@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.
- package/LICENSE +202 -0
- package/NOTICE +9 -0
- package/README.md +9 -0
- package/dist/behavior/behaviorTree.d.ts +140 -0
- package/dist/behavior/behaviorTree.js +289 -0
- package/dist/build/shaderComments.d.ts +64 -0
- package/dist/build/shaderComments.js +0 -0
- package/dist/cinematic/player.d.ts +80 -0
- package/dist/cinematic/player.js +184 -0
- package/dist/cinematic/script.d.ts +63 -0
- package/dist/cinematic/script.js +141 -0
- package/dist/core/bootGate.d.ts +37 -0
- package/dist/core/bootGate.js +47 -0
- package/dist/core/loadTracker.d.ts +78 -0
- package/dist/core/loadTracker.js +106 -0
- package/dist/core/loop.d.ts +118 -0
- package/dist/core/loop.js +84 -0
- package/dist/core/messageQueue.d.ts +61 -0
- package/dist/core/messageQueue.js +104 -0
- package/dist/core/onceSet.d.ts +27 -0
- package/dist/core/onceSet.js +62 -0
- package/dist/core/preferences.d.ts +47 -0
- package/dist/core/preferences.js +140 -0
- package/dist/core/remoteSave.d.ts +154 -0
- package/dist/core/remoteSave.js +249 -0
- package/dist/core/rng.d.ts +64 -0
- package/dist/core/rng.js +72 -0
- package/dist/core/stepBudget.d.ts +91 -0
- package/dist/core/stepBudget.js +105 -0
- package/dist/core/storage.d.ts +52 -0
- package/dist/core/storage.js +85 -0
- package/dist/core/tickTrace.d.ts +72 -0
- package/dist/core/tickTrace.js +102 -0
- package/dist/core/timeCurve.d.ts +83 -0
- package/dist/core/timeCurve.js +107 -0
- package/dist/core/withDefaults.d.ts +21 -0
- package/dist/core/withDefaults.js +29 -0
- package/dist/dev/contactProbe.d.ts +41 -0
- package/dist/dev/contactProbe.js +58 -0
- package/dist/dev/fpsMeter.d.ts +45 -0
- package/dist/dev/fpsMeter.js +86 -0
- package/dist/environment/celestialClock.d.ts +141 -0
- package/dist/environment/celestialClock.js +262 -0
- package/dist/geometry/decal.d.ts +61 -0
- package/dist/geometry/decal.js +178 -0
- package/dist/geometry/filmPatch.d.ts +35 -0
- package/dist/geometry/filmPatch.js +112 -0
- package/dist/geometry/growable.d.ts +70 -0
- package/dist/geometry/growable.js +167 -0
- package/dist/geometry/lightVolume.d.ts +76 -0
- package/dist/geometry/lightVolume.js +65 -0
- package/dist/geometry/meshBuilder.d.ts +426 -0
- package/dist/geometry/meshBuilder.js +1184 -0
- package/dist/geometry/pixelFont.d.ts +59 -0
- package/dist/geometry/pixelFont.js +179 -0
- package/dist/geometry/ribbon.d.ts +101 -0
- package/dist/geometry/ribbon.js +546 -0
- package/dist/geometry/shellFill.d.ts +101 -0
- package/dist/geometry/shellFill.js +203 -0
- package/dist/geometry/spline.d.ts +162 -0
- package/dist/geometry/spline.js +527 -0
- package/dist/geometry/tangents.d.ts +30 -0
- package/dist/geometry/tangents.js +142 -0
- package/dist/geometry/textMesh.d.ts +51 -0
- package/dist/geometry/textMesh.js +57 -0
- package/dist/geometry/treeBuilder.d.ts +37 -0
- package/dist/geometry/treeBuilder.js +56 -0
- package/dist/host/display.d.ts +135 -0
- package/dist/host/display.js +114 -0
- package/dist/host/files.d.ts +25 -0
- package/dist/host/files.js +44 -0
- package/dist/host/lifecycle.d.ts +45 -0
- package/dist/host/lifecycle.js +28 -0
- package/dist/host/platformServices.d.ts +23 -0
- package/dist/host/platformServices.js +1 -0
- package/dist/host/screen.d.ts +49 -0
- package/dist/host/screen.js +90 -0
- package/dist/index.d.ts +289 -0
- package/dist/index.js +320 -0
- package/dist/input/actionMap.d.ts +181 -0
- package/dist/input/actionMap.js +314 -0
- package/dist/input/activeDevice.d.ts +55 -0
- package/dist/input/activeDevice.js +83 -0
- package/dist/input/gamepadIdentity.d.ts +43 -0
- package/dist/input/gamepadIdentity.js +108 -0
- package/dist/input/gamepadMapping.d.ts +56 -0
- package/dist/input/gamepadMapping.js +91 -0
- package/dist/input/input.d.ts +281 -0
- package/dist/input/input.js +703 -0
- package/dist/input/inputHarness.d.ts +42 -0
- package/dist/input/inputHarness.js +193 -0
- package/dist/input/rightGesture.d.ts +57 -0
- package/dist/input/rightGesture.js +49 -0
- package/dist/input/rumble.d.ts +71 -0
- package/dist/input/rumble.js +119 -0
- package/dist/input/touchControls.d.ts +138 -0
- package/dist/input/touchControls.js +352 -0
- package/dist/input/typingTarget.d.ts +6 -0
- package/dist/input/typingTarget.js +27 -0
- package/dist/math/bounds.d.ts +61 -0
- package/dist/math/bounds.js +121 -0
- package/dist/math/color.d.ts +8 -0
- package/dist/math/color.js +35 -0
- package/dist/math/exact.d.ts +66 -0
- package/dist/math/exact.js +262 -0
- package/dist/math/frustum.d.ts +44 -0
- package/dist/math/frustum.js +90 -0
- package/dist/math/intersect.d.ts +76 -0
