@waica/engine 0.22.0 → 0.24.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +33 -0
- package/dist/assets/asset-loader.d.ts +1 -1
- package/dist/assets/asset-loader.js +1 -1
- package/dist/assets/texture-backend.d.ts +1 -1
- package/dist/assets/texture-backend.js +1 -1
- package/dist/camera.js +1 -1
- package/dist/collision-category.js +5 -2
- package/dist/collision-dispatch.d.ts +7 -1
- package/dist/collision-dispatch.js +18 -11
- package/dist/components/animated-sprite.d.ts +2 -0
- package/dist/components/animated-sprite.js +42 -7
- package/dist/components/sprite.d.ts +6 -0
- package/dist/components/sprite.js +53 -5
- package/dist/components/tilemap.js +3 -1
- package/dist/entity.d.ts +1 -1
- package/dist/entity.js +1 -1
- package/dist/game.d.ts +22 -3
- package/dist/game.js +68 -45
- package/dist/index.d.ts +3 -2
- package/dist/index.js +3 -1
- package/dist/particle-batch.d.ts +1 -1
- package/dist/particle-batch.js +4 -1
- package/dist/particle-sort-bounds.d.ts +1 -1
- package/dist/particle-sort-bounds.js +1 -1
- package/dist/pointer.js +1 -1
- package/dist/render-output.d.ts +27 -0
- package/dist/render-output.js +44 -0
- package/dist/render-readiness.d.ts +37 -0
- package/dist/render-readiness.js +61 -0
- package/dist/render-sort.d.ts +14 -0
- package/dist/render-sort.js +37 -0
- package/dist/runtime-bridge.d.ts +18 -2
- package/dist/runtime-bridge.js +7 -1
- package/dist/scene.d.ts +10 -0
- package/dist/spatial-broadphase.d.ts +7 -1
- package/dist/spatial-broadphase.js +16 -45
- package/dist/spatial-pairs.d.ts +17 -0
- package/dist/spatial-pairs.js +79 -0
- package/dist/sprite-batch.d.ts +93 -0
- package/dist/sprite-batch.js +223 -0
- package/dist/sprite-batches.d.ts +107 -0
- package/dist/sprite-batches.js +260 -0
- package/dist/sprite-draw-collector.d.ts +42 -0
- package/dist/sprite-draw-collector.js +107 -0
- package/dist/sprite-runs.d.ts +40 -0
- package/dist/sprite-runs.js +49 -0
- package/package.json +1 -1
package/dist/game.js
CHANGED
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@@ -1,4 +1,4 @@
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1
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-
import * as THREE from 'three';
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+
import * as THREE from 'three/webgpu';
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import { gameViewport } from './anchored-pieces.js';
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import { AssetLoader } from './assets/asset-loader.js';
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import { AudioSubsystem } from './audio/audio-subsystem.js';
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@@ -15,9 +15,12 @@ import { Pointer } from './pointer.js';
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import { activeRuntimeBridgeHook, EngineRuntimeBridge, } from './runtime-bridge.js';
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import { RuntimeInspector } from './runtime-inspection.js';
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import { projectIsometric, unprojectIsometric } from './projection.js';
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-
import {
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import { canvasBackground, drawStraightToCanvas, mapUvPerVertex } from './render-output.js';
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import { RenderReadiness } from './render-readiness.js';
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import { applyYSort } from './render-sort.js';
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import { loadScene, registryEntry, spawnFromJson, } from './scene.js';
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import { sceneDrainsOf } from './scene-drains.js';
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import { createSpriteBatches } from './sprite-batches.js';
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import { createSpatialQuery } from './spatial-query.js';
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import { Stats } from './stats.js';
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import { anchoredPiecesOf, GameUi } from './ui.js';
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@@ -69,9 +72,12 @@ export class Game {
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* or collisions — the editor's edit mode.
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*/
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simulate = true;
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-
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/** WebGPU when the browser offers it, else three's WebGL2 fallback (ADR 0025). */
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renderer;
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readiness;
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resizeObserver;
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/** Scene-scoped Sprite Batches (ADR 0024); `render.batch: false` opts a scene out. */
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spriteBatches;
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updateFns = new Set();
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invalidUpdateCompositions = new WeakMap();
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/**
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@@ -102,6 +108,8 @@ export class Game {
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liveSceneName = null;
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/** True for the whole extent of a runFrame() call, incl. its tail. */
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insideFrame = false;
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/** Set by dispose(): a disposed Game never starts again nor reports its renderer (review #3). */
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disposed = false;
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/** A loadSceneByName() enqueued while insideFrame; applied at the next runFrame's start. */
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pendingSceneLoad = null;
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constructor(options) {
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@@ -133,14 +141,25 @@ export class Game {
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// catalog is registered at call time, which outlives every scene.
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resolveAsset: (uri) => this.sceneCatalog?.registry.resolveAsset?.(uri) ?? uri,
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});
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this.spriteBatches = createSpriteBatches(this, this.assets);
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this.cameraEffects = new CameraEffects({
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host: () => canvas.parentElement ?? document.body,
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// One screen pixel in world units: the shake snaps to it (never the base).
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pixel: () => (this.resolution ? this.viewHeight / this.resolution.height : null),
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});
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-
this.renderer = new THREE.
