@driftengine/core 4.4.1 → 4.5.0

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Files changed (218) hide show
  1. package/CHANGELOG.json +72 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +5 -1
  4. package/dist/index.js +7 -0
  5. package/dist/render/backend/api.d.ts +17 -11
  6. package/dist/render/backend/webgl2/glassTintPrograms.d.ts +13 -0
  7. package/dist/render/backend/webgl2/glassTintPrograms.js +38 -0
  8. package/dist/render/backend/webgl2/renderer.d.ts +82 -8
  9. package/dist/render/backend/webgl2/renderer.js +373 -105
  10. package/dist/render/backend/webgpu/buffers.d.ts +19 -1
  11. package/dist/render/backend/webgpu/buffers.js +27 -1
  12. package/dist/render/backend/webgpu/depthPass.d.ts +1 -1
  13. package/dist/render/backend/webgpu/depthPass.js +2 -1
  14. package/dist/render/backend/webgpu/flatPass.d.ts +2 -0
  15. package/dist/render/backend/webgpu/flatPass.js +20 -1
  16. package/dist/render/backend/webgpu/glassTintPass.d.ts +28 -0
  17. package/dist/render/backend/webgpu/glassTintPass.js +205 -0
  18. package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +60 -1
  19. package/dist/render/backend/webgpu/gpuDrivenPass.js +305 -5
  20. package/dist/render/backend/webgpu/instanced.d.ts +12 -1
  21. package/dist/render/backend/webgpu/instanced.js +20 -1
  22. package/dist/render/backend/webgpu/latePass.d.ts +26 -0
  23. package/dist/render/backend/webgpu/latePass.js +133 -0
  24. package/dist/render/backend/webgpu/lightVolumePass.js +5 -1
  25. package/dist/render/backend/webgpu/motionPass.d.ts +95 -0
  26. package/dist/render/backend/webgpu/motionPass.js +491 -0
  27. package/dist/render/backend/webgpu/pipelineCache.d.ts +10 -1
  28. package/dist/render/backend/webgpu/pipelineCache.js +11 -1
  29. package/dist/render/backend/webgpu/pointGlassTintPass.d.ts +32 -0
  30. package/dist/render/backend/webgpu/pointGlassTintPass.js +193 -0
  31. package/dist/render/backend/webgpu/pointShadowPass.d.ts +35 -6
  32. package/dist/render/backend/webgpu/pointShadowPass.js +105 -20
  33. package/dist/render/backend/webgpu/postPass.d.ts +21 -15
  34. package/dist/render/backend/webgpu/postPass.js +17 -4
  35. package/dist/render/backend/webgpu/renderer.d.ts +181 -54
  36. package/dist/render/backend/webgpu/renderer.js +1011 -394
  37. package/dist/render/backend/webgpu/scatterPass.js +2 -1
  38. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +4 -0
  39. package/dist/render/backend/webgpu/skinPaletteRing.js +4 -0
  40. package/dist/render/backend/webgpu/snapshotMips.d.ts +29 -0
  41. package/dist/render/backend/webgpu/snapshotMips.js +52 -0
  42. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +5 -0
  43. package/dist/render/backend/webgpu/surfaceTexturePass.js +1 -1
  44. package/dist/render/flameLight.js +15 -2
  45. package/dist/render/glass.d.ts +45 -0
  46. package/dist/render/glass.js +39 -0
  47. package/dist/render/glassCasters.d.ts +40 -0
  48. package/dist/render/glassCasters.js +84 -0
  49. package/dist/render/glassShadow.d.ts +78 -0
  50. package/dist/render/glassShadow.js +125 -0
  51. package/dist/render/globalMediumPass.d.ts +2 -3
  52. package/dist/render/globalMediumPass.js +2 -8
  53. package/dist/render/gpudriven/lit.d.ts +12 -0
  54. package/dist/render/gpudriven/lit.js +23 -0
  55. package/dist/render/gpudriven/materialTable.d.ts +15 -5
  56. package/dist/render/gpudriven/materialTable.js +26 -6
  57. package/dist/render/gpudriven/pipeline.d.ts +1 -1
  58. package/dist/render/gpudriven/pipeline.js +4 -3
  59. package/dist/render/gpudriven/sunGlass.d.ts +35 -0
  60. package/dist/render/gpudriven/sunGlass.js +89 -0
  61. package/dist/render/lightBudget.d.ts +17 -5
  62. package/dist/render/lightBudget.js +17 -5
  63. package/dist/render/pointGlassTint.d.ts +59 -0
  64. package/dist/render/pointGlassTint.js +198 -0
  65. package/dist/render/pointShadowArray.d.ts +56 -3
  66. package/dist/render/pointShadowArray.js +127 -16
  67. package/dist/render/pointShadowBudget.js +51 -41
  68. package/dist/render/pointShadowMap.d.ts +23 -1
  69. package/dist/render/pointShadowMap.js +27 -1
  70. package/dist/render/recon/changeFrames.d.ts +15 -0
  71. package/dist/render/recon/changeFrames.js +21 -0
  72. package/dist/render/recon/disocclusion.d.ts +36 -3
  73. package/dist/render/recon/disocclusion.js +56 -4
  74. package/dist/render/recon/lateRouting.d.ts +14 -0
  75. package/dist/render/recon/lateRouting.js +18 -0
  76. package/dist/render/recon/mover.d.ts +57 -0
  77. package/dist/render/recon/mover.js +86 -0
  78. package/dist/render/recon/resolve.js +95 -12
  79. package/dist/render/renderQuality.d.ts +35 -0
  80. package/dist/render/renderQuality.js +7 -0
  81. package/dist/render/rendererHarness.js +12 -0
  82. package/dist/render/sceneTarget.d.ts +9 -1
  83. package/dist/render/sceneTarget.js +59 -13
  84. package/dist/render/shaders/depth.d.ts +16 -1
  85. package/dist/render/shaders/depth.js +85 -9
  86. package/dist/render/shaders/flat/directionalShadow.js +91 -6
  87. package/dist/render/shaders/flat/glassTint.d.ts +6 -0
  88. package/dist/render/shaders/flat/glassTint.js +25 -0
  89. package/dist/render/shaders/flat/index.d.ts +13 -0
  90. package/dist/render/shaders/flat/index.js +4 -0
  91. package/dist/render/shaders/flat/lampGlass.d.ts +1 -0
  92. package/dist/render/shaders/flat/lampGlass.js +183 -0
  93. package/dist/render/shaders/flat/main.d.ts +1 -1
  94. package/dist/render/shaders/flat/main.js +115 -15
  95. package/dist/render/shaders/flat/pointShadow.d.ts +1 -1
  96. package/dist/render/shaders/flat/pointShadow.js +2 -0
  97. package/dist/render/shaders/flat/preamble.js +21 -6
  98. package/dist/render/shaders/generated/depth.wgsl.d.ts +227 -4
  99. package/dist/render/shaders/generated/depth.wgsl.js +227 -4
  100. package/dist/render/shaders/generated/flat.wgsl.d.ts +360 -312
  101. package/dist/render/shaders/generated/flat.wgsl.js +376 -328
  102. package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +3 -13
  103. package/dist/render/shaders/generated/globalMedium.wgsl.js +3 -13
  104. package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +3 -13
