@driftengine/core 4.11.0 → 4.11.1

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Files changed (56) hide show
  1. package/CHANGELOG.json +36 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +2 -2
  4. package/dist/index.js +1 -1
  5. package/dist/render/ambientOcclusionPass.d.ts +3 -2
  6. package/dist/render/ambientOcclusionPass.js +4 -2
  7. package/dist/render/backend/api.d.ts +21 -1
  8. package/dist/render/backend/webgl2/renderer.d.ts +45 -4
  9. package/dist/render/backend/webgl2/renderer.js +112 -19
  10. package/dist/render/backend/webgpu/renderer.d.ts +52 -1
  11. package/dist/render/backend/webgpu/renderer.js +237 -89
  12. package/dist/render/instances.d.ts +13 -1
  13. package/dist/render/instances.js +10 -0
  14. package/dist/render/occlusionFade.d.ts +21 -0
  15. package/dist/render/occlusionFade.js +27 -0
  16. package/dist/render/sceneTarget.d.ts +2 -0
  17. package/dist/render/sceneTarget.js +1 -1
  18. package/dist/render/shaders/ambientOcclusion.js +12 -1
  19. package/dist/render/shaders/flat/index.js +9 -2
  20. package/dist/render/shaders/flat/layered.d.ts +15 -7
  21. package/dist/render/shaders/flat/layered.js +114 -31
  22. package/dist/render/shaders/flat/main.d.ts +1 -1
  23. package/dist/render/shaders/flat/main.js +10 -3
  24. package/dist/render/shaders/flat/normalMap.d.ts +1 -1
  25. package/dist/render/shaders/flat/normalMap.js +11 -2
  26. package/dist/render/shaders/generated/ambientOcclusion.wgsl.d.ts +6 -1
  27. package/dist/render/shaders/generated/ambientOcclusion.wgsl.js +6 -1
  28. package/dist/render/shaders/generated/flat.wgsl.d.ts +48 -48
  29. package/dist/render/shaders/generated/flat.wgsl.js +71 -71
  30. package/dist/render/surfaceLayers.d.ts +83 -15
  31. package/dist/render/surfaceLayers.js +69 -13
  32. package/dist/render/surfaceTexture.d.ts +13 -4
  33. package/dist/render/transmission.d.ts +21 -0
  34. package/dist/render/transmission.js +21 -0
  35. package/dist/ui/splash.d.ts +42 -2
  36. package/dist/ui/splash.js +78 -13
  37. package/package.json +6 -6
  38. package/src/index.ts +2 -0
  39. package/src/render/ambientOcclusionPass.ts +4 -1
  40. package/src/render/backend/api.ts +31 -0
  41. package/src/render/backend/webgl2/renderer.ts +130 -20
  42. package/src/render/backend/webgpu/renderer.ts +371 -139
  43. package/src/render/instances.ts +18 -1
  44. package/src/render/occlusionFade.ts +29 -0
  45. package/src/render/sceneTarget.ts +3 -0
  46. package/src/render/shaders/ambientOcclusion.ts +12 -1
  47. package/src/render/shaders/flat/index.ts +9 -2
  48. package/src/render/shaders/flat/layered.ts +114 -31
  49. package/src/render/shaders/flat/main.ts +10 -3
  50. package/src/render/shaders/flat/normalMap.ts +11 -2
  51. package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +6 -1
  52. package/src/render/shaders/generated/flat.wgsl.ts +71 -71
  53. package/src/render/surfaceLayers.ts +138 -19
  54. package/src/render/surfaceTexture.ts +13 -4
  55. package/src/render/transmission.ts +27 -0
  56. package/src/ui/splash.ts +83 -14
@@ -1,7 +1,8 @@
1
1
  /**
2
- * A material blended from layers by a mask: `SurfaceMaterial.layers`, and the two vectors
3
- * `shaders/flat/layered.ts` reads it from.
2
+ * A material blended from layers by a mask: `SurfaceMaterial.layers`, the four vectors
3
+ * `shaders/flat/layered.ts` reads it from, and the decisions both backends take about it.
4
4
  */
5
+ import type { SurfaceProjection } from './surfaceProjection.ts';
5
6
  /** The most layers a material blends: a base and one for each of the mask's four channels. */
6
7
  export declare const MAX_SURFACE_LAYERS = 5;
7
8
  /**
@@ -10,30 +11,97 @@ export declare const MAX_SURFACE_LAYERS = 5;
10
11
  * **Layer `i` is layer `i` of the material's arrays**: `albedo`, `normal` and `orm` each an array
11
12
  * whose layers are the material's layers in order, read at the mesh's coordinates times
12
13
  * `repeats[i]`, so rock can repeat forty times across a cliff while the moss on it repeats three.