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this.renderer = new THREE.WebGPURenderer({ canvas, antialias: true });
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this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
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-
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// The model view on the CPU, as three's WebGL renderer computed it: a Sprite
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// Batch instance carries that same matrix (ADR 0024), so batched and
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// per-sprite draws stay pixel-identical.
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this.renderer.highPrecision = true;
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drawStraightToCanvas(this.renderer);
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mapUvPerVertex(this.renderer);
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this.readiness = new RenderReadiness(this.renderer, (error) => {
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if (!this.disposed)
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activeRuntimeBridgeHook()?.fail?.({ code: 'render-backend-failed', message: error.message });
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});
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this.scene.background = canvasBackground(background);
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this.camera = new THREE.OrthographicCamera();
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this.camera.position.z = 10;
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this.pointer = new Pointer(canvas, {
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@@ -153,6 +172,19 @@ export class Game {
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this.resizeObserver = new ResizeObserver(() => this.resize());
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this.resizeObserver.observe(canvas);
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}
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/**
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* Resolves once the renderer can draw; rejects, naming both Render
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* Backends, when neither initializes. Every call returns the same promise.
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* Frames before it simulate but draw nothing, so a host awaits it before
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* its first frame (ADR 0025).
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*/
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ready() {
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return this.readiness.promise;
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}
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/** The Render Backend the renderer settled on; null until ready() resolved. */
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get backend() {
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return this.readiness.backend;
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}
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/** Creates a live entity in the scene. */
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spawn(name) {
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const entity = new Entity(this, name);
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@@ -205,6 +237,8 @@ export class Game {
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entity.destroy();
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// Drains transferred by the destruction cascade above are scene-scoped too.
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sceneDrainsOf(this).clear();
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// After the cascade freed every slot: the batches go with their scene.
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this.spriteBatches.unload();
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this.registry = null;
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this.renderSort = null;
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this.sceneProjection = null;
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@@ -299,6 +333,7 @@ export class Game {
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*/
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setSceneRender(json) {
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this.renderSort = json?.sort === 'y' ? 'y' : null;
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this.spriteBatches.enabled = json?.batch !== false;
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const projection = json?.projection === 'isometric' ? 'isometric' : null;
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if (projection === this.sceneProjection)
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return;
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@@ -331,6 +366,8 @@ export class Game {
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this.setViewHeight(this.sceneCamera.zoom);
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}
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start() {
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if (this.disposed)
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return;
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const activation = activeRuntimeBridgeHook();
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if (activation) {
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if (!this.runtimeBridge) {
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@@ -350,19 +387,27 @@ export class Game {
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loadScene: (name) => this.loadSceneByName(name),
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availableScenes: () => this.availableScenes,
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assets: () => this.assets.status,
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backend: () => this.backend,
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});
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activation.register(this.runtimeBridge);
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this.audio.setSilenced(true);
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window.addEventListener('pagehide', this.unregisterRuntimeBridge);
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}
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this.renderSurface();
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// Started before ready(): the paused frame draws once the renderer can, frame unchanged.
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if (!this.readiness.isReady) {
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this.readiness.whenReady(() => {
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if (this.runtimeBridge)
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this.renderSurface();
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});
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}
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return;
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}
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this.resetClock();
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this.
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this.setAnimationLoop((time) => this.tick(time));
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}
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stop() {
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this.
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this.setAnimationLoop(null);
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}
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/** Internal: called by Entity.destroy(). Its Anchored Pieces go (or freeze) with it. */
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removeEntity(entity) {
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}
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/** Shuts the game down completely (loop, input, GPU). */
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dispose() {
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this.disposed = true;
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this.stop();
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this.unregisterRuntimeBridge();
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this.input.dispose();
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for (const entity of [...this.entities])
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entity.destroy();
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sceneDrainsOf(this).clear();
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this.spriteBatches.unload();
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// After the entities: their clones go with the cascade above, the
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// cached bases go here, exactly once (ADR 0019).
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this.assets.dispose();
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this.
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this.readiness.disposeRenderer();
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}
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/**
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* three installs the loop once its init settled; a failed init is
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* reported by ready(), not by every loop change made before it.
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*/
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setAnimationLoop(loop) {
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this.renderer.setAnimationLoop(loop).catch(() => { });
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}
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/**
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* Real-time playback for the Runtime Bridge: the same clock-driven loop
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*/
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resumeRuntime(onStep) {
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this.resetClock();
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this.
