@driftengine/core 4.4.2 → 4.6.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (339) hide show
  1. package/CHANGELOG.json +97 -0
  2. package/README.md +1 -1
  3. package/dist/geometry/boxCsg.d.ts +28 -0
  4. package/dist/geometry/boxCsg.js +139 -0
  5. package/dist/geometry/csg.d.ts +36 -0
  6. package/dist/geometry/csg.js +329 -0
  7. package/dist/geometry/meshBuilder.js +13 -0
  8. package/dist/geometry/meshConcat.js +1 -0
  9. package/dist/geometry/pixelFont.js +2 -0
  10. package/dist/geometry/solid.d.ts +61 -0
  11. package/dist/geometry/solid.js +152 -0
  12. package/dist/geometry/solidFlat.d.ts +35 -0
  13. package/dist/geometry/solidFlat.js +428 -0
  14. package/dist/geometry/solidHarness.d.ts +19 -0
  15. package/dist/geometry/solidHarness.js +66 -0
  16. package/dist/geometry/solidNormals.d.ts +17 -0
  17. package/dist/geometry/solidNormals.js +86 -0
  18. package/dist/geometry/solidRound.d.ts +41 -0
  19. package/dist/geometry/solidRound.js +323 -0
  20. package/dist/geometry/solidWriter.d.ts +16 -0
  21. package/dist/geometry/solidWriter.js +42 -0
  22. package/dist/index.d.ts +28 -3
  23. package/dist/index.js +20 -1
  24. package/dist/render/backend/api.d.ts +34 -14
  25. package/dist/render/backend/drawFog.d.ts +26 -0
  26. package/dist/render/backend/drawFog.js +30 -0
  27. package/dist/render/backend/materialChanges.d.ts +2 -1
  28. package/dist/render/backend/materialChanges.js +6 -1
  29. package/dist/render/backend/webgl2/glassTintPrograms.d.ts +13 -0
  30. package/dist/render/backend/webgl2/glassTintPrograms.js +38 -0
  31. package/dist/render/backend/webgl2/instanced.d.ts +24 -5
  32. package/dist/render/backend/webgl2/instanced.js +72 -15
  33. package/dist/render/backend/webgl2/renderer.d.ts +201 -16
  34. package/dist/render/backend/webgl2/renderer.js +596 -224
  35. package/dist/render/backend/webgpu/buffers.d.ts +29 -1
  36. package/dist/render/backend/webgpu/buffers.js +61 -4
  37. package/dist/render/backend/webgpu/depthPass.d.ts +1 -1
  38. package/dist/render/backend/webgpu/depthPass.js +7 -2
  39. package/dist/render/backend/webgpu/drawCommand.d.ts +5 -0
  40. package/dist/render/backend/webgpu/drawCommand.js +1 -0
  41. package/dist/render/backend/webgpu/flatPass.d.ts +6 -1
  42. package/dist/render/backend/webgpu/flatPass.js +57 -9
  43. package/dist/render/backend/webgpu/glassTintPass.d.ts +28 -0
  44. package/dist/render/backend/webgpu/glassTintPass.js +206 -0
  45. package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +60 -1
  46. package/dist/render/backend/webgpu/gpuDrivenPass.js +305 -5
  47. package/dist/render/backend/webgpu/instanceCullPass.d.ts +34 -0
  48. package/dist/render/backend/webgpu/instanceCullPass.js +144 -0
  49. package/dist/render/backend/webgpu/instanced.d.ts +23 -2
  50. package/dist/render/backend/webgpu/instanced.js +41 -4
  51. package/dist/render/backend/webgpu/latePass.d.ts +30 -0
  52. package/dist/render/backend/webgpu/latePass.js +140 -0
  53. package/dist/render/backend/webgpu/lightVolumePass.js +5 -1
  54. package/dist/render/backend/webgpu/motionPass.d.ts +95 -0
  55. package/dist/render/backend/webgpu/motionPass.js +491 -0
  56. package/dist/render/backend/webgpu/pipelineCache.d.ts +10 -1
  57. package/dist/render/backend/webgpu/pipelineCache.js +11 -1
  58. package/dist/render/backend/webgpu/pointGlassTintPass.d.ts +32 -0
  59. package/dist/render/backend/webgpu/pointGlassTintPass.js +193 -0
  60. package/dist/render/backend/webgpu/pointShadowPass.d.ts +35 -6
  61. package/dist/render/backend/webgpu/pointShadowPass.js +105 -20
  62. package/dist/render/backend/webgpu/postPass.d.ts +3 -13
  63. package/dist/render/backend/webgpu/renderer.d.ts +271 -64
  64. package/dist/render/backend/webgpu/renderer.js +1395 -580
  65. package/dist/render/backend/webgpu/scatterPass.js +2 -1
  66. package/dist/render/backend/webgpu/sdfTextPass.js +6 -1
  67. package/dist/render/backend/webgpu/shaders/instanceCull.wgsl.d.ts +18 -0
  68. package/dist/render/backend/webgpu/shaders/instanceCull.wgsl.js +59 -0
  69. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +4 -0
  70. package/dist/render/backend/webgpu/skinPaletteRing.js +4 -0
  71. package/dist/render/backend/webgpu/snapshotMips.d.ts +29 -0
  72. package/dist/render/backend/webgpu/snapshotMips.js +52 -0
  73. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +22 -3
  74. package/dist/render/backend/webgpu/surfaceTexturePass.js +78 -39
  75. package/dist/render/driftLight/bake.d.ts +7 -0
  76. package/dist/render/driftLight/bake.js +61 -56
  77. package/dist/render/driftLight/denseField.d.ts +46 -0
  78. package/dist/render/driftLight/denseField.js +109 -0
  79. package/dist/render/driftLight/lightField.d.ts +10 -5
  80. package/dist/render/driftLight/lightField.js +25 -19
  81. package/dist/render/driftLight/presence.d.ts +50 -0
  82. package/dist/render/driftLight/presence.js +43 -0
  83. package/dist/render/driftLight/uniforms.d.ts +3 -3
  84. package/dist/render/driftLight/uniforms.js +5 -6
  85. package/dist/render/driftLight/worldLightField.d.ts +41 -0
  86. package/dist/render/driftLight/worldLightField.js +66 -0
  87. package/dist/render/fixtureAtlas.d.ts +20 -0
  88. package/dist/render/fixtureAtlas.js +49 -0
  89. package/dist/render/glass.d.ts +45 -0
  90. package/dist/render/glass.js +39 -0
  91. package/dist/render/glassCasters.d.ts +40 -0
  92. package/dist/render/glassCasters.js +84 -0
  93. package/dist/render/glassShadow.d.ts +78 -0
  94. package/dist/render/glassShadow.js +125 -0
  95. package/dist/render/globalMediumPass.d.ts +2 -3
  96. package/dist/render/globalMediumPass.js +2 -8
  97. package/dist/render/gpudriven/lit.d.ts +12 -0
  98. package/dist/render/gpudriven/lit.js +23 -0
  99. package/dist/render/gpudriven/materialTable.d.ts +15 -5
  100. package/dist/render/gpudriven/materialTable.js +26 -6
  101. package/dist/render/gpudriven/pipeline.d.ts +1 -1
  102. package/dist/render/gpudriven/pipeline.js +4 -3
