@driftengine/core 4.8.6 → 4.8.7

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Files changed (139) hide show
  1. package/CHANGELOG.json +71 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +2 -2
  4. package/dist/index.js +1 -1
  5. package/dist/render/anisotropicLobe.d.ts +10 -0
  6. package/dist/render/anisotropicLobe.js +19 -0
  7. package/dist/render/areaLights.d.ts +35 -0
  8. package/dist/render/areaLights.js +35 -0
  9. package/dist/render/backend/api.d.ts +33 -3
  10. package/dist/render/backend/webgl2/renderer.d.ts +50 -14
  11. package/dist/render/backend/webgl2/renderer.js +141 -30
  12. package/dist/render/backend/webgl2/sceneCaptureTarget.d.ts +29 -0
  13. package/dist/render/backend/webgl2/sceneCaptureTarget.js +96 -0
  14. package/dist/render/backend/webgpu/particlePass.js +2 -1
  15. package/dist/render/backend/webgpu/renderer.d.ts +35 -1
  16. package/dist/render/backend/webgpu/renderer.js +155 -16
  17. package/dist/render/backend/webgpu/sceneCaptureTarget.d.ts +24 -0
  18. package/dist/render/backend/webgpu/sceneCaptureTarget.js +59 -0
  19. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +1 -1
  20. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +4 -1
  21. package/dist/render/backend/webgpu/surfaceTexturePass.js +34 -8
  22. package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
  23. package/dist/render/clusteredLights.d.ts +23 -5
  24. package/dist/render/clusteredLights.js +35 -8
  25. package/dist/render/driftLight/bake.d.ts +2 -0
  26. package/dist/render/driftLight/bake.js +1 -1
  27. package/dist/render/driftLight/falloff.d.ts +4 -2
  28. package/dist/render/driftLight/falloff.js +8 -2
  29. package/dist/render/gi/bounceLights.d.ts +3 -2
  30. package/dist/render/gi/bounceLights.js +8 -3
  31. package/dist/render/instanceCull.js +5 -0
  32. package/dist/render/instances.d.ts +19 -5
  33. package/dist/render/instances.js +9 -3
  34. package/dist/render/lightBudget.d.ts +12 -1
  35. package/dist/render/lightBudget.js +23 -3
  36. package/dist/render/lightmap.d.ts +23 -9
  37. package/dist/render/lightmap.js +40 -18
  38. package/dist/render/particlePool.d.ts +21 -0
  39. package/dist/render/particlePool.js +7 -0
  40. package/dist/render/pointLightSelection.d.ts +13 -0
  41. package/dist/render/pointLightSelection.js +3 -1
  42. package/dist/render/renderQuality.d.ts +8 -7
  43. package/dist/render/rendererHarness.js +3 -0
  44. package/dist/render/rgb9e5.d.ts +22 -0
  45. package/dist/render/rgb9e5.js +47 -0
  46. package/dist/render/sceneCapture.d.ts +29 -0
  47. package/dist/render/sceneCapture.js +36 -0
  48. package/dist/render/screenSpaceReflection.d.ts +27 -1
  49. package/dist/render/screenSpaceReflection.js +9 -0
  50. package/dist/render/shaders/bolt.d.ts +1 -1
  51. package/dist/render/shaders/bolt.js +7 -1
  52. package/dist/render/shaders/depth.js +11 -0
  53. package/dist/render/shaders/flat/anisotropic.d.ts +1 -1
  54. package/dist/render/shaders/flat/anisotropic.js +37 -3
  55. package/dist/render/shaders/flat/areaLight.d.ts +1 -1
  56. package/dist/render/shaders/flat/areaLight.js +46 -0
  57. package/dist/render/shaders/flat/glassTint.d.ts +3 -2
  58. package/dist/render/shaders/flat/glassTint.js +3 -1
  59. package/dist/render/shaders/flat/index.d.ts +5 -0
  60. package/dist/render/shaders/flat/index.js +16 -2
  61. package/dist/render/shaders/flat/lobes.d.ts +6 -0
  62. package/dist/render/shaders/flat/lobes.js +49 -43
  63. package/dist/render/shaders/flat/main.d.ts +1 -1
  64. package/dist/render/shaders/flat/main.js +57 -22
  65. package/dist/render/shaders/flat/models.d.ts +5 -2
  66. package/dist/render/shaders/flat/models.js +100 -16
  67. package/dist/render/shaders/flat/preamble.js +10 -3
  68. package/dist/render/shaders/generated/bolt.wgsl.d.ts +1 -1
  69. package/dist/render/shaders/generated/bolt.wgsl.js +1 -1
  70. package/dist/render/shaders/generated/depth.wgsl.d.ts +4 -4
  71. package/dist/render/shaders/generated/depth.wgsl.js +4 -4
  72. package/dist/render/shaders/generated/flat.wgsl.d.ts +16 -0
  73. package/dist/render/shaders/generated/flat.wgsl.js +54 -38
  74. package/dist/render/shaders/generated/ssrTrace.wgsl.d.ts +11 -6
  75. package/dist/render/shaders/generated/ssrTrace.wgsl.js +11 -6
  76. package/dist/render/shaders/generated/water.wgsl.d.ts +23 -16
  77. package/dist/render/shaders/generated/water.wgsl.js +23 -16
  78. package/dist/render/shaders/gi/probeBake.wgsl.js +9 -5
  79. package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
  80. package/dist/render/shaders/recon/motion.wgsl.js +13 -2
  81. package/dist/render/shaders/ssrTrace.js +20 -1
  82. package/dist/render/shaders/water.d.ts +1 -1
  83. package/dist/render/shaders/water.js +12 -3
  84. package/dist/render/skinScatter.d.ts +3 -1
  85. package/dist/render/skinScatter.js +3 -1
  86. package/dist/render/ssrPass.js +1 -0
  87. package/dist/render/surfaceModel.d.ts +29 -8
  88. package/dist/render/surfaceModel.js +33 -9
  89. package/dist/render/surfaceTexture.d.ts +25 -1
  90. package/dist/render/surfaceTexture.js +27 -5
  91. package/package.json +6 -6
  92. package/src/index.ts +6 -2
  93. package/src/render/anisotropicLobe.ts +29 -0
  94. package/src/render/areaLights.ts +58 -0
  95. package/src/render/backend/api.ts +49 -2
  96. package/src/render/backend/webgl2/renderer.ts +192 -38
  97. package/src/render/backend/webgl2/sceneCaptureTarget.ts +130 -0
  98. package/src/render/backend/webgpu/particlePass.ts +2 -1
  99. package/src/render/backend/webgpu/renderer.ts +194 -19
  100. package/src/render/backend/webgpu/sceneCaptureTarget.ts +63 -0
  101. package/src/render/backend/webgpu/surfaceTexturePass.ts +44 -14
  102. package/src/render/clusteredLights.ts +41 -8
  103. package/src/render/driftLight/bake.ts +3 -1
  104. package/src/render/driftLight/falloff.ts +13 -2
  105. package/src/render/gi/bounceLights.ts +12 -3
  106. package/src/render/instanceCull.ts +4 -0
  107. package/src/render/instances.ts +26 -6
  108. package/src/render/lightBudget.ts +40 -2
  109. package/src/render/lightmap.ts +64 -23
  110. package/src/render/particlePool.ts +23 -0
  111. package/src/render/pointLightSelection.ts +20 -1
  112. package/src/render/renderQuality.ts +8 -7
  113. package/src/render/rendererHarness.ts +3 -0
  114. package/src/render/rgb9e5.ts +52 -0
  115. package/src/render/sceneCapture.ts +56 -0
  116. package/src/render/screenSpaceReflection.ts +33 -1
  117. package/src/render/shaders/bolt.ts +7 -1
  118. package/src/render/shaders/depth.ts +11 -0