  105. package/dist/render/shaders/generated/lightVolume.wgsl.js +4 -14
  106. package/dist/render/shaders/generated/octahedralResolve.wgsl.d.ts +29 -0
  107. package/dist/render/shaders/generated/octahedralResolve.wgsl.js +29 -0
  108. package/dist/render/shaders/generated/temporalResolve.wgsl.d.ts +31 -6
  109. package/dist/render/shaders/generated/temporalResolve.wgsl.js +31 -6
  110. package/dist/render/shaders/globalMedium.js +6 -6
  111. package/dist/render/shaders/gpudriven/blendRaster.wgsl.d.ts +7 -0
  112. package/dist/render/shaders/gpudriven/blendRaster.wgsl.js +86 -1
  113. package/dist/render/shaders/gpudriven/cull.wgsl.d.ts +1 -1
  114. package/dist/render/shaders/gpudriven/cull.wgsl.js +11 -2
  115. package/dist/render/shaders/gpudriven/materialTable.wgsl.d.ts +1 -1
  116. package/dist/render/shaders/gpudriven/materialTable.wgsl.js +3 -1
  117. package/dist/render/shaders/gpudriven/shade.wgsl.js +50 -1
  118. package/dist/render/shaders/gpudriven/sunGlass.wgsl.d.ts +9 -0
  119. package/dist/render/shaders/gpudriven/sunGlass.wgsl.js +133 -0
  120. package/dist/render/shaders/lightVolume.js +6 -6
  121. package/dist/render/shaders/octahedralResolve.d.ts +8 -0
  122. package/dist/render/shaders/octahedralResolve.js +48 -17
  123. package/dist/render/shaders/recon/lateDepth.wgsl.d.ts +1 -0
  124. package/dist/render/shaders/recon/lateDepth.wgsl.js +44 -0
  125. package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
  126. package/dist/render/shaders/recon/motion.wgsl.js +84 -0
  127. package/dist/render/shaders/recon/resolve.wgsl.d.ts +1 -1
  128. package/dist/render/shaders/recon/resolve.wgsl.js +112 -8
  129. package/dist/render/shaders/temporalResolve.js +133 -5
  130. package/dist/render/shadowCasters.d.ts +20 -1
  131. package/dist/render/shadowCasters.js +15 -1
  132. package/dist/render/shadowMap.d.ts +54 -5
  133. package/dist/render/shadowMap.js +190 -36
  134. package/dist/render/sunGlassTint.d.ts +25 -0
  135. package/dist/render/sunGlassTint.js +79 -0
  136. package/dist/render/temporalAa.d.ts +145 -0
  137. package/dist/render/temporalAa.js +190 -0
  138. package/dist/render/temporalPass.d.ts +16 -14
  139. package/dist/render/temporalPass.js +59 -14
  140. package/dist/render/translucentQueue.d.ts +6 -0
  141. package/dist/render/translucentQueue.js +15 -1
  142. package/package.json +6 -6
  143. package/src/index.ts +10 -0
  144. package/src/render/backend/api.ts +15 -9
  145. package/src/render/backend/webgl2/glassTintPrograms.ts +58 -0
  146. package/src/render/backend/webgl2/renderer.ts +422 -109
  147. package/src/render/backend/webgpu/buffers.ts +50 -2
  148. package/src/render/backend/webgpu/depthPass.ts +2 -1
  149. package/src/render/backend/webgpu/flatPass.ts +22 -1
  150. package/src/render/backend/webgpu/glassTintPass.ts +244 -0
  151. package/src/render/backend/webgpu/gpuDrivenPass.ts +349 -5
  152. package/src/render/backend/webgpu/instanced.ts +21 -1
  153. package/src/render/backend/webgpu/latePass.ts +152 -0
  154. package/src/render/backend/webgpu/lightVolumePass.ts +5 -1
  155. package/src/render/backend/webgpu/motionPass.ts +535 -0
  156. package/src/render/backend/webgpu/pipelineCache.ts +12 -1
  157. package/src/render/backend/webgpu/pointGlassTintPass.ts +233 -0
  158. package/src/render/backend/webgpu/pointShadowPass.ts +158 -26
  159. package/src/render/backend/webgpu/postPass.ts +34 -4
  160. package/src/render/backend/webgpu/renderer.ts +1178 -425
  161. package/src/render/backend/webgpu/scatterPass.ts +2 -1
  162. package/src/render/backend/webgpu/skinPaletteRing.ts +4 -0
  163. package/src/render/backend/webgpu/snapshotMips.ts +80 -0
  164. package/src/render/backend/webgpu/surfaceTexturePass.ts +1 -1
  165. package/src/render/flameLight.ts +15 -2
  166. package/src/render/glass.ts +74 -0
  167. package/src/render/glassCasters.ts +164 -0
  168. package/src/render/glassShadow.ts +153 -0
  169. package/src/render/globalMediumPass.ts +4 -11
  170. package/src/render/gpudriven/lit.ts +31 -0
  171. package/src/render/gpudriven/materialTable.ts +28 -6
  172. package/src/render/gpudriven/pipeline.ts +4 -3
  173. package/src/render/gpudriven/sunGlass.ts +117 -0
  174. package/src/render/lightBudget.ts +19 -5
  175. package/src/render/pointGlassTint.ts +250 -0
  176. package/src/render/pointShadowArray.ts +188 -22
  177. package/src/render/pointShadowBudget.ts +49 -39
  178. package/src/render/pointShadowMap.ts +41 -0
  179. package/src/render/recon/changeFrames.ts +24 -0
  180. package/src/render/recon/disocclusion.ts +54 -3
  181. package/src/render/recon/lateRouting.ts +29 -0
  182. package/src/render/recon/mover.ts +118 -0
  183. package/src/render/recon/resolve.ts +137 -10
  184. package/src/render/renderQuality.ts +47 -0
  185. package/src/render/rendererHarness.ts +12 -0
  186. package/src/render/sceneTarget.ts +66 -12
  187. package/src/render/shaders/depth.ts +109 -9
  188. package/src/render/shaders/flat/directionalShadow.ts +97 -6
  189. package/src/render/shaders/flat/glassTint.ts +25 -0
  190. package/src/render/shaders/flat/index.ts +17 -0
  191. package/src/render/shaders/flat/lampGlass.ts +185 -0
  192. package/src/render/shaders/flat/main.ts +115 -15
  193. package/src/render/shaders/flat/pointShadow.ts +2 -0
  194. package/src/render/shaders/flat/preamble.ts +21 -6
  195. package/src/render/shaders/generated/depth.wgsl.ts +234 -4
  196. package/src/render/shaders/generated/flat.wgsl.ts +376 -328
  197. package/src/render/shaders/generated/globalMedium.wgsl.ts +3 -13
  198. package/src/render/shaders/generated/lightVolume.wgsl.ts +4 -14
  199. package/src/render/shaders/generated/octahedralResolve.wgsl.ts +30 -0
  200. package/src/render/shaders/generated/temporalResolve.wgsl.ts +31 -6
  201. package/src/render/shaders/globalMedium.ts +6 -6
  202. package/src/render/shaders/gpudriven/blendRaster.wgsl.ts +88 -1
  203. package/src/render/shaders/gpudriven/cull.wgsl.ts +11 -2
  204. package/src/render/shaders/gpudriven/materialTable.wgsl.ts +3 -1
  205. package/src/render/shaders/gpudriven/shade.wgsl.ts +50 -1
