@woosh/meep-engine 3.1.0 → 3.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1822) hide show
  1. package/LICENSE +188 -188
  2. package/README.md +152 -152
  3. package/editor/Editor.js +598 -598
  4. package/editor/EditorCameraNavigation.js +205 -205
  5. package/editor/EditorKeyMap.js +182 -182
  6. package/editor/SelectionVisualizer.js +127 -127
  7. package/editor/actions/concrete/ActionInvalidateSampler.js +27 -27
  8. package/editor/actions/concrete/PatchTerrainHeightAction.js +85 -85
  9. package/editor/camera/camera_framing.js +104 -104
  10. package/editor/clipboard.js +184 -184
  11. package/editor/ecs/component/editors/ObservedIntegerEditor.js +22 -22
  12. package/editor/ecs/component/editors/ObservedStringEditor.js +34 -34
  13. package/editor/ecs/component/editors/common/two_way_sync.js +50 -50
  14. package/editor/ecs/component/editors/ecs/GridObstacleEditor.js +19 -19
  15. package/editor/ecs/component/editors/ecs/ParameterLookupTableEditor.js +35 -35
  16. package/editor/ecs/component/editors/ecs/ParameterTrackEditor.js +17 -17
  17. package/editor/ecs/component/editors/ecs/SGMeshEditor.js +24 -24
  18. package/editor/ecs/component/editors/ecs/ShadedGeometryEditor.js +33 -33
  19. package/editor/ecs/component/editors/ecs/Trail3DEditor.js +45 -45
  20. package/editor/ecs/component/editors/ecs/buildGridObstaclePreview.js +19 -19
  21. package/editor/ecs/component/editors/ecs/terrain/TerrainEditor.js +72 -72
  22. package/editor/ecs/component/editors/shade/MeshletGeometryEditor.js +30 -30
  23. package/editor/ecs/component/editors/shade/ShadeImageEditor.js +70 -70
  24. package/editor/ecs/component/editors/shade/ShadeMaterialEditor.js +34 -34
  25. package/editor/ecs/component/editors/shade/ShadeTextureEditor.js +46 -46
  26. package/editor/ecs/component/editors/shade/StandardShadeMaterialEditor.js +24 -24
  27. package/editor/ecs/component/prototypeObjectEditor.js +265 -265
  28. package/editor/ecs/component/registerBasicTypeEditors.js +100 -100
  29. package/editor/ecs/component/registerEngineComponentEditors.js +95 -95
  30. package/editor/entity_world_bounds.js +27 -27
  31. package/editor/particles/lut_ops.js +148 -148
  32. package/editor/particles/particleEditEvents.js +12 -12
  33. package/editor/particles/rebuildParticleEmitter.js +31 -31
  34. package/editor/persistence/EditorLayoutStore.js +71 -71
  35. package/editor/persistence/SceneMetadata.js +52 -52
  36. package/editor/persistence/SceneSlotManager.js +144 -144
  37. package/editor/persistence/buildNewSceneDataset.js +67 -67
  38. package/editor/persistence/files.js +68 -68
  39. package/editor/persistence/scene_import.js +143 -143
  40. package/editor/persistence/scene_serialization.js +79 -79
  41. package/editor/persistence/string_buffer_codec.js +41 -41
  42. package/editor/process/GridDisplayProcess.js +125 -125
  43. package/editor/process/SymbolicDisplayProcess.js +106 -108
  44. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  45. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  46. package/editor/process/symbolic/PathSymbolicDisplay.js +118 -118
  47. package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.js +79 -79
  48. package/editor/process/symbolic/SoundEmitterSymbolicDisplay.js +57 -57
  49. package/editor/process/symbolic/SymbolicDisplay.js +62 -62
  50. package/editor/process/symbolic/gizmo_draw_wire_box_oriented.js +85 -85
  51. package/editor/process/symbolic/gizmo_draw_wire_circle.js +53 -53
  52. package/editor/prototypeEditorShell.js +156 -156
  53. package/editor/selection/editor_pick.js +130 -130
  54. package/editor/selection/screen_rect_frustum.js +119 -119
  55. package/editor/style/controls.scss +168 -168
  56. package/editor/style/inspector.scss +223 -223
  57. package/editor/templates/entity_templates.js +167 -167
  58. package/editor/tools/GridPaintTool.js +273 -273
  59. package/editor/tools/SelectionTool.js +307 -307
  60. package/editor/tools/TransformToolV2.js +378 -378
  61. package/editor/tools/engine/ToolEngine.js +188 -188
  62. package/editor/tools/paint/TerrainTexturePaintTool.js +250 -250
  63. package/editor/tools/v2/BlenderCameraOrientationGizmo.js +501 -501
  64. package/editor/tools/v2/TransformControls.js +971 -971
  65. package/editor/tools/v2/handle/gizmo_drag_plane.js +141 -141
  66. package/editor/tools/v2/handle/gizmo_draw.js +399 -399
  67. package/editor/tools/v2/handle/gizmo_handles.js +364 -364
  68. package/editor/tools/v2/handle/gizmo_ray_shapes.js +239 -239
  69. package/editor/view/ecs/HierarchicalEntityListView.js +339 -339
  70. package/editor/view/ecs/components/DatGuiController.js +2 -2
  71. package/editor/view/ecs/components/common/AutoCanvasView.js +100 -100
  72. package/editor/view/ecs/components/common/TextController.js +59 -59
  73. package/editor/view/library/MeshLibraryView.js +175 -175
  74. package/editor/view/library/mesh_library_drag.js +63 -63
  75. package/editor/view/library/model_thumbnail_source.js +86 -86
  76. package/editor/view/makeEntityDecorators.js +125 -125
  77. package/editor/view/node-graph/NodeGraphSelection.js +89 -89
  78. package/editor/view/node-graph/NodeView.js +211 -211
  79. package/editor/view/node-graph/actions/ConnectionDeleteAction.js +36 -36
  80. package/editor/view/node-graph/actions/NodesMoveAction.js +41 -41
  81. package/editor/view/node-graph/connection_wire_geometry.js +107 -107
  82. package/editor/view/particles/ColorLutGradientView.js +291 -291
  83. package/editor/view/particles/ScalarLutCurveView.js +279 -279
  84. package/editor/view/prepareMeshLibrary.js +188 -188
  85. package/editor/view/shell/SceneTreePanelView.js +119 -119
  86. package/editor/view/v2/SplitView.js +2 -2
  87. package/package.json +94 -94
  88. package/samples/generation/generators/interactive/mir_generator_place_buff_objects.js +362 -362
  89. package/src/DUPLICATION_AUDIT_2026_08_07/00_core_reuse_surface.md +738 -738
  90. package/src/DUPLICATION_AUDIT_2026_08_07/A_core_math_geom.md +79 -79
  91. package/src/DUPLICATION_AUDIT_2026_08_07/B_core_data.md +93 -93
  92. package/src/DUPLICATION_AUDIT_2026_08_07/C_gfx_render.md +80 -80
  93. package/src/DUPLICATION_AUDIT_2026_08_07/D_gfx_features.md +164 -164
  94. package/src/DUPLICATION_AUDIT_2026_08_07/E_physics.md +69 -69
  95. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +102 -102
  96. package/src/DUPLICATION_AUDIT_2026_08_07/G_net_save.md +129 -129
  97. package/src/DUPLICATION_AUDIT_2026_08_07/H_engine_misc.md +72 -72
  98. package/src/DUPLICATION_AUDIT_2026_08_07/I_generation_view.md +74 -74
  99. package/src/DUPLICATION_AUDIT_2026_08_07/K_crosscutting.md +169 -169
  100. package/src/DUPLICATION_AUDIT_2026_08_07.md +254 -254
  101. package/src/DUPLICATION_AUDIT_REMEDIATION.md +250 -250
  102. package/src/REVIEW_2026_08_06/adv-core.md +511 -511
  103. package/src/REVIEW_2026_08_06/adv-gfx.md +480 -480
  104. package/src/REVIEW_2026_08_06/adv-view.md +446 -446
  105. package/src/REVIEW_2026_08_06/api-core.md +296 -296
  106. package/src/REVIEW_2026_08_06/api-engine.md +195 -195
  107. package/src/REVIEW_2026_08_06/bvh-phys-sound-net.md +507 -507
  108. package/src/REVIEW_2026_08_06/core-binary.md +348 -348
  109. package/src/REVIEW_2026_08_06/core-collection.md +376 -376
  110. package/src/REVIEW_2026_08_06/core-math.md +221 -221
  111. package/src/REVIEW_2026_08_06/core-process.md +266 -266
  112. package/src/REVIEW_2026_08_06/core-science.md +223 -223
  113. package/src/REVIEW_2026_08_06/engine-ai-nav.md +279 -279
  114. package/src/REVIEW_2026_08_06/engine-animation.md +167 -167
  115. package/src/REVIEW_2026_08_06/engine-asset.md +166 -166
  116. package/src/REVIEW_2026_08_06/engine-ecs.md +920 -920
  117. package/src/REVIEW_2026_08_06/engine-input.md +197 -197
  118. package/src/REVIEW_2026_08_06/engine-misc.md +248 -248
  119. package/src/REVIEW_2026_08_06/engine-terrain.md +52 -52
  120. package/src/REVIEW_2026_08_06/generation.md +176 -176
  121. package/src/REVIEW_2026_08_06/geom-2d.md +434 -434
  122. package/src/REVIEW_2026_08_06/geom-3d.md +117 -117
  123. package/src/REVIEW_2026_08_06/gfx-gi.md +143 -143
  124. package/src/REVIEW_2026_08_06/gfx-render.md +740 -740
  125. package/src/REVIEW_2026_08_06/gfx-texture.md +690 -690
  126. package/src/REVIEW_2026_08_06/prior-criticals.md +49 -49
  127. package/src/REVIEW_2026_08_06/prior-highs.md +138 -138
  128. package/src/REVIEW_2026_08_06/test-gaps.md +364 -364
  129. package/src/REVIEW_2026_08_06/view.md +667 -667
  130. package/src/REVIEW_2026_08_06.md +610 -610
  131. package/src/avif/codec/dec/avif_dec.cpp +233 -233
  132. package/src/avif/codec/dec/avif_dec.js +16 -16
  133. package/src/core/binary/BitImage2.js +246 -246
  134. package/src/core/binary/align_32.js +21 -21
  135. package/src/core/binary/data_view/DataType2DataViewReaders.js +23 -23
  136. package/src/core/binary/data_view/DataType2DataViewWriters.js +25 -25
  137. package/src/core/binary/hash/XXH128Hash.js +55 -55
  138. package/src/core/binary/hash/XXH3_SECRET.js +25 -25
  139. package/src/core/binary/hash/xxh3_128.js +341 -341
  140. package/src/core/binary/hash/xxh3_64.js +241 -241
  141. package/src/core/binary/hash/xxh3_common.js +476 -476
  142. package/src/core/binary/lz4/LZ4_MAX_INPUT_SIZE.js +9 -9
  143. package/src/core/binary/lz4/lz4_compress_block.js +385 -385