  103. package/dist/render/gpudriven/sunGlass.d.ts +35 -0
  104. package/dist/render/gpudriven/sunGlass.js +89 -0
  105. package/dist/render/instanceCull.d.ts +63 -0
  106. package/dist/render/instanceCull.js +160 -0
  107. package/dist/render/instances.d.ts +15 -0
  108. package/dist/render/lightBudget.d.ts +36 -35
  109. package/dist/render/lightBudget.js +38 -37
  110. package/dist/render/lightGrid.d.ts +42 -0
  111. package/dist/render/lightGrid.js +87 -0
  112. package/dist/render/mesh.d.ts +18 -24
  113. package/dist/render/mesh.js +51 -68
  114. package/dist/render/occlusion.d.ts +10 -0
  115. package/dist/render/occlusion.js +36 -7
  116. package/dist/render/pointGlassTint.d.ts +59 -0
  117. package/dist/render/pointGlassTint.js +198 -0
  118. package/dist/render/pointLightSelection.d.ts +7 -0
  119. package/dist/render/pointLightSelection.js +29 -4
  120. package/dist/render/pointShadowArray.d.ts +56 -3
  121. package/dist/render/pointShadowArray.js +127 -16
  122. package/dist/render/pointShadowMap.d.ts +23 -1
  123. package/dist/render/pointShadowMap.js +27 -1
  124. package/dist/render/rainField.d.ts +13 -0
  125. package/dist/render/rainField.js +27 -5
  126. package/dist/render/recon/changeFrames.d.ts +15 -0
  127. package/dist/render/recon/changeFrames.js +21 -0
  128. package/dist/render/recon/lateDepth.d.ts +11 -0
  129. package/dist/render/recon/lateDepth.js +70 -0
  130. package/dist/render/recon/lateRouting.d.ts +14 -0
  131. package/dist/render/recon/lateRouting.js +18 -0
  132. package/dist/render/recon/mover.d.ts +57 -0
  133. package/dist/render/recon/mover.js +86 -0
  134. package/dist/render/recon/resolve.d.ts +34 -4
  135. package/dist/render/recon/resolve.js +161 -20
  136. package/dist/render/renderQuality.d.ts +35 -0
  137. package/dist/render/renderQuality.js +7 -0
  138. package/dist/render/rendererHarness.js +16 -0
  139. package/dist/render/sceneTarget.d.ts +9 -1
  140. package/dist/render/sceneTarget.js +60 -12
  141. package/dist/render/shaders/depth.d.ts +16 -1
  142. package/dist/render/shaders/depth.js +94 -15
  143. package/dist/render/shaders/flat/directionalShadow.js +91 -6
  144. package/dist/render/shaders/flat/driftLight.d.ts +1 -1
  145. package/dist/render/shaders/flat/driftLight.js +32 -7
  146. package/dist/render/shaders/flat/glassTint.d.ts +6 -0
  147. package/dist/render/shaders/flat/glassTint.js +25 -0
  148. package/dist/render/shaders/flat/index.d.ts +13 -0
  149. package/dist/render/shaders/flat/index.js +9 -3
  150. package/dist/render/shaders/flat/lampGlass.d.ts +1 -0
  151. package/dist/render/shaders/flat/lampGlass.js +183 -0
  152. package/dist/render/shaders/flat/main.d.ts +1 -1
  153. package/dist/render/shaders/flat/main.js +190 -38
  154. package/dist/render/shaders/flat/pointShadow.d.ts +1 -1
  155. package/dist/render/shaders/flat/pointShadow.js +2 -0
  156. package/dist/render/shaders/flat/preamble.js +96 -26
  157. package/dist/render/shaders/flat/surfaceEffects.d.ts +29 -0
  158. package/dist/render/shaders/flat/surfaceEffects.js +152 -0
  159. package/dist/render/shaders/generated/depth.wgsl.d.ts +230 -7
  160. package/dist/render/shaders/generated/depth.wgsl.js +230 -7
  161. package/dist/render/shaders/generated/flat.wgsl.d.ts +1644 -1596
  162. package/dist/render/shaders/generated/flat.wgsl.js +1683 -1621
  163. package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +3 -13
  164. package/dist/render/shaders/generated/globalMedium.wgsl.js +3 -13
  165. package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +3 -13
  166. package/dist/render/shaders/generated/lightVolume.wgsl.js +21 -17
  167. package/dist/render/shaders/generated/octahedralResolve.wgsl.d.ts +29 -0
  168. package/dist/render/shaders/generated/octahedralResolve.wgsl.js +29 -0
  169. package/dist/render/shaders/generated/rush.wgsl.d.ts +21 -16
  170. package/dist/render/shaders/generated/rush.wgsl.js +21 -16
  171. package/dist/render/shaders/generated/sdfText.wgsl.d.ts +2 -2
  172. package/dist/render/shaders/generated/sdfText.wgsl.js +2 -2
  173. package/dist/render/shaders/generated/text.wgsl.d.ts +1 -1
  174. package/dist/render/shaders/generated/text.wgsl.js +1 -1
  175. package/dist/render/shaders/gi/driftLight.wgsl.d.ts +1 -1
  176. package/dist/render/shaders/gi/driftLight.wgsl.js +27 -4
  177. package/dist/render/shaders/globalMedium.js +6 -6
  178. package/dist/render/shaders/gpudriven/blendRaster.wgsl.d.ts +7 -0
  179. package/dist/render/shaders/gpudriven/blendRaster.wgsl.js +86 -1
  180. package/dist/render/shaders/gpudriven/cull.wgsl.d.ts +1 -1
  181. package/dist/render/shaders/gpudriven/cull.wgsl.js +11 -2
  182. package/dist/render/shaders/gpudriven/materialTable.wgsl.d.ts +1 -1
  183. package/dist/render/shaders/gpudriven/materialTable.wgsl.js +3 -1
  184. package/dist/render/shaders/gpudriven/shade.wgsl.js +50 -1
  185. package/dist/render/shaders/gpudriven/sunGlass.wgsl.d.ts +9 -0
  186. package/dist/render/shaders/gpudriven/sunGlass.wgsl.js +133 -0
  187. package/dist/render/shaders/lightVolume.js +6 -6
  188. package/dist/render/shaders/octahedralResolve.d.ts +8 -0
  189. package/dist/render/shaders/octahedralResolve.js +48 -17
  190. package/dist/render/shaders/recon/lateDepth.wgsl.d.ts +1 -0
  191. package/dist/render/shaders/recon/lateDepth.wgsl.js +69 -0
  192. package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
  193. package/dist/render/shaders/recon/motion.wgsl.js +84 -0
  194. package/dist/render/shaders/recon/resolve.wgsl.d.ts +8 -7
  195. package/dist/render/shaders/recon/resolve.wgsl.js +161 -27
  196. package/dist/render/shaders/rush.js +11 -1
  197. package/dist/render/shaders/sdfText.d.ts +1 -1
  198. package/dist/render/shaders/sdfText.js +3 -2
  199. package/dist/render/shaders/text.d.ts +1 -1
  200. package/dist/render/shaders/text.js +18 -9
  201. package/dist/render/shadowCasters.d.ts +20 -1
  202. package/dist/render/shadowCasters.js +15 -1
  203. package/dist/render/shadowMap.d.ts +54 -5
