@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
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  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
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  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
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  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
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  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
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  842. package/src/render/shaders/arcane.ts +103 -0
  843. package/src/render/shaders/bloom.ts +232 -0
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  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
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  851. package/src/render/shaders/fire.ts +180 -0
  852. package/src/render/shaders/flat/directionalShadow.ts +196 -0
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  856. package/src/render/shaders/flat/pointShadow.ts +323 -0
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  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
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  890. package/src/render/shaders/generated/temporalResolve.wgsl.ts +54 -0
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  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
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  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
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  923. package/src/render/skinPalette.ts +157 -0
  924. package/src/render/ssrPass.ts +241 -0
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  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
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  934. package/src/render/uniformVectorBudget.ts +246 -0
  935. package/src/render/uploadStep.ts +14 -0
  936. package/src/render/vertexDefaults.ts +115 -0
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  938. package/src/render/waterDraw.ts +167 -0
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  940. package/src/render/waterRenderer.ts +352 -0
  941. package/src/render/wind.ts +79 -0
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  952. package/src/ui/fullscreen.ts +113 -0
  953. package/src/ui/pixelCursor.ts +99 -0
  954. package/src/ui/splash.ts +347 -0
  955. package/src/ui/stillFrame.ts +44 -0
@@ -0,0 +1,466 @@
1
+ /** Static GPU mesh: interleaving is skipped in favor of three tight buffers. */
2
+ import { MorphTexture } from './backend/webgl2/morphTexture.js';
3
+ import { ABSENT_ATTRIBUTE } from './vertexDefaults.js';
4
+ import { UPLOAD_BYTES_PER_STEP } from './uploadStep.js';
5
+ /*
6
+ * `MeshData` and its validator live in `@driftengine/drft`, because the container's whole
7
+ * job is to carry one and the format package must be readable by something that never
8
+ * draws. Re-exported here so every consumer that took them from the renderer still can.
9
+ */
10
+ import { boundsOfPositions, createBounds } from '../math/bounds.js';
11
+ export { validateMeshData } from '@driftengine/drft';
12
+ import { validateMeshData } from '@driftengine/drft';
13
+ /**
14
+ * The roughness a mesh that never mentions one is shaded with.
15
+ *
16
+ * Solved rather than picked: it is the roughness whose normalised lobe has the same
17
+ * half-power width — 6.88 degrees — as the fixed `pow(ndh, 96)` this engine used before
18
+ * roughness existed. A world built before the attribute therefore keeps the highlight it
19
+ * was authored against, in width as well as in strength.
20
+ *
21
+ * It was 0.28, which claimed to do that and did not: 0.28 is 2.9 degrees, less than half
22
+ * as wide, and against the un-normalised lobe of the time it peaked 52 times higher as
23
+ * well. Both halves are fixed — `flat.ts` normalises the lobe, and this is the width that
24
+ * actually matches.
25
+ */
26
+ /* The engine's fixed lobe, stated once in `vertexDefaults.ts` so both backends read one number. */
27
+ const DEFAULT_ROUGHNESS = ABSENT_ATTRIBUTE['roughness']?.[0] ?? 0.4277;
28
+ /** Attribute locations are fixed engine-wide (`layout(location = n)` in GLSL). */
29
+ const ATTR_POSITION = 0;
30
+ const ATTR_NORMAL = 1;
31
+ const ATTR_COLOR = 2;
32
+ const ATTR_EMISSIVE = 3;
33
+ const ATTR_SPECULAR = 4;
34
+ const ATTR_UV = 5;
35
+ const ATTR_EMISSIVE_COLOR = 6;
36
+ const ATTR_ROUGHNESS = 7;
37
+ const ATTR_GRAIN = 8;
38
+ const ATTR_RELIEF = 9;
39
+ /** Four components, which makes it the widest attribute the layout carries. See `generateTangents`. */
40
+ const ATTR_TANGENT = 10;
41
+ /* Skinning. Thirteen of WebGL2's guaranteed sixteen attributes are spoken for with these two. */
42
+ const ATTR_JOINTS = 11;
43
+ /*
44
+ * The four-lane per-vertex channel, and the fourteenth attribute.
