@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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  753. package/src/render/backend/webgpu/waterPass.ts +211 -0
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  955. package/src/ui/stillFrame.ts +44 -0
@@ -0,0 +1,387 @@
1
+ import { resolveConditionals } from '../conditionals.js';
2
+ import { OCTAHEDRAL_GLSL } from '../octahedral.js';
3
+ import { PROBEGRID_GLSL } from './probeGrid.js';
4
+ import { TANGENT_FRAME_GLSL } from '../tangentFrame.js';
5
+ import { preambleGlsl } from './preamble.js';
6
+ import { LOBES_GLSL } from './lobes.js';
7
+ import { POINTSHADOW_GLSL } from './pointShadow.js';
8
+ import { DIRECTIONALSHADOW_GLSL } from './directionalShadow.js';
9
+ import { MORPH_GLSL } from '../morph.js';
10
+ import { SKINNING_GLSL } from '../skinning.js';
11
+ import { SURFACE_GLSL } from './surface.js';
12
+ import { MAIN_GLSL } from './main.js';
13
+ import { CHANNEL_ATTRIBUTE, CHANNEL_BEND } from '../vertexChannel.js';
14
+ import { FULL_LIGHT_BUDGET } from '../../uniformVectorBudget.js';
15
+ /**
16
+ * Flat-shaded vertex colours with one dominant directional source, ambient,
17
+ * point lights, emissive geometry, directional + omnidirectional shadows and
18
+ * the shared atmospheric medium. Colour comes from vertex data and shader
19
+ * maths; no image assets are involved.
20
+ */
21
+ const FLAT_VERT_SOURCE = `#version 300 es
22
+ layout(location = 0) in vec3 aPosition;
23
+ layout(location = 1) in vec3 aNormal;
24
+ layout(location = 2) in vec3 aColor;
25
+ layout(location = 3) in float aEmissive;
26
+ layout(location = 4) in float aSpecular;
27
+ layout(location = 5) in vec2 aUv;
28
+ layout(location = 6) in vec3 aEmissiveColor;
29
+ layout(location = 7) in float aRoughness;
30
+ layout(location = 8) in float aGrain;
31
+ layout(location = 9) in float aRelief;
32
+ /**
33
+ * Which way is along the texture, four floats a vertex.
34
+ *
35
+ * xyz is the tangent and w is the bitangent sign, which is what a mirrored UV island needs: an
36
+ * artist mapping the left and right of a model onto one patch gives one side a flipped frame, and
37
+ * a bitangent computed without the sign lights that side inside out. See geometry/tangents.ts.
38
+ *
39
+ * Location 10 because that is where both backends already upload it — buffers.ts lists it and
40
+ * mesh.ts attaches it — and nothing consumed it until now.
41
+ */
42
+ layout(location = 10) in vec4 aTangent;
43
+ #if SKINNED
44
+ ${SKINNING_GLSL}
45
+ #endif
46
+
47
+ uniform mat4 uViewProj;
48
+ /** 1 when the mesh carries a tangent frame. See vHasTangents. */
49
+ uniform int uHasTangents;
50
+ uniform mat4 uLightViewProj;
51
+ /**
52
+ * How often the surface texture repeats across this mesh's UV range, per axis.
53
+ *
54
+ * Per-draw rather than baked into vertex data, so geometry built once in metres can be
55
+ * textured at whatever density a material wants without rebuilding it — and so the same
56
+ * wall mesh can carry a fine tile in one biome and a coarse one in another. Ignored
57
+ * when no texture is bound.
58
+ */
59
+ uniform vec2 uUvScale;
60
+
61
+ /*
62
+ * **Placement and tint are declared last of the shared uniforms, and the position is the
63
+ * requirement** — the same requirement, and for the same reason, that morph's uniforms are
64
+ * declared after everything below.
65
+ *
66
+ * A uniform block is packed in declaration order and the renderer writes it by offset. The
67
+ * instanced variant does not declare these two at all, so anything declared *after* them moves
68
+ * when they go: with uModel second, the instanced block put uHasTangents at 64 where the plain
69
+ * one has it at 128, and a renderer writing by the plain table would have written the tangent
70
+ * flag into the model matrix. Measured, not feared — that is what the generated bindings said
71
+ * before this block moved down here.