  204. package/dist/render/shadowMap.js +190 -36
  205. package/dist/render/sunGlassTint.d.ts +25 -0
  206. package/dist/render/sunGlassTint.js +79 -0
  207. package/dist/render/surfaceEffects.d.ts +83 -0
  208. package/dist/render/surfaceEffects.js +75 -0
  209. package/dist/render/surfaceScene.d.ts +8 -0
  210. package/dist/render/surfaceScene.js +8 -0
  211. package/dist/render/surfaceTexture.d.ts +18 -2
  212. package/dist/render/surfaceTexture.js +68 -15
  213. package/dist/render/temporalAa.d.ts +25 -6
  214. package/dist/render/temporalAa.js +45 -15
  215. package/dist/render/textureSource.d.ts +30 -0
  216. package/dist/render/textureSource.js +53 -0
  217. package/dist/render/translucentQueue.d.ts +6 -0
  218. package/dist/render/translucentQueue.js +15 -1
  219. package/dist/render/vertexDefaults.js +2 -0
  220. package/dist/world/hlod.d.ts +104 -0
  221. package/dist/world/hlod.js +214 -0
  222. package/package.json +6 -6
  223. package/src/geometry/boxCsg.ts +186 -0
  224. package/src/geometry/csg.ts +384 -0
  225. package/src/geometry/meshBuilder.ts +15 -0
  226. package/src/geometry/meshConcat.ts +1 -0
  227. package/src/geometry/pixelFont.ts +2 -0
  228. package/src/geometry/solid.ts +189 -0
  229. package/src/geometry/solidFlat.ts +522 -0
  230. package/src/geometry/solidHarness.ts +83 -0
  231. package/src/geometry/solidNormals.ts +103 -0
  232. package/src/geometry/solidRound.ts +443 -0
  233. package/src/geometry/solidWriter.ts +58 -0
  234. package/src/index.ts +61 -1
  235. package/src/render/backend/api.ts +36 -11
  236. package/src/render/backend/drawFog.ts +31 -0
  237. package/src/render/backend/materialChanges.ts +9 -2
  238. package/src/render/backend/webgl2/glassTintPrograms.ts +58 -0
  239. package/src/render/backend/webgl2/instanced.ts +80 -14
  240. package/src/render/backend/webgl2/renderer.ts +700 -250
  241. package/src/render/backend/webgpu/buffers.ts +92 -5
  242. package/src/render/backend/webgpu/depthPass.ts +7 -2
  243. package/src/render/backend/webgpu/drawCommand.ts +6 -0
  244. package/src/render/backend/webgpu/flatPass.ts +62 -11
  245. package/src/render/backend/webgpu/glassTintPass.ts +245 -0
  246. package/src/render/backend/webgpu/gpuDrivenPass.ts +349 -5
  247. package/src/render/backend/webgpu/instanceCullPass.ts +165 -0
  248. package/src/render/backend/webgpu/instanced.ts +42 -4
  249. package/src/render/backend/webgpu/latePass.ts +161 -0
  250. package/src/render/backend/webgpu/lightVolumePass.ts +5 -1
  251. package/src/render/backend/webgpu/motionPass.ts +535 -0
  252. package/src/render/backend/webgpu/pipelineCache.ts +12 -1
  253. package/src/render/backend/webgpu/pointGlassTintPass.ts +233 -0
  254. package/src/render/backend/webgpu/pointShadowPass.ts +158 -26
  255. package/src/render/backend/webgpu/renderer.ts +1671 -670
  256. package/src/render/backend/webgpu/scatterPass.ts +2 -1
  257. package/src/render/backend/webgpu/sdfTextPass.ts +6 -1
  258. package/src/render/backend/webgpu/shaders/instanceCull.wgsl.ts +61 -0
  259. package/src/render/backend/webgpu/skinPaletteRing.ts +4 -0
  260. package/src/render/backend/webgpu/snapshotMips.ts +80 -0
  261. package/src/render/backend/webgpu/surfaceTexturePass.ts +91 -51
  262. package/src/render/driftLight/bake.ts +85 -62
  263. package/src/render/driftLight/denseField.ts +149 -0
  264. package/src/render/driftLight/lightField.ts +33 -18
  265. package/src/render/driftLight/presence.ts +69 -0
  266. package/src/render/driftLight/uniforms.ts +8 -9
  267. package/src/render/driftLight/worldLightField.ts +83 -0
  268. package/src/render/fixtureAtlas.ts +63 -0
  269. package/src/render/glass.ts +74 -0
  270. package/src/render/glassCasters.ts +164 -0
  271. package/src/render/glassShadow.ts +153 -0
  272. package/src/render/globalMediumPass.ts +4 -11
  273. package/src/render/gpudriven/lit.ts +31 -0
  274. package/src/render/gpudriven/materialTable.ts +28 -6
  275. package/src/render/gpudriven/pipeline.ts +4 -3
  276. package/src/render/gpudriven/sunGlass.ts +117 -0
  277. package/src/render/instanceCull.ts +205 -0
  278. package/src/render/instances.ts +16 -0
  279. package/src/render/lightBudget.ts +41 -38
  280. package/src/render/lightGrid.ts +130 -0
  281. package/src/render/mesh.ts +59 -72
  282. package/src/render/occlusion.ts +51 -7
  283. package/src/render/pointGlassTint.ts +250 -0
  284. package/src/render/pointLightSelection.ts +72 -4
  285. package/src/render/pointShadowArray.ts +188 -22
  286. package/src/render/pointShadowMap.ts +41 -0
  287. package/src/render/rainField.ts +39 -5
  288. package/src/render/recon/changeFrames.ts +24 -0
  289. package/src/render/recon/lateDepth.ts +83 -0
  290. package/src/render/recon/lateRouting.ts +29 -0
  291. package/src/render/recon/mover.ts +118 -0
  292. package/src/render/recon/resolve.ts +206 -20
  293. package/src/render/renderQuality.ts +47 -0
  294. package/src/render/rendererHarness.ts +16 -0
  295. package/src/render/sceneTarget.ts +62 -11
  296. package/src/render/shaders/depth.ts +118 -15
  297. package/src/render/shaders/flat/directionalShadow.ts +97 -6
  298. package/src/render/shaders/flat/driftLight.ts +32 -7
  299. package/src/render/shaders/flat/glassTint.ts +25 -0
  300. package/src/render/shaders/flat/index.ts +22 -3
  301. package/src/render/shaders/flat/lampGlass.ts +185 -0
  302. package/src/render/shaders/flat/main.ts +190 -38
  303. package/src/render/shaders/flat/pointShadow.ts +2 -0
  304. package/src/render/shaders/flat/preamble.ts +96 -26
  305. package/src/render/shaders/flat/surfaceEffects.ts +152 -0
  306. package/src/render/shaders/generated/depth.wgsl.ts +237 -7
  307. package/src/render/shaders/generated/flat.wgsl.ts +1685 -1621
  308. package/src/render/shaders/generated/globalMedium.wgsl.ts +3 -13
  309. package/src/render/shaders/generated/lightVolume.wgsl.ts +23 -17
  310. package/src/render/shaders/generated/octahedralResolve.wgsl.ts +30 -0