- package/dist/math/intersect.js +185 -0
- package/dist/math/scalar.d.ts +51 -0
- package/dist/math/scalar.js +99 -0
- package/dist/math/spring.d.ts +59 -0
- package/dist/math/spring.js +88 -0
- package/dist/nav/navGraph.d.ts +71 -0
- package/dist/nav/navGraph.js +111 -0
- package/dist/nav/navPath.d.ts +93 -0
- package/dist/nav/navPath.js +162 -0
- package/dist/nav/navSearch.d.ts +74 -0
- package/dist/nav/navSearch.js +198 -0
- package/dist/physics/boxSurface.d.ts +48 -0
- package/dist/physics/boxSurface.js +73 -0
- package/dist/physics/colliderSurface.d.ts +46 -0
- package/dist/physics/colliderSurface.js +146 -0
- package/dist/physics/compositeSurface.d.ts +33 -0
- package/dist/physics/compositeSurface.js +108 -0
- package/dist/physics/heightSurface.d.ts +103 -0
- package/dist/physics/heightSurface.js +153 -0
- package/dist/physics/ribbonSurface.d.ts +239 -0
- package/dist/physics/ribbonSurface.js +522 -0
- package/dist/render/ambientOcclusionPass.d.ts +53 -0
- package/dist/render/ambientOcclusionPass.js +179 -0
- package/dist/render/areaLights.d.ts +116 -0
- package/dist/render/areaLights.js +91 -0
- package/dist/render/areaShadowSet.d.ts +184 -0
- package/dist/render/areaShadowSet.js +277 -0
- package/dist/render/atmosphere.d.ts +94 -0
- package/dist/render/atmosphere.js +91 -0
- package/dist/render/backend/api.d.ts +496 -0
- package/dist/render/backend/api.js +1 -0
- package/dist/render/backend/budget.d.ts +82 -0
- package/dist/render/backend/budget.js +99 -0
- package/dist/render/backend/createRenderer.d.ts +135 -0
- package/dist/render/backend/createRenderer.js +201 -0
- package/dist/render/backend/deadline.d.ts +24 -0
- package/dist/render/backend/deadline.js +38 -0
- package/dist/render/backend/probe.d.ts +30 -0
- package/dist/render/backend/probe.js +129 -0
- package/dist/render/backend/select.d.ts +70 -0
- package/dist/render/backend/select.js +249 -0
- package/dist/render/backend/timer.d.ts +50 -0
- package/dist/render/backend/timer.js +1 -0
- package/dist/render/backend/webgl2/instanced.d.ts +21 -0
- package/dist/render/backend/webgl2/instanced.js +42 -0
- package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
- package/dist/render/backend/webgl2/morphTexture.js +55 -0
- package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
- package/dist/render/backend/webgl2/renderer.js +6041 -0
- package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
- package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
- package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
- package/dist/render/backend/webgpu/boltPass.js +160 -0
- package/dist/render/backend/webgpu/buffers.d.ts +159 -0
- package/dist/render/backend/webgpu/buffers.js +402 -0
- package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
- package/dist/render/backend/webgpu/causticsPass.js +138 -0
- package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
- package/dist/render/backend/webgpu/clusterBinner.js +206 -0
- package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
- package/dist/render/backend/webgpu/depthPass.js +228 -0
- package/dist/render/backend/webgpu/device.d.ts +52 -0
- package/dist/render/backend/webgpu/device.js +121 -0
- package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
- package/dist/render/backend/webgpu/drawCommand.js +54 -0
- package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
- package/dist/render/backend/webgpu/environmentTexels.js +79 -0
- package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
- package/dist/render/backend/webgpu/filmPass.js +97 -0
- package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
- package/dist/render/backend/webgpu/flatPass.js +482 -0
- package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
- package/dist/render/backend/webgpu/flockPass.js +129 -0
- package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
- package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
- package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
- package/dist/render/backend/webgpu/insetPass.js +108 -0
- package/dist/render/backend/webgpu/instanced.d.ts +27 -0
- package/dist/render/backend/webgpu/instanced.js +49 -0
- package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
- package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
- package/dist/render/backend/webgpu/linePass.d.ts +90 -0
- package/dist/render/backend/webgpu/linePass.js +220 -0
- package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
- package/dist/render/backend/webgpu/morphTexture.js +51 -0
- package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
