@driftengine/core 4.9.0 → 4.11.0
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.
- package/CHANGELOG.json +133 -11
- package/README.md +43 -38
- package/dist/index.d.ts +7 -4
- package/dist/index.js +5 -4
- package/dist/render/ambientHarmonics.d.ts +1 -1
- package/dist/render/ambientHarmonics.js +1 -1
- package/dist/render/areaLights.d.ts +4 -4
- package/dist/render/areaLights.js +1 -1
- package/dist/render/backend/api.d.ts +10 -3
- package/dist/render/backend/select.js +11 -5
- package/dist/render/backend/webgl2/boneAnimations.d.ts +29 -0
- package/dist/render/backend/webgl2/boneAnimations.js +80 -0
- package/dist/render/backend/webgl2/instanced.d.ts +5 -1
- package/dist/render/backend/webgl2/instanced.js +13 -1
- package/dist/render/backend/webgl2/renderer.d.ts +189 -4
- package/dist/render/backend/webgl2/renderer.js +614 -66
- package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +5 -3
- package/dist/render/backend/webgl2/skinPaletteTexture.js +6 -4
- package/dist/render/backend/webgpu/boneAnimations.d.ts +34 -0
- package/dist/render/backend/webgpu/boneAnimations.js +76 -0
- package/dist/render/backend/webgpu/buffers.d.ts +24 -4
- package/dist/render/backend/webgpu/buffers.js +116 -59
- package/dist/render/backend/webgpu/clothKernels.d.ts +8 -0
- package/dist/render/backend/webgpu/clothKernels.js +76 -0
- package/dist/render/backend/webgpu/clothOps.d.ts +39 -0
- package/dist/render/backend/webgpu/clothOps.js +78 -0
- package/dist/render/backend/webgpu/clothSetLayout.d.ts +25 -0
- package/dist/render/backend/webgpu/clothSetLayout.js +84 -0
- package/dist/render/backend/webgpu/clothSetPack.d.ts +33 -0
- package/dist/render/backend/webgpu/clothSetPack.js +144 -0
- package/dist/render/backend/webgpu/compressedUpload.d.ts +0 -1
- package/dist/render/backend/webgpu/compressedUpload.js +53 -8
- package/dist/render/backend/webgpu/depthPass.d.ts +59 -3
- package/dist/render/backend/webgpu/depthPass.js +49 -14
- package/dist/render/backend/webgpu/drawCommand.d.ts +20 -4
- package/dist/render/backend/webgpu/drawCommand.js +11 -3
- package/dist/render/backend/webgpu/flatPass.d.ts +85 -42
- package/dist/render/backend/webgpu/flatPass.js +137 -20
- package/dist/render/backend/webgpu/gpuClothSet.d.ts +80 -0
- package/dist/render/backend/webgpu/gpuClothSet.js +462 -0
- package/dist/render/backend/webgpu/instanced.d.ts +14 -1
- package/dist/render/backend/webgpu/instanced.js +24 -1
- package/dist/render/backend/webgpu/latePass.js +1 -0
- package/dist/render/backend/webgpu/materialStore.d.ts +101 -0
- package/dist/render/backend/webgpu/materialStore.js +265 -0
- package/dist/render/backend/webgpu/motionPass.js +15 -6
- package/dist/render/backend/webgpu/pipelineCache.d.ts +28 -1
- package/dist/render/backend/webgpu/pipelineCache.js +46 -1
- package/dist/render/backend/webgpu/postPass.d.ts +1 -1
- package/dist/render/backend/webgpu/renderer.d.ts +200 -35
- package/dist/render/backend/webgpu/renderer.js +993 -168
- package/dist/render/backend/webgpu/shaders/clothSolve.wgsl.d.ts +9 -2
- package/dist/render/backend/webgpu/shaders/clothSolve.wgsl.js +121 -47
- package/dist/render/backend/webgpu/skinPaletteRing.d.ts +7 -3
- package/dist/render/backend/webgpu/skinPaletteRing.js +13 -7
- package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +6 -0
- package/dist/render/backend/webgpu/skinPaletteTexture.js +7 -1
- package/dist/render/backend/webgpu/staticBundles.d.ts +125 -0
- package/dist/render/backend/webgpu/staticBundles.js +242 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +10 -3
