@driftengine/core 4.8.4 → 4.8.6

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Files changed (138) hide show
  1. package/CHANGELOG.json +4332 -4250
  2. package/dist/build/shaderComments.js +0 -0
  3. package/dist/index.d.ts +10 -2
  4. package/dist/index.js +11 -1
  5. package/dist/render/ambientHarmonics.d.ts +46 -0
  6. package/dist/render/ambientHarmonics.js +80 -0
  7. package/dist/render/areaLights.d.ts +19 -0
  8. package/dist/render/areaLights.js +20 -0
  9. package/dist/render/backend/api.d.ts +13 -2
  10. package/dist/render/backend/webgl2/instanced.d.ts +2 -0
  11. package/dist/render/backend/webgl2/instanced.js +11 -2
  12. package/dist/render/backend/webgl2/renderer.d.ts +74 -1
  13. package/dist/render/backend/webgl2/renderer.js +229 -37
  14. package/dist/render/backend/webgl2/skinScatter.d.ts +14 -0
  15. package/dist/render/backend/webgl2/skinScatter.js +88 -26
  16. package/dist/render/backend/webgpu/buffers.js +2 -1
  17. package/dist/render/backend/webgpu/clusterBinner.js +3 -2
  18. package/dist/render/backend/webgpu/flatPass.d.ts +7 -5
  19. package/dist/render/backend/webgpu/flatPass.js +15 -13
  20. package/dist/render/backend/webgpu/particlePass.d.ts +37 -4
  21. package/dist/render/backend/webgpu/particlePass.js +80 -12
  22. package/dist/render/backend/webgpu/postPass.d.ts +6 -1
  23. package/dist/render/backend/webgpu/postPass.js +7 -2
  24. package/dist/render/backend/webgpu/renderer.d.ts +58 -7
  25. package/dist/render/backend/webgpu/renderer.js +329 -78
  26. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +1 -1
  27. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +41 -1
  28. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +40 -28
  29. package/dist/render/backend/webgpu/skinPaletteRing.js +69 -32
  30. package/dist/render/backend/webgpu/skinScatterPass.d.ts +10 -2
  31. package/dist/render/backend/webgpu/skinScatterPass.js +59 -9
  32. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +2 -1
  33. package/dist/render/backend/webgpu/surfaceTexturePass.js +18 -4
  34. package/dist/render/bloomChain.d.ts +44 -0
  35. package/dist/render/bloomChain.js +28 -0
  36. package/dist/render/bloomPass.d.ts +3 -1
  37. package/dist/render/bloomPass.js +16 -2
  38. package/dist/render/clusteredLights.d.ts +55 -1
  39. package/dist/render/clusteredLights.js +182 -8
  40. package/dist/render/fixtureAtlas.js +1 -1
  41. package/dist/render/instanceCull.js +7 -0
  42. package/dist/render/instances.d.ts +32 -10
  43. package/dist/render/instances.js +17 -8
  44. package/dist/render/lightBudget.d.ts +26 -1
  45. package/dist/render/lightBudget.js +26 -3
  46. package/dist/render/lightmap.d.ts +102 -0
  47. package/dist/render/lightmap.js +118 -0
  48. package/dist/render/mesh.js +2 -1
  49. package/dist/render/particleBatch.d.ts +59 -3
  50. package/dist/render/particleBatch.js +53 -2
  51. package/dist/render/particleMaterial.d.ts +6 -1
  52. package/dist/render/particleMaterial.js +10 -2
  53. package/dist/render/particlePool.d.ts +11 -0
  54. package/dist/render/particlePool.js +2 -0
  55. package/dist/render/particleSort.d.ts +34 -0
  56. package/dist/render/particleSort.js +96 -0
  57. package/dist/render/sceneTarget.d.ts +5 -0
  58. package/dist/render/sceneTarget.js +8 -1
  59. package/dist/render/shaders/bloom.d.ts +8 -4
  60. package/dist/render/shaders/bloom.js +20 -3
  61. package/dist/render/shaders/flat/areaLight.d.ts +10 -0
  62. package/dist/render/shaders/flat/areaLight.js +96 -0
  63. package/dist/render/shaders/flat/index.js +30 -4
  64. package/dist/render/shaders/flat/main.d.ts +1 -1
  65. package/dist/render/shaders/flat/main.js +107 -105
  66. package/dist/render/shaders/flat/models.d.ts +16 -4
  67. package/dist/render/shaders/flat/models.js +64 -4
  68. package/dist/render/shaders/flat/normalMap.d.ts +10 -0
  69. package/dist/render/shaders/flat/normalMap.js +25 -0
  70. package/dist/render/shaders/flat/preamble.js +74 -37
  71. package/dist/render/shaders/flat/skin.js +6 -5
  72. package/dist/render/shaders/generated/bloom.wgsl.d.ts +13 -3
  73. package/dist/render/shaders/generated/bloom.wgsl.js +13 -3
  74. package/dist/render/shaders/generated/flat.wgsl.d.ts +1631 -2044
  75. package/dist/render/shaders/generated/flat.wgsl.js +1669 -2082
  76. package/dist/render/shaders/generated/particle.wgsl.d.ts +115 -1
  77. package/dist/render/shaders/generated/particle.wgsl.js +115 -1
  78. package/dist/render/shaders/generated/skinBlur.wgsl.d.ts +12 -2
  79. package/dist/render/shaders/generated/skinBlur.wgsl.js +12 -2
  80. package/dist/render/shaders/particle.d.ts +17 -1
  81. package/dist/render/shaders/particle.js +133 -1
  82. package/dist/render/shaders/skinBlur.js +25 -3
  83. package/dist/render/skinBlur.d.ts +8 -5
  84. package/dist/render/skinBlur.js +8 -5
  85. package/dist/render/surfaceModel.d.ts +21 -1
  86. package/dist/render/surfaceModel.js +22 -0
  87. package/dist/render/surfaceTexture.d.ts +14 -1
  88. package/dist/render/surfaceTexture.js +15 -2
  89. package/package.json +6 -6
  90. package/src/build/shaderComments.ts +0 -0
  91. package/src/index.ts +20 -1
  92. package/src/render/ambientHarmonics.ts +92 -0
  93. package/src/render/areaLights.ts +39 -0
  94. package/src/render/backend/api.ts +14 -1
  95. package/src/render/backend/webgl2/instanced.ts +12 -2
