@forgeax/engine-render 0.1.26 → 0.1.28
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/README.md +215 -0
- package/dist/assembly/dynamic-geometry-host.d.ts +31 -0
- package/dist/assembly/dynamic-geometry-host.d.ts.map +1 -0
- package/dist/assembly/host-contract.d.ts +11 -0
- package/dist/assembly/host-contract.d.ts.map +1 -1
- package/dist/assembly/renderer-facade.d.ts.map +1 -1
- package/dist/assembly/webgpu-renderer.d.ts.map +1 -1
- package/dist/authoring.mjs +2 -2
- package/dist/{chunk-FJ6P52EE.mjs → chunk-ILQ5MEZF.mjs} +3 -17
- package/dist/chunk-ILQ5MEZF.mjs.map +1 -0
- package/dist/{chunk-HKXTW355.mjs → chunk-IQMKJLNU.mjs} +3 -3
- package/dist/{chunk-HKXTW355.mjs.map → chunk-IQMKJLNU.mjs.map} +1 -1
- package/dist/{chunk-KM2NOX2I.mjs → chunk-J52NMQKR.mjs} +462 -6
- package/dist/chunk-J52NMQKR.mjs.map +1 -0
- package/dist/{chunk-ZZ4YQ474.mjs → chunk-J6KACNOH.mjs} +2 -2
- package/dist/{chunk-ZZ4YQ474.mjs.map → chunk-J6KACNOH.mjs.map} +1 -1
- package/dist/{chunk-ADHHVYLW.mjs → chunk-JAASCMXA.mjs} +3 -3
- package/dist/{chunk-ADHHVYLW.mjs.map → chunk-JAASCMXA.mjs.map} +1 -1
- package/dist/{chunk-TMIASV2N.mjs → chunk-MBU4ZVE7.mjs} +20 -12
- package/dist/chunk-MBU4ZVE7.mjs.map +1 -0
- package/dist/{chunk-E34VL5VI.mjs → chunk-MYJ5RPJO.mjs} +3 -3
- package/dist/{chunk-E34VL5VI.mjs.map → chunk-MYJ5RPJO.mjs.map} +1 -1
- package/dist/{chunk-JDWARUOI.mjs → chunk-RBDBZ5R7.mjs} +17 -3
- package/dist/chunk-RBDBZ5R7.mjs.map +1 -0
- package/dist/{chunk-YUQXSEHG.mjs → chunk-VSL23LZE.mjs} +26 -12
- package/dist/chunk-VSL23LZE.mjs.map +1 -0
- package/dist/construct-renderer.mjs +862 -106
- package/dist/construct-renderer.mjs.map +1 -1
- package/dist/device/gpu-residency.d.ts +10 -5
- package/dist/device/gpu-residency.d.ts.map +1 -1
- package/dist/device/mesh-residency-lifetime.d.ts +21 -0
- package/dist/device/mesh-residency-lifetime.d.ts.map +1 -0
- package/dist/dynamic-geometry.d.ts +125 -0
- package/dist/dynamic-geometry.d.ts.map +1 -0
- package/dist/index.d.ts +3 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.mjs +7 -6
- package/dist/index.mjs.map +1 -1
- package/dist/internal.mjs +7 -7
- package/dist/record/frame.d.ts +1 -1
- package/dist/record/frame.d.ts.map +1 -1
- package/dist/record/main-pass-geometry.d.ts.map +1 -1
- package/dist/record/render-context.d.ts +2 -0
- package/dist/record/render-context.d.ts.map +1 -1
- package/dist/record/typed-frame-graph.d.ts.map +1 -1
- package/dist/render-contract.d.ts +12 -0
- package/dist/render-contract.d.ts.map +1 -1
- package/dist/render-system-extract-tail.d.ts.map +1 -1
- package/dist/render-system-extract.d.ts +6 -0
- package/dist/render-system-extract.d.ts.map +1 -1
- package/dist/render-system.d.ts +7 -0
- package/dist/render-system.d.ts.map +1 -1
- package/dist/temporal/index.mjs +4 -4
- package/package.json +20 -20
- package/src/__tests__/dynamic-geometry-host.unit.test.ts +1123 -0
- package/src/__tests__/dynamic-geometry.unit.test.ts +233 -0
- package/src/__tests__/factory-contract.integration.test.ts +6 -14
- package/src/__tests__/mesh-submission-lifetime.unit.test.ts +53 -0
- package/src/__tests__/renderer-factory-material-contract.unit.test.ts +1 -1
- package/src/assembly/dynamic-geometry-host.ts +839 -0
- package/src/assembly/host-contract.ts +26 -0
- package/src/assembly/renderer-facade.ts +17 -0
- package/src/assembly/webgpu-renderer.ts +49 -2
- package/src/components/sprite-animation.ts +1 -1
- package/src/device/gpu-residency.ts +62 -62
- package/src/device/mesh-residency-lifetime.ts +73 -0
- package/src/dynamic-geometry.ts +736 -0
- package/src/index.ts +16 -0
- package/src/record/__tests__/standard-pbr-ubo-layout.unit.test.ts +68 -1
- package/src/record/frame.ts +2 -0
- package/src/record/main-pass-geometry.ts +13 -4
- package/src/record/main-pass-sprite-draws.ts +2 -0
- package/src/record/render-context.ts +2 -0
- package/src/record/typed-frame-graph.ts +2 -9
- package/src/render-contract.ts +24 -0
- package/src/render-system-extract-tail.ts +3 -2
- package/src/render-system-extract.ts +30 -1
- package/src/render-system.ts +42 -0
- package/dist/chunk-FJ6P52EE.mjs.map +0 -1
- package/dist/chunk-JDWARUOI.mjs.map +0 -1
- package/dist/chunk-KM2NOX2I.mjs.map +0 -1
- package/dist/chunk-TMIASV2N.mjs.map +0 -1
- package/dist/chunk-YUQXSEHG.mjs.map +0 -1
package/src/index.ts
CHANGED
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@@ -107,6 +107,21 @@ export {
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VisibilityStateValue,
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visibilityStateFromU32,
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} from './components/visibility';
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export type {
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DynamicGeometryCandidate,
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DynamicGeometryCandidateState,
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DynamicGeometryErrorCode,
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DynamicGeometryErrorDetail,
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DynamicGeometryInspection,
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DynamicGeometryLifecycle,
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DynamicGeometryOrdering,
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DynamicGeometryPrepareInput,
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DynamicGeometryReceipt,
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} from './dynamic-geometry';
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export {
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createDynamicGeometryLifecycle,
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DynamicGeometryError,
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} from './dynamic-geometry';
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export type {
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EnvironmentInspection,
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EnvironmentInspectionFailure,
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@@ -394,6 +409,7 @@ export {
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type SsrCompositionResult,
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type SsrReflectionColor,
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} from './ssr/composition';
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export { getActiveCamera, setActiveCamera } from './systems/active-camera';
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export type {
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RenderTarget,
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RenderTargetAdmissionLimits,
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@@ -3,7 +3,8 @@ import { vec3 } from '@forgeax/engine-math';
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3
3
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import { DEFAULT_STANDARD_PBR_PARAM_SCHEMA } from '@forgeax/engine-shader';
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import { derive } from '@forgeax/engine-types';
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import { describe, expect, it } from 'vitest';
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-
import
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import { Materials } from '../../materials';
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import { type MaterialSnapshot, materialParamSchemaForMaterial } from '../../render-system-extract';
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import { applyMaterialTextureUvScales, buildPbrMaterialUboPayload } from '../main-pass-material';
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describe('Standard PBR UBO layout', () => {
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@@ -69,6 +70,72 @@ describe('Standard PBR UBO layout', () => {
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);
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});
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it('writes custom Standard Surface parameters at their published offsets', () => {
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const custom = Materials.standard({
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surfaceModule: 'game_3d::rusted_iron_surface',
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colorSpace: 'linear',
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parameters: [
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{ name: 'ironColor', type: 'color' },
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{ name: 'rustDark', type: 'color' },
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{ name: 'rustBright', type: 'color' },
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{ name: 'noiseScale', type: 'f32' },
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],
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values: {
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ironColor: [0.4, 0.45, 0.47, 1],
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rustDark: [0.42, 0.085, 0.018, 1],
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rustBright: [0.95, 0.34, 0.055, 1],
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noiseScale: 1.85,
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},
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});
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const schema = materialParamSchemaForMaterial(
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custom.parameters ?? [],
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'forgeax::default-standard-pbr',
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custom.passes ?? [],
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);
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const material = {
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baseColor: vec3.create(1, 1, 1),
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metallic: 0,
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roughness: 0.5,
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materialShaderId: 'sha256:rusted-iron-forward',
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materialParamSchema: schema,
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paramSnapshot: {
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ironColor: [0.4, 0.45, 0.47, 1],
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rustDark: [0.42, 0.085, 0.018, 1],
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rustBright: [0.95, 0.34, 0.055, 1],
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noiseScale: 1.85,
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},
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} satisfies MaterialSnapshot;
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const f32 = new Float32Array(buildPbrMaterialUboPayload(material).buffer);
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const derived = derive(schema);
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const numericOffsets = new Map(
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derived.numericMembers.map((member) => [member.name, member.offset / 4]),
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);
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expect(numericOffsets.get('ironColor')).toBeDefined();
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expect(numericOffsets.get('rustDark')).toBeDefined();
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expect(numericOffsets.get('rustBright')).toBeDefined();
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expect(numericOffsets.get('noiseScale')).toBeDefined();
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const requireOffset = (name: string): number => {
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const offset = numericOffsets.get(name);
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if (offset === undefined) throw new Error(`missing numeric offset for ${name}`);
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return offset;
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};
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const ironColorOffset = requireOffset('ironColor');
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const rustDarkOffset = requireOffset('rustDark');
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const rustBrightOffset = requireOffset('rustBright');
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const noiseScaleOffset = requireOffset('noiseScale');
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expect(f32.slice(ironColorOffset, ironColorOffset + 4)).toEqual(
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new Float32Array([0.4, 0.45, 0.47, 1]),
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);
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expect(f32.slice(rustDarkOffset, rustDarkOffset + 4)).toEqual(
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new Float32Array([0.42, 0.085, 0.018, 1]),
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);
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expect(f32.slice(rustBrightOffset, rustBrightOffset + 4)).toEqual(
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new Float32Array([0.95, 0.34, 0.055, 1]),
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);
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expect(f32[noiseScaleOffset]).toBeCloseTo(1.85, 6);
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});
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it('uses all seven user-region identity coordinate records in the no-snapshot fallback', () => {
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const material = {
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baseColor: vec3.create(0.7, 0.7, 0.7),
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package/src/record/frame.ts
CHANGED
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@@ -1341,6 +1341,7 @@ export function recordFrame(
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1341
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transmissionDemand?: TransmissionDemand,
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volumetricFog?: ExtractedVolumetricFog,
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timingCapture?: GpuTimingCapture,
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+
onRenderableDraw?: (entry: ValidatedRenderable) => void,
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1345
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): boolean {
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frameState.reflectionFallbackObservationSource = undefined;
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frameState.reflectionFallbackCompletion = undefined;
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@@ -2157,6 +2158,7 @@ export function recordFrame(
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2157
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: { reflectionProbes: cubeCapture.reflectionProbes }),
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2158
2159
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pointsLines: pointsLinesOwner,
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materialBgAssemblyCache: frameState.materialBgAssemblyCache,
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2161
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...(onRenderableDraw === undefined ? {} : { onRenderableDraw }),
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directionalShadowCacheReuse: directionalShadowCache.reuse,
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...(profilePhase !== undefined ? { profilePhase } : {}),
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};
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@@ -297,6 +297,7 @@ function submitSubmeshDraws(
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indexCount: number,
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vertexCount: number,
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indexOffset: number,
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onDraw?: () => void,
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): void {
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if (state.pipeline !== pipeline) {
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pass.setPipeline(pipeline);
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@@ -320,6 +321,7 @@ function submitSubmeshDraws(
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} else {
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pass.draw(vertexCount, instanceDraw.instanceCount, 0, 0);
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}
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onDraw?.();
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}
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}
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@@ -691,6 +693,7 @@ export function recordGeometryDraws(
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resolveGeometryInstancesBindGroup(c, identityInstanceBuffer, undefined);
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pass.setBindGroup(3, pointsLinesInstancesBg);
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recordOcclusionCandidate(() => recordPointsLinesDraw(pass, pointsLinesSubmission.plan));
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+
c.onRenderableDraw?.(entry);
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697
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pass.setBindGroup(0, viewBindGroup as BindGroup, [viewBindGroupDynamicOffset, 0]);
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698
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continue;
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}
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@@ -1007,6 +1010,10 @@ export function recordGeometryDraws(
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1007
1010
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: (materialPasses.get(entry.renderableIndex)?.get(submeshMaterial.materialHandle ?? 0) ??
