@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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  764. package/src/render/clusteredLights.ts +598 -0
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  772. package/src/render/depthConvention.ts +383 -0
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  867. package/src/render/shaders/generated/caustics.wgsl.ts +127 -0
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  954. package/src/ui/splash.ts +347 -0
  955. package/src/ui/stillFrame.ts +44 -0
@@ -0,0 +1,70 @@
1
+ import { DEPTH_COMPARE_EQUAL } from '../../depthConvention.js';
2
+ import { SKY_BINDINGS, SKY_FRAG_WGSL, SKY_VERT_WGSL } from '../../shaders/generated/sky.wgsl.js';
3
+ import { DEPTH_FORMAT } from './flatPass.js';
4
+ import { shaderModule } from './shaderModules.js';
5
+ /**
6
+ * The sky: one triangle covering the screen, with the world reconstructed per fragment.
7
+ *
8
+ * **No vertex buffers at all.** The vertex shader builds its three corners from
9
+ * `gl_VertexIndex` — `gl_VertexID` in the GLSL, which the transform renames — so there is
10
+ * nothing to upload and nothing to bind. That makes this the simplest pass in the engine to
11
+ * port and a good second one after `flat`.
12
+ */
13
+ export const SKY_FIELDS = SKY_BINDINGS.SKY_FRAG.fields;
14
+ export const SKY_UNIFORM_SIZE = SKY_BINDINGS.SKY_FRAG.uniformSize;
15
+ const SKY_BINDING = SKY_BINDINGS.SKY_FRAG.uniforms;
16
+ const VISIBILITY_FRAGMENT = 0x2;
17
+ export function createSkyBindGroupLayout(device) {
18
+ return device.createBindGroupLayout({
19
+ label: 'sky.bindGroupLayout',
20
+ entries: [
21
+ {
22
+ binding: SKY_BINDING,
23
+ visibility: VISIBILITY_FRAGMENT,
24
+ buffer: { type: 'uniform', minBindingSize: SKY_UNIFORM_SIZE },
25
+ },
26
+ ],
27
+ });
28
+ }
29
+ export function createSkyBindGroup(device, layout, uniforms) {
30
+ return device.createBindGroup({
31
+ label: 'sky.bindGroup',
32
+ layout,
33
+ entries: [{ binding: SKY_BINDING, resource: { buffer: uniforms, size: SKY_UNIFORM_SIZE } }],
34
+ });
35
+ }
36
+ /**
37
+ * The sky pipeline.
38
+ *
39
+ * **Depth is tested but not written**, which is what `gl.depthMask(false)` does on the
40
+ * WebGL2 path. The sky sits at the far plane, so writing its depth would push every later
41
+ * pass behind it; not testing at all would paint it over geometry already drawn.
42
+ */
43
+ export function skyPipeline(cache, device, layout) {
44
+ return cache.get('sky', () => ({
45
+ label: 'sky',
46
+ layout: device.createPipelineLayout({ bindGroupLayouts: [layout] }),
47
+ vertex: {
48
+ module: shaderModule(device, { label: 'sky.vert', code: SKY_VERT_WGSL }),
49
+ entryPoint: 'main',
50
+ buffers: [],
51
+ },
52
+ fragment: {
53
+ module: shaderModule(device, { label: 'sky.frag', code: SKY_FRAG_WGSL }),
54
+ entryPoint: 'main',
55
+ targets: [{ format: cache.format }],
56
+ },
57
+ primitive: { topology: 'triangle-list' },
58
+ multisample: { count: cache.sampleCount },
59
+ depthStencil: {
60
+ format: DEPTH_FORMAT,
61
+ depthWriteEnabled: false,
62
+ /*
63
+ * `less-equal` rather than `less`: the triangle is emitted at exactly the far plane,
64
+ * and a cleared depth buffer holds exactly that value, so `less` would reject every
65
+ * fragment and the sky would never appear.