45
+ *
46
+ * **13 is the last location the plain and skinned variants can both spare.** Skinning holds 11 and
47
+ * 12; an instanced draw holds 11 through 15 and therefore cannot carry this at all, which is why
48
+ * `flatVert` throws on the pair rather than dropping the attribute. A silent drop is a consumer
49
+ * setting sway, watching nothing move, and having nothing to read about why.
50
+ */
51
+ const ATTR_CHANNEL = 13;
52
+ const ATTR_WEIGHTS = 12;
53
+ /**
54
+ * One absent attribute's constant, at the width the table gave it.
55
+ *
56
+ * **The four-component arm is the one that was missing**, and it was missing in both draw paths
57
+ * because they held a copy of this each. `vertexAttrib3f` leaves `w` at its default of **1**, so a
58
+ * four-float entry in `ABSENT_ATTRIBUTE` reached the driver with its last lane overwritten:
59
+ * `channel`'s `(0, 1, 1, 0)` arrived as `(0, 1, 1, 1)`. Nothing showed it — that lane is the
60
+ * reserved one and nothing reads it, and `tangents`' `(1, 0, 0, 1)` happens to want the default —
61
+ * but `joints` and `weights` are four-wide too, and the table is meant to be the one place an
62
+ * absent attribute's meaning is written down. A table nothing applies faithfully is not a source
63
+ * of truth. `vertexDefaults.test.ts` pins the tuples; this is what pins that they arrive.
64
+ */
65
+ function applyConstant(gl, location, value) {
66
+ const [x = 0, y = 0, z = 0, w = 0] = value;
67
+ if (value.length === 1)
68
+ gl.vertexAttrib1f(location, x);
69
+ else if (value.length === 2)
70
+ gl.vertexAttrib2f(location, x, y);
71
+ else if (value.length === 3)
72
+ gl.vertexAttrib3f(location, x, y, z);
73
+ else
74
+ gl.vertexAttrib4f(location, x, y, z, w);
75
+ }
76
+ export class Mesh {
77
+ vao;
78
+ buffers = [];
79
+ /**
80
+ * The position and normal buffers, kept so `update` can rewrite them.
81
+ *
82
+ * Null unless the mesh was created `dynamic`. A mesh that never deforms pays nothing for
83
+ * this — two references, and only where a consumer asked.
84
+ */
85
+ deformable = null;
86
+ /** How many floats the position buffer holds, so an update of the wrong size is refused. */
87
+ positionFloats;
88
+ indexCount;
89
+ /**
90
+ * The constant values this mesh's *absent* attributes are shaded with, re-applied on
91
+ * every draw.
92
+ *
93
+ * **`vertexAttrib*f` is context state, not vertex-array state.** `enableVertexAttribArray`
94
+ * and the pointers belong to the VAO and are restored when it is bound; the constant a
95
+ * *disabled* attribute reads is global and is not. So setting these once in the
96
+ * constructor and trusting the VAO to carry them is wrong: it makes a mesh's appearance
97
+ * depend on which mesh was constructed last, which is a property of unrelated code
98
+ * somewhere else in the frame.
99
+ *
100
+ * It survived because every mesh here happens to want the same constants, so the global
101
+ * values are correct by coincidence. The first mesh to want a different roughness would
102
+ * have silently changed the shading of every mesh that never mentioned one — a defect
103
+ * with no error, no warning and no plausible connection to its cause.
104
+ *
105
+ * Re-applying per draw costs four calls on a mesh that omits everything and none on a
106
+ * mesh that supplies it all, and makes a draw depend on nothing but itself.
107
+ */
108
+ constants = [];
109
+ /**
110
+ * How big this mesh is, in its own space.