  311. package/src/render/shaders/generated/rush.wgsl.ts +21 -16
  312. package/src/render/shaders/generated/sdfText.wgsl.ts +2 -2
  313. package/src/render/shaders/generated/text.wgsl.ts +1 -1
  314. package/src/render/shaders/gi/driftLight.wgsl.ts +27 -4
  315. package/src/render/shaders/globalMedium.ts +6 -6
  316. package/src/render/shaders/gpudriven/blendRaster.wgsl.ts +88 -1
  317. package/src/render/shaders/gpudriven/cull.wgsl.ts +11 -2
  318. package/src/render/shaders/gpudriven/materialTable.wgsl.ts +3 -1
  319. package/src/render/shaders/gpudriven/shade.wgsl.ts +50 -1
  320. package/src/render/shaders/gpudriven/sunGlass.wgsl.ts +139 -0
  321. package/src/render/shaders/lightVolume.ts +6 -6
  322. package/src/render/shaders/octahedralResolve.ts +50 -17
  323. package/src/render/shaders/recon/lateDepth.wgsl.ts +72 -0
  324. package/src/render/shaders/recon/motion.wgsl.ts +84 -0
  325. package/src/render/shaders/recon/resolve.wgsl.ts +161 -27
  326. package/src/render/shaders/rush.ts +11 -1
  327. package/src/render/shaders/sdfText.ts +3 -2
  328. package/src/render/shaders/text.ts +18 -9
  329. package/src/render/shadowCasters.ts +28 -1
  330. package/src/render/shadowMap.ts +231 -37
  331. package/src/render/sunGlassTint.ts +86 -0
  332. package/src/render/surfaceEffects.ts +132 -0
  333. package/src/render/surfaceScene.ts +16 -0
  334. package/src/render/surfaceTexture.ts +110 -19
  335. package/src/render/temporalAa.ts +78 -14
  336. package/src/render/textureSource.ts +72 -0
  337. package/src/render/translucentQueue.ts +20 -1
  338. package/src/render/vertexDefaults.ts +2 -0
  339. package/src/world/hlod.ts +290 -0
@@ -0,0 +1,443 @@
1
+ /**
2
+ * The round solids: cylinder, cone, frustum, tube, sphere, hemisphere, icosphere, capsule, torus
3
+ * and lathe — all but the icosphere one revolve of a profile around +Y.
4
+ *
5
+ * A profile is `(r, y)` points. Revolving it, the vertex at angle θ sits at (r·cos θ, y, r·sin θ),
6
+ * and a quad is wound so that the profile's direction crossed with the direction of increasing θ
7
+ * points outward: a profile climbing on its outer side, or running outward along a bottom cap,
8
+ * faces out. Where the profile touches the axis a quad collapses to a triangle and only the
9
+ * triangle is written, so no edge is counted twice.
10
+ *
11
+ * `smooth` shares vertices around the axis with normals that vary around it; the default,
12
+ * faceted, gives every quad its own four vertices and its own normal. Texture u runs around (0..1,
13
+ * the seam duplicated) and v along the profile (0..1 by length).
14
+ */
15
+ import type { Solid } from './solid.ts';
16
+ import { SolidWriter } from './solidWriter.ts';
17
+
18
+ /** A profile point with the in-plane normal it wants when smooth: (nr, ny) across the profile. */
19
+ interface ProfilePoint {
20
+ readonly r: number;
21
+ readonly y: number;
22
+ readonly nr: number;
23
+ readonly ny: number;
24
+ }
25
+
26
+ /**
27
+ * Revolve one or more strips — runs of profile points whose normals are continuous — around +Y.
28
+ * A strip's normals are used when smooth; faceted quads take the normal their corners imply.
29
+ */
30
+ function revolve(
31
+ strips: readonly (readonly ProfilePoint[])[],
32
+ segments: number,
33
+ smooth: boolean,
34
+ ): Solid {
35
+ const n = Math.max(3, Math.floor(segments));
36
+ const out = new SolidWriter();
37
+ let total = 0;
38
+ for (const strip of strips) {
39
+ for (let i = 0; i + 1 < strip.length; i++) total += span(strip[i], strip[i + 1]);
40
+ }
41
+ let walked = 0;
42
+ for (const strip of strips) {
43
+ const v: number[] = [];
44
+ for (let i = 0; i < strip.length; i++) {
45
+ if (i > 0) walked += span(strip[i - 1], strip[i]);
46
+ v.push(total > 0 ? walked / total : 0);
47
+ }
48
+ if (smooth) revolveSmooth(out, strip, v, n);
49
+ else revolveFaceted(out, strip, v, n);
50
+ }
51
+ return out.finish();
52
+ }
53
+
54
+ function span(a: ProfilePoint | undefined, b: ProfilePoint | undefined): number {
55
+ return a && b ? Math.hypot(b.r - a.r, b.y - a.y) : 0;
56
+ }
57
+
58
+ function revolveSmooth(
59
+ out: SolidWriter,
60
+ strip: readonly ProfilePoint[],
61
+ v: number[],
62
+ n: number,
63
+ ): void {
64
+ const base = out.vertexCount;
65
+ const row = n + 1;
66
+ for (let i = 0; i < strip.length; i++) {
67
+ const p = strip[i];
68
+ if (!p) continue;
69
+ for (let j = 0; j <= n; j++) {
70
+ const t = (2 * Math.PI * (j % n)) / n;
71
+ const c = Math.cos(t);
72
+ const s = Math.sin(t);
73
+ out.vertex(p.r * c, p.y, p.r * s, p.nr * c, p.ny, p.nr * s, j / n, v[i] ?? 0);
74
+ }
75
+ }
76
+ for (let i = 0; i + 1 < strip.length; i++) {
77
+ const r0 = strip[i]?.r ?? 0;
78
+ const r1 = strip[i + 1]?.r ?? 0;
79
+ for (let j = 0; j < n; j++) {
80
+ const a = base + i * row + j;
81
+ const b = a + row;
82
+ const c = b + 1;
83
+ const d = a + 1;
84
+ emit(out, a, b, c, d, r0, r1);
85
+ }
86
+ }
87
+ }
88
+
89
+ function revolveFaceted(
90
+ out: SolidWriter,
91
+ strip: readonly ProfilePoint[],
92
+ v: number[],
93
+ n: number,
94
+ ): void {
95
+ for (let i = 0; i + 1 < strip.length; i++) {
96
+ const p = strip[i];
97
+ const q = strip[i + 1];
98
+ if (!p || !q) continue;
99
+ for (let j = 0; j < n; j++) {
100
+ const t0 = (2 * Math.PI * j) / n;
101
+ const t1 = (2 * Math.PI * ((j + 1) % n)) / n;
102
+ const c0 = Math.cos(t0);
103
+ const s0 = Math.sin(t0);
104
+ const c1 = Math.cos(t1);
105
+ const s1 = Math.sin(t1);
106
+ const ax = p.r * c0;
107
+ const az = p.r * s0;
108
+ const bx = q.r * c0;
109
+ const bz = q.r * s0;
110
+ const cx = q.r * c1;
111
+ const cz = q.r * s1;
112
+ const dx = p.r * c1;
113
+ const dz = p.r * s1;
114
+ /* The normal from the diagonals, (c − a) × (d − b): right for a quad and for the triangle a
115
+ quad collapses to at the axis, where the edge-based cross product is zero. */
116
+ const ex = cx - ax;
117
+ const ey = q.y - p.y;
118
+ const ez = cz - az;
119
+ const fx = dx - bx;
120
+ const fy = p.y - q.y;
121
+ const fz = dz - bz;
