@driftengine/core 4.9.0 → 4.10.0

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Files changed (135) hide show
  1. package/CHANGELOG.json +62 -11
  2. package/README.md +43 -38
  3. package/dist/index.d.ts +3 -1
  4. package/dist/index.js +4 -3
  5. package/dist/render/ambientHarmonics.d.ts +1 -1
  6. package/dist/render/ambientHarmonics.js +1 -1
  7. package/dist/render/areaLights.d.ts +4 -4
  8. package/dist/render/areaLights.js +1 -1
  9. package/dist/render/backend/api.d.ts +10 -3
  10. package/dist/render/backend/select.js +11 -5
  11. package/dist/render/backend/webgl2/boneAnimations.d.ts +29 -0
  12. package/dist/render/backend/webgl2/boneAnimations.js +80 -0
  13. package/dist/render/backend/webgl2/instanced.d.ts +5 -1
  14. package/dist/render/backend/webgl2/instanced.js +13 -1
  15. package/dist/render/backend/webgl2/renderer.d.ts +90 -2
  16. package/dist/render/backend/webgl2/renderer.js +253 -24
  17. package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +5 -3
  18. package/dist/render/backend/webgl2/skinPaletteTexture.js +6 -4
  19. package/dist/render/backend/webgpu/boneAnimations.d.ts +34 -0
  20. package/dist/render/backend/webgpu/boneAnimations.js +76 -0
  21. package/dist/render/backend/webgpu/buffers.d.ts +19 -4
  22. package/dist/render/backend/webgpu/buffers.js +18 -11
  23. package/dist/render/backend/webgpu/compressedUpload.d.ts +0 -1
  24. package/dist/render/backend/webgpu/compressedUpload.js +53 -8
  25. package/dist/render/backend/webgpu/depthPass.d.ts +59 -3
  26. package/dist/render/backend/webgpu/depthPass.js +49 -14
  27. package/dist/render/backend/webgpu/drawCommand.d.ts +18 -4
  28. package/dist/render/backend/webgpu/drawCommand.js +10 -3
  29. package/dist/render/backend/webgpu/flatPass.d.ts +85 -42
  30. package/dist/render/backend/webgpu/flatPass.js +136 -20
  31. package/dist/render/backend/webgpu/instanced.d.ts +14 -1
  32. package/dist/render/backend/webgpu/instanced.js +24 -1
  33. package/dist/render/backend/webgpu/materialStore.d.ts +101 -0
  34. package/dist/render/backend/webgpu/materialStore.js +265 -0
  35. package/dist/render/backend/webgpu/pipelineCache.d.ts +6 -0
  36. package/dist/render/backend/webgpu/pipelineCache.js +7 -0
  37. package/dist/render/backend/webgpu/renderer.d.ts +152 -35
  38. package/dist/render/backend/webgpu/renderer.js +787 -142
  39. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +7 -3
  40. package/dist/render/backend/webgpu/skinPaletteRing.js +13 -7
  41. package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +6 -0
  42. package/dist/render/backend/webgpu/skinPaletteTexture.js +7 -1
  43. package/dist/render/backend/webgpu/staticBundles.d.ts +125 -0
  44. package/dist/render/backend/webgpu/staticBundles.js +241 -0
  45. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +10 -3
  46. package/dist/render/backend/webgpu/surfaceTexturePass.js +20 -2
  47. package/dist/render/backend/webgpu/uniformRing.d.ts +21 -0
  48. package/dist/render/backend/webgpu/uniformRing.js +9 -1
  49. package/dist/render/bloomChain.d.ts +3 -3
  50. package/dist/render/boneAnimation.d.ts +92 -0
  51. package/dist/render/boneAnimation.js +133 -0
  52. package/dist/render/compressedSource.d.ts +33 -13
  53. package/dist/render/compressedSource.js +70 -25
  54. package/dist/render/glCompressed.js +83 -0
  55. package/dist/render/instances.d.ts +26 -0
  56. package/dist/render/lightBudget.d.ts +10 -0
  57. package/dist/render/lightBudget.js +10 -0
  58. package/dist/render/lightmap.d.ts +1 -1
  59. package/dist/render/mesh.d.ts +5 -0
  60. package/dist/render/mesh.js +6 -0
  61. package/dist/render/pointLightSelection.d.ts +4 -4
  62. package/dist/render/screenSpaceReflection.d.ts +2 -1
  63. package/dist/render/shaders/boneAnimation.d.ts +19 -0
  64. package/dist/render/shaders/boneAnimation.js +63 -0
  65. package/dist/render/shaders/depth.d.ts +7 -0
  66. package/dist/render/shaders/depth.js +35 -10
  67. package/dist/render/shaders/flat/index.d.ts +6 -0
  68. package/dist/render/shaders/flat/index.js +27 -5
  69. package/dist/render/shaders/flat/main.d.ts +1 -1
  70. package/dist/render/shaders/flat/main.js +15 -5
  71. package/dist/render/shaders/flat/models.js +1 -1
  72. package/dist/render/shaders/flat/overlay.js +1 -1
  73. package/dist/render/shaders/flat/pointShadow.js +2 -2
  74. package/dist/render/shaders/flat/preamble.js +38 -24
  75. package/dist/render/shaders/generated/depth.wgsl.d.ts +93 -0
  76. package/dist/render/shaders/generated/depth.wgsl.js +93 -0
  77. package/dist/render/shaders/generated/flat.wgsl.d.ts +3077 -2903
  78. package/dist/render/shaders/generated/flat.wgsl.js +3100 -2925
  79. package/dist/render/shaders/outputTransform.d.ts +7 -0
  80. package/dist/render/shaders/outputTransform.js +28 -14
  81. package/dist/render/shaders/vertexChannel.d.ts +7 -0
  82. package/dist/render/shaders/vertexChannel.js +26 -0
  83. package/dist/render/staticDraws.d.ts +47 -0
  84. package/dist/render/staticDraws.js +43 -0
  85. package/dist/render/surfaceTexture.d.ts +38 -7
  86. package/dist/render/surfaceTexture.js +56 -17
  87. package/package.json +6 -6
  88. package/src/index.ts +8 -2
  89. package/src/render/ambientHarmonics.ts +1 -1
  90. package/src/render/areaLights.ts +4 -4
  91. package/src/render/backend/api.ts +13 -3
  92. package/src/render/backend/select.ts +10 -5
  93. package/src/render/backend/webgl2/boneAnimations.ts +105 -0
  94. package/src/render/backend/webgl2/instanced.ts +20 -1
  95. package/src/render/backend/webgl2/renderer.ts +315 -24
  96. package/src/render/backend/webgl2/skinPaletteTexture.ts +6 -4
  97. package/src/render/backend/webgpu/boneAnimations.ts +97 -0
  98. package/src/render/backend/webgpu/buffers.ts +42 -16
  99. package/src/render/backend/webgpu/compressedUpload.ts +59 -9
  100. package/src/render/backend/webgpu/depthPass.ts +51 -10
  101. package/src/render/backend/webgpu/drawCommand.ts +22 -4
  102. package/src/render/backend/webgpu/flatPass.ts +187 -14
  103. package/src/render/backend/webgpu/instanced.ts +32 -1