- package/dist/render/backend/webgpu/surfaceTexturePass.js +20 -2
- package/dist/render/backend/webgpu/uniformRing.d.ts +21 -0
- package/dist/render/backend/webgpu/uniformRing.js +9 -1
- package/dist/render/backend/webgpu/vertexFormats.d.ts +22 -0
- package/dist/render/backend/webgpu/vertexFormats.js +97 -0
- package/dist/render/bloomChain.d.ts +3 -3
- package/dist/render/boneAnimation.d.ts +92 -0
- package/dist/render/boneAnimation.js +133 -0
- package/dist/render/compressedSource.d.ts +33 -13
- package/dist/render/compressedSource.js +70 -25
- package/dist/render/glCompressed.js +83 -0
- package/dist/render/globalMediumPass.d.ts +2 -0
- package/dist/render/globalMediumPass.js +1 -0
- package/dist/render/indexWidth.d.ts +17 -0
- package/dist/render/indexWidth.js +23 -0
- package/dist/render/instances.d.ts +26 -0
- package/dist/render/lightBudget.d.ts +10 -0
- package/dist/render/lightBudget.js +10 -0
- package/dist/render/lightMatrix.d.ts +11 -0
- package/dist/render/lightMatrix.js +14 -0
- package/dist/render/lightmap.d.ts +1 -1
- package/dist/render/mesh.d.ts +14 -0
- package/dist/render/mesh.js +44 -14
- package/dist/render/pointLightSelection.d.ts +4 -4
- package/dist/render/renderQuality.d.ts +30 -0
- package/dist/render/renderQuality.js +5 -0
- package/dist/render/rendererHarness.d.ts +7 -0
- package/dist/render/rendererHarness.js +12 -0
- package/dist/render/screenSpaceReflection.d.ts +2 -1
- package/dist/render/shader.d.ts +15 -0
- package/dist/render/shader.js +41 -0
- package/dist/render/shaders/boneAnimation.d.ts +19 -0
- package/dist/render/shaders/boneAnimation.js +63 -0
- package/dist/render/shaders/depth.d.ts +7 -0
- package/dist/render/shaders/depth.js +35 -10
- package/dist/render/shaders/flat/directionalShadow.js +84 -10
- package/dist/render/shaders/flat/glassTint.d.ts +1 -1
- package/dist/render/shaders/flat/glassTint.js +3 -0
- package/dist/render/shaders/flat/index.d.ts +21 -0
- package/dist/render/shaders/flat/index.js +42 -7
- package/dist/render/shaders/flat/layered.d.ts +19 -0
- package/dist/render/shaders/flat/layered.js +115 -0
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +58 -21
- package/dist/render/shaders/flat/mapReads.d.ts +10 -0
- package/dist/render/shaders/flat/mapReads.js +38 -0
- package/dist/render/shaders/flat/models.js +1 -1
- package/dist/render/shaders/flat/movingSun.d.ts +21 -0
- package/dist/render/shaders/flat/movingSun.js +46 -0
- package/dist/render/shaders/flat/normalMap.d.ts +6 -2
- package/dist/render/shaders/flat/normalMap.js +14 -3
- package/dist/render/shaders/flat/overlay.d.ts +3 -2
- package/dist/render/shaders/flat/overlay.js +42 -20
- package/dist/render/shaders/flat/pointShadow.js +2 -2
- package/dist/render/shaders/flat/preamble.js +59 -27
- package/dist/render/shaders/flat/worldUv.d.ts +22 -0
- package/dist/render/shaders/flat/worldUv.js +113 -0
- package/dist/render/shaders/generated/depth.wgsl.d.ts +93 -0
- package/dist/render/shaders/generated/depth.wgsl.js +93 -0
- package/dist/render/shaders/generated/flat.wgsl.d.ts +3616 -3042
- package/dist/render/shaders/generated/flat.wgsl.js +3688 -3113
- package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +8 -3
- package/dist/render/shaders/generated/globalMedium.wgsl.js +8 -3
- package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +15 -10
- package/dist/render/shaders/generated/lightVolume.wgsl.js +16 -11
- package/dist/render/shaders/globalMedium.js +9 -1
- package/dist/render/shaders/lightVolume.js +9 -1
