@hology/webgpu-renderer 0.1.18 → 0.1.20

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package/README.md CHANGED
@@ -426,3 +426,52 @@ Natural follow-ups from here:
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  - add cascaded directional shadows, light arrays, and shadow atlases
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  - add material templates and pipeline caches for larger shader families
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  - separate extraction, render graph nodes, and resource registries into dedicated modules
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+
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+
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+ ### Automatic detail rejection
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+
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+ WebGPU objects default to a conservative minimum bounding-sphere diameter of 2 render pixels, with a separate 2-shadow-texel threshold for directional casters. This rejects detail before vertex processing; it does not generate mesh LODs or change geometry. Long thin objects use their longest extent through the enclosing sphere, and camera/near-plane intersections are retained.
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+
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+ ```ts
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+ import { setObjectDetailCulling } from '@hology/webgpu-renderer';
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+
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+ // Defaults for an entire scene / actor hierarchy; descendants can override fields.
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+ setObjectDetailCulling(scene, { minScreenSize: 2, shadow: { minScreenSize: 2 } });
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+ setObjectDetailCulling(importantActor, { enabled: false, shadow: { enabled: false } });
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+ setObjectDetailCulling(smallProp, { maxDistance: 100, shadow: { minScreenSize: 4, maxDistance: 200 } });
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+ renderer.createStaticDrawSet(root, { detailCulling: { minScreenSize: 3 } });
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+ ```
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+
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+ Settings are stored in `Object3D.userData.detailCulling` and inherited from parents, field by field. `enabled: false` disables automatic rejection in that domain; an explicit distance still applies. Zero distance disables distance rejection. Distances are measured from the viewer to the sphere surface. Camera and shadow settings are independent. Hology's `RenderingView.setObjectDetailCulling` exposes the same runtime object policy, and `SceneObject.detailCulling` carries it through materialization. Objects with different policies remain separate in materialization and renderer batching.
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+
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+ Static registration freezes settings and bounds. Change policies before registration, or dispose and re-register a static set after changing them. The existing 32-byte GPU instance metadata stores camera threshold and distance in its formerly reserved words. Camera rejection runs in the existing visibility compute kernel, before frustum/Hi-Z work, with no additional compute dispatch or visibility readback. A persistent bit in the visibility mask provides 115% entry / 85% exit hysteresis. Ordinary meshes receive CPU detail decisions before batching, with object history; already-instanced dynamic/resident batches conservatively use their aggregate bounds. Per-instance dynamic/resident compaction is not added here.
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+
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+ Directional shadows use independent light-space sphere tests over the complete cascade camera volume, including off-camera casters. Spatial chunks remain a broad phase. A CPU mirror of the immutable sphere metadata selects contiguous source-instance runs from the resident buffer; pooled draw descriptors avoid per-frame descriptor allocation. Cascade histories use the same hysteresis band. This path adds CPU selection/encoding work in exchange for fewer shadow vertices; it does not reuse the camera's compacted instance list. Point and spot shadow detail policies are not changed.
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+
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+ Profiling now includes per-pass `triangleCount` and `drawCallCount`. Indirect submission counters remain **upper bounds**, since the CPU records registered draw capacity; they include repeated depth/color/shadow submissions. `visibility.visibleTriangles` reads actual index/instance counts from the camera's indirect arguments and represents one GPU-culled camera submission, excluding direct and transparent draws. Directional shadow run counts are exact. GPU profiling readback is diagnostic only, never needed for culling.
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+
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+
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+ ### Cached directional shadow updates
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+
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+ Temporal shadow scheduling is opt-in. Configure the renderer with `directionalShadowUpdates`, or call `setDirectionalShadowUpdateOptions`. Hology exposes the same method on `RenderingView`.
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+
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+ ```ts
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+ renderingView.setDirectionalShadowUpdateOptions({
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+ enabled: true,
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+ maxUpdateHz: 60,
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+ cascadeUpdateHz: [60, 30, 15, 7.5],
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+ maxUpdatesPerFrame: 2,
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+ coverageMargin: 0.05,
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+ teleportDistance: 10,
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+ });
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+ // Call after discontinuous dynamic-caster changes or other external scene edits.