13
- * **The mask** is read at the mesh's own coordinates and lays each layer over those before it: red
14
- * lays layer 1 over the base, green layer 2 over that, blue layer 3, alpha layer 4. Its layer 0 is
15
- * read, from where a shading model's map goes, which is why a layered material carries no
16
- * `modelMap`. `emissiveLayer` gives the material's emissive map to one layer, glowing where that
17
- * layer shows and nowhere it is covered; absent, the map glows as on any material.
14
+ * Where the material has a `projection`, the layers are read at the world's horizontal position
15
+ * instead, so a repeat is so many a metre (with the projection's own scale at 1). **The mask** is
16
+ * 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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+ *
21
+ * **Maps beyond the layers ride the material's own arrays, after its layers**, so they take no
22
+ * texture binding of their own — the lit stage has none to spare: a mask the ORM array carries
23
+ * (`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
25
+ * format, so a four-channel mask wants an array that stores four.
18
26
  *
19
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  * **What it gives up**: every layer's maps are read wherever any shows, three reads a layer, so five
20
28
  * layers are fifteen reads where one material is three; layers share an array's size and format; a
21
- * cutout reads the base layer's alpha; and the mask is sampled linear, so it is uploaded as data
29
+ * cutout reads the base layer's alpha; a mask read where a model's map goes leaves no room for one,
30
+ * so a lightmapped surface carries its mask in its ORM array or its vertices; a triplanar projection
31
+ * lays layers on the horizontal plane alone; and a mask is sampled linear, so it is uploaded as data
22
32
  * (`colorSpace: 'linear'`).
23
33
  */
24
34
  export interface SurfaceLayers<Texture> {
25
- /** The weights, red to alpha laying layers 1 to 4, read at the mesh's coordinates. */
26
- readonly mask: Texture;
35
+ /**
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+ * Where the weights come from, red to alpha laying layers 1 to 4: a map read where a shading
37
+ * model's map goes; `'orm'`, the ORM array's layer just past the layers; or `'vertex'`, the
38
+ * vertex colour's red, green and blue, which then weights the layers instead of tinting them.
39
+ */
40
+ readonly mask: Texture | 'orm' | 'vertex';
27
41
  /** Each layer's repeats across the mesh's coordinates, base first: one to five of them. */
28
42
  readonly repeats: readonly number[];
29
43
  /** The layer the emissive map glows on, 0 to 4. Absent: everywhere, as on any material. */
30
44
  readonly emissiveLayer?: number;
45
+ /**
46
+ * How the layers combine. `'over'`, the default, lays each over the ones before it by its
47
+ * 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.
50
+ */
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+ readonly blend?: 'over' | 'sum';
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+ /**
53
+ * A second mask added to one layer's weight, read where the layers are (the world, under a
54
+ * `projection`) times `repeat`, its red times `intensity`: sand drifting into the gravel's layer at
55
+ * a scale of its own. The ORM array's layer after the layers and any mask it carries.
56
+ */
57
+ readonly addMask?: {
58
+ readonly layer: number;
59
+ readonly repeat: number;
60
+ readonly intensity: number;
61
+ };
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+ /**
63
+ * 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
65
+ * normal map. Snow on the tops of rocks, moss on a ledge.
66
+ */
67
+ readonly facing?: {
68
+ readonly layer: number;
69
+ readonly bias: number;
70
+ readonly sharpness: number;
71
+ };
72
+ /**
73
+ * 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
75
+ * layer repeating forty times across it cannot carry.
76
+ */
77
+ readonly meshNormal?: boolean;
31
78
  }
32
- /** Floats `packSurfaceLayers` writes: two vectors. */
33
- export declare const LAYER_FLOATS = 8;
79
+ /** Floats `packSurfaceLayers` writes: four vectors. */
80
+ export declare const LAYER_FLOATS = 16;
34
81
  /**
35
- * `layers` into `out`: the five repeats (1 for a layer not given), then how many layers there are
36
- * and which one glows (−1 for none); zeros, no layers, where there are none. A repeat that is not a
37
- * positive number is 1, so a layer is never laid at a scale that collapses it to a point.
82
+ * `layers` into `out`, four vectors. The first five floats are the repeats (1 for a layer not
83
+ * given), then how many layers there are, which one glows (−1 for none) and where the mask comes
84
+ * from (0 a map, 1 the ORM array, 2 the vertex colour). Then the blend (0 over, 1 sum), whether a
85
+ * mesh normal is laid under the layers, the added mask's layer (−1 for none) and repeat; its
86
+ * intensity; and the facing layer (−1 for none), its bias and its sharpness. Zeros, no layers, where
87
+ * there are none.
88
+ *
89
+ * A repeat that is not a positive number is 1, so a layer is never laid at a scale that collapses it
90
+ * to a point; a glow, an added mask or a facing layer naming a layer there is not is none, and the
91
+ * base, which no channel lays, is not one an added mask or the facing can name.