  144. package/src/core/binary/lz4/lz4_compress_bound.js +25 -25
  145. package/src/core/binary/lz4/lz4_decompress_block.js +139 -139
  146. package/src/core/binary/lz4/lz4_decompress_bound.js +30 -30
  147. package/src/core/binary/meshopt/MESHOPT_GROUP_SIZE.js +18 -18
  148. package/src/core/binary/meshopt/MeshoptCompressionFilter.js +30 -30
  149. package/src/core/binary/meshopt/MeshoptCompressionMode.js +21 -21
  150. package/src/core/binary/meshopt/__meshopt_test_streams.js +237 -237
  151. package/src/core/binary/meshopt/meshopt_decode.js +73 -73
  152. package/src/core/binary/meshopt/meshopt_decode_byte_group.js +67 -67
  153. package/src/core/binary/meshopt/meshopt_decode_data_block.js +59 -59
  154. package/src/core/binary/meshopt/meshopt_decode_filter_color.js +69 -69
  155. package/src/core/binary/meshopt/meshopt_decode_filter_exponential.js +43 -43
  156. package/src/core/binary/meshopt/meshopt_decode_filter_octahedral.js +60 -60
  157. package/src/core/binary/meshopt/meshopt_decode_filter_quaternion.js +71 -71
  158. package/src/core/binary/meshopt/meshopt_decode_index_buffer.js +294 -294
  159. package/src/core/binary/meshopt/meshopt_decode_index_sequence.js +115 -115
  160. package/src/core/binary/meshopt/meshopt_decode_vertex_buffer.js +381 -381
  161. package/src/core/binary/meshopt/meshopt_read_uint_var.js +59 -59
  162. package/src/core/binary/reinterpret_float32_as_uint32.js +13 -13
  163. package/src/core/binary/reinterpret_uint32_as_float32.js +14 -14
  164. package/src/core/binary/type/DataType2TypedArrayConstructorMapping.js +35 -35
  165. package/src/core/bvh2/bvh3/ebvh_geometry_query_any_triangle_ray.js +149 -149
  166. package/src/core/bvh2/bvh3/ebvh_sort_for_traversal_depth_first.js +96 -96
  167. package/src/core/bvh2/bvh3/query/bvh_query_depth_range_in_frustum.js +101 -101
  168. package/src/core/bvh2/bvh3/query/bvh_query_leaves_generic.js +77 -77
  169. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray.js +90 -90
  170. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray_segment.js +94 -94
  171. package/src/core/bvh2/bvh3/query/bvh_query_user_data_generic.js +86 -86
  172. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_capsule.js +101 -101
  173. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_sphere.js +92 -92
  174. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray.js +96 -96
  175. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray_segment.js +100 -100
  176. package/src/core/bvh2/visual/BVHGeometry.js +131 -131
  177. package/src/core/bvh8/BVH8.js +436 -436
  178. package/src/core/bvh8/aabb3_round_to_float32.js +22 -22
  179. package/src/core/bvh8/build/BVH8Converter.js +588 -588
  180. package/src/core/bvh8/build/TriangleCluster.js +122 -122
  181. package/src/core/bvh8/build/aabb3_compute_merge_cost.js +28 -28
  182. package/src/core/bvh8/build/aabb3_from_triangle_by_index.js +17 -17
  183. package/src/core/bvh8/build/bvh8_build_for_geometry.js +303 -303
  184. package/src/core/bvh8/build/bvh8_from_proxy.js +256 -256
  185. package/src/core/bvh8/build/byte.js +9 -9
  186. package/src/core/bvh8/build/encode_bounds_e.js +11 -11
  187. package/src/core/bvh8/bvh8_convert_to_dot.js +132 -132
  188. package/src/core/bvh8/bvh8_count_primitives.js +98 -98
  189. package/src/core/bvh8/bvh8_geometry_validate.js +138 -138
  190. package/src/core/bvh8/bvh8_geometry_validate_indirect.js +166 -166
  191. package/src/core/bvh8/bvh8_get_node_bounds.js +34 -34
  192. package/src/core/bvh8/bvh8_get_node_child_bounds.js +52 -52
  193. package/src/core/bvh8/bvh8_node_child_surface_area.js +18 -18
  194. package/src/core/bvh8/bvh8_node_count_triangles.js +27 -27
  195. package/src/core/bvh8/bvh8_quality.js +72 -72
  196. package/src/core/bvh8/bvh8_validate_structure.js +87 -87
  197. package/src/core/clipboard/obtainClipBoard.js +29 -29
  198. package/src/core/clipboard/safeClipboardReadText.js +55 -55
  199. package/src/core/clipboard/safeClipboardWriteText.js +23 -23
  200. package/src/core/collection/array/typed/typed_array_value_denormalize.js +52 -52
  201. package/src/core/collection/array/typed/typed_array_value_normalize.js +51 -51
  202. package/src/core/collection/union-find/union_find.js +79 -79
  203. package/src/core/color/YCoCg/rgb_to_ycocg.js +20 -20
  204. package/src/core/color/YCoCg/ycocg_to_rgb.js +17 -17
  205. package/src/core/color/colormap/MAGMA_LUT.js +26 -26
  206. package/src/core/color/illuminant/D65_TRISTIMULUS_XYZ.js +19 -19
  207. package/src/core/color/lab/lab_apply_hunt_adjustment.js +27 -27
  208. package/src/core/color/lab/lab_distance_hyab.js +23 -23
  209. package/src/core/color/lab/xyz_to_lab.js +62 -62
  210. package/src/core/color/operations/color_darken.js +24 -24
  211. package/src/core/color/operations/color_desaturate.js +24 -24
  212. package/src/core/color/operations/color_lighten.js +24 -24
  213. package/src/core/color/operations/color_saturate.js +24 -24
  214. package/src/core/color/operations/color_scale_okhsv_channel.js +45 -45
  215. package/src/core/color/tonemap/tonemap_aces.js +41 -41
  216. package/src/core/color/ycxcz/xyz_to_ycxcz.js +28 -28
  217. package/src/core/color/ycxcz/ycxcz_to_xyz.js +19 -19
  218. package/src/core/dom/isImageBitmap.js +12 -12
  219. package/src/core/function/frameThrottle.js +23 -23
  220. package/src/core/geom/2d/aabb/aabb2_array_combine.js +7 -7
  221. package/src/core/geom/2d/aabb/aabb2_compute_area.js +7 -7
  222. package/src/core/geom/2d/aabb/aabb2_compute_center_from_multiple.js +7 -7
  223. package/src/core/geom/2d/aabb/aabb2_compute_overlap.js +7 -7
  224. package/src/core/geom/2d/aabb/aabb2_from_v2_array.js +7 -7
  225. package/src/core/geom/2d/aabb/aabb2_intersects_point.js +7 -7
  226. package/src/core/geom/2d/aabb/aabb2_overlap_exists.js +7 -7
  227. package/src/core/geom/2d/circle/circle_compute_circle_intersection.js +7 -7
  228. package/src/core/geom/2d/circle/circle_compute_circle_penetration.js +7 -7
  229. package/src/core/geom/2d/circle/circle_intersects_point.js +7 -7
  230. package/src/core/geom/2d/compute_polygon_area_2d.js +7 -7
  231. package/src/core/geom/2d/convex-hull/fixed_convex_hull_humus.js +7 -7
  232. package/src/core/geom/2d/convex-hull/fixed_convex_hull_relaxation.js +7 -7
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  234. package/src/core/geom/2d/intersect_ray_2d.js +7 -7
  235. package/src/core/geom/2d/line/line2_distance_to_point_sqr.js +7 -7
  236. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +44 -44
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  238. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_array_2d.js +7 -7
  239. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_2d.js +7 -7
  240. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_array_2d.js +7 -7
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  242. package/src/core/geom/2d/line/line_segment_line_segment_intersection_exists_2d.js +7 -7
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  246. package/src/core/geom/2d/oriented-box/min_area_rect_2d.js +69 -69
  247. package/src/core/geom/2d/polygon/TRIANGULATION_DESIGN.md +433 -433
  248. package/src/core/geom/2d/polygon/polygon2_clip_axis_halfplane.js +51 -51
  249. package/src/core/geom/2d/polygon/polygon2_clip_halfplane.js +50 -50
  250. package/src/core/geom/2d/polygon/polygon2_is_counter_clockwise.js +84 -84
  251. package/src/core/geom/2d/polygon/polygon2_signed_area.js +52 -52
  252. package/src/core/geom/2d/polygon/polygon2_triangulate.corpus.js +86 -86
  253. package/src/core/geom/2d/polygon/polygon2_triangulate.js +1280 -1280
  254. package/src/core/geom/2d/polygon/polygon2_triangulation_deviation.js +77 -77
  255. package/src/core/geom/2d/quad-tree/qt_collect_by_circle.js +39 -39
  256. package/src/core/geom/2d/quad-tree/qt_match_data_by_circle.js +101 -101
  257. package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.js +7 -7
  258. package/src/core/geom/2d/rectangle_to_aabb.js +7 -7
  259. package/src/core/geom/2d/spline_bezier2_2d.js +7 -7
  260. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +99 -99
  261. package/src/core/geom/2d/triangle/tri2_signed_area.js +35 -35
  262. package/src/core/geom/2d/triangle2d_compute_area.js +7 -7
  263. package/src/core/geom/2d/triangle2d_contains_point.js +7 -7
  264. package/src/core/geom/2d/triangle2d_get_barycentric.js +7 -7
  265. package/src/core/geom/2d/v2_morton_encode.js +23 -23
  266. package/src/core/geom/3d/aabb/aabb3_array_intersects_frustum_degree.js +7 -7
  267. package/src/core/geom/3d/aabb/aabb3_box_surface_area_2.js +7 -7
  268. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +5 -5
  269. package/src/core/geom/3d/aabb/aabb3_closest_point_on_surface.js +57 -57
  270. package/src/core/geom/3d/aabb/aabb3_combined_surface_area.js +7 -7
  271. package/src/core/geom/3d/aabb/aabb3_compute_half_surface_area.js +7 -7
  272. package/src/core/geom/3d/aabb/aabb3_compute_projected_area.js +7 -7
  273. package/src/core/geom/3d/aabb/aabb3_compute_surface_area.js +7 -7
  274. package/src/core/geom/3d/aabb/aabb3_detailed_volume_intersection.js +7 -7
  275. package/src/core/geom/3d/aabb/aabb3_estimate_projected_area2.js +7 -7
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  1787. package/src/view/minimap/minimap_focus_area.js +97 -97