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1008
1011
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[]);
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1012
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for (const selectedPass of draws) {
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1013
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// Temporal projects the selected material's alpha/motion contract,
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1014
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// not its authored Forward entry points or color outputs.
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1015
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const vertexEntry = passKind === 'temporal' ? undefined : selectedPass?.vertexEntry;
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1016
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const fragmentEntry = passKind === 'temporal' ? undefined : selectedPass?.fragmentEntry;
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1017
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const selectedShaderId =
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1011
1018
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selectedPass === undefined
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1012
1019
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? submeshMaterial.materialShaderId
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@@ -1154,8 +1161,8 @@ export function recordGeometryDraws(
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1154
1161
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unlitVariantSet,
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1155
1162
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colorFormatOverride,
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1156
1163
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entry.mesh.layoutProjection,
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1157
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-
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1158
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-
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1164
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+
vertexEntry,
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1165
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+
fragmentEntry,
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1159
1166
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);
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1160
1167
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materialPipelineEntry = unlitRsp;
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1161
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smPipelineHandle =
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@@ -1219,8 +1226,8 @@ export function recordGeometryDraws(
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1219
1226
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variantSet,
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1220
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colorFormatOverride,
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1221
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entry.mesh.layoutProjection,
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1222
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-
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1223
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-
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+
vertexEntry,
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1230
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+
fragmentEntry,
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1224
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);
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1225
1232
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// feat-20260615-pipeline-spec-ssot M6-T1: cache miss resolves to
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1226
1233
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// null uniformly across URP / HDRP / skin shaders. Charter P3
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@@ -1320,6 +1327,7 @@ export function recordGeometryDraws(
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1320
1327
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sm.indexCount,
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1321
1328
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sm.vertexCount,
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1322
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sm.indexOffset,
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1330
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+
() => c.onRenderableDraw?.(entry),
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1323
1331
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),
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1324
1332
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);
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1325
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} else {
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@@ -1334,6 +1342,7 @@ export function recordGeometryDraws(
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1334
1342
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sm.indexCount,
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1335
1343
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sm.vertexCount,
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1336
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sm.indexOffset,
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1345
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+
() => c.onRenderableDraw?.(entry),
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1337
1346
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),
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1338
1347
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),
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1339
1348
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);
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@@ -737,6 +737,7 @@ function recordSpriteEntityDraws(
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737
737
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);
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738
738
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spritePass.setBindGroup(3, spriteInstBg);
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739
739
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spritePass.drawIndexed(spriteEntry.mesh.indexCount, spriteInstanceCount, 0, 0, 0);
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740
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+
c.onRenderableDraw?.(spriteEntry);
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740
741
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continue;
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741
742
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}
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742
743
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spriteBufUsage = GPU_BUFFER_USAGE_UNIFORM | GPU_BUFFER_USAGE_COPY_DST;
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@@ -899,6 +900,7 @@ function recordSpriteEntityDraws(
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899
900
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spritePass.setBindGroup(1, spritePassBg, [materialSlot * MATERIAL_PER_ENTITY_STRIDE]);
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900
901
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spritePass.setBindGroup(3, spriteInstancesBg);
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901
902
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spritePass.drawIndexed(spriteEntry.mesh.indexCount, spriteInstanceCount, 0, 0, 0);
|
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903
|
+
c.onRenderableDraw?.(spriteEntry);
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902
904
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}
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903
905
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}
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904
906
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|
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@@ -517,6 +517,8 @@ export interface _StandardForwardSceneView {
|
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517
517
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readonly materialSlotCount: number;
|
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518
518
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readonly pointsLines: PointsLinesRecordOwner | undefined;
|
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519
519
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readonly materialBgAssemblyCache: Map<string, MaterialBgAssemblyCacheEntry>;
|
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520
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+
/** Record-stage proof callback; invoked only after a real draw command is encoded. */
|
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521
|
+
readonly onRenderableDraw?: (entry: ValidatedRenderable) => void;
|
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520
522
|
readonly reflectionProbes?: ReflectionProbeRecordState;
|
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521
523
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materialUboPayloadCache?: {
|
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522
524
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readonly materialSlots: readonly MaterialSnapshot[];
|
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@@ -40,7 +40,6 @@ import {
|
|
|
40
40
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createFullscreenBindGroup,
|
|
41
41
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isTemporalFullscreenBinding,
|
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42
42
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postProcessShaderEntrySignature,
|
|
43
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-
postProcessShaderModuleLabel,
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|
44
43
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} from '../fullscreen-post-process-pass';
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|
45
44
|
import type { PreparedGpuDrivenFrame } from '../gpu-driven/production-raster';
|
|
46
45
|
import {
|
|
@@ -1588,12 +1587,6 @@ export function executeCompiledFrameGraph(
|
|
|
1588
1587
|
timingCapture?: GpuTimingCapture,
|
|
1589
1588
|
): boolean {
|
|
1590
1589
|
const graph = frameState.compiledFrameGraph;
|
|
1591
|
-
const invalidatePostProcessModule = (id: string): void => {
|
|
1592
|
-
const entry = internals.lookupPostProcess?.(id);
|
|
1593
|
-
if (entry !== undefined) {
|
|
1594
|
-
internals.invalidateShaderModule?.(postProcessShaderModuleLabel(id, entry.source));
|
|
1595
|
-
}
|
|
1596
|
-
};
|
|
1597
1590
|
const rejectTemporalFrame = (): void => {
|
|
1598
1591
|
if (frameState.temporalFrameInput === undefined) return;
|
|
1599
1592
|
frameState.temporalFrameTransaction.commit({ accepted: false });
|
|
@@ -1945,7 +1938,6 @@ export function executeCompiledFrameGraph(
|
|
|
1945
1938
|
frameState.activeTemporalGpuState = stagedGpuState;
|
|
1946
1939
|
if (previousGpuState !== undefined && previousGpuState !== stagedGpuState) {
|
|
1947
1940
|
internals.clearPostProcessPipelineCache?.('forgeax.taa-resolve');
|
|
1948
|
-
invalidatePostProcessModule('forgeax.taa-resolve');
|
|
1949
1941
|
retireTemporalGpuStateAfterFence(
|
|
1950
1942
|
previousGpuState,
|
|
1951
1943
|
internals.device.queue,
|
|
@@ -1975,7 +1967,8 @@ export function executeCompiledFrameGraph(
|
|
|
1975
1967
|
}
|
|
1976
1968
|
if (stagedTemporalCommit.kind === 'off') {
|
|
1977
1969
|
internals.clearPostProcessPipelineCache?.('forgeax.taa-resolve');
|
|
1978
|
-
|
|
1970
|
+
// Retire frame-sized resources, not the device-owned prewarmed
|
|
1971
|
+
// shader. The next TAA frame must not start an async cold compile.