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+ renderingView.invalidateDirectionalShadows();
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+ ```
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+
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+ Ordinary refreshes use monotonic-time deadlines, independent of render FPS and simulation time. Initial deadlines are staggered; the oldest overdue deadline wins the ordinary per-frame budget. Rates are upper bounds, rather than guaranteed frequencies if the budget cannot sustain the requested workload. Hard invalidation bypasses both the budget and rate cap.
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+
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+ Each retained map keeps its rendered light camera and sampling matrix. Material and volumetric-fog sampling share the renderer's cached light-uniform matrices. Custom graph consumers can use `RendererExtractedLightState.directionals[i].shadowViewProjection` (WebGPU 0�1 depth) rather than reconstructing a matrix from the current scene light. Temporal camera jitter does not invalidate maps. Initialisation, shadow-texture reallocation, light identity/direction, cascade-range changes, FOV/aspect/clip changes, viewer teleports and static draw-set membership/enabled changes force refresh. The complete nominal light volume must fit inside the cached padded volume; coverage loss forces a layer update even before its deadline. Camera turns/translations that remain inside coverage may reuse the map.
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+
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+ Coverage padding adds conservative caster coverage and slightly reduces effective shadow texel density. Lower far-cascade rates introduce bounded temporal lag for moving casters. Use higher rates or disable scheduling where that tradeoff is unsuitable. Static material/uniform edits and discontinuous dynamic-caster edits that are not represented by the tracked scene state should explicitly invalidate shadows. This path does not cache point or spot shadows.
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+
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+ `RendererFrameProfile.directionalShadows` reports updated/reused/forced layer counts and an update bit mask. Per-pass triangle statistics count only newly submitted shadow geometry on refresh frames. Camera visibility remains independent.
package/dist/index.d.ts CHANGED
@@ -1,19 +1,36 @@
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  import * as three from 'three';
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- import { Color, Vector2, Vector3, Vector4, Matrix3, Matrix4, Material, Texture, MaterialParameters, DirectionalLight, PointLight, SpotLight, Object3D, PerspectiveCamera, OrthographicCamera, BufferGeometry, Scene } from 'three';
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+ import { Object3D, Color, Vector2, Vector3, Vector4, Matrix3, Matrix4, Material, Texture, MaterialParameters, PerspectiveCamera, OrthographicCamera, BufferGeometry, DirectionalLight, PointLight, SpotLight, Scene } from 'three';
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  export { AmbientLight, BackSide, BatchedMesh, Bone, BoxGeometry, BufferAttribute, BufferGeometry, CanvasTexture, Color, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedArrayTexture as CompressedTextureArray, CubeTexture, Data3DTexture, DataArrayTexture, DataTexture, DepthTexture, DirectionalLight, DoubleSide, FrontSide, Group, HemisphereLight, InstancedMesh, MathUtils, Matrix4, Mesh, Object3D, OrthographicCamera, PerspectiveCamera, PlaneGeometry, PointLight, RepeatWrapping, Scene, Skeleton, SkinnedMesh, SphereGeometry, SpotLight, Texture, Vector2, Vector3, Vector4 } from 'three';
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- interface ComputeKernelDescriptor {
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- label?: string;
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- code: string;
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- entryPoint?: string;
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- bindGroupLayoutEntries: GPUBindGroupLayoutEntry[];
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+ interface PipelineDiagnosticOrigin {
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+ key: string;
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+ [detail: string]: unknown;
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  }
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- declare class ComputeKernel {
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- readonly layout: GPUBindGroupLayout;
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- readonly pipeline: GPUComputePipeline;
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- constructor(device: GPUDevice, descriptor: ComputeKernelDescriptor);
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- createBindGroup(device: GPUDevice, entries: GPUBindGroupEntry[], label?: string): GPUBindGroup;
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+ declare function setPipelineDiagnosticLoading(device: GPUDevice, loading: boolean, phase: string): void;
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+ declare function registerPipelineDiagnosticOrigin(device: GPUDevice, label: string, origin: PipelineDiagnosticOrigin): void;
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+
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+ /** Detail rejection, not mesh simplification. Diameters are measured in render pixels / shadow texels. */
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+ interface DetailCullingSettings {
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+ /** Disable automatic camera detail rejection; explicit maxDistance still applies. */
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+ enabled?: boolean;
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+ minScreenSize?: number;
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+ /** Distance to the bounding sphere surface in world units. Zero disables. */
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+ maxDistance?: number;
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+ shadow?: {
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+ enabled?: boolean;
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+ minScreenSize?: number;
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+ maxDistance?: number;
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+ };
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  }
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+ interface ResolvedDetailCulling {
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+ minScreenSize: number;
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+ maxDistance: number;
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+ shadowMinScreenSize: number;
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+ shadowMaxDistance: number;
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+ }
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+ /** Serialized in Object3D.userData, inherited through parents, and usable by runtime-created objects. */
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+ declare function setObjectDetailCulling(object: Object3D, settings: DetailCullingSettings): void;
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+ declare function resolveDetailCulling(object: Object3D | null, registration?: DetailCullingSettings): ResolvedDetailCulling;
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  type ShaderDefineValue = string | number | boolean;
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  type ShaderDefines = Record<string, ShaderDefineValue | null | undefined>;