66
+ */
67
+ depthCompare: DEPTH_COMPARE_EQUAL,
68
+ },
69
+ }));
70
+ }
@@ -0,0 +1,41 @@
1
+ import type { SurfaceTextureOptions } from '../../surfaceTexture.ts';
2
+ import type { PipelineCache } from './pipelineCache.ts';
3
+ /** How many levels an image of this size has, counting the one it arrives with. */
4
+ export declare function mipLevelCount(width: number, height: number): number;
5
+ /** An image uploaded once and bound per material. */
6
+ export declare class GpuSurfaceTexture {
7
+ private readonly device;
8
+ private readonly pipelines;
9
+ readonly view: GPUTextureView;
10
+ readonly sampler: GPUSampler;
11
+ private texture;
12
+ private readonly format;
13
+ private readonly mipmapped;
14
+ private readonly levels;
15
+ private readonly width;
16
+ private readonly height;
17
+ constructor(device: GPUDevice, pipelines: PipelineCache, source: TexImageSource, options?: SurfaceTextureOptions);
18
+ /**
19
+ * Replace the pixels, keeping the texture, its view and its sampler.
20
+ *
21
+ * The binding a draw loop already holds stays valid, so the swap is a swap rather than a
22
+ * rebuild — the same argument `surfaceTexture.ts` makes. Not a hot path: it re-uploads the
23
+ * whole image and rebuilds the chain.
24
+ */
25
+ update(source: TexImageSource): void;
26
+ dispose(): void;
27
+ private upload;
28
+ /**
29
+ * Each level rendered from the one above it, which is what WebGPU asks for instead of a call.
30
+ *
31
+ * One encoder and one pass per level, submitted together. The source view is a single level
32
+ * so the sample cannot read the level being written, which would be the same texture bound as
33
+ * an attachment and a resource at once — rejected, and rejected silently enough to matter.
34
+ */
35
+ private generateMips;
36
+ /**
37
+ * Cached per format, because the two differ: an `-srgb` target encodes on write, and blitting
38
+ * a linear chain through a pipeline declared for the other one is a gamma error per level.
39
+ */
40
+ private mipPipeline;
41
+ }
@@ -0,0 +1,228 @@
1
+ import { shaderModule } from './shaderModules.js';
2
+ /**
3
+ * A caller's image on the device, and the mip chain WebGPU will not build for it.
4
+ *
5
+ * The boundary is `surfaceTexture.ts`'s and is unchanged: the engine ships no image assets and
6
+ * fetches nothing, so what arrives is a `TexImageSource` the consumer already has. This owns
7
+ * the texture and the sampler; where the pixels came from stays the caller's business.
8
+ *
9
+ * **The one real difference from WebGL2 is mipmaps.** `gl.generateMipmap` is a single call and
10
+ * WebGPU has no equivalent at all — a chain is built by rendering each level from the one above
11
+ * it. So this carries a blit pipeline and spends a render pass per level, once, at upload.
12
+ * Everything else is a rename: `UNPACK_FLIP_Y_WEBGL` is `flipY` on the copy, `SRGB8_ALPHA8` is
13
+ * the `-srgb` format suffix, and anisotropy is a sampler field rather than an extension.
14
+ */
15
+ const DEFAULT_ANISOTROPY = 4;
16
+ /**
17
+ * The blit that fills one mip level from the level above it.
18
+ *
19
+ * A fullscreen triangle from `vertex_index` rather than a quad from a buffer, because this
20
+ * shader is this file's own — it is not generated from GLSL and has no WebGL2 counterpart to
21
+ * stay honest against. `textureSampleLevel` at 0 reads the source view, which is a single level.