  119. package/src/render/shaders/flat/anisotropic.ts +37 -3
  120. package/src/render/shaders/flat/areaLight.ts +46 -0
  121. package/src/render/shaders/flat/glassTint.ts +9 -2
  122. package/src/render/shaders/flat/index.ts +21 -2
  123. package/src/render/shaders/flat/lobes.ts +50 -43
  124. package/src/render/shaders/flat/main.ts +57 -22
  125. package/src/render/shaders/flat/models.ts +100 -16
  126. package/src/render/shaders/flat/preamble.ts +10 -3
  127. package/src/render/shaders/generated/bolt.wgsl.ts +1 -1
  128. package/src/render/shaders/generated/depth.wgsl.ts +4 -4
  129. package/src/render/shaders/generated/flat.wgsl.ts +54 -38
  130. package/src/render/shaders/generated/ssrTrace.wgsl.ts +11 -6
  131. package/src/render/shaders/generated/water.wgsl.ts +23 -16
  132. package/src/render/shaders/gi/probeBake.wgsl.ts +9 -5
  133. package/src/render/shaders/recon/motion.wgsl.ts +13 -2
  134. package/src/render/shaders/ssrTrace.ts +20 -1
  135. package/src/render/shaders/water.ts +12 -3
  136. package/src/render/skinScatter.ts +3 -1
  137. package/src/render/ssrPass.ts +1 -0
  138. package/src/render/surfaceModel.ts +47 -10
  139. package/src/render/surfaceTexture.ts +69 -9
@@ -85,7 +85,7 @@ export declare const MAX_CLUSTERED_LIGHTS = 320;
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  * it cannot. That is what lets a light index the shadow uniforms by a number read from a texture,
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  * and it is the same fact the octahedral array texture was built on.
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  */
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- export declare const LIGHT_TEXELS = 5;
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+ export declare const LIGHT_TEXELS = 6;
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  /**
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  * Where each field of a light's record sits, as an offset in `uint`s from `lightBase`.
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  *
@@ -115,7 +115,11 @@ export declare const LIGHT_TEXELS = 5;
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  * **Reordered 2026-10-02 so a plain light's fields are the first eight**, which is what lets the
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  * shader stop after two texels. Nine values are needed by every light and eight fit in two
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  * texels, so the emitter size and the weight share slot 7 as two halves; see `packSizeAndWeight`.
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- * Slot 19 is spare.
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+ *
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+ * **A sixth texel arrived in 4.8.7 for a light's own falloff exponent**, the fifth's last slot
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+ * having gone to the channels: 6 KB more of a table near 300, read only for a light whose record
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+ * carries a fixture, which a light with an exponent does. Slots 21 and 22 are a rectangle's barn
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+ * doors and spare on a lamp; slot 23 is spare.
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  */
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  export declare const LIGHT_RECORD: {
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  readonly positionX: 0;
@@ -146,6 +150,11 @@ export declare const LIGHT_RECORD: {
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  * last texels are fetched; a plain light's are not, and the shader takes the default for it.
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  */
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  readonly channels: 19;
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+ /** The light's own falloff exponent, or 0 for the frame's falloff. `PointLightSource.falloffExponent`. */
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+ readonly falloffExponent: 20;
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+ /** A rectangle's barn doors: the cosine of their angle from its normal, then their length in metres. */
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+ readonly barnDoorCos: 21;
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+ readonly barnDoorLength: 22;
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  };
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  /** The lighting channel every light and every surface is on unless it says otherwise. */
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  export declare const DEFAULT_LIGHT_CHANNELS = 1;
@@ -155,10 +164,16 @@ export declare const DEFAULT_LIGHT_CHANNELS = 1;
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  * this, so a light named badly is on channel 1 in both rather than on two different guesses.
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  */
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  export declare function lightChannelsOf(value: number | undefined): number;
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+ /**
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+ * A light's own falloff exponent as the shader reads it: a positive finite number, or 0 for the
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+ * frame's falloff where none was named or what was named is not one. The record and the uniform
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+ * path both write this, so a light named badly falls off by the frame's rule in both.
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+ */
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+ export declare function lightFalloffExponentOf(value: number | undefined): number;
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  /** Texels the lit pass reads for a light whose record carries no fixture. */
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  export declare const PLAIN_LIGHT_TEXELS = 2;
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  /**
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- * The bit of `sizeAndWeight` that says the record's last three texels hold something: the sign of
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+ * The bit of `sizeAndWeight` that says the record's last four texels hold something: the sign of
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  * the emitter size's half, which a size never needs.