  206. package/src/render/shaders/gpudriven/sunGlass.wgsl.ts +139 -0
  207. package/src/render/shaders/lightVolume.ts +6 -6
  208. package/src/render/shaders/octahedralResolve.ts +50 -17
  209. package/src/render/shaders/recon/lateDepth.wgsl.ts +47 -0
  210. package/src/render/shaders/recon/motion.wgsl.ts +84 -0
  211. package/src/render/shaders/recon/resolve.wgsl.ts +112 -8
  212. package/src/render/shaders/temporalResolve.ts +141 -5
  213. package/src/render/shadowCasters.ts +28 -1
  214. package/src/render/shadowMap.ts +231 -37
  215. package/src/render/sunGlassTint.ts +86 -0
  216. package/src/render/temporalAa.ts +227 -0
  217. package/src/render/temporalPass.ts +88 -12
  218. package/src/render/translucentQueue.ts +20 -1
@@ -255,7 +255,8 @@ export function createScatterDepthBindGroupLayout(device, fragBinding, fragSize,
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  {
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  binding: previous.texture,
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  visibility: VISIBILITY_FRAGMENT,
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- texture: { sampleType: 'unfilterable-float' },
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+ /* The depth program's peel read, an array since the sun's maps became one. */
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+ texture: { sampleType: 'unfilterable-float', viewDimension: '2d-array' },
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  },
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  {
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  binding: previous.sampler,
@@ -13,6 +13,10 @@
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  * **What would make it wrong** is a genuine crowd — a stadium, a swarm of rigged birds — and the
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  * fix is then the one `skinPalette.ts` names: one texture holding every palette with a per-draw
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  * row offset, which spends a uniform and a shader change to stop spending textures.
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+ *
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+ * **A reconstructing frame spends one more per skinned mover**: last frame's pose is uploaded into
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+ * a slot of its own for the motion pass. So the same budget is about twelve such characters with a
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+ * reflection and three shadow layers each.
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  */
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  export declare const MAX_SKIN_PALETTES = 128;
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  /**
@@ -14,6 +14,10 @@ import { SkinPaletteTexture } from './skinPaletteTexture.js';
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  * **What would make it wrong** is a genuine crowd — a stadium, a swarm of rigged birds — and the
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  * fix is then the one `skinPalette.ts` names: one texture holding every palette with a per-draw
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  * row offset, which spends a uniform and a shader change to stop spending textures.
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+ *
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+ * **A reconstructing frame spends one more per skinned mover**: last frame's pose is uploaded into
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+ * a slot of its own for the motion pass. So the same budget is about twelve such characters with a
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+ * reflection and three shadow layers each.
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  */
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  export const MAX_SKIN_PALETTES = 128;
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  /**
@@ -0,0 +1,29 @@
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+ /**
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+ * The mip chain of the frame's refraction copy, recorded into the frame's own encoder.
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+ *
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+ * **Frosted glass reads a blurrier level of what is behind it** (`glass.ts`), so on a frame that draws
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+ * glass the copy needs every level filled from the one above. `generateMipChain` does that for an
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+ * upload, on an encoder of its own that it submits at once — which here would run before the frame's
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+ * encoder had even made the copy, and would build views and bind groups on every call. So this
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+ * makes them once per copy texture and records one pass per level wherever the copy was taken.
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+ *
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+ * What it costs is a render pass per level on every frame that takes the copy — about a dozen for a
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+ * 1080p copy, each a quarter of the one before, together about a third of the copy itself — and
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+ * nothing on a frame that shows nothing through anything. **A frame that refracts and draws no glass
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+ * pays it too**, and that is the trade: the copy is taken at the first draw that asks and shared by
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+ * every later one, so a glass pane drawn after a refracting one would otherwise read levels nothing
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+ * filled. WebGL2 fills its chain on the first glass draw instead, because a `generateMipmap` there
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+ * ends no pass. What would change it is knowing at the copy whether glass follows in the frame.