22
+ */
23
+ const MIP_WGSL = `
24
+ struct Varying {
25
+ @builtin(position) position: vec4<f32>,
26
+ @location(0) uv: vec2<f32>,
27
+ }
28
+
29
+ @vertex
30
+ fn vertexMain(@builtin(vertex_index) index: u32) -> Varying {
31
+ var out: Varying;
32
+ let x = f32((index << 1u) & 2u);
33
+ let y = f32(index & 2u);
34
+ out.uv = vec2<f32>(x, y);
35
+ out.position = vec4<f32>(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0);
36
+ return out;
37
+ }
38
+
39
+ @group(0) @binding(0) var source: texture_2d<f32>;
40
+ @group(0) @binding(1) var samp: sampler;
41
+
42
+ @fragment
43
+ fn fragmentMain(in: Varying) -> @location(0) vec4<f32> {
44
+ return textureSampleLevel(source, samp, in.uv, 0.0);
45
+ }
46
+ `;
47
+ /** How many levels an image of this size has, counting the one it arrives with. */
48
+ export function mipLevelCount(width, height) {
49
+ return Math.floor(Math.log2(Math.max(width, height))) + 1;
50
+ }
51
+ function sourceSize(source) {
52
+ const candidate = source;
53
+ const width = candidate.videoWidth ?? candidate.width ?? 0;
54
+ const height = candidate.videoHeight ?? candidate.height ?? 0;
55
+ return { width: Math.max(1, width), height: Math.max(1, height) };
56
+ }
57
+ /** An image uploaded once and bound per material. */
58
+ export class GpuSurfaceTexture {
59
+ device;
60
+ pipelines;
61
+ view;
62
+ sampler;
63
+ texture;
64
+ format;
65
+ mipmapped;
66
+ levels;
67
+ width;
68
+ height;
69
+ constructor(device, pipelines, source, options = {}) {
70
+ this.device = device;
71
+ this.pipelines = pipelines;
72
+ const { width, height } = sourceSize(source);
73
+ this.width = width;
74
+ this.height = height;
75
+ this.mipmapped = options.mipmap ?? true;
76
+ this.levels = this.mipmapped ? mipLevelCount(width, height) : 1;
77
+ /* `SRGB8_ALPHA8`'s equivalent. Decoded in the sampler, before filtering, which is the only
78
+ place it is correct — `surfaceTexture.ts` makes the argument in full. */
79
+ this.format = (options.colorSpace ?? 'linear') === 'srgb' ? 'rgba8unorm-srgb' : 'rgba8unorm';
80
+ this.texture = device.createTexture({
81
+ label: 'surface.texture',
82
+ size: [width, height],
83
+ format: this.format,
84
+ mipLevelCount: this.levels,
85
+ /*
86
+ * **`RENDER_ATTACHMENT` is required by `copyExternalImageToTexture`, not by the mip
87
+ * chain**, and the difference matters enough to state.
88
+ *
89
+ * This used to say the flag was there "because building the chain renders into levels 1
90
+ * and below", which is true and is not the reason. The upload itself demands it: Dawn
91
+ * rejects a destination without `CopyDst | RenderAttachment` outright, whatever its mip
92
+ * count. Gating it on `levels > 1` therefore breaks every unmipped texture, and the read
93
+ * of the old comment that led there cost a broken build to disprove.
94
+ *
95
+ * So it cannot be dropped to make a sampled-only allocation, and anything that wants one
96
+ * has to leave `copyExternalImageToTexture` behind and write raw pixels instead, which
97
+ * trades a driver cost for a CPU readback.
98
+ */
99
+ usage: 0x2 | 0x4 | 0x10, // COPY_DST | TEXTURE_BINDING | RENDER_ATTACHMENT
100
+ });
101
+ this.view = this.texture.createView();
102
+ const wrap = (options.wrap ?? 'repeat') === 'repeat' ? 'repeat' : 'clamp-to-edge';
103
+ /*
104
+ * Nearest where the caller said their pixels are the subject. `mipmapFilter` stays as it was:
105
+ * the choice is about magnification, and taking the nearest mip *level* as well would trade a
106
+ * smear for a visible pop as the camera pulls back. See `SurfaceTextureOptions.filter`.