72
+ *
73
+ * Declared last, every field the two variants share keeps the offset it had, and the instanced
74
+ * block is simply shorter.
75
+ */
76
+ #if INSTANCED
77
+ /**
78
+ * One instance's placement, four vec4 columns because GLSL ES 3.00 has no mat4 attribute, and
79
+ * its tint.
80
+ *
81
+ * Locations 11 to 15, which is exactly the five left once the base mesh has spent eleven of
82
+ * WebGL2's guaranteed sixteen.
83
+ *
84
+ * What it gives up is skinning: 11 and 12 are the joint indices and weights, so a draw cannot be
85
+ * both, and flatVert refuses the pair rather than silently dropping one of them. Morphing goes
86
+ * with it, for a different reason — a morph weight is per draw, so thirty instances would wear
87
+ * one expression between them, which is a wrong picture rather than a refused one.
88
+ *
89
+ * What would make it wrong is a twelfth base attribute. The escape hatch is to carry the tint in
90
+ * the w lanes of these four columns, which an affine matrix leaves unused, at the cost of
91
+ * narrowing this to affine transforms and making a projective one silently wrong.
92
+ */
93
+ layout(location = 11) in vec4 aInstanceModel0;
94
+ layout(location = 12) in vec4 aInstanceModel1;
95
+ layout(location = 13) in vec4 aInstanceModel2;
96
+ layout(location = 14) in vec4 aInstanceModel3;
97
+ layout(location = 15) in vec3 aInstanceTint;
98
+ #else
99
+ uniform mat4 uModel;
100
+ /**
101
+ * Per-draw colour multiplier. White is the identity and the default, so nothing that
102
+ * does not ask for one changes by a floating-point bit.
103
+ *
104
+ * Exists because colour in this engine is *vertex data* — that is what makes the whole
105
+ * world a single flat-shaded draw call — and vertex data cannot answer a question about
106
+ * the current frame. A caller that wants a mesh to take on a colour it learns at runtime
107
+ * had only one option before this: rebuild the geometry, which for anything per-frame is
108
+ * absurd. One uniform gives that whole class of effect a home without touching the
109
+ * payload rule: still no textures, still colour from vertices, just scaled.
110
+ */
111
+ uniform vec3 uTint;
112
+
113
+ /*
114
+ * **The per-vertex channel lives in this branch and not above it.** Location 13 is
115
+ * aInstanceModel2 in the instanced variant and one location cannot hold both, so an instanced
116
+ * draw compiles no channel at all -- and InstancedMesh refuses a mesh that carries one, so the
117
+ * absence is a loud error at construction rather than leaves that quietly never move.
118
+ *
119
+ * Declared after uModel and uTint and before the morph block, which is what keeps every variant
120
+ * agreeing about where the shared uniforms sit: the instanced variant drops these five along with
121
+ * the two above it, and a dropped field moves nothing. flatPass.ts asserts exactly that.
122
+ */
123
+ ${CHANNEL_ATTRIBUTE}
124
+ ${CHANNEL_BEND}
125
+ #endif
126
+
127
+ /*
128
+ * **After every uniform above it, and the position is the requirement.** A uniform block is packed
129
+ * in declaration order, so morph's four uniforms declared *before* uViewProj move the offset of
130
+ * every field the renderer already writes — and the renderer writes them by offset. That does not
131
+ * fail: it puts the model matrix where the view projection should be and draws a scrambled frame.
132
+ * Declared last, every shared field keeps the offset it had and all four vertex variants agree
133
+ * about the block they share.
134
+ */
135
+ #if MORPHED
136
+ ${MORPH_GLSL}
137
+ #endif
138
+
139
+ out vec3 vNormal;
140
+ out vec3 vColor;
141
+ out vec3 vWorldPos;
142
+ out float vEmissive;
143
+ out float vSpecular;
144
+ out vec4 vLightPos;
145
+ out vec2 vUv;
146
+ out vec3 vEmissiveColor;
147
+ out float vRoughness;
148
+ out float vGrain;
149
+ out float vRelief;
150
+ out vec4 vTangent;
151
+ /**
152
+ * How much of the directional term this vertex receives, and how opaque it is.
153
+ *
154
+ * Declared in every variant, including the instanced one that carries no channel: that variant
155
+ * writes the neutral 1.0 for both, so the fragment stage reads one shape whatever drew it and
156
+ * needs no permutation of its own.