  1788. package/editor/process/symbolic/SocketsSymbolicDisplay.js +0 -192
  1789. package/src/core/geom/3d/topology/struct/binary/io/moved_tests.txt +0 -37
  1790. package/src/engine/ecs/attachment/Attachment.d.ts +0 -40
  1791. package/src/engine/ecs/attachment/Attachment.d.ts.map +0 -1
  1792. package/src/engine/ecs/attachment/Attachment.js +0 -57
  1793. package/src/engine/ecs/attachment/AttachmentBinding.d.ts +0 -28
  1794. package/src/engine/ecs/attachment/AttachmentBinding.d.ts.map +0 -1
  1795. package/src/engine/ecs/attachment/AttachmentBinding.js +0 -41
  1796. package/src/engine/ecs/attachment/AttachmentSystem.d.ts +0 -61
  1797. package/src/engine/ecs/attachment/AttachmentSystem.d.ts.map +0 -1
  1798. package/src/engine/ecs/attachment/AttachmentSystem.js +0 -307
  1799. package/src/engine/ecs/attachment/BoneAttachmentBinding.d.ts +0 -27
  1800. package/src/engine/ecs/attachment/BoneAttachmentBinding.d.ts.map +0 -1
  1801. package/src/engine/ecs/attachment/BoneAttachmentBinding.js +0 -69
  1802. package/src/engine/ecs/attachment/TransformAttachmentBinding.d.ts +0 -4
  1803. package/src/engine/ecs/attachment/TransformAttachmentBinding.d.ts.map +0 -1
  1804. package/src/engine/ecs/attachment/TransformAttachmentBinding.js +0 -51
  1805. package/src/engine/ecs/sockets/AttachmentSocket.d.ts +0 -32
  1806. package/src/engine/ecs/sockets/AttachmentSocket.d.ts.map +0 -1
  1807. package/src/engine/ecs/sockets/AttachmentSocket.js +0 -60
  1808. package/src/engine/ecs/sockets/AttachmentSocketType.d.ts +0 -6
  1809. package/src/engine/ecs/sockets/AttachmentSocketType.d.ts.map +0 -1
  1810. package/src/engine/ecs/sockets/AttachmentSocketType.js +0 -8
  1811. package/src/engine/ecs/sockets/AttachmentSockets.d.ts +0 -57
  1812. package/src/engine/ecs/sockets/AttachmentSockets.d.ts.map +0 -1
  1813. package/src/engine/ecs/sockets/AttachmentSockets.js +0 -130
  1814. package/src/engine/ecs/sockets/BoneAttachmentSocket.d.ts +0 -29
  1815. package/src/engine/ecs/sockets/BoneAttachmentSocket.d.ts.map +0 -1
  1816. package/src/engine/ecs/sockets/BoneAttachmentSocket.js +0 -56
  1817. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.d.ts +0 -6
  1818. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.d.ts.map +0 -1
  1819. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.js +0 -19
  1820. package/src/shade/renderer/animation/_dump_resolve.d.mts +0 -2
  1821. package/src/shade/renderer/animation/_dump_resolve.d.mts.map +0 -1
  1822. package/src/shade/renderer/animation/_dump_resolve.mjs +0 -5
@@ -1,776 +1,776 @@
1
- import { assert } from "../../core/assert.js";
2
- import Signal from "../../core/events/signal/Signal.js";
3
- import Vector1 from "../../core/geom/Vector1.js";
4
- import { Vector2 } from "../../core/geom/Vector2.js";
5
- import { max2 } from "../../core/math/max2.js";
6
- import { TextureDescriptor } from "../../shade/descriptor/texture/TextureDescriptor.js";
7
- import { PerspectiveCamera } from "../../shade/renderer/camera/PerspectiveCamera.js";
8
- import { DynamicResolutionScaling } from "../../shade/renderer/DynamicResolutionScaling.js";
9
- import { Renderer } from "../../shade/renderer/Renderer.js";
10
- import { Scene } from "../../shade/renderer/scene/Scene.js";
11
- import { Sampler2D } from "../graphics/texture/sampler/Sampler2D.js";
12
- import EmptyView from "../../view/elements/EmptyView.js";
13
- import { make_default_environment } from "./make_default_environment.js";
14
- import { shade_camera_projection_ray } from "./shade_camera_projection_ray.js";
15
- import { ShadeCameraAdapter } from "./ShadeCameraAdapter.js";
16
-
17
- /**
18
- * What an offscreen picture is drawn into. Not the canvas's presentation format on purpose: a
19
- * caller reading pixels back wants a channel order it can name, and the presentation format is
20
- * whatever the platform prefers.
21
- *
22
- * @type {string}
23
- */
24
- const OFFSCREEN_FORMAT = "rgba8unorm";
25
-
26
- /**
27
- * Frames an offscreen picture is drawn before it is read.
28
- *
29
- * More than one because the frame is temporal: anti-aliasing, and every effect that reads last
30
- * frame's depth, need a history to have been written before what they produce is the picture rather
31
- * than the first draft of it. Small because the history is dropped by the resize that precedes it,
32
- * so this is how long convergence takes from nothing rather than how long it takes to forget a
33
- * previous subject.
34
- *
35
- * @type {number}
36
- */
37
- const OFFSCREEN_FRAMES = 8;
38
-
39
- /**
40
- * The frame rate dynamic resolution scaling holds, in frames per second.
41
- *
42
- * Thirty, by the sponsor's decision (D39). It is a **floor**, not a target the game aims to sit at:
43
- * the controller is silent while frames are cheaper than 33 ms, and everything it does happens on
44
- * hardware that cannot hold that. Raising it would mean trading resolution away on machines that
45
- * were coping.
46
- *
47
- * @type {number}
48
- */
49
- const TARGET_FRAME_RATE = 30;
50
-
51
- /**
52
- * The renderer meep 3 talks to: Shade behind the shape `GraphicsEngine` presented.
53
- *
54
- * It implements the **bootstrap seam** and nothing else — `{viewport, domElement, camera,
55
- * on.{preRender, postRender, contextLost, contextRestored, contextFailed}, needDraw, autoDraw,
56
- * start(), stop(), render(), updateSize()}` — because that is what `Engine` needs in order to boot,
57
- * and because the facade is deliberately not allowed to grow past §4.2 (D14).
58
- *
59
- * **Two things have been let through since, each by name.** {@link add_extension} /
60
- * {@link remove_extension} (E9), because an extension has to survive the restart that replaces the
61
- * renderer holding it, and
62
- * {@link scene_context} (E13, D29), because the managers a system needs — animation above all —
63
- * hang off Shade's per-scene GPU state and there is no other door to them. Both take or return
64
- * something the caller already owns; neither hands out the renderer.
65
- *
66
- * What is deliberately absent, and stays absent: `renderer` / `getRenderer()` (44 callers on the
67
- * old engine, each of them a migration item rather than a reason to re-open the hatch), `layers`
68
- * (CPU visibility dies with GPU culling), `scene` (entities reach the scene through the mesh
69
- * system, not through the facade), and the three-shaped material manager.
70
- *
71
- * **Lifecycle differs from the old engine on purpose.** `GraphicsEngine` starts inside the `Engine`
72
- * constructor, which is why stopping an engine used to leave a restarted one with no renderer at
73
- * all. This one starts from `Engine.start()` and stops symmetrically, so `start → stop → start`
74
- * returns a working renderer (E1).
75
- */
76
- export class GraphicsEngine3 {
77
- /**
78
- * Duck-type the rest of the engine checks instead of `instanceof`, which is the convention
79
- * the legacy `CameraSystem` already used and `HeadsUpDisplaySystem` was moved onto in Phase 0.
80
- *
81
- * @returns {boolean}
82
- */
83
- get isGraphicsEngine() {
84
- return true;
85
- }
86
-
87
- /**
88
- * Shade's renderer. `null` before a successful {@link start} and again after {@link stop} —
89
- * the states a caller has to tolerate, which is why {@link render} checks rather than assumes.
90
- *
91
- * @type {Renderer|null}
92
- */
93
- #renderer = null;
94
-
95
- /**
96
- * Trades internal resolution for frame time — see {@link dynamic_resolution}.
97
- *
98
- * @type {DynamicResolutionScaling}
99
- */
100
- #dynamic_resolution = new DynamicResolutionScaling();
101
-
102
- /**
103
- * When the previous frame was drawn, in the clock {@link performance} keeps. Seeded by
104
- * {@link start} so that the first frame after one has a real interval behind it rather than a
105
- * special case.
106
- *
107
- * @type {number}
108
- */
109
- #last_render_timestamp = 0;
110
-
111
- /**
112
- * Extensions registered through {@link add_extension}, in the order they were added — which is
113
- * not the order they record in: that is resolved from their own declarations, per phase, by the
114
- * registry the renderer holds.
115
- *
116
- * The engine holds them rather than the renderer because a renderer is replaced by every
117
- * restart while the systems that registered are not, and because a system has to be able to
118
- * register before a device exists.
119
- *
120
- * @type {RenderExtension[]}
121
- */
122
- #extensions = [];
123
-
124
- /**
125
- * The scene Shade draws.
126
- *
127
- * There is no getter, deliberately. The old engine handed its scene out and the editor wrote
128
- * into the graph directly — 14 call sites of coupling that §2.1 retires. Content reaches the
129
- * renderer through the system that owns it, which tells the facade *which* scene to draw and
130
- * keeps the graph to itself.
131
- *
132
- * @type {Scene}
133
- */
134
- #scene = new Scene();
135
-
136
- /**
137
- * @type {HTMLCanvasElement|null}
138
- */
139
- #canvas = null;
140
-
141
- /**
142
- * The camera the frame is drawn from. Owned here rather than handed in, because it is Shade's
143
- * and a caller building one would have to know that; what drives it is
144
- * {@link camera_sync_from_transform}, from whatever transform the active camera entity has.
