@driftengine/core 3.61.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (955) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +9 -0
  3. package/README.md +9 -0
  4. package/dist/behavior/behaviorTree.d.ts +140 -0
  5. package/dist/behavior/behaviorTree.js +289 -0
  6. package/dist/build/shaderComments.d.ts +64 -0
  7. package/dist/build/shaderComments.js +0 -0
  8. package/dist/cinematic/player.d.ts +80 -0
  9. package/dist/cinematic/player.js +184 -0
  10. package/dist/cinematic/script.d.ts +63 -0
  11. package/dist/cinematic/script.js +141 -0
  12. package/dist/core/bootGate.d.ts +37 -0
  13. package/dist/core/bootGate.js +47 -0
  14. package/dist/core/loadTracker.d.ts +78 -0
  15. package/dist/core/loadTracker.js +106 -0
  16. package/dist/core/loop.d.ts +118 -0
  17. package/dist/core/loop.js +84 -0
  18. package/dist/core/messageQueue.d.ts +61 -0
  19. package/dist/core/messageQueue.js +104 -0
  20. package/dist/core/onceSet.d.ts +27 -0
  21. package/dist/core/onceSet.js +62 -0
  22. package/dist/core/preferences.d.ts +47 -0
  23. package/dist/core/preferences.js +140 -0
  24. package/dist/core/remoteSave.d.ts +154 -0
  25. package/dist/core/remoteSave.js +249 -0
  26. package/dist/core/rng.d.ts +64 -0
  27. package/dist/core/rng.js +72 -0
  28. package/dist/core/stepBudget.d.ts +91 -0
  29. package/dist/core/stepBudget.js +105 -0
  30. package/dist/core/storage.d.ts +52 -0
  31. package/dist/core/storage.js +85 -0
  32. package/dist/core/tickTrace.d.ts +72 -0
  33. package/dist/core/tickTrace.js +102 -0
  34. package/dist/core/timeCurve.d.ts +83 -0
  35. package/dist/core/timeCurve.js +107 -0
  36. package/dist/core/withDefaults.d.ts +21 -0
  37. package/dist/core/withDefaults.js +29 -0
  38. package/dist/dev/contactProbe.d.ts +41 -0
  39. package/dist/dev/contactProbe.js +58 -0
  40. package/dist/dev/fpsMeter.d.ts +45 -0
  41. package/dist/dev/fpsMeter.js +86 -0
  42. package/dist/environment/celestialClock.d.ts +141 -0
  43. package/dist/environment/celestialClock.js +262 -0
  44. package/dist/geometry/decal.d.ts +61 -0
  45. package/dist/geometry/decal.js +178 -0
  46. package/dist/geometry/filmPatch.d.ts +35 -0
  47. package/dist/geometry/filmPatch.js +112 -0
  48. package/dist/geometry/growable.d.ts +70 -0
  49. package/dist/geometry/growable.js +167 -0
  50. package/dist/geometry/lightVolume.d.ts +76 -0
  51. package/dist/geometry/lightVolume.js +65 -0
  52. package/dist/geometry/meshBuilder.d.ts +426 -0
  53. package/dist/geometry/meshBuilder.js +1184 -0
  54. package/dist/geometry/pixelFont.d.ts +59 -0
  55. package/dist/geometry/pixelFont.js +179 -0
  56. package/dist/geometry/ribbon.d.ts +101 -0
  57. package/dist/geometry/ribbon.js +546 -0
  58. package/dist/geometry/shellFill.d.ts +101 -0
  59. package/dist/geometry/shellFill.js +203 -0
  60. package/dist/geometry/spline.d.ts +162 -0
  61. package/dist/geometry/spline.js +527 -0
  62. package/dist/geometry/tangents.d.ts +30 -0
  63. package/dist/geometry/tangents.js +142 -0
  64. package/dist/geometry/textMesh.d.ts +51 -0
  65. package/dist/geometry/textMesh.js +57 -0
  66. package/dist/geometry/treeBuilder.d.ts +37 -0
  67. package/dist/geometry/treeBuilder.js +56 -0
  68. package/dist/host/display.d.ts +135 -0
  69. package/dist/host/display.js +114 -0
  70. package/dist/host/files.d.ts +25 -0
  71. package/dist/host/files.js +44 -0
  72. package/dist/host/lifecycle.d.ts +45 -0
  73. package/dist/host/lifecycle.js +28 -0
  74. package/dist/host/platformServices.d.ts +23 -0
  75. package/dist/host/platformServices.js +1 -0
  76. package/dist/host/screen.d.ts +49 -0
  77. package/dist/host/screen.js +90 -0
  78. package/dist/index.d.ts +289 -0
  79. package/dist/index.js +320 -0
  80. package/dist/input/actionMap.d.ts +181 -0
  81. package/dist/input/actionMap.js +314 -0
  82. package/dist/input/activeDevice.d.ts +55 -0
  83. package/dist/input/activeDevice.js +83 -0
  84. package/dist/input/gamepadIdentity.d.ts +43 -0
  85. package/dist/input/gamepadIdentity.js +108 -0
  86. package/dist/input/gamepadMapping.d.ts +56 -0
  87. package/dist/input/gamepadMapping.js +91 -0
  88. package/dist/input/input.d.ts +281 -0
  89. package/dist/input/input.js +703 -0
  90. package/dist/input/inputHarness.d.ts +42 -0
  91. package/dist/input/inputHarness.js +193 -0
  92. package/dist/input/rightGesture.d.ts +57 -0
  93. package/dist/input/rightGesture.js +49 -0
  94. package/dist/input/rumble.d.ts +71 -0
  95. package/dist/input/rumble.js +119 -0
  96. package/dist/input/touchControls.d.ts +138 -0
  97. package/dist/input/touchControls.js +352 -0
  98. package/dist/input/typingTarget.d.ts +6 -0
  99. package/dist/input/typingTarget.js +27 -0
  100. package/dist/math/bounds.d.ts +61 -0
  101. package/dist/math/bounds.js +121 -0
  102. package/dist/math/color.d.ts +8 -0
  103. package/dist/math/color.js +35 -0
  104. package/dist/math/exact.d.ts +66 -0
  105. package/dist/math/exact.js +262 -0
  106. package/dist/math/frustum.d.ts +44 -0
  107. package/dist/math/frustum.js +90 -0
  108. package/dist/math/intersect.d.ts +76 -0
  109. package/dist/math/intersect.js +185 -0
  110. package/dist/math/scalar.d.ts +51 -0
  111. package/dist/math/scalar.js +99 -0
  112. package/dist/math/spring.d.ts +59 -0
  113. package/dist/math/spring.js +88 -0
  114. package/dist/nav/navGraph.d.ts +71 -0
  115. package/dist/nav/navGraph.js +111 -0
  116. package/dist/nav/navPath.d.ts +93 -0
  117. package/dist/nav/navPath.js +162 -0
  118. package/dist/nav/navSearch.d.ts +74 -0
  119. package/dist/nav/navSearch.js +198 -0
  120. package/dist/physics/boxSurface.d.ts +48 -0
  121. package/dist/physics/boxSurface.js +73 -0
  122. package/dist/physics/colliderSurface.d.ts +46 -0
  123. package/dist/physics/colliderSurface.js +146 -0
  124. package/dist/physics/compositeSurface.d.ts +33 -0
  125. package/dist/physics/compositeSurface.js +108 -0
  126. package/dist/physics/heightSurface.d.ts +103 -0
  127. package/dist/physics/heightSurface.js +153 -0
  128. package/dist/physics/ribbonSurface.d.ts +239 -0
  129. package/dist/physics/ribbonSurface.js +522 -0
  130. package/dist/render/ambientOcclusionPass.d.ts +53 -0
  131. package/dist/render/ambientOcclusionPass.js +179 -0