157
+ *
158
+ * vSkyDirect scales the directional term and never the albedo, which is the whole reason it is a
159
+ * lane rather than something folded into vColor. A sky factor in the vertex colour multiplies
160
+ * ambient and sun together, so an enclosed face is darkened twice -- once for having no sky, once
161
+ * for the ambient it should still have received. See MeshData.channel.
162
+ */
163
+ out float vSkyDirect;
164
+ out float vAlpha;
165
+ /*
166
+ * How much medium a refracting surface has behind this vertex, as a multiplier on the thickness
167
+ * the draw states. The channel's .w lane, which 3.42.0 declared reserved and unread.
168
+ *
169
+ * It costs a varying and no attribute, where a fifteenth attribute would have spent one of the
170
+ * two vertex locations left. Absent means 1.0, so a mesh with no channel refracts at exactly the
171
+ * thickness its draw asked for.
172
+ */
173
+ out float vThickness;
174
+ /**
175
+ * Whether aTangent is a real frame or the absent-attribute constant.
176
+ *
177
+ * vertexDefaults.ts hands a mesh without tangents (1, 0, 0, 1) — a usable frame rather than a
178
+ * sentinel, because a zero tangent normalises to a NaN and a NaN in a fragment takes the pixel
179
+ * with it. So the attribute cannot report its own absence and the renderer has to.
180
+ *
181
+ * flat, because there is nothing to interpolate: it is one value for the whole draw.
182
+ */
183
+ flat out int vHasTangents;
184
+
185
+ void main() {
186
+ /*
187
+ * **Morph before skin, and the order is the definition.** A morph target deforms the *bind pose*
188
+ * — an expression on a face the skeleton has not moved yet — and the skeleton then carries that
189
+ * shape wherever the joint goes. Skinning first would deform the posed vertex, so an expression
190
+ * would drift as a limb moved.
191
+ */
192
+ #if MORPHED
193
+ vec3 basePosition = aPosition + morphOffset();
194
+ #else
195
+ vec3 basePosition = aPosition;
196
+ #endif
197
+ #if SKINNED
198
+ /*
199
+ * The skin matrix is applied in model space, before uModel, because a palette entry already
200
+ * carries the joint's inverse bind — it takes a vertex from the model's bind pose to where the
201
+ * joint has moved it, and uModel then places the whole character.
202
+ *
203
+ * The normal takes the same upper 3x3. **Uniform joint scale is assumed**: a non-uniformly
204
+ * scaled joint wants the inverse transpose, and this is not it, so such a joint lights slightly
205
+ * wrong rather than being wrong in shape. What would make it right is a second palette of
206
+ * inverse transposes, which doubles the texture — not worth it until a rig that squashes asks.
207
+ */
208
+ mat4 skin = skinMatrix();
209
+ vec4 local = skin * vec4(basePosition, 1.0);
210
+ vec3 localNormal = mat3(skin) * aNormal;
211
+ #else
212
+ vec4 local = vec4(basePosition, 1.0);
213
+ vec3 localNormal = aNormal;
214
+ #endif
215
+ #if INSTANCED
216
+ mat4 model = mat4(aInstanceModel0, aInstanceModel1, aInstanceModel2, aInstanceModel3);
217
+ vec3 tint = aInstanceTint;
218
+ #else
219
+ mat4 model = uModel;
220
+ vec3 tint = uTint;
221
+ #endif
222
+ vec4 world = model * local;
223
+ /*
224
+ * **The bend lands here, before vWorldPos, vLightPos and gl_Position read it.** All three have
225
+ * to see the same displaced vertex: a fragment shaded at one position and shadow-tested at
226
+ * another self-shadows as the gust changes, which is a defect that only appears in motion.
227
+ */
228
+ #if INSTANCED
229
+ vec3 bent = world.xyz;
230
+ #else
231
+ vec3 bent = channelBend(world.xyz, aChannel.x);
232
+ #endif
233
+ world = vec4(bent, world.w);
234
+ vWorldPos = world.xyz;
235
+ // Rotation/translation-only models (our case): mat3 is a valid normal matrix.