107
+ */
108
+ const nearest = options.filter === 'nearest';
109
+ this.sampler = device.createSampler({
110
+ label: 'surface.sampler',
111
+ addressModeU: wrap,
112
+ addressModeV: wrap,
113
+ magFilter: nearest ? 'nearest' : 'linear',
114
+ minFilter: nearest ? 'nearest' : 'linear',
115
+ mipmapFilter: this.mipmapped ? 'linear' : 'nearest',
116
+ /*
117
+ * A sampler field here, where WebGL2 needs `EXT_texture_filter_anisotropic`. **Only legal
118
+ * above 1 when every filter is `linear`**, which is why it is gated on the mip chain — with
119
+ * `mipmapFilter: 'nearest'` a value above 1 is a validation error rather than a nicety — and
120
+ * now on the filter too.
121
+ *
122
+ * **That second gate is a real asymmetry between the backends and not a tidy-up.** WebGL2
123
+ * accepts the anisotropy parameter beside `NEAREST` and simply gets nothing useful from it;
124
+ * WebGPU refuses the sampler outright, and a refused sampler is a bind group that never
125
+ * builds and a frame that draws nothing at all. So a caller asking for nearest gets 1 here
126
+ * and an ignored request there, which is the same picture by two routes.
127
+ */
128
+ maxAnisotropy: this.mipmapped && !nearest
129
+ ? Math.max(1, Math.floor(options.anisotropy ?? DEFAULT_ANISOTROPY))
130
+ : 1,
131
+ });
132
+ this.upload(source);
133
+ }
134
+ /**
135
+ * Replace the pixels, keeping the texture, its view and its sampler.
136
+ *
137
+ * The binding a draw loop already holds stays valid, so the swap is a swap rather than a
138
+ * rebuild — the same argument `surfaceTexture.ts` makes. Not a hot path: it re-uploads the
139
+ * whole image and rebuilds the chain.
140
+ */
141
+ update(source) {
142
+ if (this.texture === null)
143
+ return;
144
+ this.upload(source);
145
+ }
146
+ dispose() {
147
+ if (this.texture === null)
148
+ return;
149
+ this.texture.destroy();
150
+ this.texture = null;
151
+ }
152
+ upload(source) {
153
+ const texture = this.texture;
154
+ if (texture === null)
155
+ return;
156
+ /*
157
+ * **No flip, matching WebGL2 — and this is where the two APIs differ most quietly.**
158
+ *
159
+ * `UNPACK_FLIP_Y_WEBGL` is ignored for an `ImageBitmap` and honoured for a canvas, so that
160
+ * backend flipped one source type and not the other. `copyExternalImageToTexture`'s `flipY`
161
+ * has no such exception and flips both. So a `flipY: true` here was *self*-consistent and
162
+ * disagreed with WebGL2 on exactly the sources `drftLoader` uses for every model texture.
163
+ *
164
+ * The orientation check that passed this backend was run on a canvas alone, where the two
165
+ * agreed. Measure both source types, or a texture pipeline is half tested.
166
+ */
167
+ this.device.queue.copyExternalImageToTexture({ source: source, flipY: false }, { texture }, [this.width, this.height]);
168
+ if (this.levels > 1)
169
+ this.generateMips(texture);
170
+ }
171
+ /**
172
+ * Each level rendered from the one above it, which is what WebGPU asks for instead of a call.
173
+ *
174
+ * One encoder and one pass per level, submitted together. The source view is a single level
175
+ * so the sample cannot read the level being written, which would be the same texture bound as
176
+ * an attachment and a resource at once — rejected, and rejected silently enough to matter.
