@driftengine/core 4.11.0 → 4.11.1
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/CHANGELOG.json +36 -0
- package/README.md +1 -1
- package/dist/index.d.ts +2 -2
- package/dist/index.js +1 -1
- package/dist/render/ambientOcclusionPass.d.ts +3 -2
- package/dist/render/ambientOcclusionPass.js +4 -2
- package/dist/render/backend/api.d.ts +21 -1
- package/dist/render/backend/webgl2/renderer.d.ts +45 -4
- package/dist/render/backend/webgl2/renderer.js +112 -19
- package/dist/render/backend/webgpu/renderer.d.ts +52 -1
- package/dist/render/backend/webgpu/renderer.js +237 -89
- package/dist/render/instances.d.ts +13 -1
- package/dist/render/instances.js +10 -0
- package/dist/render/occlusionFade.d.ts +21 -0
- package/dist/render/occlusionFade.js +27 -0
- package/dist/render/sceneTarget.d.ts +2 -0
- package/dist/render/sceneTarget.js +1 -1
- package/dist/render/shaders/ambientOcclusion.js +12 -1
- package/dist/render/shaders/flat/index.js +9 -2
- package/dist/render/shaders/flat/layered.d.ts +15 -7
- package/dist/render/shaders/flat/layered.js +114 -31
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +10 -3
- package/dist/render/shaders/flat/normalMap.d.ts +1 -1
- package/dist/render/shaders/flat/normalMap.js +11 -2
- package/dist/render/shaders/generated/ambientOcclusion.wgsl.d.ts +6 -1
- package/dist/render/shaders/generated/ambientOcclusion.wgsl.js +6 -1
- package/dist/render/shaders/generated/flat.wgsl.d.ts +48 -48
- package/dist/render/shaders/generated/flat.wgsl.js +71 -71
- package/dist/render/surfaceLayers.d.ts +83 -15
- package/dist/render/surfaceLayers.js +69 -13
- package/dist/render/surfaceTexture.d.ts +13 -4
- package/dist/render/transmission.d.ts +21 -0
- package/dist/render/transmission.js +21 -0
- package/dist/ui/splash.d.ts +42 -2
- package/dist/ui/splash.js +78 -13
- package/package.json +6 -6
- package/src/index.ts +2 -0
- package/src/render/ambientOcclusionPass.ts +4 -1
- package/src/render/backend/api.ts +31 -0
- package/src/render/backend/webgl2/renderer.ts +130 -20
- package/src/render/backend/webgpu/renderer.ts +371 -139
- package/src/render/instances.ts +18 -1
- package/src/render/occlusionFade.ts +29 -0
- package/src/render/sceneTarget.ts +3 -0
- package/src/render/shaders/ambientOcclusion.ts +12 -1
- package/src/render/shaders/flat/index.ts +9 -2
- package/src/render/shaders/flat/layered.ts +114 -31
- package/src/render/shaders/flat/main.ts +10 -3
- package/src/render/shaders/flat/normalMap.ts +11 -2
- package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +6 -1
- package/src/render/shaders/generated/flat.wgsl.ts +71 -71
- package/src/render/surfaceLayers.ts +138 -19
- package/src/render/surfaceTexture.ts +13 -4
- package/src/render/transmission.ts +27 -0
- package/src/ui/splash.ts +83 -14
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/**
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* A material blended from layers by a mask: `SurfaceMaterial.layers`,
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* `shaders/flat/layered.ts` reads it from.
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* A material blended from layers by a mask: `SurfaceMaterial.layers`, the four vectors
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* `shaders/flat/layered.ts` reads it from, and the decisions both backends take about it.
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*/
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import type { SurfaceProjection } from './surfaceProjection.ts';
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/** The most layers a material blends: a base and one for each of the mask's four channels. */
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export const MAX_SURFACE_LAYERS = 5;
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@@ -12,33 +13,89 @@ export const MAX_SURFACE_LAYERS = 5;
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* **Layer `i` is layer `i` of the material's arrays**: `albedo`, `normal` and `orm` each an array
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* whose layers are the material's layers in order, read at the mesh's coordinates times
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* `repeats[i]`, so rock can repeat forty times across a cliff while the moss on it repeats three.