  96. package/src/render/backend/webgl2/renderer.ts +292 -35
  97. package/src/render/backend/webgl2/skinScatter.ts +120 -43
  98. package/src/render/backend/webgpu/buffers.ts +2 -1
  99. package/src/render/backend/webgpu/clusterBinner.ts +3 -1
  100. package/src/render/backend/webgpu/flatPass.ts +18 -13
  101. package/src/render/backend/webgpu/particlePass.ts +118 -12
  102. package/src/render/backend/webgpu/postPass.ts +7 -2
  103. package/src/render/backend/webgpu/renderer.ts +396 -95
  104. package/src/render/backend/webgpu/shaders/clusterBin.wgsl.ts +41 -1
  105. package/src/render/backend/webgpu/skinPaletteRing.ts +65 -33
  106. package/src/render/backend/webgpu/skinScatterPass.ts +59 -9
  107. package/src/render/backend/webgpu/surfaceTexturePass.ts +26 -5
  108. package/src/render/bloomChain.ts +69 -0
  109. package/src/render/bloomPass.ts +26 -2
  110. package/src/render/clusteredLights.ts +221 -7
  111. package/src/render/fixtureAtlas.ts +1 -1
  112. package/src/render/instanceCull.ts +5 -0
  113. package/src/render/instances.ts +40 -11
  114. package/src/render/lightBudget.ts +48 -2
  115. package/src/render/lightmap.ts +202 -0
  116. package/src/render/mesh.ts +2 -1
  117. package/src/render/particleBatch.ts +95 -4
  118. package/src/render/particleMaterial.ts +11 -1
  119. package/src/render/particlePool.ts +13 -0
  120. package/src/render/particleSort.ts +133 -0
  121. package/src/render/sceneTarget.ts +18 -1
  122. package/src/render/shaders/bloom.ts +20 -3
  123. package/src/render/shaders/flat/areaLight.ts +96 -0
  124. package/src/render/shaders/flat/index.ts +30 -4
  125. package/src/render/shaders/flat/main.ts +107 -105
  126. package/src/render/shaders/flat/models.ts +73 -8
  127. package/src/render/shaders/flat/normalMap.ts +25 -0
  128. package/src/render/shaders/flat/preamble.ts +74 -37
  129. package/src/render/shaders/flat/skin.ts +6 -5
  130. package/src/render/shaders/generated/bloom.wgsl.ts +13 -3
  131. package/src/render/shaders/generated/flat.wgsl.ts +1669 -2082
  132. package/src/render/shaders/generated/particle.wgsl.ts +116 -1
  133. package/src/render/shaders/generated/skinBlur.wgsl.ts +12 -2
  134. package/src/render/shaders/particle.ts +134 -1
  135. package/src/render/shaders/skinBlur.ts +25 -3
  136. package/src/render/skinBlur.ts +8 -5
  137. package/src/render/surfaceModel.ts +36 -1
  138. package/src/render/surfaceTexture.ts +41 -3
Binary file
package/dist/index.d.ts CHANGED
@@ -145,12 +145,20 @@ export { placeCascade } from './render/gi/globalField.ts';
145
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  export type { ReflectionOptions, ReflectiveSample } from './render/gi/reflection.ts';
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  export { GRADE_PLACEHOLDER_SIZE, MAX_GRADE_SIZE, identityGradeLut } from './render/colourGrade.ts';
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  export type { ColourGradeLut } from './render/colourGrade.ts';
148
+ /**
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+ * How bloom answers past its threshold — a ramp in place of the subtraction, and a tint for each
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+ * of the pyramid's `BLOOM_LEVELS` octaves — the third argument of `setBloom`.
151
+ */
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+ export { BLOOM_LEVELS } from './render/bloomChain.ts';
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+ export type { BloomResponse } from './render/bloomChain.ts';
148
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  export { probeDevice } from './render/backend/probe.ts';
149
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  export type { ProbeVerdict } from './render/backend/probe.ts';
150
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  export type { BoltHandle, CausticsHandle, ClothBindingHandle, ClothParticlesHandle, FlockHandle, IncrementalMeshHandle, LineHandle, MeshHandle, MeshOptions, RenderBackend, RendererApi, ParticleHandle, PlumeHandle, ScatterHandle, InstancedHandle, SdfTextHandle, SurfaceTextureHandle, TextHandle, WaterHandle, WindStreakHandle, } from './render/backend/api.ts';
151
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  export type { ClothBindingData } from './render/clothBindingData.ts';
152
- export { anisotropicModel, eyeModel, hairModel, skinModel } from './render/surfaceModel.ts';
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- export type { AnisotropicModel, EyeModel, HairModel, SkinModel, SurfaceModel, SurfaceModelKind, } from './render/surfaceModel.ts';
158
+ export { anisotropicModel, eyeModel, hairModel, lightmapModel, skinModel, } from './render/surfaceModel.ts';
159
+ export type { AnisotropicModel, EyeModel, HairModel, LightmapModel, SkinModel, SurfaceModel, SurfaceModelKind, } from './render/surfaceModel.ts';
160
+ export { WHOLE_PAGE } from './render/lightmap.ts';
161
+ export type { LightmapPage, LightmapRegion } from './render/lightmap.ts';
154
162
  export { createSkinnedCloth } from './render/skinnedClothRun.ts';
155
163
  export type { SkinnedClothSolver } from './render/skinnedClothRun.ts';
156
164
  /**
package/dist/index.js CHANGED
@@ -209,13 +209,23 @@ export { placeCascade } from './render/gi/globalField.js';
209
209
  * take the identity, bend it, hand it back — and because it is what the placeholder is.