  132. package/dist/render/areaLights.d.ts +116 -0
  133. package/dist/render/areaLights.js +91 -0
  134. package/dist/render/areaShadowSet.d.ts +184 -0
  135. package/dist/render/areaShadowSet.js +277 -0
  136. package/dist/render/atmosphere.d.ts +94 -0
  137. package/dist/render/atmosphere.js +91 -0
  138. package/dist/render/backend/api.d.ts +496 -0
  139. package/dist/render/backend/api.js +1 -0
  140. package/dist/render/backend/budget.d.ts +82 -0
  141. package/dist/render/backend/budget.js +99 -0
  142. package/dist/render/backend/createRenderer.d.ts +135 -0
  143. package/dist/render/backend/createRenderer.js +201 -0
  144. package/dist/render/backend/deadline.d.ts +24 -0
  145. package/dist/render/backend/deadline.js +38 -0
  146. package/dist/render/backend/probe.d.ts +30 -0
  147. package/dist/render/backend/probe.js +129 -0
  148. package/dist/render/backend/select.d.ts +70 -0
  149. package/dist/render/backend/select.js +249 -0
  150. package/dist/render/backend/timer.d.ts +50 -0
  151. package/dist/render/backend/timer.js +1 -0
  152. package/dist/render/backend/webgl2/instanced.d.ts +21 -0
  153. package/dist/render/backend/webgl2/instanced.js +42 -0
  154. package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
  155. package/dist/render/backend/webgl2/morphTexture.js +55 -0
  156. package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
  157. package/dist/render/backend/webgl2/renderer.js +6041 -0
  158. package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
  159. package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
  160. package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
  161. package/dist/render/backend/webgpu/boltPass.js +160 -0
  162. package/dist/render/backend/webgpu/buffers.d.ts +159 -0
  163. package/dist/render/backend/webgpu/buffers.js +402 -0
  164. package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
  165. package/dist/render/backend/webgpu/causticsPass.js +138 -0
  166. package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
  167. package/dist/render/backend/webgpu/clusterBinner.js +206 -0
  168. package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
  169. package/dist/render/backend/webgpu/depthPass.js +228 -0
  170. package/dist/render/backend/webgpu/device.d.ts +52 -0
  171. package/dist/render/backend/webgpu/device.js +121 -0
  172. package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
  173. package/dist/render/backend/webgpu/drawCommand.js +54 -0
  174. package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
  175. package/dist/render/backend/webgpu/environmentTexels.js +79 -0
  176. package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
  177. package/dist/render/backend/webgpu/filmPass.js +97 -0
  178. package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
  179. package/dist/render/backend/webgpu/flatPass.js +482 -0
  180. package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
  181. package/dist/render/backend/webgpu/flockPass.js +129 -0
  182. package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
  183. package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
  184. package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
  185. package/dist/render/backend/webgpu/insetPass.js +108 -0
  186. package/dist/render/backend/webgpu/instanced.d.ts +27 -0
  187. package/dist/render/backend/webgpu/instanced.js +49 -0
  188. package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
  189. package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
  190. package/dist/render/backend/webgpu/linePass.d.ts +90 -0
  191. package/dist/render/backend/webgpu/linePass.js +220 -0
  192. package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
  193. package/dist/render/backend/webgpu/morphTexture.js +51 -0
  194. package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
  195. package/dist/render/backend/webgpu/panelPass.js +114 -0
  196. package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
  197. package/dist/render/backend/webgpu/particlePass.js +280 -0
  198. package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
  199. package/dist/render/backend/webgpu/pipelineCache.js +140 -0
  200. package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
  201. package/dist/render/backend/webgpu/plumePass.js +213 -0
  202. package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
  203. package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
  204. package/dist/render/backend/webgpu/postPass.d.ts +342 -0
  205. package/dist/render/backend/webgpu/postPass.js +366 -0
  206. package/dist/render/backend/webgpu/probePass.d.ts +108 -0
  207. package/dist/render/backend/webgpu/probePass.js +188 -0
  208. package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
  209. package/dist/render/backend/webgpu/reflectionPass.js +87 -0
  210. package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
  211. package/dist/render/backend/webgpu/renderer.js +10911 -0
  212. package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
  213. package/dist/render/backend/webgpu/scatterPass.js +266 -0
  214. package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
  215. package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
  216. package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
  217. package/dist/render/backend/webgpu/shaderModules.js +45 -0
  218. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
  219. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
  220. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
  221. package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
  222. package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
  223. package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
  224. package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
  225. package/dist/render/backend/webgpu/skyPass.js +70 -0
  226. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
  227. package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
  228. package/dist/render/backend/webgpu/textPass.d.ts +73 -0
  229. package/dist/render/backend/webgpu/textPass.js +190 -0
  230. package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