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+ */
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+ import type { MipPipelines } from './surfaceTexturePass.ts';
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+ export declare class SnapshotMips {
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+ private readonly label;
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+ private readonly pipeline;
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+ private readonly targets;
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+ private readonly groups;
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+ constructor(device: GPUDevice, pipelines: MipPipelines, texture: GPUTexture, format: GPUTextureFormat,
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+ /** One layer of an array texture, where the chain is a layer's rather than the texture's. */
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+ layer?: number | null, label?: string);
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+ /** Fill every level from level 0, in `encoder`, after whatever wrote level 0 there. */
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+ record(encoder: GPUCommandEncoder): void;
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+ }
@@ -0,0 +1,52 @@
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+ import { mipBlitPipeline } from './surfaceTexturePass.js';
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+ export class SnapshotMips {
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+ label;
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+ pipeline;
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+ targets = [];
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+ groups = [];
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+ constructor(device, pipelines, texture, format,
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+ /** One layer of an array texture, where the chain is a layer's rather than the texture's. */
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+ layer = null, label = 'refract.mips') {
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+ this.label = label;
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+ this.pipeline = mipBlitPipeline(device, pipelines, format);
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+ const sampler = device.createSampler({
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+ label: 'refract.mips.sampler',
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+ magFilter: 'linear',
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+ minFilter: 'linear',
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+ });
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+ const layout = this.pipeline.getBindGroupLayout(0);
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+ const at = layer === null ? {} : { dimension: '2d', baseArrayLayer: layer, arrayLayerCount: 1 };
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+ for (let level = 1; level < texture.mipLevelCount; level++) {
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+ const source = texture.createView({ ...at, baseMipLevel: level - 1, mipLevelCount: 1 });
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+ this.targets.push(texture.createView({ ...at, baseMipLevel: level, mipLevelCount: 1 }));
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+ this.groups.push(device.createBindGroup({
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+ label: `refract.mips.${String(level)}`,
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+ layout,
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+ entries: [
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+ { binding: 0, resource: source },
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+ { binding: 1, resource: sampler },
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+ ],
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+ }));
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+ }
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+ }
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+ /** Fill every level from level 0, in `encoder`, after whatever wrote level 0 there. */
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+ record(encoder) {
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+ for (let i = 0; i < this.targets.length; i++) {
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+ const pass = encoder.beginRenderPass({
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+ label: this.label,
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+ colorAttachments: [
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+ {
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+ view: this.targets[i],
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+ loadOp: 'clear',
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+ storeOp: 'store',
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+ clearValue: [0, 0, 0, 0],
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+ },
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+ ],
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+ });
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+ pass.setPipeline(this.pipeline);
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+ pass.setBindGroup(0, this.groups[i]);
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+ pass.draw(3);
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+ pass.end();
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+ }
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+ }
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+ }
@@ -30,6 +30,11 @@ export interface MipPipelines {
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  * thing, and the second copy is the one that would quietly disagree about the format.
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  */
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  export declare function generateMipChain(device: GPUDevice, pipelines: MipPipelines, texture: GPUTexture, format: GPUTextureFormat, levels: number): void;
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+ /**
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+ * Cached per format, because the two differ: an `-srgb` target encodes on write, and blitting a
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+ * linear chain through a pipeline declared for the other one is a gamma error per level.
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+ */
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+ export declare function mipBlitPipeline(device: GPUDevice, pipelines: MipPipelines, format: GPUTextureFormat): GPURenderPipeline;
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  /** An image uploaded once and bound per material. */
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  export declare class GpuSurfaceTexture {
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  private readonly device;
@@ -101,7 +101,7 @@ export function generateMipChain(device, pipelines, texture, format, levels) {
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  * Cached per format, because the two differ: an `-srgb` target encodes on write, and blitting a
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  * linear chain through a pipeline declared for the other one is a gamma error per level.
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  */
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- function mipBlitPipeline(device, pipelines, format) {
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+ export function mipBlitPipeline(device, pipelines, format) {
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  return pipelines.get(`surface.mip:${format}`, () => ({
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  label: `surface.mip:${format}`,
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  layout: 'auto',
@@ -11,6 +11,7 @@ export function flameFrequencyHz(diameterM) {
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  export function createFlame(options) {
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  const height = HEIGHT_PER_DIAMETER * options.diameterM;
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  const centre = [options.x, options.y + height / 3, options.z];
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+ const swayM = (options.sway ?? SWAY_PER_HEIGHT) * height;
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  /* A seed spread over the whole turn, so seeds 1 and 2 are not neighbours in phase. */
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  const phase = ((options.seed ?? 0) * 2.399963) % (Math.PI * 2);
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  const light = {
@@ -23,7 +24,19 @@ export function createFlame(options) {
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  radius: options.radius,
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  /* Off, because this helper is the flicker; the selection's own would apply a second one. */
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26
  flicker: 0,
26
- shadowNear: Math.max(0.05, options.diameterM),
27
+ /*
28
+ * **Clear of what the fire burns from wherever the light has wandered**, which is the sway added
29
+ * to the near plane a still flame would want. The shadow map is baked from where the light
30
+ * stood, so the cut moves with it, and each axis moves by at most `swayM`: a near plane of D
31
+ * alone left a brazier's bowl 7 mm inside it at the top of the sway and 13 cm outside at the
32
+ * bottom, and the bowl's shadow on the floor under the brazier came and went with every
33
+ * re-bake — a dark disc on some, none on others.
34
+ *
35
+ * What it gives up is `swayM` of shadow nearest the light, which is inside the fixture. What
36
+ * would make it wrong is a fixture reaching further below the flame than D / 6: this clears
37
+ * that far and no further, so a deep bowl sets its own `shadowNear` from its own depth.
38
+ */
39
+ shadowNear: Math.max(0.05, options.diameterM) + swayM,
27
40
  sourceRadius: options.diameterM / 2,
28
41
  ...(options.castsShadow === false ? { castsShadow: false } : {}),
29
42
  };
@@ -41,7 +54,7 @@ export function createFlame(options) {
41
54
  color: [options.color[0], options.color[1], options.color[2]],
42
55
  flicker: options.flicker ?? 0.18,
43
56
  phase,
44
- swayM: (options.sway ?? SWAY_PER_HEIGHT) * height,
57
+ swayM,
45
58
  };
46
59
  }
47
60
  /** Where the flame's light is and how bright, at `timeSeconds`. Writes `flame.light` in place. */
@@ -0,0 +1,45 @@
1
+ /**
2
+ * Glass: how much light a surface lets through, how milky it is, and the colour it takes.
3
+ *
4
+ * **A thin pane, not a volume.** Glass here is a surface that shows the scene behind it — by
5
+ * `transmission`, blurred by `frost`, tinted — keeps its own highlight and reflection, and glows
6
+ * with the lights behind it in proportion to how frosted it is. The one depth it has is the path
7
+ * absorption refraction already applies (`TranslucentMeshOptions.thicknessM`). What it gives up is
8
+ * everything a solid of glass does inside itself: a sculpture or a thick block under-darkens and
9
+ * does not bend light twice. What would make it wrong is a scene whose glass is mostly that.
10
+ *
11
+ * **Zero transmission is not glass**, whatever the frost says: a surface letting nothing through is
12
+ * opaque, and every branch the shader gates on transmission is skipped for it. This module is also
13
+ * the reference the shader's Fresnel is held to (`schlickFresnel`), stated once in TypeScript.
14
+ */
15
+ import type { Vec3 } from '../math/color.ts';
16
+ export interface GlassOptions {
17
+ /** Share of light that passes, 0 (opaque) to 1 (clear). */
18
+ readonly transmission: number;
19
+ /** How milky, 0 (see-through) to 1 (fully diffusing: what is behind is blurred away). */
20
+ readonly frost: number;
21
+ /** The colour light takes through it. White, the default, is clear glass. */
22
+ readonly tint?: Vec3;
23
+ }
24
+ /** A `GlassOptions` clamped and defaulted, in a caller-owned object so a draw allocates nothing. */
25
+ export interface ResolvedGlass {
26
+ transmission: number;
27
+ frost: number;
28
+ tint: [number, number, number];
29
+ }
30
+ /**
31
+ * Resolve `options` into `out`, and say whether it is glass at all.