210
210
  */
211
211
  export { GRADE_PLACEHOLDER_SIZE, MAX_GRADE_SIZE, identityGradeLut } from './render/colourGrade.js';
212
+ /**
213
+ * How bloom answers past its threshold — a ramp in place of the subtraction, and a tint for each
214
+ * of the pyramid's `BLOOM_LEVELS` octaves — the third argument of `setBloom`.
215
+ */
216
+ export { BLOOM_LEVELS } from './render/bloomChain.js';
212
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  export { probeDevice } from './render/backend/probe.js';
213
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  /*
214
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  * A material's shading model, for what the standard one is not: brushed metal, hair, skin, an eye.
215
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  * A frozen descriptor made by a factory and set as `SurfaceMaterial.model`; each is a pipeline of
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  * its own, compiled the first time a draw asks.
217
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  */
218
- export { anisotropicModel, eyeModel, hairModel, skinModel } from './render/surfaceModel.js';
223
+ export { anisotropicModel, eyeModel, hairModel, lightmapModel, skinModel, } from './render/surfaceModel.js';
224
+ /*
225
+ * A baked lightmap: the page a consumer decoded, which `createLightmap` uploads as a lightmapped
226
+ * material's `modelMap`, and the region of it a material or an instance reads.
227
+ */
228
+ export { WHOLE_PAGE } from './render/lightmap.js';
219
229
  /*
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  * A skinned cloth solved where the renderer can: compute on WebGPU, the CPU under WebGL2. A function
221
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  * rather than a renderer method so only a game that imports it carries the solver.
@@ -0,0 +1,46 @@
1
+ /**
2
+ * A draw's own ambient light, as nine spherical-harmonic coefficients: what `setAmbientSH` takes,
3
+ * how both backends pack it, and the arithmetic the lit stage evaluates, which its tests hold.
4
+ *
5
+ * **Why a draw needs its own.** The engine's diffuse ambient is one answer for a whole frame — the
6
+ * sky-and-ground gradient, or the probe grid's irradiance — so everything standing in one place is
7
+ * lit alike. A stage with a baked volume of indirect light (Unreal's volumetric lightmap) lights a
8
+ * character by sampling that volume where the character stands; a consumer that samples it each
9
+ * frame hands the result here, around that character's draws, and the character takes the light of
10
+ * the spot it is in rather than the frame's average.
11
+ *
12
+ * **The coefficients are of incoming radiance**, `L(ω) ≈ Σ c_lm Y_lm(ω)`, on the standard real
13
+ * basis in its usual order — `Y00`, then `Y1,-1 Y1,0 Y1,1`, then `Y2,-2 Y2,-1 Y2,0 Y2,1 Y2,2` —
14
+ * evaluated on the engine's own world axes as written: `Y1,-1 = 0.488603 y`, `Y1,0 = 0.488603 z`,
15
+ * `Y1,1 = 0.488603 x`, `Y2,-2 = 1.092548 xy`, `Y2,-1 = 1.092548 yz`, `Y2,0 = 0.315392 (3z² − 1)`,
16
+ * `Y2,1 = 1.092548 xz`, `Y2,2 = 0.546274 (x² − y²)`, with y up. Three numbers a coefficient, red
17
+ * green blue, twenty-seven in all. A source in another engine's axes is rotated into these first.
18
+ *
19
+ * **What the surface receives is the cosine convolution**, Ramamoorthi and Hanrahan's: the bands
20
+ * scaled by π, 2π/3 and π/4 and divided by π, which is the irradiance over π a Lambertian surface
21
+ * multiplies its albedo by — the same quantity the gradient and the probes hand the shader. A
22
+ * constant radiance `L` everywhere is `c00 = L / 0.282095` and lights a surface exactly as an
23
+ * ambient of `L` does. Negative ringing, which a second-order fit of a sharp source has, is clamped
24
+ * to zero.
25
+ *
26
+ * **What it gives up** is the reflections: these replace the diffuse ambient only, and a glossy
27
+ * surface still reflects the frame's probes or sky. **What would make it wrong** is light the
28
+ * volume holds at a frequency nine coefficients cannot carry — a sharp sun patch — which is the
29
+ * stage's own direct light's job and not this.
30
+ */
31
+ /** Numbers `setAmbientSH` takes: nine coefficients of three channels. */
32
+ export declare const AMBIENT_SH_VALUES = 27;
33
+ /** Floats the lit stage's `uAmbientSH` holds: the coefficients, and whether they are on. */
34
+ export declare const AMBIENT_SH_FLOATS = 28;
35
+ /**
36
+ * The coefficients as the lit stage reads them, into `out` of `AMBIENT_SH_FLOATS`: the twenty-seven
37
+ * numbers in order and a last one that is 1, or every float zero for `null` — the frame's own
38
+ * ambient. Refuses a list that is not twenty-seven numbers, naming its length.
39
+ */
40
+ export declare function packAmbientSH(coefficients: ArrayLike<number> | null, out: Float32Array): void;
41
+ /**
42
+ * The ambient a surface facing `nx, ny, nz` (unit) receives from these coefficients, into `out`
43
+ * (three floats): what `ambientHarmonics` in the lit stage computes. Run at no point by the engine;
44
+ * the reference its tests hold.