@@ -151,6 +168,9 @@ declare class WGSLShaderMaterial extends Material {
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  private invalidateBindingCache;
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  }
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+ /** Shared renderer lighting ABI for procedural particle geometry. */
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+ declare function buildParticleLightingShaderHeader(receiveShadow?: boolean, modelMatrixBody?: string): string;
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+
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  interface RenderGraphContext {
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  readonly device: GPUDevice;
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  readonly encoder: GPUCommandEncoder;
@@ -179,102 +199,6 @@ declare class RenderGraph {
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  private resolveExecutionOrder;
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  }
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- /** Shared renderer lighting ABI for procedural particle geometry. */
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- declare function buildParticleLightingShaderHeader(receiveShadow?: boolean, modelMatrixBody?: string): string;
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-
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- interface TextureResource {
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- version: number;
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- width: number;
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- height: number;
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- depthOrArrayLayers: number;
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- format: GPUTextureFormat;
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- textureDimension: GPUTextureDimension;
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- viewDimension: GPUTextureViewDimension;
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- sampleType: GPUTextureSampleType;
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- samplerBindingType: GPUSamplerBindingType;
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- mipLevelCount: number;
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- texture: GPUTexture;
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- view: GPUTextureView;
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- sampler: GPUSampler;
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- }
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- interface ExtractedLightState {
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- ambient: Vector4;
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- hemisphere: ExtractedHemisphereLight | null;
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- directionals: ExtractedDirectionalLight[];
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- points: ExtractedPointLight[];
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- spots: ExtractedSpotLight[];
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- directional: ExtractedDirectionalLight | null;
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- point: ExtractedPointLight | null;
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- spot: ExtractedSpotLight | null;
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- }
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- interface ExtractedHemisphereLight {
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- direction: Vector3;
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- skyColor: Vector3;
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- groundColor: Vector3;
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- intensity: number;
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- }
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- interface ExtractedDirectionalLight {
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- sourceLight: DirectionalLight | null;
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- position: Vector3;
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- target: Vector3;
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- direction: Vector3;
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- color: Vector3;
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- intensity: number;
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- volumetricIntensity: number;
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- castShadow: boolean;
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- shadowBias: number;
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- shadowNormalBias: number;
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- shadowRadius: number;
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- shadowIntensity: number;
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- shadowMapSize: number;
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- shadowCameraLeft: number;
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- shadowCameraRight: number;
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- shadowCameraTop: number;
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- shadowCameraBottom: number;
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- shadowCameraNear: number;
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- shadowCameraFar: number;
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- }
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- interface ExtractedPointLight {
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- sourceLight: PointLight;
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- position: Vector3;
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- color: Vector3;
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- intensity: number;
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- volumetricIntensity: number;
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- distance: number;
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- range: number;
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- decay: number;
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- castShadow: boolean;
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- shadowBias: number;
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- shadowNormalBias: number;
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- shadowRadius: number;
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- shadowIntensity: number;
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- shadowMapSize: number;
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- shadowCameraNear: number;
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- shadowCameraFar: number;
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- }
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- interface ExtractedSpotLight {
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- sourceLight: SpotLight;
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- position: Vector3;
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- direction: Vector3;
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- color: Vector3;
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- intensity: number;
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- volumetricIntensity: number;
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- range: number;
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- angle: number;
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- penumbra: number;
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- decay: number;
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- castShadow: boolean;
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- shadowBias: number;