38
92
  */
39
93
  export declare function packSurfaceLayers<Texture>(layers: SurfaceLayers<Texture> | null | undefined, out: Float32Array): void;
94
+ /** The texture a layered material's mask is, where it is one rather than another array or the vertices. */
95
+ export declare function layerMaskMap<Texture>(layers: SurfaceLayers<Texture> | null | undefined): Texture | null;
96
+ /**
97
+ * Whether a material's layers can be drawn beside its `modelMap`: always, unless the mask is a map,
98
+ * which is read where a model's map goes and so cannot share the slot with one — a lightmap's page
99
+ * among them. The backends draw such a material as one layer and say so once.
100
+ */
101
+ export declare function layersFitBeside<Texture>(layers: SurfaceLayers<Texture>, modelMap: Texture | null | undefined): boolean;
102
+ /**
103
+ * The projection a layered material is drawn with: a triplanar one is laid on the horizontal plane,
104
+ * at its own scale, since every layer's maps read three times over would be forty-five reads a pixel.
105
+ * Anything else as it was. Whether to say so is the caller's.
106
+ */
107
+ export declare function layeredProjection<Texture>(projection: SurfaceProjection | null | undefined, layers: SurfaceLayers<Texture> | null | undefined): SurfaceProjection | null;
@@ -1,26 +1,82 @@
1
- /**
2
- * A material blended from layers by a mask: `SurfaceMaterial.layers`, and the two vectors
3
- * `shaders/flat/layered.ts` reads it from.
4
- */
5
1
  /** The most layers a material blends: a base and one for each of the mask's four channels. */
6
2
  export const MAX_SURFACE_LAYERS = 5;
7
- /** Floats `packSurfaceLayers` writes: two vectors. */
8
- export const LAYER_FLOATS = 8;
3
+ /** Floats `packSurfaceLayers` writes: four vectors. */
4
+ export const LAYER_FLOATS = 16;
5
+ /** Where the mask is read, as the fourth float of the second vector carries it. */
6
+ const MASK_SOURCE = { map: 0, orm: 1, vertex: 2 };
9
7
  /**
10
- * `layers` into `out`: the five repeats (1 for a layer not given), then how many layers there are
11
- * and which one glows (−1 for none); zeros, no layers, where there are none. A repeat that is not a
12
- * positive number is 1, so a layer is never laid at a scale that collapses it to a point.
8
+ * `layers` into `out`, four vectors. The first five floats are the repeats (1 for a layer not
9
+ * given), then how many layers there are, which one glows (−1 for none) and where the mask comes
10
+ * from (0 a map, 1 the ORM array, 2 the vertex colour). Then the blend (0 over, 1 sum), whether a
11
+ * mesh normal is laid under the layers, the added mask's layer (−1 for none) and repeat; its
12
+ * intensity; and the facing layer (−1 for none), its bias and its sharpness. Zeros, no layers, where
13
+ * there are none.
14
+ *
15
+ * A repeat that is not a positive number is 1, so a layer is never laid at a scale that collapses it
16
+ * to a point; a glow, an added mask or a facing layer naming a layer there is not is none, and the
17
+ * base, which no channel lays, is not one an added mask or the facing can name.
13
18
  */
14
19
  export function packSurfaceLayers(layers, out) {
15
20
  out.fill(0);
16
21
  if (layers === null || layers === undefined || layers.repeats.length === 0)
17
22
  return;
18
23
  const count = Math.min(layers.repeats.length, MAX_SURFACE_LAYERS);
19
- for (let i = 0; i < MAX_SURFACE_LAYERS; i++) {
20
- const repeat = i < count ? layers.repeats[i] : 1;
21
- out[i] = Number.isFinite(repeat) && repeat > 0 ? repeat : 1;
22
- }
24
+ for (let i = 0; i < MAX_SURFACE_LAYERS; i++)
25
+ out[i] = positive(i < count ? layers.repeats[i] : 1);
23
26
  out[5] = count;
24
27
  const glow = layers.emissiveLayer;
25
28
  out[6] = glow !== undefined && Number.isInteger(glow) && glow >= 0 && glow < count ? glow : -1;
29
+ out[7] =
30
+ layers.mask === 'orm'
31
+ ? MASK_SOURCE.orm
32
+ : layers.mask === 'vertex'
33
+ ? MASK_SOURCE.vertex
34
+ : MASK_SOURCE.map;
35
+ out[8] = layers.blend === 'sum' ? 1 : 0;
36
+ out[9] = layers.meshNormal === true ? 1 : 0;
37
+ const added = layers.addMask;
38
+ const addLayer = laidLayer(added?.layer, count);
39
+ out[10] = addLayer;
40
+ out[11] = addLayer < 0 ? 0 : positive(added?.repeat);
41
+ out[12] = addLayer < 0 ? 0 : finite(added?.intensity);
42
+ const facing = layers.facing;
43
+ const faceLayer = laidLayer(facing?.layer, count);
44
+ out[13] = faceLayer;
45
+ out[14] = faceLayer < 0 ? 0 : finite(facing?.bias);
46
+ out[15] = faceLayer < 0 ? 0 : finite(facing?.sharpness);
47
+ }
48
+ /** The texture a layered material's mask is, where it is one rather than another array or the vertices. */
49
+ export function layerMaskMap(layers) {
50
+ const mask = layers?.mask;
51
+ return mask === undefined || mask === 'orm' || mask === 'vertex' ? null : mask;
52
+ }
53
+ /**
54
+ * Whether a material's layers can be drawn beside its `modelMap`: always, unless the mask is a map,
55
+ * which is read where a model's map goes and so cannot share the slot with one — a lightmap's page
56
+ * among them. The backends draw such a material as one layer and say so once.