- package/dist/render/backend/webgpu/panelPass.js +114 -0
- package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
- package/dist/render/backend/webgpu/particlePass.js +280 -0
- package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
- package/dist/render/backend/webgpu/pipelineCache.js +140 -0
- package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
- package/dist/render/backend/webgpu/plumePass.js +213 -0
- package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
- package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
- package/dist/render/backend/webgpu/postPass.d.ts +342 -0
- package/dist/render/backend/webgpu/postPass.js +366 -0
- package/dist/render/backend/webgpu/probePass.d.ts +108 -0
- package/dist/render/backend/webgpu/probePass.js +188 -0
- package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
- package/dist/render/backend/webgpu/reflectionPass.js +87 -0
- package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
- package/dist/render/backend/webgpu/renderer.js +10911 -0
- package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
- package/dist/render/backend/webgpu/scatterPass.js +266 -0
- package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
- package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
- package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
- package/dist/render/backend/webgpu/shaderModules.js +45 -0
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
- package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
- package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
- package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
- package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
- package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
- package/dist/render/backend/webgpu/skyPass.js +70 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
- package/dist/render/backend/webgpu/textPass.d.ts +73 -0
- package/dist/render/backend/webgpu/textPass.js +190 -0
- package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
- package/dist/render/backend/webgpu/uniformRing.js +208 -0
- package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
- package/dist/render/backend/webgpu/waterPass.js +160 -0
- package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
- package/dist/render/backend/webgpu/windStreakPass.js +153 -0
- package/dist/render/billboard.d.ts +27 -0
- package/dist/render/billboard.js +79 -0
- package/dist/render/bloomChain.d.ts +66 -0
- package/dist/render/bloomChain.js +83 -0
- package/dist/render/bloomPass.d.ts +54 -0
- package/dist/render/bloomPass.js +219 -0
- package/dist/render/boltBatch.d.ts +39 -0
- package/dist/render/boltBatch.js +121 -0
- package/dist/render/boltPool.d.ts +135 -0
- package/dist/render/boltPool.js +259 -0
- package/dist/render/boom.d.ts +46 -0
- package/dist/render/boom.js +81 -0
- package/dist/render/camera.d.ts +119 -0
- package/dist/render/camera.js +304 -0
- package/dist/render/causticsRenderer.d.ts +63 -0
- package/dist/render/causticsRenderer.js +119 -0
- package/dist/render/cinematicCamera.d.ts +102 -0
- package/dist/render/cinematicCamera.js +227 -0
- package/dist/render/clusteredLights.d.ts +260 -0
- package/dist/render/clusteredLights.js +479 -0
- package/dist/render/colourGrade.d.ts +62 -0
- package/dist/render/colourGrade.js +91 -0
- package/dist/render/compute.d.ts +74 -0
- package/dist/render/compute.js +8 -0
- package/dist/render/contextLoss.d.ts +32 -0
- package/dist/render/contextLoss.js +46 -0
- package/dist/render/debugLines.d.ts +75 -0
- package/dist/render/debugLines.js +281 -0
- package/dist/render/decalPass.d.ts +34 -0
- package/dist/render/decalPass.js +103 -0
- package/dist/render/decalProjector.d.ts +140 -0
- package/dist/render/decalProjector.js +282 -0
- package/dist/render/decalQueue.d.ts +53 -0
- package/dist/render/decalQueue.js +87 -0
- package/dist/render/depthConvention.d.ts +314 -0
- package/dist/render/depthConvention.js +346 -0
- package/dist/render/drawingBuffer.d.ts +52 -0
- package/dist/render/drawingBuffer.js +67 -0
- package/dist/render/emptyTexture.d.ts +60 -0
- package/dist/render/emptyTexture.js +103 -0
- package/dist/render/envProbeArray.d.ts +85 -0
- package/dist/render/envProbeArray.js +164 -0
- package/dist/render/equirectToCube.d.ts +54 -0
- package/dist/render/equirectToCube.js +123 -0
- package/dist/render/flockGeometry.d.ts +23 -0
- package/dist/render/flockGeometry.js +43 -0
- package/dist/render/flockRenderer.d.ts +37 -0
- package/dist/render/flockRenderer.js +70 -0
- package/dist/render/frame/arena.d.ts +32 -0