  104. package/src/render/backend/webgpu/materialStore.ts +276 -0
  105. package/src/render/backend/webgpu/pipelineCache.ts +7 -0
  106. package/src/render/backend/webgpu/renderer.ts +928 -155
  107. package/src/render/backend/webgpu/skinPaletteRing.ts +13 -7
  108. package/src/render/backend/webgpu/skinPaletteTexture.ts +7 -1
  109. package/src/render/backend/webgpu/staticBundles.ts +363 -0
  110. package/src/render/backend/webgpu/surfaceTexturePass.ts +29 -3
  111. package/src/render/backend/webgpu/uniformRing.ts +10 -1
  112. package/src/render/bloomChain.ts +3 -3
  113. package/src/render/boneAnimation.ts +223 -0
  114. package/src/render/compressedSource.ts +121 -29
  115. package/src/render/glCompressed.ts +83 -0
  116. package/src/render/instances.ts +27 -0
  117. package/src/render/lightBudget.ts +11 -0
  118. package/src/render/lightmap.ts +1 -1
  119. package/src/render/mesh.ts +6 -0
  120. package/src/render/pointLightSelection.ts +4 -4
  121. package/src/render/screenSpaceReflection.ts +2 -1
  122. package/src/render/shaders/boneAnimation.ts +63 -0
  123. package/src/render/shaders/depth.ts +45 -10
  124. package/src/render/shaders/flat/index.ts +33 -5
  125. package/src/render/shaders/flat/main.ts +15 -5
  126. package/src/render/shaders/flat/models.ts +1 -1
  127. package/src/render/shaders/flat/overlay.ts +1 -1
  128. package/src/render/shaders/flat/pointShadow.ts +2 -2
  129. package/src/render/shaders/flat/preamble.ts +38 -24
  130. package/src/render/shaders/generated/depth.wgsl.ts +95 -0
  131. package/src/render/shaders/generated/flat.wgsl.ts +3100 -2925
  132. package/src/render/shaders/outputTransform.ts +30 -14
  133. package/src/render/shaders/vertexChannel.ts +27 -0
  134. package/src/render/staticDraws.ts +95 -0
  135. package/src/render/surfaceTexture.ts +94 -27
@@ -0,0 +1,92 @@
1
+ /**
2
+ * Vertex animation from bone textures: a clip that turns and places each bone frame by frame,
3
+ * which every vertex of an instanced batch's mesh follows — one bone a vertex, named by the mesh's
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+ * second coordinates — at a moment each instance keeps its own clock for.
5
+ *
6
+ * **What a crowd is built from.** A rigged character skinned per draw costs a palette upload and a
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+ * draw each; a crowd of them, played back from a clip a mesh, costs nothing on the processor once
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+ * the clip is on the device, and every instance moves at the frame's rate on its own clock rather
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+ * than in step with the others. What it gives up against skinning is the blend: a vertex follows
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+ * exactly one bone, so a joint bends hard, which at a crowd's distance is what such clips are made
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+ * for.
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+ *
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+ * **The vertex's bone is its second coordinates' u times `boneScale`**, rounded: a mesh's second
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+ * coordinates (`MeshData.lightmapUvs`) are free on a crowd, which bakes no lightmap, and the format
15
+ * that writes one bone a sixty-fourth of u is the format this reads with `boneScale: 64`.
16
+ *
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+ * **A frame's turn and place move the vertex as the bone does**: the turn about the mesh's origin,
18
+ * then the place added — `turn(q, p) + t` — and its normal and tangent turned with it. Between two
19
+ * frames both are blended: the places linearly, the turns normalised along the shorter arc. The
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+ * moment is `(sceneTime × rate + phase) × framesPerSecond`, looping, where the scene's time is the
21
+ * clock `setAnimationTime` sets, once a frame before the shadows, and each instance's phase and
22
+ * rate are `MeshInstances.clocks`.
23
+ *
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+ * Backend-neutral: both backends upload what `packBoneAnimation` packs and run
25
+ * `shaders/boneAnimation.ts`, which is `animateBoneVertex` below, line for line.
26
+ */
27
+ import type { MeshInstances } from './instances.ts';
28
+ /** A clip on the device, from `createBoneAnimation`. Opaque but for its size. */
29
+ export interface BoneAnimationHandle {
30
+ readonly bones: number;
31
+ readonly frames: number;
32
+ }
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+ /** A clip, as a caller hands it to `createBoneAnimation`. */
34
+ export interface BoneAnimationClip {
35
+ /** Bones each frame holds. */
36
+ readonly bones: number;
37
+ /** Frames, played in order and looped. */
38
+ readonly frames: number;
39
+ readonly framesPerSecond: number;
40
+ /** Where each bone puts what it carries: three floats a bone, bone by bone, frame by frame. */
41
+ readonly places: Float32Array;
42
+ /** Each bone's turn: a unit quaternion, x y z w, laid out as `places` is. */
43
+ readonly turns: Float32Array;
44
+ /** How many bones one unit of the second coordinates' u counts: `bones` unless given. */
45
+ readonly boneScale?: number;
46
+ }
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+ /** A clip as textures hold it: a texel a bone a frame, bones across and frames down. */
48
+ export interface BoneAnimationTexels {
49
+ readonly bones: number;
50
+ readonly frames: number;
51
+ readonly framesPerSecond: number;
52
+ readonly boneScale: number;
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+ /** RGBA floats: the place, and 1. */
54
+ readonly places: Float32Array;
55
+ /** RGBA floats: the turn, normalised. */
56
+ readonly turns: Float32Array;
57
+ }
58
+ /**
59
+ * The most bones or frames a clip may have: WebGL2's guaranteed texture size. A clip past it is
60
+ * refused rather than cut, since a cut clip is a crowd frozen at its last row.