  231. package/dist/render/backend/webgpu/uniformRing.js +208 -0
  232. package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
  233. package/dist/render/backend/webgpu/waterPass.js +160 -0
  234. package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
  235. package/dist/render/backend/webgpu/windStreakPass.js +153 -0
  236. package/dist/render/billboard.d.ts +27 -0
  237. package/dist/render/billboard.js +79 -0
  238. package/dist/render/bloomChain.d.ts +66 -0
  239. package/dist/render/bloomChain.js +83 -0
  240. package/dist/render/bloomPass.d.ts +54 -0
  241. package/dist/render/bloomPass.js +219 -0
  242. package/dist/render/boltBatch.d.ts +39 -0
  243. package/dist/render/boltBatch.js +121 -0
  244. package/dist/render/boltPool.d.ts +135 -0
  245. package/dist/render/boltPool.js +259 -0
  246. package/dist/render/boom.d.ts +46 -0
  247. package/dist/render/boom.js +81 -0
  248. package/dist/render/camera.d.ts +119 -0
  249. package/dist/render/camera.js +304 -0
  250. package/dist/render/causticsRenderer.d.ts +63 -0
  251. package/dist/render/causticsRenderer.js +119 -0
  252. package/dist/render/cinematicCamera.d.ts +102 -0
  253. package/dist/render/cinematicCamera.js +227 -0
  254. package/dist/render/clusteredLights.d.ts +260 -0
  255. package/dist/render/clusteredLights.js +479 -0
  256. package/dist/render/colourGrade.d.ts +62 -0
  257. package/dist/render/colourGrade.js +91 -0
  258. package/dist/render/compute.d.ts +74 -0
  259. package/dist/render/compute.js +8 -0
  260. package/dist/render/contextLoss.d.ts +32 -0
  261. package/dist/render/contextLoss.js +46 -0
  262. package/dist/render/debugLines.d.ts +75 -0
  263. package/dist/render/debugLines.js +281 -0
  264. package/dist/render/decalPass.d.ts +34 -0
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  266. package/dist/render/decalProjector.d.ts +140 -0
  267. package/dist/render/decalProjector.js +282 -0
  268. package/dist/render/decalQueue.d.ts +53 -0
  269. package/dist/render/decalQueue.js +87 -0
  270. package/dist/render/depthConvention.d.ts +314 -0
  271. package/dist/render/depthConvention.js +346 -0
  272. package/dist/render/drawingBuffer.d.ts +52 -0
  273. package/dist/render/drawingBuffer.js +67 -0
  274. package/dist/render/emptyTexture.d.ts +60 -0
  275. package/dist/render/emptyTexture.js +103 -0
  276. package/dist/render/envProbeArray.d.ts +85 -0
  277. package/dist/render/envProbeArray.js +164 -0
  278. package/dist/render/equirectToCube.d.ts +54 -0
  279. package/dist/render/equirectToCube.js +123 -0
  280. package/dist/render/flockGeometry.d.ts +23 -0
  281. package/dist/render/flockGeometry.js +43 -0
  282. package/dist/render/flockRenderer.d.ts +37 -0
  283. package/dist/render/flockRenderer.js +70 -0
  284. package/dist/render/frame/arena.d.ts +32 -0
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  286. package/dist/render/frame/index.d.ts +18 -0
  287. package/dist/render/frame/index.js +4 -0
  288. package/dist/render/frame/replay.d.ts +34 -0
  289. package/dist/render/frame/replay.js +48 -0
  290. package/dist/render/frame/resources.d.ts +25 -0
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  292. package/dist/render/frame/schedule.d.ts +37 -0
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  294. package/dist/render/frameView.d.ts +19 -0
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  296. package/dist/render/gizmo.d.ts +236 -0
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  298. package/dist/render/globalMedium.d.ts +124 -0
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  300. package/dist/render/globalMediumPass.d.ts +101 -0
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  302. package/dist/render/gpuCapability.d.ts +111 -0
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  304. package/dist/render/gpuTimer.d.ts +87 -0
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  306. package/dist/render/halfFloat.d.ts +4 -0
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  310. package/dist/render/iesProfile.d.ts +64 -0
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  314. package/dist/render/instancedMesh.d.ts +48 -0
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  316. package/dist/render/instances.d.ts +69 -0
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  318. package/dist/render/lightBudget.d.ts +397 -0
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  320. package/dist/render/lightMatrix.d.ts +3 -0
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  322. package/dist/render/lightVolumeDraw.d.ts +132 -0
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  330. package/dist/render/lod.d.ts +35 -0
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  332. package/dist/render/mesh.d.ts +177 -0
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  334. package/dist/render/occlusion.d.ts +81 -0
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  336. package/dist/render/oitPass.d.ts +67 -0
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  338. package/dist/render/orderIndependent.d.ts +92 -0
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  340. package/dist/render/particleBatch.d.ts +140 -0
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  342. package/dist/render/particleMaterial.d.ts +54 -0
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  344. package/dist/render/particlePool.d.ts +124 -0
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  346. package/dist/render/pass.d.ts +195 -0
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  348. package/dist/render/passTarget.d.ts +86 -0
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  350. package/dist/render/pickable.d.ts +31 -0
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  352. package/dist/render/planarReflection.d.ts +59 -0
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  356. package/dist/render/plumeGeometry.d.ts +25 -0
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  358. package/dist/render/plumeMaterial.d.ts +31 -0
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  364. package/dist/render/pointShadowArray.d.ts +95 -0