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- shadowNormalBias: number;
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- shadowRadius: number;
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- shadowIntensity: number;
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- shadowMapSize: number;
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- shadowCameraNear: number;
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- shadowCameraFar: number;
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- shadowCameraFov: number;
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- map: Texture | null;
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- }
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-
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  /** Camera-visible lights collected during the renderer's scene extraction. */
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  type RendererExtractedLightState = ExtractedLightState;
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  /**
@@ -289,6 +213,7 @@ interface RendererOptions {
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  clearColor?: readonly [number, number, number, number];
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  powerPreference?: GPUPowerPreference;
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  shadowMapSize?: number;
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+ directionalShadowUpdates?: DirectionalShadowUpdateOptions;
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  pointShadowMapSize?: number;
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  sampleCount?: number;
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  hiZOcclusionCulling?: boolean;
@@ -338,6 +263,8 @@ interface RendererOptions {
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  invokeObjectRenderCallbacks?: boolean;
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  }
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  interface StaticDrawSetOptions {
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+ /** Defaults inherited by objects without overrides. Frozen at registration. */
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+ detailCulling?: DetailCullingSettings;
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  label?: string;
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  onUnsupported?: "throw" | "skip";
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  /**
@@ -475,11 +402,16 @@ interface RendererCustomPassDescriptor {
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  execute(context: RendererCustomPassContext): void;
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  }
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  interface RendererPassProfile {
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+ /** Submission upper bound for GPU-indirect draws; exact for direct draws. */
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+ triangleCount?: number;
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+ drawCallCount?: number;
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  name: string;
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  cpuTimeMs: number;
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  gpuTimeMs: number | null;
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  }
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  interface RendererVisibilityProfile {
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+ /** Actual triangles in GPU camera-visible indirect arguments (one color submission). */
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+ visibleTriangles?: number;
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  totalInstances: number;
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  visibleInstances: number;
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  culledInstances: number;
@@ -489,10 +421,17 @@ interface RendererVisibilityProfile {
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  staticVisibleInstances: number;
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  }
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  interface RendererFrameProfile {
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+ directionalShadows?: {
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+ updatedLayers: number;
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+ reusedLayers: number;
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+ forcedLayers: number;
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+ updateMask: number;
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+ };
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  frameIndex: number;
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  cpuTimeMs: number;
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  gpuTimeMs: number | null;
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  drawCallCount: number;
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+ /** Counts repeated passes; upper bound for GPU-indirect draws, not unique visible geometry. */
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  triangleCount: number;
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  cpuPhases: {
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  extractSceneMs: number;
@@ -513,6 +452,141 @@ interface RendererFrameProfile {
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  visibility: RendererVisibilityProfile | null;
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  }
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454
 
455
+ interface TextureResource {
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+ version: number;
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+ width: number;
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+ height: number;
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+ depthOrArrayLayers: number;
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+ format: GPUTextureFormat;
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+ textureDimension: GPUTextureDimension;
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+ viewDimension: GPUTextureViewDimension;
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+ sampleType: GPUTextureSampleType;
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+ samplerBindingType: GPUSamplerBindingType;
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+ mipLevelCount: number;
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+ texture: GPUTexture;
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+ view: GPUTextureView;
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+ sampler: GPUSampler;
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+ }
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+ interface ExtractedLightState {
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+ ambient: Vector4;
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+ hemisphere: ExtractedHemisphereLight | null;
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+ directionals: ExtractedDirectionalLight[];
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+ points: ExtractedPointLight[];
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+ spots: ExtractedSpotLight[];
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+ directional: ExtractedDirectionalLight | null;
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+ point: ExtractedPointLight | null;
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+ spot: ExtractedSpotLight | null;
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+ }
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+ interface ExtractedHemisphereLight {
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+ direction: Vector3;
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+ skyColor: Vector3;