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*
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*
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* read
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*
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* layer shows and nowhere it is covered;
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* Where the material has a `projection`, the layers are read at the world's horizontal position
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* instead, so a repeat is so many a metre (with the projection's own scale at 1). **The mask** is
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* read at the mesh's own coordinates and lays each layer over those before it: red lays layer 1
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* over the base, green layer 2 over that, blue layer 3, alpha layer 4. `emissiveLayer` gives the
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* material's emissive map to one layer, glowing where that layer shows and nowhere it is covered;
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* absent, the map glows as on any material.
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*
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* **Maps beyond the layers ride the material's own arrays, after its layers**, so they take no
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* texture binding of their own — the lit stage has none to spare: a mask the ORM array carries
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* (`mask: 'orm'`) is the ORM array's layer just past the layers, an `addMask` the one after that,
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* and `meshNormal` the normal array's layer just past the layers. Each shares its array's size and
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* format, so a four-channel mask wants an array that stores four.
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*
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* **What it gives up**: every layer's maps are read wherever any shows, three reads a layer, so five
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* layers are fifteen reads where one material is three; layers share an array's size and format; a
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* cutout reads the base layer's alpha;
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* cutout reads the base layer's alpha; a mask read where a model's map goes leaves no room for one,
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* so a lightmapped surface carries its mask in its ORM array or its vertices; a triplanar projection
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* lays layers on the horizontal plane alone; and a mask is sampled linear, so it is uploaded as data
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* (`colorSpace: 'linear'`).
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*/
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export interface SurfaceLayers<Texture> {
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/**
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-
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/**
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* Where the weights come from, red to alpha laying layers 1 to 4: a map read where a shading
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* model's map goes; `'orm'`, the ORM array's layer just past the layers; or `'vertex'`, the
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* vertex colour's red, green and blue, which then weights the layers instead of tinting them.
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*/
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readonly mask: Texture | 'orm' | 'vertex';
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/** Each layer's repeats across the mesh's coordinates, base first: one to five of them. */
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readonly repeats: readonly number[];
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/** The layer the emissive map glows on, 0 to 4. Absent: everywhere, as on any material. */
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readonly emissiveLayer?: number;
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/**
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* How the layers combine. `'over'`, the default, lays each over the ones before it by its
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* channel. `'sum'` mixes the base toward the sum of each layer times its channel, by the channels'
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* sum held to 1: two layers at half each are both half there, where laying over would let the
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* second cover half of the first.
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*/
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readonly blend?: 'over' | 'sum';
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/**
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* A second mask added to one layer's weight, read where the layers are (the world, under a
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* `projection`) times `repeat`, its red times `intensity`: sand drifting into the gravel's layer at
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* a scale of its own. The ORM array's layer after the layers and any mask it carries.
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*/
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readonly addMask?: {
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readonly layer: number;
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readonly repeat: number;
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readonly intensity: number;
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};
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/**
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* One layer weighted by how much the surface faces up rather than by its mask channel:
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* `saturate(bias + sharpness × (up / 2 + 1/2))`, `up` the world normal's upward share before any
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* normal map. Snow on the tops of rocks, moss on a ledge.
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*/
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readonly facing?: {
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readonly layer: number;
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readonly bias: number;
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readonly sharpness: number;
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};
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/**
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* A normal map read at the mesh's own coordinates and tangents, the normal array's layer just past
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* the layers, under the layers' blended normal: the large shapes of a rock or a cliff, which a
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* layer repeating forty times across it cannot carry.
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*/
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readonly meshNormal?: boolean;
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}
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/** Floats `packSurfaceLayers` writes:
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export const LAYER_FLOATS =
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/** Floats `packSurfaceLayers` writes: four vectors. */
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export const LAYER_FLOATS = 16;
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/** Where the mask is read, as the fourth float of the second vector carries it. */
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const MASK_SOURCE = { map: 0, orm: 1, vertex: 2 } as const;
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/**
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* `layers` into `out
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*
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*
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* `layers` into `out`, four vectors. The first five floats are the repeats (1 for a layer not
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* given), then how many layers there are, which one glows (−1 for none) and where the mask comes
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* from (0 a map, 1 the ORM array, 2 the vertex colour). Then the blend (0 over, 1 sum), whether a
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* mesh normal is laid under the layers, the added mask's layer (−1 for none) and repeat; its
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* intensity; and the facing layer (−1 for none), its bias and its sharpness. Zeros, no layers, where
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* there are none.