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this.setAnimationLoop((time) => this.tick(time, onStep));
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}
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/** Forgets the clock and any partial step, so the next frame runs no burst. */
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resetClock() {
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this.runtimeBridge = null;
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this.audio.setSilenced(false);
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};
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/** Under y-sort, re-derives every participant's z from layer band + entity Y. */
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applyYSort() {
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const singles = [];
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const batches = [];
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const entries = [];
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for (const entity of this.entities) {
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for (const component of entity.components) {
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if (isYSortBatchParticipant(component)) {
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const batchEntries = component.ySortEntries();
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batches.push({ participant: component, start: entries.length, count: batchEntries.length });
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entries.push(...batchEntries);
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}
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else if (isYSortParticipant(component)) {
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singles.push({ participant: component, index: entries.length });
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entries.push({ layer: component.layer, y: entity.node.position.y });
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}
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}
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}
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for (const participant of sceneDrainsOf(this).participants()) {
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const batchEntries = participant.ySortEntries();
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batches.push({ participant, start: entries.length, count: batchEntries.length });
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entries.push(...batchEntries);
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}
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const z = ySortZ(entries);
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for (const { participant, index } of singles) {
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const sortZ = z[index];
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if (sortZ === undefined)
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throw new Error(`ySortZ returned no z for y-sort participant ${index}`);
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participant.setSortZ(sortZ);
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}
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for (const { participant, start, count } of batches) {
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participant.setSortZs(z.slice(start, start + count));
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}
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}
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renderSurface() {
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if (this.sceneProjection === 'isometric') {
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for (const entity of this.entities) {
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@@ -584,7 +604,7 @@ export class Game {
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}
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}
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if (this.renderSort === 'y')
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-
this.
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applyYSort(this.entities, sceneDrainsOf(this).participants());
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this.ui.setActive(this.simulate);
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// The shake offset exists only while drawing (ADR 0020): Anchored Pieces
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// and the render see the drawn center, then the base comes back exactly,
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this.camera.position.y = y + shake.y;
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try {
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anchoredPiecesOf(this.ui).place();
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// Before ready() the frame simulated, but three cannot draw yet.
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if (!this.readiness.isReady)
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return;
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if (this.resolution) {
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// Letterbox bars: clear the whole canvas, then render inside the scissor.
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this.renderer.setScissorTest(false);
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@@ -602,7 +625,7 @@ export class Game {
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this.renderer.clear(true, false, false);
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this.renderer.setScissorTest(true);
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}
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this.renderer.render(this.scene, this.camera);
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this.spriteBatches.drawFrame(this.scene, this.camera, () => this.renderer.render(this.scene, this.camera));
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}
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finally {
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this.camera.position.x = x;
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package/dist/index.d.ts
CHANGED
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@@ -37,7 +37,8 @@ export type { GamepadControl } from './gamepad.js';
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export { Pointer } from './pointer.js';
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export type { PointerCamera, PointerDeps, PointerPick, PointerResolution } from './pointer.js';
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export { RUNTIME_BRIDGE_CAPABILITIES, RUNTIME_BRIDGE_PROTOCOL_VERSION, RUNTIME_BRIDGE_SYMBOL, RuntimeBridgeOperationError, } from './runtime-bridge.js';
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export type { RuntimeBridge, RuntimeBridgeActivation, RuntimeControlRequest, RuntimeControlResult, RuntimeMetadata, RuntimeMode, } from './runtime-bridge.js';
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export type { RuntimeBridge, RuntimeBridgeActivation, RuntimeBridgeFailure, RuntimeControlRequest, RuntimeControlResult, RuntimeMetadata, RuntimeMode, } from './runtime-bridge.js';
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export type { RenderBackend } from './render-readiness.js';
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export { RUNTIME_PROJECTION_LIMITS } from './runtime-inspection.js';
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export type { ProjectedValue, ProjectionIssue, ProjectionMarker, ProjectionMarkerKind, RuntimeComponentSnapshot, RuntimeEntitySnapshot, RuntimeSnapshot, RuntimeSnapshotAudio, RuntimeSnapshotCamera, RuntimeSnapshotFilters, RuntimeSnapshotTime, RuntimeSnapshotUi, RuntimeTransformSnapshot, } from './runtime-inspection.js';
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export type { ArchetypeArt, ArchetypeManifest, BrowserArchetypeManifest, EntityTemplate, } from './archetype.js';
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@@ -76,4 +77,4 @@ export { StateMachine, evaluateTrigger, nextTransition } from './state/state-mac
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77
|
export type { StateJson, StateTransitionJson, TriggerEnv } from './state/state-machine.js';
|
|
77
78
|
export { defineRole, defineStates, installArchetype, logicSet, registeredLogicSets, registeredRoles, resetRegistries, roleDefinition, } from './state/hooks.js';
|
|
78
79
|
export type { ArchetypeBundle, RoleDefinition, RoleGraph, StateContext, StateHooks, StateLogic, } from './state/hooks.js';
|
|
79
|
-
export * as THREE from 'three';
|
|
80
|
+
export * as THREE from 'three/webgpu';
|
package/dist/index.js
CHANGED
|
@@ -42,4 +42,6 @@ export { StateMachine, evaluateTrigger, nextTransition } from './state/state-mac
|
|
|
42
42
|
export { defineRole, defineStates, installArchetype, logicSet, registeredLogicSets, registeredRoles, resetRegistries, roleDefinition, } from './state/hooks.js';
|
|
43
43
|
// Explicit escape hatch while our own API grows: a single source of three
|
|
44
44
|
// for the whole workspace. The thesis is that three stays an implementation detail.
|
|
45
|
-
|
|
45
|
+
// It is the WebGPU build the engine draws with (ADR 0025): no classic WebGL renderer,
|
|
46
|
+
// and node materials (TSL) instead of GLSL shaders.
