/backend/webgpu/flatPass.js +482 -0
  180. package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
  181. package/dist/render/backend/webgpu/flockPass.js +129 -0
  182. package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
  183. package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
  184. package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
  185. package/dist/render/backend/webgpu/insetPass.js +108 -0
  186. package/dist/render/backend/webgpu/instanced.d.ts +27 -0
  187. package/dist/render/backend/webgpu/instanced.js +49 -0
  188. package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
  189. package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
  190. package/dist/render/backend/webgpu/linePass.d.ts +90 -0
  191. package/dist/render/backend/webgpu/linePass.js +220 -0
  192. package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
  193. package/dist/render/backend/webgpu/morphTexture.js +51 -0
  194. package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
  195. package/dist/render/backend/webgpu/panelPass.js +114 -0
  196. package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
  197. package/dist/render/backend/webgpu/particlePass.js +280 -0
  198. package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
  199. package/dist/render/backend/webgpu/pipelineCache.js +140 -0
  200. package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
  201. package/dist/render/backend/webgpu/plumePass.js +213 -0
  202. package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
  203. package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
  204. package/dist/render/backend/webgpu/postPass.d.ts +342 -0
  205. package/dist/render/backend/webgpu/postPass.js +366 -0
  206. package/dist/render/backend/webgpu/probePass.d.ts +108 -0
  207. package/dist/render/backend/webgpu/probePass.js +188 -0
  208. package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
  209. package/dist/render/backend/webgpu/reflectionPass.js +87 -0
  210. package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
  211. package/dist/render/backend/webgpu/renderer.js +10911 -0
  212. package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
  213. package/dist/render/backend/webgpu/scatterPass.js +266 -0
  214. package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
  215. package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
  216. package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
  217. package/dist/render/backend/webgpu/shaderModules.js +45 -0
  218. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
  219. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
  220. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
  221. package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
  222. package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
  223. package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
  224. package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
  225. package/dist/render/backend/webgpu/skyPass.js +70 -0
  226. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
  227. package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
  228. package/dist/render/backend/webgpu/textPass.d.ts +73 -0
  229. package/dist/render/backend/webgpu/textPass.js +190 -0
  230. package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
  231. package/dist/render/backend/webgpu/uniformRing.js +208 -0
  232. package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
  233. package/dist/render/backend/webgpu/waterPass.js +160 -0
  234. package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
  235. package/dist/render/backend/webgpu/windStreakPass.js +153 -0
  236. package/dist/render/billboard.d.ts +27 -0
  237. package/dist/render/billboard.js +79 -0
  238. package/dist/render/bloomChain.d.ts +66 -0
  239. package/dist/render/bloomChain.js +83 -0
  240. package/dist/render/bloomPass.d.ts +54 -0
  241. package/dist/render/bloomPass.js +219 -0
  242. package/dist/render/boltBatch.d.ts +39 -0
  243. package/dist/render/boltBatch.js +121 -0
  244. package/dist/render/boltPool.d.ts +135 -0
  245. package/dist/render/boltPool.js +259 -0
  246. package/dist/render/boom.d.ts +46 -0
  247. package/dist/render/boom.js +81 -0
  248. package/dist/render/camera.d.ts +119 -0
  249. package/dist/render/camera.js +304 -0
  250. package/dist/render/causticsRenderer.d.ts +63 -0
  251. package/dist/render/causticsRenderer.js +119 -0
  252. package/dist/render/cinematicCamera.d.ts +102 -0
  253. package/dist/render/cinematicCamera.js +227 -0
  254. package/dist/render/clusteredLights.d.ts +260 -0
  255. package/dist/render/clusteredLights.js +479 -0
  256. package/dist/render/colourGrade.d.ts +62 -0
  257. package/dist/render/colourGrade.js +91 -0
  258. package/dist/render/compute.d.ts +74 -0
  259. package/dist/render/compute.js +8 -0