61
+ */
62
+ export declare const MAX_BONE_TEXTURE_SIZE = 2048;
63
+ /** A clip checked and packed into its two textures' texels. Runs once, when the clip is made. */
64
+ export declare function packBoneAnimation(clip: BoneAnimationClip): BoneAnimationTexels;
65
+ /** How wide a batch's clock texture is: one row up to this many instances, then more rows. */
66
+ export declare const CLOCK_TEXTURE_WIDTH = 1024;
67
+ /**
68
+ * Each instance's clock into `out`, two floats an instance — its phase in seconds and its rate —
69
+ * from `data.clocks`, and `(0, 1)` where it gives none: every instance at the clip's own speed,
70
+ * in step. `out` is the batch's, sized once.
71
+ */
72
+ export declare function packInstanceClocks(data: MeshInstances, out: Float32Array): void;
73
+ /**
74
+ * Which two frames a moment falls between, and how far: what the shader reads. Looped, with a
75
+ * moment before the clip's start counted back from its end. **The first frame is clamped to the
76
+ * last**, with the blend left at whatever reaches the next: a moment a hair short of the loop that
77
+ * float error rounds up to `frames` lands on the last frame blended fully into the first, which is
78
+ * the first frame — the right answer — where an index of `frames` would read past the texture.
79
+ */
80
+ export declare function boneFrame(moment: number, frames: number, out: {
81
+ first: number;
82
+ second: number;
83
+ blend: number;
84
+ }): void;
85
+ /**
86
+ * Where the clip puts a vertex at rest at `position`, following `bone`, at the scene's `time` on an
87
+ * instance clock of `phase` and `rate`, into `out`. The processor's statement of what the shader
88
+ * does, which the tests hold the arithmetic to and a device check holds the shader to.
89
+ */
90
+ export declare function animateBoneVertex(clip: BoneAnimationTexels, bone: number, position: ArrayLike<number>, time: number, phase: number, rate: number, out: Float32Array): void;
91
+ /** The bone a vertex follows, from its second coordinates' u: what the shader rounds. */
92
+ export declare function boneOf(u: number, boneScale: number): number;
@@ -0,0 +1,133 @@
1
+ /**
2
+ * The most bones or frames a clip may have: WebGL2's guaranteed texture size. A clip past it is
3
+ * refused rather than cut, since a cut clip is a crowd frozen at its last row.
4
+ */
5
+ export const MAX_BONE_TEXTURE_SIZE = 2048;
6
+ /** A clip checked and packed into its two textures' texels. Runs once, when the clip is made. */
7
+ export function packBoneAnimation(clip) {
8
+ const { bones, frames, framesPerSecond } = clip;
9
+ for (const [name, value] of [
10
+ ['bones', bones],
11
+ ['frames', frames],
12
+ ]) {
13
+ if (!Number.isInteger(value) || value < 1 || value > MAX_BONE_TEXTURE_SIZE) {
14
+ throw new Error(`createBoneAnimation: ${name} is ${value}; a whole number from 1 to ${MAX_BONE_TEXTURE_SIZE}`);
15
+ }
16
+ }
17
+ if (!(framesPerSecond > 0)) {
18
+ throw new Error(`createBoneAnimation: framesPerSecond is ${framesPerSecond}; above zero`);
19
+ }
20
+ const count = bones * frames;
21
+ if (clip.places.length !== count * 3 || clip.turns.length !== count * 4) {
22
+ throw new Error(`createBoneAnimation: ${bones} bones over ${frames} frames is ${count * 3} places and ` +
23
+ `${count * 4} turn numbers, and was given ${clip.places.length} and ${clip.turns.length}`);
24
+ }
25
+ const boneScale = clip.boneScale ?? bones;
26
+ if (!(boneScale > 0)) {
27
+ throw new Error(`createBoneAnimation: boneScale is ${boneScale}; above zero`);
28
+ }
29
+ const places = new Float32Array(count * 4);
30
+ const turns = new Float32Array(count * 4);
31
+ for (let i = 0; i < count; i++) {
32
+ places[i * 4] = clip.places[i * 3];
33
+ places[i * 4 + 1] = clip.places[i * 3 + 1];
34
+ places[i * 4 + 2] = clip.places[i * 3 + 2];
35
+ places[i * 4 + 3] = 1;
36
+ const x = clip.turns[i * 4];
37
+ const y = clip.turns[i * 4 + 1];
38
+ const z = clip.turns[i * 4 + 2];
39
+ const w = clip.turns[i * 4 + 3];
40
+ const length = Math.hypot(x, y, z, w);
41
+ /* A zero turn is no turn, rather than a NaN through every vertex that reads it. */
42
+ const scale = length > 0 ? 1 / length : 0;
43
+ turns[i * 4] = x * scale;
44
+ turns[i * 4 + 1] = y * scale;
45
+ turns[i * 4 + 2] = z * scale;
46
+ turns[i * 4 + 3] = length > 0 ? w * scale : 1;
47
+ }
48
+ return { bones, frames, framesPerSecond, boneScale, places, turns };
49
+ }
50
+ /** How wide a batch's clock texture is: one row up to this many instances, then more rows. */
51
+ export const CLOCK_TEXTURE_WIDTH = 1024;
52
+ /**
53
+ * Each instance's clock into `out`, two floats an instance — its phase in seconds and its rate —
54
+ * from `data.clocks`, and `(0, 1)` where it gives none: every instance at the clip's own speed,
55
+ * in step. `out` is the batch's, sized once.
56
+ */
57
+ export function packInstanceClocks(data, out) {
58
+ const clocks = data.clocks;
59
+ const count = Math.min(data.count, out.length / 2);
60
+ for (let i = 0; i < count; i++) {
61
+ out[i * 2] = clocks === undefined ? 0 : (clocks[i * 2] ?? 0);
62
+ out[i * 2 + 1] = clocks === undefined ? 1 : (clocks[i * 2 + 1] ?? 1);
63
+ }
64
+ }
65
+ /**
66
+ * Which two frames a moment falls between, and how far: what the shader reads. Looped, with a
67
+ * moment before the clip's start counted back from its end. **The first frame is clamped to the
68
+ * last**, with the blend left at whatever reaches the next: a moment a hair short of the loop that
69
+ * float error rounds up to `frames` lands on the last frame blended fully into the first, which is
70
+ * the first frame — the right answer — where an index of `frames` would read past the texture.