|
|
1979
1972
|
const activeGpuState = frameState.activeTemporalGpuState;
|
|
1980
1973
|
if (activeGpuState !== undefined) {
|
|
1981
1974
|
retireTemporalGpuStateAfterFence(
|
package/src/render-contract.ts
CHANGED
|
@@ -58,6 +58,14 @@ import type { TemporalInspection } from './temporal/inspection';
|
|
|
58
58
|
export type { TransmissionInspection } from './inspection-types';
|
|
59
59
|
export type { PointsLinesInspection } from './points-lines/inspection';
|
|
60
60
|
|
|
61
|
+
import type {
|
|
62
|
+
DynamicGeometryCandidate,
|
|
63
|
+
DynamicGeometryError,
|
|
64
|
+
DynamicGeometryInspection,
|
|
65
|
+
DynamicGeometryOrdering,
|
|
66
|
+
DynamicGeometryPrepareInput,
|
|
67
|
+
DynamicGeometryReceipt,
|
|
68
|
+
} from './dynamic-geometry';
|
|
61
69
|
import type {
|
|
62
70
|
IblBindingInspection,
|
|
63
71
|
MeshMaterialBindingObservation,
|
|
@@ -297,6 +305,18 @@ export interface SpotLightProjectorFrameContext {
|
|
|
297
305
|
export interface Renderer {
|
|
298
306
|
/** Renderer-owned authoring and update path for large instance collections. */
|
|
299
307
|
attach(world: World): RenderResult<RenderWorldLease, RenderError>;
|
|
308
|
+
/** Prepare a standard MeshAsset for the active device generation. */
|
|
309
|
+
prepareDynamicGeometry(
|
|
310
|
+
input: DynamicGeometryPrepareInput,
|
|
311
|
+
): Result<DynamicGeometryCandidate, DynamicGeometryError>;
|
|
312
|
+
/** Admit a prepared candidate; publication is tied to the next FrameReceipt. */
|
|
313
|
+
acceptDynamicGeometry(
|
|
314
|
+
candidate: DynamicGeometryCandidate,
|
|
315
|
+
ordering: DynamicGeometryOrdering,
|
|
316
|
+
): Result<DynamicGeometryCandidate, DynamicGeometryError>;
|
|
317
|
+
dynamicGeometryReceipt(candidate: DynamicGeometryCandidate): DynamicGeometryReceipt | undefined;
|
|
318
|
+
cancelDynamicGeometry(candidate: DynamicGeometryCandidate): Result<void, DynamicGeometryError>;
|
|
319
|
+
retireDynamicGeometry(candidate: DynamicGeometryCandidate): Result<void, DynamicGeometryError>;
|
|
300
320
|
draw(input: RenderFrameInput): RenderResult<FrameReceipt, RenderError>;
|
|
301
321
|
createRenderTarget(descriptor: RenderTargetDescriptor): RenderResult<RenderTarget, RenderError>;
|
|
302
322
|
resizeRenderTarget(
|
|
@@ -406,6 +426,8 @@ export interface RenderFrameInput {
|
|
|
406
426
|
readonly leases: readonly RenderWorldLease[];
|
|
407
427
|
readonly camera: FrameCamera;
|
|
408
428
|
readonly environment: FrameEnvironment;
|
|
429
|
+
/** Fixed-step publication consumed by dynamic geometry candidates. */
|
|
430
|
+
readonly fixedStep?: number;
|
|
409
431
|
/** Optional profiler correlation token owned by App and consumed by Render. */
|
|
410
432
|
readonly profileFrame?: ProfileFrameToken;
|
|
411
433
|
}
|
|
@@ -513,6 +535,8 @@ export interface RenderInspection {
|
|
|
513
535
|
readonly visibilityStats: { readonly explicitlyHidden: number };
|
|
514
536
|
/** Renderer-owned large-instance residency and upload facts. */
|
|
515
537
|
readonly instanceCollections: readonly InstanceCollectionInspection[];
|
|
538
|
+
/** Standard MeshAsset dynamic-candidate lifecycle facts. */
|
|
539
|
+
readonly dynamicGeometry?: DynamicGeometryInspection;
|
|
516
540
|
readonly renderScene: RenderSceneInspection;
|
|
517
541
|
readonly reflectionProbes: ReflectionProbeInspection;
|
|
518
542
|
/** Renderer-owned SSR dependency seam; consumer facts are projected from live owners. */
|
|
@@ -148,7 +148,7 @@ import {
|
|
|
148
148
|
isEngineInjectedTextureField,
|
|
149
149
|
materialColorParameterSchema,
|
|
150
150
|
materialNormalScale,
|
|
151
|
-
|
|
151
|
+
materialParamSchemaForMaterial,
|
|
152
152
|
materialProgramKeysForMaterial,
|
|
153
153
|
materialTextureFields,
|
|
154
154
|
materialTextureRef,
|
|
@@ -2073,9 +2073,10 @@ export function extractFrame(world: World, context: PreparedExtractContext): Ext
|
|
|
2073
2073
|
}
|
|
2074
2074
|
}
|
|
2075
2075
|
|
|
2076
|
-
const materialParamSchema =
|
|
2076
|
+
const materialParamSchema = materialParamSchemaForMaterial(
|
|
2077
2077
|
resolved.parameters ?? [],
|
|
2078
2078
|
authoredFirstPassShader,
|
|
2079
|
+
allPasses,
|
|
2079
2080
|
);
|
|
2080
2081
|
// feat-20260611-fox-skinning-vertex-attribute-chain M4 / w17 (D-5):
|
|
2081
2082
|
// bidirectional Skin <-> pbr-skin material fail-fast at extract.
|
|
@@ -94,6 +94,7 @@ import { AssetGuid, type AssetGuid as AssetGuidBytes } from '@forgeax/engine-pac
|
|
|
94
94
|
import { RhiError } from '@forgeax/engine-rhi';
|
|
95
95
|
import { GlobalTransform, Transform } from '@forgeax/engine-scene';
|
|
96
96
|
import {
|
|
97
|
+
DEFAULT_STANDARD_SURFACE_MODULE,
|
|
97
98
|
type MaterialShaderArtifact,
|
|
98
99
|
STANDARD_PIPELINE_PARAM_SCHEMA,
|
|
99
100
|
} from '@forgeax/engine-shader';
|
|
@@ -1780,6 +1781,33 @@ export function materialParametersToParamSchema(
|
|
|
1780
1781
|
return projectMaterialParametersToParamSchema(parameters);
|
|
1781
1782
|
}
|
|
1782
1783
|
|
|
1784
|
+
/**
|
|
1785
|
+
* Select the parameter ABI for one resolved material. The canonical Standard
|
|
1786
|
+
* schema is valid only for the engine-owned default Surface; a Standard root
|
|
1787
|
+
* with a project Surface keeps the custom fields that its cooked WGSL reads.
|
|
1788
|
+
*/
|
|
1789
|
+
export function materialParamSchemaForMaterial(
|
|
1790
|
+
parameters: readonly MaterialParameter[],
|
|
1791
|
+
authoredShaderId: string | undefined,
|
|
1792
|
+
passes: readonly MaterialPass[],
|
|
1793
|
+
): readonly ParamSchemaEntry[] {
|
|
1794
|
+
const firstPass =
|
|
1795
|
+
passes.find(
|
|
1796
|
+
(pass) =>
|
|
1797
|
+
!/shadow|depth/i.test(
|
|
1798
|
+
String(
|
|
1799
|
+
(pass.renderState?.tags as Record<string, unknown> | undefined)?.LightMode ?? pass.name,
|
|
1800
|
+
),
|
|
1801
|
+
),
|
|
1802
|
+
) ?? passes[0];
|
|
1803
|
+
const surfaceModule = firstPass?.program.moduleSlots?.surface;
|
|
1804
|
+
const schemaShaderId =
|
|
1805
|
+
surfaceModule === undefined || surfaceModule === DEFAULT_STANDARD_SURFACE_MODULE
|
|
1806
|
+
? authoredShaderId
|
|
1807
|
+
: undefined;
|
|
1808
|
+
return materialParametersToParamSchema(parameters, schemaShaderId);
|
|
1809
|
+
}
|
|
1810
|
+
|
|
1783
1811
|
/**
|
|
1784
1812
|
* Resolve color semantics from the material asset first and the shader schema
|
|
1785
1813
|
* for fields the asset does not redeclare. Generated and historical pack
|
|
@@ -1983,9 +2011,10 @@ export function resolveMaterialSnapshot(
|
|
|
1983
2011
|
paramSnap[k] = v as number[];
|
|
1984
2012
|
}
|
|
1985
2013
|
}
|
|
1986
|
-
const materialParamSchema =
|
|
2014
|
+
const materialParamSchema = materialParamSchemaForMaterial(
|
|
1987
2015
|
resolved.parameters ?? [],
|
|
1988
2016
|
authoredFirstPassShader,
|
|
2017
|
+
allPasses,
|
|
1989
2018
|
);
|
|
1990
2019
|
// feat-20260614 M8 (D-19): texture / sampler values are embedded GUIDs
|
|
1991
2020
|
// (dash-form strings) after loadByGuid. Resolve each to a user-tier column
|
package/src/render-system.ts
CHANGED
|
@@ -667,6 +667,13 @@ export interface RenderSystem {
|
|
|
667
667
|
renderReadLeases?: readonly RenderReadLease[],
|
|
668
668
|
timingCapture?: GpuTimingCapture,
|
|
669
669
|
): boolean;
|
|
670
|
+
/**
|
|
671
|
+
* Return the asset binding consumed by the last successful record pass.
|
|
672
|
+
* Dynamic geometry uses this renderer-owned frame fact as its publication
|
|
673
|
+
* barrier; ECS component presence alone is not a draw receipt.
|
|
674
|
+
*/
|
|
675
|
+
isDynamicGeometryConsumed(world: World, entity: number, meshHandle: number | undefined): boolean;
|
|
676
|
+
invalidateGeometryHistory(): void;
|
|
670
677
|
/** Prepare a detached graph candidate without entering the frame record path. */
|
|
671
678
|
prepareRecoveryGraphCandidate(
|
|
672
679
|
runtime: RecoveryGraphCandidateRuntime,
|
|
@@ -1081,6 +1088,7 @@ export function createRenderSystem(internals: RenderSystemInternals): RenderSyst
|
|
|
1081
1088
|
let releaseProfilerCatalog =
|
|
1082
1089
|
phaseCatalogRegistration?.ok === true ? phaseCatalogRegistration.value : undefined;
|
|
1083
1090
|
let preparedWorlds: readonly World[] = [];
|
|
1091
|
+
let lastSubmittedDynamicGeometryBindings = new WeakMap<World, ReadonlyMap<number, number>>();
|
|
1084
1092
|
let latestCamera: CameraSnapshot | undefined;
|
|
1085
1093
|
const pointsLinesOwner = new StandardPointsLinesOwner(internals);
|
|
1086
1094
|
const instanceCollections = new InstanceProjectionStore();
|
|
@@ -2321,6 +2329,14 @@ export function createRenderSystem(internals: RenderSystemInternals): RenderSyst
|
|
|
2321
2329
|
releaseProfilerCatalog?.();
|
|
2322
2330
|
releaseProfilerCatalog = undefined;
|
|
2323
2331
|
},
|
|
2332
|
+
invalidateGeometryHistory(): void {
|
|
2333
|
+
frameState.temporalFrameTransaction.reset('signature-change');
|
|
2334
|
+
frameState.temporalFrame = undefined;
|
|
2335
|
+
frameState.temporalFrameInput = undefined;
|
|
2336
|
+
frameState.lastSuccessfulTemporalView = undefined;
|
|
2337
|
+
frameState.successfulTemporalFrameIndex = 0;
|
|
2338
|
+
frameState.pendingTemporalCommit = { kind: 'none' };
|
|
2339
|
+
},
|
|
2324
2340
|
get renderScene(): RenderSceneInspection {
|
|
2325
2341
|
return {
|
|
2326
2342
|
...persistentRenderScene.inspect(),
|
|
@@ -2525,6 +2541,10 @@ export function createRenderSystem(internals: RenderSystemInternals): RenderSyst
|
|
|
2525
2541
|
const profileSession = internals.profiler?.activeSession();
|
|
2526
2542
|
let ownsProfileFrame = false;
|
|
2527
2543
|
let submitted = false;
|
|
2544
|
+
// A failed draw must never leave a previous frame eligible to publish a
|
|
2545
|
+
// newly accepted dynamic-geometry candidate.