|
|
47
|
+
export * as THREE from 'three/webgpu';
|
package/dist/particle-batch.d.ts
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import * as THREE from 'three';
|
|
1
|
+
import * as THREE from 'three/webgpu';
|
|
2
2
|
import type { AssetLoader } from './assets/asset-loader.js';
|
|
3
3
|
import type { ParticleBlend, ParticleOverflow } from './components/particle-emitter.js';
|
|
4
4
|
import { type ParticleSpawn } from './particle-pool.js';
|
package/dist/particle-batch.js
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import * as THREE from 'three';
|
|
1
|
+
import * as THREE from 'three/webgpu';
|
|
2
2
|
import { reportRejection } from './report-rejection.js';
|
|
3
3
|
import { ParticlePool, particleValueAt, } from './particle-pool.js';
|
|
4
4
|
import { projectIsometric } from './projection.js';
|
|
@@ -116,6 +116,9 @@ export class ParticleBatch {
|
|
|
116
116
|
colors.needsUpdate = true;
|
|
117
117
|
this.sortIndices();
|
|
118
118
|
this.mesh.geometry.setDrawRange(0, this.active * 6);
|
|
119
|
+
// WebGPURenderer issues a zero-count draw (WebGLRenderer skipped it):
|
|
120
|
+
// an empty batch is not drawn at all.
|
|
121
|
+
this.mesh.visible = this.active > 0;
|
|
119
122
|
}
|
|
120
123
|
ySortEntries() {
|
|
121
124
|
this.sortEntrySlots();
|
|
@@ -1,3 +1,3 @@
|
|
|
1
|
-
import * as THREE from 'three';
|
|
1
|
+
import * as THREE from 'three/webgpu';
|
|
2
2
|
/** Keeps Three's transparent-object sort key on live vertices, never unused capacity. */
|
|
3
3
|
export declare function refreshParticleSortBounds(geometry: THREE.BufferGeometry, active: number, emptyZ: number): void;
|
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import * as THREE from 'three';
|
|
1
|
+
import * as THREE from 'three/webgpu';
|
|
2
2
|
/** Keeps Three's transparent-object sort key on live vertices, never unused capacity. */
|
|
3
3
|
export function refreshParticleSortBounds(geometry, active, emptyZ) {
|
|
4
4
|
const positions = geometry.getAttribute('position');
|
package/dist/pointer.js
CHANGED
|
@@ -140,7 +140,7 @@ export class Pointer {
|
|
|
140
140
|
renderX <= centerX + halfW &&
|
|
141
141
|
renderY >= centerY - halfH &&
|
|
142
142
|
renderY <= centerY + halfH) {
|
|
143
|
-
// Matches
|
|
143
|
+
// Matches applyYSort (render-sort.ts)'s key exactly: the entity's node
|
|
144
144
|
// position, which for an isometric scene is the projected Y (the
|
|
145
145
|
// same `anchor.y` just used to place this box), not the logical one.
|
|
146
146
|
hits.push({ entity, layer: box.layer, y: anchor.y });
|
|
@@ -0,0 +1,27 @@
|
|
|
1
|
+
import * as THREE from 'three/webgpu';
|
|
2
|
+
/**
|
|
3
|
+
* Makes WebGPURenderer draw the way WebGLRenderer did (ADR 0025): straight
|
|
4
|
+
* into the 8-bit canvas, each material encoding its color to sRGB in its own
|
|
5
|
+
* shader, so alpha blending happens on sRGB values. By default three renders
|
|
6
|
+
* into a linear half-float target and converts it in an extra full-screen
|
|
7
|
+
* pass: blending in linear space, which changes every translucent edge, and
|
|
8
|
+
* one more draw per frame. A render target keeps the linear working space.
|
|
9
|
+
*/
|
|
10
|
+
export declare function drawStraightToCanvas(renderer: THREE.WebGPURenderer): void;
|
|
11
|
+
/**
|
|
12
|
+
* The scene background for a canvas drawn straight: three clears with a
|
|
13
|
+
* color's working-space (linear) components, and the canvas stores sRGB, so
|
|
14
|
+
* the clear carries the color's sRGB components — what WebGLRenderer wrote.
|
|
15
|
+
*/
|
|
16
|
+
export declare function canvasBackground(color: THREE.ColorRepresentation): THREE.Color;
|
|
17
|
+
/**
|
|
18
|
+
* Applies a material map's UV transform (offset, repeat) per vertex, as
|
|
19
|
+
* WebGLRenderer's `vMapUv` did, instead of per fragment as three's node
|
|
20
|
+
* materials do by default. At a quad's corners the UV is 0 or 1, so the
|
|
21
|
+
* transformed corner UV is the same float however a shader compiler fuses
|
|
22
|
+
* the multiply and add — per fragment it is not, and a sprite whose sheet
|
|
23
|
+
* offset is not 0 could then sample a texel row apart in two shaders of the
|
|
24
|
+
* same picture (a Sprite Batch and its per-sprite fallback, ADR 0024).
|
|
25
|
+
* Textures with their own UV node, or sampled outside a mesh, stay three's.