- package/dist/render/frame/arena.js +65 -0
- package/dist/render/frame/index.d.ts +18 -0
- package/dist/render/frame/index.js +4 -0
- package/dist/render/frame/replay.d.ts +34 -0
- package/dist/render/frame/replay.js +48 -0
- package/dist/render/frame/resources.d.ts +25 -0
- package/dist/render/frame/resources.js +55 -0
- package/dist/render/frame/schedule.d.ts +37 -0
- package/dist/render/frame/schedule.js +61 -0
- package/dist/render/frameView.d.ts +19 -0
- package/dist/render/frameView.js +1 -0
- package/dist/render/gizmo.d.ts +236 -0
- package/dist/render/gizmo.js +727 -0
- package/dist/render/globalMedium.d.ts +124 -0
- package/dist/render/globalMedium.js +100 -0
- package/dist/render/globalMediumPass.d.ts +101 -0
- package/dist/render/globalMediumPass.js +250 -0
- package/dist/render/gpuCapability.d.ts +111 -0
- package/dist/render/gpuCapability.js +194 -0
- package/dist/render/gpuTimer.d.ts +87 -0
- package/dist/render/gpuTimer.js +145 -0
- package/dist/render/halfFloat.d.ts +4 -0
- package/dist/render/halfFloat.js +38 -0
- package/dist/render/handleRegistry.d.ts +54 -0
- package/dist/render/handleRegistry.js +84 -0
- package/dist/render/iesProfile.d.ts +64 -0
- package/dist/render/iesProfile.js +179 -0
- package/dist/render/imageTexels.d.ts +50 -0
- package/dist/render/imageTexels.js +91 -0
- package/dist/render/instancedMesh.d.ts +48 -0
- package/dist/render/instancedMesh.js +127 -0
- package/dist/render/instances.d.ts +69 -0
- package/dist/render/instances.js +52 -0
- package/dist/render/lightBudget.d.ts +397 -0
- package/dist/render/lightBudget.js +524 -0
- package/dist/render/lightMatrix.d.ts +3 -0
- package/dist/render/lightMatrix.js +45 -0
- package/dist/render/lightVolumeDraw.d.ts +132 -0
- package/dist/render/lightVolumeDraw.js +181 -0
- package/dist/render/lineBatch.d.ts +60 -0
- package/dist/render/lineBatch.js +160 -0
- package/dist/render/linePoints.d.ts +33 -0
- package/dist/render/linePoints.js +46 -0
- package/dist/render/livePointShadowSet.d.ts +72 -0
- package/dist/render/livePointShadowSet.js +258 -0
- package/dist/render/lod.d.ts +35 -0
- package/dist/render/lod.js +65 -0
- package/dist/render/mesh.d.ts +177 -0
- package/dist/render/mesh.js +466 -0
- package/dist/render/occlusion.d.ts +81 -0
- package/dist/render/occlusion.js +378 -0
- package/dist/render/oitPass.d.ts +67 -0
- package/dist/render/oitPass.js +213 -0
- package/dist/render/orderIndependent.d.ts +92 -0
- package/dist/render/orderIndependent.js +108 -0
- package/dist/render/particleBatch.d.ts +140 -0
- package/dist/render/particleBatch.js +186 -0
- package/dist/render/particleMaterial.d.ts +54 -0
- package/dist/render/particleMaterial.js +42 -0
- package/dist/render/particlePool.d.ts +124 -0
- package/dist/render/particlePool.js +182 -0
- package/dist/render/pass.d.ts +195 -0
- package/dist/render/pass.js +9 -0
- package/dist/render/passTarget.d.ts +86 -0
- package/dist/render/passTarget.js +121 -0
- package/dist/render/pickable.d.ts +31 -0
- package/dist/render/pickable.js +172 -0
- package/dist/render/planarReflection.d.ts +59 -0
- package/dist/render/planarReflection.js +194 -0
- package/dist/render/planarReflectionDraw.d.ts +31 -0
- package/dist/render/planarReflectionDraw.js +65 -0
- package/dist/render/plumeGeometry.d.ts +25 -0
- package/dist/render/plumeGeometry.js +61 -0
- package/dist/render/plumeMaterial.d.ts +31 -0
- package/dist/render/plumeMaterial.js +64 -0
- package/dist/render/plumeRenderer.d.ts +96 -0
- package/dist/render/plumeRenderer.js +185 -0
- package/dist/render/pointLightSelection.d.ts +175 -0
- package/dist/render/pointLightSelection.js +301 -0
- package/dist/render/pointShadowArray.d.ts +95 -0
- package/dist/render/pointShadowArray.js +219 -0
- package/dist/render/pointShadowBudget.d.ts +118 -0
- package/dist/render/pointShadowBudget.js +221 -0
- package/dist/render/pointShadowImage.d.ts +265 -0
- package/dist/render/pointShadowImage.js +339 -0
- package/dist/render/pointShadowMap.d.ts +93 -0
- package/dist/render/pointShadowMap.js +167 -0
- package/dist/render/pointShadowSystem.d.ts +195 -0
- package/dist/render/pointShadowSystem.js +336 -0
- package/dist/render/prefilterEnvMap.d.ts +124 -0
- package/dist/render/prefilterEnvMap.js +146 -0
- package/dist/render/prefilterPass.d.ts +44 -0
- package/dist/render/prefilterPass.js +98 -0
- package/dist/render/probeGrid.d.ts +122 -0
- package/dist/render/probeGrid.js +174 -0
- package/dist/render/rainField.d.ts +99 -0
- package/dist/render/rainField.js +168 -0
- package/dist/render/reflectionProbe.d.ts +188 -0
- package/dist/render/reflectionProbe.js +437 -0