122
+ let nx = ey * fz - ez * fy;
123
+ let ny = ez * fx - ex * fz;
124
+ let nz = ex * fy - ey * fx;
125
+ const len = Math.hypot(nx, ny, nz) || 1;
126
+ nx /= len;
127
+ ny /= len;
128
+ nz /= len;
129
+ const u0 = j / n;
130
+ const u1 = (j + 1) / n;
131
+ const a = out.vertex(ax, p.y, az, nx, ny, nz, u0, v[i] ?? 0);
132
+ const b = out.vertex(bx, q.y, bz, nx, ny, nz, u0, v[i + 1] ?? 0);
133
+ const c = out.vertex(cx, q.y, cz, nx, ny, nz, u1, v[i + 1] ?? 0);
134
+ const d = out.vertex(dx, p.y, dz, nx, ny, nz, u1, v[i] ?? 0);
135
+ emit(out, a, b, c, d, p.r, q.r);
136
+ }
137
+ }
138
+ }
139
+
140
+ /** Quad `a b c d`, or the one triangle left of it where either end of the profile step is on the axis. */
141
+ function emit(
142
+ out: SolidWriter,
143
+ a: number,
144
+ b: number,
145
+ c: number,
146
+ d: number,
147
+ r0: number,
148
+ r1: number,
149
+ ): void {
150
+ if (r0 <= 1e-12 && r1 <= 1e-12) return;
151
+ if (r0 <= 1e-12) out.triangle(a, b, c);
152
+ else if (r1 <= 1e-12) out.triangle(a, b, d);
153
+ else out.quad(a, b, c, d);
154
+ }
155
+
156
+ /** Points along a polyline profile, each segment its own strip so every corner creases. */
157
+ function creasedStrips(points: readonly (readonly [number, number])[]): ProfilePoint[][] {
158
+ const strips: ProfilePoint[][] = [];
159
+ for (let i = 0; i + 1 < points.length; i++) {
160
+ const [r0, y0] = points[i] ?? [0, 0];
161
+ const [r1, y1] = points[i + 1] ?? [0, 0];
162
+ const len = Math.hypot(r1 - r0, y1 - y0) || 1;
163
+ const nr = (y1 - y0) / len;
164
+ const ny = -(r1 - r0) / len;
165
+ strips.push([
166
+ { r: r0, y: y0, nr, ny },
167
+ { r: r1, y: y1, nr, ny },
168
+ ]);
169
+ }
170
+ return strips;
171
+ }
172
+
173
+ /** An arc of the circle centred (cr, cy), radius `radius`, from angle `a0` to `a1` in `steps`. */
174
+ function arc(
175
+ cr: number,
176
+ cy: number,
177
+ radius: number,
178
+ a0: number,
179
+ a1: number,
180
+ steps: number,
181
+ ): ProfilePoint[] {
182
+ const points: ProfilePoint[] = [];
183
+ for (let s = 0; s <= steps; s++) {
184
+ const a = a0 + ((a1 - a0) * s) / steps;
185
+ const c = Math.cos(a);
186
+ const sn = Math.sin(a);
187
+ points.push({ r: Math.max(0, cr + radius * c), y: cy + radius * sn, nr: c, ny: sn });
188
+ }
189
+ return points;
190
+ }
191
+
192
+ /** A cylinder of `radius` and `length` along Y, centred, capped. */
193
+ export function solidCylinder(
194
+ radius: number,
195
+ length: number,
196
+ segments: number,
197
+ smooth = false,
198
+ ): Solid {
199
+ return solidFrustum(radius, radius, length, segments, smooth);
200
+ }
201
+
202
+ /** A cone: base `radius` at −length/2, apex at +length/2. */
203
+ export function solidCone(radius: number, length: number, segments: number, smooth = false): Solid {
204
+ return solidFrustum(radius, 0, length, segments, smooth);
205
+ }
206
+
207
+ /** A frustum with explicit radii at its bottom (−length/2) and top (+length/2), capped. */
208
+ export function solidFrustum(
209
+ radiusBottom: number,
210
+ radiusTop: number,
211
+ length: number,
212
+ segments: number,
213
+ smooth = false,
214
+ ): Solid {
215
+ const h = length / 2;
216
+ return revolve(
217
+ creasedStrips([
218
+ [0, -h],
219
+ [radiusBottom, -h],
220
+ [radiusTop, h],
221
+ [0, h],
222
+ ]),
223
+ segments,
224
+ smooth,
225
+ );
226
+ }
227
+
228
+ /** A hollow cylinder: outer `radius`, wall `thickness`, `length` along Y, centred. Four segments make a square frame. */
229
+ export function solidTube(
230
+ radius: number,
231
+ thickness: number,
232
+ length: number,
233
+ segments: number,
234
+ smooth = false,
235
+ ): Solid {
236
+ const h = length / 2;
237
+ const inner = Math.max(0, radius - thickness);
238
+ return revolve(
239
+ creasedStrips([
240
+ [inner, -h],
241
+ [radius, -h],
242
+ [radius, h],
243
+ [inner, h],
244
+ [inner, -h],
245
+ ]),
246
+ segments,
247
+ smooth,
248
+ );
249
+ }
250
+
251
+ /** A sphere of `radius`: `segments` around, half as many from pole to pole. */
252
+ export function solidSphere(radius: number, segments: number, smooth = false): Solid {
253
+ const rings = Math.max(2, Math.floor(segments / 2));
254
+ return revolve([arc(0, 0, radius, -Math.PI / 2, Math.PI / 2, rings)], segments, smooth);
255
+ }
256
+
257
+ /** A dome toward +Y on a flat base at the origin. */
258
+ export function solidHemisphere(radius: number, segments: number, smooth = false): Solid {
259
+ const rings = Math.max(1, Math.floor(segments / 4));
260
+ const base: ProfilePoint[] = [
261
+ { r: 0, y: 0, nr: 0, ny: -1 },
262
+ { r: radius, y: 0, nr: 0, ny: -1 },
263
+ ];
264
+ return revolve([base, arc(0, 0, radius, 0, Math.PI / 2, rings)], segments, smooth);
265
+ }
266
+
267
+ /** A capsule: a cylinder of `length` (excluding the caps) with hemispherical ends, along Y. */
268
+ export function solidCapsule(
269
+ radius: number,
270
+ length: number,
271
+ segments: number,
272
+ smooth = false,
273
+ ): Solid {
274
+ const rings = Math.max(1, Math.floor(segments / 4));
275
+ const h = length / 2;
276
+ return revolve(
277
+ [
278
+ arc(0, -h, radius, -Math.PI / 2, 0, rings),
279
+ [
280
+ { r: radius, y: -h, nr: 1, ny: 0 },
281
+ { r: radius, y: h, nr: 1, ny: 0 },
282
+ ],
283
+ arc(0, h, radius, 0, Math.PI / 2, rings),
284
+ ],
285
+ segments,
286
+ smooth,
287
+ );
288
+ }
289
+
290
+ /** A torus around +Y: ring radius `major`, tube radius `minor`, `segments` around and `sides` across. */
291
+ export function solidTorus(
292
+ major: number,
293
+ minor: number,
294
+ segments: number,
295
+ sides: number,
296
+ smooth = false,
297
+ ): Solid {
298
+ return revolve(
299
+ [arc(major, 0, minor, 0, 2 * Math.PI, Math.max(3, Math.floor(sides)))],
300
+ segments,
301
+ smooth,
302
+ );
303
+ }
304
+
305
+ /**
306
+ * A profile (`r, y` pairs, bottom to top) revolved around +Y. An end off the axis is closed with a
307
+ * flat cap, so any profile makes a solid. Every profile corner creases, faceted or smooth.