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  */
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  export declare const LIGHT_FIXTURE_FLAG = 32768;
@@ -287,6 +302,8 @@ export interface ClusterLightSet {
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  readonly iesProfiles?: Float32Array;
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  /** One per light: its lighting channels. See `PointLightSet.lightChannels`. */
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  readonly channels?: Float32Array;
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+ /** One per light: its own falloff exponent, or 0. See `PointLightSource.falloffExponent`. */
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+ readonly falloffExponents?: Float32Array;
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  /**
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  * The rectangles shaded through the table, after the `count` point lights: those of `areas` from
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  * `areaFrom` on, `areaCount` of them. The ones before `areaFrom` are the fixed arm's, which is
@@ -310,6 +327,7 @@ export interface ClusterLightArrays {
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  readonly lightIesAxes?: Float32Array;
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  readonly lightCookies?: Float32Array;
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  readonly lightChannels?: Float32Array;
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+ readonly lightFalloffExponents?: Float32Array;
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  readonly areaLights?: AreaLightBuffer | null;
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  }
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  /** A `ClusterLightSet` a renderer refills every frame. */
@@ -336,8 +354,8 @@ export declare function fillClusterLightSet(env: ClusterLightArrays, out: Cluste
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  /** How many rectangles the fixed arm shades; the rest of the buffer is clustered. */
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  areaFrom?: number): ClusterLightSet;
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  /**
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- * Whether a light's record needs its last three texels: it holds a shadow slot, a cone, a profile
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- * or a cookie. Everything else is a plain light, read in `PLAIN_LIGHT_TEXELS`.
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+ * Whether a light's record needs its last four texels: it holds a shadow slot, a cone, a profile,
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+ * a cookie, channels of its own or a falloff exponent of its own. Everything else is a plain light, read in `PLAIN_LIGHT_TEXELS`.
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  *
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  * **`shadowSlots` is zero where the lit shader has no point shadows**, and both binners are handed
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  * it that way: a slot is only read under `POINT_SHADOWS`, so a light holding one in a build without
@@ -84,7 +84,7 @@ export const MAX_CLUSTERED_LIGHTS = 320;
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  * it cannot. That is what lets a light index the shadow uniforms by a number read from a texture,
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  * and it is the same fact the octahedral array texture was built on.
86
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  */
87
- export const LIGHT_TEXELS = 5;
87
+ export const LIGHT_TEXELS = 6;
88
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  /**
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  * Where each field of a light's record sits, as an offset in `uint`s from `lightBase`.
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  *
@@ -114,7 +114,11 @@ export const LIGHT_TEXELS = 5;
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  * **Reordered 2026-10-02 so a plain light's fields are the first eight**, which is what lets the
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  * shader stop after two texels. Nine values are needed by every light and eight fit in two
116
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  * texels, so the emitter size and the weight share slot 7 as two halves; see `packSizeAndWeight`.
117
- * Slot 19 is spare.
117
+ *
118
+ * **A sixth texel arrived in 4.8.7 for a light's own falloff exponent**, the fifth's last slot
119
+ * having gone to the channels: 6 KB more of a table near 300, read only for a light whose record
120
+ * carries a fixture, which a light with an exponent does. Slots 21 and 22 are a rectangle's barn
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+ * doors and spare on a lamp; slot 23 is spare.
118
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  */
119
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  export const LIGHT_RECORD = {
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  positionX: 0,
@@ -145,6 +149,11 @@ export const LIGHT_RECORD = {
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  * last texels are fetched; a plain light's are not, and the shader takes the default for it.
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  */
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  channels: 19,
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+ /** The light's own falloff exponent, or 0 for the frame's falloff. `PointLightSource.falloffExponent`. */
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+ falloffExponent: 20,
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+ /** A rectangle's barn doors: the cosine of their angle from its normal, then their length in metres. */
155
+ barnDoorCos: 21,
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+ barnDoorLength: 22,
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  };
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  /** The lighting channel every light and every surface is on unless it says otherwise. */
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  export const DEFAULT_LIGHT_CHANNELS = 1;
@@ -159,10 +168,18 @@ export function lightChannelsOf(value) {
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  }
160
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  return value;
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  }
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+ /**
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+ * A light's own falloff exponent as the shader reads it: a positive finite number, or 0 for the
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+ * frame's falloff where none was named or what was named is not one. The record and the uniform
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+ * path both write this, so a light named badly falls off by the frame's rule in both.
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+ */
176
+ export function lightFalloffExponentOf(value) {
177
+ return value !== undefined && Number.isFinite(value) && value > 0 ? value : 0;
178
+ }
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  /** Texels the lit pass reads for a light whose record carries no fixture. */
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  export const PLAIN_LIGHT_TEXELS = 2;
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  /**
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- * The bit of `sizeAndWeight` that says the record's last three texels hold something: the sign of
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+ * The bit of `sizeAndWeight` that says the record's last four texels hold something: the sign of
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  * the emitter size's half, which a size never needs.
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  */
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  export const LIGHT_FIXTURE_FLAG = 0x8000;
@@ -392,6 +409,7 @@ areaFrom = 0) {
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  out.iesAxes = env.lightIesAxes;
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  out.cookies = env.lightCookies;
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  out.channels = env.lightChannels;
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+ out.falloffExponents = env.lightFalloffExponents;
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  return out;
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  }
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  /*
@@ -436,8 +454,8 @@ function distanceSqToBounds(x, y, z, b) {
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  return dx * dx + dy * dy + dz * dz;
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  }
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  /**
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- * Whether a light's record needs its last three texels: it holds a shadow slot, a cone, a profile
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- * or a cookie. Everything else is a plain light, read in `PLAIN_LIGHT_TEXELS`.
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+ * Whether a light's record needs its last four texels: it holds a shadow slot, a cone, a profile,
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+ * a cookie, channels of its own or a falloff exponent of its own. Everything else is a plain light, read in `PLAIN_LIGHT_TEXELS`.