177
+ */
178
+ generateMips(texture) {
179
+ const pipeline = this.mipPipeline();
180
+ const sampler = this.device.createSampler({
181
+ label: 'surface.mipSampler',
182
+ magFilter: 'linear',
183
+ minFilter: 'linear',
184
+ });
185
+ const encoder = this.device.createCommandEncoder({ label: 'surface.mips' });
186
+ for (let level = 1; level < this.levels; level++) {
187
+ const source = texture.createView({ baseMipLevel: level - 1, mipLevelCount: 1 });
188
+ const target = texture.createView({ baseMipLevel: level, mipLevelCount: 1 });
189
+ const pass = encoder.beginRenderPass({
190
+ label: `surface.mip${level}`,
191
+ colorAttachments: [
192
+ { view: target, loadOp: 'clear', storeOp: 'store', clearValue: [0, 0, 0, 0] },
193
+ ],
194
+ });
195
+ pass.setPipeline(pipeline);
196
+ pass.setBindGroup(0, this.device.createBindGroup({
197
+ layout: pipeline.getBindGroupLayout(0),
198
+ entries: [
199
+ { binding: 0, resource: source },
200
+ { binding: 1, resource: sampler },
201
+ ],
202
+ }));
203
+ pass.draw(3);
204
+ pass.end();
205
+ }
206
+ this.device.queue.submit([encoder.finish()]);
207
+ }
208
+ /**
209
+ * Cached per format, because the two differ: an `-srgb` target encodes on write, and blitting
210
+ * a linear chain through a pipeline declared for the other one is a gamma error per level.
211
+ */
212
+ mipPipeline() {
213
+ return this.pipelines.get(`surface.mip:${this.format}`, () => ({
214
+ label: `surface.mip:${this.format}`,
215
+ layout: 'auto',
216
+ vertex: {
217
+ module: shaderModule(this.device, { label: 'surface.mip', code: MIP_WGSL }),
218
+ entryPoint: 'vertexMain',
219
+ },
220
+ fragment: {
221
+ module: shaderModule(this.device, { label: 'surface.mip', code: MIP_WGSL }),
222
+ entryPoint: 'fragmentMain',
223
+ targets: [{ format: this.format }],
224
+ },
225
+ primitive: { topology: 'triangle-list' },
226
+ }));
227
+ }
228
+ }
@@ -0,0 +1,73 @@
1
+ import { TextLayout } from '../../textLayout.ts';
2
+ import type { UniformFields } from './scatterPass.ts';
3
+ import type { PipelineCache } from './pipelineCache.ts';
4
+ /**
5
+ * The text pass: a string as instanced glyph cubes, drawn over the scene.
6
+ *
7
+ * The layout is `textLayout.ts`'s and is shared with WebGL2 — this owns four buffers and the
8
+ * pipeline. Two of the buffers are the cube, uploaded once and shared by every text object; two
9
+ * are per object and re-uploaded only when the string changes.
10
+ */
11
+ export declare const TEXT_VERT_FIELDS: UniformFields;
12
+ export declare const TEXT_VERT_SIZE: 128;
13
+ export declare const TEXT_FRAG_FIELDS: UniformFields;
14
+ export declare const TEXT_FRAG_SIZE: 32;
15
+ /** The cube every text object instances, built once for the device rather than per object. */
16
+ export interface GpuTextCube {
17
+ readonly positions: GPUBuffer;
18
+ readonly normals: GPUBuffer;
19
+ readonly vertexCount: number;
20
+ dispose(): void;
21
+ }
22
+ export declare function createGpuTextCube(device: GPUDevice): GpuTextCube;
23
+ /**
24
+ * One text object on the device: the layout, and the two instance buffers it fills.
25
+ *
26
+ * `setText` uploads only when the layout says something moved, which is the skip the whole
27
+ * design exists for — most frames show the message the frame before did.
28
+ */
29
+ export declare class GpuText {
30
+ private readonly device;
31
+ readonly layout: TextLayout;
32
+ readonly cells: GPUBuffer;
33
+ readonly chars: GPUBuffer;
34
+ constructor(device: GPUDevice);
35
+ setText(content: string): void;
36
+ setPlate(widthCells: number, heightCells: number, bottomCell: number): void;
37
+ dispose(): void;
38
+ /**
39
+ * Whole slots rather than the used prefix.