57
+ */
58
+ export function layersFitBeside(layers, modelMap) {
59
+ return modelMap === null || modelMap === undefined || layerMaskMap(layers) === null;
60
+ }
61
+ /**
62
+ * The projection a layered material is drawn with: a triplanar one is laid on the horizontal plane,
63
+ * at its own scale, since every layer's maps read three times over would be forty-five reads a pixel.
64
+ * Anything else as it was. Whether to say so is the caller's.
65
+ */
66
+ export function layeredProjection(projection, layers) {
67
+ if (projection === null || projection === undefined)
68
+ return null;
69
+ if (layers === null || layers === undefined || projection.kind !== 'triplanar')
70
+ return projection;
71
+ return { kind: 'planar', scale: projection.scale };
72
+ }
73
+ /** A layer an added mask or the facing may name: one a channel lays, 1 to `count − 1`, or −1. */
74
+ function laidLayer(layer, count) {
75
+ return layer !== undefined && Number.isInteger(layer) && layer >= 1 && layer < count ? layer : -1;
76
+ }
77
+ function positive(value) {
78
+ return value !== undefined && Number.isFinite(value) && value > 0 ? value : 1;
79
+ }
80
+ function finite(value) {
81
+ return value !== undefined && Number.isFinite(value) ? value : 0;
26
82
  }
@@ -218,12 +218,21 @@ export interface SurfaceMaterial<Texture = SurfaceTexture> {
218
218
  * light through by its own rule (`TranslucentMeshOptions.glass`).
219
219
  */
220
220
  diffuseTransmission?: number;
221
+ /**
222
+ * The colour the light from behind takes through the surface, linear, in place of its own colour:
223
+ * a banner whose cloth glows a flat red behind a printed face, a leaf whose veins are not what the
224
+ * light through it shows. Absent, the surface's colour, as `diffuseTransmission` has always used.
225
+ * Each component is held at zero or above. Read only where `diffuseTransmission` lets light through.
226
+ */
227
+ transmissionColor?: readonly [number, number, number] | null;
221
228
  /**
222
229
  * Up to five layers blended by a mask, each at its own repeat: `albedo`, `normal` and `orm` arrays
223
- * whose layers are the material's, and a mask laying each over the ones before it. Absent, the
224
- * material is one layer, as every material was. **A lit switch**, compiled in the first time a
225
- * material asks. The mask is read where `modelMap` goes, so a material carries one or the other.
226
- * See `surfaceLayers.ts` for what it gives up.
230
+ * whose layers are the material's, and a mask laying each over the ones before it or summing them,
231
+ * from a map, the ORM array or the vertex colour; under a `projection` the layers are placed by the
232
+ * world. Absent, the material is one layer, as every material was. **A lit switch**, compiled in the
233
+ * first time a material asks. A mask that is a map is read where `modelMap` goes, so such a
234
+ * material carries one or the other; a lightmapped one keeps its mask in its ORM array or its
235
+ * vertices. See `surfaceLayers.ts` for the rest and what it gives up.
227
236
  */
228
237
  layers?: SurfaceLayers<Texture> | null;
229
238
  }
@@ -0,0 +1,21 @@
1
+ /**
2
+ * A thin surface's light from behind as the lit stage reads it: `SurfaceMaterial.diffuseTransmission`
3
+ * and `transmissionColor` into the four lanes of the glass tint an opaque material leaves unused.
4
+ *
5
+ * **The colour rides lanes glass owns**, because the lit stage's uniform rows are spent
6
+ * (`flat/preamble.ts`): a pane writes its own tint there for its draw, so whatever binds a pane
7
+ * puts this back after it, or the next draw of the material lets light through in the pane's colour.
8
+ * **−1 in the colour lanes means "the albedo"**, which is what a material naming no colour has
9
+ * always let through, so a scene that names none draws to the bit as it did.