71
+ */
72
+ export function boneFrame(moment, frames, out) {
73
+ const wrapped = moment - frames * Math.floor(moment / frames);
74
+ const first = Math.min(Math.floor(wrapped), frames - 1);
75
+ out.first = first;
76
+ out.second = first + 1 === frames ? 0 : first + 1;
77
+ out.blend = Math.min(Math.max(wrapped - first, 0), 1);
78
+ }
79
+ const scratchFrame = { first: 0, second: 0, blend: 0 };
80
+ const mixed = new Float32Array(4);
81
+ /** `v` turned by the unit quaternion `q`, into `out`. */
82
+ function turn(q, at, v, out) {
83
+ const qx = q[at];
84
+ const qy = q[at + 1];
85
+ const qz = q[at + 2];
86
+ const qw = q[at + 3];
87
+ const vx = v[0];
88
+ const vy = v[1];
89
+ const vz = v[2];
90
+ /* v + 2 q.xyz × (q.xyz × v + q.w v), as the shader writes it. */
91
+ const cx = qy * vz - qz * vy + qw * vx;
92
+ const cy = qz * vx - qx * vz + qw * vy;
93
+ const cz = qx * vy - qy * vx + qw * vz;
94
+ out[0] = vx + 2 * (qy * cz - qz * cy);
95
+ out[1] = vy + 2 * (qz * cx - qx * cz);
96
+ out[2] = vz + 2 * (qx * cy - qy * cx);
97
+ }
98
+ /**
99
+ * Where the clip puts a vertex at rest at `position`, following `bone`, at the scene's `time` on an
100
+ * instance clock of `phase` and `rate`, into `out`. The processor's statement of what the shader
101
+ * does, which the tests hold the arithmetic to and a device check holds the shader to.
102
+ */
103
+ export function animateBoneVertex(clip, bone, position, time, phase, rate, out) {
104
+ boneFrame((time * rate + phase) * clip.framesPerSecond, clip.frames, scratchFrame);
105
+ const { first, second, blend } = scratchFrame;
106
+ const b = Math.min(Math.max(bone, 0), clip.bones - 1);
107
+ const a = (first * clip.bones + b) * 4;
108
+ const c = (second * clip.bones + b) * 4;
109
+ const q = clip.turns;
110
+ /* The shorter arc: a quaternion and its negation are one turn. */
111
+ const sign = q[a] * q[c] +
112
+ q[a + 1] * q[c + 1] +
113
+ q[a + 2] * q[c + 2] +
114
+ q[a + 3] * q[c + 3] <
115
+ 0
116
+ ? -1
117
+ : 1;
118
+ for (let k = 0; k < 4; k++) {
119
+ mixed[k] = q[a + k] * (1 - blend) + sign * q[c + k] * blend;
120
+ }
121
+ const length = Math.hypot(mixed[0], mixed[1], mixed[2], mixed[3]);
122
+ for (let k = 0; k < 4; k++)
123
+ mixed[k] = mixed[k] / length;
124
+ turn(mixed, 0, position, out);
125
+ const p = clip.places;
126
+ for (let k = 0; k < 3; k++) {
127
+ out[k] = out[k] + p[a + k] * (1 - blend) + p[c + k] * blend;
128
+ }
129
+ }
130
+ /** The bone a vertex follows, from its second coordinates' u: what the shader rounds. */
131
+ export function boneOf(u, boneScale) {
132
+ return Math.floor(u * boneScale + 0.5);
133
+ }
@@ -2,22 +2,39 @@
2
2
  * A block-compressed image a caller hands to `createSurfaceTexture`, and the one decision about it
3
3
  * both backends share: whether this device takes it as blocks.
4
4
  *
5
- * **Uploaded as it is, or not at all.** A BC texture costs a byte a texel on the GPU (BC7) or half
6
- * of one (BC1) against four for RGBA, and keeps the mip chain its author built rather than one a box
7
- * filter makes. A device that cannot sample the format — most phones, which have ASTC and ETC2 —
8
- * gets nothing from the blocks, and the engine does not decode them here: core ships no decoder.
9
- * The loader in `@driftengine/assets` asks `uploadsCompressed` first and decodes at load where the
10
- * answer is no; a caller handing a source this device cannot take is refused by name.
5
+ * **Uploaded as it is, or not at all.** A block format costs a byte a texel on the GPU (BC7, ETC2
6
+ * with alpha, ASTC 4x4) or half of one (BC1, ETC2 without) against four for RGBA, and keeps the mip
7
+ * chain its author built rather than one a box filter makes. **Three families, and a device has the
8
+ * ones it has**: desktops sample BC, phones ETC2 and ASTC, and few anything else. A device that
9
+ * cannot sample a format gets nothing from its blocks, and core does not convert them: the loader
10
+ * in `@driftengine/assets` asks `uploadsCompressed` first, and where the answer is no it decodes
11
+ * them — and encodes ETC2 where the device takes that — off the main thread. A caller handing a
12
+ * source this device cannot take is refused by name.
11
13
  *
12
14
  * Backend-neutral, because both backends must agree on what they accept before either touches a
13
- * device. `BlockFormat` is the same union `@driftengine/drft` names `BcFormat`; core imports nothing
15
+ * device. `@driftengine/drft`'s `BcFormat` is the BC part of `BlockFormat`; core imports nothing
14
16
  * from that package, and a format added there without a twin here fails where the loader passes one
15
17
  * to the other, at compile time.
16
18
  */
17
- /** BC1 to BC5 and BC7. BC6H and the signed forms are not among them. */
18
- export type BlockFormat = 'bc1' | 'bc2' | 'bc3' | 'bc4' | 'bc5' | 'bc7';
19
+ /**
20
+ * BC1 to BC5 and BC7; ETC2's three and EAC's two; and ASTC at every block size the LDR profile has.
21
+ * BC6H, ASTC HDR and the signed forms are not among them.