45
+ */
46
+ export declare function ambientFromSH(coefficients: ArrayLike<number>, nx: number, ny: number, nz: number, out: Float32Array): void;
@@ -0,0 +1,80 @@
1
+ /**
2
+ * A draw's own ambient light, as nine spherical-harmonic coefficients: what `setAmbientSH` takes,
3
+ * how both backends pack it, and the arithmetic the lit stage evaluates, which its tests hold.
4
+ *
5
+ * **Why a draw needs its own.** The engine's diffuse ambient is one answer for a whole frame — the
6
+ * sky-and-ground gradient, or the probe grid's irradiance — so everything standing in one place is
7
+ * lit alike. A stage with a baked volume of indirect light (Unreal's volumetric lightmap) lights a
8
+ * character by sampling that volume where the character stands; a consumer that samples it each
9
+ * frame hands the result here, around that character's draws, and the character takes the light of
10
+ * the spot it is in rather than the frame's average.
11
+ *
12
+ * **The coefficients are of incoming radiance**, `L(ω) ≈ Σ c_lm Y_lm(ω)`, on the standard real
13
+ * basis in its usual order — `Y00`, then `Y1,-1 Y1,0 Y1,1`, then `Y2,-2 Y2,-1 Y2,0 Y2,1 Y2,2` —
14
+ * evaluated on the engine's own world axes as written: `Y1,-1 = 0.488603 y`, `Y1,0 = 0.488603 z`,
15
+ * `Y1,1 = 0.488603 x`, `Y2,-2 = 1.092548 xy`, `Y2,-1 = 1.092548 yz`, `Y2,0 = 0.315392 (3z² − 1)`,
16
+ * `Y2,1 = 1.092548 xz`, `Y2,2 = 0.546274 (x² − y²)`, with y up. Three numbers a coefficient, red
17
+ * green blue, twenty-seven in all. A source in another engine's axes is rotated into these first.
18
+ *
19
+ * **What the surface receives is the cosine convolution**, Ramamoorthi and Hanrahan's: the bands
20
+ * scaled by π, 2π/3 and π/4 and divided by π, which is the irradiance over π a Lambertian surface
21
+ * multiplies its albedo by — the same quantity the gradient and the probes hand the shader. A
22
+ * constant radiance `L` everywhere is `c00 = L / 0.282095` and lights a surface exactly as an
23
+ * ambient of `L` does. Negative ringing, which a second-order fit of a sharp source has, is clamped
24
+ * to zero.
25
+ *
26
+ * **What it gives up** is the reflections: these replace the diffuse ambient only, and a glossy
27
+ * surface still reflects the frame's probes or sky. **What would make it wrong** is light the
28
+ * volume holds at a frequency nine coefficients cannot carry — a sharp sun patch — which is the
29
+ * stage's own direct light's job and not this.
30
+ */
31
+ /** Numbers `setAmbientSH` takes: nine coefficients of three channels. */
32
+ export const AMBIENT_SH_VALUES = 27;
33
+ /** Floats the lit stage's `uAmbientSH` holds: the coefficients, and whether they are on. */
34
+ export const AMBIENT_SH_FLOATS = 28;
35
+ /**
36
+ * The coefficients as the lit stage reads them, into `out` of `AMBIENT_SH_FLOATS`: the twenty-seven
37
+ * numbers in order and a last one that is 1, or every float zero for `null` — the frame's own
38
+ * ambient. Refuses a list that is not twenty-seven numbers, naming its length.
39
+ */
40
+ export function packAmbientSH(coefficients, out) {
41
+ if (coefficients === null) {
42
+ out.fill(0);
43
+ return;
44
+ }
45
+ if (coefficients.length !== AMBIENT_SH_VALUES) {
46
+ throw new Error(`setAmbientSH: ${coefficients.length} values, where nine coefficients of red, green and ` +
47
+ `blue are ${AMBIENT_SH_VALUES}`);
48
+ }
49
+ for (let i = 0; i < AMBIENT_SH_VALUES; i++) {
50
+ const value = coefficients[i];
51
+ out[i] = Number.isFinite(value) ? value : 0;
52
+ }
53
+ out[AMBIENT_SH_VALUES] = 1;
54
+ }
55
+ /** The band factors of the cosine convolution, over π: 1, 2/3 and 1/4. */
56
+ const BAND = [1, 2 / 3, 1 / 4];
57
+ /**
58
+ * The ambient a surface facing `nx, ny, nz` (unit) receives from these coefficients, into `out`
59
+ * (three floats): what `ambientHarmonics` in the lit stage computes. Run at no point by the engine;
60
+ * the reference its tests hold.
61
+ */
62
+ export function ambientFromSH(coefficients, nx, ny, nz, out) {
63
+ const basis = [
64
+ 0.282095 * BAND[0],
65
+ 0.488603 * ny * BAND[1],
66
+ 0.488603 * nz * BAND[1],
67
+ 0.488603 * nx * BAND[1],
68
+ 1.092548 * nx * ny * BAND[2],
69
+ 1.092548 * ny * nz * BAND[2],
70
+ 0.315392 * (3 * nz * nz - 1) * BAND[2],
71
+ 1.092548 * nx * nz * BAND[2],
72
+ 0.546274 * (nx * nx - ny * ny) * BAND[2],
73
+ ];
74
+ for (let c = 0; c < 3; c++) {
75
+ let sum = 0;
76
+ for (let k = 0; k < 9; k++)
77
+ sum += coefficients[k * 3 + c] * basis[k];
78
+ out[c] = Math.max(sum, 0);
79
+ }
80
+ }
@@ -86,7 +86,18 @@ export interface AreaLightSource {
86
86
  * every caster, not just the fixture.