40
+ *
41
+ * `writeBuffer` takes a byte length that must be a multiple of four, and the count of cells
42
+ * is arbitrary — so this writes what the layout holds and lets the instance count decide
43
+ * what is drawn. The arrays are reused in place, so the tail is last frame's and unread.
44
+ */
45
+ private upload;
46
+ }
47
+ /**
48
+ * Four buffers: the cube's two, and the object's two at one step per instance.
49
+ *
50
+ * Not interleaved, matching what `TextRenderer` binds on the other backend and for the same
51
+ * reason: they are four separate arrays on both sides, and four of eight slots is nothing.
52
+ */
53
+ export declare function textVertexLayouts(): GPUVertexBufferLayout[];
54
+ export declare function createTextBindGroupLayout(device: GPUDevice): GPUBindGroupLayout;
55
+ /** Bound once against both rings; a dynamic offset per string. See `createPanelBindGroup`. */
56
+ export declare function createTextBindGroup(device: GPUDevice, layout: GPUBindGroupLayout, vertices: GPUBuffer, fragments: GPUBuffer): GPUBindGroup;
57
+ /**
58
+ * The pipeline.
59
+ *
60
+ * **Depth tested and depth written, against a buffer the caller has just cleared.** Turning
61
+ * depth off is the obvious move and is wrong: the cubes are solid, so with nothing sorting them
62
+ * the last face drawn wins and every letter renders as one flat facet. A cleared buffer puts
63
+ * the message in front of the scene while still letting its own geometry sort against itself,
64
+ * which is what gives the glyphs their edges. WebGL2 calls `gl.clear` mid-frame for this;
65
+ * WebGPU cannot, so the renderer opens a pass whose `depthLoadOp` is `clear` instead.
66
+ *
67
+ * **Back faces culled, and the cube is wound backwards on purpose so that means the right
68
+ * thing.** `textLayout.ts` explains: the shader flips Y, a mirror reverses winding, so faces
69
+ * authored the usual way come out back-facing and every one of them is culled. On this backend
70
+ * the toolchain's own Y negation and `uClipCorrection` cancel, so the winding that reaches the
71
+ * rasteriser is the one WebGL2 sees and this matches it.
72
+ */
73
+ export declare function textPipeline(cache: PipelineCache, device: GPUDevice, layout: GPUBindGroupLayout): GPURenderPipeline;
@@ -0,0 +1,190 @@
1
+ import { DEPTH_COMPARE_EQUAL } from '../../depthConvention.js';
2
+ import { TEXT_BINDINGS, TEXT_FRAG_WGSL, TEXT_VERT_WGSL, } from '../../shaders/generated/text.wgsl.js';
3
+ import { MAX_CELLS, TEXT_CUBE, TextLayout } from '../../textLayout.js';
4
+ import { DEPTH_FORMAT } from './flatPass.js';
5
+ import { shaderModule } from './shaderModules.js';
6
+ /**
7
+ * The text pass: a string as instanced glyph cubes, drawn over the scene.
8
+ *
9
+ * The layout is `textLayout.ts`'s and is shared with WebGL2 — this owns four buffers and the
10
+ * pipeline. Two of the buffers are the cube, uploaded once and shared by every text object; two
11
+ * are per object and re-uploaded only when the string changes.