22
+ */
23
+ export type BlockFormat = 'bc1' | 'bc2' | 'bc3' | 'bc4' | 'bc5' | 'bc7' | 'etc2-rgb8' | 'etc2-rgb8a1' | 'etc2-rgba8' | 'eac-r11' | 'eac-rg11' | 'astc-4x4' | 'astc-5x4' | 'astc-5x5' | 'astc-6x5' | 'astc-6x6' | 'astc-8x5' | 'astc-8x6' | 'astc-8x8' | 'astc-10x5' | 'astc-10x6' | 'astc-10x8' | 'astc-10x10' | 'astc-12x10' | 'astc-12x12';
24
+ /** The formats with no sRGB form: one or two channels of data, never colour. */
25
+ type LinearOnly = 'bc4' | 'bc5' | 'eac-r11' | 'eac-rg11';
19
26
  /** A format as a device offers it: the colour space is part of the name, as WebGPU's are. */
20
- export type CompressedTextureFormat = 'bc1' | 'bc1-srgb' | 'bc2' | 'bc2-srgb' | 'bc3' | 'bc3-srgb' | 'bc4' | 'bc5' | 'bc7' | 'bc7-srgb';
27
+ export type CompressedTextureFormat = BlockFormat | `${Exclude<BlockFormat, LinearOnly>}-srgb`;
28
+ /** A format's block: how many texels across and down, and how many bytes it takes. */
29
+ export interface BlockShape {
30
+ readonly width: number;
31
+ readonly height: number;
32
+ readonly bytes: number;
33
+ }
34
+ /** Every format's block. ASTC's are sixteen bytes whatever their size, which is its whole idea. */
35
+ export declare const BLOCK_SHAPES: Readonly<Record<BlockFormat, BlockShape>>;
36
+ /** Every format's family, which is what a device offers or does not. */
37
+ export declare function blockFamily(format: BlockFormat): 'bc' | 'etc2' | 'astc';
21
38
  /** Block-compressed texels with their stored mip chain, level 0 first. */
22
39
  export interface CompressedTextureSource {
23
40
  readonly format: BlockFormat;
@@ -32,7 +49,7 @@ export type SurfaceSource = TexImageSource | CompressedTextureSource;
32
49
  * one GPU texture has one format.
33
50
  */
34
51
  export declare function compressedLayers(sources: readonly SurfaceSource[]): readonly CompressedTextureSource[] | null;
35
- /** Bytes per 4x4 block. */
52
+ /** Bytes per block. See `BLOCK_SHAPES` for the block's size, which is not always 4x4. */
36
53
  export declare const BLOCK_BYTES: Readonly<Record<BlockFormat, number>>;
37
54
  /** Whether `source` is a compressed source rather than an image. */
38
55
  export declare function isCompressedSource(source: unknown): source is CompressedTextureSource;
@@ -40,11 +57,13 @@ export declare function isCompressedSource(source: unknown): source is Compresse
40
57
  export declare function compressedFormatName(format: BlockFormat, srgb: boolean): CompressedTextureFormat | null;
41
58
  /**
42
59
  * Whether a `width` by `height` source in `format` uploads as blocks on a device offering
43
- * `available`. Level 0 must be whole blocks each way: WebGPU refuses any other size for a BC
44
- * texture, and WebGL2's S3TC extension says the same, so a 6x6 image is decoded rather than
60
+ * `available`. Level 0 must be whole blocks each way: WebGPU refuses any other size for a block
61
+ * texture, and WebGL2's extensions say the same, so a 6x6 image in 4x4 blocks is decoded rather than
45
62
  * refused. What would make that wrong is a device that pads; none is relied on here.
46
63
  */
47
64
  export declare function uploadsCompressed(format: BlockFormat, srgb: boolean, width: number, height: number, available: readonly CompressedTextureFormat[]): boolean;
65
+ /** The bytes level `level` of a `width` by `height` image takes: whole blocks, one at least. */
66
+ export declare function levelBytes(format: BlockFormat, width: number, height: number, level: number): number;
48
67
  /**
49
68
  * How many levels the layers carry, after checking each is the size its place requires and every
50
69
  * layer matches the first. Refuses by name: a short level uploaded anyway is a device error at
@@ -64,3 +83,4 @@ export declare function planBlocks(blocks: readonly CompressedTextureSource[], s
64
83
  * quietly reallocated, so the handle a draw holds keeps meaning what it meant.
65
84
  */
66
85
  export declare function refuseBlockUpdate(format: BlockFormat | null): void;
86
+ export {};
@@ -2,18 +2,61 @@
2
2
  * A block-compressed image a caller hands to `createSurfaceTexture`, and the one decision about it
3
3
  * both backends share: whether this device takes it as blocks.
4
4
  *
5
- * **Uploaded as it is, or not at all.** A BC texture costs a byte a texel on the GPU (BC7) or half
6
- * of one (BC1) against four for RGBA, and keeps the mip chain its author built rather than one a box
7
- * filter makes. A device that cannot sample the format — most phones, which have ASTC and ETC2 —
8
- * gets nothing from the blocks, and the engine does not decode them here: core ships no decoder.
9
- * The loader in `@driftengine/assets` asks `uploadsCompressed` first and decodes at load where the
10
- * answer is no; a caller handing a source this device cannot take is refused by name.
5
+ * **Uploaded as it is, or not at all.** A block format costs a byte a texel on the GPU (BC7, ETC2
6
+ * with alpha, ASTC 4x4) or half of one (BC1, ETC2 without) against four for RGBA, and keeps the mip
7
+ * chain its author built rather than one a box filter makes. **Three families, and a device has the
8
+ * ones it has**: desktops sample BC, phones ETC2 and ASTC, and few anything else. A device that
9
+ * cannot sample a format gets nothing from its blocks, and core does not convert them: the loader
10
+ * in `@driftengine/assets` asks `uploadsCompressed` first, and where the answer is no it decodes
11
+ * them — and encodes ETC2 where the device takes that — off the main thread. A caller handing a
12
+ * source this device cannot take is refused by name.
11
13
  *
12
14
  * Backend-neutral, because both backends must agree on what they accept before either touches a
13
- * device. `BlockFormat` is the same union `@driftengine/drft` names `BcFormat`; core imports nothing
15
+ * device. `@driftengine/drft`'s `BcFormat` is the BC part of `BlockFormat`; core imports nothing
14
16
  * from that package, and a format added there without a twin here fails where the loader passes one
15
17
  * to the other, at compile time.