87
87
  */
88
88
  shadowNear?: number;
89
+ /**
90
+ * How far the rectangle's light reaches, in metres from its centre: past it the light is zero,
91
+ * windowed down to it, so a clustered rectangle can be binned into the froxels it reaches and no
92
+ * others. **Read only where the rectangle is shaded through the froxel table** — the ones past
93
+ * `maxAreaLights` with `clusteredLights` on; the fixed four light everything they face, as they
94
+ * always have. Absent, it is where the rectangle's irradiance on its axis falls to a thousandth
95
+ * of a scene unit, and never inside the rectangle itself. Unreal's `AttenuationRadius`, in metres.
96
+ */
97
+ range?: number;
89
98
  }
99
+ /** The irradiance a derived `range` ends at, in scene units. See `AreaLightSource.range`. */
100
+ export declare const AREA_RANGE_CUTOFF = 0.001;
90
101
  /** The five arrays the shader declares, filled once a frame from whatever a caller supplied. */
91
102
  export interface AreaLightBuffer {
92
103
  count: number;
@@ -96,8 +107,16 @@ export interface AreaLightBuffer {
96
107
  readonly up: Float32Array;
97
108
  readonly sizes: Float32Array;
98
109
  readonly twoSided: Float32Array;
110
+ /** One a rectangle: how far its light reaches. See `AreaLightSource.range`. */
111
+ readonly ranges?: Float32Array;
99
112
  }
100
113
  export declare function createAreaLightBuffer(capacity?: number): AreaLightBuffer;
114
+ /**
115
+ * How far a rectangle's light reaches when it names no range: where its irradiance on its own axis,
116
+ * `L · A / d²` for a rectangle of radiance `L` and area `A` seen from far, falls to
117
+ * `AREA_RANGE_CUTOFF`. Never less than the rectangle's own half-diagonal.
118
+ */
119
+ export declare function areaRange(r: number, g: number, b: number, halfWidth: number, halfHeight: number): number;
101
120
  /**
102
121
  * Fill the buffer from a caller's list, normalising the axes and orthogonalising them.
103
122
  *
@@ -8,6 +8,8 @@
8
8
  * iteration of the loop, exactly as `MAX_POINT_LIGHTS` is.
9
9
  */
10
10
  export const MAX_AREA_LIGHTS = 4;
11
+ /** The irradiance a derived `range` ends at, in scene units. See `AreaLightSource.range`. */
12
+ export const AREA_RANGE_CUTOFF = 1e-3;
11
13
  export function createAreaLightBuffer(capacity = MAX_AREA_LIGHTS) {
12
14
  return {
13
15
  count: 0,
@@ -17,8 +19,20 @@ export function createAreaLightBuffer(capacity = MAX_AREA_LIGHTS) {
17
19
  up: new Float32Array(capacity * 3),
18
20
  sizes: new Float32Array(capacity * 2),
19
21
  twoSided: new Float32Array(capacity),
22
+ ranges: new Float32Array(capacity),
20
23
  };
21
24
  }
25
+ /**
26
+ * How far a rectangle's light reaches when it names no range: where its irradiance on its own axis,
27
+ * `L · A / d²` for a rectangle of radiance `L` and area `A` seen from far, falls to
28
+ * `AREA_RANGE_CUTOFF`. Never less than the rectangle's own half-diagonal.
29
+ */
30
+ export function areaRange(r, g, b, halfWidth, halfHeight) {
31
+ const radiance = Math.max(r, g, b, 0);
32
+ const area = 4 * halfWidth * halfHeight;
33
+ const diagonal = Math.hypot(halfWidth, halfHeight);
34
+ return Math.max(Math.sqrt((radiance * area) / AREA_RANGE_CUTOFF), diagonal);
35
+ }
22
36
  /**
23
37
  * Fill the buffer from a caller's list, normalising the axes and orthogonalising them.
24
38
  *
@@ -86,6 +100,12 @@ export function selectAreaLights(lights, out) {
86
100
  out.sizes[slot * 2] = Math.max(1e-4, light.halfWidth);
87
101
  out.sizes[slot * 2 + 1] = Math.max(1e-4, light.halfHeight);
88
102
  out.twoSided[slot] = light.twoSided === true ? 1 : 0;
103
+ if (out.ranges !== undefined) {
104
+ out.ranges[slot] =
105
+ light.range !== undefined && light.range > 0
106
+ ? light.range
107
+ : areaRange(light.r, light.g, light.b, light.halfWidth, light.halfHeight);
108
+ }
89
109
  }
90
110
  return out;
91
111
  }
@@ -7,6 +7,7 @@ import type { Renderer, TranslucentMeshOptions } from './webgl2/renderer.ts';
7
7
  import type { InstancedOptions, MeshInstances } from '../instances.ts';
8
8
  import type { SurfaceMaterial } from '../surfaceTexture.ts';
9
9
  import type { SurfaceSource } from '../compressedSource.ts';