- package/dist/render/renderQuality.d.ts +699 -0
- package/dist/render/renderQuality.js +293 -0
- package/dist/render/rendererHarness.d.ts +39 -0
- package/dist/render/rendererHarness.js +185 -0
- package/dist/render/resolutionGovernor.d.ts +107 -0
- package/dist/render/resolutionGovernor.js +144 -0
- package/dist/render/scatterDeform.d.ts +17 -0
- package/dist/render/scatterDeform.js +46 -0
- package/dist/render/sceneTarget.d.ts +288 -0
- package/dist/render/sceneTarget.js +856 -0
- package/dist/render/screenSpaceReflection.d.ts +233 -0
- package/dist/render/screenSpaceReflection.js +415 -0
- package/dist/render/sdfFont.d.ts +77 -0
- package/dist/render/sdfFont.js +86 -0
- package/dist/render/sdfTextLayout.d.ts +46 -0
- package/dist/render/sdfTextLayout.js +145 -0
- package/dist/render/sdfTextRenderer.d.ts +75 -0
- package/dist/render/sdfTextRenderer.js +194 -0
- package/dist/render/seaState.d.ts +25 -0
- package/dist/render/seaState.js +34 -0
- package/dist/render/segmentQuads.d.ts +29 -0
- package/dist/render/segmentQuads.js +75 -0
- package/dist/render/shader.d.ts +5 -0
- package/dist/render/shader.js +172 -0
- package/dist/render/shaders/ambientOcclusion.d.ts +45 -0
- package/dist/render/shaders/ambientOcclusion.js +352 -0
- package/dist/render/shaders/arcane.d.ts +19 -0
- package/dist/render/shaders/arcane.js +102 -0
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- package/src/render/passTarget.ts +225 -0
- package/src/render/pickable.ts +222 -0
- package/src/render/planarReflection.ts +233 -0
- package/src/render/planarReflectionDraw.ts +87 -0
- package/src/render/plumeGeometry.ts +75 -0
- package/src/render/plumeMaterial.ts +99 -0
- package/src/render/plumeRenderer.ts +272 -0
- package/src/render/pointLightSelection.ts +447 -0
- package/src/render/pointShadowArray.ts +276 -0
- package/src/render/pointShadowBudget.ts +305 -0
- package/src/render/pointShadowImage.ts +470 -0
- package/src/render/pointShadowMap.ts +228 -0
- package/src/render/pointShadowSystem.ts +408 -0
- package/src/render/prefilterEnvMap.ts +162 -0
- package/src/render/prefilterPass.ts +115 -0
- package/src/render/probeGrid.ts +248 -0
- package/src/render/rainField.ts +240 -0
- package/src/render/reflectionProbe.ts +530 -0
- package/src/render/renderQuality.ts +1054 -0
- package/src/render/rendererHarness.ts +214 -0
- package/src/render/resolutionGovernor.ts +189 -0
- package/src/render/scatterDeform.ts +72 -0
- package/src/render/sceneTarget.ts +1032 -0
- package/src/render/screenSpaceReflection.ts +524 -0
- package/src/render/sdfFont.ts +157 -0
- package/src/render/sdfTextLayout.ts +206 -0
- package/src/render/sdfTextRenderer.ts +233 -0
- package/src/render/seaState.ts +55 -0
- package/src/render/segmentQuads.ts +92 -0
- package/src/render/shader.ts +190 -0
- package/src/render/shaders/ambientOcclusion.ts +354 -0
- package/src/render/shaders/arcane.ts +103 -0
- package/src/render/shaders/bloom.ts +232 -0
- package/src/render/shaders/bolt.ts +164 -0
- package/src/render/shaders/caustics.ts +169 -0
- package/src/render/shaders/conditionals.ts +58 -0
- package/src/render/shaders/decalProject.ts +127 -0
- package/src/render/shaders/depth.ts +131 -0
- package/src/render/shaders/depthOfField.ts +141 -0
- package/src/render/shaders/film.ts +285 -0
- package/src/render/shaders/fire.ts +180 -0
- package/src/render/shaders/flat/directionalShadow.ts +196 -0
- package/src/render/shaders/flat/index.ts +502 -0
- package/src/render/shaders/flat/lobes.ts +399 -0
- package/src/render/shaders/flat/main.ts +1631 -0
- package/src/render/shaders/flat/pointShadow.ts +323 -0
- package/src/render/shaders/flat/preamble.ts +875 -0
- package/src/render/shaders/flat/probeGrid.ts +152 -0
- package/src/render/shaders/flat/surface.ts +41 -0
- package/src/render/shaders/flock.ts +103 -0
- package/src/render/shaders/fog.ts +99 -0
- package/src/render/shaders/fullscreen.ts +28 -0
- package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +74 -0
- package/src/render/shaders/generated/arcane.wgsl.ts +98 -0
- package/src/render/shaders/generated/bloom.wgsl.ts +79 -0
- package/src/render/shaders/generated/bolt.wgsl.ts +127 -0
- package/src/render/shaders/generated/caustics.wgsl.ts +127 -0
- package/src/render/shaders/generated/decalProject.wgsl.ts +69 -0
- package/src/render/shaders/generated/depth.wgsl.ts +142 -0
- package/src/render/shaders/generated/film.wgsl.ts +143 -0
- package/src/render/shaders/generated/fire.wgsl.ts +137 -0
- package/src/render/shaders/generated/flat.wgsl.ts +9195 -0
- package/src/render/shaders/generated/flock.wgsl.ts +82 -0
