@driftengine/core 4.9.0 → 4.10.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (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 +1,223 @@
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
4
+ * 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
7
+ * draw each; a crowd of them, played back from a clip a mesh, costs nothing on the processor once
8
+ * the clip is on the device, and every instance moves at the frame's rate on its own clock rather
9
+ * than in step with the others. What it gives up against skinning is the blend: a vertex follows
10
+ * exactly one bone, so a joint bends hard, which at a crowd's distance is what such clips are made
11
+ * for.
12
+ *
13
+ * **The vertex's bone is its second coordinates' u times `boneScale`**, rounded: a mesh's second
14
+ * 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
+ *
17
+ * **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
20
+ * 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
+ *
24
+ * 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
+
29
+ /** A clip on the device, from `createBoneAnimation`. Opaque but for its size. */
30
+ export interface BoneAnimationHandle {
31
+ readonly bones: number;
32
+ readonly frames: number;
33
+ }
34
+
35
+ /** A clip, as a caller hands it to `createBoneAnimation`. */
36
+ export interface BoneAnimationClip {
37
+ /** Bones each frame holds. */
38
+ readonly bones: number;
39
+ /** Frames, played in order and looped. */
40
+ readonly frames: number;
41
+ readonly framesPerSecond: number;
42
+ /** Where each bone puts what it carries: three floats a bone, bone by bone, frame by frame. */
43
+ readonly places: Float32Array;
44
+ /** Each bone's turn: a unit quaternion, x y z w, laid out as `places` is. */
45
+ readonly turns: Float32Array;
46
+ /** How many bones one unit of the second coordinates' u counts: `bones` unless given. */
47
+ readonly boneScale?: number;
48
+ }
49
+
50
+ /** A clip as textures hold it: a texel a bone a frame, bones across and frames down. */
51
+ export interface BoneAnimationTexels {
52
+ readonly bones: number;
53
+ readonly frames: number;
54
+ readonly framesPerSecond: number;
55
+ readonly boneScale: number;
56
+ /** RGBA floats: the place, and 1. */
57
+ readonly places: Float32Array;
58
+ /** RGBA floats: the turn, normalised. */
59
+ readonly turns: Float32Array;
60
+ }
61
+
62
+ /**
63
+ * The most bones or frames a clip may have: WebGL2's guaranteed texture size. A clip past it is
64
+ * refused rather than cut, since a cut clip is a crowd frozen at its last row.
65
+ */
66
+ export const MAX_BONE_TEXTURE_SIZE = 2048;
67
+
68
+ /** A clip checked and packed into its two textures' texels. Runs once, when the clip is made. */
69
+ export function packBoneAnimation(clip: BoneAnimationClip): BoneAnimationTexels {
70
+ const { bones, frames, framesPerSecond } = clip;
71
+ for (const [name, value] of [
72
+ ['bones', bones],
73
+ ['frames', frames],
74
+ ] as const) {
75
+ if (!Number.isInteger(value) || value < 1 || value > MAX_BONE_TEXTURE_SIZE) {
76
+ throw new Error(
77
+ `createBoneAnimation: ${name} is ${value}; a whole number from 1 to ${MAX_BONE_TEXTURE_SIZE}`,
78
+ );
79
+ }
80
+ }
81
+ if (!(framesPerSecond > 0)) {
82
+ throw new Error(`createBoneAnimation: framesPerSecond is ${framesPerSecond}; above zero`);
83
+ }
84
+ const count = bones * frames;
85
+ if (clip.places.length !== count * 3 || clip.turns.length !== count * 4) {
86
+ throw new Error(
87
+ `createBoneAnimation: ${bones} bones over ${frames} frames is ${count * 3} places and ` +
88
+ `${count * 4} turn numbers, and was given ${clip.places.length} and ${clip.turns.length}`,
89
+ );
90
+ }
91
+ const boneScale = clip.boneScale ?? bones;
92
+ if (!(boneScale > 0)) {
93
+ throw new Error(`createBoneAnimation: boneScale is ${boneScale}; above zero`);
94
+ }
95
+ const places = new Float32Array(count * 4);
96
+ const turns = new Float32Array(count * 4);
97
+ for (let i = 0; i < count; i++) {
98
+ places[i * 4] = clip.places[i * 3] as number;
99
+ places[i * 4 + 1] = clip.places[i * 3 + 1] as number;
100
+ places[i * 4 + 2] = clip.places[i * 3 + 2] as number;
101
+ places[i * 4 + 3] = 1;
102
+ const x = clip.turns[i * 4] as number;
103
+ const y = clip.turns[i * 4 + 1] as number;
104
+ const z = clip.turns[i * 4 + 2] as number;
105
+ const w = clip.turns[i * 4 + 3] as number;
106
+ const length = Math.hypot(x, y, z, w);
107
+ /* A zero turn is no turn, rather than a NaN through every vertex that reads it. */
108
+ const scale = length > 0 ? 1 / length : 0;
109
+ turns[i * 4] = x * scale;
110
+ turns[i * 4 + 1] = y * scale;
111
+ turns[i * 4 + 2] = z * scale;
112
+ turns[i * 4 + 3] = length > 0 ? w * scale : 1;
113
+ }
114
+ return { bones, frames, framesPerSecond, boneScale, places, turns };
115