111
+ *
112
+ * Measured here because the positions are already in hand: the upload walks them anyway, so a
113
+ * caller gets bounds for nothing and no `MeshData` producer has to supply them. Everything that
114
+ * wants to know whether this is on screen starts from this object.
115
+ */
116
+ bounds = createBounds();
117
+ /** Whether this mesh carries a rig, which decides which flat program draws it. */
118
+ isSkinned;
119
+ /**
120
+ * This mesh's morph deltas, or null for geometry that does not deform.
121
+ *
122
+ * **Owned by the mesh rather than set per draw**, which is the difference between this and the
123
+ * joint palette: a palette belongs to a *pose* and changes every frame, where deltas are
124
+ * geometry and never change. Uploaded once with the vertex buffers; only the weights are
125
+ * per-draw state.
126
+ */
127
+ morph;
128
+ /**
129
+ * Whether this mesh carries a tangent frame, for the shader that has to be told.
130
+ *
131
+ * The attribute cannot say so itself: `vertexDefaults.ts` supplies `[1, 0, 0, 1]` when it is
132
+ * absent — a usable frame rather than a sentinel, because a zero tangent normalises to a NaN.
133
+ * Read off the same branch below that chooses between the buffer and that constant.
134
+ */
135
+ hasTangents;
136
+ /**
137
+ * Buffers allocated but not yet filled, in the order the constructor made them.
138
+ *
139
+ * Empty except between the steps of an incremental upload; `uploads` drains it and nothing
140
+ * else touches it. Held as the source arrays rather than as copies, so spreading an upload
141
+ * costs no memory — the caller's `MeshData` is alive until the last step either way.
142
+ */
143
+ pending = [];
144
+ /** Set by the constructor before it allocates anything. See the `spread` parameter. */
145
+ spread;
146
+ /**
147
+ * Whether all of this mesh's geometry has reached the device.
148
+ *
149
+ * False only between the steps of an incremental upload. **`drawMesh` refuses to draw an
150
+ * incomplete mesh**, and that refusal is the contract: the buffers are allocated and zeroed
151
+ * from the first frame, so drawing one would be a fan of degenerate triangles through the
152
+ * origin. Drawing *what has landed* was the other option and is worse — a mesh whose triangle
153
+ * count grows over several frames is a stranger artefact than a square that is briefly absent.
154
+ */
155
+ get complete() {
156
+ return this.pending.length === 0;
157
+ }
158
+ /**
159
+ * @param spread Allocate the buffers now and fill them from `uploads` later. Off by default,
160
+ * and the default is the fast path: filling a buffer with `bufferData` in one call skips the
161
+ * zero-fill that `bufferData(size)` then `bufferSubData` pays for, and every mesh in the
162
+ * engine that does not need to be spread should keep skipping it.
163
+ */
164
+ constructor(gl, data, dynamic = false, spread = false) {
165
+ validateMeshData(data);
166
+ this.spread = spread;
167
+ boundsOfPositions(data.positions, this.bounds);
168
+ this.positionFloats = data.positions.length;
169
+ const vao = gl.createVertexArray();
170
+ if (vao === null)
171
+ throw new Error('createVertexArray failed');
172
+ this.vao = vao;
173
+ this.indexCount = data.indices.length;
174
+ gl.bindVertexArray(vao);
175
+ /*
176
+ * `DYNAMIC_DRAW` where a consumer said the geometry moves, and only there. The hint is
177
+ * advisory — a `STATIC_DRAW` buffer accepts `bufferSubData` perfectly well — but a driver
178
+ * that has been told the truth can place the buffer where a rewrite is cheap, and a driver
179
+ * that has been told a lie every frame is the shape of a stall nobody can find.