32
+ *
33
+ * Not glass — absent, or letting nothing through — zeroes `out` and tints it white, so a binder that
34
+ * uploads `out` either way uploads the state that switches the shader's glass branch off.
35
+ */
36
+ export declare function resolveGlass(options: GlassOptions | undefined, out: ResolvedGlass): boolean;
37
+ /**
38
+ * Schlick's Fresnel for glass, `F0 = 0.04`: the share of light a pane reflects at a view angle.
39
+ *
40
+ * `cosView` is clamped at 0.05, the floor the shader's path length already uses, so a silhouette
41
+ * seen exactly edge-on is a very reflective pane rather than a division by zero.
42
+ */
43
+ export declare function schlickFresnel(cosView: number): number;
44
+ /** How much of what is behind a pane is seen through it at a view angle. */
45
+ export declare function glassSeenShare(transmission: number, cosView: number): number;
@@ -0,0 +1,39 @@
1
+ const clamp01 = (value) => Math.min(1, Math.max(0, value));
2
+ /**
3
+ * Resolve `options` into `out`, and say whether it is glass at all.
4
+ *
5
+ * Not glass — absent, or letting nothing through — zeroes `out` and tints it white, so a binder that
6
+ * uploads `out` either way uploads the state that switches the shader's glass branch off.
7
+ */
8
+ export function resolveGlass(options, out) {
9
+ const transmission = clamp01(options?.transmission ?? 0);
10
+ if (options === undefined || transmission <= 0) {
11
+ out.transmission = 0;
12
+ out.frost = 0;
13
+ out.tint[0] = 1;
14
+ out.tint[1] = 1;
15
+ out.tint[2] = 1;
16
+ return false;
17
+ }
18
+ out.transmission = transmission;
19
+ out.frost = clamp01(options.frost);
20
+ const tint = options.tint;
21
+ out.tint[0] = tint === undefined ? 1 : clamp01(tint[0]);
22
+ out.tint[1] = tint === undefined ? 1 : clamp01(tint[1]);
23
+ out.tint[2] = tint === undefined ? 1 : clamp01(tint[2]);
24
+ return true;
25
+ }
26
+ /**
27
+ * Schlick's Fresnel for glass, `F0 = 0.04`: the share of light a pane reflects at a view angle.
28
+ *
29
+ * `cosView` is clamped at 0.05, the floor the shader's path length already uses, so a silhouette
30
+ * seen exactly edge-on is a very reflective pane rather than a division by zero.
31
+ */
32
+ export function schlickFresnel(cosView) {
33
+ const c = Math.min(1, Math.max(0.05, cosView));
34
+ return 0.04 + 0.96 * (1 - c) ** 5;
35
+ }
36
+ /** How much of what is behind a pane is seen through it at a view angle. */
37
+ export function glassSeenShare(transmission, cosView) {
38
+ return transmission * (1 - schlickFresnel(cosView));
39
+ }
@@ -0,0 +1,40 @@
1
+ /**
2
+ * The glass a shadow pass was offered, kept aside to be drawn twice once the opaque casters are in:
3
+ * where the nearest pane is, and what the panes let through. See `glassShadow.ts`.
4
+ *
5
+ * **Recorded rather than drawn at once**, because the two glass passes each need the whole set and
6
+ * a pass of their own, and the caster enumeration is the consumer's to run exactly once per pass.
7
+ * A pool of entries grown on demand and never shrunk, so a steady scene records into the entries
8
+ * the frame before it made — no allocation per frame, the house rule for a per-pass path.
9
+ *
10
+ * What it keeps by reference is only what outlives the pass that recorded it: the mesh, the batch
11
+ * and its instance data, a skinned caster's palette, and the material. The model matrix is copied,
12
+ * because a caller is entitled to reuse one scratch matrix between sink calls.
13
+ */
14
+ import type { ReadonlyMat4 } from 'gl-matrix';
15
+ import type { ResolvedGlass } from './glass.ts';
16
+ import type { InstancedHandle, MeshHandle } from './backend/api.ts';
17
+ import type { MeshInstances } from './instances.ts';
18
+ import type { SceneCasterMaterial } from './shadowCasters.ts';
19
+ /** Where a replay goes: each entry with its own glass, as the depth and tint passes want it. */
20
+ export interface GlassReplaySink {
21
+ mesh(mesh: MeshHandle, model: ReadonlyMat4, material: SceneCasterMaterial | undefined, glass: ResolvedGlass): void;
22
+ instanced(batch: InstancedHandle, data: MeshInstances, material: SceneCasterMaterial | undefined, glass: ResolvedGlass): void;
23
+ skinnedMesh(mesh: MeshHandle, model: ReadonlyMat4, palette: Float32Array, material: SceneCasterMaterial | undefined, glass: ResolvedGlass): void;
24
+ }
25
+ export declare class GlassCasterList {
26
+ private readonly pool;
27
+ private used;
28
+ /** How many glass casters this pass has recorded. */
29
+ get count(): number;
30
+ /** How many entries the pool holds, recorded or not: what a steady scene stops growing. */
31
+ get pooled(): number;
32
+ recordMesh(mesh: MeshHandle, model: ReadonlyMat4, material: SceneCasterMaterial | undefined, glass: ResolvedGlass): void;
33
+ recordInstanced(batch: InstancedHandle, data: MeshInstances, material: SceneCasterMaterial | undefined, glass: ResolvedGlass): void;
34
+ recordSkinned(mesh: MeshHandle, model: ReadonlyMat4, palette: Float32Array, material: SceneCasterMaterial | undefined, glass: ResolvedGlass): void;
35
+ /** Every recorded caster, in the order it was offered. */
36
+ replay(sink: GlassReplaySink): void;
37
+ /** Forget this pass's casters; the entries stay for the next one. */
38
+ clear(): void;
39
+ private take;
40
+ }
@@ -0,0 +1,84 @@
1
+ const MESH = 0;
2
+ const INSTANCED = 1;
3
+ const SKINNED = 2;
4
+ export class GlassCasterList {
5
+ pool = [];
6
+ used = 0;
7
+ /** How many glass casters this pass has recorded. */
8
+ get count() {
9
+ return this.used;
10
+ }
11
+ /** How many entries the pool holds, recorded or not: what a steady scene stops growing. */
12