|
|
26
|
+
*/
|
|
27
|
+
export declare function mapUvPerVertex(renderer: THREE.WebGPURenderer): void;
|
|
@@ -0,0 +1,44 @@
|
|
|
1
|
+
import { uv, vertexStage, workingToColorSpace } from 'three/tsl';
|
|
2
|
+
import * as THREE from 'three/webgpu';
|
|
3
|
+
/**
|
|
4
|
+
* Makes WebGPURenderer draw the way WebGLRenderer did (ADR 0025): straight
|
|
5
|
+
* into the 8-bit canvas, each material encoding its color to sRGB in its own
|
|
6
|
+
* shader, so alpha blending happens on sRGB values. By default three renders
|
|
7
|
+
* into a linear half-float target and converts it in an extra full-screen
|
|
8
|
+
* pass: blending in linear space, which changes every translucent edge, and
|
|
9
|
+
* one more draw per frame. A render target keeps the linear working space.
|
|
10
|
+
*/
|
|
11
|
+
export function drawStraightToCanvas(renderer) {
|
|
12
|
+
// The working space as output: three then needs no intermediate target.
|
|
13
|
+
renderer.outputColorSpace = THREE.ColorManagement.workingColorSpace;
|
|
14
|
+
const context = renderer.contextNode.value;
|
|
15
|
+
context.getOutput = (output, builder) => builder.renderer.getRenderTarget() === null ? workingToColorSpace(output, THREE.SRGBColorSpace) : output;
|
|
16
|
+
}
|
|
17
|
+
/**
|
|
18
|
+
* The scene background for a canvas drawn straight: three clears with a
|
|
19
|
+
* color's working-space (linear) components, and the canvas stores sRGB, so
|
|
20
|
+
* the clear carries the color's sRGB components — what WebGLRenderer wrote.
|
|
21
|
+
*/
|
|
22
|
+
export function canvasBackground(color) {
|
|
23
|
+
const { r, g, b } = new THREE.Color(color).getRGB({ r: 0, g: 0, b: 0 }, THREE.SRGBColorSpace);
|
|
24
|
+
return new THREE.Color().setRGB(r, g, b, THREE.LinearSRGBColorSpace);
|
|
25
|
+
}
|
|
26
|
+
/**
|
|
27
|
+
* Applies a material map's UV transform (offset, repeat) per vertex, as
|
|
28
|
+
* WebGLRenderer's `vMapUv` did, instead of per fragment as three's node
|
|
29
|
+
* materials do by default. At a quad's corners the UV is 0 or 1, so the
|
|
30
|
+
* transformed corner UV is the same float however a shader compiler fuses
|
|
31
|
+
* the multiply and add — per fragment it is not, and a sprite whose sheet
|
|
32
|
+
* offset is not 0 could then sample a texel row apart in two shaders of the
|
|
33
|
+
* same picture (a Sprite Batch and its per-sprite fallback, ADR 0024).
|
|
34
|
+
* Textures with their own UV node, or sampled outside a mesh, stay three's.
|
|
35
|
+
*/
|
|
36
|
+
export function mapUvPerVertex(renderer) {
|
|
37
|
+
const context = renderer.contextNode.value;
|
|
38
|
+
context.getUV = (texture, builder) => {
|
|
39
|
+
if (texture.uvNode !== null || !builder.object.isMesh)
|
|
40
|
+
return null;
|
|
41
|
+
texture.setUpdateMatrix(false);
|
|
42
|
+
return vertexStage(texture.getTransformedUV(uv(texture.value.channel)));
|
|
43
|
+
};
|
|
44
|
+
}
|
|
@@ -0,0 +1,37 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The GPU API a Game draws through (CONTEXT.md): `webgpu` when the browser
|
|
3
|
+
* offers it, otherwise three's own WebGL2 fallback. The browser decides; no
|
|
4
|
+
* option forces either one (ADR 0025).
|
|
5
|
+
*/
|
|
6
|
+
export type RenderBackend = 'webgpu' | 'webgl2';
|
|
7
|
+
/** The part of three's WebGPURenderer readiness depends on. */
|
|
8
|
+
export interface InitializingRenderer {
|
|
9
|
+
init(): Promise<unknown>;
|
|
10
|
+
dispose(): Promise<void>;
|
|
11
|
+
/** After init(), the backend it settled on: the WebGPU one, or the WebGL2 fallback. */
|
|
12
|
+
readonly backend: object;
|
|
13
|
+
}
|
|
14
|
+
/**
|
|
15
|
+
* A renderer's asynchronous initialization, owned by its Game: started at
|
|
16
|
+
* construction, settled once, and the only gate between a frame and a draw.
|
|
17
|
+
* `promise` is what `game.ready()` hands out; a failure rejects it with an
|
|
18
|
+
* error naming both Render Backends and is also reported to `onFailure`.
|
|
19
|
+
*/
|
|
20
|
+
export declare class RenderReadiness {
|
|
21
|
+
private readonly renderer;
|
|
22
|
+
readonly promise: Promise<void>;
|
|
23
|
+
private state;
|
|
24
|
+
constructor(renderer: InitializingRenderer, onFailure: (error: Error) => void);
|
|
25
|
+
/** Runs `then` once the renderer is ready; never after a failed init. */
|
|
26
|
+
whenReady(then: () => void): void;
|
|
27
|
+
/** True once the renderer can draw. */
|
|
28
|
+
get isReady(): boolean;
|
|
29
|
+
/** The Render Backend after a successful init; null before it and after a failure. */
|
|
30
|
+
get backend(): RenderBackend | null;
|
|
31
|
+
/**
|
|
32
|
+
* Frees the renderer: right away once it is ready, after init settles
|
|
33
|
+
* while it is pending (three cannot dispose a renderer mid-init), never
|
|
34
|
+
* after a failed init (nothing was allocated).