12
+ */
13
+ export const TEXT_VERT_FIELDS = TEXT_BINDINGS.TEXT_VERT.fields;
14
+ export const TEXT_VERT_SIZE = TEXT_BINDINGS.TEXT_VERT.uniformSize;
15
+ export const TEXT_FRAG_FIELDS = TEXT_BINDINGS.TEXT_FRAG.fields;
16
+ export const TEXT_FRAG_SIZE = TEXT_BINDINGS.TEXT_FRAG.uniformSize;
17
+ const VERT_BINDING = TEXT_BINDINGS.TEXT_VERT.uniforms;
18
+ const FRAG_BINDING = TEXT_BINDINGS.TEXT_FRAG.uniforms;
19
+ const VISIBILITY_VERTEX = 0x1;
20
+ const VISIBILITY_FRAGMENT = 0x2;
21
+ const USAGE_VERTEX = 0x0020 | 0x0008; // VERTEX | COPY_DST
22
+ export function createGpuTextCube(device) {
23
+ const upload = (data, label) => {
24
+ const buffer = device.createBuffer({ label, size: data.byteLength, usage: USAGE_VERTEX });
25
+ device.queue.writeBuffer(buffer, 0, data);
26
+ return buffer;
27
+ };
28
+ const positions = upload(TEXT_CUBE.positions, 'text.positions');
29
+ const normals = upload(TEXT_CUBE.normals, 'text.normals');
30
+ return {
31
+ positions,
32
+ normals,
33
+ vertexCount: TEXT_CUBE.vertexCount,
34
+ dispose() {
35
+ positions.destroy();
36
+ normals.destroy();
37
+ },
38
+ };
39
+ }
40
+ /**
41
+ * One text object on the device: the layout, and the two instance buffers it fills.
42
+ *
43
+ * `setText` uploads only when the layout says something moved, which is the skip the whole
44
+ * design exists for — most frames show the message the frame before did.
45
+ */
46
+ export class GpuText {
47
+ device;
48
+ layout = new TextLayout();
49
+ cells;
50
+ chars;
51
+ constructor(device) {
52
+ this.device = device;
53
+ this.cells = device.createBuffer({
54
+ label: 'text.cells',
55
+ size: MAX_CELLS * 2 * 4,
56
+ usage: USAGE_VERTEX,
57
+ });
58
+ this.chars = device.createBuffer({
59
+ label: 'text.chars',
60
+ size: MAX_CELLS * 4,
61
+ usage: USAGE_VERTEX,
62
+ });
63
+ }
64
+ setText(content) {
65
+ if (this.layout.setText(content))
66
+ this.upload();
67
+ }
68
+ setPlate(widthCells, heightCells, bottomCell) {
69
+ if (this.layout.setPlate(widthCells, heightCells, bottomCell))
70
+ this.upload();
71
+ }
72
+ dispose() {
73
+ this.cells.destroy();
74
+ this.chars.destroy();
75
+ }
76
+ /**
77
+ * Whole slots rather than the used prefix.
78
+ *
79
+ * `writeBuffer` takes a byte length that must be a multiple of four, and the count of cells
80
+ * is arbitrary — so this writes what the layout holds and lets the instance count decide
81
+ * what is drawn. The arrays are reused in place, so the tail is last frame's and unread.
82
+ */
83
+ upload() {
84
+ this.device.queue.writeBuffer(this.cells, 0, this.layout.cells);
85
+ this.device.queue.writeBuffer(this.chars, 0, this.layout.chars);
86
+ }
87
+ }
88
+ /**
89
+ * Four buffers: the cube's two, and the object's two at one step per instance.
90
+ *
91
+ * Not interleaved, matching what `TextRenderer` binds on the other backend and for the same
92
+ * reason: they are four separate arrays on both sides, and four of eight slots is nothing.