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  366. package/dist/render/pointShadowBudget.d.ts +118 -0
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  372. package/dist/render/pointShadowSystem.d.ts +195 -0
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  733. package/src/render/backend/webgpu/morphTexture.ts +61 -0
  734. package/src/render/backend/webgpu/panelPass.ts +138 -0
  735. package/src/render/backend/webgpu/particlePass.ts +370 -0
  736. package/src/render/backend/webgpu/pipelineCache.ts +152 -0
  737. package/src/render/backend/webgpu/plumePass.ts +292 -0
  738. package/src/render/backend/webgpu/pointShadowPass.ts +368 -0
  739. package/src/render/backend/webgpu/postPass.ts +470 -0
  740. package/src/render/backend/webgpu/probePass.ts +218 -0
  741. package/src/render/backend/webgpu/reflectionPass.ts +137 -0
  742. package/src/render/backend/webgpu/renderer.ts +13004 -0
  743. package/src/render/backend/webgpu/scatterPass.ts +354 -0
  744. package/src/render/backend/webgpu/sdfTextPass.ts +220 -0
  745. package/src/render/backend/webgpu/shaderModules.ts +49 -0
  746. package/src/render/backend/webgpu/shaders/clusterBin.wgsl.ts +219 -0
  747. package/src/render/backend/webgpu/skinPaletteRing.ts +105 -0
  748. package/src/render/backend/webgpu/skinPaletteTexture.ts +79 -0
  749. package/src/render/backend/webgpu/skyPass.ts +85 -0
  750. package/src/render/backend/webgpu/surfaceTexturePass.ts +257 -0
  751. package/src/render/backend/webgpu/textPass.ts +224 -0
  752. package/src/render/backend/webgpu/uniformRing.ts +228 -0
  753. package/src/render/backend/webgpu/waterPass.ts +211 -0
  754. package/src/render/backend/webgpu/windStreakPass.ts +196 -0
  755. package/src/render/billboard.ts +108 -0
  756. package/src/render/bloomChain.ts +101 -0
  757. package/src/render/bloomPass.ts +256 -0
  758. package/src/render/boltBatch.ts +141 -0
  759. package/src/render/boltPool.ts +360 -0
  760. package/src/render/boom.ts +123 -0
  761. package/src/render/camera.ts +348 -0
  762. package/src/render/causticsRenderer.ts +171 -0
  763. package/src/render/cinematicCamera.ts +278 -0
  764. package/src/render/clusteredLights.ts +598 -0
  765. package/src/render/colourGrade.ts +109 -0
  766. package/src/render/compute.ts +83 -0
  767. package/src/render/contextLoss.ts +50 -0
  768. package/src/render/debugLines.ts +411 -0
  769. package/src/render/decalPass.ts +124 -0
  770. package/src/render/decalProjector.ts +390 -0
  771. package/src/render/decalQueue.ts +110 -0
  772. package/src/render/depthConvention.ts +383 -0
  773. package/src/render/drawingBuffer.ts +89 -0
  774. package/src/render/emptyTexture.ts +130 -0
  775. package/src/render/envProbeArray.ts +201 -0
  776. package/src/render/equirectToCube.ts +160 -0
  777. package/src/render/flockGeometry.ts +53 -0
  778. package/src/render/flockRenderer.ts +111 -0
  779. package/src/render/frame/arena.ts +93 -0
  780. package/src/render/frame/index.ts +29 -0
  781. package/src/render/frame/replay.ts +50 -0
  782. package/src/render/frame/resources.ts +61 -0
  783. package/src/render/frame/schedule.ts +85 -0
  784. package/src/render/frameView.ts +20 -0
  785. package/src/render/gizmo.ts +923 -0
  786. package/src/render/globalMedium.ts +154 -0
  787. package/src/render/globalMediumPass.ts +323 -0
  788. package/src/render/gpuCapability.ts +244 -0
  789. package/src/render/gpuTimer.ts +182 -0
  790. package/src/render/halfFloat.ts +39 -0
  791. package/src/render/handleRegistry.ts +96 -0
  792. package/src/render/iesProfile.ts +215 -0
  793. package/src/render/imageTexels.ts +109 -0
  794. package/src/render/instancedMesh.ts +187 -0
  795. package/src/render/instances.ts +92 -0
  796. package/src/render/lightBudget.ts +655 -0
  797. package/src/render/lightMatrix.ts +69 -0
  798. package/src/render/lightVolumeDraw.ts +216 -0
  799. package/src/render/lineBatch.ts +180 -0
  800. package/src/render/linePoints.ts +61 -0
  801. package/src/render/livePointShadowSet.ts +285 -0
  802. package/src/render/lod.ts +86 -0
  803. package/src/render/mesh.ts +536 -0
  804. package/src/render/occlusion.ts +406 -0
  805. package/src/render/oitPass.ts +230 -0
  806. package/src/render/orderIndependent.ts +136 -0
  807. package/src/render/particleBatch.ts +299 -0
  808. package/src/render/particleMaterial.ts +84 -0
  809. package/src/render/particlePool.ts +291 -0
  810. package/src/render/pass.ts +203 -0
  811. package/src/render/passTarget.ts +225 -0
  812. package/src/render/pickable.ts +222 -0
  813. package/src/render/planarReflection.ts +233 -0
  814. package/src/render/planarReflectionDraw.ts +87 -0
  815. package/src/render/plumeGeometry.ts +75 -0
  816. package/src/render/plumeMaterial.ts +99 -0
  817. package/src/render/plumeRenderer.ts +272 -0
  818. package/src/render/pointLightSelection.ts +447 -0
  819. package/src/render/pointShadowArray.ts +276 -0
  820. package/src/render/pointShadowBudget.ts +305 -0
  821. package/src/render/pointShadowImage.ts +470 -0
  822. package/src/render/pointShadowMap.ts +228 -0
  823. package/src/render/pointShadowSystem.ts +408 -0
  824. package/src/render/prefilterEnvMap.ts +162 -0
  825. package/src/render/prefilterPass.ts +115 -0
  826. package/src/render/probeGrid.ts +248 -0
  827. package/src/render/rainField.ts +240 -0
  828. package/src/render/reflectionProbe.ts +530 -0
  829. package/src/render/renderQuality.ts +1054 -0
  830. package/src/render/rendererHarness.ts +214 -0
  831. package/src/render/resolutionGovernor.ts +189 -0
  832. package/src/render/scatterDeform.ts +72 -0
  833. package/src/render/sceneTarget.ts +1032 -0
  834. package/src/render/screenSpaceReflection.ts +524 -0
  835. package/src/render/sdfFont.ts +157 -0
  836. package/src/render/sdfTextLayout.ts +206 -0
  837. package/src/render/sdfTextRenderer.ts +233 -0
  838. package/src/render/seaState.ts +55 -0
  839. package/src/render/segmentQuads.ts +92 -0
  840. package/src/render/shader.ts +190 -0
  841. package/src/render/shaders/ambientOcclusion.ts +354 -0
  842. package/src/render/shaders/arcane.ts +103 -0
  843. package/src/render/shaders/bloom.ts +232 -0
  844. package/src/render/shaders/bolt.ts +164 -0
  845. package/src/render/shaders/caustics.ts +169 -0