308
+ */
309
+ export function solidLathe(profile: ArrayLike<number>, segments: number, smooth = false): Solid {
310
+ const points: [number, number][] = [];
311
+ for (let i = 0; i + 1 < profile.length; i += 2)
312
+ points.push([profile[i] ?? 0, profile[i + 1] ?? 0]);
313
+ const first = points[0];
314
+ const last = points[points.length - 1];
315
+ if (first && first[0] > 1e-12) points.unshift([0, first[1]]);
316
+ if (last && last[0] > 1e-12) points.push([0, last[1]]);
317
+ return revolve(creasedStrips(points), segments, smooth);
318
+ }
319
+
320
+ /**
321
+ * An icosahedron subdivided `level` times onto a sphere of `radius`. Faceted by default — every
322
+ * triangle its own vertices and face normal — or smooth, sharing vertices with radial normals.
323
+ */
324
+ export function solidIcosphere(radius: number, level: number, smooth = false): Solid {
325
+ const t = (1 + Math.sqrt(5)) / 2;
326
+ const verts: number[][] = [
327
+ [-1, t, 0],
328
+ [1, t, 0],
329
+ [-1, -t, 0],
330
+ [1, -t, 0],
331
+ [0, -1, t],
332
+ [0, 1, t],
333
+ [0, -1, -t],
334
+ [0, 1, -t],
335
+ [t, 0, -1],
336
+ [t, 0, 1],
337
+ [-t, 0, -1],
338
+ [-t, 0, 1],
339
+ ].map(unit);
340
+ let faces: number[][] = [
341
+ [0, 11, 5],
342
+ [0, 5, 1],
343
+ [0, 1, 7],
344
+ [0, 7, 10],
345
+ [0, 10, 11],
346
+ [1, 5, 9],
347
+ [5, 11, 4],
348
+ [11, 10, 2],
349
+ [10, 7, 6],
350
+ [7, 1, 8],
351
+ [3, 9, 4],
352
+ [3, 4, 2],
353
+ [3, 2, 6],
354
+ [3, 6, 8],
355
+ [3, 8, 9],
356
+ [4, 9, 5],
357
+ [2, 4, 11],
358
+ [6, 2, 10],
359
+ [8, 6, 7],
360
+ [9, 8, 1],
361
+ ];
362
+ for (let l = 0; l < Math.floor(level); l++) {
363
+ const cache = new Map<string, number>();
364
+ const mid = (a: number, b: number): number => {
365
+ const key = a < b ? `${a},${b}` : `${b},${a}`;
366
+ const hit = cache.get(key);
367
+ if (hit !== undefined) return hit;
368
+ const va = verts[a] ?? [0, 0, 0];
369
+ const vb = verts[b] ?? [0, 0, 0];
370
+ verts.push(
371
+ unit([
372
+ (va[0] ?? 0) + (vb[0] ?? 0),
373
+ (va[1] ?? 0) + (vb[1] ?? 0),
374
+ (va[2] ?? 0) + (vb[2] ?? 0),
375
+ ]),
376
+ );
377
+ cache.set(key, verts.length - 1);
378
+ return verts.length - 1;
379
+ };
380
+ const next: number[][] = [];
381
+ for (const [a = 0, b = 0, c = 0] of faces) {
382
+ const ab = mid(a, b);
383
+ const bc = mid(b, c);
384
+ const ca = mid(c, a);
385
+ next.push([a, ab, ca], [b, bc, ab], [c, ca, bc], [ab, bc, ca]);
386
+ }
387
+ faces = next;
388
+ }
389
+ const out = new SolidWriter();
390
+ const uv = (p: number[]): [number, number] => [
391
+ 0.5 + Math.atan2(p[2] ?? 0, p[0] ?? 0) / (2 * Math.PI),
392
+ 0.5 + Math.asin(Math.max(-1, Math.min(1, p[1] ?? 0))) / Math.PI,
393
+ ];
394
+ if (smooth) {
395
+ for (const p of verts) {
396
+ const [u, v] = uv(p);
397
+ out.vertex(
398
+ (p[0] ?? 0) * radius,
399
+ (p[1] ?? 0) * radius,
400
+ (p[2] ?? 0) * radius,
401
+ p[0] ?? 0,
402
+ p[1] ?? 0,
403
+ p[2] ?? 0,
404
+ u,
405
+ v,
406
+ );
407
+ }
408
+ /* The table's faces run counter-clockwise seen from outside, as every face here does. */
409
+ for (const [a = 0, b = 0, c = 0] of faces) out.triangle(a, b, c);
410
+ return out.finish();
411
+ }
412
+ for (const [a = 0, b = 0, c = 0] of faces) {
413
+ const pa = verts[a] ?? [0, 0, 0];
414
+ const pb = verts[b] ?? [0, 0, 0];
415
+ const pc = verts[c] ?? [0, 0, 0];
416
+ const n = unit([
417
+ ((pa[0] ?? 0) + (pb[0] ?? 0) + (pc[0] ?? 0)) / 3,
418
+ ((pa[1] ?? 0) + (pb[1] ?? 0) + (pc[1] ?? 0)) / 3,
419
+ ((pa[2] ?? 0) + (pb[2] ?? 0) + (pc[2] ?? 0)) / 3,
420
+ ]);
421
+ const base = out.vertexCount;
422
+ for (const p of [pa, pb, pc]) {
423
+ const [u, v] = uv(p);
424
+ out.vertex(
425
+ (p[0] ?? 0) * radius,
426
+ (p[1] ?? 0) * radius,
427
+ (p[2] ?? 0) * radius,
428
+ n[0] ?? 0,
429
+ n[1] ?? 0,
430
+ n[2] ?? 0,
431
+ u,
432
+ v,
433
+ );
434
+ }
435
+ out.triangle(base, base + 1, base + 2);
436
+ }
437
+ return out.finish();
438
+ }
439
+
440
+ function unit(p: number[]): number[] {
441
+ const len = Math.hypot(p[0] ?? 0, p[1] ?? 0, p[2] ?? 0) || 1;
442
+ return [(p[0] ?? 0) / len, (p[1] ?? 0) / len, (p[2] ?? 0) / len];
443
+ }
@@ -0,0 +1,58 @@
1
+ /**
2
+ * The accumulator every solid primitive writes through: a vertex at a time, a triangle or a quad at
3
+ * a time, finished into a `Solid`.