  260. package/dist/render/contextLoss.d.ts +32 -0
  261. package/dist/render/contextLoss.js +46 -0
  262. package/dist/render/debugLines.d.ts +75 -0
  263. package/dist/render/debugLines.js +281 -0
  264. package/dist/render/decalPass.d.ts +34 -0
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  266. package/dist/render/decalProjector.d.ts +140 -0
  267. package/dist/render/decalProjector.js +282 -0
  268. package/dist/render/decalQueue.d.ts +53 -0
  269. package/dist/render/decalQueue.js +87 -0
  270. package/dist/render/depthConvention.d.ts +314 -0
  271. package/dist/render/depthConvention.js +346 -0
  272. package/dist/render/drawingBuffer.d.ts +52 -0
  273. package/dist/render/drawingBuffer.js +67 -0
  274. package/dist/render/emptyTexture.d.ts +60 -0
  275. package/dist/render/emptyTexture.js +103 -0
  276. package/dist/render/envProbeArray.d.ts +85 -0
  277. package/dist/render/envProbeArray.js +164 -0
  278. package/dist/render/equirectToCube.d.ts +54 -0
  279. package/dist/render/equirectToCube.js +123 -0
  280. package/dist/render/flockGeometry.d.ts +23 -0
  281. package/dist/render/flockGeometry.js +43 -0
  282. package/dist/render/flockRenderer.d.ts +37 -0
  283. package/dist/render/flockRenderer.js +70 -0
  284. package/dist/render/frame/arena.d.ts +32 -0
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  286. package/dist/render/frame/index.d.ts +18 -0
  287. package/dist/render/frame/index.js +4 -0
  288. package/dist/render/frame/replay.d.ts +34 -0
  289. package/dist/render/frame/replay.js +48 -0
  290. package/dist/render/frame/resources.d.ts +25 -0
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  292. package/dist/render/frame/schedule.d.ts +37 -0
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  294. package/dist/render/frameView.d.ts +19 -0
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  296. package/dist/render/gizmo.d.ts +236 -0
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  298. package/dist/render/globalMedium.d.ts +124 -0
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  300. package/dist/render/globalMediumPass.d.ts +101 -0
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  302. package/dist/render/gpuCapability.d.ts +111 -0
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  304. package/dist/render/gpuTimer.d.ts +87 -0
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  306. package/dist/render/halfFloat.d.ts +4 -0
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  310. package/dist/render/iesProfile.d.ts +64 -0
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  314. package/dist/render/instancedMesh.d.ts +48 -0
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  316. package/dist/render/instances.d.ts +69 -0
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  318. package/dist/render/lightBudget.d.ts +397 -0
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  320. package/dist/render/lightMatrix.d.ts +3 -0
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  322. package/dist/render/lightVolumeDraw.d.ts +132 -0
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  330. package/dist/render/lod.d.ts +35 -0
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  332. package/dist/render/mesh.d.ts +177 -0
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  334. package/dist/render/occlusion.d.ts +81 -0
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  336. package/dist/render/oitPass.d.ts +67 -0
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  338. package/dist/render/orderIndependent.d.ts +92 -0
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  340. package/dist/render/particleBatch.d.ts +140 -0
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  342. package/dist/render/particleMaterial.d.ts +54 -0
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  344. package/dist/render/particlePool.d.ts +124 -0
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  346. package/dist/render/pass.d.ts +195 -0
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  348. package/dist/render/passTarget.d.ts +86 -0
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  350. package/dist/render/pickable.d.ts +31 -0
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  352. package/dist/render/planarReflection.d.ts +59 -0
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  356. package/dist/render/plumeGeometry.d.ts +25 -0
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  358. package/dist/render/plumeMaterial.d.ts +31 -0
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  364. package/dist/render/pointShadowArray.d.ts +95 -0
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  366. package/dist/render/pointShadowBudget.d.ts +118 -0
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  372. package/dist/render/pointShadowSystem.d.ts +195 -0