16
18
  */
19
+ const shape = (width, height, bytes) => ({
20
+ width,
21
+ height,
22
+ bytes,
23
+ });
24
+ /** Every format's block. ASTC's are sixteen bytes whatever their size, which is its whole idea. */
25
+ export const BLOCK_SHAPES = {
26
+ bc1: shape(4, 4, 8),
27
+ bc2: shape(4, 4, 16),
28
+ bc3: shape(4, 4, 16),
29
+ bc4: shape(4, 4, 8),
30
+ bc5: shape(4, 4, 16),
31
+ bc7: shape(4, 4, 16),
32
+ 'etc2-rgb8': shape(4, 4, 8),
33
+ 'etc2-rgb8a1': shape(4, 4, 8),
34
+ 'etc2-rgba8': shape(4, 4, 16),
35
+ 'eac-r11': shape(4, 4, 8),
36
+ 'eac-rg11': shape(4, 4, 16),
37
+ 'astc-4x4': shape(4, 4, 16),
38
+ 'astc-5x4': shape(5, 4, 16),
39
+ 'astc-5x5': shape(5, 5, 16),
40
+ 'astc-6x5': shape(6, 5, 16),
41
+ 'astc-6x6': shape(6, 6, 16),
42
+ 'astc-8x5': shape(8, 5, 16),
43
+ 'astc-8x6': shape(8, 6, 16),
44
+ 'astc-8x8': shape(8, 8, 16),
45
+ 'astc-10x5': shape(10, 5, 16),
46
+ 'astc-10x6': shape(10, 6, 16),
47
+ 'astc-10x8': shape(10, 8, 16),
48
+ 'astc-10x10': shape(10, 10, 16),
49
+ 'astc-12x10': shape(12, 10, 16),
50
+ 'astc-12x12': shape(12, 12, 16),
51
+ };
52
+ /** Every format's family, which is what a device offers or does not. */
53
+ export function blockFamily(format) {
54
+ if (format.startsWith('bc'))
55
+ return 'bc';
56
+ if (format.startsWith('astc'))
57
+ return 'astc';
58
+ return 'etc2';
59
+ }
17
60
  /**
18
61
  * The layers as blocks, or null where every one is an image. An array mixing the two is refused:
19
62
  * one GPU texture has one format.
@@ -31,15 +74,8 @@ export function compressedLayers(sources) {
31
74
  }
32
75
  return sources;
33
76
  }
34
- /** Bytes per 4x4 block. */
35
- export const BLOCK_BYTES = {
36
- bc1: 8,
37
- bc2: 16,
38
- bc3: 16,
39
- bc4: 8,
40
- bc5: 16,
41
- bc7: 16,
42
- };
77
+ /** Bytes per block. See `BLOCK_SHAPES` for the block's size, which is not always 4x4. */
78
+ export const BLOCK_BYTES = Object.fromEntries(Object.entries(BLOCK_SHAPES).map(([format, block]) => [format, block.bytes]));
43
79
  /** Whether `source` is a compressed source rather than an image. */
44
80
  export function isCompressedSource(source) {
45
81
  const candidate = source;
@@ -52,23 +88,30 @@ export function isCompressedSource(source) {
52
88
  export function compressedFormatName(format, srgb) {
53
89
  if (!srgb)
54
90
  return format;
55
- return format === 'bc4' || format === 'bc5' ? null : `${format}-srgb`;
91
+ return format === 'bc4' || format === 'bc5' || format === 'eac-r11' || format === 'eac-rg11'
92
+ ? null
93
+ : `${format}-srgb`;
56
94
  }
57
95
  /**
58
96
  * Whether a `width` by `height` source in `format` uploads as blocks on a device offering
59
- * `available`. Level 0 must be whole blocks each way: WebGPU refuses any other size for a BC
60
- * texture, and WebGL2's S3TC extension says the same, so a 6x6 image is decoded rather than
97
+ * `available`. Level 0 must be whole blocks each way: WebGPU refuses any other size for a block
98
+ * texture, and WebGL2's extensions say the same, so a 6x6 image in 4x4 blocks is decoded rather than
61
99
  * refused. What would make that wrong is a device that pads; none is relied on here.
62
100
  */
63
101
  export function uploadsCompressed(format, srgb, width, height, available) {
64
102
  const name = compressedFormatName(format, srgb);
65
- return name !== null && width % 4 === 0 && height % 4 === 0 && available.includes(name);
103
+ const block = BLOCK_SHAPES[format];
104
+ return (name !== null &&
105
+ width % block.width === 0 &&
106
+ height % block.height === 0 &&
107
+ available.includes(name));
66
108
  }
67
109
  /** The bytes level `level` of a `width` by `height` image takes: whole blocks, one at least. */
68
- function levelBytes(format, width, height, level) {
110
+ export function levelBytes(format, width, height, level) {
69
111
  const w = Math.max(1, width >> level);
70
112
  const h = Math.max(1, height >> level);
71
- return Math.ceil(w / 4) * Math.ceil(h / 4) * BLOCK_BYTES[format];
113
+ const block = BLOCK_SHAPES[format];
114
+ return Math.ceil(w / block.width) * Math.ceil(h / block.height) * block.bytes;
72
115
  }
73
116
  /**
74
117
  * How many levels the layers carry, after checking each is the size its place requires and every
@@ -111,10 +154,12 @@ export function compressedLevels(layers) {
111
154
  /** What a refusal names: the format, its colour space, and what the device offers instead. */
112
155
  export function compressedRefusal(format, srgb, width, height, available) {
113
156
  const asked = `${format.toUpperCase()}${srgb ? ' sRGB' : ''} at ${width}x${height}`;
114
- const offered = available.length === 0 ? 'no BC format' : available.join(', ');
157
+ const offered = available.length === 0 ? 'no block format' : available.join(', ');
158
+ const block = BLOCK_SHAPES[format];
115
159
  return (`createSurfaceTexture: this device cannot take ${asked} as blocks — it offers ${offered}, and ` +
116
- 'a BC texture must be whole 4x4 blocks at level 0. Decode it first (decodeBc in ' +
117
- '@driftengine/assets), or ask renderer.compressedFormats before choosing.');
160
+ `the texture must be whole ${block.width}x${block.height} blocks at level 0. Decode it first ` +
161