- package/dist/render/shaders/outputTransform.d.ts +7 -0
- package/dist/render/shaders/outputTransform.js +28 -14
- package/dist/render/shaders/tangentFrame.d.ts +1 -1
- package/dist/render/shaders/tangentFrame.js +16 -3
- package/dist/render/shaders/vertexChannel.d.ts +7 -0
- package/dist/render/shaders/vertexChannel.js +26 -0
- package/dist/render/skinnedClothRun.d.ts +28 -0
- package/dist/render/skinnedClothRun.js +103 -35
- package/dist/render/staticDraws.d.ts +47 -0
- package/dist/render/staticDraws.js +43 -0
- package/dist/render/surfaceLayers.d.ts +39 -0
- package/dist/render/surfaceLayers.js +26 -0
- package/dist/render/surfaceOverlay.d.ts +16 -3
- package/dist/render/surfaceOverlay.js +11 -6
- package/dist/render/surfaceProjection.d.ts +34 -0
- package/dist/render/surfaceProjection.js +30 -0
- package/dist/render/surfaceTexture.d.ts +68 -7
- package/dist/render/surfaceTexture.js +56 -17
- package/dist/render/vertexPacking.d.ts +48 -0
- package/dist/render/vertexPacking.js +68 -0
- package/package.json +6 -6
- package/src/index.ts +12 -4
- package/src/render/ambientHarmonics.ts +1 -1
- package/src/render/areaLights.ts +4 -4
- package/src/render/backend/api.ts +13 -3
- package/src/render/backend/select.ts +10 -5
- package/src/render/backend/webgl2/boneAnimations.ts +105 -0
- package/src/render/backend/webgl2/instanced.ts +20 -1
- package/src/render/backend/webgl2/renderer.ts +723 -79
- package/src/render/backend/webgl2/skinPaletteTexture.ts +6 -4
- package/src/render/backend/webgpu/boneAnimations.ts +97 -0
- package/src/render/backend/webgpu/buffers.ts +195 -70
- package/src/render/backend/webgpu/clothKernels.ts +86 -0
- package/src/render/backend/webgpu/clothOps.ts +86 -0
- package/src/render/backend/webgpu/clothSetLayout.ts +102 -0
- package/src/render/backend/webgpu/clothSetPack.ts +197 -0
- package/src/render/backend/webgpu/compressedUpload.ts +59 -9
- package/src/render/backend/webgpu/depthPass.ts +51 -10
- package/src/render/backend/webgpu/drawCommand.ts +25 -4
- package/src/render/backend/webgpu/flatPass.ts +212 -41
- package/src/render/backend/webgpu/gpuClothSet.ts +564 -0
- package/src/render/backend/webgpu/instanced.ts +32 -1
- package/src/render/backend/webgpu/latePass.ts +1 -0
- package/src/render/backend/webgpu/materialStore.ts +276 -0
- package/src/render/backend/webgpu/motionPass.ts +18 -7
- package/src/render/backend/webgpu/pipelineCache.ts +53 -7
- package/src/render/backend/webgpu/renderer.ts +1201 -202
- package/src/render/backend/webgpu/shaders/clothSolve.wgsl.ts +121 -47
- package/src/render/backend/webgpu/skinPaletteRing.ts +13 -7
- package/src/render/backend/webgpu/skinPaletteTexture.ts +7 -1
- package/src/render/backend/webgpu/staticBundles.ts +364 -0
- package/src/render/backend/webgpu/surfaceTexturePass.ts +29 -3
- package/src/render/backend/webgpu/uniformRing.ts +10 -1
- package/src/render/backend/webgpu/vertexFormats.ts +113 -0
- package/src/render/bloomChain.ts +3 -3
- package/src/render/boneAnimation.ts +223 -0
- package/src/render/compressedSource.ts +121 -29
- package/src/render/glCompressed.ts +83 -0
- package/src/render/globalMediumPass.ts +7 -0
- package/src/render/indexWidth.ts +27 -0
- package/src/render/instances.ts +27 -0
- package/src/render/lightBudget.ts +11 -0
- package/src/render/lightMatrix.ts +15 -0
- package/src/render/lightmap.ts +1 -1
- package/src/render/mesh.ts +72 -14
- package/src/render/pointLightSelection.ts +4 -4
- package/src/render/renderQuality.ts +38 -0
- package/src/render/rendererHarness.ts +15 -0
- package/src/render/screenSpaceReflection.ts +2 -1