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  *
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  * **`shadowSlots` is zero where the lit shader has no point shadows**, and both binners are handed
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  * it that way: a slot is only read under `POINT_SHADOWS`, so a light holding one in a build without
@@ -453,7 +471,8 @@ export function lightHasFixture(lights, light, shadowSlots) {
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  (cone?.[light * 2 + 1] ?? POINT_LIGHT_COS_OUTER) !== POINT_LIGHT_COS_OUTER ||
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  (lights.iesProfiles?.[light] ?? NO_IES_PROFILE) >= 0 ||
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  (lights.cookies?.[light] ?? NO_IES_PROFILE) >= 0 ||
456
- lightChannelsOf(lights.channels?.[light]) !== DEFAULT_LIGHT_CHANNELS);
474
+ lightChannelsOf(lights.channels?.[light]) !== DEFAULT_LIGHT_CHANNELS ||
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+ lightFalloffExponentOf(lights.falloffExponents?.[light]) > 0);
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  }
458
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  /**
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  * The value of `uClustered` for a frame: 0 with clustering off, 1 when every light is plain, 2 when
@@ -525,6 +544,10 @@ export function writeLightRecord(lights, light, shadowSlots, out, at) {
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  out[at + LIGHT_RECORD.iesAxisY] = floatBits(axes?.[light * 3 + 1] ?? 0);
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  out[at + LIGHT_RECORD.iesAxisZ] = floatBits(axes?.[light * 3 + 2] ?? 0);
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  out[at + LIGHT_RECORD.channels] = floatBits(lightChannelsOf(lights.channels?.[light]));
547
+ out[at + LIGHT_RECORD.falloffExponent] = floatBits(lightFalloffExponentOf(lights.falloffExponents?.[light]));
548
+ out[at + LIGHT_RECORD.barnDoorCos] = 0;
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+ out[at + LIGHT_RECORD.barnDoorLength] = 0;
550
+ out[at + LIGHT_RECORD.barnDoorLength + 1] = 0;
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  }
529
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  /**
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  * Which rectangle of the area buffer clustered light `light` is, for a light past the point
@@ -535,9 +558,9 @@ function areaSlot(lights, light) {
535
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  }
536
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  /**
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  * A rectangle's record, which the shader tells from a lamp's by its **negative radius** — its
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- * reach, negated — and reads to its fifth texel: sidedness where a lamp keeps its shadow slot,
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+ * reach, negated — and reads to its sixth texel: sidedness where a lamp keeps its shadow slot,
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  * the right axis where a spot keeps its direction, the half extents where its cone is, the up
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- * axis where the azimuth is, and the channels last. Never shadowed: a rectangle's occlusion is
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+ * axis where the azimuth is, the channels, and the barn doors in the sixth. Never shadowed: a rectangle's occlusion is
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  * the fixed arm's, which is why the first `maxAreaLights` stay there.
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  */
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  function writeAreaRecord(lights, light, out, at) {
@@ -568,6 +591,10 @@ function writeAreaRecord(lights, light, out, at) {
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  out[at + LIGHT_RECORD.iesAxisY] = floatBits(up?.[a * 3 + 1] ?? 1);
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  out[at + LIGHT_RECORD.iesAxisZ] = floatBits(up?.[a * 3 + 2] ?? 0);
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  out[at + LIGHT_RECORD.channels] = floatBits(DEFAULT_LIGHT_CHANNELS);
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+ out[at + LIGHT_RECORD.falloffExponent] = 0;
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+ out[at + LIGHT_RECORD.barnDoorCos] = floatBits(areas?.barnDoors?.[a * 2] ?? 0);
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+ out[at + LIGHT_RECORD.barnDoorLength] = floatBits(areas?.barnDoors?.[a * 2 + 1] ?? 0);
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+ out[at + LIGHT_RECORD.barnDoorLength + 1] = 0;
571
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  }
572
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  /** A clustered rectangle's reach, which its record carries negated. See `AreaLightSource.range`. */
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  function areaReach(lights, light) {
@@ -26,6 +26,8 @@ export interface FieldLight extends LightReach {
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  readonly b: number;
27
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  /** The emitter's physical radius, which widens its penumbra. */
28
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  readonly sourceRadius: number;
29
+ /** Its own falloff exponent, overriding the frame's above zero. See `pointLightShape`. */
30
+ readonly falloffExponent?: number;
29
31
  }
30
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  /**
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  * Fill `light` and `direction`, `BRICK_TEXELS * 4` floats each, x fastest, for brick `brick`.
@@ -66,7 +66,7 @@ export function sampleFieldLight(px, py, pz, lights, candidates, first, last, fa
66
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  const dist = Math.hypot(dx, dy, dz);
67
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  if (dist >= source.radius)
68
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  continue;
69
- const shape = pointLightShape(dist, source.radius, falloff);
69
+ const shape = pointLightShape(dist, source.radius, falloff, source.falloffExponent);
70
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  if (shape <= 0)
71
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  continue;
72
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  const seen = distance === null
@@ -9,8 +9,10 @@
9
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  *
10
10
  * Both of the renderer's falloffs: `smooth`, the default, is a linear ramp squared, reaching zero at
11
11
  * the radius; `inverseSquare` is physical, windowed so it still reaches zero at the radius, and
12
- * floored at ten centimetres so a surface touching a light is not infinitely bright.
12
+ * floored at ten centimetres so a surface touching a light is not infinitely bright. And a light's
13
+ * own, which overrides both: `(1 - (d/R)^2)^n` with no distance term, for an exponent `n` above zero
14
+ * (`PointLightSource.falloffExponent`).
13
15
  */
14
16
  export type PointLightFalloff = 'smooth' | 'inverseSquare';
15
17
  /** The shader's `shape` for an unshaped point light: no cone, no photometric profile. */
16
- export declare function pointLightShape(dist: number, radius: number, falloff: PointLightFalloff): number;
18
+ export declare function pointLightShape(dist: number, radius: number, falloff: PointLightFalloff, exponent?: number): number;
@@ -9,10 +9,16 @@
9
9
  *
10
10
  * Both of the renderer's falloffs: `smooth`, the default, is a linear ramp squared, reaching zero at
11
11
  * the radius; `inverseSquare` is physical, windowed so it still reaches zero at the radius, and
12
- * floored at ten centimetres so a surface touching a light is not infinitely bright.
12
+ * floored at ten centimetres so a surface touching a light is not infinitely bright. And a light's
13
+ * own, which overrides both: `(1 - (d/R)^2)^n` with no distance term, for an exponent `n` above zero
14
+ * (`PointLightSource.falloffExponent`).