+ '(decodeBc, or encodeEtc2 for a device that takes ETC2, in @driftengine/assets), or ask ' +
162
+ 'renderer.compressedFormats before choosing.');
118
163
  }
119
164
  /** The format name and level count blocks upload as here, or a refusal naming why they cannot. */
120
165
  export function planBlocks(blocks, srgb, compressed) {
@@ -10,12 +10,95 @@ const INTERNAL = {
10
10
  bc5: 0x8dbd, // COMPRESSED_RED_GREEN_RGTC2_EXT
11
11
  bc7: 0x8e8c, // COMPRESSED_RGBA_BPTC_UNORM_EXT
12
12
  'bc7-srgb': 0x8e8d, // COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT
13
+ 'eac-r11': 0x9270, // COMPRESSED_R11_EAC
14
+ 'eac-rg11': 0x9272, // COMPRESSED_RG11_EAC
15
+ 'etc2-rgb8': 0x9274, // COMPRESSED_RGB8_ETC2
16
+ 'etc2-rgb8-srgb': 0x9275, // COMPRESSED_SRGB8_ETC2
17
+ 'etc2-rgb8a1': 0x9276, // COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
18
+ 'etc2-rgb8a1-srgb': 0x9277, // COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2
19
+ 'etc2-rgba8': 0x9278, // COMPRESSED_RGBA8_ETC2_EAC
20
+ 'etc2-rgba8-srgb': 0x9279, // COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
21
+ 'astc-4x4': 0x93b0, // COMPRESSED_RGBA_ASTC_4x4_KHR
22
+ 'astc-4x4-srgb': 0x93d0, // COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR
23
+ 'astc-5x4': 0x93b1, // COMPRESSED_RGBA_ASTC_5x4_KHR
24
+ 'astc-5x4-srgb': 0x93d1, // COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR
25
+ 'astc-5x5': 0x93b2, // COMPRESSED_RGBA_ASTC_5x5_KHR
26
+ 'astc-5x5-srgb': 0x93d2, // COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR
27
+ 'astc-6x5': 0x93b3, // COMPRESSED_RGBA_ASTC_6x5_KHR
28
+ 'astc-6x5-srgb': 0x93d3, // COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR
29
+ 'astc-6x6': 0x93b4, // COMPRESSED_RGBA_ASTC_6x6_KHR
30
+ 'astc-6x6-srgb': 0x93d4, // COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR
31
+ 'astc-8x5': 0x93b5, // COMPRESSED_RGBA_ASTC_8x5_KHR
32
+ 'astc-8x5-srgb': 0x93d5, // COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR
33
+ 'astc-8x6': 0x93b6, // COMPRESSED_RGBA_ASTC_8x6_KHR
34
+ 'astc-8x6-srgb': 0x93d6, // COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR
35
+ 'astc-8x8': 0x93b7, // COMPRESSED_RGBA_ASTC_8x8_KHR
36
+ 'astc-8x8-srgb': 0x93d7, // COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR
37
+ 'astc-10x5': 0x93b8, // COMPRESSED_RGBA_ASTC_10x5_KHR
38
+ 'astc-10x5-srgb': 0x93d8, // COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR
39
+ 'astc-10x6': 0x93b9, // COMPRESSED_RGBA_ASTC_10x6_KHR
40
+ 'astc-10x6-srgb': 0x93d9, // COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR
41
+ 'astc-10x8': 0x93ba, // COMPRESSED_RGBA_ASTC_10x8_KHR
42
+ 'astc-10x8-srgb': 0x93da, // COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR
43
+ 'astc-10x10': 0x93bb, // COMPRESSED_RGBA_ASTC_10x10_KHR
44
+ 'astc-10x10-srgb': 0x93db, // COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR
45
+ 'astc-12x10': 0x93bc, // COMPRESSED_RGBA_ASTC_12x10_KHR
46
+ 'astc-12x10-srgb': 0x93dc, // COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR
47
+ 'astc-12x12': 0x93bd, // COMPRESSED_RGBA_ASTC_12x12_KHR
48
+ 'astc-12x12-srgb': 0x93dd, // COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR
13
49
  };
14
50
  const BY_EXTENSION = [
15
51
  ['WEBGL_compressed_texture_s3tc', ['bc1', 'bc2', 'bc3']],
16
52
  ['WEBGL_compressed_texture_s3tc_srgb', ['bc1-srgb', 'bc2-srgb', 'bc3-srgb']],
17
53
  ['EXT_texture_compression_rgtc', ['bc4', 'bc5']],
18
54
  ['EXT_texture_compression_bptc', ['bc7', 'bc7-srgb']],
55
+ /* The two families a phone has: every GLES 3 device takes ETC2, and most take ASTC beside it. */
56
+ [
57
+ 'WEBGL_compressed_texture_etc',
58
+ [
59
+ 'etc2-rgb8',
60
+ 'etc2-rgb8-srgb',
61
+ 'etc2-rgb8a1',
62
+ 'etc2-rgb8a1-srgb',
63
+ 'etc2-rgba8',
64
+ 'etc2-rgba8-srgb',
65
+ 'eac-r11',
66
+ 'eac-rg11',
67
+ ],
68
+ ],
69
+ [
70
+ 'WEBGL_compressed_texture_astc',
71
+ [
72
+ 'astc-4x4',
73
+ 'astc-4x4-srgb',
74
+ 'astc-5x4',
75
+ 'astc-5x4-srgb',
76
+ 'astc-5x5',
77
+ 'astc-5x5-srgb',
78
+ 'astc-6x5',
79
+ 'astc-6x5-srgb',
80
+ 'astc-6x6',
81
+ 'astc-6x6-srgb',
82
+ 'astc-8x5',
83
+ 'astc-8x5-srgb',
84
+ 'astc-8x6',
85
+ 'astc-8x6-srgb',
86
+ 'astc-8x8',
87
+ 'astc-8x8-srgb',
88
+ 'astc-10x5',
89
+ 'astc-10x5-srgb',
90
+ 'astc-10x6',
91
+ 'astc-10x6-srgb',
92
+ 'astc-10x8',
93
+ 'astc-10x8-srgb',
94
+ 'astc-10x10',
95
+ 'astc-10x10-srgb',
96
+ 'astc-12x10',
97
+ 'astc-12x10-srgb',
98
+ 'astc-12x12',
99
+ 'astc-12x12-srgb',
100
+ ],
101
+ ],
19
102
  ];
20
103
  /**
21
104
  * The BC formats this context samples, enabling each extension that offers some. Enabling is what
@@ -66,6 +66,14 @@ export interface MeshInstances {
66
66
  */
67
67
  readonly uvRegions?: Float32Array;
68
68
  /** How many instances the arrays hold. Fixed at creation; the buffers are sized from it. */
69
+ /**
70
+ * Two floats each, the instance's clock for a batch that plays a bone animation
71
+ * (`InstancedOptions.animation`): its phase in seconds, added to the scene's time once the rate has
72
+ * scaled it, and its rate, 1 for the clip's own speed. **Absent, or an instance past its end, is
73
+ * `(0, 1)`** — every instance at the clip's speed and in step. Read by `uploadInstanced`, as the
74
+ * matrices are; a batch with no animation ignores it.