+ }
116
+
117
+ /** How wide a batch's clock texture is: one row up to this many instances, then more rows. */
118
+ export const CLOCK_TEXTURE_WIDTH = 1024;
119
+
120
+ /**
121
+ * Each instance's clock into `out`, two floats an instance — its phase in seconds and its rate —
122
+ * from `data.clocks`, and `(0, 1)` where it gives none: every instance at the clip's own speed,
123
+ * in step. `out` is the batch's, sized once.
124
+ */
125
+ export function packInstanceClocks(data: MeshInstances, out: Float32Array): void {
126
+ const clocks = data.clocks;
127
+ const count = Math.min(data.count, out.length / 2);
128
+ for (let i = 0; i < count; i++) {
129
+ out[i * 2] = clocks === undefined ? 0 : ((clocks[i * 2] as number | undefined) ?? 0);
130
+ out[i * 2 + 1] = clocks === undefined ? 1 : ((clocks[i * 2 + 1] as number | undefined) ?? 1);
131
+ }
132
+ }
133
+
134
+ /**
135
+ * Which two frames a moment falls between, and how far: what the shader reads. Looped, with a
136
+ * moment before the clip's start counted back from its end. **The first frame is clamped to the
137
+ * last**, with the blend left at whatever reaches the next: a moment a hair short of the loop that
138
+ * float error rounds up to `frames` lands on the last frame blended fully into the first, which is
139
+ * the first frame — the right answer — where an index of `frames` would read past the texture.
140
+ */
141
+ export function boneFrame(
142
+ moment: number,
143
+ frames: number,
144
+ out: { first: number; second: number; blend: number },
145
+ ): void {
146
+ const wrapped = moment - frames * Math.floor(moment / frames);
147
+ const first = Math.min(Math.floor(wrapped), frames - 1);
148
+ out.first = first;
149
+ out.second = first + 1 === frames ? 0 : first + 1;
150
+ out.blend = Math.min(Math.max(wrapped - first, 0), 1);
151
+ }
152
+
153
+ const scratchFrame = { first: 0, second: 0, blend: 0 };
154
+ const mixed = new Float32Array(4);
155
+
156
+ /** `v` turned by the unit quaternion `q`, into `out`. */
157
+ function turn(q: ArrayLike<number>, at: number, v: ArrayLike<number>, out: Float32Array): void {
158
+ const qx = q[at] as number;
159
+ const qy = q[at + 1] as number;
160
+ const qz = q[at + 2] as number;
161
+ const qw = q[at + 3] as number;
162
+ const vx = v[0] as number;
163
+ const vy = v[1] as number;
164
+ const vz = v[2] as number;
165
+ /* v + 2 q.xyz × (q.xyz × v + q.w v), as the shader writes it. */
166
+ const cx = qy * vz - qz * vy + qw * vx;
167
+ const cy = qz * vx - qx * vz + qw * vy;
168
+ const cz = qx * vy - qy * vx + qw * vz;
169
+ out[0] = vx + 2 * (qy * cz - qz * cy);
170
+ out[1] = vy + 2 * (qz * cx - qx * cz);
171
+ out[2] = vz + 2 * (qx * cy - qy * cx);
172
+ }
173
+
174
+ /**
175
+ * Where the clip puts a vertex at rest at `position`, following `bone`, at the scene's `time` on an
176
+ * instance clock of `phase` and `rate`, into `out`. The processor's statement of what the shader
177
+ * does, which the tests hold the arithmetic to and a device check holds the shader to.
178
+ */
179
+ export function animateBoneVertex(
180
+ clip: BoneAnimationTexels,
181
+ bone: number,
182
+ position: ArrayLike<number>,
183
+ time: number,
184
+ phase: number,
185
+ rate: number,
186
+ out: Float32Array,
187
+ ): void {
188
+ boneFrame((time * rate + phase) * clip.framesPerSecond, clip.frames, scratchFrame);
189
+ const { first, second, blend } = scratchFrame;
190
+ const b = Math.min(Math.max(bone, 0), clip.bones - 1);
191
+ const a = (first * clip.bones + b) * 4;
192
+ const c = (second * clip.bones + b) * 4;
193
+ const q = clip.turns;
194
+ /* The shorter arc: a quaternion and its negation are one turn. */
195
+ const sign =
196
+ (q[a] as number) * (q[c] as number) +
197
+ (q[a + 1] as number) * (q[c + 1] as number) +
198
+ (q[a + 2] as number) * (q[c + 2] as number) +
199
+ (q[a + 3] as number) * (q[c + 3] as number) <
200
+ 0
201
+ ? -1
202
+ : 1;
203
+ for (let k = 0; k < 4; k++) {
204
+ mixed[k] = (q[a + k] as number) * (1 - blend) + sign * (q[c + k] as number) * blend;
205
+ }
206
+ const length = Math.hypot(
207
+ mixed[0] as number,
208
+ mixed[1] as number,
209
+ mixed[2] as number,
210
+ mixed[3] as number,
211
+ );
212
+ for (let k = 0; k < 4; k++) mixed[k] = (mixed[k] as number) / length;
213
+ turn(mixed, 0, position, out);
214
+ const p = clip.places;
215
+ for (let k = 0; k < 3; k++) {
216
+ out[k] = (out[k] as number) + (p[a + k] as number) * (1 - blend) + (p[c + k] as number) * blend;
217
+ }
218
+ }
219
+
220
+ /** The bone a vertex follows, from its second coordinates' u: what the shader rounds. */
221
+ export function boneOf(u: number, boneScale: number): number {
222
+ return Math.floor(u * boneScale + 0.5);
223
+ }
@@ -2,25 +2,106 @@
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
19
 