13
15
  */
14
16
  /** The shader's `shape` for an unshaped point light: no cone, no photometric profile. */
15
- export function pointLightShape(dist, radius, falloff) {
17
+ export function pointLightShape(dist, radius, falloff, exponent = 0) {
18
+ if (exponent > 0) {
19
+ const reach = dist / Math.max(radius, 1e-4);
20
+ return Math.min(1, Math.max(0, 1 - reach * reach)) ** exponent;
21
+ }
16
22
  if (falloff === 'inverseSquare') {
17
23
  const ratio = dist / Math.max(radius, 1e-4);
18
24
  const window = Math.min(1, Math.max(0, 1 - ratio ** 4));
@@ -26,9 +26,10 @@ import type { PointLightSet } from '../lightBudget.ts';
26
26
  export declare const MAX_BOUNCE_LIGHTS = 32;
27
27
  /**
28
28
  * Floats a light takes: where it is and how far it reaches; its colour at its weight and the cosine
29
- * of its inner cone; the way it points and the cosine of its outer cone.
29
+ * of its inner cone; the way it points and the cosine of its outer cone; and its own falloff
30
+ * exponent, 0 for the frame's, in a fourth row of its own (`PointLightSource.falloffExponent`).
30
31
  */
31
- export declare const BOUNCE_LIGHT_FLOATS = 12;
32
+ export declare const BOUNCE_LIGHT_FLOATS = 16;
32
33
  export declare function createBounceLights(): Float32Array;
33
34
  /** Pack the lights of `lights` the bounce reads into `out`, and answer how many. */
34
35
  export declare function resolveBounceLights(lights: PointLightSet | null, out: Float32Array): number;
@@ -21,14 +21,15 @@
21
21
  * What it gives up against the frame: a photometric profile and a cookie, which the bounce reads as
22
22
  * a plain cone, and a light's specular, which a diffuse bounce has no use for.
23
23
  */
24
- import { POINT_LIGHT_COS_INNER, POINT_LIGHT_COS_OUTER } from '../clusteredLights.js';
24
+ import { POINT_LIGHT_COS_INNER, POINT_LIGHT_COS_OUTER, lightFalloffExponentOf, } from '../clusteredLights.js';
25
25
  /** Lights the probe bake shades a hit with. */
26
26
  export const MAX_BOUNCE_LIGHTS = 32;
27
27
  /**
28
28
  * Floats a light takes: where it is and how far it reaches; its colour at its weight and the cosine
29
- * of its inner cone; the way it points and the cosine of its outer cone.
29
+ * of its inner cone; the way it points and the cosine of its outer cone; and its own falloff
30
+ * exponent, 0 for the frame's, in a fourth row of its own (`PointLightSource.falloffExponent`).
30
31
  */
31
- export const BOUNCE_LIGHT_FLOATS = 12;
32
+ export const BOUNCE_LIGHT_FLOATS = 16;
32
33
  export function createBounceLights() {
33
34
  return new Float32Array(MAX_BOUNCE_LIGHTS * BOUNCE_LIGHT_FLOATS);
34
35
  }
@@ -60,6 +61,10 @@ export function resolveBounceLights(lights, out) {
60
61
  out[at + 9] = lights.lightDirections?.[i * 3 + 1] ?? 0;
61
62
  out[at + 10] = lights.lightDirections?.[i * 3 + 2] ?? 0;
62
63
  out[at + 11] = lights.lightConeCos?.[i * 2 + 1] ?? POINT_LIGHT_COS_OUTER;
64
+ out[at + 12] = lightFalloffExponentOf(lights.lightFalloffExponents?.[i]);
65
+ out[at + 13] = 0;
66
+ out[at + 14] = 0;
67
+ out[at + 15] = 0;
63
68
  count++;
64
69
  }
65
70
  return count;
@@ -51,6 +51,11 @@ export function cullInstances(data, local, frustum, out) {
51
51
  for (let k = 0; k < 4; k++)
52
52
  out.lightmapRegions[kept * 4 + k] = regions[i * 4 + k];
53
53
  }
54
+ const cells = data.uvRegions;
55
+ if (cells !== undefined && out.uvRegions !== undefined) {
56
+ for (let k = 0; k < 4; k++)
57
+ out.uvRegions[kept * 4 + k] = cells[i * 4 + k];
58
+ }
54
59
  kept++;
55
60
  }
56
61
  out.count = kept;
@@ -12,9 +12,9 @@
12
12
  *
13
13
  * **What it gives up** is a matrix per instance where a scatter spends five floats: 80 bytes
14
14
  * against 44, and no wind. **What would make it wrong** is a caller wanting per-instance
15
- * anything beyond an opacity — a morph weight, a texture cell — which wants another attribute,
16
- * and the sixteen WebGL2 guarantees are already spent. The opacity rides the float the stride was
17
- * padded with, which is why it costs nothing.
15
+ * anything beyond an opacity and a texture cell — a morph weight, say — which wants another
16
+ * attribute, and the sixteen WebGL2 guarantees are already spent. The opacity rides the float the
17
+ * stride was padded with and the cell the matrix's bottom row, which is why neither costs a byte.
18
18
  */
19
19
  export interface MeshInstances {
20
20
  /**
@@ -51,6 +51,20 @@ export interface MeshInstances {
51
51
  * either mismatch is said once on the console.
52
52
  */
53
53
  readonly lightmapRegions?: Float32Array;
54
+ /**
55
+ * Four floats each, the instance's cell of its texture: `[scaleU, scaleV, offsetU, offsetV]`,
56
+ * applied to the mesh's coordinates before the material's own scale and offset, in every pass
57
+ * that reads them — so one draw carries particles in different cells of a flipbook, or props
58
+ * wearing different tiles of one atlas. **Absent, or past `count`, is the whole texture**,
59
+ * `[1, 1, 0, 0]`, which is what every instance read before 4.8.7.
60
+ *
61
+ * **It rides the matrix's bottom row**, which an instance's placement — a turn, a scale and a
62
+ * move — leaves at `[0, 0, 0, 1]`, and which every stage drawing an instance rebuilds as that.
63
+ * So a placement must be affine, as every placement of a solid object is; a projective one is
64
+ * drawn as its affine part. A culled batch (`cullInstances`) carries the cells only into a
65
+ * target that has the array.
66
+ */
67
+ readonly uvRegions?: Float32Array;
54
68
  /** How many instances the arrays hold. Fixed at creation; the buffers are sized from it. */
55
69
  readonly capacity: number;
56
70
  /** How many are live. The rest of the buffer is neither uploaded nor drawn. */
@@ -65,8 +79,8 @@ export interface MeshInstances {
65
79
  */
66
80
  export declare function createMeshInstances(capacity: number): MeshInstances;
67
81
  /**
68
- * Floats one instance occupies in the interleaved vertex buffer: sixteen of matrix, three of
69
- * tint, and the opacity.