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+ groundColor: Vector3;
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+ intensity: number;
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+ }
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+ interface ExtractedDirectionalLight {
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+ /** Actual WebGPU (0..1 depth) projection of this frame's retained shadow layer. */
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+ shadowViewProjection?: Matrix4;
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+ sourceLight: DirectionalLight | null;
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+ position: Vector3;
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+ target: Vector3;
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+ direction: Vector3;
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+ color: Vector3;
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+ intensity: number;
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+ volumetricIntensity: number;
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+ castShadow: boolean;
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+ shadowBias: number;
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+ shadowNormalBias: number;
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+ shadowRadius: number;
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+ shadowIntensity: number;
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+ shadowMapSize: number;
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+ shadowCameraLeft: number;
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+ shadowCameraRight: number;
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+ shadowCameraTop: number;
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+ shadowCameraBottom: number;
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+ shadowCameraNear: number;
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+ shadowCameraFar: number;
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+ }
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+ interface ExtractedPointLight {
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+ sourceLight: PointLight;
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+ position: Vector3;
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+ color: Vector3;
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+ intensity: number;
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+ volumetricIntensity: number;
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+ distance: number;
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+ range: number;
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+ decay: number;
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+ castShadow: boolean;
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+ shadowBias: number;
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+ shadowNormalBias: number;
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+ shadowRadius: number;
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+ shadowIntensity: number;
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+ shadowMapSize: number;
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+ shadowCameraNear: number;
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+ shadowCameraFar: number;
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+ }
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+ interface ExtractedSpotLight {
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+ sourceLight: SpotLight;
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+ position: Vector3;
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+ direction: Vector3;
531
+ color: Vector3;
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+ intensity: number;
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+ volumetricIntensity: number;
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+ range: number;
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+ angle: number;
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+ penumbra: number;
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+ decay: number;
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+ castShadow: boolean;
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+ shadowBias: number;
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+ shadowNormalBias: number;
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+ shadowRadius: number;
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+ shadowIntensity: number;
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+ shadowMapSize: number;
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+ shadowCameraNear: number;
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+ shadowCameraFar: number;
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+ shadowCameraFov: number;
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+ map: Texture | null;
548
+ }
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+
550
+ /** Opt-in temporal caching for directional shadow maps, independent of render FPS. */
551
+ interface DirectionalShadowUpdateOptions {
552
+ enabled?: boolean;
553
+ /** Upper limit for ordinary layer refreshes, in updates/second. Default 60. */
554
+ maxUpdateHz?: number;
555
+ /** Near-to-far maximum rates. Default [60, 30, 15, 7.5]. */
556
+ cascadeUpdateHz?: readonly number[];
557
+ /** Ordinary refresh budget. Hard invalidations bypass it. Default 2. */
558
+ maxUpdatesPerFrame?: number;
559
+ /** Extra light-space coverage per side, as a fraction of nominal extent. Default .05. */
560
+ coverageMargin?: number;
561
+ /** Viewer displacement in one frame that invalidates all layers. Default 10 world units. */
562
+ teleportDistance?: number;
563
+ }
564
+
565
+ /**
566
+ * Lighting and post-processing stay in linear HDR until the present pass.
567
+ * The canvas format is intentionally kept separate because it is a display
568
+ * target, not an intermediate scene-color target.
569
+ */
570
+ declare const SCENE_COLOR_FORMAT: GPUTextureFormat;
571
+
572
+ declare function createRenderPipelineAsync(device: GPUDevice, descriptor: GPURenderPipelineDescriptor): Promise<GPURenderPipeline>;
573
+ declare function createComputePipelineAsync(device: GPUDevice, descriptor: GPUComputePipelineDescriptor): Promise<GPUComputePipeline>;
574
+
575
+ interface ComputeKernelDescriptor {
576
+ label?: string;
577
+ code: string;
578
+ entryPoint?: string;
579
+ bindGroupLayoutEntries: GPUBindGroupLayoutEntry[];
580
+ }
581
+ declare class ComputeKernel {
582
+ readonly layout: GPUBindGroupLayout;
583
+ readonly pipeline: GPUComputePipeline;
584
+ static createAsync(device: GPUDevice, descriptor: ComputeKernelDescriptor): Promise<ComputeKernel>;
585
+ /** The optional pipeline allows adopting an already compiled kernel. */
586
+ constructor(device: GPUDevice, descriptor: ComputeKernelDescriptor, pipeline?: GPUComputePipeline);
587
+ createBindGroup(device: GPUDevice, entries: GPUBindGroupEntry[], label?: string): GPUBindGroup;
588
+ }
589
+
516
590
  type FrameGraphTextureHandle = string;
517
591
  interface FrameGraphPassDescriptor {
518
592
  readonly name: string;
@@ -551,6 +625,7 @@ interface CompiledNodeFullscreenShader {
551
625
  }>): void;
552
626
  }
553
627
  interface FrameGraphNodeFullscreenPassDescriptor {
628
+ readonly diagnosticOrigin?: PipelineDiagnosticOrigin;
554
629
  readonly name: string;
555
630
  readonly shader: CompiledNodeFullscreenShader;
556
631
  /** Overrides frame-graph resources for named compiled graph/scene texture bindings. */
@@ -854,6 +929,8 @@ declare class WebGpuRenderer {
854
929
  * so regular meshes see that change without paying resolver work per mesh.