18
- /** BC1 to BC5 and BC7. BC6H and the signed forms are not among them. */
19
- export type BlockFormat = 'bc1' | 'bc2' | 'bc3' | 'bc4' | 'bc5' | 'bc7';
20
+ /**
21
+ * BC1 to BC5 and BC7; ETC2's three and EAC's two; and ASTC at every block size the LDR profile has.
22
+ * BC6H, ASTC HDR and the signed forms are not among them.
23
+ */
24
+ export type BlockFormat =
25
+ | 'bc1'
26
+ | 'bc2'
27
+ | 'bc3'
28
+ | 'bc4'
29
+ | 'bc5'
30
+ | 'bc7'
31
+ | 'etc2-rgb8'
32
+ | 'etc2-rgb8a1'
33
+ | 'etc2-rgba8'
34
+ | 'eac-r11'
35
+ | 'eac-rg11'
36
+ | 'astc-4x4'
37
+ | 'astc-5x4'
38
+ | 'astc-5x5'
39
+ | 'astc-6x5'
40
+ | 'astc-6x6'
41
+ | 'astc-8x5'
42
+ | 'astc-8x6'
43
+ | 'astc-8x8'
44
+ | 'astc-10x5'
45
+ | 'astc-10x6'
46
+ | 'astc-10x8'
47
+ | 'astc-10x10'
48
+ | 'astc-12x10'
49
+ | 'astc-12x12';
50
+
51
+ /** The formats with no sRGB form: one or two channels of data, never colour. */
52
+ type LinearOnly = 'bc4' | 'bc5' | 'eac-r11' | 'eac-rg11';
20
53
 