  846. package/src/render/shaders/conditionals.ts +58 -0
  847. package/src/render/shaders/decalProject.ts +127 -0
  848. package/src/render/shaders/depth.ts +131 -0
  849. package/src/render/shaders/depthOfField.ts +141 -0
  850. package/src/render/shaders/film.ts +285 -0
  851. package/src/render/shaders/fire.ts +180 -0
  852. package/src/render/shaders/flat/directionalShadow.ts +196 -0
  853. package/src/render/shaders/flat/index.ts +502 -0
  854. package/src/render/shaders/flat/lobes.ts +399 -0
  855. package/src/render/shaders/flat/main.ts +1631 -0
  856. package/src/render/shaders/flat/pointShadow.ts +323 -0
  857. package/src/render/shaders/flat/preamble.ts +875 -0
  858. package/src/render/shaders/flat/probeGrid.ts +152 -0
  859. package/src/render/shaders/flat/surface.ts +41 -0
  860. package/src/render/shaders/flock.ts +103 -0
  861. package/src/render/shaders/fog.ts +99 -0
  862. package/src/render/shaders/fullscreen.ts +28 -0
  863. package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +74 -0
  864. package/src/render/shaders/generated/arcane.wgsl.ts +98 -0
  865. package/src/render/shaders/generated/bloom.wgsl.ts +79 -0
  866. package/src/render/shaders/generated/bolt.wgsl.ts +127 -0
  867. package/src/render/shaders/generated/caustics.wgsl.ts +127 -0
  868. package/src/render/shaders/generated/decalProject.wgsl.ts +69 -0
  869. package/src/render/shaders/generated/depth.wgsl.ts +142 -0
  870. package/src/render/shaders/generated/film.wgsl.ts +143 -0
  871. package/src/render/shaders/generated/fire.wgsl.ts +137 -0
  872. package/src/render/shaders/generated/flat.wgsl.ts +9195 -0
  873. package/src/render/shaders/generated/flock.wgsl.ts +82 -0
  874. package/src/render/shaders/generated/fullscreen.wgsl.ts +20 -0
  875. package/src/render/shaders/generated/globalMedium.wgsl.ts +139 -0
  876. package/src/render/shaders/generated/lightVolume.wgsl.ts +242 -0
  877. package/src/render/shaders/generated/line.wgsl.ts +137 -0
  878. package/src/render/shaders/generated/octahedralResolve.wgsl.ts +60 -0
  879. package/src/render/shaders/generated/oitResolve.wgsl.ts +31 -0
  880. package/src/render/shaders/generated/panel.wgsl.ts +57 -0
  881. package/src/render/shaders/generated/particle.wgsl.ts +343 -0
  882. package/src/render/shaders/generated/prefilter.wgsl.ts +69 -0
  883. package/src/render/shaders/generated/rush.wgsl.ts +139 -0
  884. package/src/render/shaders/generated/scatter.wgsl.ts +205 -0
  885. package/src/render/shaders/generated/sdfText.wgsl.ts +78 -0
  886. package/src/render/shaders/generated/sky.wgsl.ts +109 -0
  887. package/src/render/shaders/generated/smoke.wgsl.ts +93 -0
  888. package/src/render/shaders/generated/ssrResolve.wgsl.ts +26 -0
  889. package/src/render/shaders/generated/ssrTrace.wgsl.ts +94 -0
  890. package/src/render/shaders/generated/temporalResolve.wgsl.ts +54 -0
  891. package/src/render/shaders/generated/text.wgsl.ts +107 -0
  892. package/src/render/shaders/generated/water.wgsl.ts +256 -0
  893. package/src/render/shaders/generated/windStreaks.wgsl.ts +82 -0
  894. package/src/render/shaders/gerstner.ts +110 -0
  895. package/src/render/shaders/globalMedium.ts +396 -0
  896. package/src/render/shaders/lightVolume.ts +546 -0
  897. package/src/render/shaders/line.ts +125 -0
  898. package/src/render/shaders/morph.ts +62 -0
  899. package/src/render/shaders/octahedral.ts +170 -0
  900. package/src/render/shaders/octahedralResolve.ts +83 -0
  901. package/src/render/shaders/oitResolve.ts +42 -0
  902. package/src/render/shaders/outputTransform.ts +107 -0
  903. package/src/render/shaders/panel.ts +51 -0
  904. package/src/render/shaders/particle.ts +438 -0
  905. package/src/render/shaders/prefilter.ts +278 -0
  906. package/src/render/shaders/rush.ts +357 -0
  907. package/src/render/shaders/scatter.ts +211 -0
  908. package/src/render/shaders/sdfText.ts +68 -0
  909. package/src/render/shaders/skinning.ts +59 -0
  910. package/src/render/shaders/sky.ts +243 -0
  911. package/src/render/shaders/smoke.ts +89 -0
  912. package/src/render/shaders/ssrResolve.ts +28 -0
  913. package/src/render/shaders/ssrTrace.ts +233 -0
  914. package/src/render/shaders/tangentFrame.ts +70 -0
  915. package/src/render/shaders/temporalResolve.ts +151 -0
  916. package/src/render/shaders/text.ts +156 -0
  917. package/src/render/shaders/vertexChannel.ts +71 -0
  918. package/src/render/shaders/water.ts +356 -0
  919. package/src/render/shaders/windStreaks.ts +130 -0
  920. package/src/render/shadowCasters.ts +124 -0
  921. package/src/render/shadowMap.ts +89 -0
  922. package/src/render/shotPlacement.ts +266 -0
  923. package/src/render/skinPalette.ts +157 -0
  924. package/src/render/ssrPass.ts +241 -0
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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
  933. package/src/render/translucentQueue.ts +161 -0
  934. package/src/render/uniformVectorBudget.ts +246 -0
  935. package/src/render/uploadStep.ts +14 -0
  936. package/src/render/vertexDefaults.ts +115 -0
  937. package/src/render/visibility.ts +56 -0
  938. package/src/render/waterDraw.ts +167 -0
  939. package/src/render/waterGrid.ts +180 -0
  940. package/src/render/waterRenderer.ts +352 -0
  941. package/src/render/wind.ts +79 -0
  942. package/src/render/windField.ts +50 -0
  943. package/src/render/windStreakDraw.ts +131 -0
  944. package/src/render/windStreakRenderer.ts +130 -0
  945. package/src/scene/node.ts +336 -0
  946. package/src/scene/visit.ts +82 -0
  947. package/src/ui/clipMime.ts +109 -0
  948. package/src/ui/exportTarget.ts +491 -0
  949. package/src/ui/frameOverlay.ts +159 -0
  950. package/src/ui/framePacer.ts +351 -0
  951. package/src/ui/frameRecorder.ts +333 -0
  952. package/src/ui/fullscreen.ts +113 -0
  953. package/src/ui/pixelCursor.ts +99 -0
  954. package/src/ui/splash.ts +347 -0
  955. package/src/ui/stillFrame.ts +44 -0
@@ -0,0 +1,34 @@
1
+ /**
2
+ * Wind speed at which the sea is fully developed. Beyond it, waves stop
3
+ * growing — a real fetch-limited sea saturates, and more importantly the
4
+ * islands sit about 1.8 m above the waterline, so an unbounded swell would
5
+ * flood the route and turn weather into a movement bug.