180
+ */
181
+ const usage = dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;
182
+ const positions = this.attachAttribute(gl, ATTR_POSITION, data.positions, 3, usage);
183
+ const normals = this.attachAttribute(gl, ATTR_NORMAL, data.normals, 3, usage);
184
+ if (dynamic)
185
+ this.deformable = { positions, normals };
186
+ this.attachAttribute(gl, ATTR_COLOR, data.colors, 3);
187
+ this.attachAttribute(gl, ATTR_EMISSIVE, data.emissive, 1);
188
+ /*
189
+ * Absent means "not shiny", supplied as a constant rather than as a buffer of
190
+ * zeroes. `vertexAttrib1f` sets the value a *disabled* attribute reads, so this
191
+ * costs no buffer, no upload and no per-vertex fetch — which is what lets the
192
+ * seventeen other places that build a mesh stay exactly as they are.
193
+ */
194
+ if (data.specular === undefined) {
195
+ gl.disableVertexAttribArray(ATTR_SPECULAR);
196
+ this.constants.push({ location: ATTR_SPECULAR, value: ABSENT_ATTRIBUTE['specular'] });
197
+ }
198
+ else {
199
+ this.attachAttribute(gl, ATTR_SPECULAR, data.specular, 1);
200
+ }
201
+ /* Absent means "no surface texture", by the same constant-attribute trick. */
202
+ if (data.uvs === undefined) {
203
+ gl.disableVertexAttribArray(ATTR_UV);
204
+ this.constants.push({ location: ATTR_UV, value: ABSENT_ATTRIBUTE['uvs'] });
205
+ }
206
+ else {
207
+ this.attachAttribute(gl, ATTR_UV, data.uvs, 2);
208
+ }
209
+ /* Absent means "inherit albedo", supplied as the constant the shader tests for. */
210
+ if (data.emissiveColor === undefined) {
211
+ gl.disableVertexAttribArray(ATTR_EMISSIVE_COLOR);
212
+ this.constants.push({
213
+ location: ATTR_EMISSIVE_COLOR,
214
+ value: ABSENT_ATTRIBUTE['emissiveColor'],
215
+ });
216
+ }
217
+ else {
218
+ this.attachAttribute(gl, ATTR_EMISSIVE_COLOR, data.emissiveColor, 3);
219
+ }
220
+ /* Absent means the engine's long-standing fixed lobe. See `roughness`. */
221
+ if (data.roughness === undefined) {
222
+ gl.disableVertexAttribArray(ATTR_ROUGHNESS);
223
+ this.constants.push({ location: ATTR_ROUGHNESS, value: ABSENT_ATTRIBUTE['roughness'] });
224
+ }
225
+ else {
226
+ this.attachAttribute(gl, ATTR_ROUGHNESS, data.roughness, 1);
227
+ }
228
+ /*
229
+ * Absent means no grain at all, and that is the whole point of the attribute rather
230
+ * than a default chosen for convenience: a surface that never says it is mineral is
231
+ * not mineral. The two previous versions inferred it, and both inferences were wrong.
232
+ */
233
+ if (data.relief === undefined) {
234
+ gl.disableVertexAttribArray(ATTR_RELIEF);
235
+ this.constants.push({ location: ATTR_RELIEF, value: ABSENT_ATTRIBUTE['relief'] });
236
+ }
237
+ else {
238
+ this.attachAttribute(gl, ATTR_RELIEF, data.relief, 1);
239
+ }
240
+ /*
241
+ * Both or neither — `validateMeshData` refuses one without the other, so a mesh reaching here
242
+ * with joints has weights. `isSkinned` is what decides which of the two flat programs a draw
243
+ * takes; see `WebGL2Renderer.drawMesh`.