+ get pooled() {
13
+ return this.pool.length;
14
+ }
15
+ recordMesh(mesh, model, material, glass) {
16
+ const entry = this.take(MESH, material, glass);
17
+ entry.mesh = mesh;
18
+ entry.model.set(model);
19
+ }
20
+ recordInstanced(batch, data, material, glass) {
21
+ const entry = this.take(INSTANCED, material, glass);
22
+ entry.batch = batch;
23
+ entry.data = data;
24
+ }
25
+ recordSkinned(mesh, model, palette, material, glass) {
26
+ const entry = this.take(SKINNED, material, glass);
27
+ entry.mesh = mesh;
28
+ entry.palette = palette;
29
+ entry.model.set(model);
30
+ }
31
+ /** Every recorded caster, in the order it was offered. */
32
+ replay(sink) {
33
+ for (let i = 0; i < this.used; i++) {
34
+ const entry = this.pool[i];
35
+ if (entry.kind === INSTANCED && entry.batch !== null && entry.data !== null) {
36
+ sink.instanced(entry.batch, entry.data, entry.material, entry.glass);
37
+ }
38
+ else if (entry.kind === SKINNED && entry.mesh !== null && entry.palette !== null) {
39
+ sink.skinnedMesh(entry.mesh, entry.model, entry.palette, entry.material, entry.glass);
40
+ }
41
+ else if (entry.mesh !== null) {
42
+ sink.mesh(entry.mesh, entry.model, entry.material, entry.glass);
43
+ }
44
+ }
45
+ }
46
+ /** Forget this pass's casters; the entries stay for the next one. */
47
+ clear() {
48
+ for (let i = 0; i < this.used; i++) {
49
+ const entry = this.pool[i];
50
+ /* Released so a disposed mesh is not held alive by a list nobody will replay again. */
51
+ entry.mesh = null;
52
+ entry.batch = null;
53
+ entry.data = null;
54
+ entry.palette = null;
55
+ entry.material = undefined;
56
+ }
57
+ this.used = 0;
58
+ }
59
+ take(kind, material, glass) {
60
+ let entry = this.pool[this.used];
61
+ if (entry === undefined) {
62
+ entry = {
63
+ kind,
64
+ mesh: null,
65
+ batch: null,
66
+ data: null,
67
+ palette: null,
68
+ model: new Float32Array(16),
69
+ material,
70
+ glass: { transmission: 0, frost: 0, tint: [1, 1, 1] },
71
+ };
72
+ this.pool.push(entry);
73
+ }
74
+ this.used++;
75
+ entry.kind = kind;
76
+ entry.material = material;
77
+ entry.glass.transmission = glass.transmission;
78
+ entry.glass.frost = glass.frost;
79
+ entry.glass.tint[0] = glass.tint[0];
80
+ entry.glass.tint[1] = glass.tint[1];
81
+ entry.glass.tint[2] = glass.tint[2];
82
+ return entry;
83
+ }
84
+ }
@@ -0,0 +1,78 @@
1
+ /**
2
+ * Coloured light through glass: how one pane filters light, how panes combine, which receivers a
3
+ * pane tints, and how far frost spreads the colour — the reference the shaders state term for term.
4
+ *
5
+ * **Frost spreads light, it does not remove it.** Etched glass passes 88–91% of visible light
6
+ * against clear float glass's ~90%, so a frosted pane passes `transmission × (1 − F) × tint` like a
7
+ * clear one and only the filter widens. What it gives up: the spread stays inside the opaque frame's
8
+ * shadow, so light from a frosted pane does not reach past the outline of the frame around it. What
9
+ * would make it wrong is glass that genuinely absorbs as it diffuses — opal glass, milk glass — for
10
+ * which a lower `transmission` is the honest statement.
11
+ *
12
+ * **What else it does not reach**: light that bounces. DriftRay's probe bake and DriftLight's summed
13
+ * far field see a pane as absent, so the light a tinted window sends round a room by bouncing is its
14
+ * sun's own colour; only the direct light through the pane takes the tint.
15
+ */
16
+ import { type ResolvedGlass } from './glass.ts';
17
+ /** One tint texel: the light a stack of panes lets through, and how clear the stack is. */
18
+ export interface GlassTexel {
19
+ r: number;
20
+ g: number;
21
+ b: number;
22
+ clarity: number;
23
+ }
24
+ /** No glass: everything passes, perfectly clear. What a tint map is cleared to. */
25
+ export declare const CLEAR_TEXEL: Readonly<GlassTexel>;
26
+ /** How widely a fully frosted pane spreads its colour: a 30° half-angle cone behind it. */
27
+ export declare const FROST_SPREAD: number;
28
+ /**
29
+ * The spread never exceeds this many base filter radii, and the tap count never changes.
30
+ *
31
+ * **Sixty-four, because the tint is read from the mip level the spread asks for**: each tap is then
32
+ * already an average over its own share of the spread, so taps far apart do not alias into grain.
33
+ * It was eight before the tint had mips, and on a sun map a few centimetres a texel that capped a
34
+ * frosted pane's spread at seven centimetres — frost that nobody saw. What the cap still bounds is
35
+ * a pane so frosted and so far above a floor that its colour would wash over a room.
36
+ */
37
+ export declare const FROST_RADIUS_CAP = 64;
38
+ /** One pane as a tint texel, lit at `cosLight` to its normal. Fresnel as `glass.ts` states it. */
39
+ export declare function paneTexel(glass: ResolvedGlass, cosLight: number, out: GlassTexel): GlassTexel;
40
+ /** Two stacks of glass on one ray: a product, so the order they are drawn in cannot matter. */
41
+ export declare function combinePanes(a: GlassTexel, b: GlassTexel, out: GlassTexel): GlassTexel;
42
+ /**
43
+ * What one filter tap contributes: the glass's texel where the receiver is behind the pane, and
44
+ * nothing where it is on the light's side of it — or is the pane, which the bias keeps untinted.
45
+ */
46
+ export declare function tapTint(receiverDepth: number, glassDepth: number, bias: number, glass: GlassTexel, out: GlassTexel): GlassTexel;
47
+ /**
48
+ * A frosted pane's tint at a receiver: the outline from the taps at the base radius, the colour
49
+ * from the spread taps that found glass — nothing else.