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*
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* A repeat that is not a positive number is 1, so a layer is never laid at a scale that collapses it
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* to a point; a glow, an added mask or a facing layer naming a layer there is not is none, and the
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* base, which no channel lays, is not one an added mask or the facing can name.
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*/
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export function packSurfaceLayers<Texture>(
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layers: SurfaceLayers<Texture> | null | undefined,
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out.fill(0);
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if (layers === null || layers === undefined || layers.repeats.length === 0) return;
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const count = Math.min(layers.repeats.length, MAX_SURFACE_LAYERS);
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for (let i = 0; i < MAX_SURFACE_LAYERS; i++)
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const repeat = i < count ? (layers.repeats[i] as number) : 1;
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out[i] = Number.isFinite(repeat) && repeat > 0 ? repeat : 1;
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}
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for (let i = 0; i < MAX_SURFACE_LAYERS; i++) out[i] = positive(i < count ? layers.repeats[i] : 1);
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out[5] = count;
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const glow = layers.emissiveLayer;
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out[6] = glow !== undefined && Number.isInteger(glow) && glow >= 0 && glow < count ? glow : -1;
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out[7] =
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layers.mask === 'orm'
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? MASK_SOURCE.orm
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: layers.mask === 'vertex'
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? MASK_SOURCE.vertex
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: MASK_SOURCE.map;
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out[8] = layers.blend === 'sum' ? 1 : 0;
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out[9] = layers.meshNormal === true ? 1 : 0;
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const added = layers.addMask;
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const addLayer = laidLayer(added?.layer, count);
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out[10] = addLayer;
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out[11] = addLayer < 0 ? 0 : positive(added?.repeat);
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out[12] = addLayer < 0 ? 0 : finite(added?.intensity);
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const facing = layers.facing;
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const faceLayer = laidLayer(facing?.layer, count);
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out[13] = faceLayer;
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out[14] = faceLayer < 0 ? 0 : finite(facing?.bias);
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out[15] = faceLayer < 0 ? 0 : finite(facing?.sharpness);
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}
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/** The texture a layered material's mask is, where it is one rather than another array or the vertices. */
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export function layerMaskMap<Texture>(
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layers: SurfaceLayers<Texture> | null | undefined,
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): Texture | null {
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const mask = layers?.mask;
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return mask === undefined || mask === 'orm' || mask === 'vertex' ? null : mask;
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}
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/**
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* Whether a material's layers can be drawn beside its `modelMap`: always, unless the mask is a map,
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* which is read where a model's map goes and so cannot share the slot with one — a lightmap's page
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* among them. The backends draw such a material as one layer and say so once.
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*/
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export function layersFitBeside<Texture>(
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layers: SurfaceLayers<Texture>,
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modelMap: Texture | null | undefined,
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): boolean {
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return modelMap === null || modelMap === undefined || layerMaskMap(layers) === null;
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}
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/**
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* The projection a layered material is drawn with: a triplanar one is laid on the horizontal plane,
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* at its own scale, since every layer's maps read three times over would be forty-five reads a pixel.
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* Anything else as it was. Whether to say so is the caller's.
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*/
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export function layeredProjection<Texture>(
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projection: SurfaceProjection | null | undefined,
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layers: SurfaceLayers<Texture> | null | undefined,
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): SurfaceProjection | null {
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if (projection === null || projection === undefined) return null;
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if (layers === null || layers === undefined || projection.kind !== 'triplanar') return projection;
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return { kind: 'planar', scale: projection.scale };
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}
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/** A layer an added mask or the facing may name: one a channel lays, 1 to `count − 1`, or −1. */
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function laidLayer(layer: number | undefined, count: number): number {
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return layer !== undefined && Number.isInteger(layer) && layer >= 1 && layer < count ? layer : -1;
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}
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function positive(value: number | undefined): number {
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return value !== undefined && Number.isFinite(value) && value > 0 ? value : 1;
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}
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function finite(value: number | undefined): number {
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return value !== undefined && Number.isFinite(value) ? value : 0;
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}
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* light through by its own rule (`TranslucentMeshOptions.glass`).