244
+ */
245
+ this.isSkinned = data.joints !== undefined;
246
+ this.morph =
247
+ data.morphTargets === undefined || data.morphTargetCount === undefined
248
+ ? null
249
+ : new MorphTexture(gl, data.morphTargets, data.positions.length / 3, data.morphTargetCount);
250
+ if (data.joints === undefined || data.weights === undefined) {
251
+ this.constants.push({ location: ATTR_JOINTS, value: ABSENT_ATTRIBUTE['joints'] });
252
+ this.constants.push({ location: ATTR_WEIGHTS, value: ABSENT_ATTRIBUTE['weights'] });
253
+ }
254
+ else {
255
+ this.attachAttribute(gl, ATTR_JOINTS, data.joints, 4);
256
+ this.attachAttribute(gl, ATTR_WEIGHTS, data.weights, 4);
257
+ }
258
+ this.hasTangents = data.tangents !== undefined;
259
+ if (data.tangents === undefined) {
260
+ gl.disableVertexAttribArray(ATTR_TANGENT);
261
+ this.constants.push({ location: ATTR_TANGENT, value: ABSENT_ATTRIBUTE['tangents'] });
262
+ }
263
+ else {
264
+ this.attachAttribute(gl, ATTR_TANGENT, data.tangents, 4);
265
+ }
266
+ if (data.grain === undefined) {
267
+ gl.disableVertexAttribArray(ATTR_GRAIN);
268
+ this.constants.push({ location: ATTR_GRAIN, value: ABSENT_ATTRIBUTE['grain'] });
269
+ }
270
+ else {
271
+ this.attachAttribute(gl, ATTR_GRAIN, data.grain, 1);
272
+ }
273
+ /*
274
+ * Absent means planted, fully sunlit and opaque, by the same constant-attribute trick every
275
+ * optional attribute above uses — no buffer, no upload, no per-vertex fetch. That is what
276
+ * lets a mesh which never heard of this attribute cost exactly what it cost before, and it
277
+ * is the property that ruled out folding the loose material floats into vec4s to buy the
278
+ * location this spends.
279
+ */
280
+ if (data.channel === undefined) {
281
+ gl.disableVertexAttribArray(ATTR_CHANNEL);
282
+ this.constants.push({ location: ATTR_CHANNEL, value: ABSENT_ATTRIBUTE['channel'] });
283
+ }
284
+ else {
285
+ this.attachAttribute(gl, ATTR_CHANNEL, data.channel, 4);
286
+ }
287
+ const indexBuffer = gl.createBuffer();
288
+ if (indexBuffer === null)
289
+ throw new Error('createBuffer failed');
290
+ this.buffers.push(indexBuffer);
291
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
292
+ this.allocate(gl, gl.ELEMENT_ARRAY_BUFFER, indexBuffer, data.indices, gl.STATIC_DRAW);
293
+ gl.bindVertexArray(null);
294
+ }
295
+ /** Caller is responsible for having the flat program + uniforms bound. */
296
+ draw(gl) {
297
+ gl.bindVertexArray(this.vao);
298
+ // The VAO restores the arrays; these it cannot. See `constants`.
299
+ for (const constant of this.constants) {
300
+ const value = constant.value;
301
+ applyConstant(gl, constant.location, value);
302
+ }
303
+ gl.drawElements(gl.TRIANGLES, this.indexCount, gl.UNSIGNED_INT, 0);
304
+ }
305
+ /**
306
+ * Bind one buffer's per-instance attributes to this mesh's vertex array.
307
+ *
308
+ * **One batch per mesh, and the vertex array is why.** A `Mesh` owns exactly one, so a second
309
+ * batch would rebind locations 11 to 15 on the array the first still draws through — and what
310
+ * comes out is one batch's instances placed by the other's matrices, which reads as a transform
311
+ * bug in the consumer's own code rather than as a misuse of this.
312
+ *
313
+ * **What would make it wrong** is a consumer legitimately wanting two batches of one mesh,
314
+ * which wants a vertex array per batch rather than a flag here.