6
+ */
7
+ const FULLY_DEVELOPED = 7;
8
+ /** Never completely flat: dead-still water reads as glass, not as calm. */
9
+ const MINIMUM_STEEPNESS = 0.35;
10
+ const MAXIMUM_STEEPNESS = 1.35;
11
+ /** Whitecaps need real wind; ripples do not break. */
12
+ const FOAM_THRESHOLD = 2.5;
13
+ export function seaStateForWind(windSpeed) {
14
+ const t = Math.min(Math.max(windSpeed, 0) / FULLY_DEVELOPED, 1);
15
+ return {
16
+ steepness: MINIMUM_STEEPNESS + (MAXIMUM_STEEPNESS - MINIMUM_STEEPNESS) * t,
17
+ foam: Math.min(Math.max((windSpeed - FOAM_THRESHOLD) / (FULLY_DEVELOPED - FOAM_THRESHOLD), 0), 1),
18
+ };
19
+ }
20
+ /**
21
+ * The same surface state, asked for directly instead of derived from wind.
22
+ *
23
+ * Shares this module's floor and ceiling so an indoor body and an outdoor one at the
24
+ * same roughness look the same — the point is where the number *comes from*, not a
25
+ * second scale with its own feel. Foam is deliberately reachable: a sluice or a pump
26
+ * outfall breaks without any wind at all.
27
+ */
28
+ export function seaStateForAgitation(agitation) {
29
+ const t = Math.min(Math.max(agitation, 0), 1);
30
+ return {
31
+ steepness: MINIMUM_STEEPNESS + (MAXIMUM_STEEPNESS - MINIMUM_STEEPNESS) * t,
32
+ foam: Math.min(Math.max((t - 0.55) / 0.45, 0), 1),
33
+ };
34
+ }
@@ -0,0 +1,29 @@
1
+ import type { BoltSegments } from './boltPool.ts';
2
+ /**
3
+ * How a list of segments becomes triangles, held once for every renderer that draws one.
4
+ *
5
+ * **Four vertices a segment rather than instancing**, because a segment's two endpoints *are*
6
+ * its geometry: there is no repeated base shape to instance, and an instanced version would
7
+ * upload the same two positions per vertex anyway.
8
+ *
9
+ * Shared by arcs and by lines, which want the same quad and nothing else in common: an arc is
10
+ * additive, unlit, over-bright and jittered along its own path, and a line is a flat fogged
11
+ * colour with a clean edge. Two copies of the corner table would be two different meshes for
12
+ * the same segment, which is the mistake `waterGrid.ts` was extracted after catching in the
13
+ * act, a patch resolution of 48 against 24.
14
+ */
15
+ /** Four vertices a segment: both ends, both sides, as (along, side). */
16
+ export declare const SEGMENT_CORNERS: readonly (readonly [number, number])[];
17
+ /** The static half of a batch: which end and side each vertex is, and the triangle list. */
18
+ export interface SegmentQuads {
19
+ readonly corners: Float32Array;
20
+ readonly indices: Uint32Array;
21
+ }
22
+ export declare function buildSegmentQuads(capacity: number): SegmentQuads;
23
+ /**
24
+ * Expand this frame's segments to their four vertices each, into arrays the caller owns.
25
+ *
26
+ * Returns how many segments were written, which is the pool's count clamped to the batch's
27
+ * capacity — a pool that overruns loses its tail rather than the frame.
28
+ */
29
+ export declare function expandBoltSegments(data: BoltSegments, capacity: number, from: Float32Array, to: Float32Array, arc: Float32Array): number;
@@ -0,0 +1,75 @@
1
+ /**
2
+ * How a list of segments becomes triangles, held once for every renderer that draws one.
3
+ *
4
+ * **Four vertices a segment rather than instancing**, because a segment's two endpoints *are*
5
+ * its geometry: there is no repeated base shape to instance, and an instanced version would
6
+ * upload the same two positions per vertex anyway.
7
+ *
8
+ * Shared by arcs and by lines, which want the same quad and nothing else in common: an arc is
9
+ * additive, unlit, over-bright and jittered along its own path, and a line is a flat fogged
10
+ * colour with a clean edge. Two copies of the corner table would be two different meshes for
11
+ * the same segment, which is the mistake `waterGrid.ts` was extracted after catching in the
12
+ * act, a patch resolution of 48 against 24.
13
+ */
14
+ /** Four vertices a segment: both ends, both sides, as (along, side). */
15
+ export const SEGMENT_CORNERS = [
16
+ [0, -1],
17
+ [1, -1],
18
+ [1, 1],
19
+ [0, 1],
20
+ ];
21
+ export function buildSegmentQuads(capacity) {
22
+ const corners = new Float32Array(capacity * 4 * 2);
23
+ const indices = new Uint32Array(capacity * 6);
24
+ for (let s = 0; s < capacity; s++) {
25
+ const v = s * 4;
26
+ for (let c = 0; c < 4; c++) {
27
+ const corner = SEGMENT_CORNERS[c];
28
+ corners[(v + c) * 2] = corner[0];
29
+ corners[(v + c) * 2 + 1] = corner[1];
30
+ }
31
+ const i = s * 6;
32
+ indices[i] = v;
33
+ indices[i + 1] = v + 1;
34
+ indices[i + 2] = v + 2;
35
+ indices[i + 3] = v;
36
+ indices[i + 4] = v + 2;
37
+ indices[i + 5] = v + 3;
38
+ }
39
+ return { corners, indices };
40
+ }
41
+ /**
42
+ * Expand this frame's segments to their four vertices each, into arrays the caller owns.
43
+ *
44
+ * Returns how many segments were written, which is the pool's count clamped to the batch's
45
+ * capacity — a pool that overruns loses its tail rather than the frame.