145
- *
146
- * @type {PerspectiveCamera}
147
- */
148
- #camera = new PerspectiveCamera();
149
-
150
- constructor() {
151
- /**
152
- * The camera, in the shape the engine's existing consumers read it — `projectionMatrix` and
153
- * `matrixWorldInverse`, which is what `HeadsUpDisplaySystem` multiplies together. The real
154
- * Shade camera is on its `camera` property.
155
- *
156
- * @type {ShadeCameraAdapter}
157
- */
158
- this.camera = new ShadeCameraAdapter(this.#camera);
159
-
160
- this.on = {
161
- /**
162
- * **The camera-finalized phase.** Camera matrices are final and the frame has not been
163
- * submitted — which is what §2.1 already defines `preRender` to mean, so the old
164
- * engine's `visibilityConstructionStarted` / `visibilityConstructionEnded` do not
165
- * survive as signals of their own. Their subscribers — the legacy camera and light
166
- * systems, the editor's symbolic display — landed here when their systems were ported.
167
- *
168
- * @type {Signal}
169
- */
170
- preRender: new Signal(),
171
-
172
- /**
173
- * The frame has been submitted. Note that submitted is not finished — the GPU is still
174
- * working when this fires, on this renderer as on the last one.
175
- *
176
- * @type {Signal}
177
- */
178
- postRender: new Signal(),
179
-
180
- /**
181
- * The GPU device was lost. Nothing renders after this.
182
- *
183
- * @type {Signal}
184
- */
185
- contextLost: new Signal(),
186
-
187
- /**
188
- * **Never fires.** Kept because the contract has it and subscribers expect the shape,
189
- * but Shade does not recover a lost device (R6): everything the renderer built lived on
190
- * it, and a message plus a reload is the honest response. A subscriber here is waiting
191
- * for something that will not happen.
192
- *
193
- * @type {Signal<number>}
194
- */
195
- contextRestored: new Signal(),
196
-
197
- /**
198
- * There will be no rendering — no WebGPU, no adapter, or hardware below the floor.
199
- * Carries a {@link ShadeDeviceFailure}, whose `message` is written to be shown.
200
- *
201
- * @type {Signal<ShadeDeviceFailure>}
202
- */
203
- contextFailed: new Signal(),
204
- };
205
-
206
- /**
207
- * @type {Vector1}
208
- */
209
- this.pixelRatio = new Vector1(1);
210
-
211
- /**
212
- * Final render resolution in whole device pixels. Zero until the viewport has a size.
213
- *
214
- * @readonly
215
- * @type {Vector2}
216
- */
217
- this.output_resolution = new Vector2(0, 0);
218
-
219
- /**
220
- * The DOM element the canvas lives in. Created here rather than in {@link start} so that
221
- * layout can be wired before a device exists — and so a failed start still leaves something
222
- * to put a message in.
223
- *
224
- * @type {EmptyView}
225
- */
226
- this.viewport = new EmptyView();
227
- this.viewport.size.onChanged.add(this.updateSize, this);
228
-
229
- /**
230
- * @type {HTMLCanvasElement|null}
231
- */
232
- this.domElement = null;
233
-
234
- /**
235
- * Whether the next frame has anything new to show. With {@link autoDraw} off, this is what
236
- * gates rendering at all.
237
- *
238
- * @type {boolean}
239
- */
240
- this.needDraw = true;
241
-
242
- /**
243
- * Draw every tick regardless of {@link needDraw}. On-demand rendering — menus and the
244
- * editor that should not burn frames — is turning this off.
245
- *
246
- * @type {boolean}
247
- */
248
- this.autoDraw = true;
249
-
250
- /**
251
- * @type {number}
252
- */
253
- this.frameIndex = 0;
254
-
255
- /*
256
- Wired here rather than in `start`, because the closures read the field and the field is
257
- re-assigned on every start: a controller that captured one renderer would keep steering it
258
- after a context restart replaced it.
259
- */
260
- this.#dynamic_resolution.get_scale = () => this.#renderer.internal_resolution_scale;
261
- this.#dynamic_resolution.set_scale = v => {
262
- this.#renderer.internal_resolution_scale = v;
263
- };
264
-
265
- /*
266
- Stated rather than inherited. It happens to equal the controller's own default today, and
267
- that is not a reason to leave it unsaid: the game's target is the game's decision (D39), and
268
- a library default is free to move without anybody meaning the game to follow it.
269
- */
270
- this.#dynamic_resolution.target_frame_rate = TARGET_FRAME_RATE;
271
- }
272
-
273
- /**
274
- * Trades internal resolution for frame time, and is the only thing in this engine that does.
275
- *
276
- * Exposed so that it can be turned off or re-targeted — a measurement that wants a fixed
277
- * resolution, or a settings screen that offers the choice — and for no other reason: it drives
278
- * itself from {@link render}, and nothing has to call it.
279
- *
280
- * **It targets {@link TARGET_FRAME_RATE}**, which makes it a floor-holder rather than a
281
- * frame-rate governor: it does nothing at all until a frame costs more than 33 ms, and on
282
- * hardware that clears the budget it sits at full resolution and never engages.
283
- *
284
- * @returns {DynamicResolutionScaling}
285
- */
286
- get dynamic_resolution() {
287
- return this.#dynamic_resolution;
288
- }
289
-
290
- /**
291
- * Draw this scene from now on.
292
- *
293
- * The narrowest seam that works: the facade is told what to draw, rather than handing out a
294
- * graph for anyone to write into. Shade's own `render` takes the scene as an argument, so this
295
- * matches how the renderer underneath already thinks about it.
296
- *
297
- * @param {Scene} scene
298
- */
299
- set_scene(scene) {
300
- assert.defined(scene, 'scene');
301
- assert.equal(scene.isScene, true, 'scene.isScene !== true');
302
-
303
- this.#scene = scene;
304
-
305
- /*
306
- Shade lights with indirect by default and a scene without an environment renders unlit, so
307
- the engine supplies one rather than leaving every caller to. Turning global illumination off
308
- is the thing that takes a decision, not turning it on.
309
-
310
- A scene that arrives with an environment keeps it: the scene owns its lighting and this only
311
- fills in what is missing. Otherwise handing over a scene would silently discard the
312
- environment it was built with, and the fix would be to call things in a particular order.
313
- */
314
- if (scene.lights.environment === undefined) {
315
- scene.lights.environment = make_default_environment();
316
- }
317
- }
318
-
319
- /**
320
- * Set the scene's image-based-lighting source, replacing whatever it was lighting with.
321
- *
322
- * No prefiltering happens here, unlike the equivalent on the old engine: Shade convolves the map
323
- * into its irradiance and roughness mips on the GPU, notices when the texture it was given has
324
- * been swapped, and redoes that work itself. So this is an assignment and the renderer catches up
325
- * on the next frame — safe before startup as well as after.
326
- *
327
- * The texture must be **octahedral**, which is the projection Shade samples the environment with.
328
- * `load_environment_map` and `resample_equirectangular_to_octahedral` are the ways in; a cube or
329
- * equirectangular texture handed over directly would sample as garbage rather than fail.
330
- *
331
- * There is deliberately no `set_environment_texture` counterpart. On the old engine that meant
332
- * "and show it as the skybox too", and Shade has no background of its own to show it on — the
333
- * visible sky is its own piece of work rather than a second line here.
334
- *
335
- * @param {ShadeTexture} texture octahedral-encoded spherical radiance
336
- */
337
- set_environment_map(texture) {
338
- assert.defined(texture, 'texture');
339
- assert.equal(texture.isShadeTexture, true, 'texture.isShadeTexture !== true');
340
-
341
- this.#scene.lights.environment = texture;
342
-
343
- this.needDraw = true;
344
- }
345
-
346
- /**
347
- * Record work into the frame at a named point in it — §4.8's extensibility surface, and the
348
- * honest replacement for the old engine's `preRender` / `buffersRendered` / `postRender`
349
- * signals, each of which maps to a phase.
350
- *
351
- * The extension is handed a `FrameContext` when its phase comes round and records with the
352
- * `graph_*` helpers, exactly as the built-in passes do. Resource handles come from the frame's
353
- * records rather than from a renderer: the frame graph is what knows which resources a pass
354
- * touched, and work recorded around it cannot be ordered or aliased against the rest of the
355
- * frame.
356
- *
357
- * **Registering does not require a device.** Extensions are held here and applied to the
358
- * renderer when one exists, and again after a restart — a system registers at startup without
359
- * knowing where in the lifecycle it is.
360
- *
361
- * @param {RenderExtension} extension
362
- * @returns {RenderExtension} `extension`, for handing back to {@link remove_extension}
363
- */
364
- add_extension(extension) {
365
- assert.defined(extension, 'extension');
366
- assert.isFunction(extension.record, 'extension.record');
367
-
368
- this.#extensions.push(extension);
369
-
370
- if (this.#renderer !== null) {
371
- this.#renderer.add_extension(extension);
372
- }
373
-
374
- return extension;
375
- }
376
-
377
- /**
378
- * How many extensions are registered against a phase.
379
- *
380
- * Read-only, and here because a system that registers one otherwise has no way to say that it
381
- * did: the extension is private to the system that owns it, and "start → stop → start leaks
382
- * nothing" is a property a gate has to be able to state. It says how many, not what they are,
383
- * and hands out nothing.
384
- *
385
- * @param {FramePhase} phase
386
- * @returns {number}
387
- */
388
- extension_count(phase) {
389
- assert.isNonNegativeInteger(phase, 'phase');
390
-
391
- let count = 0;
392
-
393
- for (let i = 0; i < this.#extensions.length; i++) {
394
- if (this.#extensions[i].phase === phase) {
395
- count++;
396
- }
397
- }
398
-
399
- return count;
400
- }
401
-
402
- /**
403
- * Take an extension back out. Identity is the object, so the phase does not have to be
404
- * repeated.
405
- *
406
- * @param {RenderExtension} extension
407
- * @returns {boolean} whether it was registered
408
- */
409
- remove_extension(extension) {
410
- const index = this.#extensions.indexOf(extension);
411
-
412
- if (index === -1) {
413
- return false;
414
- }
415
-
416
- this.#extensions.splice(index, 1);
417
-
418
- if (this.#renderer !== null) {
419
- this.#renderer.remove_extension(extension);
420
- }
421
-
422
- return true;
423
- }
424
-
425
- /**
426
- * Shade's GPU-side state for a scene the caller already owns — and with it the managers that
427
- * hang off it, of which the animation manager is the one Phase 4 needs.