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*/
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diffuseTransmission?: number;
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/**
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* The colour the light from behind takes through the surface, linear, in place of its own colour:
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* a banner whose cloth glows a flat red behind a printed face, a leaf whose veins are not what the
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* light through it shows. Absent, the surface's colour, as `diffuseTransmission` has always used.
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* Each component is held at zero or above. Read only where `diffuseTransmission` lets light through.
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*/
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transmissionColor?: readonly [number, number, number] | null;
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/**
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* Up to five layers blended by a mask, each at its own repeat: `albedo`, `normal` and `orm` arrays
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* whose layers are the material's, and a mask laying each over the ones before it
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*
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*
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* whose layers are the material's, and a mask laying each over the ones before it or summing them,
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* from a map, the ORM array or the vertex colour; under a `projection` the layers are placed by the
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* world. Absent, the material is one layer, as every material was. **A lit switch**, compiled in the
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* first time a material asks. A mask that is a map is read where `modelMap` goes, so such a
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* material carries one or the other; a lightmapped one keeps its mask in its ORM array or its
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* vertices. See `surfaceLayers.ts` for the rest and what it gives up.
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*/
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layers?: SurfaceLayers<Texture> | null;
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}
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/**
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* A thin surface's light from behind as the lit stage reads it: `SurfaceMaterial.diffuseTransmission`
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* and `transmissionColor` into the four lanes of the glass tint an opaque material leaves unused.
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*
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* **The colour rides lanes glass owns**, because the lit stage's uniform rows are spent
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* (`flat/preamble.ts`): a pane writes its own tint there for its draw, so whatever binds a pane
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* puts this back after it, or the next draw of the material lets light through in the pane's colour.
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* **−1 in the colour lanes means "the albedo"**, which is what a material naming no colour has
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* always let through, so a scene that names none draws to the bit as it did.
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*/
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/** What a material lets through from behind and in which colour, as the glass tint carries it. */
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export interface Transmission {
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readonly diffuseTransmission?: number;
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readonly transmissionColor?: readonly [number, number, number] | null;
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}
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/**
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* `material` into `out`: the colour, or −1 three times where it names none, then the amount held
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|
+
* to 0..1. A colour component below zero is held at zero, so a mistyped colour lets no light
|
|
21
|
+
* through rather than reading as "the albedo".
|
|
22
|
+
*/
|
|
23
|
+
export function resolveTransmission(material: Transmission | null, out: Float32Array): void {
|
|
24
|
+
const colour = material?.transmissionColor ?? null;
|
|
25
|
+
for (let i = 0; i < 3; i++) out[i] = colour === null ? -1 : Math.max(colour[i] ?? 0, 0) || 0;
|
|
26
|
+
out[3] = Math.min(Math.max(material?.diffuseTransmission ?? 0, 0), 1) || 0;
|
|
27
|
+
}
|
package/src/ui/splash.ts
CHANGED
|
@@ -101,8 +101,9 @@ export const SPLASH_FADE_MS = 420;
|
|
|
101
101
|
/**
|
|
102
102
|
* When the badge gives the screen to the game. Two conditions and a cap, each for a named failure.
|
|
103
103
|
*
|
|
104
|
-
* - **The game has painted
|
|
105
|
-
*
|
|
104
|
+
* - **The game has painted**, and every promise it asked the badge to wait for has settled
|
|
105
|
+
* (`holdSplash`). Swapping before that shows the empty canvas, or the half-loaded first screen,
|
|
106
|
+
* the badge exists to cover.
|
|
106
107
|
* - **The minimum has passed.** A badge that vanishes the instant a fast machine paints is a
|
|
107
108
|
* flicker, and the machines that boot fastest are the ones a developer tests on.