10
+ import type { LightmapPage } from '../lightmap.ts';
10
11
  import type { ClothBindingData } from '../clothBindingData.ts';
11
12
  import type { TextStyle } from '../textLayout.ts';
12
13
  import type { SdfFont } from '../sdfFont.ts';
@@ -186,7 +187,7 @@ export interface MeshOptions {
186
187
  }
187
188
  export type RendererApi = Omit<{
188
189
  [K in keyof Renderer]: Renderer[K];
189
- }, 'gpuTimer' | 'createMesh' | 'createMeshIncremental' | 'updateMesh' | 'drawMesh' | 'disposeMesh' | 'drawTranslucentMesh' | 'drawLightVolume' | 'drawFilm' | 'createScatter' | 'drawScatter' | 'uploadScatter' | 'disposeScatter' | 'createInstanced' | 'uploadInstanced' | 'drawInstanced' | 'drawTranslucentInstanced' | 'disposeInstanced' | 'createWater' | 'drawWater' | 'disposeWater' | 'createPlumes' | 'drawPlumes' | 'disposePlumes' | 'setPlumeScale' | 'createCaustics' | 'drawCaustics' | 'disposeCaustics' | 'createParticles' | 'drawParticles' | 'disposeParticles' | 'createWindStreaks' | 'drawWindStreaks' | 'disposeWindStreaks' | 'createFlock' | 'drawFlock' | 'disposeFlock' | 'createBolts' | 'drawBolts' | 'disposeBolts' | 'createLines' | 'drawLines' | 'disposeLines' | 'createText' | 'setText' | 'setPlate' | 'drawText' | 'textWidth' | 'disposeText' | 'createSdfText' | 'setSdfText' | 'drawSdfText' | 'disposeSdfText' | 'createSurfaceTexture' | 'createSurfaceTextureArray' | 'updateSurfaceTexture' | 'disposeSurfaceTexture' | 'setSurfaceTexture' | 'setMaterial' | 'createClothBinding' | 'createClothParticles' | 'updateClothParticles' | 'setCloth' | 'disposeClothBinding' | 'disposeClothParticles'> & {
190
+ }, 'gpuTimer' | 'createMesh' | 'createMeshIncremental' | 'updateMesh' | 'drawMesh' | 'disposeMesh' | 'drawTranslucentMesh' | 'drawLightVolume' | 'drawFilm' | 'createScatter' | 'drawScatter' | 'uploadScatter' | 'disposeScatter' | 'createInstanced' | 'uploadInstanced' | 'drawInstanced' | 'drawTranslucentInstanced' | 'disposeInstanced' | 'createWater' | 'drawWater' | 'disposeWater' | 'createPlumes' | 'drawPlumes' | 'disposePlumes' | 'setPlumeScale' | 'createCaustics' | 'drawCaustics' | 'disposeCaustics' | 'createParticles' | 'drawParticles' | 'disposeParticles' | 'createWindStreaks' | 'drawWindStreaks' | 'disposeWindStreaks' | 'createFlock' | 'drawFlock' | 'disposeFlock' | 'createBolts' | 'drawBolts' | 'disposeBolts' | 'createLines' | 'drawLines' | 'disposeLines' | 'createText' | 'setText' | 'setPlate' | 'drawText' | 'textWidth' | 'disposeText' | 'createSdfText' | 'setSdfText' | 'drawSdfText' | 'disposeSdfText' | 'createSurfaceTexture' | 'createSurfaceTextureArray' | 'createLightmap' | 'updateSurfaceTexture' | 'disposeSurfaceTexture' | 'setSurfaceTexture' | 'setMaterial' | 'createClothBinding' | 'createClothParticles' | 'updateClothParticles' | 'setCloth' | 'disposeClothBinding' | 'disposeClothParticles'> & {
190
191
  /**
191
192
  * A mesh's cloth binding: which simulation triangle each of its vertices follows, where on it and
192
193
  * by how much (`ClothBindingData`). The mesh must be skinned — a binding blends each vertex
@@ -229,6 +230,14 @@ export type RendererApi = Omit<{
229
230
  * `updateSurfaceTexture` refuses an array.
230
231
  */
231
232
  createSurfaceTextureArray(sources: readonly SurfaceSource[], options?: Parameters<Renderer['createSurfaceTexture']>[1]): SurfaceTextureHandle;
233
+ /**
234
+ * A baked lightmap page on the device, as the texture a `lightmapModel` material takes for its
235
+ * `modelMap`: two layers of half floats, the irradiance and the direction, filtered linearly and
236
+ * clamped at its edges, with no mip chain. Disposed as any texture is, with
237
+ * `disposeSurfaceTexture`; `updateSurfaceTexture` refuses it, as it refuses any array. See
238
+ * `lightmap.ts` for what a surface does with it.
239
+ */
240
+ createLightmap(page: LightmapPage): SurfaceTextureHandle;
232
241
  /**
233
242
  * Replace a texture's pixels, keeping the GPU object and its sampler state.
234
243
  *
@@ -428,8 +437,10 @@ export type RendererApi = Omit<{
428
437
  * have shared one already do. WebGL2 still needs telling, and still checks that the two
429
438
  * materials match.