10
+ */
11
+ /** What a material lets through from behind and in which colour, as the glass tint carries it. */
12
+ export interface Transmission {
13
+ readonly diffuseTransmission?: number;
14
+ readonly transmissionColor?: readonly [number, number, number] | null;
15
+ }
16
+ /**
17
+ * `material` into `out`: the colour, or −1 three times where it names none, then the amount held
18
+ * to 0..1. A colour component below zero is held at zero, so a mistyped colour lets no light
19
+ * through rather than reading as "the albedo".
20
+ */
21
+ export declare function resolveTransmission(material: Transmission | null, out: Float32Array): void;
@@ -0,0 +1,21 @@
1
+ /**
2
+ * A thin surface's light from behind as the lit stage reads it: `SurfaceMaterial.diffuseTransmission`
3
+ * and `transmissionColor` into the four lanes of the glass tint an opaque material leaves unused.
4
+ *
5
+ * **The colour rides lanes glass owns**, because the lit stage's uniform rows are spent
6
+ * (`flat/preamble.ts`): a pane writes its own tint there for its draw, so whatever binds a pane
7
+ * puts this back after it, or the next draw of the material lets light through in the pane's colour.
8
+ * **−1 in the colour lanes means "the albedo"**, which is what a material naming no colour has
9
+ * always let through, so a scene that names none draws to the bit as it did.
10
+ */
11
+ /**
12
+ * `material` into `out`: the colour, or −1 three times where it names none, then the amount held
13
+ * to 0..1. A colour component below zero is held at zero, so a mistyped colour lets no light
14
+ * through rather than reading as "the albedo".
15
+ */
16
+ export function resolveTransmission(material, out) {
17
+ const colour = material?.transmissionColor ?? null;
18
+ for (let i = 0; i < 3; i++)
19
+ out[i] = colour === null ? -1 : Math.max(colour[i] ?? 0, 0) || 0;
20
+ out[3] = Math.min(Math.max(material?.diffuseTransmission ?? 0, 0), 1) || 0;
21
+ }
@@ -49,8 +49,9 @@ export declare const SPLASH_FADE_MS = 420;
49
49
  /**
50
50
  * When the badge gives the screen to the game. Two conditions and a cap, each for a named failure.
51
51
  *
52
- * - **The game has painted.** Swapping before that shows the empty canvas the badge exists to
53
- * cover.
52
+ * - **The game has painted**, and every promise it asked the badge to wait for has settled
53
+ * (`holdSplash`). Swapping before that shows the empty canvas, or the half-loaded first screen,
54
+ * the badge exists to cover.
54
55
  * - **The minimum has passed.** A badge that vanishes the instant a fast machine paints is a
55
56
  * flicker, and the machines that boot fastest are the ones a developer tests on.
56
57
  * - **The cap overrides both**, and is checked first so that a minimum longer than the cap
@@ -75,7 +76,46 @@ export interface MountedSplash {
75
76
  present(): void;
76
77
  /** Take it down now, whatever the clock says. Idempotent. */
77
78
  release(): void;
79
+ /** Keep it up until `until` settles as well, under `capMs`. False once it has left. */
80
+ holdUntil(until: PromiseLike<unknown>, capMs?: number): boolean;
78
81
  }
82
+ /**
83
+ * What a badge waits for besides the clock: the game's first frame, and every promise the game asked
84
+ * it to wait for (`holdSplash`), under the cap the game named, the longest of several, or the engine's.
85
+ *
86
+ * **A hold settles whichever way its promise does.** A load that failed must not pin the logo: the
87
+ * game is shown, broken and visible, which is the cap's own argument. Pure apart from the promises,
88
+ * so the rule is testable in Node.
89
+ */
90
+ export declare class SplashState {
91
+ /** Whether a frame of the game has reached the screen. */
92
+ painted: boolean;
93
+ private pending;
94
+ /** The longest cap a hold has named, or 0 for none. */
95
+ private asked;
96
+ /** The longest the badge may stay: the cap a hold named, the longest of several, or the engine's. */
97
+ get capMs(): number;
98
+ /** Wait for `until` too, under `capMs` where it names one; `settled` once it has. */
99
+ hold(until: PromiseLike<unknown>, capMs: number | undefined, settled: () => void): void;
100
+ /** Painted, with every hold settled: what `splashDecision` calls the content being ready. */
101
+ get ready(): boolean;
102
+ }
103
+ /**
104
+ * Keep the engine's badge up until `until` settles, as well as until the game's first frame: a game
105
+ * whose first screen loads for longer than that frame — a stage, figures and their pictures on a
106
+ * first visit — is seen whole rather than loading. **`capMs` is the game's own ceiling** on the
107
+ * badge in place of the engine's twenty seconds, longer for a slow first visit or shorter, so a load
108
+ * that never settles is still shown in the end; the longest of several holds' wins, and the minimum
109
+ * hold is unchanged.