|
|
108
109
|
* - **The cap overrides both**, and is checked first so that a minimum longer than the cap
|
|
@@ -138,6 +139,65 @@ export interface MountedSplash {
|
|
|
138
139
|
present(): void;
|
|
139
140
|
/** Take it down now, whatever the clock says. Idempotent. */
|
|
140
141
|
release(): void;
|
|
142
|
+
/** Keep it up until `until` settles as well, under `capMs`. False once it has left. */
|
|
143
|
+
holdUntil(until: PromiseLike<unknown>, capMs?: number): boolean;
|
|
144
|
+
}
|
|
145
|
+
|
|
146
|
+
/**
|
|
147
|
+
* What a badge waits for besides the clock: the game's first frame, and every promise the game asked
|
|
148
|
+
* it to wait for (`holdSplash`), under the cap the game named, the longest of several, or the engine's.
|
|
149
|
+
*
|
|
150
|
+
* **A hold settles whichever way its promise does.** A load that failed must not pin the logo: the
|
|
151
|
+
* game is shown, broken and visible, which is the cap's own argument. Pure apart from the promises,
|
|
152
|
+
* so the rule is testable in Node.
|
|
153
|
+
*/
|
|
154
|
+
export class SplashState {
|
|
155
|
+
/** Whether a frame of the game has reached the screen. */
|
|
156
|
+
painted = false;
|
|
157
|
+
private pending = 0;
|
|
158
|
+
/** The longest cap a hold has named, or 0 for none. */
|
|
159
|
+
private asked = 0;
|
|
160
|
+
|
|
161
|
+
/** The longest the badge may stay: the cap a hold named, the longest of several, or the engine's. */
|
|
162
|
+
get capMs(): number {
|
|
163
|
+
return this.asked > 0 ? this.asked : SPLASH_HARD_CAP_MS;
|
|
164
|
+
}
|
|
165
|
+
|
|
166
|
+
/** Wait for `until` too, under `capMs` where it names one; `settled` once it has. */
|
|
167
|
+
hold(until: PromiseLike<unknown>, capMs: number | undefined, settled: () => void): void {
|
|
168
|
+
this.pending += 1;
|
|
169
|
+
if (capMs !== undefined && Number.isFinite(capMs) && capMs > this.asked) this.asked = capMs;
|
|
170
|
+
const done = (): void => {
|
|
171
|
+
this.pending -= 1;
|
|
172
|
+
settled();
|
|
173
|
+
};
|
|
174
|
+
Promise.resolve(until).then(done, done);
|
|
175
|
+
}
|
|
176
|
+
|
|
177
|
+
/** Painted, with every hold settled: what `splashDecision` calls the content being ready. */
|
|
178
|
+
get ready(): boolean {
|
|
179
|
+
return this.painted && this.pending === 0;
|
|
180
|
+
}
|
|
181
|
+
}
|
|
182
|
+
|
|
183
|
+
/** The badge on the page, which `holdSplash` holds. One screen, so one badge: see `bootGate.ts`. */
|
|
184
|
+
let mounted: MountedSplash | null = null;
|
|
185
|
+
|
|
186
|
+
/**
|
|
187
|
+
* Keep the engine's badge up until `until` settles, as well as until the game's first frame: a game
|
|
188
|
+
* whose first screen loads for longer than that frame — a stage, figures and their pictures on a
|
|
189
|
+
* first visit — is seen whole rather than loading. **`capMs` is the game's own ceiling** on the
|
|
190
|
+
* badge in place of the engine's twenty seconds, longer for a slow first visit or shorter, so a load
|
|
191
|
+
* that never settles is still shown in the end; the longest of several holds' wins, and the minimum
|
|
192
|
+
* hold is unchanged.
|
|
193
|
+
*
|
|
194
|
+
* **Frames run while the game loads behind the plate**, since a load may need them, and are held
|
|
195
|
+
* once it has settled, for whatever is left of the minimum, as they are after a first frame with no
|
|
196
|
+
* hold. Returns whether there was a badge to hold: none in a packaged build, whose shell shows its
|
|
197
|
+
* own until the first frame, nor where `splash: false` or `?splash=0` turned it off.