- package/src/render/shaders/generated/fullscreen.wgsl.ts +20 -0
- package/src/render/shaders/generated/globalMedium.wgsl.ts +139 -0
- package/src/render/shaders/generated/lightVolume.wgsl.ts +242 -0
- package/src/render/shaders/generated/line.wgsl.ts +137 -0
- package/src/render/shaders/generated/octahedralResolve.wgsl.ts +60 -0
- package/src/render/shaders/generated/oitResolve.wgsl.ts +31 -0
- package/src/render/shaders/generated/panel.wgsl.ts +57 -0
- package/src/render/shaders/generated/particle.wgsl.ts +343 -0
- package/src/render/shaders/generated/prefilter.wgsl.ts +69 -0
- package/src/render/shaders/generated/rush.wgsl.ts +139 -0
- package/src/render/shaders/generated/scatter.wgsl.ts +205 -0
- package/src/render/shaders/generated/sdfText.wgsl.ts +78 -0
- package/src/render/shaders/generated/sky.wgsl.ts +109 -0
- package/src/render/shaders/generated/smoke.wgsl.ts +93 -0
- package/src/render/shaders/generated/ssrResolve.wgsl.ts +26 -0
- package/src/render/shaders/generated/ssrTrace.wgsl.ts +94 -0
- package/src/render/shaders/generated/temporalResolve.wgsl.ts +54 -0
- package/src/render/shaders/generated/text.wgsl.ts +107 -0
- package/src/render/shaders/generated/water.wgsl.ts +256 -0
- package/src/render/shaders/generated/windStreaks.wgsl.ts +82 -0
- package/src/render/shaders/gerstner.ts +110 -0
- package/src/render/shaders/globalMedium.ts +396 -0
- package/src/render/shaders/lightVolume.ts +546 -0
- package/src/render/shaders/line.ts +125 -0
- package/src/render/shaders/morph.ts +62 -0
- package/src/render/shaders/octahedral.ts +170 -0
- package/src/render/shaders/octahedralResolve.ts +83 -0
- package/src/render/shaders/oitResolve.ts +42 -0
- package/src/render/shaders/outputTransform.ts +107 -0
- package/src/render/shaders/panel.ts +51 -0
- package/src/render/shaders/particle.ts +438 -0
- package/src/render/shaders/prefilter.ts +278 -0
- package/src/render/shaders/rush.ts +357 -0
- package/src/render/shaders/scatter.ts +211 -0
- package/src/render/shaders/sdfText.ts +68 -0
- package/src/render/shaders/skinning.ts +59 -0
- package/src/render/shaders/sky.ts +243 -0
- package/src/render/shaders/smoke.ts +89 -0
- package/src/render/shaders/ssrResolve.ts +28 -0
- package/src/render/shaders/ssrTrace.ts +233 -0
- package/src/render/shaders/tangentFrame.ts +70 -0
- package/src/render/shaders/temporalResolve.ts +151 -0
- package/src/render/shaders/text.ts +156 -0
- package/src/render/shaders/vertexChannel.ts +71 -0
- package/src/render/shaders/water.ts +356 -0
- package/src/render/shaders/windStreaks.ts +130 -0
- package/src/render/shadowCasters.ts +124 -0
- package/src/render/shadowMap.ts +89 -0
- package/src/render/shotPlacement.ts +266 -0
- package/src/render/skinPalette.ts +157 -0
- package/src/render/ssrPass.ts +241 -0
- package/src/render/surfaceSheet.ts +158 -0
- package/src/render/surfaceTexture.ts +310 -0
- package/src/render/temporalAa.ts +221 -0
- package/src/render/temporalPass.ts +153 -0
- package/src/render/textLayout.ts +239 -0
- package/src/render/textRenderer.ts +201 -0
- package/src/render/thirdPersonCamera.ts +578 -0
- package/src/render/trample.ts +140 -0
- package/src/render/translucentQueue.ts +161 -0
- package/src/render/uniformVectorBudget.ts +246 -0
- package/src/render/uploadStep.ts +14 -0
- package/src/render/vertexDefaults.ts +115 -0
- package/src/render/visibility.ts +56 -0
- package/src/render/waterDraw.ts +167 -0
- package/src/render/waterGrid.ts +180 -0
- package/src/render/waterRenderer.ts +352 -0
- package/src/render/wind.ts +79 -0
- package/src/render/windField.ts +50 -0
- package/src/render/windStreakDraw.ts +131 -0
- package/src/render/windStreakRenderer.ts +130 -0
- package/src/scene/node.ts +336 -0
- package/src/scene/visit.ts +82 -0
- package/src/ui/clipMime.ts +109 -0
- package/src/ui/exportTarget.ts +491 -0
- package/src/ui/frameOverlay.ts +159 -0
- package/src/ui/framePacer.ts +351 -0
- package/src/ui/frameRecorder.ts +333 -0
- package/src/ui/fullscreen.ts +113 -0
- package/src/ui/pixelCursor.ts +99 -0
- package/src/ui/splash.ts +347 -0
- package/src/ui/stillFrame.ts +44 -0
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/**
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* Wind speed at which the sea is fully developed. Beyond it, waves stop
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* growing — a real fetch-limited sea saturates, and more importantly the
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* islands sit about 1.8 m above the waterline, so an unbounded swell would
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* flood the route and turn weather into a movement bug.