110
+ *
111
+ * **Frames run while the game loads behind the plate**, since a load may need them, and are held
112
+ * once it has settled, for whatever is left of the minimum, as they are after a first frame with no
113
+ * hold. Returns whether there was a badge to hold: none in a packaged build, whose shell shows its
114
+ * own until the first frame, nor where `splash: false` or `?splash=0` turned it off.
115
+ */
116
+ export declare function holdSplash(until: PromiseLike<unknown>, options?: {
117
+ capMs?: number;
118
+ }): boolean;
79
119
  /**
80
120
  * Put the badge up, and hand back the two verbs that take it down.
81
121
  *
package/dist/ui/splash.js CHANGED
@@ -80,8 +80,9 @@ export const SPLASH_FADE_MS = 420;
80
80
  /**
81
81
  * When the badge gives the screen to the game. Two conditions and a cap, each for a named failure.
82
82
  *
83
- * - **The game has painted.** Swapping before that shows the empty canvas the badge exists to
84
- * cover.
83
+ * - **The game has painted**, and every promise it asked the badge to wait for has settled
84
+ * (`holdSplash`). Swapping before that shows the empty canvas, or the half-loaded first screen,
85
+ * the badge exists to cover.
85
86
  * - **The minimum has passed.** A badge that vanishes the instant a fast machine paints is a
86
87
  * flicker, and the machines that boot fastest are the ones a developer tests on.
87
88
  * - **The cap overrides both**, and is checked first so that a minimum longer than the cap
@@ -99,6 +100,58 @@ export function splashDecision(elapsedMs, minMs, contentReady, capMs = SPLASH_HA
99
100
  return 'hold';
100
101
  return elapsedMs >= minMs ? 'swap' : 'hold';
101
102
  }
103
+ /**
104
+ * What a badge waits for besides the clock: the game's first frame, and every promise the game asked
105
+ * it to wait for (`holdSplash`), under the cap the game named, the longest of several, or the engine's.
106
+ *
107
+ * **A hold settles whichever way its promise does.** A load that failed must not pin the logo: the
108
+ * game is shown, broken and visible, which is the cap's own argument. Pure apart from the promises,
109
+ * so the rule is testable in Node.
110
+ */
111
+ export class SplashState {
112
+ /** Whether a frame of the game has reached the screen. */
113
+ painted = false;
114
+ pending = 0;
115
+ /** The longest cap a hold has named, or 0 for none. */
116
+ asked = 0;
117
+ /** The longest the badge may stay: the cap a hold named, the longest of several, or the engine's. */
118
+ get capMs() {
119
+ return this.asked > 0 ? this.asked : SPLASH_HARD_CAP_MS;
120
+ }
121
+ /** Wait for `until` too, under `capMs` where it names one; `settled` once it has. */
122
+ hold(until, capMs, settled) {
123
+ this.pending += 1;
124
+ if (capMs !== undefined && Number.isFinite(capMs) && capMs > this.asked)
125
+ this.asked = capMs;
126
+ const done = () => {
127
+ this.pending -= 1;
128
+ settled();
129
+ };
130
+ Promise.resolve(until).then(done, done);
131
+ }
132
+ /** Painted, with every hold settled: what `splashDecision` calls the content being ready. */
133
+ get ready() {
134
+ return this.painted && this.pending === 0;
135
+ }
136
+ }
137
+ /** The badge on the page, which `holdSplash` holds. One screen, so one badge: see `bootGate.ts`. */
138
+ let mounted = null;
139
+ /**
140
+ * Keep the engine's badge up until `until` settles, as well as until the game's first frame: a game
141
+ * whose first screen loads for longer than that frame — a stage, figures and their pictures on a
142
+ * first visit — is seen whole rather than loading. **`capMs` is the game's own ceiling** on the
143
+ * badge in place of the engine's twenty seconds, longer for a slow first visit or shorter, so a load
144
+ * that never settles is still shown in the end; the longest of several holds' wins, and the minimum
145
+ * hold is unchanged.
146
+ *
147
+ * **Frames run while the game loads behind the plate**, since a load may need them, and are held
148
+ * once it has settled, for whatever is left of the minimum, as they are after a first frame with no
149
+ * hold. Returns whether there was a badge to hold: none in a packaged build, whose shell shows its
150
+ * own until the first frame, nor where `splash: false` or `?splash=0` turned it off.
151
+ */
152
+ export function holdSplash(until, options = {}) {
153
+ return mounted?.holdUntil(until, options.capMs) ?? false;
154
+ }
102
155
  /**
103
156
  * The badge markup. One constant string, interpolated into nothing.