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  733. package/src/render/backend/webgpu/morphTexture.ts +61 -0
  734. package/src/render/backend/webgpu/panelPass.ts +138 -0
  735. package/src/render/backend/webgpu/particlePass.ts +370 -0
  736. package/src/render/backend/webgpu/pipelineCache.ts +152 -0
  737. package/src/render/backend/webgpu/plumePass.ts +292 -0
  738. package/src/render/backend/webgpu/pointShadowPass.ts +368 -0
  739. package/src/render/backend/webgpu/postPass.ts +470 -0
  740. package/src/render/backend/webgpu/probePass.ts +218 -0
  741. package/src/render/backend/webgpu/reflectionPass.ts +137 -0
  742. package/src/render/backend/webgpu/renderer.ts +13004 -0
  743. package/src/render/backend/webgpu/scatterPass.ts +354 -0
  744. package/src/render/backend/webgpu/sdfTextPass.ts +220 -0
  745. package/src/render/backend/webgpu/shaderModules.ts +49 -0
  746. package/src/render/backend/webgpu/shaders/clusterBin.wgsl.ts +219 -0
  747. package/src/render/backend/webgpu/skinPaletteRing.ts +105 -0
  748. package/src/render/backend/webgpu/skinPaletteTexture.ts +79 -0
  749. package/src/render/backend/webgpu/skyPass.ts +85 -0
  750. package/src/render/backend/webgpu/surfaceTexturePass.ts +257 -0
  751. package/src/render/backend/webgpu/textPass.ts +224 -0
  752. package/src/render/backend/webgpu/uniformRing.ts +228 -0
  753. package/src/render/backend/webgpu/waterPass.ts +211 -0
  754. package/src/render/backend/webgpu/windStreakPass.ts +196 -0
  755. package/src/render/billboard.ts +108 -0
  756. package/src/render/bloomChain.ts +101 -0
  757. package/src/render/bloomPass.ts +256 -0
  758. package/src/render/boltBatch.ts +141 -0
  759. package/src/render/boltPool.ts +360 -0
  760. package/src/render/boom.ts +123 -0
  761. package/src/render/camera.ts +348 -0
  762. package/src/render/causticsRenderer.ts +171 -0
  763. package/src/render/cinematicCamera.ts +278 -0
  764. package/src/render/clusteredLights.ts +598 -0
  765. package/src/render/colourGrade.ts +109 -0
  766. package/src/render/compute.ts +83 -0
  767. package/src/render/contextLoss.ts +50 -0
  768. package/src/render/debugLines.ts +411 -0
  769. package/src/render/decalPass.ts +124 -0
  770. package/src/render/decalProjector.ts +390 -0
  771. package/src/render/decalQueue.ts +110 -0
  772. package/src/render/depthConvention.ts +383 -0
  773. package/src/render/drawingBuffer.ts +89 -0
  774. package/src/render/emptyTexture.ts +130 -0
  775. package/src/render/envProbeArray.ts +201 -0
  776. package/src/render/equirectToCube.ts +160 -0
  777. package/src/render/flockGeometry.ts +53 -0
  778. package/src/render/flockRenderer.ts +111 -0
  779. package/src/render/frame/arena.ts +93 -0
  780. package/src/render/frame/index.ts +29 -0
  781. package/src/render/frame/replay.ts +50 -0
  782. package/src/render/frame/resources.ts +61 -0
  783. package/src/render/frame/schedule.ts +85 -0
  784. package/src/render/frameView.ts +20 -0
  785. package/src/render/gizmo.ts +923 -0
  786. package/src/render/globalMedium.ts +154 -0
  787. package/src/render/globalMediumPass.ts +323 -0
  788. package/src/render/gpuCapability.ts +244 -0
  789. package/src/render/gpuTimer.ts +182 -0
  790. package/src/render/halfFloat.ts +39 -0
  791. package/src/render/handleRegistry.ts +96 -0
  792. package/src/render/iesProfile.ts +215 -0
  793. package/src/render/imageTexels.ts +109 -0
  794. package/src/render/instancedMesh.ts +187 -0
  795. package/src/render/instances.ts +92 -0
  796. package/src/render/lightBudget.ts +655 -0
  797. package/src/render/lightMatrix.ts +69 -0
  798. package/src/render/lightVolumeDraw.ts +216 -0
  799. package/src/render/lineBatch.ts +180 -0
  800. package/src/render/linePoints.ts +61 -0
  801. package/src/render/livePointShadowSet.ts +285 -0
  802. package/src/render/lod.ts +86 -0
  803. package/src/render/mesh.ts +536 -0
  804. package/src/render/occlusion.ts +406 -0
  805. package/src/render/oitPass.ts +230 -0
  806. package/src/render/orderIndependent.ts +136 -0
  807. package/src/render/particleBatch.ts +299 -0
  808. package/src/render/particleMaterial.ts +84 -0
  809. package/src/render/particlePool.ts +291 -0
  810. package/src/render/pass.ts +203 -0
  811. package/src/render/passTarget.ts +225 -0
  812. package/src/render/pickable.ts +222 -0
  813. package/src/render/planarReflection.ts +233 -0
  814. package/src/render/planarReflectionDraw.ts +87 -0
  815. package/src/render/plumeGeometry.ts +75 -0
  816. package/src/render/plumeMaterial.ts +99 -0
  817. package/src/render/plumeRenderer.ts +272 -0
  818. package/src/render/pointLightSelection.ts +447 -0
  819. package/src/render/pointShadowArray.ts +276 -0
  820. package/src/render/pointShadowBudget.ts +305 -0
  821. package/src/render/pointShadowImage.ts +470 -0
  822. package/src/render/pointShadowMap.ts +228 -0
  823. package/src/render/pointShadowSystem.ts +408 -0
  824. package/src/render/prefilterEnvMap.ts +162 -0