855
930
  */
856
931
  private readonly resolvedMaterialFrameCache;
932
+ private readonly repeatedMeshInstances;
933
+ private readonly repeatedInstanceResources;
857
934
  private readonly instancedMeshExtractionCache;
858
935
  private readonly batchedMeshExtractionCache;
859
936
  private readonly materialCache;
@@ -909,6 +986,7 @@ declare class WebGpuRenderer {
909
986
  private readonly presentationOverlay;
910
987
  private readonly presentationOverlayContext;
911
988
  private readonly directionalShadowCameras;
989
+ private readonly directionalShadowScheduler;
912
990
  private readonly pointShadowCameras;
913
991
  private readonly spotShadowCameras;
914
992
  private readonly colorTargetCache;
@@ -930,6 +1008,7 @@ declare class WebGpuRenderer {
930
1008
  private readonly vertexAttributeGroupCache;
931
1009
  private readonly materialVertexAttributeCache;
932
1010
  private readonly vertexBufferBindingPlanCache;
1011
+ private readonly preparedVertexBufferCache;
933
1012
  private readonly vertexAttributeGroupBufferKeyCache;
934
1013
  private readonly compileDrawScratch;
935
1014
  private readonly dynamicIndirectSubmissionCache;
@@ -953,6 +1032,14 @@ declare class WebGpuRenderer {
953
1032
  private staticFrameToken;
954
1033
  private hizResourceVersion;
955
1034
  private graphTextureResourceVersion;
1035
+ private transmissionSnapshotTexture;
1036
+ private transmissionSnapshotView;
1037
+ private transmissionSnapshotSize;
1038
+ private transmissionMipViews;
1039
+ private transmissionMipBindGroups;
1040
+ private transmissionSourceBindGroups;
1041
+ private transmissionSnapshotPipeline;
1042
+ private transmissionSampler;
956
1043
  private readonly visibilityParamsUpload;
957
1044
  private drawMetadataUpload;
958
1045
  private indirectDrawUpload;
@@ -996,6 +1083,9 @@ declare class WebGpuRenderer {
996
1083
  private readonly objectMotionHistory;
997
1084
  private readonly cameraFrustumPlanesScratch;
998
1085
  private readonly objectTraversalStackScratch;
1086
+ private readonly shadowDrawsScratch;
1087
+ private extractingCaster;
1088
+ private readonly cameraDetailHistory;
999
1089
  private readonly isSphereVisibleScratch;
1000
1090
  private readonly isSphereVisibleForCompilationScratch;
1001
1091
  private readonly updateExtractedBoundsFromMatrixScratch;
@@ -1042,6 +1132,9 @@ declare class WebGpuRenderer {
1042
1132
  }[], lights?: readonly DirectionalLight[]): void;
1043
1133
  /** Sets the base resolution used by directional shadow-map array layers. */
1044
1134
  setDirectionalShadowMapSize(size: number): void;
1135
+ setDirectionalShadowUpdateOptions(options: DirectionalShadowUpdateOptions): void;
1136
+ /** Invalidate retained maps after discontinuous caster/scene changes. */
1137
+ invalidateDirectionalShadows(): void;
1045
1138
  setDirectionalShadowsEnabled(enabled: boolean): void;
1046
1139
  setRenderGraphProfilingEnabled(enabled: boolean): void;
1047
1140
  getRenderGraphProfilingEnabled(): boolean;
@@ -1108,6 +1201,8 @@ declare class WebGpuRenderer {
1108
1201
  private recordPresentationOverlay;
1109
1202
  destroy(): void;
1110
1203
  private createStaticPipelines;
1204
+ private ensureTransmissionSnapshot;
1205
+ private copyTransmissionSnapshot;
1111
1206
  private recreateShadowResources;
1112
1207
  private recreateDirectionalShadowResources;
1113
1208
  private ensureShadowTextureSizes;