|
|
35
|
+
*/
|
|
36
|
+
disposeRenderer(): void;
|
|
37
|
+
}
|
|
@@ -0,0 +1,61 @@
|
|
|
1
|
+
/** three flags its WebGPU backend with `isWebGPUBackend`; its WebGL2 fallback has no such flag. */
|
|
2
|
+
function backendOf(backend) {
|
|
3
|
+
return 'isWebGPUBackend' in backend && backend.isWebGPUBackend === true ? 'webgpu' : 'webgl2';
|
|
4
|
+
}
|
|
5
|
+
function describeCause(cause) {
|
|
6
|
+
return cause instanceof Error ? cause.message : String(cause);
|
|
7
|
+
}
|
|
8
|
+
/**
|
|
9
|
+
* A renderer's asynchronous initialization, owned by its Game: started at
|
|
10
|
+
* construction, settled once, and the only gate between a frame and a draw.
|
|
11
|
+
* `promise` is what `game.ready()` hands out; a failure rejects it with an
|
|
12
|
+
* error naming both Render Backends and is also reported to `onFailure`.
|
|
13
|
+
*/
|
|
14
|
+
export class RenderReadiness {
|
|
15
|
+
renderer;
|
|
16
|
+
promise;
|
|
17
|
+
state = { status: 'pending' };
|
|
18
|
+
constructor(renderer, onFailure) {
|
|
19
|
+
this.renderer = renderer;
|
|
20
|
+
this.promise = renderer.init().then(() => {
|
|
21
|
+
this.state = { status: 'ready', backend: backendOf(renderer.backend) };
|
|
22
|
+
}, (cause) => {
|
|
23
|
+
this.state = { status: 'failed' };
|
|
24
|
+
const error = new Error(`No Render Backend could initialize: neither webgpu nor webgl2 is available (${describeCause(cause)}).`, { cause });
|
|
25
|
+
onFailure(error);
|
|
26
|
+
throw error;
|
|
27
|
+
});
|
|
28
|
+
// The rejection belongs to whoever awaits game.ready(); a Game nobody
|
|
29
|
+
// asked must not surface it as an unhandled rejection on top of that.
|
|
30
|
+
this.promise.catch(() => { });
|
|
31
|
+
}
|
|
32
|
+
/** Runs `then` once the renderer is ready; never after a failed init. */
|
|
33
|
+
whenReady(then) {
|
|
34
|
+
this.promise.then(then, () => { });
|
|
35
|
+
}
|
|
36
|
+
/** True once the renderer can draw. */
|
|
37
|
+
get isReady() {
|
|
38
|
+
return this.state.status === 'ready';
|
|
39
|
+
}
|
|
40
|
+
/** The Render Backend after a successful init; null before it and after a failure. */
|
|
41
|
+
get backend() {
|
|
42
|
+
return this.state.status === 'ready' ? this.state.backend : null;
|
|
43
|
+
}
|
|
44
|
+
/**
|
|
45
|
+
* Frees the renderer: right away once it is ready, after init settles
|
|
46
|
+
* while it is pending (three cannot dispose a renderer mid-init), never
|
|
47
|
+
* after a failed init (nothing was allocated).
|
|
48
|
+
*/
|
|
49
|
+
disposeRenderer() {
|
|
50
|
+
const dispose = () => {
|
|
51
|
+
this.renderer.dispose().catch((error) => {
|
|
52
|
+
console.error('[waica] could not dispose the renderer', error);
|
|
53
|
+
});
|
|
54
|
+
};
|
|
55
|
+
if (this.isReady) {
|
|
56
|
+
dispose();
|
|
57
|
+
return;
|
|
58
|
+
}
|
|
59
|
+
this.promise.then(dispose, () => { });
|
|
60
|
+
}
|
|
61
|
+
}
|
package/dist/render-sort.d.ts
CHANGED
|
@@ -35,3 +35,17 @@ export declare function isYSortBatchParticipant(value: unknown): value is YSortB
|
|
|
35
35
|
* apart, so their band is exactly the old fixed 0.01.
|
|
36
36
|
*/
|
|
37
37
|
export declare function ySortZ(entries: readonly YSortEntry[]): number[];
|
|
38
|
+
/** What applyYSort reads of an entity: its components and the Y its node draws at. */
|
|
39
|
+
export interface YSortEntity {
|
|
40
|
+
readonly components: readonly unknown[];
|
|
41
|
+
readonly node: {
|
|
42
|
+
readonly position: {
|
|
43
|
+
readonly y: number;
|
|
44
|
+
};
|
|
45
|
+
};
|
|
46
|
+
}
|
|
47
|
+
/**
|
|
48
|
+
* Under y-sort, re-derives every participant's z from layer band + entity Y:
|
|
49
|
+
* the scene's entities, then the batch participants its drains hold.