4
+ *
5
+ * Internal to the geometry modules and not in the barrel — a caller building geometry of its own
6
+ * wants `MeshBuilder` or typed arrays, and this exists so the primitives share one place that
7
+ * decides how a vertex is laid out.
8
+ */
9
+ import { GrowableF32, GrowableU32 } from './growable.ts';
10
+ import type { Solid } from './solid.ts';
11
+
12
+ export class SolidWriter {
13
+ private readonly positions = new GrowableF32();
14
+ private readonly normals = new GrowableF32();
15
+ private readonly uvs = new GrowableF32();
16
+ private readonly indices = new GrowableU32();
17
+ private count = 0;
18
+
19
+ /** Add one vertex and return its index. The normal is taken as given; pass it unit length. */
20
+ vertex(
21
+ px: number,
22
+ py: number,
23
+ pz: number,
24
+ nx: number,
25
+ ny: number,
26
+ nz: number,
27
+ u: number,
28
+ v: number,
29
+ ): number {
30
+ this.positions.push(px, py, pz);
31
+ this.normals.push(nx, ny, nz);
32
+ this.uvs.push(u, v);
33
+ return this.count++;
34
+ }
35
+
36
+ triangle(a: number, b: number, c: number): void {
37
+ this.indices.push(a, b, c);
38
+ }
39
+
40
+ /** Two triangles over a counter-clockwise quad `a b c d`. */
41
+ quad(a: number, b: number, c: number, d: number): void {
42
+ this.indices.push(a, b, c, a, c, d);
43
+ }
44
+
45
+ /** How many vertices so far, which is the index the next `vertex` returns. */
46
+ get vertexCount(): number {
47
+ return this.count;
48
+ }
49
+
50
+ finish(): Solid {
51
+ return {
52
+ positions: this.positions.toTyped(),
53
+ normals: this.normals.toTyped(),
54
+ uvs: this.uvs.toTyped(),
55
+ indices: this.indices.toTyped(),
56
+ };
57
+ }
58
+ }
package/src/index.ts CHANGED
@@ -202,6 +202,15 @@ export { createPassAttachment } from './render/passTarget.ts';
202
202
  * resolve finds its geometry where the renderer's own verbs put theirs.
203
203
  */
204
204
  export { jitterClip } from './render/recon/jitter.ts';
205
+ /*
206
+ * Which object a draw is, for a reconstruction that has to find where it was last frame. See
207
+ * `RendererApi.drawMesh`.
208
+ */
209
+ /* Glass: a pane that shows what is behind it, clear or frosted. See `TranslucentMeshOptions.glass`. */
210
+ export { resolveGlass } from './render/glass.ts';
211
+ export type { GlassOptions, ResolvedGlass } from './render/glass.ts';
212
+ export { createMover } from './render/recon/mover.ts';
213
+ export type { Mover } from './render/recon/mover.ts';
205
214
  export type { FrameResource } from './render/frame/index.ts';
206
215
  /*
207
216
  * Occlusion culling, which is arithmetic rather than a GPU feature — so the class is public and a
@@ -382,6 +391,17 @@ export type {
382
391
  } from './render/gi/globalField.ts';
383
392
  export { FIELD_FADE_SEC, LightField } from './render/driftLight/lightField.ts';
384
393
  export type { LightFieldOptions, LightFieldSource } from './render/driftLight/lightField.ts';
394
+ export {
395
+ DENSE_MAX_AXIS,
396
+ DENSE_MAX_HEIGHT,
397
+ bakeDenseField,
398
+ } from './render/driftLight/denseField.ts';
399
+ export type { DenseLightVolume } from './render/driftLight/denseField.ts';
400
+ export { WorldLightField } from './render/driftLight/worldLightField.ts';
401
+ export type { WorldLightFieldOptions } from './render/driftLight/worldLightField.ts';
402
+ export { SURFACE_EFFECT_TEXELS, packSurfaceEffects } from './render/surfaceEffects.ts';
403
+ export type { SurfaceLayerEffect } from './render/surfaceEffects.ts';
404
+ export type { FieldLight } from './render/driftLight/bake.ts';
385
405
  export {
386
406
  GI_SCREEN_MARCH,
387
407
  SCREEN_TRACE_BIAS_M,
@@ -568,6 +588,7 @@ export type { PrefilterQuality } from './render/prefilterEnvMap.ts';
568
588
  export type { ProbeBakeOptions } from './render/reflectionProbe.ts';
569
589
  export type {
570
590
  DirectionalShadowDepthLayers,
591
+ GlassShadows,
571
592
  OutputTransform,
572
593
  RenderQuality,
573
594
  RenderQualityOptions,
@@ -593,8 +614,11 @@ export type { GpuIdentity, DescribeGpuOptions } from './render/gpuCapability.ts'
593
614
  export {
594
615
  DEFAULT_POINT_LIGHT_VIEW_RANGE,
595
616
  createPointLightBuffer,
617
+ selectGridLights,
596
618
  selectPointLights,
597
619
  } from './render/pointLightSelection.ts';
620
+ export { LIGHT_GRID_MAX_CELLS, createLightGrid, gatherLights } from './render/lightGrid.ts';
621
+ export type { LightGrid } from './render/lightGrid.ts';
598
622
  export type { PointLightBuffer, PointLightSource } from './render/pointLightSelection.ts';
599
623
  export { createFlame, flameFrequencyHz, updateFlame } from './render/flameLight.ts';
600
624
  export type { Flame, FlameOptions } from './render/flameLight.ts';
@@ -648,6 +672,38 @@ export { WaterRenderer } from './render/waterRenderer.ts';
648
672
  export type { WaterBody, WaterBounds, WaterSettings } from './render/waterRenderer.ts';
649
673
  export { MeshBuilder } from './geometry/meshBuilder.ts';
650
674
  export { concatMeshes, placeMesh } from './geometry/meshConcat.ts';
675
+ export {
676
+ emptySolid,
677
+ mergeSolids,
678
+ solidToMesh,
679
+ solidVolume,
680
+ transformSolid,
681
+ } from './geometry/solid.ts';
682
+ export type { Solid } from './geometry/solid.ts';
683
+ export {
684
+ solidBox,
685
+ solidExtrude,
686
+ solidPrism,
687
+ solidQuad,
688
+ solidRoundedBox,
689
+ solidSweep,
690
+ } from './geometry/solidFlat.ts';
691
+ export {
692
+ solidCapsule,
693
+ solidCone,
694
+ solidCylinder,
695
+ solidFrustum,
696
+ solidHemisphere,
697
+ solidIcosphere,
698
+ solidLathe,
699
+ solidSphere,
700
+ solidTorus,
701
+ solidTube,
702
+ } from './geometry/solidRound.ts';
703
+ export { solidIntersect, solidSubtract, solidUnion } from './geometry/csg.ts';
704
+ export { boxBooleanCells, solidBoxBoolean } from './geometry/boxCsg.ts';
705
+ export type { BoxOperation } from './geometry/boxCsg.ts';
706
+ export { smoothSolidNormals } from './geometry/solidNormals.ts';
651
707
  /* A tangent frame, which every map in the material track reads. */
652
708
  export { generateTangents } from './geometry/tangents.ts';
653
709
  export type { MeshBuildOptions } from './geometry/meshBuilder.ts';