21
54
  /** A format as a device offers it: the colour space is part of the name, as WebGPU's are. */
22
- export type CompressedTextureFormat =
23
- 'bc1' | 'bc1-srgb' | 'bc2' | 'bc2-srgb' | 'bc3' | 'bc3-srgb' | 'bc4' | 'bc5' | 'bc7' | 'bc7-srgb';
55
+ export type CompressedTextureFormat = BlockFormat | `${Exclude<BlockFormat, LinearOnly>}-srgb`;
56
+
57
+ /** A format's block: how many texels across and down, and how many bytes it takes. */
58
+ export interface BlockShape {
59
+ readonly width: number;
60
+ readonly height: number;
61
+ readonly bytes: number;
62
+ }
63
+
64
+ const shape = (width: number, height: number, bytes: number): BlockShape => ({
65
+ width,
66
+ height,
67
+ bytes,
68
+ });
69
+
70
+ /** Every format's block. ASTC's are sixteen bytes whatever their size, which is its whole idea. */
71
+ export const BLOCK_SHAPES: Readonly<Record<BlockFormat, BlockShape>> = {
72
+ bc1: shape(4, 4, 8),
73
+ bc2: shape(4, 4, 16),
74
+ bc3: shape(4, 4, 16),
75
+ bc4: shape(4, 4, 8),
76
+ bc5: shape(4, 4, 16),
77
+ bc7: shape(4, 4, 16),
78
+ 'etc2-rgb8': shape(4, 4, 8),
79
+ 'etc2-rgb8a1': shape(4, 4, 8),
80
+ 'etc2-rgba8': shape(4, 4, 16),
81
+ 'eac-r11': shape(4, 4, 8),
82
+ 'eac-rg11': shape(4, 4, 16),
83
+ 'astc-4x4': shape(4, 4, 16),
84
+ 'astc-5x4': shape(5, 4, 16),
85
+ 'astc-5x5': shape(5, 5, 16),
86
+ 'astc-6x5': shape(6, 5, 16),
87
+ 'astc-6x6': shape(6, 6, 16),
88
+ 'astc-8x5': shape(8, 5, 16),
89
+ 'astc-8x6': shape(8, 6, 16),
90
+ 'astc-8x8': shape(8, 8, 16),
91
+ 'astc-10x5': shape(10, 5, 16),
92
+ 'astc-10x6': shape(10, 6, 16),
93
+ 'astc-10x8': shape(10, 8, 16),
94
+ 'astc-10x10': shape(10, 10, 16),
95
+ 'astc-12x10': shape(12, 10, 16),
96
+ 'astc-12x12': shape(12, 12, 16),
97
+ };
98
+
99
+ /** Every format's family, which is what a device offers or does not. */
100
+ export function blockFamily(format: BlockFormat): 'bc' | 'etc2' | 'astc' {
101
+ if (format.startsWith('bc')) return 'bc';
102
+ if (format.startsWith('astc')) return 'astc';
103
+ return 'etc2';
104
+ }
24
105
 