315
+ */
316
+ attachInstances(gl, buffer, stride) {
317
+ if (this.instanced) {
318
+ throw new Error('Mesh: this mesh already has an instanced batch — a Mesh owns one vertex array, so a ' +
319
+ 'second batch would rebind the attributes the first draws through.');
320
+ }
321
+ this.instanced = true;
322
+ gl.bindVertexArray(this.vao);
323
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
324
+ /* Four vec4 columns then a vec3 tint: a mat4 is not a vertex attribute in GLSL ES 300. */
325
+ for (let column = 0; column < 4; column += 1) {
326
+ const location = 11 + column;
327
+ gl.enableVertexAttribArray(location);
328
+ gl.vertexAttribPointer(location, 4, gl.FLOAT, false, stride, column * 16);
329
+ gl.vertexAttribDivisor(location, 1);
330
+ }
331
+ gl.enableVertexAttribArray(15);
332
+ gl.vertexAttribPointer(15, 3, gl.FLOAT, false, stride, 64);
333
+ gl.vertexAttribDivisor(15, 1);
334
+ gl.bindVertexArray(null);
335
+ }
336
+ /** Whether `attachInstances` has already claimed locations 11 to 15 on this mesh's array. */
337
+ instanced = false;
338
+ /**
339
+ * Draw `count` instances through the attributes `attachInstances` bound.
340
+ *
341
+ * The constants are re-applied exactly as `draw` does — a vertex array restores the arrays and
342
+ * not the constant attributes, and an absent optional attribute is a constant here.
343
+ */
344
+ drawInstances(gl, count) {
345
+ gl.bindVertexArray(this.vao);
346
+ for (const constant of this.constants) {
347
+ const value = constant.value;
348
+ applyConstant(gl, constant.location, value);
349
+ }
350
+ gl.drawElementsInstanced(gl.TRIANGLES, this.indexCount, gl.UNSIGNED_INT, 0, count);
351
+ }
352
+ dispose(gl) {
353
+ this.morph?.dispose(gl);
354
+ for (const buffer of this.buffers)
355
+ gl.deleteBuffer(buffer);
356
+ gl.deleteVertexArray(this.vao);
357
+ }
358
+ /**
359
+ * Rewrite this mesh's positions, and its normals where the caller has them.
360
+ *
361
+ * **Only the two attributes that move.** Colour, emissive and the rest describe what a surface
362
+ * *is* and do not change because it bent; rewriting them would be uploading unchanged bytes
363
+ * every frame. A caller with genuinely changing colour wants a second mesh or a tint.
364
+ *
365
+ * **The bounds are recomputed**, because everything that decides whether this is on screen
366
+ * starts from them — a cloth that blew sideways out of its original box would be culled while
367
+ * still visible, which is the kind of bug that only shows up at the edge of the frame.
368
+ */
369
+ update(gl, positions, normals) {
370
+ if (this.deformable === null) {
371
+ throw new Error('this mesh was not created with { dynamic: true }, so its buffers are not set up to be ' +
372
+ 'rewritten. Say so at `createMesh` — the flag is what decides the buffer hint and ' +
373
+ 'what is kept to make an update possible.');
374
+ }
375
+ if (positions.length !== this.positionFloats) {
376
+ throw new Error(`this mesh has ${this.positionFloats / 3} vertices and the update has ` +
377
+ `${positions.length / 3}. A mesh's vertex count is fixed at creation: the index buffer, ` +
378
+ 'the pipeline and every other attribute are sized against it.');
379
+ }
380
+ boundsOfPositions(positions, this.bounds);
381
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.deformable.positions);
382
+ gl.bufferSubData(gl.ARRAY_BUFFER, 0, positions);
383
+ if (normals !== undefined) {
384
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.deformable.normals);
385
+ gl.bufferSubData(gl.ARRAY_BUFFER, 0, normals);
386
+ }
387
+ }
388
+ attachAttribute(gl, location, data, size, usage = gl.STATIC_DRAW) {
389
+ const buffer = gl.createBuffer();
390
+ if (buffer === null)
391
+ throw new Error('createBuffer failed');
392
+ this.buffers.push(buffer);
393
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
394
+ this.allocate(gl, gl.ARRAY_BUFFER, buffer, data, usage);
395
+ gl.enableVertexAttribArray(location);
396
+ gl.vertexAttribPointer(location, size, gl.FLOAT, false, 0, 0);
397
+ return buffer;
398
+ }
399
+ /**
400
+ * Give a bound buffer its storage, and its contents now or later.