|
|
2546
|
+
lastSubmittedDynamicGeometryBindings = new WeakMap();
|
|
2547
|
+
const frameConsumedDynamicGeometryBindings = new WeakMap<World, Map<number, number>>();
|
|
2528
2548
|
if (profileSession !== undefined && opts.profileFrame === undefined) {
|
|
2529
2549
|
try {
|
|
2530
2550
|
ownsProfileFrame = profileSession.beginFrame(++directFrameId).ok;
|
|
@@ -3208,8 +3228,22 @@ export function createRenderSystem(internals: RenderSystemInternals): RenderSyst
|
|
|
3208
3228
|
persistentRenderScene.transmissionTopologyDemand(),
|
|
3209
3229
|
volumetricFog,
|
|
3210
3230
|
timingCapture,
|
|
3231
|
+
(entry) => {
|
|
3232
|
+
const renderable = entry.source;
|
|
3233
|
+
const world = compositionWorlds[renderable.worldId];
|
|
3234
|
+
if (world === undefined) return;
|
|
3235
|
+
let bindings = frameConsumedDynamicGeometryBindings.get(world);
|
|
3236
|
+
if (bindings === undefined) {
|
|
3237
|
+
bindings = new Map();
|
|
3238
|
+
frameConsumedDynamicGeometryBindings.set(world, bindings);
|
|
3239
|
+
}
|
|
3240
|
+
bindings.set(renderable.entityKey, renderable.assetHandle);
|
|
3241
|
+
},
|
|
3211
3242
|
),
|
|
3212
3243
|
);
|
|
3244
|
+
if (submitted) {
|
|
3245
|
+
lastSubmittedDynamicGeometryBindings = frameConsumedDynamicGeometryBindings;
|
|
3246
|
+
}
|
|
3213
3247
|
if (submitted) {
|
|
3214
3248
|
try {
|
|
3215
3249
|
internals.recoveryColdWorkGuard?.finish();
|
|
@@ -3345,6 +3379,14 @@ export function createRenderSystem(internals: RenderSystemInternals): RenderSyst
|
|
|
3345
3379
|
}
|
|
3346
3380
|
return submitted;
|
|
3347
3381
|
},
|
|
3382
|
+
isDynamicGeometryConsumed(
|
|
3383
|
+
world: World,
|
|
3384
|
+
entity: number,
|
|
3385
|
+
meshHandle: number | undefined,
|
|
3386
|
+
): boolean {
|
|
3387
|
+
if (!Number.isInteger(entity) || meshHandle === undefined) return false;
|
|
3388
|
+
return lastSubmittedDynamicGeometryBindings.get(world)?.get(entity) === meshHandle;
|
|
3389
|
+
},
|
|
3348
3390
|
pipelineDispatchCounts: dispatchCounts,
|
|
3349
3391
|
observeCurrentFrame(options: FrameObservationOptions) {
|
|
3350
3392
|
const currentFrameId = frameState.frameNumber - 1;
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"sources":["../src/components/glyph-text.ts","../src/components/sprite-playback-mode.ts","../src/systems/active-camera.ts"],"names":[],"mappings":";;;AAkDO,IAAM,SAAA,GAAY,gBAAgB,WAAA,EAAa;AAAA;AAAA;AAAA,EAGpD,UAAA,EAAY;AAAA,IACV,IAAA,EAAM,mBAAA;AAAA,IACN,OAAA,EAAS,CAAA;AAAA,IACT,mBAAA,EAAqB;AAAA,GACvB;AAAA,EACA,IAAA,EAAM,EAAE,IAAA,EAAM,QAAA,EAAU,SAAS,EAAA,EAAG;AAAA,EACpC,QAAA,EAAU,EAAE,IAAA,EAAM,KAAA,EAAO,SAAS,EAAA,EAAG;AAAA;AAAA;AAAA,EAGrC,KAAA,EAAO,EAAE,IAAA,EAAM,eAAA,EAAiB,OAAA,EAAS,IAAI,YAAA,CAAa,CAAC,CAAA,EAAG,CAAA,EAAG,CAAA,EAAG,CAAC,CAAC,CAAA;AACxE,CAAC;;;ACXM,IAAM,yBAAA,GAA4B,CAAA;AAGlC,IAAM,0BAAA,GAA6B,CAAA;AAGnC,IAAM,cAAA,GAAiB,OAAO,MAAA,CAAO;AAAA,EAC1C,IAAA,EAAM,yBAAA;AAAA,EACN,KAAA,EAAO;AACT,CAAU;AAeH,SAAS,0BAA0B,KAAA,EAAmC;AAC3E,EAAA,OAAO,KAAA,KAAU,6BAA6B,OAAA,GAAU,MAAA;AAC1D;;;ACnBO,IAAM,iBAAA,GAAoB,cAAA;AAkB1B,SAAS,gBAAgB,KAAA,EAAwC;AACtE,EAAA,IAAI,CAAC,KAAA,CAAM,WAAA,CAAY,iBAAiB,GAAG,OAAO,MAAA;AAClD,EAAA,OAAO,KAAA,CAAM,YAA0B,iBAAiB,CAAA;AAC1D;AAUO,SAAS,eAAA,CAAgB,OAAc,MAAA,EAAsB;AAClE,EAAA,KAAA,CAAM,cAAA,CAA6B,iBAAA,EAAmB,EAAE,MAAA,EAAQ,CAAA;AAClE;AAiBO,SAAS,uBAAA,CACd,gBACA,YAAA,EACQ;AACR,EAAA,IAAI,YAAA,KAAiB,QAAW,OAAO,EAAA;AACvC,EAAA,OAAO,cAAA,CAAe,QAAQ,YAAY,CAAA;AAC5C","file":"chunk-FJ6P52EE.mjs","sourcesContent":["// @forgeax/engine-runtime - GlyphText component (feat-20260531-world-space-msdf-text-rendering M4 / w14).\n//\n// `GlyphText` is the authoring source component for world-space MSDF text\n// (requirements AC-06 / §domain model). It carries ONLY authoring data; the\n// glyph quad baking + MeshFilter / MeshRenderer attachment is the job of the\n// `glyphTextLayoutSystem` (plan-strategy D-2: GlyphText is pure authoring\n// data, baking is a system responsibility). There is NO `TextLayoutAsset`\n// intermediate (OOS-5) -- layout output lives directly in a baked MeshAsset.\n//\n// Naming: single-semantic component drops the `Component` suffix\n// (AGENTS.md §Component naming rule #1 -- Transform / Camera / GlyphText).\n//\n// Schema vocab:\n// - `fontHandle: 'shared<FontAsset>'` -> `Handle<'FontAsset', 'shared'>`\n// (u32-stored; AssetRegistry owns the FontAsset lifecycle). AI users\n// obtain the handle via `assets.loadByGuid<FontAsset>(guid)`.\n// - `text: 'string'` -> native JS string (UniqueRefStore-backed, same\n// dispatch as `Name.value`).\n// - `fontSize: 'f32'` -> layout scale applied to the FontAsset metrics.\n// - `color: 'array<f32, 4>'` -> linear-space rgba tint (feat-20260709 M3:\n// collapsed from four `colorR/G/B/A` scalar columns into one inline\n// stride-4 SoA column, mirroring the DirectionalLight direction/color\n// idiom). Explicit layer-2 default [1,1,1,1] (opaque white).\n//\n// charter mapping: P1 (single import surface from `@forgeax/engine-render`,\n// co-located with `glyphTextLayoutSystem` that consumes it) + P3\n// (machine-readable schema literal) + P5 (consistent abstraction: same\n// `'shared<T>'` idiom as MeshFilter.assetHandle / MeshRenderer.materials).\n\nimport { defineComponent } from '@forgeax/engine-ecs';\n\n/**\n * Glyph text authoring component (world-space MSDF text).\n *\n * Spawn an entity with a `GlyphText` and the `glyphTextLayoutSystem`\n * (auto-wired by `createRenderer` / `createApp`) lays out the glyph quads,\n * bakes a `MeshAsset`, and attaches `MeshFilter` + `MeshRenderer` on the\n * next frame (Commands-deferred). Mutating `text` / `fontSize` / `color`\n * re-bakes the mesh in place (plan-strategy D-1 updateMesh; registry size\n * unchanged, AC-08).\n *\n * @example Spawn a world-space label:\n * import { GlyphText } from '@forgeax/engine-render/authoring';\n * const font = (await assets.loadByGuid(fontGuid)).unwrap();\n * world.spawn({\n * component: GlyphText,\n * data: { fontHandle: font, text: 'Hello', fontSize: 32,\n * color: [1, 1, 1, 1] },\n * });\n */\nexport const GlyphText = defineComponent('GlyphText', {\n // The layout/render owner re-resolves the font asset on the target world;\n // authoring text and style remain portable simulation state.\n fontHandle: {\n type: 'shared<FontAsset>',\n default: 0 as never,\n simulationTransient: true,\n },\n text: { type: 'string', default: '' },\n fontSize: { type: 'f32', default: 16 },\n // color carries an explicit layer-2 default [1,1,1,1] (opaque white); the\n // array layer-3 fallback is all-zero, so the default MUST be explicit (D-5).\n color: { type: 'array<f32, 4>', default: new Float32Array([1, 1, 1, 1]) },\n});\n","// @forgeax/engine-runtime - SpritePlaybackMode (u32 column encoding + mapper).\n//\n// SSOT for the SpriteAnimation.playbackMode ECS column (M2 T-12) and the\n// runtime tick-system branch selector (M4 T-23). The shape mirrors the M1\n// `Tonemap` block in `./camera.ts:72-90` (TONEMAP_NONE = 0 /\n// TONEMAP_REINHARD_EXTENDED = 1 + `type Tonemap = 'none' |\n// 'reinhard-extended'` + `tonemapFromF32`) for charter P4 consistent\n// abstraction — AI users keep one mental model across all u32-encoded\n// closed-union schema columns.\n//\n// Why `'u32'` + constant + mapper instead of a string-literal column?\n// ECS schema whitelist `SchemaFieldType` (packages/ecs/src/component.ts\n// section schema-field-type) does not accept string-literal unions\n// (research F-2 + F-5). Storing a u32 + translating to a closed\n// `'loop' | 'clamp'` literal union at the tick-system seam preserves\n// AI-user-facing narrowing (`switch (mode) { case 'loop': ... }`)\n// without forcing the ECS column to learn a new field-type vocabulary.\n//\n// Naming convention (plan-strategy section 8.command naming):\n// SPRITE_PLAYBACK_MODE_LOOP / SPRITE_PLAYBACK_MODE_CLAMP mirror M1\n// TONEMAP_* / TRANSPARENT_SORT_MODE_*. `spritePlaybackModeFromU32`\n// mirrors `tonemapFromF32` / `cameraProjectionFromF32`. AI users\n// discover the trio via single-import barrel re-export from\n// `@forgeax/engine-runtime` (wired in by M2 T-13).\n//\n// Anchors: plan-strategy section 2 D-5 + section 3.1 PR block SPM +\n// section 4 risk R-SCHEMA-1 reaction; research F-2 + F-5;\n// requirements section AC-02 + section 2.3 playbackMode row;\n// plan-tasks.json T-07 acceptanceCheck (rg\n// \"SPRITE_PLAYBACK_MODE_LOOP|SPRITE_PLAYBACK_MODE_CLAMP|\n// spritePlaybackModeFromU32\" >= 3 hits in this file).\n\n/**\n * Playback mode discriminator literal union (requirements section AC-02 +\n * section 2.3). Two members for the MVP:\n *\n * `'loop'` — `currentFrame = (currentFrame + 1) % frameCount`; the\n * sprite-animation-tick system wraps the index when\n * `accumDt >= frameDuration` (default for hello-sprite-\n * atlas demo \"100 sprites synchronised walk cycle\").\n * `'clamp'` — `currentFrame = min(currentFrame + 1, frameCount - 1)`;\n * holds the last frame for death / terminator-animation\n * style sequences (requirements section 2.5 q8 lock).\n *\n * Future modes (`'pingpong'`, reverse playback, arbitrary frame index\n * jumps) are deferred per requirements OOS-03. The closed union shape\n * leaves room for additive growth without breaking the u32 enum encoding\n * (plan-strategy section 2 D-5).