25
106
  /** Block-compressed texels with their stored mip chain, level 0 first. */
26
107
  export interface CompressedTextureSource {
@@ -52,15 +133,10 @@ export function compressedLayers(
52
133
  return sources as readonly CompressedTextureSource[];
53
134
  }
54
135
 
55
- /** Bytes per 4x4 block. */
56
- export const BLOCK_BYTES: Readonly<Record<BlockFormat, number>> = {
57
- bc1: 8,
58
- bc2: 16,
59
- bc3: 16,
60
- bc4: 8,
61
- bc5: 16,
62
- bc7: 16,
63
- };
136
+ /** Bytes per block. See `BLOCK_SHAPES` for the block's size, which is not always 4x4. */
137
+ export const BLOCK_BYTES: Readonly<Record<BlockFormat, number>> = Object.fromEntries(
138
+ Object.entries(BLOCK_SHAPES).map(([format, block]) => [format, block.bytes]),
139
+ ) as Record<BlockFormat, number>;
64
140
 
65
141
  /** Whether `source` is a compressed source rather than an image. */
66
142
  export function isCompressedSource(source: unknown): source is CompressedTextureSource {
@@ -79,13 +155,15 @@ export function compressedFormatName(
79
155
  srgb: boolean,
80
156
  ): CompressedTextureFormat | null {
81
157
  if (!srgb) return format;
82
- return format === 'bc4' || format === 'bc5' ? null : `${format}-srgb`;
158
+ return format === 'bc4' || format === 'bc5' || format === 'eac-r11' || format === 'eac-rg11'
159
+ ? null
160
+ : `${format}-srgb`;
83
161
  }
84
162
 
85
163
  /**
86
164
  * Whether a `width` by `height` source in `format` uploads as blocks on a device offering
87
- * `available`. Level 0 must be whole blocks each way: WebGPU refuses any other size for a BC
88
- * texture, and WebGL2's S3TC extension says the same, so a 6x6 image is decoded rather than
165
+ * `available`. Level 0 must be whole blocks each way: WebGPU refuses any other size for a block
166
+ * texture, and WebGL2's extensions say the same, so a 6x6 image in 4x4 blocks is decoded rather than
89
167
  * refused. What would make that wrong is a device that pads; none is relied on here.
90
168
  */
91
169
  export function uploadsCompressed(
@@ -96,14 +174,26 @@ export function uploadsCompressed(
96
174
  available: readonly CompressedTextureFormat[],
97
175
  ): boolean {
98
176
  const name = compressedFormatName(format, srgb);
99
- return name !== null && width % 4 === 0 && height % 4 === 0 && available.includes(name);
177
+ const block = BLOCK_SHAPES[format];
178
+ return (
179
+ name !== null &&
180
+ width % block.width === 0 &&
181
+ height % block.height === 0 &&
182
+ available.includes(name)
183
+ );
100
184
  }
101
185
 
102
186
  /** The bytes level `level` of a `width` by `height` image takes: whole blocks, one at least. */
103
- function levelBytes(format: BlockFormat, width: number, height: number, level: number): number {
187
+ export function levelBytes(
188
+ format: BlockFormat,
189
+ width: number,
190
+ height: number,
191
+ level: number,
192
+ ): number {
104
193
  const w = Math.max(1, width >> level);
105
194
  const h = Math.max(1, height >> level);
106
- return Math.ceil(w / 4) * Math.ceil(h / 4) * BLOCK_BYTES[format];
195
+ const block = BLOCK_SHAPES[format];
196
+ return Math.ceil(w / block.width) * Math.ceil(h / block.height) * block.bytes;
107
197
  }
108
198
 
109
199
  /**
@@ -162,11 +252,13 @@ export function compressedRefusal(
162
252
  available: readonly CompressedTextureFormat[],
163
253
  ): string {
164
254
  const asked = `${format.toUpperCase()}${srgb ? ' sRGB' : ''} at ${width}x${height}`;
165
- const offered = available.length === 0 ? 'no BC format' : available.join(', ');
255
+ const offered = available.length === 0 ? 'no block format' : available.join(', ');
256
+ const block = BLOCK_SHAPES[format];
166
257
  return (
167
258
  `createSurfaceTexture: this device cannot take ${asked} as blocks — it offers ${offered}, and ` +
168
- 'a BC texture must be whole 4x4 blocks at level 0. Decode it first (decodeBc in ' +
169
- '@driftengine/assets), or ask renderer.compressedFormats before choosing.'
259
+ `the texture must be whole ${block.width}x${block.height} blocks at level 0. Decode it first ` +
260
+ '(decodeBc, or encodeEtc2 for a device that takes ETC2, in @driftengine/assets), or ask ' +
261
+ 'renderer.compressedFormats before choosing.'
170
262
  );
171
263
  }
172
264
 