401
+ *
402
+ * The one place the two paths differ, and they differ in exactly one call: eagerly, the data
403
+ * goes in with the allocation; spread, the allocation is sized and the array is queued. Both
404
+ * hand the same bytes to the same buffer, which is what keeps a mesh that lands over six
405
+ * frames identical to one that lands in a single call.
406
+ */
407
+ allocate(gl, target, buffer, data, usage) {
408
+ if (!this.spread) {
409
+ gl.bufferData(target, data, usage);
410
+ return;
411
+ }
412
+ gl.bufferData(target, data.byteLength, usage);
413
+ this.pending.push({ target, buffer, data });
414
+ }
415
+ /**
416
+ * Fill the buffers, a bounded step at a time. Done when it returns `done`.
417
+ *
418
+ * A step is one attribute, or a slice of one where the attribute is bigger than
419
+ * `UPLOAD_BYTES_PER_STEP`. **There is still no interleave here** — this backend's three tight
420
+ * buffers are the reason a consumer measured the same drive as smooth on WebGL2 and hitching
421
+ * on the other one, and dividing an upload is not a reason to give that up.
422
+ *
423
+ * The call that returns `done` is the one that does the last step's work, so a mesh of *n*
424
+ * chunks takes exactly *n* calls.
425
+ *
426
+ * The vertex array object is bound around each step because one of these writes an index
427
+ * buffer, and an `ELEMENT_ARRAY_BUFFER` binding belongs to whichever array object is current —
428
+ * writing it with somebody else's bound would quietly repoint their indices at this mesh.
429
+ */
430
+ *uploads(gl) {
431
+ const chunks = [];
432
+ for (const one of this.pending) {
433
+ const width = one.data.BYTES_PER_ELEMENT ?? 1;
434
+ const length = one.data.byteLength / width;
435
+ const per = Math.max(1, Math.floor(UPLOAD_BYTES_PER_STEP / width));
436
+ for (let from = 0; from < length; from += per) {
437
+ chunks.push({ ...one, from, to: Math.min(from + per, length) });
438
+ }
439
+ }
440
+ for (let at = 0; at < chunks.length; at++) {
441
+ const chunk = chunks[at];
442
+ const width = chunk.data.BYTES_PER_ELEMENT ?? 1;
443
+ gl.bindVertexArray(this.vao);
444
+ gl.bindBuffer(chunk.target, chunk.buffer);
445
+ gl.bufferSubData(chunk.target, chunk.from * width, chunk.data, chunk.from, chunk.to - chunk.from);
446
+ gl.bindVertexArray(null);
447
+ if (at < chunks.length - 1)
448
+ yield;
449
+ }
450
+ this.pending.length = 0;
451
+ }
452
+ }
453
+ /**
454
+ * Upload a mesh over as many frames as the caller gives it.
455
+ *
456
+ * The twin of `createGpuMeshIncremental` on the other backend, and the cheaper of the two: there
457
+ * is no interleave to divide here, so a step is an attribute or a slice of one.
458
+ *
459
+ * What is paid at creation and not spread: validation, the bounds, the vertex array object and
460
+ * the allocations. The bounds are the deliberate one — a streamer places and culls a region from
461
+ * them before a byte of it has landed.
462
+ */
463
+ export function createMeshIncremental(gl, data, dynamic = false) {
464
+ const mesh = new Mesh(gl, data, dynamic, true);
465
+ return { mesh, upload: mesh.uploads(gl) };
466
+ }
@@ -0,0 +1,81 @@
1
+ import type { ReadonlyMat4 } from 'gl-matrix';
2
+ import type { Bounds } from '../math/bounds.ts';
3
+ export interface OcclusionOptions {
4
+ /** Texels across. The height follows the aspect. */
5
+ readonly width: number;
6
+ readonly height: number;
7
+ }
8
+ export declare class OcclusionBuffer {
9
+ /**
10
+ * The pyramid, level 0 first, each level a quarter of the one before.