236
+ vec3 worldNormal = mat3(model) * localNormal;
237
+ vNormal = worldNormal;
238
+ vLightPos = uLightViewProj * world;
239
+ vColor = aColor * tint;
240
+ vEmissive = aEmissive;
241
+ vSpecular = aSpecular;
242
+ vUv = aUv * uUvScale;
243
+ vEmissiveColor = aEmissiveColor;
244
+ vRoughness = aRoughness;
245
+ vGrain = aGrain;
246
+ vRelief = aRelief;
247
+ vTangent = aTangent;
248
+ #if INSTANCED
249
+ /* No channel on this path; the neutral values are what every mesh read before it existed. */
250
+ vSkyDirect = 1.0;
251
+ vAlpha = 1.0;
252
+ vThickness = 1.0;
253
+ #else
254
+ vSkyDirect = aChannel.y;
255
+ vAlpha = aChannel.z;
256
+ vThickness = aChannel.w;
257
+ #endif
258
+ vHasTangents = uHasTangents;
259
+ gl_Position = uViewProj * world;
260
+ }
261
+ `;
262
+ /**
263
+ * The flat vertex shader, built for one variant.
264
+ *
265
+ * `resolveConditionals` cuts the skinning prelude and both attribute declarations out entirely
266
+ * when `skinned` is false, so an unskinned pipeline declares locations 11 and 12 nowhere and a
267
+ * driver is never handed a palette sampler it cannot reach.
268
+ */
269
+ export function flatVert(options) {
270
+ if (options.skinned && options.instanced) {
271
+ throw new Error('flatVert: a variant cannot be both skinned and instanced — the joint attributes and the ' +
272
+ 'instance matrix want locations 11 and 12, and WebGL2 guarantees only sixteen in all.');
273
+ }
274
+ if (options.morphed && options.instanced) {
275
+ throw new Error('flatVert: a variant cannot be both morphed and instanced — a morph weight is per draw, ' +
276
+ 'so every instance of the batch would wear one expression between them.');
277
+ }
278
+ return resolveConditionals(FLAT_VERT_SOURCE, { SKINNED: options.skinned, MORPHED: options.morphed, INSTANCED: options.instanced }, 'flatVert');
279
+ }
280
+ /**
281
+ * The flat fragment shader, built for one quality profile.
282
+ *
283
+ * A permutation rather than a constant, because a profile with shadows off was still
284
+ * compiling every line of shadow code it could never reach: ten `samplerCube` uniforms, a
285
+ * ten-way branch chain over them, a 190-line cubemap filter and two PCF loops. GLSL has no
286
+ * way to prove at compile time that `uPointShadowIndex[k]` is always -1, so none of it is
287
+ * eliminated — it becomes register pressure and sampler state paid by every fragment of
288
+ * every frame, in a shader whose author had already switched the feature off.
289
+ *
290
+ * That is ordinary waste on most parts and not ordinary on all of them. On a Radeon RX
291
+ * 9070 XT (RDNA4, Mesa 25.2.8) a dense interior world drawn with the full shader faults the
292
+ * GPU within seconds — an `SQC (data)` page fault, then a `gfx_0.0.0` ring timeout and a
293
+ * driver reset that takes the WebGL context with it. The fault scales with fragment count:
294
+ * a quarter of the pixels bought four times the survival time, and the same scene under
295
+ * the renderer this replaced never faults at all. A driver should not fault whatever it is
296
+ * handed, so that half is a driver bug worth reporting — but a shader carrying five times
297
+ * the work it needs is ours, and this is the half we own.
298
+ *
299
+ * `#if` rather than stripping by hand, so the enabled path stays one readable shader and
300
+ * the disabled one is genuinely absent rather than merely unreachable.
301
+ */
302
+ /**
303
+ * The fragment shader, assembled from its sections.
304
+ *
305
+ * The sections concatenate in exactly the order they occupied when this was one file, and
306
+ * `flatSource.test.ts` is what holds that: sixteen permutations pinned by hash and one in
307
+ * full. A reordering here changes the picture, and the snapshot is what says it has not.
308
+ */
309
+ export function flatFrag(options) {
310
+ /*
311
+ * `??` per field rather than a spread over the defaults, because a spread copies a key whose
312
+ * value is an explicit `undefined` and destroys the default under it — which is what 3.60.2 was.