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*/
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const FULLY_DEVELOPED = 7;
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/** Never completely flat: dead-still water reads as glass, not as calm. */
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const MINIMUM_STEEPNESS = 0.35;
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const MAXIMUM_STEEPNESS = 1.35;
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/** Whitecaps need real wind; ripples do not break. */
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const FOAM_THRESHOLD = 2.5;
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export function seaStateForWind(windSpeed) {
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const t = Math.min(Math.max(windSpeed, 0) / FULLY_DEVELOPED, 1);
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return {
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steepness: MINIMUM_STEEPNESS + (MAXIMUM_STEEPNESS - MINIMUM_STEEPNESS) * t,
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foam: Math.min(Math.max((windSpeed - FOAM_THRESHOLD) / (FULLY_DEVELOPED - FOAM_THRESHOLD), 0), 1),
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};
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}
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/**
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* The same surface state, asked for directly instead of derived from wind.
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*
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* Shares this module's floor and ceiling so an indoor body and an outdoor one at the
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* same roughness look the same — the point is where the number *comes from*, not a
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* second scale with its own feel. Foam is deliberately reachable: a sluice or a pump
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* outfall breaks without any wind at all.
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*/
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export function seaStateForAgitation(agitation) {
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const t = Math.min(Math.max(agitation, 0), 1);
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return {
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steepness: MINIMUM_STEEPNESS + (MAXIMUM_STEEPNESS - MINIMUM_STEEPNESS) * t,
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foam: Math.min(Math.max((t - 0.55) / 0.45, 0), 1),
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};
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}
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import type { BoltSegments } from './boltPool.ts';
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/**
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* How a list of segments becomes triangles, held once for every renderer that draws one.
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*
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* **Four vertices a segment rather than instancing**, because a segment's two endpoints *are*
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* its geometry: there is no repeated base shape to instance, and an instanced version would
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* upload the same two positions per vertex anyway.
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*
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* Shared by arcs and by lines, which want the same quad and nothing else in common: an arc is
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* additive, unlit, over-bright and jittered along its own path, and a line is a flat fogged
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* colour with a clean edge. Two copies of the corner table would be two different meshes for
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* the same segment, which is the mistake `waterGrid.ts` was extracted after catching in the
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* act, a patch resolution of 48 against 24.
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*/
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/** Four vertices a segment: both ends, both sides, as (along, side). */
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export declare const SEGMENT_CORNERS: readonly (readonly [number, number])[];
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/** The static half of a batch: which end and side each vertex is, and the triangle list. */
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export interface SegmentQuads {
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readonly corners: Float32Array;
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readonly indices: Uint32Array;
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}
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export declare function buildSegmentQuads(capacity: number): SegmentQuads;
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/**
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* Expand this frame's segments to their four vertices each, into arrays the caller owns.
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*
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* Returns how many segments were written, which is the pool's count clamped to the batch's
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* capacity — a pool that overruns loses its tail rather than the frame.
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*/
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export declare function expandBoltSegments(data: BoltSegments, capacity: number, from: Float32Array, to: Float32Array, arc: Float32Array): number;
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/**
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* How a list of segments becomes triangles, held once for every renderer that draws one.
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*
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* **Four vertices a segment rather than instancing**, because a segment's two endpoints *are*
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* its geometry: there is no repeated base shape to instance, and an instanced version would
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* upload the same two positions per vertex anyway.
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*
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* Shared by arcs and by lines, which want the same quad and nothing else in common: an arc is
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* additive, unlit, over-bright and jittered along its own path, and a line is a flat fogged
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* colour with a clean edge. Two copies of the corner table would be two different meshes for
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* the same segment, which is the mistake `waterGrid.ts` was extracted after catching in the
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* act, a patch resolution of 48 against 24.