11
+ *
12
+ * One allocation per level rather than one buffer with offsets, because the test indexes a level
13
+ * by its own width and an offset table would be a second thing to keep in step.
14
+ */
15
+ private levels;
16
+ private widths;
17
+ private heights;
18
+ private built;
19
+ private occluders;
20
+ /** The view-projection this frame's occluders were rasterised through. */
21
+ private readonly viewProj;
22
+ constructor(options: OcclusionOptions);
23
+ get width(): number;
24
+ get height(): number;
25
+ /** How many occluders were declared this frame. Zero means every test answers "draw it". */
26
+ get declared(): number;
27
+ /**
28
+ * Rebuild the pyramid for a new size. Called when the drawing buffer's aspect changes.
29
+ *
30
+ * Levels stop at 1x1: the coarsest level is one texel covering the whole frame, which is what a
31
+ * rectangle spanning the screen is tested against.
32
+ */
33
+ resize(options: OcclusionOptions): void;
34
+ /** Start a frame: clear to the far plane and take the matrix everything will be projected by. */
35
+ begin(viewProj: ReadonlyMat4): void;
36
+ /**
37
+ * Declare one occluder: a box in local space, placed by a model matrix.
38
+ *
39
+ * **A box rather than the mesh**, which is the same bargain a bounding sphere makes for the
40
+ * frustum: an occluder that is smaller than the thing it stands for is conservative, and a
41
+ * consumer knows the box that fits inside its wall. *What would make it wrong* is a consumer
42
+ * handing the mesh's own bounds for a shape with a hole in it, which would occlude through the
43
+ * hole — so the parameter is the box you may safely be hidden by, not the box you occupy.
44
+ */
45
+ addOccluder(min: ReadonlyArray<number> | Float32Array, max: ReadonlyArray<number> | Float32Array, model: ReadonlyMat4): void;
46
+ /**
47
+ * Whether a bounding sphere is entirely behind the declared occluders.
48
+ *
49
+ * **False whenever anything is uncertain**, which is every case the arithmetic cannot settle: no
50
+ * occluders, a sphere crossing the near plane, a rectangle off the side of the frame. Drawing
51
+ * something hidden costs a draw call; culling something visible is a hole.
52
+ */
53
+ occluded(bounds: Bounds, model: ReadonlyMat4): boolean;
54
+ /**
55
+ * A world point into buffer coordinates and depth, written into `CORNERS` at `slot`.
56
+ *
57
+ * Returns false for a point at or behind the eye, where the perspective divide has no meaning —
58
+ * and a false anywhere abandons the whole shape, occluder or occludee, because a partial
59
+ * projection is exactly the kind of half-answer that produces a hole.
60
+ */
61
+ private project;
62
+ /**
63
+ * One triangle of an occluder's back face into level 0, keeping the nearest depth per texel.
64
+ *
65
+ * A half-space rasteriser over the triangle's own bounding box, sampling at texel centres. Depth
66
+ * is interpolated in screen space rather than perspective-correct — which for a *bound* is the
67
+ * safe direction only if it never under-estimates, so the depth written is the plane's value at
68
+ * the texel centre plus half a texel of gradient each way. A bound that is too far occludes less.
69
+ */
70
+ private triangle;
71
+ /**
72
+ * Erode by one texel, then reduce by maximum into every coarser level.
73
+ *
74
+ * **The erosion is what makes the whole thing conservative** and it costs one pass: a triangle
75
+ * sampled at texel centres covers up to half a texel too much at every silhouette, so any texel
76
+ * next to an unwritten one gives its bound back. The reduction is a maximum because the test asks
77
+ * "is every texel under this rectangle already covered by something nearer", and a maximum over
78
+ * children answers that for the parent.
79
+ */
80
+ private buildPyramid;
81
+ }