- package/src/render/shader.ts +59 -0
- package/src/render/shaders/boneAnimation.ts +63 -0
- package/src/render/shaders/depth.ts +45 -10
- package/src/render/shaders/flat/directionalShadow.ts +84 -10
- package/src/render/shaders/flat/glassTint.ts +7 -1
- package/src/render/shaders/flat/index.ts +63 -7
- package/src/render/shaders/flat/layered.ts +115 -0
- package/src/render/shaders/flat/main.ts +58 -21
- package/src/render/shaders/flat/mapReads.ts +38 -0
- package/src/render/shaders/flat/models.ts +1 -1
- package/src/render/shaders/flat/movingSun.ts +46 -0
- package/src/render/shaders/flat/normalMap.ts +14 -3
- package/src/render/shaders/flat/overlay.ts +42 -20
- package/src/render/shaders/flat/pointShadow.ts +2 -2
- package/src/render/shaders/flat/preamble.ts +59 -27
- package/src/render/shaders/flat/worldUv.ts +113 -0
- package/src/render/shaders/generated/depth.wgsl.ts +95 -0
- package/src/render/shaders/generated/flat.wgsl.ts +3688 -3113
- package/src/render/shaders/generated/globalMedium.wgsl.ts +8 -3
- package/src/render/shaders/generated/lightVolume.wgsl.ts +16 -11
- package/src/render/shaders/globalMedium.ts +9 -1
- package/src/render/shaders/lightVolume.ts +9 -1
- package/src/render/shaders/outputTransform.ts +30 -14
- package/src/render/shaders/tangentFrame.ts +16 -3
- package/src/render/shaders/vertexChannel.ts +27 -0
- package/src/render/skinnedClothRun.ts +138 -38
- package/src/render/staticDraws.ts +95 -0
- package/src/render/surfaceLayers.ts +57 -0
- package/src/render/surfaceOverlay.ts +24 -7
- package/src/render/surfaceProjection.ts +57 -0
- package/src/render/surfaceTexture.ts +124 -27
- package/src/render/vertexPacking.ts +109 -0
- package/dist/render/backend/webgpu/gpuSkinnedCloth.d.ts +0 -74
- package/dist/render/backend/webgpu/gpuSkinnedCloth.js +0 -452
- package/src/render/backend/webgpu/gpuSkinnedCloth.ts +0 -502
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/**
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* Vertex animation from bone textures: a clip that turns and places each bone frame by frame,
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* 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.
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*
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* **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
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* that writes one bone a sixty-fourth of u is the format this reads with `boneScale: 64`.
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*
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* **A frame's turn and place move the vertex as the bone does**: the turn about the mesh's origin,
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* then the place added — `turn(q, p) + t` — and its normal and tangent turned with it. Between two
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* 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
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* clock `setAnimationTime` sets, once a frame before the shadows, and each instance's phase and
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* rate are `MeshInstances.clocks`.
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*
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* Backend-neutral: both backends upload what `packBoneAnimation` packs and run
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* `shaders/boneAnimation.ts`, which is `animateBoneVertex` below, line for line.