313
+ */
314
+ const budget = {
315
+ maxLights: options.maxLights ?? FULL_LIGHT_BUDGET.maxLights,
316
+ maxAreaLights: options.maxAreaLights ?? FULL_LIGHT_BUDGET.maxAreaLights,
317
+ };
318
+ /*
319
+ * Refused rather than clamped, at the only moment anybody can act on it. A budget of zero
320
+ * declares `uniform vec3 uLightPos[0]`, which does not compile, and a fractional one interpolates
321
+ * `[7.5]` into the source — both arrive as a shader compile error naming a line nobody wrote.
322
+ */
323
+ for (const [name, value] of [
324
+ ['maxLights', budget.maxLights],
325
+ ['maxAreaLights', budget.maxAreaLights],
326
+ ]) {
327
+ if (!Number.isInteger(value) || value < 1) {
328
+ throw new Error(`flatFrag: ${name} must be a whole number of at least 1, not ${String(value)} — it is an ` +
329
+ `array size interpolated straight into the shader.`);
330
+ }
331
+ }
332
+ return resolveConditionals(
333
+ /*
334
+ * Joined with a newline, not concatenated bare. Each section holds the lines it owned
335
+ * and no trailing break, so a bare `+` would run the last line of one section into the
336
+ * first line of the next — which is a GLSL syntax error at best and a changed shader at
337
+ * worst. The snapshot caught it on the first run.
338
+ */
339
+ [
340
+ preambleGlsl(budget),
341
+ /*
342
+ * **Before `LOBES_GLSL`, and that position is a correction rather than a preference.**
343
+ *
344
+ * This used to sit between `LOBES_GLSL` and `POINTSHADOW_GLSL` under a comment saying it was
345
+ * "outside every `#if`". It was not: `LOBES_GLSL` opens a conditional that
346
+ * `DIRECTIONALSHADOW_GLSL` closes, so everything between them is inside it, and `octEncode`
347
+ * was compiled only into the permutations with point shadows. Nothing noticed, because the
348
+ * only caller was `pointShadow`, which is inside the same arm.
349
+ *
350
+ * A probe grid calls `octInsetUv` from an arm that has nothing to do with shadows, so the
351
+ * claim had to become true. Here it is: the preamble balances its own conditionals, so this
352
+ * is at depth zero, and it is still declared before `pointShadow` uses it.
353
+ */
354
+ OCTAHEDRAL_GLSL,
355
+ LOBES_GLSL,
356
+ POINTSHADOW_GLSL,
357
+ DIRECTIONALSHADOW_GLSL,
358
+ SURFACE_GLSL,
359
+ /*
360
+ * **Here because this is depth zero, which is what the chunk needs and where it was not.**
361
+ *
362
+ * Placed after `OCTAHEDRAL_GLSL` it landed inside the conditional `LOBES_GLSL` opens, so
363
+ * `gridIrradiance` was compiled out of every permutation without point shadows while `main`
364
+ * still called it — glslang answering "no matching overloaded function found" for a function
365
+ * whose definition was in the source, which is the same failure the note below records.
366
+ * Measured by counting `#if` against `#endif` per chunk rather than by reading them.
367
+ */
368
+ PROBEGRID_GLSL,
369
+ /*
370
+ * **Immediately before `MAIN_GLSL`, and the position is the requirement.**
371
+ *
372
+ * These chunks are not a flat list: several of them open an `#if` that a later one closes,
373
+ * so a chunk placed between two of them lands *inside* a conditional. Put beside
374
+ * `OCTAHEDRAL_GLSL` this was inside `#if POINT_SHADOWS` and compiled out of all eight
375
+ * permutations without them — glslang answering "no matching overloaded function found" for
376
+ * a function whose definition was there in the source. Here it cannot be: `main` follows,
377
+ * and `main` is unconditional by construction.
378
+ */
379
+ TANGENT_FRAME_GLSL,
380
+ MAIN_GLSL,
381
+ ].join('\n'), {
382
+ POINT_SHADOWS: options.pointShadows,
383
+ ENVIRONMENT_PROBE: options.environmentProbe,
384
+ NIGHT_EMISSIVE: options.nightEmissive,
385
+ DIRECTIONAL_SHADOWS: options.directionalShadows,
386
+ }, 'flat');
387
+ }
@@ -0,0 +1 @@
1
+ export declare const LOBES_GLSL: string;