@@ -28,6 +28,42 @@ const INTERNAL: Readonly<Record<CompressedTextureFormat, number>> = {
28
28
  bc5: 0x8dbd, // COMPRESSED_RED_GREEN_RGTC2_EXT
29
29
  bc7: 0x8e8c, // COMPRESSED_RGBA_BPTC_UNORM_EXT
30
30
  'bc7-srgb': 0x8e8d, // COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT
31
+ 'eac-r11': 0x9270, // COMPRESSED_R11_EAC
32
+ 'eac-rg11': 0x9272, // COMPRESSED_RG11_EAC
33
+ 'etc2-rgb8': 0x9274, // COMPRESSED_RGB8_ETC2
34
+ 'etc2-rgb8-srgb': 0x9275, // COMPRESSED_SRGB8_ETC2
35
+ 'etc2-rgb8a1': 0x9276, // COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
36
+ 'etc2-rgb8a1-srgb': 0x9277, // COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2
37
+ 'etc2-rgba8': 0x9278, // COMPRESSED_RGBA8_ETC2_EAC
38
+ 'etc2-rgba8-srgb': 0x9279, // COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
39
+ 'astc-4x4': 0x93b0, // COMPRESSED_RGBA_ASTC_4x4_KHR
40
+ 'astc-4x4-srgb': 0x93d0, // COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR
41
+ 'astc-5x4': 0x93b1, // COMPRESSED_RGBA_ASTC_5x4_KHR
42
+ 'astc-5x4-srgb': 0x93d1, // COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR
43
+ 'astc-5x5': 0x93b2, // COMPRESSED_RGBA_ASTC_5x5_KHR
44
+ 'astc-5x5-srgb': 0x93d2, // COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR
45
+ 'astc-6x5': 0x93b3, // COMPRESSED_RGBA_ASTC_6x5_KHR
46
+ 'astc-6x5-srgb': 0x93d3, // COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR
47
+ 'astc-6x6': 0x93b4, // COMPRESSED_RGBA_ASTC_6x6_KHR
48
+ 'astc-6x6-srgb': 0x93d4, // COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR
49
+ 'astc-8x5': 0x93b5, // COMPRESSED_RGBA_ASTC_8x5_KHR
50
+ 'astc-8x5-srgb': 0x93d5, // COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR
51
+ 'astc-8x6': 0x93b6, // COMPRESSED_RGBA_ASTC_8x6_KHR
52
+ 'astc-8x6-srgb': 0x93d6, // COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR
53
+ 'astc-8x8': 0x93b7, // COMPRESSED_RGBA_ASTC_8x8_KHR
54
+ 'astc-8x8-srgb': 0x93d7, // COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR
55
+ 'astc-10x5': 0x93b8, // COMPRESSED_RGBA_ASTC_10x5_KHR
56
+ 'astc-10x5-srgb': 0x93d8, // COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR
57
+ 'astc-10x6': 0x93b9, // COMPRESSED_RGBA_ASTC_10x6_KHR
58
+ 'astc-10x6-srgb': 0x93d9, // COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR
59
+ 'astc-10x8': 0x93ba, // COMPRESSED_RGBA_ASTC_10x8_KHR
60
+ 'astc-10x8-srgb': 0x93da, // COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR
61
+ 'astc-10x10': 0x93bb, // COMPRESSED_RGBA_ASTC_10x10_KHR
62
+ 'astc-10x10-srgb': 0x93db, // COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR
63
+ 'astc-12x10': 0x93bc, // COMPRESSED_RGBA_ASTC_12x10_KHR
64
+ 'astc-12x10-srgb': 0x93dc, // COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR
65
+ 'astc-12x12': 0x93bd, // COMPRESSED_RGBA_ASTC_12x12_KHR
66
+ 'astc-12x12-srgb': 0x93dd, // COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR
31
67
  };
32
68
 