|
|
50
|
+
*/
|
|
51
|
+
export declare function applyYSort(entities: readonly YSortEntity[], drains: readonly YSortBatchParticipant[]): void;
|
package/dist/render-sort.js
CHANGED
|
@@ -48,3 +48,40 @@ export function ySortZ(entries) {
|
|
|
48
48
|
}
|
|
49
49
|
return z;
|
|
50
50
|
}
|
|
51
|
+
/**
|
|
52
|
+
* Under y-sort, re-derives every participant's z from layer band + entity Y:
|
|
53
|
+
* the scene's entities, then the batch participants its drains hold.
|
|
54
|
+
*/
|
|
55
|
+
export function applyYSort(entities, drains) {
|
|
56
|
+
const singles = [];
|
|
57
|
+
const batches = [];
|
|
58
|
+
const entries = [];
|
|
59
|
+
for (const entity of entities) {
|
|
60
|
+
for (const component of entity.components) {
|
|
61
|
+
if (isYSortBatchParticipant(component)) {
|
|
62
|
+
const batchEntries = component.ySortEntries();
|
|
63
|
+
batches.push({ participant: component, start: entries.length, count: batchEntries.length });
|
|
64
|
+
entries.push(...batchEntries);
|
|
65
|
+
}
|
|
66
|
+
else if (isYSortParticipant(component)) {
|
|
67
|
+
singles.push({ participant: component, index: entries.length });
|
|
68
|
+
entries.push({ layer: component.layer, y: entity.node.position.y });
|
|
69
|
+
}
|
|
70
|
+
}
|
|
71
|
+
}
|
|
72
|
+
for (const participant of drains) {
|
|
73
|
+
const batchEntries = participant.ySortEntries();
|
|
74
|
+
batches.push({ participant, start: entries.length, count: batchEntries.length });
|
|
75
|
+
entries.push(...batchEntries);
|
|
76
|
+
}
|
|
77
|
+
const z = ySortZ(entries);
|
|
78
|
+
for (const { participant, index } of singles) {
|
|
79
|
+
const sortZ = z[index];
|
|
80
|
+
if (sortZ === undefined)
|
|
81
|
+
throw new Error(`ySortZ returned no z for y-sort participant ${index}`);
|
|
82
|
+
participant.setSortZ(sortZ);
|
|
83
|
+
}
|
|
84
|
+
for (const { participant, start, count } of batches) {
|
|
85
|
+
participant.setSortZs(z.slice(start, start + count));
|
|
86
|
+
}
|
|
87
|
+
}
|
package/dist/runtime-bridge.d.ts
CHANGED
|
@@ -1,4 +1,5 @@
|
|
|
1
1
|
import type { AssetStatus } from './assets/asset-loader.js';
|
|
2
|
+
import type { RenderBackend } from './render-readiness.js';
|
|
2
3
|
import type { RuntimeSnapshot, RuntimeSnapshotFilters } from './runtime-inspection.js';
|
|
3
4
|
export declare const RUNTIME_BRIDGE_PROTOCOL_VERSION: 1;
|
|
4
5
|
export declare const RUNTIME_BRIDGE_SYMBOL: unique symbol;
|
|
@@ -20,9 +21,13 @@ export type RuntimeMode = 'paused' | 'real-time';
|
|
|
20
21
|
* from `game.cameraEffects`; the `scene` operation stays a hard cut.
|
|
21
22
|
* `analog-actions` (issue #75, ADR 0023) announces that `hold` takes an
|
|
22
23
|
* optional `value` in (0, 1] and that every control result carries
|
|
23
|
-
* `actionValues` beside `heldActions`.
|
|
24
|
+
* `actionValues` beside `heldActions`. `render-backend` (issue #140, ADR
|
|
25
|
+
* 0025) announces that every metadata carries `backend`: the Render Backend
|
|
26
|
+
* once the renderer is ready, null before — a Run Session waits for it — and
|
|
27
|
+
* that a renderer that fails to initialize reports through the activation's
|
|
28
|
+
* `fail`.