|
|
198
|
+
*/
|
|
199
|
+
export function holdSplash(until: PromiseLike<unknown>, options: { capMs?: number } = {}): boolean {
|
|
200
|
+
return mounted?.holdUntil(until, options.capMs) ?? false;
|
|
141
201
|
}
|
|
142
202
|
|
|
143
203
|
/**
|
|
@@ -275,18 +335,19 @@ export function mountSplash(options: SplashOptions = {}): MountedSplash | null {
|
|
|
275
335
|
}
|
|
276
336
|
}
|
|
277
337
|
|
|
278
|
-
|
|
338
|
+
const state = new SplashState();
|
|
279
339
|
let leaving = false;
|
|
280
340
|
let timer: ReturnType<typeof setTimeout> | null = null;
|
|
281
341
|
|
|
282
342
|
/*
|
|
283
|
-
* **Freeze the game the moment it has proved it can draw.**
|
|
343
|
+
* **Freeze the game the moment it has proved it can draw and has loaded.**
|
|
284
344
|
*
|
|
285
|
-
*
|
|
286
|
-
* game would otherwise spend running behind an opaque screen.
|
|
345
|
+
* Ready is the first `endFrame` with every hold settled (`SplashState`), and everything after it
|
|
346
|
+
* until the plate leaves is time the game would otherwise spend running behind an opaque screen.
|
|
347
|
+
* Before it, frames run: a load the game is holding the badge for may need them. `bootGate` is read by `startLoop`
|
|
287
348
|
* and named by neither of them; see its own comment for why the state is shared that way.
|
|
288
349
|
*/
|
|
289
|
-
const openGate = holdFrames(() =>
|
|
350
|
+
const openGate = holdFrames(() => state.ready && !leaving);
|
|
290
351
|
|
|
291
352
|
const remove = (): void => {
|
|
292
353
|
/* Leaving the top layer is what `hidePopover` is for. `remove()` alone takes the element out
|
|
@@ -304,6 +365,7 @@ export function mountSplash(options: SplashOptions = {}): MountedSplash | null {
|
|
|
304
365
|
const release = (): void => {
|
|
305
366
|
if (leaving) return;
|
|
306
367
|
leaving = true;
|
|
368
|
+
if (mounted === badge) mounted = null;
|
|
307
369
|
/* Before the fade, not after it: the game resumes as the plate becomes transparent, so what
|
|
308
370
|
shows through is a running frame rather than the still one it was frozen on. */
|
|
309
371
|
openGate();
|
|
@@ -325,23 +387,30 @@ export function mountSplash(options: SplashOptions = {}): MountedSplash | null {
|
|
|
325
387
|
const settle = (): void => {
|
|
326
388
|
if (leaving) return;
|
|
327
389
|
const elapsed = performance.now() - started;
|
|
328
|
-
if (splashDecision(elapsed, minMs,
|
|
390
|
+
if (splashDecision(elapsed, minMs, state.ready, state.capMs) === 'swap') {
|
|
329
391
|
release();
|
|
330
392
|
return;
|
|
331
393
|
}
|
|
332
394
|
if (timer !== null) clearTimeout(timer);
|
|
333
|
-
const next =
|
|
395
|
+
const next = state.ready ? minMs - elapsed : state.capMs - elapsed;
|
|
334
396
|
timer = setTimeout(settle, Math.max(0, next));
|
|
335
397
|
};
|
|
336
398
|
|
|
337
|
-
|
|
338
|
-
|
|
339
|
-
return {
|
|
399
|
+
const badge: MountedSplash = {
|
|
340
400
|
present(): void {
|
|
341
|
-
if (painted || leaving) return;
|
|
342
|
-
painted = true;
|
|
401
|
+
if (state.painted || leaving) return;
|
|
402
|
+
state.painted = true;
|
|
343
403
|
settle();
|
|
344
404
|
},
|
|
345
405
|
release,
|
|
406
|
+
holdUntil(until: PromiseLike<unknown>, capMs?: number): boolean {
|
|
407
|
+
if (leaving) return false;
|
|
408
|
+
state.hold(until, capMs, settle);
|
|
409
|
+
settle();
|
|
410
|
+
return true;
|
|
411
|
+
},
|
|
346
412
|
};
|
|
413
|
+
mounted = badge;
|
|
414
|
+
settle();
|
|
415
|
+
return badge;
|
|
347
416
|
}
|