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*/
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import type { MeshInstances } from './instances.ts';
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/** A clip on the device, from `createBoneAnimation`. Opaque but for its size. */
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export interface BoneAnimationHandle {
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readonly bones: number;
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readonly frames: number;
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}
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/** A clip, as a caller hands it to `createBoneAnimation`. */
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export interface BoneAnimationClip {
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/** Bones each frame holds. */
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readonly bones: number;
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/** Frames, played in order and looped. */
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readonly frames: number;
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readonly framesPerSecond: number;
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/** Where each bone puts what it carries: three floats a bone, bone by bone, frame by frame. */
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readonly places: Float32Array;
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/** Each bone's turn: a unit quaternion, x y z w, laid out as `places` is. */
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readonly turns: Float32Array;
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/** How many bones one unit of the second coordinates' u counts: `bones` unless given. */
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readonly boneScale?: number;
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}
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/** A clip as textures hold it: a texel a bone a frame, bones across and frames down. */
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export interface BoneAnimationTexels {
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readonly bones: number;
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readonly frames: number;
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readonly framesPerSecond: number;
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readonly boneScale: number;
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/** RGBA floats: the place, and 1. */
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readonly places: Float32Array;
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/** RGBA floats: the turn, normalised. */
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readonly turns: Float32Array;
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}
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/**
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* The most bones or frames a clip may have: WebGL2's guaranteed texture size. A clip past it is
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* refused rather than cut, since a cut clip is a crowd frozen at its last row.
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*/
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export declare const MAX_BONE_TEXTURE_SIZE = 2048;
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/** A clip checked and packed into its two textures' texels. Runs once, when the clip is made. */
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export declare function packBoneAnimation(clip: BoneAnimationClip): BoneAnimationTexels;
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/** How wide a batch's clock texture is: one row up to this many instances, then more rows. */
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export declare const CLOCK_TEXTURE_WIDTH = 1024;
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/**
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* Each instance's clock into `out`, two floats an instance — its phase in seconds and its rate —
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* from `data.clocks`, and `(0, 1)` where it gives none: every instance at the clip's own speed,
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* in step. `out` is the batch's, sized once.
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*/
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export declare function packInstanceClocks(data: MeshInstances, out: Float32Array): void;
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/**
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* Which two frames a moment falls between, and how far: what the shader reads. Looped, with a
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* moment before the clip's start counted back from its end. **The first frame is clamped to the
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* last**, with the blend left at whatever reaches the next: a moment a hair short of the loop that
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* float error rounds up to `frames` lands on the last frame blended fully into the first, which is
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* the first frame — the right answer — where an index of `frames` would read past the texture.
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*/
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export declare function boneFrame(moment: number, frames: number, out: {
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first: number;
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second: number;
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blend: number;
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}): void;
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/**
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* Where the clip puts a vertex at rest at `position`, following `bone`, at the scene's `time` on an
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* instance clock of `phase` and `rate`, into `out`. The processor's statement of what the shader
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* does, which the tests hold the arithmetic to and a device check holds the shader to.
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*/
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export declare function animateBoneVertex(clip: BoneAnimationTexels, bone: number, position: ArrayLike<number>, time: number, phase: number, rate: number, out: Float32Array): void;
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/** The bone a vertex follows, from its second coordinates' u: what the shader rounds. */
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export declare function boneOf(u: number, boneScale: number): number;
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/**
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* The most bones or frames a clip may have: WebGL2's guaranteed texture size. A clip past it is
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* refused rather than cut, since a cut clip is a crowd frozen at its last row.