430
439
  */
431
- createParticles(capacity: number, options: Omit<Parameters<Renderer['createParticles']>[1], 'reuse'> & {
440
+ createParticles(capacity: number, options: Omit<Parameters<Renderer['createParticles']>[1], 'reuse' | 'texture'> & {
432
441
  readonly reuse?: ParticleHandle;
442
+ /** A `'sprite'`'s image. Re-typed to the handle for `reuse`'s reason. */
443
+ readonly texture?: SurfaceTextureHandle;
433
444
  }): ParticleHandle;
434
445
  /** Draw a pool's live particles, after the opaque scene. */
435
446
  drawParticles(batch: ParticleHandle, data: Parameters<Renderer['drawParticles']>[1], camera: Parameters<Renderer['drawParticles']>[2], env: Parameters<Renderer['drawParticles']>[3], timeSeconds: number): void;
@@ -26,6 +26,8 @@ export declare class InstancedBatch {
26
26
  private readonly buffer;
27
27
  private readonly vao;
28
28
  private readonly staging;
29
+ /** The survivors of a lightmapped batch's cull, made the first time one is culled. */
30
+ private keptRegioned;
29
31
  private readonly kept;
30
32
  constructor(gl: WebGL2RenderingContext, mesh: Mesh, capacity: number, cull?: boolean);
31
33
  upload(gl: WebGL2RenderingContext, data: MeshInstances): void;
@@ -25,6 +25,8 @@ export class InstancedBatch {
25
25
  buffer;
26
26
  vao;
27
27
  staging;
28
+ /** The survivors of a lightmapped batch's cull, made the first time one is culled. */
29
+ keptRegioned = null;
28
30
  kept;
29
31
  constructor(gl, mesh, capacity, cull = false) {
30
32
  this.mesh = mesh;
@@ -67,10 +69,17 @@ export class InstancedBatch {
67
69
  const kept = this.kept;
68
70
  if (kept === null)
69
71
  return 0;
70
- const count = cullInstances(data, this.mesh.bounds, frustum, kept.instances);
72
+ /* A lightmapped batch's survivors keep their regions, in a copy that carries them. */
73
+ const into = data.lightmapRegions === undefined
74
+ ? kept.instances
75
+ : (this.keptRegioned ??= {
76
+ ...createMeshInstances(this.capacity),
77
+ lightmapRegions: new Float32Array(this.capacity * 4),
78
+ });
79
+ const count = cullInstances(data, this.mesh.bounds, frustum, into);
71
80
  if (count === 0)
72
81
  return 0;
73
- packInstances(kept.instances, this.staging);
82
+ packInstances(into, this.staging);
74
83
  gl.bindBuffer(gl.ARRAY_BUFFER, kept.buffer);
75
84
  gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.staging, 0, count * INSTANCE_FLOATS);
76
85
  this.mesh.drawInstancesThrough(gl, kept.vao, count);
@@ -13,6 +13,7 @@ import type { PassDefinition, PassHandle } from '../../pass.ts';
13
13
  import type { Vec3 } from '../../../math/color.ts';
14
14
  import { GpuTimer } from '../../gpuTimer.ts';
15
15
  import type { ColourGradeLut } from '../../colourGrade.ts';
16
+ import { type BloomResponse } from '../../bloomChain.ts';
16
17
  import { LightField } from '../../driftLight/lightField.ts';
17
18
  import type { LightFieldOptions, LightFieldSource } from '../../driftLight/lightField.ts';
18
19
  import type { DenseLightVolume } from '../../driftLight/denseField.ts';
@@ -33,6 +34,7 @@ import type { WorldLightFieldOptions } from '../../driftLight/worldLightField.ts
33
34
  * Beyond this the velocity is shortened and the direction kept.
34
35
  */
35
36
  import type { RendererApi } from '../api.ts';
37
+ import type { LightmapPage } from '../../lightmap.ts';
36
38
  import type { ClothBindingData } from '../../clothBindingData.ts';
37
39
  import { GlClothBinding, GlClothParticles } from './clothTextures.ts';
38
40
  import type { ProbeBakeOptions } from '../../reflectionProbe.ts';
@@ -208,6 +210,12 @@ export interface Environment extends Atmosphere {
208
210
  lightIesAxes: Float32Array;
209
211
  /** One per active light: a tile of the cookie atlas, or −1 for none. */
210
212
  lightCookies: Float32Array;
213
+ /**
214
+ * One per active light: the lighting channels it lights, a mask from 1 to 255. Absent, short, or
215
+ * a light at 1 is the default channel every surface is on too. See `PointLightSet.lightChannels`
216
+ * and `SurfaceMaterial.lightChannels`.
217
+ */
218
+ lightChannels?: Float32Array;
211
219
  /**
212
220
  * The rectangular emitters this frame, or null for none.
213
221
  *
@@ -994,6 +1002,23 @@ export declare class WebGL2Renderer implements RendererApi {
994
1002
  private motionBlurScale;
995
1003
  /** How much of the bloom ceiling this frame takes. See `setBloom`. */
996
1004
  private bloomScale;
1005
+ /** The draw's own ambient, as `packAmbientSH` writes it; zeros are the frame's. */
1006
+ private readonly ambientSH;
1007
+ /** Scratch for a sprite's depth conversion, so a particle draw allocates nothing. */
1008
+ private readonly spriteInverseProjection;
1009
+ /** Said once: a sprite asked for a soft edge where no depth copy could be had. */
1010
+ private warnedSpriteDepth;
1011
+ /** Said once: more rectangles than the fixed arm shades, and no froxel table for the rest. */
1012
+ private warnedAreaOverflow;
1013
+ /**
1014
+ * `uEnvironmentDials` as it stands: which chain the probe holds, the reflectivity, the gain. One
1015
+ * vector on the device, so written whole, and kept here so a setter moving one keeps the others.
1016
+ */
1017
+ private readonly environmentDials;
1018
+ /** `uEmission` as it stands: the emissive gain and the night factor. */
1019
+ private readonly emission;
1020
+ /** The ramp and each level's tint, as `resolveBloomResponse` writes them; the subtraction and white. */
1021
+ private readonly bloomResponse;
997
1022
  /** In scene units, once `setBloom` has moved it; null reads the profile's. */
998
1023
  private bloomThresholdSet;
999
1024
  /**
@@ -1806,6 +1831,8 @@ export declare class WebGL2Renderer implements RendererApi {
1806
1831
  * refusal names the first that is not.
1807
1832
  */
1808
1833
  createSurfaceTextureArray(sources: readonly SurfaceSource[], options?: SurfaceTextureOptions): SurfaceTexture;
1834
+ /** A baked lightmap page, as a `lightmapModel` material's `modelMap`. See `RendererApi`. */
1835
+ createLightmap(page: LightmapPage): SurfaceTexture;
1809
1836
  /**
1810
1837
  * Replace a surface texture's pixels, keeping the GPU object and its sampler state.
1811
1838
  *
@@ -1948,6 +1975,17 @@ export declare class WebGL2Renderer implements RendererApi {
1948
1975
  * is 1 and `bindMeshPass` restores it, so it scales geometry that declared grain and
1949
1976
  * leaves geometry that did not exactly as it is.