428
- *
429
- * **The one thing D14 lets through, and D29 is why** (E13). The alternative was a system
430
- * registering a frame pass that draws nothing, purely to be handed `context.view.scene` when
431
- * its phase came round — which would have made the animation system claim a moment in drawing
432
- * for work that is not drawing. A named method costs one line of surface and says what it is.
433
- *
434
- * **This still hands out no graph.** `scene` is an argument, not a getter: only the system that
435
- * owns a scene can ask about it, so the coupling §2.1 retires — the facade handing its graph to
436
- * anyone who asks — is not what this is. What comes back is the renderer's own bookkeeping for
437
- * that scene, which is Shade's to shape and no one else's.
438
- *
439
- * @param {Scene} scene
440
- * @returns {GPUSceneContext|null} `null` while there is no device — before a successful
441
- * {@link start} and again after {@link stop}. A restart builds a **new** context, so a caller
442
- * holding ids the old one issued has to notice the object changed and register again.
443
- */
444
- scene_context(scene) {
445
- assert.defined(scene, 'scene');
446
- assert.equal(scene.isScene, true, 'scene.isScene !== true');
447
-
448
- const renderer = this.#renderer;
449
-
450
- if (renderer === null) {
451
- return null;
452
- }
453
-
454
- return renderer.scenes.obtain(scene);
455
- }
456
-
457
- /**
458
- * Draw a scene of somebody else's into a texture of that size, and hand back its pixels.
459
- *
460
- * **Tooling only.** This is a GPU readback and I-4 forbids those on any gameplay-affecting path;
461
- * what it is here for is pictures of things — an asset library's icons, a thumbnail, a capture.
462
- *
463
- * **No renderer and no device leave the facade** (D14). What the caller brings is a scene and a
464
- * camera, both of which it built; what it gets back is a `Sampler2D`. The frame itself goes
465
- * through `Renderer.render_to_target` (D50), so the picture is drawn by the renderer that is
466
- * already running, with the geometry and the textures it already holds resident.
467
- *
468
- * **The renderer is resized for the call and put back afterwards.** Everything a frame is built
469
- * out of is sized from the output resolution, so a 64 x 64 picture means a 64 x 64 frame; the
470
- * temporal history that costs is dropped either way by the resize.
471
- *
472
- * @param {Scene} scene
473
- * @param {Camera} camera
474
- * @param {number} width texels
475
- * @param {number} height texels
476
- * @returns {Promise<Sampler2D>} RGBA, one byte a channel
477
- * @throws {Error} when there is no device — before a successful {@link start}, or after
478
- * {@link stop}
479
- */
480
- async render_to_sampler(scene, camera, width, height) {
481
- assert.defined(scene, 'scene');
482
- assert.defined(camera, 'camera');
483
- assert.isNonNegativeInteger(width, 'width');
484
- assert.isNonNegativeInteger(height, 'height');
485
- assert.greaterThan(width, 0, 'width');
486
- assert.greaterThan(height, 0, 'height');
487
-
488
- const renderer = this.#renderer;
489
-
490
- if (renderer === null) {
491
- throw new Error('cannot render without a device — start() has not run, or stop() has');
492
- }
493
-
494
- const target = renderer.graphics.textures.contextFromDescriptor(TextureDescriptor.from({
495
- label: "GraphicsEngine3/offscreen",
496
- size: [width, height, 1],
497
- format: OFFSCREEN_FORMAT,
498
- usage: GPUTextureUsage.RENDER_ATTACHMENT
499
- | GPUTextureUsage.TEXTURE_BINDING
500
- | GPUTextureUsage.COPY_SRC
501
- }));
502
-
503
- const pixel_ratio = renderer.pixel_ratio;
504
- const automatic_exposure = renderer.feature_automatic_exposure_enabled;
505
-
506
- try {
507
- renderer.pixel_ratio = 1;
508
- renderer.resize(width, height);
509
-
510
- /*
511
- A picture of one object against nothing has no scene to read an exposure off, and an
512
- adapting one would take the frames it adapts over — so a preview is drawn at the fixed
513
- exposure instead, which is what a studio light rig is for.
514
- */
515
- renderer.feature_automatic_exposure_enabled = false;
516
-
517
- for (let i = 0; i < OFFSCREEN_FRAMES; i++) {
518
- renderer.render_to_target(camera, scene, 1 / 60, target);
519
- }
520
-
521
- const data = await target.download();
522
-
523
- return new Sampler2D(data, 4, width, height);
524
- } finally {
525
- target.destroy();
526
-
527
- renderer.feature_automatic_exposure_enabled = automatic_exposure;
528
- renderer.pixel_ratio = pixel_ratio;
529
-
530
- this.updateSize();
531
- }
532
- }
533
-
534
- /**
535
- * Whether there is a device to render with.
536
- *
537
- * @returns {boolean}
538
- */
539
- get is_running() {
540
- return this.#renderer !== null;
541
- }
542
-
543
- /**
544
- * Stand a device up and attach its canvas to the viewport.
545
- *
546
- * Asynchronous because acquiring a WebGPU device is — there is no synchronous form of it — and
547
- * because failing to get one is a normal outcome that has to be reported rather than thrown
548
- * into a constructor. A failure raises `on.contextFailed` with a message written for a person
549
- * and rethrows, so a caller that wants to handle it can and one that does not still fails
550
- * loudly.
551
- *
552
- * @returns {Promise<void>}
553
- */
554
- async start() {
555
- if (this.#renderer !== null) {
556
- // already running; starting twice is a caller error rather than a no-op worth hiding
557
- throw new Error('GraphicsEngine3 is already started');
558
- }
559
-
560
- const canvas = document.createElement("canvas");
561
-
562
- canvas.classList.add("graphics-engine-render-canvas");
563
-
564
- const style = canvas.style;
565
-
566
- style.userSelect = style.webkitUserSelect = style.mozUserSelect = "none";
567
- // see https://www.w3.org/TR/pointerevents/#the-touch-action-css-property
568
- style.touchAction = "none";
569
-
570
- this.#canvas = canvas;
571
-
572
- const renderer = new Renderer();
573
-
574
- try {
575
- await renderer.initialize({ context: canvas.getContext('webgpu') });
576
- } catch (failure) {
577
- this.#canvas = null;
578
-
579
- this.on.contextFailed.send1(failure);
580
-
581
- throw failure;
582
- }
583
-
584
- renderer.onDeviceFailure.add(this.#handle_device_failure, this);
585
-
586
- // Extensions outlive the device: they are registered against the engine, not against a
587
- // renderer that a restart replaces. This is what makes a system able to register once, at
588
- // startup, without knowing whether a device exists yet.
589
- for (let i = 0; i < this.#extensions.length; i++) {
590
- renderer.add_extension(this.#extensions[i]);
591
- }
592
-
593
- this.#renderer = renderer;
594
- this.domElement = canvas;
595
-
596
- // Re-point the viewport, and the page with it. This is the wrinkle E1 named: `start` builds
597
- // a *new* canvas, so a restart would otherwise leave the dead one mounted and the live one
598
- // detached. `View.el` is read unguarded all over the view layer, so it is replaced rather
599
- // than cleared — it always holds an element.
600
- const previous = this.viewport.el;
601
-
602
- this.viewport.el = canvas;
603
-
604
- if (previous != null && previous.parentNode !== null) {
605
- previous.parentNode.replaceChild(canvas, previous);
606
- }
607
-
608
- this.updateSize();
609
-
610
- // so the first frame's interval is a real one rather than the whole of the boot
611
- this.#last_render_timestamp = performance.now();
612
- }
613
-
614
- /**
615
- * Tear the device down and let go of the canvas.
616
- *
617
- * Symmetric with {@link start}, and that symmetry is the point: the old engine started in a
618
- * constructor and could not be restarted.
619
- */
620
- stop() {
621
- const renderer = this.#renderer;
622
-
623
- if (renderer === null) {
624
- // never started, or stopped twice — nothing to undo
625
- return;
626
- }
627
-
628
- renderer.onDeviceFailure.remove(this.#handle_device_failure, this);
629
- renderer.destroy();
630
-
631
- this.#renderer = null;
632
- this.#canvas = null;
633
- this.domElement = null;
634
-
635
- // `viewport.el` is deliberately left pointing at the spent canvas rather than cleared: the
636
- // view layer reads it without checking, and the next `start` swaps it for a live one.
637
- }
638
-
639
- /**
640
- * @param {ShadeDeviceFailure} failure
641
- */
642
- #handle_device_failure(failure) {
643
- this.on.contextLost.dispatch(failure);
644
- }
645
-
646
- /**
647
- * A pointer position in viewport pixels, as a clip-space point.
648
- *
649
- * Unchanged from the old engine, down to writing into a caller's vector: it is arithmetic on the
650
- * viewport size and has nothing to do with which renderer is underneath.
651
- *
652
- * @param {Vector2|Vector3} input viewport pixels, origin top-left
653
- * @param {Vector2|Vector3} result written with −1…1, +Y up
654
- */
655
- normalizeViewportPoint(input, result) {
656
- const size = this.viewport.size;
657
-
658
- // shifted by half a pixel, so the value names the centre of the pixel rather than its corner
659
- result.x = ((input.x + 0.5) / size.x) * 2 - 1;
660
- result.y = -((input.y + 0.5) / size.y) * 2 + 1;
661
- }
662
-
663
- /**
664
- * A ray from the eye through a point on the viewport, in world space.
665
- *
666
- * Same name, same arguments, same meaning as on the old engine — and the same expectation that
667
- * `x` and `y` are **clip-space**, which {@link normalizeViewportPoint} is what produces. What is
668
- * behind it is Shade's camera rather than three's; see {@link shade_camera_projection_ray}.
669
- *
670
- * This is the only picking primitive the game actually needs. Every gameplay pick is a terrain
671
- * raycast — an exact query against the terrain's own representation, which no part of the renderer
672
- * is involved in — so a working ray is the whole of the renderer's contribution to it.