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*/
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export const MAX_BONE_TEXTURE_SIZE = 2048;
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/** A clip checked and packed into its two textures' texels. Runs once, when the clip is made. */
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export function packBoneAnimation(clip) {
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const { bones, frames, framesPerSecond } = clip;
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for (const [name, value] of [
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|
+
['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
|
|
6
|
-
* of one (BC1) against four for RGBA, and keeps the mip
|
|
7
|
-
*
|
|
8
|
-
*
|
|
9
|
-
*
|
|
10
|
-
*
|
|
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. `
|
|
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
|
-
/**
|
|
18
|
-
|
|
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 =
|
|
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
|
|
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
|
|
44
|
-
* texture, and WebGL2's
|
|
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
|
|
6
|
-
* of one (BC1) against four for RGBA, and keeps the mip
|
|
7
|
-
*
|
|
8
|
-
*
|
|
9
|
-
*
|
|
10
|
-
*
|
|
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. `
|
|
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),
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'astc-12x10': shape(12, 10, 16),
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'astc-12x12': shape(12, 12, 16),
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};
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/** Every format's family, which is what a device offers or does not. */
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export function blockFamily(format) {
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if (format.startsWith('bc'))
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return 'bc';
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return 'astc';
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return 'etc2';
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}
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/**
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* The layers as blocks, or null where every one is an image. An array mixing the two is refused:
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* one GPU texture has one format.
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@@ -31,15 +74,8 @@ export function compressedLayers(sources) {
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}
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return sources;
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}
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/** Bytes per
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-
export const BLOCK_BYTES =
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bc1: 8,
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bc2: 16,
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bc3: 16,
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bc4: 8,
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bc5: 16,
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bc7: 16,
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};
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/** Bytes per block. See `BLOCK_SHAPES` for the block's size, which is not always 4x4. */
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export const BLOCK_BYTES = Object.fromEntries(Object.entries(BLOCK_SHAPES).map(([format, block]) => [format, block.bytes]));
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/** Whether `source` is a compressed source rather than an image. */
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export function isCompressedSource(source) {
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const candidate = source;
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@@ -52,23 +88,30 @@ export function isCompressedSource(source) {
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export function compressedFormatName(format, srgb) {
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if (!srgb)
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return format;
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return format === 'bc4' || format === 'bc5'
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return format === 'bc4' || format === 'bc5' || format === 'eac-r11' || format === 'eac-rg11'
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? null
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: `${format}-srgb`;
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}
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/**
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* Whether a `width` by `height` source in `format` uploads as blocks on a device offering
|
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-
* `available`. Level 0 must be whole blocks each way: WebGPU refuses any other size for a
|
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* texture, and WebGL2's
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* `available`. Level 0 must be whole blocks each way: WebGPU refuses any other size for a block
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* texture, and WebGL2's extensions say the same, so a 6x6 image in 4x4 blocks is decoded rather than
|
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* refused. What would make that wrong is a device that pads; none is relied on here.
|
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*/
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|