46
+ */
47
+ export function expandBoltSegments(data, capacity, from, to, arc) {
48
+ const count = Math.min(data.count, capacity);
49
+ for (let s = 0; s < count; s++) {
50
+ const fx = data.from[s * 3];
51
+ const fy = data.from[s * 3 + 1];
52
+ const fz = data.from[s * 3 + 2];
53
+ const tx = data.to[s * 3];
54
+ const ty = data.to[s * 3 + 1];
55
+ const tz = data.to[s * 3 + 2];
56
+ const along = data.along[s];
57
+ const fade = data.fade[s];
58
+ const seed = data.seed[s];
59
+ const gain = data.brightness[s];
60
+ for (let c = 0; c < 4; c++) {
61
+ const v = s * 4 + c;
62
+ from[v * 3] = fx;
63
+ from[v * 3 + 1] = fy;
64
+ from[v * 3 + 2] = fz;
65
+ to[v * 3] = tx;
66
+ to[v * 3 + 1] = ty;
67
+ to[v * 3 + 2] = tz;
68
+ arc[v * 4] = along;
69
+ arc[v * 4 + 1] = fade;
70
+ arc[v * 4 + 2] = seed;
71
+ arc[v * 4 + 3] = gain;
72
+ }
73
+ }
74
+ return count;
75
+ }
@@ -0,0 +1,5 @@
1
+ /** Shader compilation with fail-fast diagnostics (init-time only, never per-frame). */
2
+ export declare function compileProgram(gl: WebGL2RenderingContext, vertexSource: string, fragmentSource: string, label: string): WebGLProgram;
3
+ export declare function setUniformStrictMode(on: boolean): void;
4
+ /** Locations of every active uniform, keyed by name. */
5
+ export declare function uniformLocations(gl: WebGL2RenderingContext, program: WebGLProgram, label?: string): Record<string, WebGLUniformLocation>;
@@ -0,0 +1,172 @@
1
+ /** Shader compilation with fail-fast diagnostics (init-time only, never per-frame). */
2
+ export function compileProgram(gl, vertexSource, fragmentSource, label) {
3
+ const vs = compileStage(gl, gl.VERTEX_SHADER, vertexSource, `${label}.vert`);
4
+ const fs = compileStage(gl, gl.FRAGMENT_SHADER, fragmentSource, `${label}.frag`);
5
+ const program = gl.createProgram();
6
+ if (program === null)
7
+ throw new Error(`[${label}] createProgram failed`);
8
+ gl.attachShader(program, vs);
9
+ gl.attachShader(program, fs);
10
+ gl.linkProgram(program);
11
+ gl.deleteShader(vs);
12
+ gl.deleteShader(fs);
13
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
14
+ const log = gl.getProgramInfoLog(program);
15
+ gl.deleteProgram(program);
16
+ throw new Error(`[${label}] link failed: ${log ?? 'no log'}`);
17
+ }
18
+ return program;
19
+ }
20
+ /**
21
+ * Whether a uniform lookup that cannot reach the GPU is reported.
22
+ *
23
+ * Two ways it cannot: the program has no such uniform, or the program is not the one
24
+ * currently bound. Both upload nothing; only the second one leaves a GL error behind.
25
+ *
26
+ * **Why this exists.** `gl.uniform*(null, value)` is legal and does *nothing*: no error,
27
+ * no warning, no exception. Every uniform in this renderer is written through
28
+ * `uniforms['name'] ?? null`, so a name that stops matching — renamed, optimised out,
29
+ * spelled for a different driver's convention — silently stops being uploaded, and the
30
+ * effect it drove quietly ceases to exist. There is no symptom except a picture that is
31
+ * subtly or completely wrong, and no thread from the picture back to the cause.
32
+ *
33
+ * That is not a hypothetical. It has now cost this project a trample field that shipped
34
+ * uploading to nothing, and a night spent on a black courtyard while four separate
35
+ * theories were argued from source because nothing anywhere said a word.
36
+ *
37
+ * Off by default, because a renderer that warns in a frame loop is its own problem, and
38
+ * because deliberate optional lookups exist — a shader compiled without point shadows
39
+ * genuinely has no `uPointShadowIndex[0]`. On, it names the program and the uniform once
40
+ * each, which is enough to find it and quiet enough to leave on while looking.
41
+ */
42
+ let strictUniforms = false;
43
+ const reportedMisses = new Set();
44
+ export function setUniformStrictMode(on) {
45
+ strictUniforms = on;
46
+ if (!on)
47
+ reportedMisses.clear();
48
+ }
49
+ /** Locations of every active uniform, keyed by name. */
50
+ export function uniformLocations(gl, program, label = 'program') {
51
+ const locations = {};
52
+ const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
53
+ for (let i = 0; i < count; i++) {
54
+ const info = gl.getActiveUniform(program, i);
55
+ if (info === null)
56
+ continue;
57
+ const location = gl.getUniformLocation(program, info.name);
58
+ if (location === null)
59
+ continue;
60
+ locations[info.name] = location;
61
+ /*
62
+ * An array uniform is registered under **both** spellings, whichever one the driver
63
+ * reported it under.
64
+ *
65
+ * Passing `undefined` (or `null`) to `uniformNfv` is a **silent no-op**: the uniform
66
+ * never gets its data, there is no GL error, nothing throws, and the effect simply
67
+ * does not exist. That is how a trample field for the foliage once shipped uploading
68
+ * to nothing while every test passed and the console stayed clean.
69
+ *
70
+ * The subtlety, and the reason this is written symmetrically, is that **the reported
71
+ * name is not portable**. GLES 3.0 §2.12.6 lets an implementation return an active
72
+ * array's name either as `uThing[0]` or as bare `uThing`, and both are conformant.
73
+ * ANGLE — so every desktop browser, and Chrome on Android — returns the subscript.
74
+ * WebKit's Metal backend, so every browser on iOS, returns the bare name.
75
+ *
76
+ * Assuming the subscript cost a fortnight. On iOS the whole point-light system
77
+ * uploaded to `null`: positions, colours, radii and weights all stayed at zero, so
78
+ * point lights contributed exactly nothing. A scene with a sun looked perfect, and a
79
+ * scene lit only by lamps rendered its geometry to ambient alone — a dark room with
80
+ * its fire still burning, because emission needs no light to arrive. It reproduced on
81
+ * nothing the author owned, and it could not show up in any diagnostic, because from
82
+ * the API's point of view nothing went wrong.
83
+ *
84
+ * Registering both means no caller can hold it wrong, and no caller has to know a
85
+ * WebGL naming convention in order to write to an array — that is a fact about the
86
+ * API, not about the shader anybody is trying to use.
87
+ */
88
+ const subscript = info.name.indexOf('[');
89
+ if (subscript > 0) {
90
+ const bare = info.name.slice(0, subscript);
91
+ if (locations[bare] === undefined)
92
+ locations[bare] = location;
93
+ }
94
+ else if (info.size > 1) {
95
+ /*
96
+ * `size` is what separates an array reported bare from an ordinary scalar, which
97
+ * the name alone cannot: it is the element count, and it is 1 for everything that
98
+ * is not an array. Registering `uViewProj[0]` for a matrix would be harmless but
99
+ * meaningless, and a lookup map that answers to names nothing declared is a map
100
+ * that stops being evidence of what the shader contains.