93
+ */
94
+ export function textVertexLayouts() {
95
+ return [
96
+ {
97
+ arrayStride: 12,
98
+ attributes: [{ shaderLocation: 0, offset: 0, format: 'float32x3' }],
99
+ },
100
+ {
101
+ arrayStride: 12,
102
+ attributes: [{ shaderLocation: 1, offset: 0, format: 'float32x3' }],
103
+ },
104
+ {
105
+ arrayStride: 8,
106
+ stepMode: 'instance',
107
+ attributes: [{ shaderLocation: 2, offset: 0, format: 'float32x2' }],
108
+ },
109
+ {
110
+ arrayStride: 4,
111
+ stepMode: 'instance',
112
+ attributes: [{ shaderLocation: 3, offset: 0, format: 'float32' }],
113
+ },
114
+ ];
115
+ }
116
+ export function createTextBindGroupLayout(device) {
117
+ return device.createBindGroupLayout({
118
+ label: 'text.layout',
119
+ entries: [
120
+ {
121
+ binding: VERT_BINDING,
122
+ visibility: VISIBILITY_VERTEX,
123
+ buffer: { type: 'uniform', hasDynamicOffset: true, minBindingSize: TEXT_VERT_SIZE },
124
+ },
125
+ {
126
+ binding: FRAG_BINDING,
127
+ visibility: VISIBILITY_FRAGMENT,
128
+ buffer: { type: 'uniform', hasDynamicOffset: true, minBindingSize: TEXT_FRAG_SIZE },
129
+ },
130
+ ],
131
+ });
132
+ }
133
+ /** Bound once against both rings; a dynamic offset per string. See `createPanelBindGroup`. */
134
+ export function createTextBindGroup(device, layout, vertices, fragments) {
135
+ return device.createBindGroup({
136
+ label: 'text.bindGroup',
137
+ layout,
138
+ entries: [
139
+ { binding: VERT_BINDING, resource: { buffer: vertices, size: TEXT_VERT_SIZE } },
140
+ { binding: FRAG_BINDING, resource: { buffer: fragments, size: TEXT_FRAG_SIZE } },
141
+ ],
142
+ });
143
+ }
144
+ /**
145
+ * The pipeline.
146
+ *
147
+ * **Depth tested and depth written, against a buffer the caller has just cleared.** Turning
148
+ * depth off is the obvious move and is wrong: the cubes are solid, so with nothing sorting them
149
+ * the last face drawn wins and every letter renders as one flat facet. A cleared buffer puts
150
+ * the message in front of the scene while still letting its own geometry sort against itself,
151
+ * which is what gives the glyphs their edges. WebGL2 calls `gl.clear` mid-frame for this;
152
+ * WebGPU cannot, so the renderer opens a pass whose `depthLoadOp` is `clear` instead.
153
+ *
154
+ * **Back faces culled, and the cube is wound backwards on purpose so that means the right
155
+ * thing.** `textLayout.ts` explains: the shader flips Y, a mirror reverses winding, so faces
156
+ * authored the usual way come out back-facing and every one of them is culled. On this backend
157
+ * the toolchain's own Y negation and `uClipCorrection` cancel, so the winding that reaches the
158
+ * rasteriser is the one WebGL2 sees and this matches it.
159
+ */
160
+ export function textPipeline(cache, device, layout) {
161
+ return cache.get('text', () => ({
162
+ label: 'text',
163
+ layout: device.createPipelineLayout({ bindGroupLayouts: [layout] }),
164
+ vertex: {
165
+ module: shaderModule(device, { label: 'text.vert', code: TEXT_VERT_WGSL }),
166
+ entryPoint: 'main',
167
+ buffers: textVertexLayouts(),
168
+ },
169
+ fragment: {
170
+ module: shaderModule(device, { label: 'text.frag', code: TEXT_FRAG_WGSL }),
171
+ entryPoint: 'main',
172
+ targets: [
173
+ {
174
+ format: cache.format,
175
+ blend: {
176
+ color: { srcFactor: 'src-alpha', dstFactor: 'one-minus-src-alpha', operation: 'add' },
177
+ alpha: { srcFactor: 'one', dstFactor: 'one-minus-src-alpha', operation: 'add' },
178
+ },
179
+ },
180
+ ],
181
+ },
182
+ primitive: { topology: 'triangle-list', cullMode: 'back' },
183
+ multisample: { count: cache.sampleCount },
184
+ depthStencil: {
185
+ format: DEPTH_FORMAT,
186
+ depthWriteEnabled: true,
187
+ depthCompare: DEPTH_COMPARE_EQUAL,
188
+ },
189
+ }));
190
+ }