\n */\nexport type SpritePlaybackMode = 'loop' | 'clamp';\n\n/** Numeric encoding of the loop playback mode (schema value for `playbackMode`). */\nexport const SPRITE_PLAYBACK_MODE_LOOP = 0 as const;\n\n/** Numeric encoding of the clamp playback mode (schema value for `playbackMode`). */\nexport const SPRITE_PLAYBACK_MODE_CLAMP = 1 as const;\n\n/** Grouped authoring values; the numeric ECS encoding stays owner-local. */\nexport const SpritePlayback = Object.freeze({\n loop: SPRITE_PLAYBACK_MODE_LOOP,\n clamp: SPRITE_PLAYBACK_MODE_CLAMP,\n} as const);\n\n/**\n * Map a `SpriteAnimation.playbackMode` numeric column value to the closed\n * `SpritePlaybackMode` string-literal union. The defensive fallback mirrors\n * `cameraProjectionFromF32` / `tonemapFromF32` precedent — a value other\n * than `SPRITE_PLAYBACK_MODE_CLAMP` (1) maps to `'loop'`, so stale or\n * uninitialised entities surface a predictable playback shape through the\n * tick-system query (rather than throwing or returning `undefined`).\n * Validation of `playbackMode` happens at schema-write time, not here.\n *\n * The tick-system in M4 T-23 (`spriteAnimationTickSystem`) consumes the\n * return value via `switch (mode) { case 'loop': ...; case 'clamp': ... }`\n * to pick the per-branch frame-advance arithmetic.\n */\nexport function spritePlaybackModeFromU32(value: number): SpritePlaybackMode {\n return value === SPRITE_PLAYBACK_MODE_CLAMP ? 'clamp' : 'loop';\n}\n","// @forgeax/engine-runtime - ActiveCamera KV resource + selection helper.\n//\n// feat-20260630-viewport-2x2-run-x-display-redesign M2 w12 / plan-strategy D-2.\n//\n// PROBLEM (research Finding 4): the render extract stage selects the camera by\n// archetype-query FIRST-HIT (`cameras[0]`) and fires `render-system-multi-camera`\n// when more than one [Camera, Transform, Entity] entity exists. A single engine\n// world that carries BOTH an editor orbit camera AND a game camera therefore\n// cannot pick which one renders. This module adds the minimum neutral mechanism:\n// an `ActiveCamera { entity }` resource naming the entity to render through.\n//\n// ENGINE-NEUTRAL (requirements OOS-4 / AC-16): the engine knows only entity IDs.\n// It does NOT know which entity is \"editor\" or \"game\" -- the caller (editor side)\n// decides what `ActiveCamera.entity` points at. No editor concept enters this\n// file or the engine layer.\n//\n// BACKWARD COMPATIBLE (plan-strategy D-2): when the resource is ABSENT, or the\n// named entity is not among the queried cameras, selection falls back to the\n// existing first-hit behavior unchanged. Single-camera scenes are unaffected.\n//\n// Surface:\n// - interface ActiveCamera { entity: number }\n// - constant ACTIVE_CAMERA_KEY = 'ActiveCamera'\n// - helper getActiveCamera(world): ActiveCamera | undefined\n// - helper setActiveCamera(world, entity): void\n// - pure selectActiveCameraIndex(cameraEntities, activeEntity): number\n//\n// @new-surface KV resource: ECS has no defineResource factory; the TS POD\n// interface + string KV key form is the minimum-new-surface route, mirroring\n// TransparentSortConfig. The world resource store\n// (insertResource / getResource / hasResource) is reused unchanged.\n// @derives world.hasResource / world.insertResource / world.getResource KV API.\n// @fallback getActiveCamera KV missing returns undefined; no warn; no throw\n// (absent ActiveCamera is a legal state -> first-hit fallback in extract).\n//\n// charter mapping: F1 (single-import barrel + single entity pointer, smallest\n// concept face vs a multi-field priority/enabled scheme) + P4 (consistent\n// abstraction -- same world.{has,get,insert}Resource KV API as every other\n// engine resource consumer).\n\nimport type { World } from '@forgeax/engine-ecs';\n\n// ────────────────────────────────────────────────────────────────────────────\n// POD interface + KV key\n// ────────────────────────────────────────────────────────────────────────────\n\n/**\n * Active-camera pointer (plain-data POD). Lives as a world-level resource keyed\n * by `ACTIVE_CAMERA_KEY`. `entity` is the packed entity id (engine `EntityHandle`\n * is a branded number) of the camera the renderer should use.\n *\n * The engine treats `entity` as an opaque id; whether it names an editor camera\n * or a game camera is a caller-side decision (OOS-4 — engine stays neutral).\n */\nexport interface ActiveCamera {\n readonly entity: number;\n}\n\n/** World resource key for the `ActiveCamera` KV entry. */\nexport const ACTIVE_CAMERA_KEY = 'ActiveCamera' as const;\n\n// ────────────────────────────────────────────────────────────────────────────\n// Helpers\n// ────────────────────────────────────────────────────────────────────────────\n\n/**\n * Read the world's `ActiveCamera` resource.\n *\n * @fallback KV missing returns `undefined` — absent ActiveCamera is a legal\n * state (the renderer falls back to archetype first-hit). NO warn, NO throw.\n * The `hasResource` guard precedes the read so this helper never trips\n * `ResourceNotFoundError` from `world.getResource`.\n *\n * @example\n * const a = getActiveCamera(world); // undefined when not set\n * if (a) { ... a.entity ... }\n */\nexport function getActiveCamera(world: World): ActiveCamera | undefined {\n if (!world.hasResource(ACTIVE_CAMERA_KEY)) return undefined;\n return world.getResource<ActiveCamera>(ACTIVE_CAMERA_KEY);\n}\n\n/**\n * Write the world's `ActiveCamera` resource (idempotent last-write-wins via\n * `world.insertResource`). The renderer will use the camera whose entity id\n * equals `entity`, or fall back to first-hit if that id is not a queried camera.\n *\n * @example\n * setActiveCamera(world, gameCameraEntity); // render through the game camera\n */\nexport function setActiveCamera(world: World, entity: number): void {\n world.insertResource<ActiveCamera>(ACTIVE_CAMERA_KEY, { entity });\n}\n\n/**\n * Pure selection: given the entity ids of every camera surfaced by the extract\n * archetype query (in query order) and the optional active-camera entity id,\n * return the index of the active camera in `cameraEntities`, or `-1` to signal\n * \"no selection — use first-hit fallback\".\n *\n * `-1` is returned when `activeEntity` is `undefined` (resource absent) OR when\n * the id is not present among `cameraEntities` (stale / non-camera entity).\n * Both cases preserve the existing first-hit behavior (plan-strategy D-2).\n *\n * @example\n * selectActiveCameraIndex([10, 20, 30], 20) === 1 // pick the 2nd camera\n * selectActiveCameraIndex([10, 20, 30], undefined) === -1 // first-hit\n * selectActiveCameraIndex([10, 20, 30], 999) === -1 // first-hit\n */\nexport function selectActiveCameraIndex(\n cameraEntities: readonly number[],\n activeEntity: number | undefined,\n): number {\n if (activeEntity === undefined) return -1;\n return cameraEntities.indexOf(activeEntity);\n}\n"]}
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The M1 SSOT\n// `packages/runtime/src/components/sprite-playback-mode.ts` carries the\n// numeric constants + the `spritePlaybackModeFromU32` mapper that turns\n// the column value back into a string-literal union at the M4 tick-system\n// seam — same shape as the M1 Tonemap encoding (`tonemap: 'f32'` +\n// TONEMAP_NONE / TONEMAP_REINHARD_EXTENDED + tonemapFromF32). One mental\n// model across all closed-union schema columns; charter P4 consistent\n// abstraction.\n//\n// Why array<f32> (variable) and not array<f32, N> (fixed) for regions?\n// The length `frameCount * 4` is data-dependent: `frameCount` is itself a\n// per-entity column read at runtime, not a schema-time literal. Same\n// shape as M1 `Instances.transforms: 'array<f32>'` whose length depends\n// on the live instance count; D-6 codifies the precedent.\n//\n// dt accumulator clock model (requirements section 2.5 q6 + plan-strategy\n// section 2 D-5):\n// accumDt += Time.delta\n// while (accumDt >= frameDuration) { advance currentFrame; accumDt -= frameDuration }\n// The carry-over `accumDt` survives across ticks so frame timing stays\n// stable under jittery dt; M4 T-23 implements the loop. Per-frame UV\n// is materialised by writing the slice\n// `regions[currentFrame*4 .. currentFrame*4 + 4]` into the entity's\n// `SpriteRegionOverride.region` column (T-11 + M4 T-23).\n//\n// Sprite-only consumption (requirements section 5 constraint #2): the\n// M4 tick system + the M3 extract branch read this component only when\n// the entity routes through the sprite bucket. Opaque buckets ignore\n// the component even when present. Naming keeps the `Sprite` prefix per\n// OOS-01 (no premature 3D generalisation); 3D UV animation lands in a\n// separate component in a future feat.\n//\n// 4-step recipe (charter F1 progressive disclosure — minimum walk-cycle\n// host code; full demo lands in M6 hello-sprite-atlas):\n// 1. Build atlas via `forgeax-engine-remote-asset atlas --input <glob> --name <prefix> --output <dir>`\n// (M5 build-time hook); load the emitted `<name>.atlas.png` plus\n// `<name>.atlas.meta.json` sidecar.\n// 2. Register the sprite material referencing the atlas\n// `TextureAsset` with the initial frame's `region` rectangle (the\n// runtime tick system overrides this region per entity per frame).\n// 3. `world.spawn` an entity with `MeshFilter(HANDLE_QUAD)` +\n// `MeshRenderer(spriteMaterial)` + `Instances(...)` plus this\n// `SpriteAnimation` (frameCount / frameDuration / regions /\n// playbackMode) and `SpriteRegionOverride { region }` (the tick\n// system writes per-frame UV).