101
+ */
102
+ const subscripted = `${info.name}[0]`;
103
+ if (locations[subscripted] === undefined)
104
+ locations[subscripted] = location;
105
+ }
106
+ }
107
+ if (!strictUniforms)
108
+ return locations;
109
+ /*
110
+ * A proxy rather than a changed call site, deliberately: the point is to cover *every*
111
+ * lookup in the renderer, including the ones nobody thought to check, and a guard that
112
+ * has to be adopted one call at a time protects only the places somebody already
113
+ * suspected.
114
+ */
115
+ return new Proxy(locations, {
116
+ get(target, key) {
117
+ if (typeof key !== 'string')
118
+ return target[key];
119
+ if (!(key in target)) {
120
+ const at = `${label}.${key}`;
121
+ if (!reportedMisses.has(at)) {
122
+ reportedMisses.add(at);
123
+ console.warn(`Renderer: \`${label}\` has no uniform \`${key}\`. Writing to it does nothing — ` +
124
+ `WebGL treats a missing location as a silent no-op, so whatever this drove is ` +
125
+ `simply absent.`);
126
+ }
127
+ }
128
+ else if (gl.getParameter(gl.CURRENT_PROGRAM) !== program) {
129
+ /*
130
+ * The other half of the same failure, and the one that leaves evidence somewhere
131
+ * else entirely.
132
+ *
133
+ * A location belongs to the program it was queried from, so writing it while a
134
+ * different program is bound uploads nothing and raises `INVALID_OPERATION`. The
135
+ * shape it takes in a renderer: one pass binds its program once and every other
136
+ * pass interrupts it, so a call made after an interruption addresses a program
137
+ * that has not been current since — and then draws through whichever program *is*
138
+ * bound, because a draw call takes the program it finds rather than the one whose
139
+ * uniforms were just written.
140
+ *
141
+ * Worth reporting separately from a missing name because the damage travels. A
142
+ * pending GL error is not attached to the call that raised it: the next
143
+ * `getError` anywhere in the codebase reads it and concludes that whatever *it*
144
+ * was checking has failed. One such check read exactly this error as a driver
145
+ * refusing to resolve depth, and switched an effect off for the session.
146
+ */
147
+ const at = `${label}.${key}@program`;
148
+ if (!reportedMisses.has(at)) {
149
+ reportedMisses.add(at);
150
+ console.warn(`Renderer: \`${label}.${key}\` was looked up while a different program is ` +
151
+ `bound. A uniform location belongs to its own program, so this write uploads ` +
152
+ `nothing, raises INVALID_OPERATION, and leaves an error for the next ` +
153
+ `getError anywhere to misread. Bind \`${label}\` first.`);
154
+ }
155
+ }
156
+ return target[key];
157
+ },
158
+ });
159
+ }
160
+ function compileStage(gl, type, source, label) {
161
+ const shader = gl.createShader(type);
162
+ if (shader === null)
163
+ throw new Error(`[${label}] createShader failed`);
164
+ gl.shaderSource(shader, source);
165
+ gl.compileShader(shader);
166
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
167
+ const log = gl.getShaderInfoLog(shader);
168
+ gl.deleteShader(shader);
169
+ throw new Error(`[${label}] compile failed: ${log ?? 'no log'}`);
170
+ }
171
+ return shader;
172
+ }
@@ -0,0 +1,45 @@
1
+ /**
2
+ * Ambient occlusion from depth: the estimate, and the blur that makes it usable.
3
+ *
4
+ * Contact shading — the darkening where two surfaces meet, under a wheel arch, along a panel
5
+ * gap, where a plinth stands on a floor. It is most of what makes a model sit in a room
6
+ * rather than float in it, and its absence does not read as a missing effect. It reads as
7
+ * the geometry having been pasted over the picture.
8
+ *
9
+ * **Two passes rather than one, and that is the whole design decision.** Occlusion estimated
10
+ * inside the composite pass and used directly was built first and looked at: twelve depth
11
+ * samples per pixel is a noisy estimate of a smooth quantity, and a frame of it is salt and
12
+ * pepper over every surface. Every renderer that ships this blurs it, and a blur needs the
13
+ * estimate to exist somewhere first. So the estimate lands in its own single-channel target,
14
+ * gets smoothed by a separable pass that will not cross a depth edge, and the composite
15
+ * multiplies by the result.
16
+ *
17
+ * The pairing that makes twelve taps enough: the sampling directions are turned by a
18
+ * rotation that repeats every four pixels, and the blur runs over eight. Every four-pixel run
19
+ * contains all sixteen rotations exactly once, so averaging one recovers a sixteen-times-denser
20
+ * kernel; averaging two also halves what is left of the noise, and — the part that decides the
21
+ * width — leaves a pixel hard against a silhouette with four consecutive taps still on its own
22
+ * side of the edge. Neither half works alone: a random per-pixel rotation leaves noise the blur
23
+ * can only soften, and a window narrower than two periods leaves the tile itself on screen
24
+ * wherever the depth test cuts the window short, as a dotted line along every edge.
25
+ */
26
+ /**
27
+ * The estimate. Writes one channel: 1 is open sky, 0 is fully enclosed.
28
+ *
29
+ * The estimator is the Alchemy/scalable-AO one — for each neighbour, the vector v from this
30
+ * surface to it, weighted max(0, v·n) / (v·v). Two properties earn it its place over a
31
+ * hemisphere of offset points: nothing has to be oriented, so there is no tangent frame and
32
+ * no rotation matrix per pixel, and the 1 / v·v term falls away on its own, so a neighbour
33
+ * further off contributes less without a second range test doing it by hand.
34
+ */
35
+ export declare const AO_FRAG: string;
36
+ /**
37
+ * One direction of the blur. Run twice, across and then down.
38
+ *
39
+ * Separable, so a four-wide square costs eight taps rather than sixteen, and **depth-aware**,
40
+ * so it does not carry a car's occlusion out onto the wall behind it. That second part is
41
+ * what separates a blur from a smear: an ordinary gaussian over this estimate produces a
42
+ * dark halo around every silhouette, which is more obviously wrong than the noise it was
43
+ * added to remove.
44
+ */
45
+ export declare const AO_BLUR_FRAG: string;