@@ -1007,7 +1063,9 @@ export type { FlockParams } from './render/flockRenderer.ts';
1007
1063
  export { buildTree } from './geometry/treeBuilder.ts';
1008
1064
  export type { TreeParams, TreeGeometry } from './geometry/treeBuilder.ts';
1009
1065
  export type { InstanceData } from './render/instancedMesh.ts';
1010
- export type { MeshInstances } from './render/instances.ts';
1066
+ export type { InstancedOptions, MeshInstances } from './render/instances.ts';
1067
+ export { batchBoxVisible, cullInstances, instancesBox } from './render/instanceCull.ts';
1068
+ export type { BoxOccluder } from './render/instanceCull.ts';
1011
1069
  export type { WindProfile, WindState } from './render/wind.ts';
1012
1070
 
1013
1071
  /*
@@ -1045,3 +1103,5 @@ export {
1045
1103
  thawCell,
1046
1104
  } from './world/freeze.ts';
1047
1105
  export type { FreezableWorld, FrozenCell, FrozenCells } from './world/freeze.ts';
1106
+ export { HLOD_NONE, HlodSet, createHlodDraws, projectionScaleOf } from './world/hlod.ts';
1107
+ export type { HlodDraws, HlodOptions } from './world/hlod.ts';
@@ -4,12 +4,13 @@ import type { ReadonlyMat4 } from 'gl-matrix';
4
4
  import type { MeshData } from '../mesh.ts';
5
5
  import type { ProbeBakeOptions } from '../reflectionProbe.ts';
6
6
  import type { Renderer, TranslucentMeshOptions } from './webgl2/renderer.ts';
7
- import type { MeshInstances } from '../instances.ts';
7
+ import type { InstancedOptions, MeshInstances } from '../instances.ts';
8
8
  import type { SurfaceMaterial } from '../surfaceTexture.ts';
9
9
  import type { TextStyle } from '../textLayout.ts';
10
10
  import type { SdfFont } from '../sdfFont.ts';
11
11
  import type { SdfTextStyle } from '../sdfTextLayout.ts';
12
12
  import type { FrameTimer } from './timer.ts';
13
+ import type { Mover } from '../recon/mover.ts';
13
14
 
14
15
  /**
15
16
  * Geometry on the device, as something a consumer holds and hands back.
@@ -281,6 +282,7 @@ export type RendererApi = Omit<
281
282
  | 'drawSdfText'
282
283
  | 'disposeSdfText'
283
284
  | 'createSurfaceTexture'
285
+ | 'createSurfaceTextureArray'
284
286
  | 'updateSurfaceTexture'
285
287
  | 'disposeSurfaceTexture'
286
288
  | 'setSurfaceTexture'
@@ -292,6 +294,24 @@ export type RendererApi = Omit<
292
294
  options?: Parameters<Renderer['createSurfaceTexture']>[1],
293
295
  ): SurfaceTextureHandle;
294
296
 
297
+ /**
298
+ * Upload several images of one size as the layers of one array texture.
299
+ *
300
+ * The same handle a single image returns — every surface texture is an array, and a plain image
301
+ * is an array of one — so it goes wherever a texture goes: any map of `setMaterial`. A mesh picks
302
+ * its image per vertex with `MeshData.layers`, and every map of the material is read at that
303
+ * layer, so an albedo array and an emissive array built in one order pair image with glow by
304
+ * index. **A merged mesh wearing many images is then one draw and one material change.**
305
+ *
306
+ * Every image must be the same size: the device allocates one size for every layer, and the
307
+ * refusal names the first image that differs. A layer past the end reads the last one.
308
+ * `updateSurfaceTexture` refuses an array.
309
+ */
310
+ createSurfaceTextureArray(
311
+ sources: readonly TexImageSource[],
312
+ options?: Parameters<Renderer['createSurfaceTexture']>[1],
313
+ ): SurfaceTextureHandle;
314
+
295
315
  /**
296
316
  * Replace a texture's pixels, keeping the GPU object and its sampler state.
297
317
  *
@@ -547,7 +567,7 @@ export type RendererApi = Omit<
547
567
  * would wear one expression. Both are refused where the variant is built rather than dropped
548
568
  * quietly.
549
569
  */
550
- createInstanced(mesh: MeshHandle, capacity: number): InstancedHandle;
570
+ createInstanced(mesh: MeshHandle, capacity: number, options?: InstancedOptions): InstancedHandle;
551
571
 
552
572
  /**
553
573
  * Push placement and colour to the device. Only `data.count` instances are written.
@@ -767,18 +787,23 @@ export type RendererApi = Omit<
767
787
  depthLayer?: number,
768
788
  tint?: Vec3 | null,
769
789
  /**
770
- * Where this mesh's surface was last frame, for a reconstruction's motion target.
790
+ * Where this mesh's surface was last frame, for a reconstruction's motion target: a `Mover`,
791
+ * or last frame's model matrix.
771
792
  *
772
- * **Only a reconstruction reads it**, and only on WebGPU: it is what turns a moving object's
773
- * stale history from a smear into a reprojection. A draw that says nothing gets the camera's
774
- * motion, derived from the depth, which is exactly right for anything that did not move and
775
- * wrong in proportion to how far a mover moved. Null and omitted mean the same thing.
793
+ * **A `Mover` is the ordinary answer.** Make one per moving object with `createMover()` and pass
794
+ * it with every draw of that object; the renderer keeps last frame's model and, for a skinned
795
+ * draw, last frame's palette. A matrix still works exactly as it always has: the *model* matrix
796
+ * this mesh was drawn with last frame, not a velocity, so a rotation and a scale are as correct
797
+ * as a translation. Null and omitted mean the same thing: the camera's motion, derived from the
798
+ * depth, which is exactly right for anything that did not move and wrong in proportion to how
799
+ * far a mover moved.
776
800
  *
777
- * It is the *model* matrix this mesh was drawn with last frame, not a velocity: the pass
778
- * transforms each vertex twice and lets the perspective divide do the rest, so a rotation and a
779
- * scale are as correct as a translation.
801
+ * **Only a reconstruction reads it**, and only on WebGPU. A mover drawn twice in one frame is
802
+ * two objects wearing one identity: the second draw is warned about once and records no motion.
803
+ * Instanced batches and meshes rewritten with `updateMesh` need none — the batch and the mesh
804
+ * are their own identity.
780
805
  */
781
- previousModel?: ReadonlyMat4 | null,
806
+ previousModel?: ReadonlyMat4 | Mover | null,
782
807
  ): void;
783
808
 
784
809
  /** Release the geometry behind a handle. */