75
+ */
76
+ readonly clocks?: Float32Array;
69
77
  readonly capacity: number;
70
78
  /** How many are live. The rest of the buffer is neither uploaded nor drawn. */
71
79
  count: number;
@@ -103,6 +111,7 @@ export declare const INSTANCE_STRIDE: number;
103
111
  * Writes nothing beyond `count`, and allocates nothing: `out` is the caller's staging array.
104
112
  */
105
113
  export declare function packInstances(instances: MeshInstances, out: Float32Array): void;
114
+ import type { BoneAnimationHandle } from './boneAnimation.ts';
106
115
  /** How a batch made by `createInstanced` behaves. */
107
116
  export interface InstancedOptions {
108
117
  /**
@@ -117,4 +126,21 @@ export interface InstancedOptions {
117
126
  * place gains only the whole-batch test, which it could as well do itself.
118
127
  */
119
128
  readonly cull?: boolean;
129
+ /**
130
+ * A bone animation every instance plays (`createBoneAnimation`): each vertex follows the bone its
131
+ * mesh's second coordinates name, at the instance's own moment of the clip (`MeshInstances.clocks`
132
+ * and the clock `setAnimationTime` sets), in the colour pass and in every shadow. The mesh must
133
+ * carry second coordinates. See `boneAnimation.ts`.
134
+ *
135
+ * **An animated batch is culled whole, never instance by instance**: its instances read their
136
+ * clocks by index, which a cull that compacts the survivors would reorder. And its bounds are the
137
+ * rest pose's, so a clip that carries vertices far from it wants a mesh whose bounds hold them.
138
+ *
139
+ * **What it gives up**: under reconstruction or the temporal resolve, a crowd's own movement is not
140
+ * in the frame's motion — the motion pass places a batch by its matrices, not by its clip — so its
141
+ * moving parts are reprojected as though still, which softens a fast clip a little; and a glass
142
+ * batch's coloured shadow is cast from rest. What would make the first wrong is a clip fast enough
143
+ * at the size it is seen to smear, which is then the motion pass's to learn.
144
+ */
145
+ readonly animation?: BoneAnimationHandle;
120
146
  }
@@ -243,6 +243,16 @@ export declare const SKIN_BLUR_ALBEDO_UNIT: number;
243
243
  */
244
244
  export declare const PARTICLE_SPRITE_UNIT: number;
245
245
  export declare const PARTICLE_DEPTH_UNIT: number;
246
+ /**
247
+ * A bone animation's places and turns and its batch's clocks (`shaders/boneAnimation.ts`): vertex
248
+ * samplers of the animated instanced program, so they count against the vertex stage's sixteen, not
249
+ * the lit stage's. Numbered past every unit before them rather than sharing the cloth's, which no
250
+ * animated program declares: a unit two programs both write is a binding one draw can leave for the
251
+ * other to read. Twenty-six to twenty-eight, inside the combined pool of thirty-two.
252
+ */
253
+ export declare const BONE_PLACES_TEXTURE_UNIT: number;
254
+ export declare const BONE_TURNS_TEXTURE_UNIT: number;
255
+ export declare const INSTANCE_CLOCKS_TEXTURE_UNIT: number;
246
256
  /**
247
257
  * A cookie's tile, in texels a side.
248
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  *
@@ -244,6 +244,16 @@ export const SKIN_BLUR_ALBEDO_UNIT = SKIN_BLUR_DEPTH_UNIT + 1;
244
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  */
245
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  export const PARTICLE_SPRITE_UNIT = SKIN_BLUR_ALBEDO_UNIT + 1;
246
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  export const PARTICLE_DEPTH_UNIT = PARTICLE_SPRITE_UNIT + 1;
247
+ /**
248
+ * A bone animation's places and turns and its batch's clocks (`shaders/boneAnimation.ts`): vertex
249
+ * samplers of the animated instanced program, so they count against the vertex stage's sixteen, not
250
+ * the lit stage's. Numbered past every unit before them rather than sharing the cloth's, which no
251
+ * animated program declares: a unit two programs both write is a binding one draw can leave for the
252
+ * other to read. Twenty-six to twenty-eight, inside the combined pool of thirty-two.
253
+ */
254
+ export const BONE_PLACES_TEXTURE_UNIT = PARTICLE_DEPTH_UNIT + 1;
255
+ export const BONE_TURNS_TEXTURE_UNIT = BONE_PLACES_TEXTURE_UNIT + 1;
256
+ export const INSTANCE_CLOCKS_TEXTURE_UNIT = BONE_TURNS_TEXTURE_UNIT + 1;
247
257
  /**
248
258
  * A cookie's tile, in texels a side.
249
259
  *
@@ -15,7 +15,7 @@
15
15
  * light = irradiance(uv) * max(0, dot(d.xyz, n) + d.w)
16
16
  * diffuse += albedo * (1 - metal) * light
17
17
  *
18
- * Unreal's high-quality lightmap read, `GetLightMapColorHQ`, once its own vectors have decoded the
18
+ * A directional lightmap read, once its own vectors have decoded the
19
19
  * page — the first-order spherical harmonic its direction carries, in this engine's axes. **Added
20
20
  * to what the dynamic lights give**, and to the ambient: a consumer whose bake already holds the
21
21
  * sky's light zeroes the ambient for those draws itself, with `setAmbientSH` and nine zeros.
@@ -63,6 +63,11 @@ export declare class Mesh {
63
63
  readonly isSkinnedEight: boolean;
64
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  /** Whether it has texture coordinates, without which a material's maps read one texel. */
65
65
  readonly hasUvs: boolean;
66
+ /**
67
+ * Whether it carries a grain lane, which is where second coordinates ride (`lightmap.ts`): what
68
+ * a bone animation reads each vertex's bone from.
69
+ */
70
+ readonly hasGrain: boolean;
66
71
  /** How many vertices it has, which a cloth binding is checked against. */
67
72
  readonly vertexCount: number;
68
73
  /**