50
+ *
51
+ * **Split because a tint cannot carry light out past a pane.** Blurring the tint map whole pulls in
52
+ * the white of the unobstructed ground around a pane, which brightens the patch — measured at 10%
53
+ * more light over a frosted window than a clear one — while the pane's own light, which should
54
+ * spread onto that ground, has no way to exceed full sun there. So the outline stays where the
55
+ * clear pane's is (`coverage`, the share of outline taps behind glass) and only the colour spreads,
56
+ * averaged over glass alone (`colourSum` over `colourCount`, the summed pane shares `unmixTint`
57
+ * reports — continuous, so a colour crossing between panes blends rather than stepping): neighbouring
58
+ * panes mix, a pattern blurs, and the light through the patch is what it was. What it gives up is
59
+ * spread past the outline, which the spec states; with no glass found by the spread the colour is
60
+ * clear.
61
+ */
62
+ export declare function spreadTint(coverage: number, colourSum: GlassTexel, colourCount: number, out: GlassTexel): GlassTexel;
63
+ /**
64
+ * A coarse level of the tint, with the open ground's white taken back out: returns the pane's share
65
+ * of the texel and writes the pane's own colour to `out`.
66
+ *
67
+ * **Why a level needs this**: it averages a pane with whatever lies beside it, and beside a pane is
68
+ * usually open ground, which the tint holds as white — so a frosted patch read coarse is paler than
69
+ * the pane, and measured 6% more light than the clear pane over the same floor. The clarity channel
70
+ * says how much of the texel was pane: open ground holds 1, the pane its own `centreClarity`, so
71
+ * the pane's share is `(1 − a) / (1 − centreClarity)` and its colour follows by subtraction. What it
72
+ * assumes is that the frost around a receiver is the frost at its centre, which is true within a
73
+ * pane and blends where two panes of different frost meet; a clear pane (`centreClarity` 1) is
74
+ * never read coarse, so it is returned as it stands.
75
+ */
76
+ export declare function unmixTint(mip: GlassTexel, centreClarity: number, out: GlassTexel): number;
77
+ /** The filter radius for a receiver `paneToReceiver` behind a pane of this clarity. */
78
+ export declare function frostRadius(clarity: number, paneToReceiver: number, baseRadius: number): number;
@@ -0,0 +1,125 @@
1
+ /**
2
+ * Coloured light through glass: how one pane filters light, how panes combine, which receivers a
3
+ * pane tints, and how far frost spreads the colour — the reference the shaders state term for term.
4
+ *
5
+ * **Frost spreads light, it does not remove it.** Etched glass passes 88–91% of visible light
6
+ * against clear float glass's ~90%, so a frosted pane passes `transmission × (1 − F) × tint` like a
7
+ * clear one and only the filter widens. What it gives up: the spread stays inside the opaque frame's
8
+ * shadow, so light from a frosted pane does not reach past the outline of the frame around it. What
9
+ * would make it wrong is glass that genuinely absorbs as it diffuses — opal glass, milk glass — for
10
+ * which a lower `transmission` is the honest statement.
11
+ *
12
+ * **What else it does not reach**: light that bounces. DriftRay's probe bake and DriftLight's summed
13
+ * far field see a pane as absent, so the light a tinted window sends round a room by bouncing is its
14
+ * sun's own colour; only the direct light through the pane takes the tint.
15
+ */
16
+ import { schlickFresnel } from './glass.js';
17
+ /** No glass: everything passes, perfectly clear. What a tint map is cleared to. */
18
+ export const CLEAR_TEXEL = { r: 1, g: 1, b: 1, clarity: 1 };
19
+ /** How widely a fully frosted pane spreads its colour: a 30° half-angle cone behind it. */
20
+ export const FROST_SPREAD = Math.tan(Math.PI / 6);
21
+ /**
22
+ * The spread never exceeds this many base filter radii, and the tap count never changes.
23
+ *
24
+ * **Sixty-four, because the tint is read from the mip level the spread asks for**: each tap is then
25
+ * already an average over its own share of the spread, so taps far apart do not alias into grain.
26
+ * It was eight before the tint had mips, and on a sun map a few centimetres a texel that capped a
27
+ * frosted pane's spread at seven centimetres — frost that nobody saw. What the cap still bounds is
28
+ * a pane so frosted and so far above a floor that its colour would wash over a room.
29
+ */
30
+ export const FROST_RADIUS_CAP = 64;
31
+ /** One pane as a tint texel, lit at `cosLight` to its normal. Fresnel as `glass.ts` states it. */
32
+ export function paneTexel(glass, cosLight, out) {
33
+ const passes = glass.transmission * (1 - schlickFresnel(cosLight));
34
+ out.r = passes * glass.tint[0];
35
+ out.g = passes * glass.tint[1];
36
+ out.b = passes * glass.tint[2];
37
+ out.clarity = 1 - glass.frost;
38
+ return out;
39
+ }
40
+ /** Two stacks of glass on one ray: a product, so the order they are drawn in cannot matter. */
41
+ export function combinePanes(a, b, out) {
42
+ out.r = a.r * b.r;
43
+ out.g = a.g * b.g;
44
+ out.b = a.b * b.b;
45
+ out.clarity = a.clarity * b.clarity;
46
+ return out;
47
+ }
48
+ /**
49
+ * What one filter tap contributes: the glass's texel where the receiver is behind the pane, and
50
+ * nothing where it is on the light's side of it — or is the pane, which the bias keeps untinted.
51
+ */
52
+ export function tapTint(receiverDepth, glassDepth, bias, glass, out) {
53
+ const behind = receiverDepth > glassDepth + bias;
54
+ out.r = behind ? glass.r : 1;
55
+ out.g = behind ? glass.g : 1;
56
+ out.b = behind ? glass.b : 1;
57
+ out.clarity = behind ? glass.clarity : 1;
58
+ return out;
59
+ }
60
+ /**
61
+ * A frosted pane's tint at a receiver: the outline from the taps at the base radius, the colour
62
+ * from the spread taps that found glass — nothing else.
63
+ *
64
+ * **Split because a tint cannot carry light out past a pane.** Blurring the tint map whole pulls in
65
+ * the white of the unobstructed ground around a pane, which brightens the patch — measured at 10%
66
+ * more light over a frosted window than a clear one — while the pane's own light, which should
67
+ * spread onto that ground, has no way to exceed full sun there. So the outline stays where the
68
+ * clear pane's is (`coverage`, the share of outline taps behind glass) and only the colour spreads,
69
+ * averaged over glass alone (`colourSum` over `colourCount`, the summed pane shares `unmixTint`
70
+ * reports — continuous, so a colour crossing between panes blends rather than stepping): neighbouring
71
+ * panes mix, a pattern blurs, and the light through the patch is what it was. What it gives up is
72
+ * spread past the outline, which the spec states; with no glass found by the spread the colour is
73
+ * clear.