82
+ * Floats one instance occupies in the interleaved vertex buffer: sixteen of matrix, the bottom row
83
+ * of which carries the texture cell, three of tint, and the opacity.
70
84
  *
71
85
  * **Twenty so the stride is 80 bytes rather than 76.** A vertex buffer's stride must be a multiple
72
86
  * of four on both backends, which 76 already is — the twentieth float was padding for the
@@ -15,8 +15,8 @@ export function createMeshInstances(capacity) {
15
15
  };
16
16
  }
17
17
  /**
18
- * Floats one instance occupies in the interleaved vertex buffer: sixteen of matrix, three of
19
- * tint, and the opacity.
18
+ * Floats one instance occupies in the interleaved vertex buffer: sixteen of matrix, the bottom row
19
+ * of which carries the texture cell, three of tint, and the opacity.
20
20
  *
21
21
  * **Twenty so the stride is 80 bytes rather than 76.** A vertex buffer's stride must be a multiple
22
22
  * of four on both backends, which 76 already is — the twentieth float was padding for the
@@ -39,13 +39,19 @@ export const INSTANCE_STRIDE = INSTANCE_FLOATS * 4;
39
39
  * Writes nothing beyond `count`, and allocates nothing: `out` is the caller's staging array.
40
40
  */
41
41
  export function packInstances(instances, out) {
42
- const { models, tints, alphas, lightmapRegions } = instances;
42
+ const { models, tints, alphas, lightmapRegions, uvRegions } = instances;
43
43
  const count = Math.min(instances.count, instances.capacity);
44
44
  for (let i = 0; i < count; i += 1) {
45
45
  const at = i * INSTANCE_FLOATS;
46
46
  const m = i * 16;
47
47
  for (let c = 0; c < 16; c += 1)
48
48
  out[at + c] = models[m + c];
49
+ /* The texture cell in the bottom row an affine placement leaves free. See `uvRegions`. */
50
+ const cell = i * 4;
51
+ out[at + 3] = uvRegions?.[cell] ?? 1;
52
+ out[at + 7] = uvRegions?.[cell + 1] ?? 1;
53
+ out[at + 11] = uvRegions?.[cell + 2] ?? 0;
54
+ out[at + 15] = uvRegions?.[cell + 3] ?? 0;
49
55
  if (lightmapRegions !== undefined) {
50
56
  /* The region in the tint's and the opacity's place. See `lightmapRegions`. */
51
57
  for (let c = 0; c < 4; c += 1)
@@ -1,4 +1,3 @@
1
- /** Fixed point-light budget shared by CPU selection and the flat shader. */
2
1
  import type { AreaLightBuffer } from './areaLights.ts';
3
2
  import type { ResolvedAreaShadows } from './areaShadowSet.ts';
4
3
  /**
@@ -368,6 +367,12 @@ export interface PointLightSet {
368
367
  * character's own key and rim lights, which the floor around the character must not take.
369
368
  */
370
369
  readonly lightChannels?: Float32Array;
370
+ /**
371
+ * One per light: its own falloff exponent, `(1 - (d/R)^2)^n` with no distance term, or 0 for the
372
+ * frame's falloff. **Absent, or a short array, is 0 for every light**, so a scene that names none
373
+ * falls off as it did. See `PointLightSource.falloffExponent`.
374
+ */
375
+ readonly lightFalloffExponents?: Float32Array;
371
376
  }
372
377
  /**
373
378
  * A cone that admits every direction, for every light.
@@ -441,6 +446,12 @@ export interface ResolvedPointLights {
441
446
  * array of their own, which would cost a row a light of a budget that has none to give.
442
447
  */
443
448
  readonly axesAndChannels: Float32Array;
449
+ /**
450
+ * Owned, four a light: the cone's two cosines, then the light's own falloff exponent, as
451
+ * `uLightCone` carries them — a `vec2` array costs a whole row a light on WebGL2 anyway, so the
452
+ * exponent rides the half it left rather than a row of its own.
453
+ */
454
+ readonly conesAndFalloffs: Float32Array;
444
455
  /**
445
456
  * Owned, `MAX_POINT_LIGHTS` long: the emitter sizes and weights as the froxel record carries
446
457
  * them, at half precision. `sourceRadii` and `weights` point here once a light set resolves, so
@@ -1,4 +1,6 @@
1
- import { POINT_LIGHT_COS_INNER, POINT_LIGHT_COS_OUTER, lampSourceRadius, lampWeight, lightChannelsOf, } from './clusteredLights.js';
1
+ /** Fixed point-light budget shared by CPU selection and the flat shader. */
2
+ import { MAX_AREA_LIGHTS, packAreaSizesAndDoors } from './areaLights.js';
3
+ import { POINT_LIGHT_COS_INNER, POINT_LIGHT_COS_OUTER, lampSourceRadius, lampWeight, lightChannelsOf, lightFalloffExponentOf, } from './clusteredLights.js';
2
4
  /**
3
5
  * How many point lights the shading pass shades against at once.
4
6
  *
@@ -302,6 +304,8 @@ export const SDF_TEXT_TEXTURE_UNIT = SURFACE_TEXTURE_UNIT;
302
304
  export const POINT_SHADOW_POOL = MAX_POINT_LIGHTS + 4;
303
305
  /** Weights are optional per consumer; a short array means every light is fully present. */
304
306
  const FULLY_PRESENT = new Float32Array(MAX_POINT_LIGHTS).fill(1);
307
+ /** The fixed arm's rectangles as `uAreaLightSize` holds them; refilled per bind, allocated once. */
308
+ const AREA_SIZES_AND_DOORS = new Float32Array(MAX_AREA_LIGHTS * 4);
305
309
  /** No size at all, which is the behaviour every scene had before a light could have one. */
306
310
  const POINT_SOURCES = new Float32Array(MAX_POINT_LIGHTS);
307
311
  /**
@@ -394,7 +398,8 @@ export function bindPointLights(gl, uniforms, lights, falloff) {
394
398
  * every lamp switched off.