  825. package/src/render/prefilterPass.ts +115 -0
  826. package/src/render/probeGrid.ts +248 -0
  827. package/src/render/rainField.ts +240 -0
  828. package/src/render/reflectionProbe.ts +530 -0
  829. package/src/render/renderQuality.ts +1054 -0
  830. package/src/render/rendererHarness.ts +214 -0
  831. package/src/render/resolutionGovernor.ts +189 -0
  832. package/src/render/scatterDeform.ts +72 -0
  833. package/src/render/sceneTarget.ts +1032 -0
  834. package/src/render/screenSpaceReflection.ts +524 -0
  835. package/src/render/sdfFont.ts +157 -0
  836. package/src/render/sdfTextLayout.ts +206 -0
  837. package/src/render/sdfTextRenderer.ts +233 -0
  838. package/src/render/seaState.ts +55 -0
  839. package/src/render/segmentQuads.ts +92 -0
  840. package/src/render/shader.ts +190 -0
  841. package/src/render/shaders/ambientOcclusion.ts +354 -0
  842. package/src/render/shaders/arcane.ts +103 -0
  843. package/src/render/shaders/bloom.ts +232 -0
  844. package/src/render/shaders/bolt.ts +164 -0
  845. package/src/render/shaders/caustics.ts +169 -0
  846. package/src/render/shaders/conditionals.ts +58 -0
  847. package/src/render/shaders/decalProject.ts +127 -0
  848. package/src/render/shaders/depth.ts +131 -0
  849. package/src/render/shaders/depthOfField.ts +141 -0
  850. package/src/render/shaders/film.ts +285 -0
  851. package/src/render/shaders/fire.ts +180 -0
  852. package/src/render/shaders/flat/directionalShadow.ts +196 -0
  853. package/src/render/shaders/flat/index.ts +502 -0
  854. package/src/render/shaders/flat/lobes.ts +399 -0
  855. package/src/render/shaders/flat/main.ts +1631 -0
  856. package/src/render/shaders/flat/pointShadow.ts +323 -0
  857. package/src/render/shaders/flat/preamble.ts +875 -0
  858. package/src/render/shaders/flat/probeGrid.ts +152 -0
  859. package/src/render/shaders/flat/surface.ts +41 -0
  860. package/src/render/shaders/flock.ts +103 -0
  861. package/src/render/shaders/fog.ts +99 -0
  862. package/src/render/shaders/fullscreen.ts +28 -0
  863. package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +74 -0
  864. package/src/render/shaders/generated/arcane.wgsl.ts +98 -0
  865. package/src/render/shaders/generated/bloom.wgsl.ts +79 -0
  866. package/src/render/shaders/generated/bolt.wgsl.ts +127 -0
  867. package/src/render/shaders/generated/caustics.wgsl.ts +127 -0
  868. package/src/render/shaders/generated/decalProject.wgsl.ts +69 -0
  869. package/src/render/shaders/generated/depth.wgsl.ts +142 -0
  870. package/src/render/shaders/generated/film.wgsl.ts +143 -0
  871. package/src/render/shaders/generated/fire.wgsl.ts +137 -0
  872. package/src/render/shaders/generated/flat.wgsl.ts +9195 -0
  873. package/src/render/shaders/generated/flock.wgsl.ts +82 -0
  874. package/src/render/shaders/generated/fullscreen.wgsl.ts +20 -0
  875. package/src/render/shaders/generated/globalMedium.wgsl.ts +139 -0
  876. package/src/render/shaders/generated/lightVolume.wgsl.ts +242 -0
  877. package/src/render/shaders/generated/line.wgsl.ts +137 -0
  878. package/src/render/shaders/generated/octahedralResolve.wgsl.ts +60 -0
  879. package/src/render/shaders/generated/oitResolve.wgsl.ts +31 -0
  880. package/src/render/shaders/generated/panel.wgsl.ts +57 -0
  881. package/src/render/shaders/generated/particle.wgsl.ts +343 -0
  882. package/src/render/shaders/generated/prefilter.wgsl.ts +69 -0
  883. package/src/render/shaders/generated/rush.wgsl.ts +139 -0
  884. package/src/render/shaders/generated/scatter.wgsl.ts +205 -0
  885. package/src/render/shaders/generated/sdfText.wgsl.ts +78 -0
  886. package/src/render/shaders/generated/sky.wgsl.ts +109 -0
  887. package/src/render/shaders/generated/smoke.wgsl.ts +93 -0
  888. package/src/render/shaders/generated/ssrResolve.wgsl.ts +26 -0
  889. package/src/render/shaders/generated/ssrTrace.wgsl.ts +94 -0
  890. package/src/render/shaders/generated/temporalResolve.wgsl.ts +54 -0
  891. package/src/render/shaders/generated/text.wgsl.ts +107 -0
  892. package/src/render/shaders/generated/water.wgsl.ts +256 -0
  893. package/src/render/shaders/generated/windStreaks.wgsl.ts +82 -0
  894. package/src/render/shaders/gerstner.ts +110 -0
  895. package/src/render/shaders/globalMedium.ts +396 -0
  896. package/src/render/shaders/lightVolume.ts +546 -0
  897. package/src/render/shaders/line.ts +125 -0
  898. package/src/render/shaders/morph.ts +62 -0
  899. package/src/render/shaders/octahedral.ts +170 -0
  900. package/src/render/shaders/octahedralResolve.ts +83 -0
  901. package/src/render/shaders/oitResolve.ts +42 -0
  902. package/src/render/shaders/outputTransform.ts +107 -0
  903. package/src/render/shaders/panel.ts +51 -0
  904. package/src/render/shaders/particle.ts +438 -0
  905. package/src/render/shaders/prefilter.ts +278 -0
  906. package/src/render/shaders/rush.ts +357 -0
  907. package/src/render/shaders/scatter.ts +211 -0