33
69
  const BY_EXTENSION: readonly (readonly [string, readonly CompressedTextureFormat[]])[] = [
@@ -35,6 +71,53 @@ const BY_EXTENSION: readonly (readonly [string, readonly CompressedTextureFormat
35
71
  ['WEBGL_compressed_texture_s3tc_srgb', ['bc1-srgb', 'bc2-srgb', 'bc3-srgb']],
36
72
  ['EXT_texture_compression_rgtc', ['bc4', 'bc5']],
37
73
  ['EXT_texture_compression_bptc', ['bc7', 'bc7-srgb']],
74
+ /* The two families a phone has: every GLES 3 device takes ETC2, and most take ASTC beside it. */
75
+ [
76
+ 'WEBGL_compressed_texture_etc',
77
+ [
78
+ 'etc2-rgb8',
79
+ 'etc2-rgb8-srgb',
80
+ 'etc2-rgb8a1',
81
+ 'etc2-rgb8a1-srgb',
82
+ 'etc2-rgba8',
83
+ 'etc2-rgba8-srgb',
84
+ 'eac-r11',
85
+ 'eac-rg11',
86
+ ],
87
+ ],
88
+ [
89
+ 'WEBGL_compressed_texture_astc',
90
+ [
91
+ 'astc-4x4',
92
+ 'astc-4x4-srgb',
93
+ 'astc-5x4',
94
+ 'astc-5x4-srgb',
95
+ 'astc-5x5',
96
+ 'astc-5x5-srgb',
97
+ 'astc-6x5',
98
+ 'astc-6x5-srgb',
99
+ 'astc-6x6',
100
+ 'astc-6x6-srgb',
101
+ 'astc-8x5',
102
+ 'astc-8x5-srgb',
103
+ 'astc-8x6',
104
+ 'astc-8x6-srgb',
105
+ 'astc-8x8',
106
+ 'astc-8x8-srgb',
107
+ 'astc-10x5',
108
+ 'astc-10x5-srgb',
109
+ 'astc-10x6',
110
+ 'astc-10x6-srgb',
111
+ 'astc-10x8',
112
+ 'astc-10x8-srgb',
113
+ 'astc-10x10',
114
+ 'astc-10x10-srgb',
115
+ 'astc-12x10',
116
+ 'astc-12x10-srgb',
117
+ 'astc-12x12',
118
+ 'astc-12x12-srgb',
119
+ ],
120
+ ],
38
121
  ];
39
122
 
40
123
  /**
@@ -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;
@@ -140,6 +148,8 @@ export function packInstances(instances: MeshInstances, out: Float32Array): void
140
148
  }
141
149
  }
142
150
 
151
+ import type { BoneAnimationHandle } from './boneAnimation.ts';
152
+
143
153
  /** How a batch made by `createInstanced` behaves. */
144
154
  export interface InstancedOptions {
145
155
  /**
@@ -154,4 +164,21 @@ export interface InstancedOptions {
154
164
  * place gains only the whole-batch test, which it could as well do itself.
155
165
  */
156
166
  readonly cull?: boolean;
167
+ /**
168
+ * A bone animation every instance plays (`createBoneAnimation`): each vertex follows the bone its
169
+ * mesh's second coordinates name, at the instance's own moment of the clip (`MeshInstances.clocks`
170
+ * and the clock `setAnimationTime` sets), in the colour pass and in every shadow. The mesh must
171
+ * carry second coordinates. See `boneAnimation.ts`.
172
+ *
173
+ * **An animated batch is culled whole, never instance by instance**: its instances read their
174
+ * clocks by index, which a cull that compacts the survivors would reorder. And its bounds are the
175
+ * rest pose's, so a clip that carries vertices far from it wants a mesh whose bounds hold them.
176
+ *
177
+ * **What it gives up**: under reconstruction or the temporal resolve, a crowd's own movement is not
178
+ * in the frame's motion — the motion pass places a batch by its matrices, not by its clip — so its
179
+ * moving parts are reprojected as though still, which softens a fast clip a little; and a glass
180
+ * batch's coloured shadow is cast from rest. What would make the first wrong is a clip fast enough
181
+ * at the size it is seen to smear, which is then the motion pass's to learn.
182
+ */
183
+ readonly animation?: BoneAnimationHandle;
157
184
  }
@@ -276,6 +276,17 @@ export const SKIN_BLUR_ALBEDO_UNIT = SKIN_BLUR_DEPTH_UNIT + 1;
276
276
  export const PARTICLE_SPRITE_UNIT = SKIN_BLUR_ALBEDO_UNIT + 1;
277
277
  export const PARTICLE_DEPTH_UNIT = PARTICLE_SPRITE_UNIT + 1;
278
278
 