\n// 4. Add `spriteAnimationTickSystem` (M4 T-23) to the schedule between\n// input/time and `RenderSystem.extract`.\n//\n// @derives `defineComponent` factory (packages/ecs/src/component.ts) —\n// `'u32'` / `'f32'` are scalar tier-1 keywords; `'array<f32>'` is a\n// tier-2 schema-vocab keyword (variable-capacity; M1 feat-20260515\n// buffer-array vocab). Layer-3 default fallback fills missing\n// `currentFrame` / `accumDt` / `playbackMode` with 0\n// (component-default-fallback typeDefault table).\n// @consumes M4 T-23 (`spriteAnimationTickSystem` reads all 6 fields and\n// writes per-frame slice into SpriteRegionOverride).\n//\n// charter mapping: F1 (single-import barrel discovery + 4-step recipe\n// at the JSDoc head); P3 (4 explicit error fields surface via the M4\n// tick-system fail-fast — `regions.length` mismatch / `frameDuration`\n// non-positive routes through SpriteAnimationInvalidError, M1 T-05);\n// P4 (consistent abstraction — same numeric closed-union encoding as\n// Tonemap / TransparentSortConfig.mode); P5 (producer / consumer\n// separation — atlas regions are produced build-time by\n// vite-plugin-image and consumed runtime as a flat Float32Array; AI\n// users never call a packer at runtime).\n//\n// Anchors: plan-strategy section 2 D-5 + D-6 + section 3.1 SAC + section\n// 4 risks R-SCHEMA-1 + R-SCHEMA-2 + R-TIME-1 reaction; plan-tasks.json\n// T-12; research F-2 + F-3 + F-5; requirements section AC-02 + section\n// 2.3 + section 2.5 + section 7 boundary table.\n\nimport { defineComponent } from '@forgeax/engine-ecs';\n\n/**\n * Per-entity sprite frame-tick clock.\n *\n * Schema (6 fields, 1:1 with requirements section 2.3):\n * - `frameCount: u32` — total frames (>= 1).\n * - `frameDuration: f32` — seconds per frame (> 0).\n * - `currentFrame: u32` — live frame index (0..frameCount). Layer-3\n * default `0` when omitted at spawn.\n * - `accumDt: f32` — dt residue carried across ticks. Layer-3 default\n * `0` when omitted; lives on the component (not on a system-side\n * resource) so the system stays stateless and AI-user setFrame paths\n * can reset both `currentFrame` and `accumDt` atomically.\n * - `regions: array<f32>` — flat per-frame UV rectangles\n * `[uMin, vMin, uW, vH]`; runtime invariant\n * `regions.length === frameCount * 4` (enforced by the M4 tick system).\n * - `playbackMode: u32` — numeric encoding of `SpritePlaybackMode`;\n * `SPRITE_PLAYBACK_MODE_LOOP = 0` (default) /\n * `SPRITE_PLAYBACK_MODE_CLAMP = 1`.\n *\n * Pair with `SpriteRegionOverride` (T-11) — the tick system writes the\n * per-frame UV slice into the override column, which `render-system-\n * extract` then reads in the sprite bucket branch.\n *\n * @example Spawn a 4-frame walk cycle that loops:\n * import { MeshFilter, MeshRenderer } from '@forgeax/engine-render';\n * import {\n * SpriteAnimation, SpriteRegionOverride, SPRITE_PLAYBACK_MODE_LOOP,\n * } from '@forgeax/engine-render/authoring';\n * import { Transform } from '@forgeax/engine-scene';\n * import { HANDLE_QUAD } from '@forgeax/engine-assets-runtime';\n *\n * // 4 frames packed in an atlas, each 64x64 inside a 256x64 row:\n * const regions = new Float32Array([\n * 0.00, 0, 0.25, 1, // walk-0\n * 0.25, 0, 0.25, 1, // walk-1\n * 0.50, 0, 0.25, 1, // walk-2\n * 0.75, 0, 0.25, 1, // walk-3\n * ]);\n * world.spawn(\n * { component: Transform, data: { pos: [0, 0, 0],\n * quat: [0, 0, 0, 1], scale: [1, 1, 1] } },\n * { component: MeshFilter, data: { assetHandle: HANDLE_QUAD } },\n * { component: MeshRenderer, data: { materials: [spriteMaterial] } },\n * { component: SpriteAnimation,\n * data: {\n * frameCount: 4,\n * frameDuration: 0.1,\n * regions,\n * playbackMode: SPRITE_PLAYBACK_MODE_LOOP,\n * } },\n * { component: SpriteRegionOverride,\n * data: { region: new Float32Array([0, 0, 0.25, 1]) } },\n * );\n *\n * @example Manual setFrame — jump to frame 2 atomically:\n * world.set(entity, SpriteAnimation,\n * { currentFrame: 2, accumDt: 0 }).unwrap();\n *\n * Error path (M4 T-23 routes through `SpriteAnimationInvalidError`,\n * `EcsErrorCode === 'sprite-animation-invalid'`; charter P3):\n * - `regions.length !== frameCount * 4` -> detail.field = 'regions-length',\n * detail carries `regionsLength` + `frameCount`.\n * - `frameDuration <= 0` -> detail.field = 'frame-duration', detail carries\n * `frameDuration`.\n */\nexport const SpriteAnimation = defineComponent('SpriteAnimation', {\n frameCount: { type: 'u32' },\n frameDuration: { type: 'f32' },\n currentFrame: { type: 'u32', transient: true },\n accumDt: { type: 'f32', transient: true },\n regions: { type: 'array<f32>' },\n playbackMode: { type: 'u32' },\n});\n","// @forgeax/engine-runtime - SpriteInstances component (per-entity 2D\n// instanced-draw transforms + per-instance UV region).\n//\n// Schema: 2 array<f32> fields. `transforms` carries packed column-major mat4\n// instance transforms (16 f32 per instance, stride = 16). `regions` carries\n// packed per-instance UV vec4 (4 f32 per instance, stride = 4; layout\n// [uMin, vMin, uW, vH] mirroring SpriteAnimation.regions). The pair share\n// the same instance count; the SSOT invariant is\n// transforms.length / 16 === regions.length / 4\n// enforced through a TWO-LAYER contract:\n//\n// 1. AI user set-site: spawn / `world.set` / `world.push` callers pass two\n// Float32Arrays whose lengths satisfy the stride pair. The set site is\n// the AI user's responsibility — the engine cannot prove column-major\n// mat4 packing or per-instance UV intent without caller declaration.\n// 2. RenderSystem extract entry: `render-system-extract.ts` performs a\n// defensive `transforms.length / 16 === regions.length / 4` check on\n// every `world.get(e, SpriteInstances)` snapshot at frame extract time;\n// violations route a structured `SpriteInstancesCountMismatchError`\n// (`code: 'sprite-instances-count-mismatch'`,\n// `detail: { transformsLength, regionsLength, expectedStride: { transforms: 16, regions: 4 } }`)\n// through the World Layer-3 ErrorHandler and the renderable is skipped.\n// Two further extract-entry checks fire:\n// - `'sprite-instances-requires-sprite-shader'` — MaterialAsset's\n// first pass `shader` must be `'forgeax::sprite'`.\n// - `'sprite-instances-mutually-exclusive-with-instances'` — same\n// entity must not carry both Instances + SpriteInstances.\n// (Error class declarations live in `@forgeax/engine-ecs` errors.ts; the\n// extract-entry fire path is owned by feat M3 w12 / w13.)\n//\n// Peer relation to Instances (charter P4 consistent abstraction):\n// - Instances : 3D scene primitive — per-instance mat4 only (stride 16).\n// - SpriteInstances : 2D scene primitive — per-instance mat4 + per-instance\n// UV region (interleaved 80B per instance: 64B mat4 + 16B region).\n// AI users pick by data shape (does the per-instance carry UV?). Both ride\n// the array-vocab path and route through the same Layer-3 error envelope.\n//\n// Group transform chained semantics (charter proposition 5 mental migration):\n// When the same entity carries both `Transform` (entity_world) and\n// `SpriteInstances` (per-instance local transforms), the vertex shader\n// composes per instance:\n// world_position[i] = entity_world * instances_local[i] * vertex_position\n// `SpriteInstances.transforms[i*16..i*16+15]` is interpreted as a local-\n// space transform under the entity, exactly like `Instances.transforms`.\n// Set the entity's `Transform` to identity to make `instances_local[i]`\n// directly world-space.\n//\n// Uniform / storage buffer cap (research D-R-4 + AC-04): 80B per instance\n// * 128-cap fallback = 10240 B < 16384 B uniform max; the storage-buffer\n// path is uncapped and used by capable backends (RenderSystem record-stage\n// cap-gate).\n//\n// 4-segment minimum contract (read this header before reaching for the\n// source body):\n//\n// ===== (a) single-component import + spawn example =====\n//\n// import {\n// createRenderer,\n// MeshFilter, MeshRenderer, Transform,\n// SpriteInstances, type SpriteInstancesData,\n// } from '@forgeax/engine-render';\n//\n// // 1 entity rendering N instanced sprites (16N transforms f32 + 4N regions f32):\n// const transforms = new Float32Array(N * 16);\n// const regions = new Float32Array(N * 4);\n// // ... fill column-major mat4 columns + [uMin, vMin, uW, vH] per instance ...\n// world.spawn(\n// { component: MeshFilter, data: { assetHandle: HANDLE_QUAD } },\n// { component: MeshRenderer, data: { /* sprite-shaded MaterialAsset */ } },\n// { component: SpriteInstances, data: { transforms, regions } },\n// );\n//\n// ===== (b) packed mat4 + region layout =====\n//\n// const transforms = new Float32Array(N * 16); // column-major mat4 per instance\n// const regions = new Float32Array(N * 4); // [uMin, vMin, uW, vH] per instance\n// // instance i occupies floats:\n// // transforms[i*16 .. i*16+15] — column-major mat4 (translation in m03/m13/m23)\n// // regions [i* 4 .. i* 4+ 3] — uMin, vMin, uW, vH (atlas-normalized UV rect)\n//\n// `transforms.length` MUST be a non-zero multiple of 16; `regions.length`\n// MUST be a non-zero multiple of 4; the per-instance count derived from\n// both MUST agree. AI users gate at the set / push site; the RenderSystem\n// extract entry holds the second defensive (see error path 1 below).