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*/
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/** Four vertices a segment: both ends, both sides, as (along, side). */
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export const SEGMENT_CORNERS = [
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[0, -1],
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[1, -1],
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[1, 1],
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[0, 1],
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];
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export function buildSegmentQuads(capacity) {
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const corners = new Float32Array(capacity * 4 * 2);
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const indices = new Uint32Array(capacity * 6);
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for (let s = 0; s < capacity; s++) {
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const v = s * 4;
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for (let c = 0; c < 4; c++) {
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const corner = SEGMENT_CORNERS[c];
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corners[(v + c) * 2] = corner[0];
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corners[(v + c) * 2 + 1] = corner[1];
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}
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const i = s * 6;
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indices[i] = v;
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indices[i + 1] = v + 1;
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indices[i + 2] = v + 2;
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indices[i + 3] = v;
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indices[i + 4] = v + 2;
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indices[i + 5] = v + 3;
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}
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return { corners, indices };
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}
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/**
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* Expand this frame's segments to their four vertices each, into arrays the caller owns.
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*
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* Returns how many segments were written, which is the pool's count clamped to the batch's
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* capacity — a pool that overruns loses its tail rather than the frame.
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*/
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export function expandBoltSegments(data, capacity, from, to, arc) {
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48
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const count = Math.min(data.count, capacity);
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49
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for (let s = 0; s < count; s++) {
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const fx = data.from[s * 3];
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51
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const fy = data.from[s * 3 + 1];
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const fz = data.from[s * 3 + 2];
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const tx = data.to[s * 3];
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const ty = data.to[s * 3 + 1];
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const tz = data.to[s * 3 + 2];
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const along = data.along[s];
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const fade = data.fade[s];
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const seed = data.seed[s];
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const gain = data.brightness[s];
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for (let c = 0; c < 4; c++) {
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const v = s * 4 + c;
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from[v * 3] = fx;
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from[v * 3 + 1] = fy;
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from[v * 3 + 2] = fz;
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to[v * 3] = tx;
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to[v * 3 + 1] = ty;
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to[v * 3 + 2] = tz;
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arc[v * 4] = along;
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arc[v * 4 + 1] = fade;
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arc[v * 4 + 2] = seed;
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71
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arc[v * 4 + 3] = gain;
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72
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}
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73
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}
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74
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return count;
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75
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}
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1
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/** Shader compilation with fail-fast diagnostics (init-time only, never per-frame). */
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2
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export declare function compileProgram(gl: WebGL2RenderingContext, vertexSource: string, fragmentSource: string, label: string): WebGLProgram;
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3
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export declare function setUniformStrictMode(on: boolean): void;
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4
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/** Locations of every active uniform, keyed by name. */
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5
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export declare function uniformLocations(gl: WebGL2RenderingContext, program: WebGLProgram, label?: string): Record<string, WebGLUniformLocation>;
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@@ -0,0 +1,172 @@
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1
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/** Shader compilation with fail-fast diagnostics (init-time only, never per-frame). */
|
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2
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export function compileProgram(gl, vertexSource, fragmentSource, label) {
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3
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const vs = compileStage(gl, gl.VERTEX_SHADER, vertexSource, `${label}.vert`);
|
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4
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const fs = compileStage(gl, gl.FRAGMENT_SHADER, fragmentSource, `${label}.frag`);
|
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5
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const program = gl.createProgram();
|
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6
|
+
if (program === null)
|
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7
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+
throw new Error(`[${label}] createProgram failed`);
|
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8
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gl.attachShader(program, vs);
|
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9
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gl.attachShader(program, fs);
|
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10
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gl.linkProgram(program);
|
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11
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gl.deleteShader(vs);
|
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12
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gl.deleteShader(fs);
|
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13
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
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14
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+
const log = gl.getProgramInfoLog(program);
|
|
15
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+
gl.deleteProgram(program);
|
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16
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+
throw new Error(`[${label}] link failed: ${log ?? 'no log'}`);
|
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17
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+
}
|
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18
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return program;
|
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19
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}
|
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20
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/**
|
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21
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+
* Whether a uniform lookup that cannot reach the GPU is reported.
|
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22
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+
*
|
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23
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+
* Two ways it cannot: the program has no such uniform, or the program is not the one
|
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24
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+
* currently bound. Both upload nothing; only the second one leaves a GL error behind.
|
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25
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+
*
|
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26
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+
* **Why this exists.** `gl.uniform*(null, value)` is legal and does *nothing*: no error,
|
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27
|
+
* no warning, no exception. Every uniform in this renderer is written through
|
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28
|
+
* `uniforms['name'] ?? null`, so a name that stops matching — renamed, optimised out,
|
|
29
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+
* spelled for a different driver's convention — silently stops being uploaded, and the
|
|
30
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+
* 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
|
+
*
|
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33
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+
* 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;
|