  908. package/src/render/shaders/sdfText.ts +68 -0
  909. package/src/render/shaders/skinning.ts +59 -0
  910. package/src/render/shaders/sky.ts +243 -0
  911. package/src/render/shaders/smoke.ts +89 -0
  912. package/src/render/shaders/ssrResolve.ts +28 -0
  913. package/src/render/shaders/ssrTrace.ts +233 -0
  914. package/src/render/shaders/tangentFrame.ts +70 -0
  915. package/src/render/shaders/temporalResolve.ts +151 -0
  916. package/src/render/shaders/text.ts +156 -0
  917. package/src/render/shaders/vertexChannel.ts +71 -0
  918. package/src/render/shaders/water.ts +356 -0
  919. package/src/render/shaders/windStreaks.ts +130 -0
  920. package/src/render/shadowCasters.ts +124 -0
  921. package/src/render/shadowMap.ts +89 -0
  922. package/src/render/shotPlacement.ts +266 -0
  923. package/src/render/skinPalette.ts +157 -0
  924. package/src/render/ssrPass.ts +241 -0
  925. package/src/render/surfaceSheet.ts +158 -0
  926. package/src/render/surfaceTexture.ts +310 -0
  927. package/src/render/temporalAa.ts +221 -0
  928. package/src/render/temporalPass.ts +153 -0
  929. package/src/render/textLayout.ts +239 -0
  930. package/src/render/textRenderer.ts +201 -0
  931. package/src/render/thirdPersonCamera.ts +578 -0
  932. package/src/render/trample.ts +140 -0
  933. package/src/render/translucentQueue.ts +161 -0
  934. package/src/render/uniformVectorBudget.ts +246 -0
  935. package/src/render/uploadStep.ts +14 -0
  936. package/src/render/vertexDefaults.ts +115 -0
  937. package/src/render/visibility.ts +56 -0
  938. package/src/render/waterDraw.ts +167 -0
  939. package/src/render/waterGrid.ts +180 -0
  940. package/src/render/waterRenderer.ts +352 -0
  941. package/src/render/wind.ts +79 -0
  942. package/src/render/windField.ts +50 -0
  943. package/src/render/windStreakDraw.ts +131 -0
  944. package/src/render/windStreakRenderer.ts +130 -0
  945. package/src/scene/node.ts +336 -0
  946. package/src/scene/visit.ts +82 -0
  947. package/src/ui/clipMime.ts +109 -0
  948. package/src/ui/exportTarget.ts +491 -0
  949. package/src/ui/frameOverlay.ts +159 -0
  950. package/src/ui/framePacer.ts +351 -0
  951. package/src/ui/frameRecorder.ts +333 -0
  952. package/src/ui/fullscreen.ts +113 -0
  953. package/src/ui/pixelCursor.ts +99 -0
  954. package/src/ui/splash.ts +347 -0
  955. package/src/ui/stillFrame.ts +44 -0
@@ -0,0 +1,241 @@
1
+ import { mat4 } from 'gl-matrix';
2
+ import type { ReadonlyMat4 } from 'gl-matrix';
3
+
4
+ import { decalScissor } from './decalProjector.ts';
5
+ import { DEPTH_01_TO_CLIP } from './lightVolumeDraw.ts';
6
+ import type { ReflectionQueue } from './screenSpaceReflection.ts';
7
+ import { compileProgram, uniformLocations } from './shader.ts';
8
+ import { FULLSCREEN_VERT } from './shaders/fullscreen.ts';
9
+ import { SSR_RESOLVE_FRAG } from './shaders/ssrResolve.ts';
10
+ import { SSR_TRACE_FRAG } from './shaders/ssrTrace.ts';
11
+
12
+ /**
13
+ * Screen-space reflection on WebGL2: a scissored trace per surface, then one composite.
14
+ *
15
+ * **The trace writes into a target of its own and that is not an optimisation.** It samples the
16
+ * finished scene colour to find out what a ray hit, so writing into the scene would be a feedback
17
+ * loop — `GL_INVALID_OPERATION` once per draw and undefined rasterisation, which `OitPass` records
18
+ * paying for. One extra full-frame attachment buys the separation, and it also makes several
19
+ * reflective surfaces accumulate as premultiplied layers rather than as independent guesses.
20
+ *
21
+ * **Two passes, and the second is one fetch.** The composite is done by the blend state:
22
+ * `(ONE, ONE_MINUS_SRC_ALPHA)` against premultiplied texels is `over`, so the resolve never samples
23
+ * the colour it is compositing onto either.
24
+ */
25
+ export class SsrPass {
26
+ private readonly trace: WebGLProgram;
27
+ private readonly traceUniforms: Record<string, WebGLUniformLocation | null>;
28
+ private readonly resolve: WebGLProgram;
29
+ private readonly resolveUniforms: Record<string, WebGLUniformLocation | null>;
30
+ private readonly vao: WebGLVertexArrayObject;
31
+
32
+ private reflection: WebGLTexture | null = null;
33
+ private framebuffer: WebGLFramebuffer | null = null;
34
+ private width = 0;
35
+ private height = 0;
36
+
37
+ /** `inverse(viewProjection) * DEPTH_01_TO_CLIP`, rebuilt once a frame rather than per surface. */
38
+ private readonly depthToWorld = new Float32Array(16);
39
+ private readonly scissor = new Int32Array(4);
40
+
41
+ constructor(
42
+ private readonly gl: WebGL2RenderingContext,
43
+ /**
44
+ * Whether the scene it reflects is a float target.
45
+ *
46
+ * The reflection buffer matches it. A half-float scene composited through an eight-bit
47
+ * reflection would clip every highlight the reflection carries, which is exactly the part of a
48
+ * scene that shows in a wet floor.