\n//\n// ===== (c) error code consumption (typed property access, no message regex) =====\n//\n// // Stride / mutual-exclusion / sprite-shader violations surface through\n// // the engine-ecs Layer-3 ErrorHandler when extract reads a malformed\n// // snapshot:\n// // on('error', (err) => {\n// // switch (err.code) {\n// // case 'sprite-instances-count-mismatch':\n// // // err.detail.transformsLength / regionsLength / expectedStride\n// // break;\n// // case 'sprite-instances-requires-sprite-shader':\n// // // err.detail.entityId / observedMaterialShaderId\n// // break;\n// // case 'sprite-instances-mutually-exclusive-with-instances':\n// // // err.detail.entityId\n// // break;\n// // }\n// // });\n//\n// charter mapping (charter v2 numbering, with round-1 v1 aliases retained\n// in parentheses so reviewers tracking the v1 spec can cross-reference;\n// SSOT for the v2 -> v1 alias map is the AI User Charter — see\n// .claude/skills/forgeax-closed-loop/agents/ai-user-charter.md):\n// F1 (alias: proposition 1) — single import surface\n// `import { SpriteInstances, type SpriteInstancesData } from\n// '@forgeax/engine-render'`;\n// P2 (alias: proposition 3) — machine-readable schema > prose:\n// `{ transforms: 'array<f32>', regions: 'array<f32>' }` is the SSOT,\n// stride pair documented here + enforced at the RenderSystem entry;\n// P3 (alias: proposition 4) — explicit failure: 3 structured EcsError\n// codes route per failure shape, not silent half-row;\n// P4 (alias: proposition 5) — consistent abstraction: SpriteInstances\n// mirrors Instances — both ride the array-vocab path; pick by data\n// shape, not by API.\n//\n// Anchors: requirements AC-01 (component schema), AC-03 (3 error codes),\n// AC-09 (IDE autocomplete + type inference); plan-strategy D-1 (interleaved\n// single binding slot), D-6 (3 codes declared in M1 ecs, fired in M3 render),\n// D-7 (type export location), D-8 (barrel re-export at runtime, not ecs).\n\nimport { defineComponent } from '@forgeax/engine-ecs';\n\n/**\n * Per-entity 2D instanced-draw primitive (ECS component).\n *\n * Carries two variable-length `array<f32>` fields:\n * - `transforms` — column-major mat4 per instance (16 f32, stride 16);\n * - `regions` — UV vec4 per instance ([uMin, vMin, uW, vH], 4 f32,\n * stride 4).\n *\n * The pair share the same instance count; the invariant\n * `transforms.length / 16 === regions.length / 4` is enforced at the\n * RenderSystem extract entry (NOT at ECS write paths). The runtime\n * RenderSystem consumer materialises a fresh `Float32Array` snapshot on\n * every `world.get(e, SpriteInstances)` access and uploads an interleaved\n * 80B-per-instance buffer to the GPU in the record stage.\n *\n * @example Spawn an entity rendering 10000 instanced sprites:\n * const transforms = new Float32Array(10000 * 16);\n * const regions = new Float32Array(10000 * 4);\n * // ... fill mat4 columns + [uMin, vMin, uW, vH] ...\n * world.spawn(\n * { component: MeshFilter, data: { assetHandle: HANDLE_QUAD } },\n * { component: MeshRenderer, data: { ... } },\n * { component: SpriteInstances, data: { transforms, regions } },\n * );\n */\nexport const SpriteInstances = defineComponent('SpriteInstances', {\n transforms: { type: 'array<f32>' },\n regions: { type: 'array<f32>' },\n});\n\n/**\n * Type-level hint for `data` at the `SpriteInstances` spawn site.\n *\n * The runtime ECS column shape for `array<f32>` accepts a `Float32Array`\n * payload at spawn / set time (the bytes are copied into the BufferPool\n * slot). Both fields are typed as `Float32Array` so AI-user IDE\n * autocomplete picks up the typed-array shape and the AC-09 inference\n * surfaces without `as` casts inside `world.get(e, SpriteInstances)` and\n * QueryRow access paths.\n *\n * @example\n * import type { SpriteInstancesData } from '@forgeax/engine-render/authoring';\n * const data: SpriteInstancesData = {\n * transforms: new Float32Array(N * 16),\n * regions: new Float32Array(N * 4),\n * };\n */\nexport type SpriteInstancesData = {\n readonly transforms: Float32Array;\n readonly regions: Float32Array;\n};\n","// @forgeax/engine-runtime - SpriteRegionOverride (per-entity UV region\n// override, sprite-only).\n//\n// Schema: 1 fixed-length array column `region: 'array<f32, 4>'` carrying a\n// packed UV sub-rectangle `[uMin, vMin, uW, vH]`. The fixed `4` length is\n// enforced at compile time by the ECS schema-vocab keyword\n// `'array<T, N>'` (D-6: prefer compile-time enforcement over runtime\n// fail-fast for length-bound contracts).\n//\n// Why an entity-side override component instead of a render parameter on\n// MaterialRenderer? Plan-strategy section 1 / requirements section 5\n// constraint #1 (Pipeline Isolation R1, M1 ssot): `AssetRegistry` stays\n// append-only / read-only and `MaterialRenderer` schema is frozen.\n// Per-entity render-parameter overrides ride the same rail as Layer /\n// SortKey — one ECS column per entity, read at extract time, never\n// flowing back to the asset.\n//\n// Sprite-only consumption (requirements section 5 constraint #2 + section\n// 7 boundary line 1): `render-system-extract` reads this component ONLY\n// inside the sprite bucket branch (`pipelineTag === 'sprite'` plus the\n// asset-side sprite discriminant). Opaque (`unlit` / `standard`) buckets\n// ignore the column even when the entity happens to carry it; the M3\n// T-15 grep gate\n// (`packages/runtime/src/__tests__/sprite-only-isolation-grep-gate.test.ts`)\n// asserts this file contains zero substring matches against the asset\n// discriminant identifier as a structural lock (charter P5 producer /\n// consumer separation: the component owner never names the asset\n// discriminant directly).\n//\n// Naming: bare `SpriteRegionOverride` (no `Component` suffix per\n// AGENTS.md section Component naming \"Single-semantic components drop\n// the Component suffix\"). The `Sprite` prefix is intentional — 3D UV\n// region animation lands in a separate component (e.g. future\n// `MaterialRegionOverride`) per OOS-01 to avoid premature 3D\n// generalisation. Plan-strategy section 8 naming convention pins the\n// prefix to make the AC-11 grep gate trivially decidable.\n//\n// @derives `defineComponent` factory (packages/ecs/src/component.ts) —\n// `'array<f32, 4>'` is on the `SchemaVocabKeyword` whitelist (line ~94\n// `array<${ManagedArrayElementType}, ${number}>`).\n// @consumes M3 T-16 (`render-system-extract.ts` sprite bucket branch\n// reads override into `paramSnapshot.region`, post-M3 feat-20260625\n// ablation -- the pre-ablation per-entity hop through the snapshot\n// POD layer collapsed into the generic paramSchema-driven path).\n// @produces M4 T-23 (`spriteAnimationTickSystem` writes per-frame UV\n// slice into `region`).\n//\n// charter mapping: F1 (single-import barrel discovery — joins Layer /\n// SortKey / Transform / SpriteAnimation under a single\n// `from '@forgeax/engine-render'`); P3 (compile-time length=4 lock\n// surfaces mismatched payloads at the TS edge before the column write\n// path observes them); P4 (consistent abstraction — same per-entity\n// override shape AI users already learned for Layer / SortKey).\n//\n// Anchors: plan-strategy section 2 D-6 + section 3.1 SRO + section 4\n// risk R-SCHEMA-2 reaction; plan-tasks.json T-11; research F-5;\n// requirements section AC-01 + section 2.4 + section 5 constraint #2.\n\nimport { defineComponent } from '@forgeax/engine-ecs';\n\n/**\n * Per-entity sprite UV region override (sprite-only).\n *\n * Carries a fixed-length `Float32Array(4)` of `[uMin, vMin, uW, vH]` that\n * `render-system-extract` reads in the sprite bucket branch and writes\n * into `paramSnapshot.region`, replacing the asset-side region for\n * this entity only (feat-20260625 M3 ablation: the prior per-entity POD\n * indirection collapsed into the generic paramSchema-driven snapshot).\n * Opaque buckets ignore this component; the AC-11 grep gate keeps the\n * producer / consumer separation structural (this file never names the\n * asset-side sprite discriminant identifier).\n *\n * Pair with `SpriteAnimation` to drive the override per frame\n * (sprite-animation-tick system, M4 T-23). Standalone use (manual region\n * override without animation) is also supported — set the column once and\n * the next extract picks up the new value.\n *\n * Schema-vocab keyword `'array<f32, 4>'` (D-6) — fixed-length 4 is the\n * compile-time enforcement axis. `Float32Array` payloads with length !== 4\n * round-trip fewer / more bytes per the underlying BufferPool slot, but\n * the slot is sized at schema registration time; AI users keep the\n * payload exactly four-floats wide.\n *\n * @example Spawn a sprite entity that displays the right half of an atlas:\n * import { MeshFilter, MeshRenderer } from '@forgeax/engine-render';\n * import { SpriteRegionOverride } from '@forgeax/engine-render/authoring';\n * import { Transform } from '@forgeax/engine-scene';\n * import { HANDLE_QUAD } from '@forgeax/engine-assets-runtime';\n *\n * world.spawn(\n * { component: Transform, data: { pos: [0, 0, 0],\n * quat: [0, 0, 0, 1], scale: [1, 1, 1] } },\n * { component: MeshFilter, data: { assetHandle: HANDLE_QUAD } },\n * { component: MeshRenderer, data: { materials: [spriteMaterial] } },\n * { component: SpriteRegionOverride,\n * data: { region: new Float32Array([0.5, 0, 0.5, 1]) } },\n * );\n *\n * @example Update the override at runtime (e.g. flip-frame test):\n * world.set(entity, SpriteRegionOverride,\n * { region: new Float32Array([0, 0, 1, 1]) }).unwrap();\n */\nexport const SpriteRegionOverride = defineComponent('SpriteRegionOverride', {\n region: { type: 'array<f32, 4>' },\n});\n","// @forgeax/engine-runtime - TileLayer (one render layer of a Tilemap).