395
399
  */
396
400
  gl.uniform3fv(uniforms['uLightDir[0]'] ?? null, r.directions);
397
- gl.uniform2fv(uniforms['uLightCone[0]'] ?? null, r.coneCos);
401
+ /* The cone and, in z, the light's own falloff exponent. See `conesAndFalloffs`. */
402
+ gl.uniform4fv(uniforms['uLightCone[0]'] ?? null, r.conesAndFalloffs);
398
403
  gl.uniform1fv(uniforms['uLightIesProfile[0]'] ?? null, r.iesProfiles);
399
404
  /* The azimuth and, in w, the channels. See `axesAndChannels`. */
400
405
  gl.uniform4fv(uniforms['uLightIesAxis[0]'] ?? null, r.axesAndChannels);
@@ -421,7 +426,9 @@ export function bindAreaLights(gl, uniforms, lights) {
421
426
  gl.uniform3fv(uniforms['uAreaLightColor[0]'] ?? null, lights.colors);
422
427
  gl.uniform3fv(uniforms['uAreaLightRight[0]'] ?? null, lights.right);
423
428
  gl.uniform3fv(uniforms['uAreaLightUp[0]'] ?? null, lights.up);
424
- gl.uniform2fv(uniforms['uAreaLightSize[0]'] ?? null, lights.sizes);
429
+ /* The half extents and, in zw, the barn doors. See `packAreaSizesAndDoors`. */
430
+ packAreaSizesAndDoors(lights, AREA_SIZES_AND_DOORS);
431
+ gl.uniform4fv(uniforms['uAreaLightSize[0]'] ?? null, AREA_SIZES_AND_DOORS);
425
432
  gl.uniform1fv(uniforms['uAreaLightTwoSided[0]'] ?? null, lights.twoSided);
426
433
  }
427
434
  /**
@@ -463,6 +470,7 @@ const glLights = {
463
470
  iesAxes: NO_IES_AXES,
464
471
  cookies: NO_COOKIES,
465
472
  axesAndChannels: new Float32Array(MAX_POINT_LIGHTS * 4),
473
+ conesAndFalloffs: new Float32Array(MAX_POINT_LIGHTS * 4),
466
474
  heldSourceRadii: new Float32Array(MAX_POINT_LIGHTS),
467
475
  heldWeights: new Float32Array(MAX_POINT_LIGHTS),
468
476
  };
@@ -493,6 +501,7 @@ export function resolvePointLights(lights, falloff, out) {
493
501
  out.iesAxes = NO_IES_AXES;
494
502
  out.cookies = NO_COOKIES;
495
503
  packAxesAndChannels(NO_IES_AXES, undefined, out.axesAndChannels);
504
+ packConesAndFalloffs(OPEN_CONES, undefined, out.conesAndFalloffs);
496
505
  return out;
497
506
  }
498
507
  /*
@@ -574,8 +583,19 @@ export function resolvePointLights(lights, falloff, out) {
574
583
  out.iesAxes = iesAxes;
575
584
  out.cookies = cookies;
576
585
  packAxesAndChannels(iesAxes, lights.lightChannels, out.axesAndChannels);
586
+ packConesAndFalloffs(coneCos, lights.lightFalloffExponents, out.conesAndFalloffs);
577
587
  return out;
578
588
  }
589
+ /** The cone and the falloff exponent, four a light, as `uLightCone` holds them. */
590
+ function packConesAndFalloffs(cones, exponents, out) {
591
+ const named = (exponents?.length ?? 0) >= MAX_POINT_LIGHTS ? exponents : undefined;
592
+ for (let light = 0; light < MAX_POINT_LIGHTS; light++) {
593
+ out[light * 4] = cones[light * 2] ?? POINT_LIGHT_COS_INNER;
594
+ out[light * 4 + 1] = cones[light * 2 + 1] ?? POINT_LIGHT_COS_OUTER;
595
+ out[light * 4 + 2] = lightFalloffExponentOf(named?.[light]);
596
+ out[light * 4 + 3] = 0;
597
+ }
598
+ }
579
599
  /** The azimuth and the channels, four a light, as `uLightIesAxis` holds them. */
580
600
  function packAxesAndChannels(axes, channels, out) {
581
601
  const named = (channels?.length ?? 0) >= MAX_POINT_LIGHTS ? channels : undefined;
@@ -35,10 +35,12 @@ export interface LightmapPage {
35
35
  readonly width: number;
36
36
  readonly height: number;
37
37
  /**
38
- * Linear irradiance, three floats a texel, row-major from the top, in the same units every other
39
- * light here is in — a bake from another engine scaled by that engine's exposure, as its lights are.
38
+ * Linear irradiance, row-major from the top, in the same units every other light here is in — a
39
+ * bake from another engine scaled by that engine's exposure, as its lights are. Either three
40
+ * floats a texel, or one word a texel already packed as rgb9e5 (`rgb9e5.ts`), which is how such a
41
+ * bake usually arrives and which uploads with no conversion at all.
40
42
  */
41
- readonly irradiance: Float32Array;
43
+ readonly irradiance: Float32Array | Uint32Array;
42
44
  /**
43
45
  * The direction the light arrives from, four bytes a texel: a first-order spherical harmonic in
44
46
  * this engine's world axes, each value stored as `v * 0.5 + 0.5` — xyz the axis, w the constant.
@@ -54,20 +56,32 @@ export declare const LIGHTMAP_LAYERS = 2;
54
56
  export type LightmapRegion = readonly [number, number, number, number];
55
57
  /** The whole page. */
56
58
  export declare const WHOLE_PAGE: LightmapRegion;
57
- /** A page as both backends upload it: `layers` images of half-float RGBA, row-major from the top. */
59
+ /**
60
+ * A page as both backends upload it: two layers of four bytes a texel, row-major from the top. The
61
+ * first is the irradiance's rgb9e5 word, byte by byte from its lowest; the second is the direction.
62
+ *
63
+ * **Eight bytes a texel, and the shader filters it.** Half floats were sixteen: a stage of 49 pages
64
+ * and 21.8 million texels held 348 MB, where this holds 174. The price is that the irradiance cannot
65
+ * be filtered as it is stored — a bilinear blend of two words with different exponents is not the
66
+ * blend of the colours they hold — so the lit stage fetches a texel's four neighbours, decodes each
67
+ * and blends the colours (`modelBaked` in `shaders/flat/models.ts`): four fetches a layer where one
68
+ * filtered sample was, on lightmapped surfaces alone. **What would make it wrong** is every device
69
+ * a page reaches sampling `rgb9e5ufloat`, which WebGL2 does as `RGB9_E5` too; it would then be a
70
+ * texture of its own, filtered by the device, and a binding the lit stage has no room for.