49
+ */
50
+ private readonly floatColor: boolean,
51
+ ) {
52
+ this.trace = compileProgram(gl, FULLSCREEN_VERT, SSR_TRACE_FRAG, 'ssrTrace');
53
+ this.traceUniforms = uniformLocations(gl, this.trace, 'ssrTrace');
54
+ this.resolve = compileProgram(gl, FULLSCREEN_VERT, SSR_RESOLVE_FRAG, 'ssrResolve');
55
+ this.resolveUniforms = uniformLocations(gl, this.resolve, 'ssrResolve');
56
+ const vao = gl.createVertexArray();
57
+ if (vao === null) throw new Error('SsrPass: createVertexArray failed');
58
+ this.vao = vao;
59
+ }
60
+
61
+ private ensureSize(width: number, height: number): void {
62
+ const { gl } = this;
63
+ if (this.width === width && this.height === height) return;
64
+ this.width = width;
65
+ this.height = height;
66
+
67
+ /* Unit 0, chosen rather than inherited: `bindTexture` binds to whichever unit is active, and
68
+ the renderer leaves that wherever its last pass finished. `OitPass` records what leaving it
69
+ there cost — a feedback loop reported once per draw. */
70
+ gl.activeTexture(gl.TEXTURE0);
71
+ if (this.reflection === null) this.reflection = gl.createTexture();
72
+ gl.bindTexture(gl.TEXTURE_2D, this.reflection);
73
+ gl.texImage2D(
74
+ gl.TEXTURE_2D,
75
+ 0,
76
+ this.floatColor ? gl.RGBA16F : gl.RGBA8,
77
+ width,
78
+ height,
79
+ 0,
80
+ gl.RGBA,
81
+ this.floatColor ? gl.HALF_FLOAT : gl.UNSIGNED_BYTE,
82
+ null,
83
+ );
84
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
85
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
86
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
87
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
88
+
89
+ if (this.framebuffer === null) this.framebuffer = gl.createFramebuffer();
90
+ gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
91
+ gl.framebufferTexture2D(
92
+ gl.FRAMEBUFFER,
93
+ gl.COLOR_ATTACHMENT0,
94
+ gl.TEXTURE_2D,
95
+ this.reflection,
96
+ 0,
97
+ );
98
+ /* No depth: the trace decides everything from the depth it *samples*, and an attachment here
99
+ would be one more thing to be caught reading. */
100
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
101
+ /* And released, so nothing carries this target into a sampler of another pass. */
102
+ gl.bindTexture(gl.TEXTURE_2D, null);
103
+ }
104
+
105
+ /**
106
+ * March every recorded surface into the reflection buffer.
107
+ *
108
+ * `viewProjection` is the **raw** camera matrix. `DEPTH_01_TO_CLIP` turns a stored depth back
109
+ * into the clip space that matrix was built in, and the trace projects its samples back through
110
+ * the same matrix — pairing either with the clip-corrected one applies the remap twice.
111
+ */
112
+ traceReflections(
113
+ queue: ReflectionQueue,
114
+ scene: WebGLTexture,
115
+ depth: WebGLTexture,
116
+ viewProjection: ReadonlyMat4,
117
+ eye: ArrayLike<number>,
118
+ width: number,
119
+ height: number,
120
+ edgeFade: number,
121
+ ): void {
122
+ if (queue.length === 0) return;
123
+ const { gl } = this;
124
+ const u = this.traceUniforms;
125
+ this.ensureSize(width, height);
126
+
127
+ mat4.invert(this.depthToWorld, viewProjection);
128
+ mat4.multiply(this.depthToWorld, this.depthToWorld, DEPTH_01_TO_CLIP);
129
+
130
+ gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
131
+ gl.viewport(0, 0, width, height);
132
+ gl.disable(gl.DEPTH_TEST);
133
+ gl.depthMask(false);
134
+ gl.disable(gl.CULL_FACE);
135
+ /* Cleared whole, then scissored: the resolve reads every pixel and an uncleared one outside
136
+ every box would composite last frame's reflection over this frame's scene. */
137
+ gl.disable(gl.SCISSOR_TEST);
138
+ gl.clearBufferfv(gl.COLOR, 0, [0, 0, 0, 0]);
139
+ gl.enable(gl.BLEND);
140
+ /* Premultiplied `over`, so two overlapping surfaces layer rather than replace. */
141
+ gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
142
+ gl.enable(gl.SCISSOR_TEST);
143
+
144
+ gl.useProgram(this.trace);
145
+ gl.bindVertexArray(this.vao);
146
+ gl.activeTexture(gl.TEXTURE0);
147
+ gl.bindTexture(gl.TEXTURE_2D, depth);
148
+ gl.uniform1i(u['uSsrDepth'] ?? null, 0);
149
+ gl.activeTexture(gl.TEXTURE1);
150
+ gl.bindTexture(gl.TEXTURE_2D, scene);
151
+ gl.uniform1i(u['uSsrScene'] ?? null, 1);
152
+ gl.uniformMatrix4fv(u['uSsrDepthToWorld'] ?? null, false, this.depthToWorld);
153
+ /* No Y flip on this backend: `gl.scissor` and the framebuffer both count rows from the bottom,
154
+ which is the space the raw matrix already emits. See `CLIP_Y_FLIP`. */
155
+ gl.uniformMatrix4fv(u['uSsrViewProj'] ?? null, false, viewProjection as Float32Array);
156
+ gl.uniform3f(u['uSsrEye'] ?? null, eye[0] ?? 0, eye[1] ?? 0, eye[2] ?? 0);
157
+ gl.uniform1f(u['uSsrEdgeFade'] ?? null, edgeFade);