\n//\n// Schema (4 fields):\n// tiles array<u32> per-cell tile id (packed Tiled .tmj wire form);\n// length == parent.Tilemap.cols * rows.\n// layerOrder i32 render-order key (higher = drawn on top).\n// dirty u8 0 means clean, non-zero means dirty - the next\n// tilemap-chunk-extract-system pass rebuilds derived\n// per-cell entities for this layer.\n// sortScope u8 (TS: 0 = 'layer' (default) - terrain semantics:\n// closed every derived entity in this\n// 'layer' | layer shares one Layer.value\n// 'per-cell' (layerOrder << 20), so the\n// union) whole layer Y-sorts as a single\n// bucket. AI users grep\n// `sortScope: 'layer'` to confirm.\n// 1 = 'per-cell' - object semantics: each derived\n// entity carries its own foot-Y\n// key; preserves per-cell entity\n// derivation for Y-interleave\n// with sprite entities sharing\n// the same Layer.value.\n//\n// Storage rationale (D-V-3 R-NEW-1 fallback / round-2): ECS schema does not\n// yet support `values: ['layer', 'per-cell']` literal-union constraints\n// on a `'string'` column, so the on-disk shape is `u8` (0/1) but every\n// AI-facing TS surface (`TileLayerData.sortScope`) is the closed\n// `'layer' | 'per-cell'` string union. The bridge functions\n// `encodeSortScope` / `decodeSortScope` are the SSOT for the two-way\n// mapping (charter F1 — single grep target).\n//\n// Each TileLayer entity attaches to a Tilemap entity via ChildOf (the parent\n// field carries the Tilemap entity). M0 supports multiple TileLayer entities\n// per Tilemap (each rendered as an independent z-ordered layer).\n//\n// charter mapping: F1 (single-import barrel + single grep target for\n// `sortScope`), P1 (progressive disclosure — `'layer'` / `'per-cell'`\n// reads directly without a magic-number table), P3 (dirty flag is\n// explicit - silent re-extraction is forbidden), P4 (handle-free row\n// schema mirrors MeshFilter / MeshRenderer conventions).\n\nimport { defineComponent, type EcsError, type EntityHandle, type World } from '@forgeax/engine-ecs';\nimport type { Result } from '@forgeax/engine-types';\n\n/**\n * Closed string-literal union for the TileLayer.sortScope field. AI users\n * grep `sortScope` and land on this single SSOT type alias; switch\n * statements over this type are exhaustive without a default arm.\n *\n * - 'layer' - terrain semantics; whole layer shares one Layer.value\n * bucket and Y-sorts together (chunkIndex is folded into 0).\n * - 'per-cell' - object semantics; each derived entity gets its own\n * chunkIndex tiebreak so it can Y-interleave with\n * sprite entities carrying the same Layer.value (e.g. a\n * player sprite riding the same SPRITE_LAYER_VALUE).\n */\nexport type SortScope = 'layer' | 'per-cell';\n\n/** Compact authoring values for the stored u8 sort-scope field. */\nexport const TilemapSort = Object.freeze({\n layer: 0 as const,\n perCell: 1 as const,\n});\n\n/**\n * Bridge: `SortScope` -> on-disk u8. SSOT for the encoding (`'layer'` -> 0,\n * `'per-cell'` -> 1). The compile-time exhaustive switch guards against\n * silent drift if the union ever grows; adding a new literal here without\n * adding its arm fails typecheck (charter P3 — closed unions never default).\n */\nexport function encodeSortScope(scope: SortScope): 0 | 1 {\n switch (scope) {\n case 'layer':\n return TilemapSort.layer;\n case 'per-cell':\n return TilemapSort.perCell;\n }\n}\n\n/**\n * Bridge: on-disk u8 -> `SortScope`. Defaults to `'layer'` for any value\n * outside `{0, 1}` (defensive — the column is typed `u8` so out-of-range\n * values can only appear if a future schema migration loosens the bound;\n * the default preserves terrain semantics which is the safer of the two).\n */\nexport function decodeSortScope(raw: number | undefined): SortScope {\n return raw === 1 ? 'per-cell' : 'layer';\n}\n\n/**\n * Public TileLayer field shape (`world.spawn({ component: TileLayer, data:\n * { ... } })` payload). `sortScope` is the closed string union surfaced to\n * AI users; the runtime row encodes it as `u8` via `encodeSortScope` at\n * spawn time so on-disk storage stays compact.\n *\n * Treat as the `TileLayer` data SSOT — `defineComponent` schema below\n * mirrors it field-for-field with the bridge `sortScope: u8` in place of\n * the union literal.\n */\nexport interface TileLayerData {\n readonly tiles: Uint32Array;\n readonly layerOrder?: number;\n readonly dirty?: number;\n readonly sortScope?: SortScope;\n}\n\n/**\n * TileLayer component (M0 baseline rebuild + round-2 sortScope rename).\n *\n * AI users typically spawn a TileLayer + ChildOf pair pointing at an\n * existing Tilemap entity:\n *\n * @example\n * const tilesArray = new Uint32Array(cols * rows);\n * tilesArray[5 * cols + 7] = 1; // tile id 1 at cell (7, 5)\n * world.spawn(\n * { component: TileLayer, data: { tiles: tilesArray, layerOrder: 0 } },\n * { component: ChildOf, data: { parent: tilemapEntity } },\n * );\n *\n * Object-layer variant (Y-interleave with sprite entities):\n *\n * > NOTE: schema storage is `u8` (ECS schema does not support\n * > string-literal-union column constraints; see R-NEW-2). The\n * > AI-user surface is the closed `SortScope` string union, but\n * > `world.spawn` requires the numeric encoding — pass through\n * > `encodeSortScope('per-cell')` rather than the literal string.\n *\n * @example\n * world.spawn(\n * { component: TileLayer, data: {\n * tiles: objectTiles,\n * layerOrder: 1000,\n * sortScope: encodeSortScope('per-cell'),\n * } },\n * { component: ChildOf, data: { parent: tilemapEntity } },\n * );\n *\n * Defaults: `layerOrder = 0`, `dirty = 0`, `sortScope = 'layer'` (stored\n * as `u8 = 0`, i.e. `encodeSortScope('layer')`). `tiles` has no default -\n * AI users supply the per-cell array at spawn time. To trigger a re-build\n * after mutating tiles in place, call `markTileLayerDirty(world, layer)`.\n */\nexport const TileLayer = defineComponent('TileLayer', {\n tiles: { type: 'array<u32>' },\n layerOrder: { type: 'i32', default: 0 },\n dirty: { type: 'u8', default: 0 },\n sortScope: { type: 'u8', default: 0 },\n});\n\n/**\n * Mark a TileLayer entity dirty so the next `tilemapChunkExtractSystem`\n * pass purges and re-spawns its derived per-cell entities. Use this after\n * mutating `TileLayer.tiles` (e.g. an in-place patch via a column view).\n *\n * Returns the underlying ECS write result - on `err` branch the caller\n * can read `.code` to recover (`'stale-entity'` if the layer was\n * despawned, `'component-not-present'` if the entity is missing the\n * TileLayer column; both kebab-case literals are members of the closed\n * `EcsErrorCode` union).\n */\nexport function markTileLayerDirty(\n world: World,\n layerEntity: EntityHandle,\n): Result<void, EcsError> {\n return world.set(layerEntity, TileLayer, { dirty: 1 });\n}\n","// @forgeax/engine-runtime - Tilemap (grid + tileset reference).\n//\n// Schema (5 fields):\n// cols u32 total grid columns\n// rows u32 total grid rows\n// tileSize array<f32, 2> per-cell world [width, height] (default [1, 1];\n// feat-20260709 M3: collapsed from the tileSizeX\n// / tileSizeY scalar pair into one inline column)\n// chunkSize u32 per-chunk axis-length in cells (default 16)\n// tileset string durable TilesetAsset GUID\n//\n// Naming: single-semantic Tilemap (AGENTS.md §Component naming drops\n// `Component` suffix). One Tilemap entity per grid; TileLayer entities\n// attach via ChildOf relationship and supply the per-cell tile id array\n// for a single render-layer.\n//\n// charter mapping: F1 (single-import barrel from `@forgeax/engine-runtime`),\n// P1 (progressive disclosure - defaults cover the common case), P4 (durable\n// asset identity stays separate from World-local handles).\n\nimport { defineComponent } from '@forgeax/engine-ecs';\n\n/**\n * Tilemap component (M0 baseline rebuild).\n *\n * A Tilemap entity carries grid metadata + a single durable `tileset` GUID. The\n * actual per-cell tile id array lives on attached `TileLayer` entities\n * (one per render layer; ChildOf points back to the Tilemap entity).\n *\n * Defaults:\n * - `tileSize = [1, 1]` (unit-cell world coordinates).\n * - `chunkSize = 16` (tilemap-chunk-extract-system chunks 16x16 cells).\n *\n * @example Spawn a 32x32 unit-cell Tilemap referencing a TilesetAsset:\n * const tilemap = world.spawn(\n * { component: Tilemap, data: { cols: 32, rows: 32, tileset } },\n * { component: Transform, data: {} },\n * ).unwrap();\n */\nexport const Tilemap = defineComponent('Tilemap', {\n cols: { type: 'u32', default: 0 },\n rows: { type: 'u32', default: 0 },\n // tileSize carries an explicit layer-2 default [1,1] (unit cell); the array\n // layer-3 fallback is all-zero, so the default MUST be explicit (D-5).\n tileSize: { type: 'array<f32, 2>', default: new Float32Array([1, 1]) },\n chunkSize: { type: 'u32', default: 16 },\n tileset: { type: 'string' },\n});\n"]}
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