export function uploadsCompressed(format, srgb, width, height, available) {
|
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const name = compressedFormatName(format, srgb);
|
|
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-
|
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+
const block = BLOCK_SHAPES[format];
|
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return (name !== null &&
|
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|
+
width % block.width === 0 &&
|
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|
+
height % block.height === 0 &&
|
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|
+
available.includes(name));
|
|
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|
}
|
|
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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) {
|
|
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111
|
const w = Math.max(1, width >> level);
|
|
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112
|
const h = Math.max(1, height >> level);
|
|
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|
-
|
|
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|
+
const block = BLOCK_SHAPES[format];
|
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|
+
return Math.ceil(w / block.width) * Math.ceil(h / block.height) * block.bytes;
|
|
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115
|
}
|
|
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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
|
|
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 ` +
|
|
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|
-
|
|
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|
-
'@driftengine/assets), or ask
|
|
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
|
|
@@ -11,6 +11,8 @@ export interface MediumLight {
|
|
|
11
11
|
readonly sunShadow: number;
|
|
12
12
|
/** World → light clip, **uncorrected**: the shader does its own `* 0.5 + 0.5`. */
|
|
13
13
|
readonly lightViewProj: ReadonlyMat4;
|
|
14
|
+
/** The same for the sun's moving layer, whose shadow pass may be drawn with its own. */
|
|
15
|
+
readonly movingLightViewProj: ReadonlyMat4;
|
|
14
16
|
/** The sun's static, moving and peeled maps, as one array. See `shadowMap.ts`. */
|
|
15
17
|
readonly sunShadows: WebGLTexture;
|
|
16
18
|
readonly peeledEnabled: boolean;
|
|
@@ -173,6 +173,7 @@ export class GlobalMediumPass {
|
|
|
173
173
|
gl.uniform1i(u['uSteps'] ?? null, steps);
|
|
174
174
|
gl.uniform1f(u['uSunShadow'] ?? null, light.sunShadow);
|
|
175
175
|
gl.uniformMatrix4fv(u['uLightViewProj'] ?? null, false, light.lightViewProj);
|
|
176
|
+
gl.uniformMatrix4fv(u['uMovingLightViewProj'] ?? null, false, light.movingLightViewProj);
|
|
176
177
|
gl.uniform1i(u['uPeeledShadowEnabled'] ?? null, light.peeledEnabled ? 1 : 0);
|
|
177
178
|
gl.drawArrays(gl.TRIANGLES, 0, 3);
|
|
178
179
|
gl.bindVertexArray(null);
|
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* A mesh's indices in the narrowest type that holds them: sixteen bits where every vertex can be
|
|
3
|
+
* named in sixteen, thirty-two otherwise — half the index memory for every mesh of 65,536 vertices
|
|
4
|
+
* or fewer, which is most of them. Lossless because `validateMeshData` has already refused an
|
|
5
|
+
* index past the last vertex.
|
|
6
|
+
*
|
|
7
|
+
* **Padded to an even count**, so the sixteen-bit copy is a whole number of four-byte words: WebGPU
|
|
8
|
+
* writes a buffer only in whole words. The extra index is never drawn, since every draw counts the
|
|
9
|
+
* mesh's own indices. What would make this wrong is a draw that counts the buffer instead.
|
|
10
|
+
*
|
|
11
|
+
* **What it costs** is a copy of the indices while the mesh is built, let go once they are on the
|
|
12
|
+
* device; and every draw of the mesh has to say which width it holds, which is why the width
|
|
13
|
+
* travels with the mesh rather than being worked out where it is drawn.
|
|
14
|
+
*/
|
|
15
|
+
/** The most vertices sixteen-bit indices can name: every index below 65,536. */
|
|
16
|
+
export declare const MAX_UINT16_VERTICES = 65536;
|
|
17
|
+
export declare function compactIndices(indices: Uint32Array, vertexCount: number): Uint16Array | Uint32Array;
|
|
@@ -0,0 +1,23 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* A mesh's indices in the narrowest type that holds them: sixteen bits where every vertex can be
|
|
3
|
+
* named in sixteen, thirty-two otherwise — half the index memory for every mesh of 65,536 vertices
|
|
4
|
+
* or fewer, which is most of them. Lossless because `validateMeshData` has already refused an
|
|
5
|
+
* index past the last vertex.
|
|
6
|
+
*
|
|
7
|
+
* **Padded to an even count**, so the sixteen-bit copy is a whole number of four-byte words: WebGPU
|
|
8
|
+
* writes a buffer only in whole words. The extra index is never drawn, since every draw counts the
|
|
9
|
+
* mesh's own indices. What would make this wrong is a draw that counts the buffer instead.
|
|
10
|
+
*
|
|
11
|
+
* **What it costs** is a copy of the indices while the mesh is built, let go once they are on the
|
|
12
|
+
* device; and every draw of the mesh has to say which width it holds, which is why the width
|
|
13
|
+
* travels with the mesh rather than being worked out where it is drawn.
|
|
14
|
+
*/
|
|
15
|
+
/** The most vertices sixteen-bit indices can name: every index below 65,536. */
|
|
16
|
+
export const MAX_UINT16_VERTICES = 65536;
|
|
17
|
+
export function compactIndices(indices, vertexCount) {
|
|
18
|
+
if (vertexCount > MAX_UINT16_VERTICES)
|
|
19
|
+
return indices;
|
|
20
|
+
const out = new Uint16Array(indices.length + (indices.length % 2));
|
|
21
|
+
out.set(indices);
|
|
22
|
+
return out;
|
|
23
|
+
}
|