74
+ */
75
+ export function spreadTint(coverage, colourSum, colourCount, out) {
76
+ const r = colourCount > 0 ? colourSum.r / colourCount : 1;
77
+ const g = colourCount > 0 ? colourSum.g / colourCount : 1;
78
+ const b = colourCount > 0 ? colourSum.b / colourCount : 1;
79
+ out.r = 1 + (r - 1) * coverage;
80
+ out.g = 1 + (g - 1) * coverage;
81
+ out.b = 1 + (b - 1) * coverage;
82
+ out.clarity = 1;
83
+ return out;
84
+ }
85
+ /**
86
+ * A coarse level of the tint, with the open ground's white taken back out: returns the pane's share
87
+ * of the texel and writes the pane's own colour to `out`.
88
+ *
89
+ * **Why a level needs this**: it averages a pane with whatever lies beside it, and beside a pane is
90
+ * usually open ground, which the tint holds as white — so a frosted patch read coarse is paler than
91
+ * the pane, and measured 6% more light than the clear pane over the same floor. The clarity channel
92
+ * says how much of the texel was pane: open ground holds 1, the pane its own `centreClarity`, so
93
+ * the pane's share is `(1 − a) / (1 − centreClarity)` and its colour follows by subtraction. What it
94
+ * assumes is that the frost around a receiver is the frost at its centre, which is true within a
95
+ * pane and blends where two panes of different frost meet; a clear pane (`centreClarity` 1) is
96
+ * never read coarse, so it is returned as it stands.
97
+ */
98
+ export function unmixTint(mip, centreClarity, out) {
99
+ if (centreClarity >= 1) {
100
+ out.r = mip.r;
101
+ out.g = mip.g;
102
+ out.b = mip.b;
103
+ out.clarity = mip.clarity;
104
+ return 1;
105
+ }
106
+ const share = Math.min(1, Math.max(0, (1 - mip.clarity) / (1 - centreClarity)));
107
+ if (share <= 0) {
108
+ out.r = 1;
109
+ out.g = 1;
110
+ out.b = 1;
111
+ out.clarity = 1;
112
+ return 0;
113
+ }
114
+ const ground = 1 - share;
115
+ out.r = Math.min(1, Math.max(0, (mip.r - ground) / share));
116
+ out.g = Math.min(1, Math.max(0, (mip.g - ground) / share));
117
+ out.b = Math.min(1, Math.max(0, (mip.b - ground) / share));
118
+ out.clarity = centreClarity;
119
+ return share;
120
+ }
121
+ /** The filter radius for a receiver `paneToReceiver` behind a pane of this clarity. */
122
+ export function frostRadius(clarity, paneToReceiver, baseRadius) {
123
+ const spread = (1 - clarity) * FROST_SPREAD * Math.max(paneToReceiver, 0);
124
+ return Math.min(Math.max(baseRadius, spread), baseRadius * FROST_RADIUS_CAP);
125
+ }
@@ -11,9 +11,8 @@ export interface MediumLight {
11
11
  readonly sunShadow: number;
12
12
  /** World → light clip, **uncorrected**: the shader does its own `* 0.5 + 0.5`. */
13
13
  readonly lightViewProj: ReadonlyMat4;
14
- readonly staticShadowMap: WebGLTexture;
15
- readonly peeledShadowMap: WebGLTexture;
16
- readonly dynamicShadowMap: WebGLTexture;
14
+ /** The sun's static, moving and peeled maps, as one array. See `shadowMap.ts`. */
15
+ readonly sunShadows: WebGLTexture;
17
16
  readonly peeledEnabled: boolean;
18
17
  }
19
18
  /**
@@ -158,14 +158,8 @@ export class GlobalMediumPass {
158
158
  gl.bindTexture(gl.TEXTURE_2D, depth);
159
159
  gl.uniform1i(u['uDepth'] ?? null, 0);
160
160
  gl.activeTexture(gl.TEXTURE1);
161
- gl.bindTexture(gl.TEXTURE_2D, light.staticShadowMap);
162
- gl.uniform1i(u['uStaticShadowMap'] ?? null, 1);
163
- gl.activeTexture(gl.TEXTURE2);
164
- gl.bindTexture(gl.TEXTURE_2D, light.peeledShadowMap);
165
- gl.uniform1i(u['uPeeledShadowMap'] ?? null, 2);
166
- gl.activeTexture(gl.TEXTURE3);
167
- gl.bindTexture(gl.TEXTURE_2D, light.dynamicShadowMap);
168
- gl.uniform1i(u['uDynamicShadowMap'] ?? null, 3);
161
+ gl.bindTexture(gl.TEXTURE_2D_ARRAY, light.sunShadows);
162
+ gl.uniform1i(u['uSunShadows'] ?? null, 1);
169
163
  gl.uniformMatrix4fv(u['uDepthToWorld'] ?? null, false, this.depthToWorld);
170
164
  gl.uniform3f(u['uCameraPos'] ?? null, eye[0] ?? 0, eye[1] ?? 0, eye[2] ?? 0);
171
165
  gl.uniform3f(u['uSunDir'] ?? null, light.sunDir[0] ?? 0, light.sunDir[1] ?? 1, light.sunDir[2] ?? 0);
@@ -1,4 +1,5 @@
1
1
  /** What the second pipeline's shading pass computes, in TypeScript, so something can disagree. */
2
+ import { type ResolvedGlass } from '../glass.ts';
2
3
  /**
3
4
  * **The lit expression had no reference until 2026-09-16, and that was a gap rather than a policy.**
4
5
  *
@@ -163,3 +164,14 @@ export declare function newLitColour(): Float32Array;
163
164
  * so the two orders had never been asked to differ.
164
165
  */
165
166
  export declare function litColour(surface: LitSurface, environment: LitEnvironment, out: Float32Array): Float32Array;
167
+ /**
168
+ * Glass over its own shading: what is behind it shown by how much it lets through and how little it
169
+ * reflects at this angle, and the light behind it glowing through by how frosted it is — the forward
170
+ * path's glass branch (`flat/main.ts`) and `glass.ts`'s arithmetic, for the blended raster's twin.
171
+ *
172
+ * **`cosView` is taken unsigned**, because a pane passes the same light seen from either side.
173
+ * `sunGlow` is the light arriving at the pane's far side from the eye, which frost scatters toward
174
+ * it; a clear pane shows that light's source in `seen` instead. Allocates nothing: `out` is the
175
+ * caller's, and may be `own`.
176
+ */
177
+ export declare function glassShade(own: readonly [number, number, number], seen: readonly [number, number, number], glass: ResolvedGlass, cosView: number, sunGlow: readonly [number, number, number], out: [number, number, number]): [number, number, number];