279
+ /**
280
+ * A bone animation's places and turns and its batch's clocks (`shaders/boneAnimation.ts`): vertex
281
+ * samplers of the animated instanced program, so they count against the vertex stage's sixteen, not
282
+ * the lit stage's. Numbered past every unit before them rather than sharing the cloth's, which no
283
+ * animated program declares: a unit two programs both write is a binding one draw can leave for the
284
+ * other to read. Twenty-six to twenty-eight, inside the combined pool of thirty-two.
285
+ */
286
+ export const BONE_PLACES_TEXTURE_UNIT = PARTICLE_DEPTH_UNIT + 1;
287
+ export const BONE_TURNS_TEXTURE_UNIT = BONE_PLACES_TEXTURE_UNIT + 1;
288
+ export const INSTANCE_CLOCKS_TEXTURE_UNIT = BONE_TURNS_TEXTURE_UNIT + 1;
289
+
279
290
  /**
280
291
  * A cookie's tile, in texels a side.
281
292
  *
@@ -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.
@@ -149,6 +149,11 @@ export class Mesh {
149
149
  readonly isSkinnedEight: boolean;
150
150
  /** Whether it has texture coordinates, without which a material's maps read one texel. */
151
151
  readonly hasUvs: boolean;
152
+ /**
153
+ * Whether it carries a grain lane, which is where second coordinates ride (`lightmap.ts`): what
154
+ * a bone animation reads each vertex's bone from.
155
+ */
156
+ readonly hasGrain: boolean;
152
157
  /** How many vertices it has, which a cloth binding is checked against. */
153
158
  readonly vertexCount: number;
154
159
 
@@ -319,6 +324,7 @@ export class Mesh {
319
324
  this.attachAttribute(gl, ATTR_TANGENT, data.tangents, 4);
320
325
  }
321
326
 
327
+ this.hasGrain = data.grain !== undefined;
322
328
  if (data.grain === undefined) {
323
329
  gl.disableVertexAttribArray(ATTR_GRAIN);
324
330
  this.constants.push({ location: ATTR_GRAIN, value: ABSENT_ATTRIBUTE['grain'] });
@@ -204,10 +204,10 @@ export interface PointLightSource {
204
204
  inLightField?: boolean;
205
205
  /**
206
206
  * How the light fades with distance when it names its own way: `(1 - (d/R)^2)^n` with no distance
207
- * term, `R` its radius and `n` this. Unreal's falloff for a light without inverse-square falloff,
208
- * so a rig authored there — a fill of brightness 160 across 164 m, a key at exponent 8 — lights
209
- * the space it was authored for rather than one that ends a few metres out. Absent or 0, the
210
- * frame's own falloff (`pointLightFalloff`), which is every light before 4.8.7.
207
+ * term, `R` its radius and `n` this. The usual falloff for a light without inverse-square
208
+ * falloff, so a rig authored that way — a fill of brightness 160 across 164 m, a key at exponent
209
+ * 8 — lights the space it was authored for rather than one that ends a few metres out. Absent or
210
+ * 0, the frame's own falloff (`pointLightFalloff`), which is every light before 4.8.7.
211
211
  */
212
212
  falloffExponent?: number;
213
213
  }
@@ -370,7 +370,8 @@ export interface ReflectiveSurfaceOptions extends DecalBox {
370
370
  * box. Each pixel then returns `F0 · A + B` of what its ray finds, the split-sum environment BRDF
371
371
  * at its own view and `roughness` — Karis's fit, the one the lit stage reflects its environment
372
372
  * by — so a floor returns more toward the horizon than underfoot, and the share follows the
373
- * camera as Unreal weighs its reflections. **False by default**, the one share as before.
373
+ * camera as a physically based renderer weighs its reflections. **False by default**, the one
374
+ * share as before.
374
375
  *
375
376
  * **What it gives up**: the pass has no material buffer, so the roughness and F0 are the box's,
376
377
  * not each pixel's, and nothing occludes the reflection where the lit stage's ambient occlusion