104
157
  *
@@ -228,17 +281,18 @@ export function mountSplash(options = {}) {
228
281
  the document and already styled; nothing here needs to be undone. */
229
282
  }
230
283
  }
231
- let painted = false;
284
+ const state = new SplashState();
232
285
  let leaving = false;
233
286
  let timer = null;
234
287
  /*
235
- * **Freeze the game the moment it has proved it can draw.**
288
+ * **Freeze the game the moment it has proved it can draw and has loaded.**
236
289
  *
237
- * `painted` is the first `endFrame`, and everything after it until the plate leaves is time the
238
- * game would otherwise spend running behind an opaque screen. `bootGate` is read by `startLoop`
290
+ * Ready is the first `endFrame` with every hold settled (`SplashState`), and everything after it
291
+ * until the plate leaves is time the game would otherwise spend running behind an opaque screen.
292
+ * Before it, frames run: a load the game is holding the badge for may need them. `bootGate` is read by `startLoop`
239
293
  * and named by neither of them; see its own comment for why the state is shared that way.
240
294
  */
241
- const openGate = holdFrames(() => painted && !leaving);
295
+ const openGate = holdFrames(() => state.ready && !leaving);
242
296
  const remove = () => {
243
297
  /* Leaving the top layer is what `hidePopover` is for. `remove()` alone takes the element out
244
298
  of the document, and an element removed while shown is not a state worth relying on. */
@@ -256,6 +310,8 @@ export function mountSplash(options = {}) {
256
310
  if (leaving)
257
311
  return;
258
312
  leaving = true;
313
+ if (mounted === badge)
314
+ mounted = null;
259
315
  /* Before the fade, not after it: the game resumes as the plate becomes transparent, so what
260
316
  shows through is a running frame rather than the still one it was frozen on. */
261
317
  openGate();
@@ -278,23 +334,32 @@ export function mountSplash(options = {}) {
278
334
  if (leaving)
279
335
  return;
280
336
  const elapsed = performance.now() - started;
281
- if (splashDecision(elapsed, minMs, painted) === 'swap') {
337
+ if (splashDecision(elapsed, minMs, state.ready, state.capMs) === 'swap') {
282
338
  release();
283
339
  return;
284
340
  }
285
341
  if (timer !== null)
286
342
  clearTimeout(timer);
287
- const next = painted ? minMs - elapsed : SPLASH_HARD_CAP_MS - elapsed;
343
+ const next = state.ready ? minMs - elapsed : state.capMs - elapsed;
288
344
  timer = setTimeout(settle, Math.max(0, next));
289
345
  };
290
- settle();
291
- return {
346
+ const badge = {
292
347
  present() {
293
- if (painted || leaving)
348
+ if (state.painted || leaving)
294
349
  return;
295
- painted = true;
350
+ state.painted = true;
296
351
  settle();
297
352
  },
298
353
  release,
354
+ holdUntil(until, capMs) {
355
+ if (leaving)
356
+ return false;
357
+ state.hold(until, capMs, settle);
358
+ settle();
359
+ return true;
360
+ },
299
361
  };
362
+ mounted = badge;
363
+ settle();
364
+ return badge;
300
365
  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@driftengine/core",
3
- "version": "4.11.0",
3
+ "version": "4.11.1",
4
4
  "description": "The runtime of DriftEngine, a WebGPU game engine with a WebGL2 fallback: renderer, loop, input, cameras, scene graph and physics",
5
5
  "license": "Apache-2.0",
6
6
  "type": "module",
@@ -29,8 +29,8 @@
29
29
  ],
30
30
  "sideEffects": false,
31
31
  "dependencies": {
32
- "@driftengine/drft": "4.11.0",
33
- "@driftengine/physics": "4.11.0",
32
+ "@driftengine/drft": "4.11.1",
33
+ "@driftengine/physics": "4.11.1",
34
34
  "gl-matrix": "^3.4.3"
35
35
  },
36
36
  "author": "Drift Technologies",
@@ -67,8 +67,8 @@
67
67
  "prepack": "node ../../scripts/build.mjs @driftengine/core"
68
68
  },
69
69
  "devDependencies": {
70
- "@driftengine/nav": "4.11.0",
71
- "@driftengine/network": "4.11.0",
72
- "@driftengine/texture": "4.11.0"
70
+ "@driftengine/nav": "4.11.1",
71
+ "@driftengine/network": "4.11.1",
72
+ "@driftengine/texture": "4.11.1"
73
73
  }
74
74
  }
package/src/index.ts CHANGED
@@ -481,6 +481,7 @@ export type {
481
481
  LineHandle,
482
482
  MeshHandle,
483
483
  MeshOptions,
484
+ PrepareOptions,
484
485
  RenderBackend,
485
486
  RendererApi,
486
487
  ParticleHandle,
@@ -993,6 +994,7 @@ export {
993
994
  SPLASH_HARD_CAP_MS,
994
995
  SPLASH_MIN_MS,
995
996
  forcedSplash,
997
+ holdSplash,
996
998
  mountSplash,
997
999
  splashDecision,
998
1000
  splashWanted,
@@ -113,7 +113,8 @@ export class AmbientOcclusionPass {
113
113
  * by, or null if this pass could not run, which the caller must read as "no occlusion"
114
114
  * rather than as black.