673
- *
674
- * @param {number} x clip space, −1…1
675
- * @param {number} y clip space, −1…1, +Y up
676
- * @param {Vector3} source written with the ray's origin
677
- * @param {Vector3} direction written with a unit direction
678
- */
679
- viewportProjectionRay(x, y, source, direction) {
680
- shade_camera_projection_ray(this.#camera, x, y, source, direction);
681
- }
682
-
683
- /**
684
- * Size the drawing buffer to the viewport.
685
- *
686
- * Shade's `resize` takes a **CSS** size and applies the device pixel ratio itself, which is the
687
- * opposite of what the old engine's renderer wanted — so what it is given here is the viewport
688
- * size scaled by the engine's own `pixelRatio` and nothing more. `output_resolution` is then
689
- * the device-pixel figure, for everything that has to land on the same texel grid.
690
- */
691
- updateSize() {
692
- const size = this.viewport.size;
693
- const pixel_ratio = this.pixelRatio.getValue();
694
-
695
- const css_width = max2(0, size.x * pixel_ratio);
696
- const css_height = max2(0, size.y * pixel_ratio);
697
-
698
- const renderer = this.#renderer;
699
-
700
- if (renderer !== null) {
701
- renderer.resize(css_width, css_height);
702
- }
703
-
704
- if (this.domElement !== null) {
705
- this.domElement.style.width = size.x + "px";
706
- this.domElement.style.height = size.y + "px";
707
- }
708
-
709
- const device_pixel_ratio = window.devicePixelRatio;
710
-
711
- // clamped to 1 for the same reason the old engine clamped it: a collapsed viewport still
712
- // allocates attachments, and a zero-sized one is not a legal target
713
- this.output_resolution.set(
714
- max2(1, Math.floor(css_width * device_pixel_ratio)),
715
- max2(1, Math.floor(css_height * device_pixel_ratio))
716
- );
717
- }
718
-
719
- /**
720
- * Draw a frame, if there is anything to draw it with.
721
- *
722
- * @param {number} [time_delta_seconds]
723
- * @returns {boolean} whether a frame was submitted
724
- */
725
- render(time_delta_seconds = 1 / 60) {
726
- const renderer = this.#renderer;
727
-
728
- if (renderer === null) {
729
- return false;
730
- }
731
-
732
- const viewport_size = this.viewport.size;
733
-
734
- if (viewport_size.x <= 0 || viewport_size.y <= 0) {
735
- /*
736
- There is no surface to draw into. Every boot passes through this — the renderer starts
737
- before the game view is laid out — and so does any collapsed or unmounted view.
738
- Drawing anyway is worse than drawing nothing: `output_resolution` and the renderer's
739
- own resolutions both floor at one texel, and a one-texel target is a size the frame's
740
- mip chains cannot be built from, so what a frame produces here is a run of invalid
741
- textures rather than a picture. `needDraw` is left set, so the next frame retries.
742
- */
743
- return false;
744
- }
745
-
746
- /*
747
- The **refresh** interval, measured here rather than taken from `time_delta_seconds`. What
748
- the controller steers by has to be how long a frame actually took, wall clock, including
749
- everything outside this call; the argument is the simulation's delta, which is clamped and
750
- is not the same quantity. Measuring between calls is also what makes this correct for any
751
- driver — the engine's animation frame, or a probe calling `render` directly.
752
- */
753
- const now = performance.now();
754
-
755
- this.#dynamic_resolution.notify_frame((now - this.#last_render_timestamp) / 1000);
756
-
757
- this.#last_render_timestamp = now;
758
-
759
- // Aspect follows the surface being drawn to, so it is refreshed here rather than left to
760
- // whoever last resized: a camera describing a viewport that has since changed shape is the
761
- // classic source of a stretched frame.
762
- this.#camera.aspect = renderer.aspect_ratio;
763
- this.#camera.update();
764
-
765
- this.on.preRender.dispatch();
766
-
767
- const submitted = renderer.render(this.#camera, this.#scene, time_delta_seconds);
768
-
769
- this.frameIndex++;
770
- this.needDraw = false;
771
-
772
- this.on.postRender.dispatch();
773
-
774
- return submitted;
775
- }
776
- }
1
+ import { assert } from "../../core/assert.js";
2
+ import Signal from "../../core/events/signal/Signal.js";
3
+ import Vector1 from "../../core/geom/Vector1.js";
4
+ import { Vector2 } from "../../core/geom/Vector2.js";
5
+ import { max2 } from "../../core/math/max2.js";
6
+ import { TextureDescriptor } from "../../shade/descriptor/texture/TextureDescriptor.js";
7
+ import { PerspectiveCamera } from "../../shade/renderer/camera/PerspectiveCamera.js";
8
+ import { DynamicResolutionScaling } from "../../shade/renderer/DynamicResolutionScaling.js";
9
+ import { Renderer } from "../../shade/renderer/Renderer.js";
10
+ import { Scene } from "../../shade/renderer/scene/Scene.js";
11
+ import { Sampler2D } from "../graphics/texture/sampler/Sampler2D.js";
12
+ import EmptyView from "../../view/elements/EmptyView.js";
13
+ import { make_default_environment } from "./make_default_environment.js";
14
+ import { shade_camera_projection_ray } from "./shade_camera_projection_ray.js";
15
+ import { ShadeCameraAdapter } from "./ShadeCameraAdapter.js";
16
+
17
+ /**
18
+ * What an offscreen picture is drawn into. Not the canvas's presentation format on purpose: a
19
+ * caller reading pixels back wants a channel order it can name, and the presentation format is
20
+ * whatever the platform prefers.
21
+ *
22
+ * @type {string}
23
+ */
24
+ const OFFSCREEN_FORMAT = "rgba8unorm";
25
+
26
+ /**
27
+ * Frames an offscreen picture is drawn before it is read.
28
+ *
29
+ * More than one because the frame is temporal: anti-aliasing, and every effect that reads last
30
+ * frame's depth, need a history to have been written before what they produce is the picture rather
31
+ * than the first draft of it. Small because the history is dropped by the resize that precedes it,
32
+ * so this is how long convergence takes from nothing rather than how long it takes to forget a
33
+ * previous subject.
34
+ *
35
+ * @type {number}
36
+ */
37
+ const OFFSCREEN_FRAMES = 8;
38
+
39
+ /**
40
+ * The frame rate dynamic resolution scaling holds, in frames per second.
41
+ *
42
+ * Thirty, by the sponsor's decision (D39). It is a **floor**, not a target the game aims to sit at:
43
+ * the controller is silent while frames are cheaper than 33 ms, and everything it does happens on
44
+ * hardware that cannot hold that. Raising it would mean trading resolution away on machines that
45
+ * were coping.
46
+ *
47
+ * @type {number}
48
+ */
49
+ const TARGET_FRAME_RATE = 30;
50
+
51
+ /**
52
+ * The renderer meep 3 talks to: Shade behind the shape `GraphicsEngine` presented.
53
+ *
54
+ * It implements the **bootstrap seam** and nothing else — `{viewport, domElement, camera,
55
+ * on.{preRender, postRender, contextLost, contextRestored, contextFailed}, needDraw, autoDraw,
56
+ * start(), stop(), render(), updateSize()}` — because that is what `Engine` needs in order to boot,
57
+ * and because the facade is deliberately not allowed to grow past §4.2 (D14).
58
+ *
59
+ * **Two things have been let through since, each by name.** {@link add_extension} /
60
+ * {@link remove_extension} (E9), because an extension has to survive the restart that replaces the
61
+ * renderer holding it, and
62
+ * {@link scene_context} (E13, D29), because the managers a system needs — animation above all —
63
+ * hang off Shade's per-scene GPU state and there is no other door to them. Both take or return
64
+ * something the caller already owns; neither hands out the renderer.
65
+ *
66
+ * What is deliberately absent, and stays absent: `renderer` / `getRenderer()` (44 callers on the
67
+ * old engine, each of them a migration item rather than a reason to re-open the hatch), `layers`
68
+ * (CPU visibility dies with GPU culling), `scene` (entities reach the scene through the mesh
69
+ * system, not through the facade), and the three-shaped material manager.
70
+ *
71
+ * **Lifecycle differs from the old engine on purpose.** `GraphicsEngine` starts inside the `Engine`
72
+ * constructor, which is why stopping an engine used to leave a restarted one with no renderer at
73
+ * all. This one starts from `Engine.start()` and stops symmetrically, so `start → stop → start`
74
+ * returns a working renderer (E1).
75
+ */
76
+ export class GraphicsEngine3 {
77
+ /**
78
+ * Duck-type the rest of the engine checks instead of `instanceof`, which is the convention
79
+ * the legacy `CameraSystem` already used and `HeadsUpDisplaySystem` was moved onto in Phase 0.
80
+ *
81
+ * @returns {boolean}
82
+ */
83
+ get isGraphicsEngine() {
84
+ return true;
85
+ }
86
+
87
+ /**
88
+ * Shade's renderer. `null` before a successful {@link start} and again after {@link stop} —
89
+ * the states a caller has to tolerate, which is why {@link render} checks rather than assumes.
90
+ *
91
+ * @type {Renderer|null}
92
+ */
93
+ #renderer = null;
94
+
95
+ /**
96
+ * Trades internal resolution for frame time — see {@link dynamic_resolution}.
97
+ *
98
+ * @type {DynamicResolutionScaling}
99
+ */
100
+ #dynamic_resolution = new DynamicResolutionScaling();
101
+
102
+ /**
103
+ * When the previous frame was drawn, in the clock {@link performance} keeps. Seeded by
104
+ * {@link start} so that the first frame after one has a real interval behind it rather than a
105
+ * special case.
106
+ *
107
+ * @type {number}
108
+ */
109
+ #last_render_timestamp = 0;
110
+
111
+ /**
112
+ * Extensions registered through {@link add_extension}, in the order they were added — which is
113
+ * not the order they record in: that is resolved from their own declarations, per phase, by the
114
+ * registry the renderer holds.
115
+ *
116
+ * The engine holds them rather than the renderer because a renderer is replaced by every
117
+ * restart while the systems that registered are not, and because a system has to be able to
118
+ * register before a device exists.
119
+ *
120
+ * @type {RenderExtension[]}
121
+ */
122
+ #extensions = [];
123
+
124
+ /**
125
+ * The scene Shade draws.
126
+ *
127
+ * There is no getter, deliberately. The old engine handed its scene out and the editor wrote
128
+ * into the graph directly — 14 call sites of coupling that §2.1 retires. Content reaches the
129
+ * renderer through the system that owns it, which tells the facade *which* scene to draw and
130
+ * keeps the graph to itself.