|
|
24
29
|
*/
|
|
25
|
-
export declare const RUNTIME_BRIDGE_CAPABILITIES: readonly ['click', 'scene', 'fixed-step', 'assets', 'camera-effects', 'analog-actions'];
|
|
30
|
+
export declare const RUNTIME_BRIDGE_CAPABILITIES: readonly ['click', 'scene', 'fixed-step', 'assets', 'camera-effects', 'analog-actions', 'render-backend'];
|
|
26
31
|
export interface RuntimeMetadata {
|
|
27
32
|
bridgeVersion: typeof RUNTIME_BRIDGE_PROTOCOL_VERSION;
|
|
28
33
|
engineVersion: string;
|
|
@@ -32,6 +37,8 @@ export interface RuntimeMetadata {
|
|
|
32
37
|
capabilities: readonly string[];
|
|
33
38
|
/** `game.assets.status` at the moment of the read — reading it never advances `frame`. */
|
|
34
39
|
assets: AssetStatus;
|
|
40
|
+
/** The Render Backend once `game.ready()` resolved; null until then (and for good after a failed init). */
|
|
41
|
+
backend: RenderBackend | null;
|
|
35
42
|
}
|
|
36
43
|
export type RuntimeControlRequest = {
|
|
37
44
|
operation: 'press' | 'release';
|
|
@@ -76,11 +83,18 @@ export interface RuntimeBridge {
|
|
|
76
83
|
inspect(filters?: RuntimeSnapshotFilters): RuntimeSnapshot;
|
|
77
84
|
control(request: RuntimeControlRequest): RuntimeControlResult;
|
|
78
85
|
}
|
|
86
|
+
/** Why a Game can never become operational; reported through the activation. */
|
|
87
|
+
export interface RuntimeBridgeFailure {
|
|
88
|
+
code: 'render-backend-failed';
|
|
89
|
+
message: string;
|
|
90
|
+
}
|
|
79
91
|
/** Ephemeral pre-page hook installed by the owner of a browser context. */
|
|
80
92
|
export interface RuntimeBridgeActivation {
|
|
81
93
|
readonly protocolVersion: typeof RUNTIME_BRIDGE_PROTOCOL_VERSION;
|
|
82
94
|
register(bridge: RuntimeBridge): void;
|
|
83
95
|
unregister(bridge: RuntimeBridge): void;
|
|
96
|
+
/** Optional: told when the Game's renderer fails to initialize, so the owner stops waiting. */
|
|
97
|
+
fail?(failure: RuntimeBridgeFailure): void;
|
|
84
98
|
}
|
|
85
99
|
export declare function activeRuntimeBridgeHook(): RuntimeBridgeActivation | null;
|
|
86
100
|
export interface RuntimeBridgeHost {
|
|
@@ -104,6 +118,8 @@ export interface RuntimeBridgeHost {
|
|
|
104
118
|
availableScenes(): string[];
|
|
105
119
|
/** A fresh `game.assets.status`. */
|
|
106
120
|
assets(): AssetStatus;
|
|
121
|
+
/** The Render Backend, null until the renderer is ready. */
|
|
122
|
+
backend(): RenderBackend | null;
|
|
107
123
|
}
|
|
108
124
|
export declare class EngineRuntimeBridge implements RuntimeBridge {
|
|
109
125
|
readonly surface: HTMLCanvasElement;
|
package/dist/runtime-bridge.js
CHANGED
|
@@ -20,7 +20,11 @@ export const RUNTIME_BRIDGE_SYMBOL = Symbol.for('@waica/runtime-bridge/v1');
|
|
|
20
20
|
* from `game.cameraEffects`; the `scene` operation stays a hard cut.
|
|
21
21
|
* `analog-actions` (issue #75, ADR 0023) announces that `hold` takes an
|
|
22
22
|
* optional `value` in (0, 1] and that every control result carries
|
|
23
|
-
* `actionValues` beside `heldActions`.
|
|
23
|
+
* `actionValues` beside `heldActions`. `render-backend` (issue #140, ADR
|
|
24
|
+
* 0025) announces that every metadata carries `backend`: the Render Backend
|
|
25
|
+
* once the renderer is ready, null before — a Run Session waits for it — and
|
|
26
|
+
* that a renderer that fails to initialize reports through the activation's
|
|
27
|
+
* `fail`.
|
|
24
28
|
*/
|
|
25
29
|
export const RUNTIME_BRIDGE_CAPABILITIES = [
|
|
26
30
|
'click',
|
|
@@ -29,6 +33,7 @@ export const RUNTIME_BRIDGE_CAPABILITIES = [
|
|
|
29
33
|
'assets',
|
|
30
34
|
'camera-effects',
|
|
31
35
|
'analog-actions',
|
|
36
|
+
'render-backend',
|
|
32
37
|
];
|
|
33
38
|
export class RuntimeBridgeOperationError extends Error {
|
|
34
39
|
code;
|
|
@@ -79,6 +84,7 @@ export class EngineRuntimeBridge {
|
|
|
79
84
|
simulationTime: this.frame * SIMULATION_STEP,
|
|
80
85
|
capabilities: RUNTIME_BRIDGE_CAPABILITIES,
|
|
81
86
|
assets: this.host.assets(),
|
|
87
|
+
backend: this.host.backend(),
|
|
82
88
|
};
|
|
83
89
|
}
|
|
84
90
|
inspect(filters = {}) {
|
package/dist/scene.d.ts
CHANGED
|
@@ -37,6 +37,16 @@ export interface SceneRenderJson {
|
|
|
37
37
|
sort?: 'y';
|
|
38
38
|
/** Logical positions are projected to the fixed 2:1 render lattice. */
|
|
39
39
|
projection?: 'isometric';
|
|
40
|
+
/**
|
|
41
|
+
* Sprite Batches (ADR 0024). Absent or true: sprites that share art —
|
|
42
|
+
* same texture (an AnimatedSprite's current sheet), pixel-art filtering and
|
|
43
|
+
* shape — and sit next to each other in draw order are drawn together in
|
|
44
|
+
* one call, each one an instance with its own placement, color and frame;
|
|
45
|
+
* what is drawn in front of what never changes. false: one mesh, one
|
|
46
|
+
* material and one draw call per sprite, the pre-batching path — set it to
|
|
47
|
+
* rule batching out of a visual difference or while debugging draw order.
|
|
48
|
+
*/
|
|
49
|
+
batch?: boolean;
|
|
40
50
|
}
|
|
41
51
|
export interface SceneJson {
|
|
42
52
|
waicaScene: 1 | 2 | 3;
|