115
115
  *
116
- * `invProjection` is column-major, as `gl-matrix` produces it.
116
+ * `invProjection` is column-major, as `gl-matrix` produces it. `fade` is `uFade`, where the
117
+ * occlusion fades out with distance (`occlusionFade.ts`).
117
118
  */
118
119
  run(
119
120
  depth: WebGLTexture,
@@ -122,6 +123,7 @@ export class AmbientOcclusionPass {
122
123
  radius: number,
123
124
  projScale: Float32Array,
124
125
  invProjection: Float32Array,
126
+ fade: Float32Array,
125
127
  ): WebGLTexture | null {
126
128
  if (!this.ensureSize(width, height)) return null;
127
129
  const { gl } = this;
@@ -142,6 +144,7 @@ export class AmbientOcclusionPass {
142
144
  gl.uniform1i(this.estimateUniforms['uDepth'] ?? null, 0);
143
145
  gl.uniform2fv(this.estimateUniforms['uProjScale'] ?? null, projScale);
144
146
  gl.uniform1f(this.estimateUniforms['uRadius'] ?? null, radius);
147
+ gl.uniform2fv(this.estimateUniforms['uFade'] ?? null, fade);
145
148
  gl.uniformMatrix4fv(this.estimateUniforms['uInvProjection'] ?? null, false, invProjection);
146
149
  gl.drawArrays(gl.TRIANGLES, 0, 3);
147
150
 
@@ -235,6 +235,15 @@ export interface SurfaceTextureHandle {
235
235
  * `WebGLBuffer` in a private field, so no WebGPU object can satisfy it however identical its
236
236
  * shape. It is not meant to be read; it is meant to be enforced.
237
237
  */
238
+ /** Which of a draw's pipelines `prepareMesh` and `prepareInstanced` compile beside the opaque ones. */
239
+ export interface PrepareOptions {
240
+ /**
241
+ * The blended ones too, for a draw made with `drawTranslucentMesh` or `drawTranslucentInstanced`.
242
+ * Off by default: an opaque surface would pay a compile it never draws with.
243
+ */
244
+ readonly translucent?: boolean;
245
+ }
246
+
238
247
  /** What a mesh needs to be told at creation that its geometry cannot say. */
239
248
  export interface MeshOptions {
240
249
  /**
@@ -312,6 +321,8 @@ export type RendererApi = Omit<
312
321
  | 'disposeSurfaceTexture'
313
322
  | 'setSurfaceTexture'
314
323
  | 'setMaterial'
324
+ | 'prepareMesh'
325
+ | 'prepareInstanced'
315
326
  | 'setSurfaceOverlay'
316
327
  | 'createClothBinding'
317
328
  | 'createClothParticles'
@@ -455,6 +466,26 @@ export type RendererApi = Omit<
455
466
  * setter each — and `setSurfaceTexture` is now a wrapper over it.
456
467
  */
457
468
  setMaterial(material: SurfaceMaterial<SurfaceTextureHandle> | null): void;
469
+ /**
470
+ * Compile, off the main thread, every pipeline a draw of `mesh` in `material` takes that making
471
+ * the mesh did not — a two-sided, cut-out or shaded-by-a-model variant, a material's lit switches,
472
+ * a skin's halves — so the first frame that draws it waits on none; `ready()` resolves once they
473
+ * have. For `pipelineCompile: 'skip'` above all, where a draw whose pipeline is new is left out
474
+ * until it lands: a figure brought on screen whole rather than without its face for a few frames.
475
+ * A rigged mesh is prepared as drawn with a palette, and one with targets both with weights and
476
+ * without. Call it between frames: it sets `material` to read it and leaves none set after.
477
+ */
478
+ prepareMesh(
479
+ mesh: MeshHandle,
480
+ material: SurfaceMaterial<SurfaceTextureHandle> | null,
481
+ options?: PrepareOptions,
482
+ ): void;
483
+ /** `prepareMesh` for an instanced batch drawn in `material`, its own pipelines being its own. */
484
+ prepareInstanced(
485
+ batch: InstancedHandle,
486
+ material: SurfaceMaterial<SurfaceTextureHandle> | null,
487
+ options?: PrepareOptions,
488
+ ): void;
458
489
 
459
490
  /**
460
491
  * A 3D text object: one string, drawn as instanced glyph cubes over the scene.