131
+ *
132
+ * @type {Scene}
133
+ */
134
+ #scene = new Scene();
135
+
136
+ /**
137
+ * @type {HTMLCanvasElement|null}
138
+ */
139
+ #canvas = null;
140
+
141
+ /**
142
+ * The camera the frame is drawn from. Owned here rather than handed in, because it is Shade's
143
+ * and a caller building one would have to know that; what drives it is
144
+ * {@link camera_sync_from_transform}, from whatever transform the active camera entity has.
145
+ *
146
+ * @type {PerspectiveCamera}
147
+ */
148
+ #camera = new PerspectiveCamera();
149
+
150
+ constructor() {
151
+ /**
152
+ * The camera, in the shape the engine's existing consumers read it — `projectionMatrix` and
153
+ * `matrixWorldInverse`, which is what `HeadsUpDisplaySystem` multiplies together. The real
154
+ * Shade camera is on its `camera` property.
155
+ *
156
+ * @type {ShadeCameraAdapter}
157
+ */
158
+ this.camera = new ShadeCameraAdapter(this.#camera);
159
+
160
+ this.on = {
161
+ /**
162
+ * **The camera-finalized phase.** Camera matrices are final and the frame has not been
163
+ * submitted — which is what §2.1 already defines `preRender` to mean, so the old
164
+ * engine's `visibilityConstructionStarted` / `visibilityConstructionEnded` do not
165
+ * survive as signals of their own. Their subscribers — the legacy camera and light
166
+ * systems, the editor's symbolic display — landed here when their systems were ported.
167
+ *
168
+ * @type {Signal}
169
+ */
170
+ preRender: new Signal(),
171
+
172
+ /**
173
+ * The frame has been submitted. Note that submitted is not finished — the GPU is still
174
+ * working when this fires, on this renderer as on the last one.
175
+ *
176
+ * @type {Signal}
177
+ */
178
+ postRender: new Signal(),
179
+
180
+ /**
181
+ * The GPU device was lost. Nothing renders after this.
182
+ *
183
+ * @type {Signal}
184
+ */
185
+ contextLost: new Signal(),
186
+
187
+ /**
188
+ * **Never fires.** Kept because the contract has it and subscribers expect the shape,
189
+ * but Shade does not recover a lost device (R6): everything the renderer built lived on
190
+ * it, and a message plus a reload is the honest response. A subscriber here is waiting
191
+ * for something that will not happen.
192
+ *
193
+ * @type {Signal<number>}
194
+ */
195
+ contextRestored: new Signal(),
196
+
197
+ /**
198
+ * There will be no rendering — no WebGPU, no adapter, or hardware below the floor.
199
+ * Carries a {@link ShadeDeviceFailure}, whose `message` is written to be shown.
200
+ *
201
+ * @type {Signal<ShadeDeviceFailure>}
202
+ */
203
+ contextFailed: new Signal(),
204
+ };
205
+
206
+ /**
207
+ * @type {Vector1}
208
+ */
209
+ this.pixelRatio = new Vector1(1);
210
+
211
+ /**
212
+ * Final render resolution in whole device pixels. Zero until the viewport has a size.
213
+ *
214
+ * @readonly
215
+ * @type {Vector2}
216
+ */
217
+ this.output_resolution = new Vector2(0, 0);
218
+
219
+ /**
220
+ * The DOM element the canvas lives in. Created here rather than in {@link start} so that
221
+ * layout can be wired before a device exists — and so a failed start still leaves something
222
+ * to put a message in.
223
+ *
224
+ * @type {EmptyView}
225
+ */
226
+ this.viewport = new EmptyView();
227
+ this.viewport.size.onChanged.add(this.updateSize, this);
228
+
229
+ /**
230
+ * @type {HTMLCanvasElement|null}
231
+ */
232
+ this.domElement = null;
233
+
234
+ /**
235
+ * Whether the next frame has anything new to show. With {@link autoDraw} off, this is what
236
+ * gates rendering at all.
237
+ *
238
+ * @type {boolean}
239
+ */
240
+ this.needDraw = true;
241
+
242
+ /**
243
+ * Draw every tick regardless of {@link needDraw}. On-demand rendering — menus and the
244
+ * editor that should not burn frames — is turning this off.
245
+ *
246
+ * @type {boolean}
247
+ */
248
+ this.autoDraw = true;
249
+
250
+ /**
251
+ * @type {number}
252
+ */
253
+ this.frameIndex = 0;
254
+
255
+ /*
256
+ Wired here rather than in `start`, because the closures read the field and the field is
257
+ re-assigned on every start: a controller that captured one renderer would keep steering it
258
+ after a context restart replaced it.
259
+ */
260
+ this.#dynamic_resolution.get_scale = () => this.#renderer.internal_resolution_scale;
261
+ this.#dynamic_resolution.set_scale = v => {
262
+ this.#renderer.internal_resolution_scale = v;
263
+ };
264
+
265
+ /*
266
+ Stated rather than inherited. It happens to equal the controller's own default today, and
267
+ that is not a reason to leave it unsaid: the game's target is the game's decision (D39), and
268
+ a library default is free to move without anybody meaning the game to follow it.
269
+ */
270
+ this.#dynamic_resolution.target_frame_rate = TARGET_FRAME_RATE;
271
+ }
272
+
273
+ /**
274
+ * Trades internal resolution for frame time, and is the only thing in this engine that does.
275
+ *
276
+ * Exposed so that it can be turned off or re-targeted — a measurement that wants a fixed
277
+ * resolution, or a settings screen that offers the choice — and for no other reason: it drives
278
+ * itself from {@link render}, and nothing has to call it.
279
+ *
280
+ * **It targets {@link TARGET_FRAME_RATE}**, which makes it a floor-holder rather than a
281
+ * frame-rate governor: it does nothing at all until a frame costs more than 33 ms, and on
282
+ * hardware that clears the budget it sits at full resolution and never engages.
283
+ *
284
+ * @returns {DynamicResolutionScaling}
285
+ */
286
+ get dynamic_resolution() {
287
+ return this.#dynamic_resolution;
288
+ }
289
+
290
+ /**
291
+ * Draw this scene from now on.
292
+ *
293
+ * The narrowest seam that works: the facade is told what to draw, rather than handing out a
294
+ * graph for anyone to write into. Shade's own `render` takes the scene as an argument, so this
295
+ * matches how the renderer underneath already thinks about it.
296
+ *
297
+ * @param {Scene} scene
298
+ */
299
+ set_scene(scene) {
300
+ assert.defined(scene, 'scene');
301
+ assert.equal(scene.isScene, true, 'scene.isScene !== true');
302
+
303
+ this.#scene = scene;
304
+
305
+ /*
306
+ Shade lights with indirect by default and a scene without an environment renders unlit, so
307
+ the engine supplies one rather than leaving every caller to. Turning global illumination off
308
+ is the thing that takes a decision, not turning it on.
309
+
310
+ A scene that arrives with an environment keeps it: the scene owns its lighting and this only
311
+ fills in what is missing. Otherwise handing over a scene would silently discard the
312
+ environment it was built with, and the fix would be to call things in a particular order.
313
+ */
314
+ if (scene.lights.environment === undefined) {
315
+ scene.lights.environment = make_default_environment();
316
+ }
317
+ }
318
+
319
+ /**
320
+ * Set the scene's image-based-lighting source, replacing whatever it was lighting with.
321
+ *
322
+ * No prefiltering happens here, unlike the equivalent on the old engine: Shade convolves the map
323
+ * into its irradiance and roughness mips on the GPU, notices when the texture it was given has
324
+ * been swapped, and redoes that work itself. So this is an assignment and the renderer catches up
325
+ * on the next frame — safe before startup as well as after.
326
+ *
327
+ * The texture must be **octahedral**, which is the projection Shade samples the environment with.
328
+ * `load_environment_map` and `resample_equirectangular_to_octahedral` are the ways in; a cube or
329
+ * equirectangular texture handed over directly would sample as garbage rather than fail.
330
+ *
331
+ * There is deliberately no `set_environment_texture` counterpart. On the old engine that meant
332
+ * "and show it as the skybox too", and Shade has no background of its own to show it on — the
333
+ * visible sky is its own piece of work rather than a second line here.
334
+ *
335
+ * @param {ShadeTexture} texture octahedral-encoded spherical radiance
336
+ */
337
+ set_environment_map(texture) {
338
+ assert.defined(texture, 'texture');
339
+ assert.equal(texture.isShadeTexture, true, 'texture.isShadeTexture !== true');
340
+
341
+ this.#scene.lights.environment = texture;
342
+
343
+ this.needDraw = true;
344
+ }
345
+
346
+ /**
347
+ * Record work into the frame at a named point in it — §4.8's extensibility surface, and the
348
+ * honest replacement for the old engine's `preRender` / `buffersRendered` / `postRender`
349
+ * signals, each of which maps to a phase.
350
+ *
351
+ * The extension is handed a `FrameContext` when its phase comes round and records with the
352
+ * `graph_*` helpers, exactly as the built-in passes do. Resource handles come from the frame's
353
+ * records rather than from a renderer: the frame graph is what knows which resources a pass
354
+ * touched, and work recorded around it cannot be ordered or aliased against the rest of the
355
+ * frame.
356
+ *
357
+ * **Registering does not require a device.** Extensions are held here and applied to the
358
+ * renderer when one exists, and again after a restart — a system registers at startup without
359
+ * knowing where in the lifecycle it is.
360
+ *
361
+ * @param {RenderExtension} extension
362
+ * @returns {RenderExtension} `extension`, for handing back to {@link remove_extension}
363
+ */
364
+ add_extension(extension) {
365
+ assert.defined(extension, 'extension');
366
+ assert.isFunction(extension.record, 'extension.record');
367
+
368
+ this.#extensions.push(extension);
369
+
370
+ if (this.#renderer !== null) {
371
+ this.#renderer.add_extension(extension);
372
+ }
373
+
374
+ return extension;
375
+ }
376
+
377
+ /**
378
+ * How many extensions are registered against a phase.
379
+ *
380
+ * Read-only, and here because a system that registers one otherwise has no way to say that it
381
+ * did: the extension is private to the system that owns it, and "start → stop → start leaks
382
+ * nothing" is a property a gate has to be able to state. It says how many, not what they are,
383
+ * and hands out nothing.