@@ -1235,6 +1330,7 @@ declare class WebGpuRenderer {
1235
1330
  private getInterleavedGeometryVertexBuffer;
1236
1331
  private ensureWireframeIndex;
1237
1332
  private bindGeometryVertexBuffers;
1333
+ private prepareGeometryVertexBuffers;
1238
1334
  private getStandardVertexAttribute;
1239
1335
  private prepareDrawGeometryVertexBuffers;
1240
1336
  private getDefaultInstanceAttributeBuffer;
@@ -1320,6 +1416,10 @@ interface GTAOTemporalOptions {
1320
1416
  readonly neighborhoodClamp?: boolean;
1321
1417
  }
1322
1418
  interface GTAOOptions {
1419
+ /** Strength used by addCompositePass unless explicitly overridden. Defaults to 0.6. */
1420
+ readonly intensity?: number;
1421
+ /** Visibility exponent used by addCompositePass. Defaults to 1. */
1422
+ readonly power?: number;
1323
1423
  readonly enabled?: boolean;
1324
1424
  /** Resolution relative to the render target. Defaults to 1. */
1325
1425
  readonly resolutionScale?: number;
@@ -1743,4 +1843,4 @@ declare class OutlineEffect {
1743
1843
  dispose(): void;
1744
1844
  }
1745
1845
 
1746
- export { type BloomCompositeOptions, BloomEffect, type BloomOptions, ColorGradingEffect, type ColorGradingOptions, type ColorGradingRange, type ColorGradingVector, type CompiledNodeFullscreenShader, ComputeKernel, type ComputeKernelDescriptor, DEFAULT_WGSL_VERTEX_ATTRIBUTES, DepthOfFieldEffect, type DepthOfFieldOptions, type FXAACompositeOptions, FXAAEffect, type FXAAOptions, FrameGraphBuilder, type FrameGraphFullscreenPassDescriptor, type FrameGraphMaterialPassDescriptor, type FrameGraphNodeFullscreenPassDescriptor, type FrameGraphPassDescriptor, type FrameGraphTextureHandle, type GTAOCompositeOptions, type GTAODenoiseOptions, GTAOEffect, type GTAOInputs, type GTAOOptions, type GTAOQuality, type GTAOTemporalOptions, GTAO_PRESETS, MOTION_BLUR_PRESETS, MotionBlurEffect, MotionBlurMode, type MotionBlurOptions, type MotionBlurOverride, type MotionBlurOverrideHandle, type MotionBlurQuality, OutlineEffect, type OutlineInputs, type OutlineInstanceSelection, type OutlineOptions, RenderGraph, type RenderGraphContext, type RenderGraphExecutionObserver, type RenderGraphPass, type RendererColorTargetDescriptor, type RendererCustomPassContext, type RendererCustomPassDescriptor, type RendererFrameProfile, type RendererGraphBuilder, type RendererGraphBuilderContext, type RendererMaterialPassDescriptor, type RendererMaterialResolver, type RendererOptions, type RendererPassProfile, type RendererShadowMapDebugInfo, type RendererShadowMapDebugTextureInfo, type RendererTextureTargetDescriptor, type RendererVisibilityProfile, type SMAACompositeOptions, type SMAAEdgeDetectionMode, SMAAEffect, type SMAAOptions, type SMAAQualityPreset, SSREffect, type SSRInputs, type SSROptions, type ShaderDefineValue, type ShaderDefines, type StaticDrawSet, type StaticDrawSetOptions, TemporalAAEffect, type TemporalAAOptions, type ToneMappingMode, type ToonOutlineParameters, type UniformDefinition, type UniformType, type UniformValue, VOLUMETRIC_FOG_MATERIAL_WGSL, VOLUMETRIC_FOG_PRESETS, type VolumetricFogBlurOptions, VolumetricFogEffect, type VolumetricFogInputs, type VolumetricFogOptions, type VolumetricFogQuality, type VolumetricFogScatteringMode, type VolumetricFogTemporalOptions, VolumetricFogVolumeObject, type VolumetricFogVolumeSettings, type WGSLGraphTextureDimension, type WGSLGraphTextureInput, type WGSLSceneTextureSemantic, WGSLShaderMaterial, type WGSLShaderMaterialParameters, type WGSLShaderMaterialUniform, type WGSLShaderMaterialUniformInput, type WGSLStorageBufferBinding, type WGSLStorageBufferVisibility, type WGSLSupportedVertexFormat, type WGSLVertexAttributeBinding, WebGpuPMREMGenerator, WebGpuRenderer, buildParticleLightingShaderHeader, configureVolumetricFogMaterial };