158
+
159
+ queue.replay((surface) => {
160
+ if (
161
+ !decalScissor(viewProjection, surface.surfaceToWorld, width, height, false, this.scissor)
162
+ ) {
163
+ return;
164
+ }
165
+ gl.scissor(
166
+ this.scissor[0] ?? 0,
167
+ this.scissor[1] ?? 0,
168
+ this.scissor[2] ?? 0,
169
+ this.scissor[3] ?? 0,
170
+ );
171
+ gl.uniformMatrix4fv(u['uWorldToSurface'] ?? null, false, surface.worldToSurface);
172
+ gl.uniform3fv(u['uSsrAxis'] ?? null, surface.axis);
173
+ gl.uniform3fv(u['uSsrTint'] ?? null, surface.tint);
174
+ gl.uniform1f(u['uSsrStrength'] ?? null, surface.strength);
175
+ gl.uniform1f(u['uSsrFacingCos'] ?? null, surface.facingCos);
176
+ gl.uniform1f(u['uSsrReach'] ?? null, surface.reachM);
177
+ gl.uniform1f(u['uSsrThickness'] ?? null, surface.thicknessM);
178
+ gl.uniform1f(u['uSsrSteps'] ?? null, surface.steps);
179
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
180
+ });
181
+
182
+ gl.disable(gl.SCISSOR_TEST);
183
+ gl.scissor(0, 0, width, height);
184
+ gl.bindVertexArray(null);
185
+ gl.activeTexture(gl.TEXTURE1);
186
+ gl.bindTexture(gl.TEXTURE_2D, null);
187
+ gl.activeTexture(gl.TEXTURE0);
188
+ gl.bindTexture(gl.TEXTURE_2D, null);
189
+ gl.disable(gl.BLEND);
190
+ gl.depthMask(true);
191
+ gl.enable(gl.DEPTH_TEST);
192
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
193
+ }
194
+
195
+ /** Composite what the trace found over whatever framebuffer is bound. */
196
+ resolveReflections(): void {
197
+ const { gl } = this;
198
+ if (this.reflection === null) return;
199
+
200
+ gl.disable(gl.DEPTH_TEST);
201
+ gl.depthMask(false);
202
+ gl.disable(gl.CULL_FACE);
203
+ gl.enable(gl.BLEND);
204
+ /* Premultiplied `over`: the trace already multiplied its colour by the coverage it found. */
205
+ gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
206
+
207
+ gl.useProgram(this.resolve);
208
+ gl.activeTexture(gl.TEXTURE0);
209
+ gl.bindTexture(gl.TEXTURE_2D, this.reflection);
210
+ gl.uniform1i(this.resolveUniforms['uSsrReflection'] ?? null, 0);
211
+
212
+ gl.bindVertexArray(this.vao);
213
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
214
+ gl.bindVertexArray(null);
215
+
216
+ /*
217
+ * **Released, and `OitPass` says why at length.** A binding outlives the frame it was made in,
218
+ * so unit 0 would keep the reflection buffer — which the *next* frame then attaches as its own
219
+ * target while a program still declares a sampler on that unit. That is a feedback loop,
220
+ * reported once per draw and rasterising something undefined.
221
+ */
222
+ gl.bindTexture(gl.TEXTURE_2D, null);
223
+
224
+ gl.disable(gl.BLEND);
225
+ gl.depthMask(true);
226
+ gl.enable(gl.DEPTH_TEST);
227
+ }
228
+
229
+ dispose(): void {
230
+ const { gl } = this;
231
+ if (this.reflection !== null) gl.deleteTexture(this.reflection);
232
+ if (this.framebuffer !== null) gl.deleteFramebuffer(this.framebuffer);
233
+ gl.deleteProgram(this.trace);
234
+ gl.deleteProgram(this.resolve);
235
+ gl.deleteVertexArray(this.vao);
236
+ this.reflection = null;
237
+ this.framebuffer = null;
238
+ this.width = 0;
239
+ this.height = 0;
240
+ }
241
+ }
@@ -0,0 +1,158 @@
1
+ /**
2
+ * A bounded, roughly horizontal sheet, described by the cross-sections it is
3
+ * swept through, and the triangles that cover it.
4
+ *
5
+ * Cross-sections rather than rectangles, because the things this describes
6
+ * follow a route: a channel of water beside a path, the underside of a bridge
7
+ * over it. A chain of independent rectangles laid along a curve leaves a notch
8
+ * at every joint — small, and exactly the kind of small that reads as broken
9
+ * once light is crawling across it. Consecutive spans share their edge, so a
10
+ * curving sheet is closed by construction.
11
+ *
12
+ * Nothing here knows what a sheet is *for*. It takes numbers.
13
+ */
14
+
15
+ /** One cross-section: the two ends of a straight edge across the sheet. */
16
+ export interface SheetSpan {
17
+ x0: number;
18
+ z0: number;
19
+ x1: number;
20
+ z1: number;
21
+ /** Resting height of the sheet at this cross-section. */
22
+ y: number;
23
+ }
24
+
25
+ export interface SheetMesh {
26
+ /** Resting position, 3 floats per vertex. A shader may displace it. */
27
+ positions: Float32Array;
28
+ /**
29
+ * Where the vertex sits inside its own sheet, 0..1 along and across.
30
+ *
31
+ * So a shader can dissolve its own boundary. It reaches 0 and 1 exactly at the
32
+ * outermost vertices rather than approaching them, which is the lesson the
33
+ * ocean's rim already paid for: a fade that only nearly closes leaves a hard
34
+ * edge, and a hard edge reads as geometry rather than as water.