71
+ */
58
72
  export interface LightmapTexels {
59
73
  readonly kind: 'lightmap-texels';
60
74
  readonly width: number;
61
75
  readonly height: number;
62
- readonly layers: number;
63
- readonly texels: Uint16Array;
76
+ /** Each layer's bytes, in layer order: the irradiance, then the direction. */
77
+ readonly layers: readonly Uint8Array[];
64
78
  }
65
79
  /** Whether a surface texture's source is a page's texels rather than an image or blocks. */
66
80
  export declare function isLightmapTexels(source: unknown): source is LightmapTexels;
67
81
  /**
68
- * A page as both backends upload it: two layers of half-float RGBA, the irradiance with an alpha of
69
- * one and the direction as the fractions its bytes are. Refuses a page whose arrays are not its
70
- * size, naming the one that is short.
82
+ * A page as both backends upload it (see `LightmapTexels`). Refuses a page whose arrays are not its
83
+ * size, naming the one that is short. Packed irradiance is read where it lies, with no copy; float
84
+ * irradiance is packed once, here.
71
85
  */
72
86
  export declare function lightmapTexels(page: LightmapPage): LightmapTexels;
73
87
  /**
@@ -1,4 +1,4 @@
1
- import { toHalfFloats } from './halfFloat.js';
1
+ import { packRgb9e5 } from './rgb9e5.js';
2
2
  /** Layers a page is uploaded as: the irradiance, then the direction. */
3
3
  export const LIGHTMAP_LAYERS = 2;
4
4
  /** The whole page. */
@@ -10,9 +10,9 @@ export function isLightmapTexels(source) {
10
10
  source.kind === 'lightmap-texels');
11
11
  }
12
12
  /**
13
- * A page as both backends upload it: two layers of half-float RGBA, the irradiance with an alpha of
14
- * one and the direction as the fractions its bytes are. Refuses a page whose arrays are not its
15
- * size, naming the one that is short.
13
+ * A page as both backends upload it (see `LightmapTexels`). Refuses a page whose arrays are not its
14
+ * size, naming the one that is short. Packed irradiance is read where it lies, with no copy; float
15
+ * irradiance is packed once, here.
16
16
  */
17
17
  export function lightmapTexels(page) {
18
18
  const { width, height } = page;
@@ -20,32 +20,54 @@ export function lightmapTexels(page) {
20
20
  throw new Error(`createLightmap: a ${width} by ${height} page has nothing in it`);
21
21
  }
22
22
  const texels = width * height;
23
- if (page.irradiance.length !== texels * 3) {
24
- throw new Error(`createLightmap: ${page.irradiance.length} irradiance floats for a ${width} by ${height} ` +
25
- `page, which wants ${texels * 3}: three a texel`);
23
+ const irradiance = page.irradiance;
24
+ const packed = irradiance instanceof Uint32Array;
25
+ const wanted = packed ? texels : texels * 3;
26
+ if (irradiance.length !== wanted) {
27
+ throw new Error(`createLightmap: ${irradiance.length} irradiance ${packed ? 'words' : 'floats'} for a ` +
28
+ `${width} by ${height} page, which wants ${wanted}: ` +
29
+ (packed ? 'one rgb9e5 word a texel' : 'three a texel'));
26
30
  }
27
31
  if (page.direction.length !== texels * 4) {
28
32
  throw new Error(`createLightmap: ${page.direction.length} direction bytes for a ${width} by ${height} ` +
29
33
  `page, which wants ${texels * 4}: four a texel`);
30
34
  }
31
- const floats = new Float32Array(texels * 4 * LIGHTMAP_LAYERS);
32
- for (let t = 0; t < texels; t++) {
33
- floats[t * 4] = page.irradiance[t * 3];
34
- floats[t * 4 + 1] = page.irradiance[t * 3 + 1];
35
- floats[t * 4 + 2] = page.irradiance[t * 3 + 2];
36
- floats[t * 4 + 3] = 1;
37
- const at = (texels + t) * 4;
38
- for (let c = 0; c < 4; c++)
39
- floats[at + c] = page.direction[t * 4 + c] / 255;
35
+ let words;
36
+ if (packed) {
37
+ words = irradiance;
38
+ }
39
+ else {
40
+ words = new Uint32Array(texels);
41
+ for (let t = 0; t < texels; t++) {
42
+ words[t] = packRgb9e5(irradiance[t * 3], irradiance[t * 3 + 1], irradiance[t * 3 + 2]);
43
+ }
40
44
  }
41
45
  return {
42
46
  kind: 'lightmap-texels',
43
47
  width,
44
48
  height,
45
- layers: LIGHTMAP_LAYERS,
46
- texels: toHalfFloats(floats),
49
+ layers: [littleEndianBytes(words), page.direction],
47
50
  };
48
51
  }
52
+ /** Whether this platform lays a word out lowest byte first, which the shader's decode assumes. */
53
+ const LITTLE_ENDIAN = new Uint8Array(new Uint32Array([1]).buffer)[0] === 1;
54
+ /**
55
+ * A page's words as bytes, lowest first: a view of the same memory on every little-endian platform,
56
+ * which is every one a browser runs on, and a reordered copy anywhere else.
57
+ */
58
+ function littleEndianBytes(words) {
59
+ const bytes = new Uint8Array(words.buffer, words.byteOffset, words.length * 4);
60
+ if (LITTLE_ENDIAN)
61
+ return bytes;
62
+ const swapped = new Uint8Array(bytes.length);
63
+ for (let i = 0; i < bytes.length; i += 4) {
64
+ swapped[i] = bytes[i + 3];
65
+ swapped[i + 1] = bytes[i + 2];
66
+ swapped[i + 2] = bytes[i + 1];
67
+ swapped[i + 3] = bytes[i];
68
+ }
69
+ return swapped;
70
+ }
49
71
  /**
50
72
  * A mesh with its second coordinates moved onto the grain and relief streams they ride, or the
51
73
  * mesh itself where it has none. Called by both backends' `createMesh`, before anything records