1950
1977
  */
1978
+ /**
1979
+ * The ambient the following draws take, as nine spherical-harmonic coefficients of incoming
1980
+ * radiance — red, green and blue of each, twenty-seven numbers — or `null` for the frame's own:
1981
+ * the sky's gradient, or the probes'. See `ambientHarmonics.ts` for the basis and the axes.
1982
+ *
1983
+ * **For a thing lit by where it stands**: a consumer sampling a stage's baked volume of indirect
1984
+ * light at a character every frame sets the result around that character's draws, and the
1985
+ * character takes the light of its spot rather than the frame's. It replaces the diffuse ambient
1986
+ * only — a glossy surface still reflects the probes — and it is pass state like the material,
1987
+ * which `bindMeshPass` clears, so a mirror or a probe bake drawn after does not inherit it.
1988
+ */
1951
1989
  /**
1952
1990
  * How much of the environment the following draws mirror, 0 to 1.
1953
1991
  *
@@ -1958,6 +1996,7 @@ export declare class WebGL2Renderer implements RendererApi {
1958
1996
  * Defaults to zero and bindMeshPass restores it, so a scene that never calls this looks
1959
1997
  * exactly as it did.
1960
1998
  */
1999
+ setAmbientSH(coefficients: ArrayLike<number> | null): void;
1961
2000
  setSurfaceReflectivity(amount: number): void;
1962
2001
  /**
1963
2002
  * How bright the environment the surfaces drawn next reflect is. 1 is the default and identity.
@@ -2014,6 +2053,8 @@ export declare class WebGL2Renderer implements RendererApi {
2014
2053
  * reads, drew what was asked.
2015
2054
  */
2016
2055
  private writeFlatFloat;
2056
+ /** A vector of material state, two to four floats, into every flat program. */
2057
+ private writeFlatVector;
2017
2058
  /** One int of material state, into every flat program, for `writeFlatFloat`'s reason. */
2018
2059
  private writeFlatInt;
2019
2060
  /**
@@ -2330,6 +2371,13 @@ export declare class WebGL2Renderer implements RendererApi {
2330
2371
  * whole milestone from a buffer nothing had ever written.
2331
2372
  */
2332
2373
  drawParticles(batch: ParticleBatch, data: ParticleInstances, camera: Camera, env: Environment, timeSeconds: number): void;
2374
+ /**
2375
+ * A sprite's two fades and the depth copy the soft one reads. The copy is the frame's opaque
2376
+ * depth, so it is taken only in the frame's own picture: in a mirror or a probe's face it would
2377
+ * be another view's, and the edge stays hard there. Without a scene target there is no copy at
2378
+ * all, and the renderer says so once rather than drawing a hard edge that was asked to be soft.
2379
+ */
2380
+ private bindSpriteFades;
2333
2381
  /** Build a batch for electrical arcs. `capacity` is in segments, not arcs. */
2334
2382
  createBolts(segmentCapacity: number, label?: string): BoltBatch;
2335
2383
  /**
@@ -3039,8 +3087,14 @@ export declare class WebGL2Renderer implements RendererApi {
3039
3087
  * and wrong for a day whose exposure spans 2.5 to 14: a courtyard blooming at noon, or candles
3040
3088
  * never blooming at night. A caller whose exposure moves passes what it wants on screen over the
3041
3089
  * exposure. Omitted leaves it where it was, so a caller that never passes one keeps the profile's.
3090
+ *
3091
+ * **`response` is how a colour comes in past the threshold and what colour each octave of the
3092
+ * halo takes** — a ramp in place of the subtraction, and a tint a level — held until moved like
3093
+ * the threshold; `null` goes back to the subtraction and white. See `BloomResponse`: it is what
3094
+ * matches a stage built for another engine's bloom, whose tints are how a strength past 1 is
3095
+ * asked for.
3042
3096
  */
3043
- setBloom(scale: number, threshold?: number): void;
3097
+ setBloom(scale: number, threshold?: number, response?: BloomResponse | null): void;
3044
3098
  /**
3045
3099
  * How thick the air is, this frame: a global participating medium filling the whole frustum.
3046
3100
  *
@@ -3550,6 +3604,25 @@ export declare class WebGL2Renderer implements RendererApi {
3550
3604
  readonly height: number;
3551
3605
  readonly data: Float32Array;
3552
3606
  }, options?: ProbeBakeOptions): boolean;
3607
+ /**
3608
+ * One layer of the declared probe grid from an image, the way `setEnvironmentImage` fills a
3609
+ * single probe: the same equirectangular image of linear RGB floats, projected onto the capture
3610
+ * cube and prefiltered into that layer, the others left as they are. Returns false — and says
3611
+ * why — where there is no probe, no grid, or no such layer.
3612
+ *
3613
+ * **What it is for**: a scene baked somewhere else. Another engine's reflection captures are
3614
+ * images taken where each one stands; a consumer fits them to a lattice — for each point, the
3615
+ * capture whose reach holds it — and hands each point its image here, where `bakeProbe` would
3616
+ * have drawn this engine's own world into it.
3617
+ *
3618
+ * `options.irradiance` decides, at grid scope as a bake's does, whether the grid also lights the
3619
+ * scene's diffuse ambient. A grid that crossfades writes the set being swept, as a bake does.
3620
+ */
3621
+ setProbeLayerImage(layer: number, image: {
3622
+ readonly width: number;
3623
+ readonly height: number;
3624
+ readonly data: Float32Array;
3625
+ }, options?: ProbeBakeOptions): boolean;
3553
3626
  /**
3554
3627
  * Draw a volume of light: a beam from a lamp, a shaft through a window, the cone under a
3555
3628
  * street light.