35
+ */
36
+ locals: Float32Array;
37
+ /** Two numbers carried from each sheet onto every one of its vertices. */
38
+ params: Float32Array;
39
+ vertexCount: number;
40
+ }
41
+
42
+ /** Accumulator, so the emit helper stays out of the loop bodies. */
43
+ interface Accumulator {
44
+ positions: number[];
45
+ locals: number[];
46
+ params: number[];
47
+ param0: number;
48
+ param1: number;
49
+ }
50
+
51
+ /**
52
+ * One vertex, bilinearly placed between two cross-sections.
53
+ *
54
+ * @param along 0 at span `a`, 1 at span `b`.
55
+ * @param across 0 at the spans' first end, 1 at their second.
56
+ * @param joint index of `a` within the sheet, and how many joints it has, so the
57
+ * local coordinate measures the whole sheet rather than this piece of it.
58
+ */
59
+ function emitVertex(
60
+ into: Accumulator,
61
+ a: SheetSpan,
62
+ b: SheetSpan,
63
+ along: number,
64
+ across: number,
65
+ joint: number,
66
+ joints: number,
67
+ ): void {
68
+ const ax = a.x0 + (a.x1 - a.x0) * across;
69
+ const az = a.z0 + (a.z1 - a.z0) * across;
70
+ const bx = b.x0 + (b.x1 - b.x0) * across;
71
+ const bz = b.z0 + (b.z1 - b.z0) * across;
72
+ into.positions.push(ax + (bx - ax) * along, a.y + (b.y - a.y) * along, az + (bz - az) * along);
73
+ into.locals.push((joint + along) / joints, across);
74
+ into.params.push(into.param0, into.param1);
75
+ }
76
+
77
+ /**
78
+ * Cover each sheet in cells no coarser than `cellM`.
79
+ *
80
+ * Vertices are duplicated at cell boundaries rather than shared. That is safe
81
+ * here in a way it would not be in general: every displacement applied to this
82
+ * mesh is a pure function of the resting position, so two vertices at the same
83
+ * place move to the same place and the seam cannot open.
84
+ *
85
+ * `params` is called once per sheet at build time — never per frame — and writes
86
+ * the two floats each of that sheet's vertices carries.
87
+ */
88
+ export function buildSheets<T extends { spans: readonly SheetSpan[] }>(
89
+ sheets: readonly T[],
90
+ cellM: number,
91
+ params: (sheet: T, out: Float32Array) => void,
92
+ ): SheetMesh {
93
+ const into: Accumulator = {
94
+ positions: [],
95
+ locals: [],
96
+ params: [],
97
+ param0: 0,
98
+ param1: 0,
99
+ };
100
+ const scratch = new Float32Array(2);
101
+ const cell = cellM > 0 ? cellM : 0;
102
+
103
+ for (const sheet of sheets) {
104
+ const spans = sheet.spans;
105
+ if (cell <= 0 || spans.length < 2) continue;
106
+ scratch[0] = 0;
107
+ scratch[1] = 0;
108
+ params(sheet, scratch);
109
+ into.param0 = scratch[0] ?? 0;
110
+ into.param1 = scratch[1] ?? 0;
111
+ const joints = spans.length - 1;
112
+
113
+ for (let s = 0; s < joints; s++) {
114
+ const a = spans[s] as SheetSpan;
115
+ const b = spans[s + 1] as SheetSpan;
116
+
117
+ /*
118
+ * How finely this piece has to be cut: the longest edge on each axis, so a
119
+ * widening channel is sampled by its wide end rather than its narrow one.
120
+ */
121
+ const alongLength = Math.max(
122
+ Math.hypot(b.x0 - a.x0, b.z0 - a.z0),
123
+ Math.hypot(b.x1 - a.x1, b.z1 - a.z1),
124
+ );
125
+ const acrossLength = Math.max(
126
+ Math.hypot(a.x1 - a.x0, a.z1 - a.z0),
127
+ Math.hypot(b.x1 - b.x0, b.z1 - b.z0),
128
+ );
129
+ if (!(alongLength > 0) || !(acrossLength > 0)) continue;
130
+ const alongCells = Math.max(1, Math.ceil(alongLength / cell));
131
+ const acrossCells = Math.max(1, Math.ceil(acrossLength / cell));
132
+
133
+ for (let i = 0; i < alongCells; i++) {
134
+ const t0 = i / alongCells;
135
+ const t1 = (i + 1) / alongCells;
136
+ for (let j = 0; j < acrossCells; j++) {
137
+ const s0 = j / acrossCells;
138
+ const s1 = (j + 1) / acrossCells;
139
+ // Two triangles per cell, wound counter-clockwise from above so the
140
+ // sheet's front face is its top.
141
+ emitVertex(into, a, b, t0, s0, s, joints);
142
+ emitVertex(into, a, b, t1, s0, s, joints);
143
+ emitVertex(into, a, b, t1, s1, s, joints);
144
+ emitVertex(into, a, b, t0, s0, s, joints);
145
+ emitVertex(into, a, b, t1, s1, s, joints);
146
+ emitVertex(into, a, b, t0, s1, s, joints);
147
+ }
148
+ }
149
+ }
150
+ }
151
+
152
+ return {
153
+ positions: new Float32Array(into.positions),
154
+ locals: new Float32Array(into.locals),
155
+ params: new Float32Array(into.params),
156
+ vertexCount: into.positions.length / 3,
157
+ };
158
+ }