1846
+ export { type BloomCompositeOptions, BloomEffect, type BloomOptions, ColorGradingEffect, type ColorGradingOptions, type ColorGradingRange, type ColorGradingVector, type CompiledNodeFullscreenShader, ComputeKernel, type ComputeKernelDescriptor, DEFAULT_WGSL_VERTEX_ATTRIBUTES, DepthOfFieldEffect, type DepthOfFieldOptions, type DetailCullingSettings, type DirectionalShadowUpdateOptions, type FXAACompositeOptions, FXAAEffect, type FXAAOptions, FrameGraphBuilder, type FrameGraphFullscreenPassDescriptor, type FrameGraphMaterialPassDescriptor, type FrameGraphNodeFullscreenPassDescriptor, type FrameGraphPassDescriptor, type FrameGraphTextureHandle, type GTAOCompositeOptions, type GTAODenoiseOptions, GTAOEffect, type GTAOInputs, type GTAOOptions, type GTAOQuality, type GTAOTemporalOptions, GTAO_PRESETS, MOTION_BLUR_PRESETS, MotionBlurEffect, MotionBlurMode, type MotionBlurOptions, type MotionBlurOverride, type MotionBlurOverrideHandle, type MotionBlurQuality, OutlineEffect, type OutlineInputs, type OutlineInstanceSelection, type OutlineOptions, type PipelineDiagnosticOrigin, RenderGraph, type RenderGraphContext, type RenderGraphExecutionObserver, type RenderGraphPass, type RendererColorTargetDescriptor, type RendererCustomPassContext, type RendererCustomPassDescriptor, type RendererFrameProfile, type RendererGraphBuilder, type RendererGraphBuilderContext, type RendererMaterialPassDescriptor, type RendererMaterialResolver, type RendererOptions, type RendererPassProfile, type RendererShadowMapDebugInfo, type RendererShadowMapDebugTextureInfo, type RendererTextureTargetDescriptor, type RendererVisibilityProfile, SCENE_COLOR_FORMAT, type SMAACompositeOptions, type SMAAEdgeDetectionMode, SMAAEffect, type SMAAOptions, type SMAAQualityPreset, SSREffect, type SSRInputs, type SSROptions, type ShaderDefineValue, type ShaderDefines, type StaticDrawSet, type StaticDrawSetOptions, TemporalAAEffect, type TemporalAAOptions, type ToneMappingMode, type ToonOutlineParameters, type UniformDefinition, type UniformType, type UniformValue, VOLUMETRIC_FOG_MATERIAL_WGSL, VOLUMETRIC_FOG_PRESETS, type VolumetricFogBlurOptions, VolumetricFogEffect, type VolumetricFogInputs, type VolumetricFogOptions, type VolumetricFogQuality, type VolumetricFogScatteringMode, type VolumetricFogTemporalOptions, VolumetricFogVolumeObject, type VolumetricFogVolumeSettings, type WGSLGraphTextureDimension, type WGSLGraphTextureInput, type WGSLSceneTextureSemantic, WGSLShaderMaterial, type WGSLShaderMaterialParameters, type WGSLShaderMaterialUniform, type WGSLShaderMaterialUniformInput, type WGSLStorageBufferBinding, type WGSLStorageBufferVisibility, type WGSLSupportedVertexFormat, type WGSLVertexAttributeBinding, WebGpuPMREMGenerator, WebGpuRenderer, buildParticleLightingShaderHeader, configureVolumetricFogMaterial, createComputePipelineAsync, createRenderPipelineAsync, registerPipelineDiagnosticOrigin, resolveDetailCulling, setObjectDetailCulling, setPipelineDiagnosticLoading };