384
+ *
385
+ * @param {FramePhase} phase
386
+ * @returns {number}
387
+ */
388
+ extension_count(phase) {
389
+ assert.isNonNegativeInteger(phase, 'phase');
390
+
391
+ let count = 0;
392
+
393
+ for (let i = 0; i < this.#extensions.length; i++) {
394
+ if (this.#extensions[i].phase === phase) {
395
+ count++;
396
+ }
397
+ }
398
+
399
+ return count;
400
+ }
401
+
402
+ /**
403
+ * Take an extension back out. Identity is the object, so the phase does not have to be
404
+ * repeated.
405
+ *
406
+ * @param {RenderExtension} extension
407
+ * @returns {boolean} whether it was registered
408
+ */
409
+ remove_extension(extension) {
410
+ const index = this.#extensions.indexOf(extension);
411
+
412
+ if (index === -1) {
413
+ return false;
414
+ }
415
+
416
+ this.#extensions.splice(index, 1);
417
+
418
+ if (this.#renderer !== null) {
419
+ this.#renderer.remove_extension(extension);
420
+ }
421
+
422
+ return true;
423
+ }
424
+
425
+ /**
426
+ * Shade's GPU-side state for a scene the caller already owns — and with it the managers that
427
+ * hang off it, of which the animation manager is the one Phase 4 needs.
428
+ *
429
+ * **The one thing D14 lets through, and D29 is why** (E13). The alternative was a system
430
+ * registering a frame pass that draws nothing, purely to be handed `context.view.scene` when
431
+ * its phase came round — which would have made the animation system claim a moment in drawing
432
+ * for work that is not drawing. A named method costs one line of surface and says what it is.
433
+ *
434
+ * **This still hands out no graph.** `scene` is an argument, not a getter: only the system that
435
+ * owns a scene can ask about it, so the coupling §2.1 retires — the facade handing its graph to
436
+ * anyone who asks — is not what this is. What comes back is the renderer's own bookkeeping for
437
+ * that scene, which is Shade's to shape and no one else's.
438
+ *
439
+ * @param {Scene} scene
440
+ * @returns {GPUSceneContext|null} `null` while there is no device — before a successful
441
+ * {@link start} and again after {@link stop}. A restart builds a **new** context, so a caller
442
+ * holding ids the old one issued has to notice the object changed and register again.
443
+ */
444
+ scene_context(scene) {
445
+ assert.defined(scene, 'scene');
446
+ assert.equal(scene.isScene, true, 'scene.isScene !== true');
447
+
448
+ const renderer = this.#renderer;
449
+
450
+ if (renderer === null) {
451
+ return null;
452
+ }
453
+
454
+ return renderer.scenes.obtain(scene);
455
+ }
456
+
457
+ /**
458
+ * Draw a scene of somebody else's into a texture of that size, and hand back its pixels.
459
+ *
460
+ * **Tooling only.** This is a GPU readback and I-4 forbids those on any gameplay-affecting path;
461
+ * what it is here for is pictures of things — an asset library's icons, a thumbnail, a capture.
462
+ *
463
+ * **No renderer and no device leave the facade** (D14). What the caller brings is a scene and a
464
+ * camera, both of which it built; what it gets back is a `Sampler2D`. The frame itself goes
465
+ * through `Renderer.render_to_target` (D50), so the picture is drawn by the renderer that is
466
+ * already running, with the geometry and the textures it already holds resident.
467
+ *
468
+ * **The renderer is resized for the call and put back afterwards.** Everything a frame is built
469
+ * out of is sized from the output resolution, so a 64 x 64 picture means a 64 x 64 frame; the
470
+ * temporal history that costs is dropped either way by the resize.
471
+ *
472
+ * @param {Scene} scene
473
+ * @param {Camera} camera
474
+ * @param {number} width texels
475
+ * @param {number} height texels
476
+ * @returns {Promise<Sampler2D>} RGBA, one byte a channel
477
+ * @throws {Error} when there is no device — before a successful {@link start}, or after
478
+ * {@link stop}
479
+ */
480
+ async render_to_sampler(scene, camera, width, height) {
481
+ assert.defined(scene, 'scene');
482
+ assert.defined(camera, 'camera');
483
+ assert.isNonNegativeInteger(width, 'width');
484
+ assert.isNonNegativeInteger(height, 'height');
485
+ assert.greaterThan(width, 0, 'width');
486
+ assert.greaterThan(height, 0, 'height');
487
+
488
+ const renderer = this.#renderer;
489
+
490
+ if (renderer === null) {
491
+ throw new Error('cannot render without a device — start() has not run, or stop() has');
492
+ }
493
+
494
+ const target = renderer.graphics.textures.contextFromDescriptor(TextureDescriptor.from({
495
+ label: "GraphicsEngine3/offscreen",
496
+ size: [width, height, 1],
497
+ format: OFFSCREEN_FORMAT,
498
+ usage: GPUTextureUsage.RENDER_ATTACHMENT
499
+ | GPUTextureUsage.TEXTURE_BINDING
500
+ | GPUTextureUsage.COPY_SRC
501
+ }));
502
+
503
+ const pixel_ratio = renderer.pixel_ratio;
504
+ const automatic_exposure = renderer.feature_automatic_exposure_enabled;
505
+
506
+ try {
507
+ renderer.pixel_ratio = 1;
508
+ renderer.resize(width, height);
509
+
510
+ /*
511
+ A picture of one object against nothing has no scene to read an exposure off, and an
512
+ adapting one would take the frames it adapts over — so a preview is drawn at the fixed
513
+ exposure instead, which is what a studio light rig is for.
514
+ */
515
+ renderer.feature_automatic_exposure_enabled = false;
516
+
517
+ for (let i = 0; i < OFFSCREEN_FRAMES; i++) {
518
+ renderer.render_to_target(camera, scene, 1 / 60, target);
519
+ }
520
+
521
+ const data = await target.download();
522
+
523
+ return new Sampler2D(data, 4, width, height);
524
+ } finally {
525
+ target.destroy();
526
+
527
+ renderer.feature_automatic_exposure_enabled = automatic_exposure;
528
+ renderer.pixel_ratio = pixel_ratio;
529
+
530
+ this.updateSize();
531
+ }
532
+ }
533
+
534
+ /**
535
+ * Whether there is a device to render with.
536
+ *
537
+ * @returns {boolean}
538
+ */
539
+ get is_running() {
540
+ return this.#renderer !== null;
541
+ }
542
+
543
+ /**
544
+ * Stand a device up and attach its canvas to the viewport.
545
+ *
546
+ * Asynchronous because acquiring a WebGPU device is — there is no synchronous form of it — and
547
+ * because failing to get one is a normal outcome that has to be reported rather than thrown
548
+ * into a constructor. A failure raises `on.contextFailed` with a message written for a person
549
+ * and rethrows, so a caller that wants to handle it can and one that does not still fails
550
+ * loudly.
551
+ *
552
+ * @returns {Promise<void>}
553
+ */
554
+ async start() {
555
+ if (this.#renderer !== null) {
556
+ // already running; starting twice is a caller error rather than a no-op worth hiding
557
+ throw new Error('GraphicsEngine3 is already started');
558
+ }
559
+
560
+ const canvas = document.createElement("canvas");
561
+
562
+ canvas.classList.add("graphics-engine-render-canvas");
563
+
564
+ const style = canvas.style;
565
+
566
+ style.userSelect = style.webkitUserSelect = style.mozUserSelect = "none";
567
+ // see https://www.w3.org/TR/pointerevents/#the-touch-action-css-property
568
+ style.touchAction = "none";
569
+
570
+ this.#canvas = canvas;
571
+
572
+ const renderer = new Renderer();
573
+
574
+ try {
575
+ await renderer.initialize({ context: canvas.getContext('webgpu') });
576
+ } catch (failure) {
577
+ this.#canvas = null;
578
+
579
+ this.on.contextFailed.send1(failure);
580
+
581
+ throw failure;
582
+ }
583
+
584
+ renderer.onDeviceFailure.add(this.#handle_device_failure, this);
585
+
586
+ // Extensions outlive the device: they are registered against the engine, not against a
587
+ // renderer that a restart replaces. This is what makes a system able to register once, at
588
+ // startup, without knowing whether a device exists yet.
589
+ for (let i = 0; i < this.#extensions.length; i++) {
590
+ renderer.add_extension(this.#extensions[i]);
591
+ }
592
+
593
+ this.#renderer = renderer;
594
+ this.domElement = canvas;
595
+
596
+ // Re-point the viewport, and the page with it. This is the wrinkle E1 named: `start` builds
597
+ // a *new* canvas, so a restart would otherwise leave the dead one mounted and the live one
598
+ // detached. `View.el` is read unguarded all over the view layer, so it is replaced rather
599
+ // than cleared — it always holds an element.
600
+ const previous = this.viewport.el;
601
+
602
+ this.viewport.el = canvas;
603
+
604
+ if (previous != null && previous.parentNode !== null) {
605
+ previous.parentNode.replaceChild(canvas, previous);
606
+ }
607
+
608
+ this.updateSize();
609
+
610
+ // so the first frame's interval is a real one rather than the whole of the boot
611
+ this.#last_render_timestamp = performance.now();
612
+ }
613
+
614
+ /**
615
+ * Tear the device down and let go of the canvas.
616
+ *
617
+ * Symmetric with {@link start}, and that symmetry is the point: the old engine started in a
618
+ * constructor and could not be restarted.
619
+ */
620
+ stop() {
621
+ const renderer = this.#renderer;
622
+
623
+ if (renderer === null) {
624
+ // never started, or stopped twice — nothing to undo
625
+ return;
626
+ }
627
+
628
+ renderer.onDeviceFailure.remove(this.#handle_device_failure, this);
629
+ renderer.destroy();
630
+
631
+ this.#renderer = null;
632
+ this.#canvas = null;
633
+ this.domElement = null;
634
+
635
+ // `viewport.el` is deliberately left pointing at the spent canvas rather than cleared: the
636
+ // view layer reads it without checking, and the next `start` swaps it for a live one.
637
+ }
638
+
639
+ /**
640
+ * @param {ShadeDeviceFailure} failure
641
+ */
642
+ #handle_device_failure(failure) {
643
+ this.on.contextLost.dispatch(failure);
644
+ }
645
+
646
+ /**
647
+ * A pointer position in viewport pixels, as a clip-space point.
648
+ *
649
+ * Unchanged from the old engine, down to writing into a caller's vector: it is arithmetic on the
650
+ * viewport size and has nothing to do with which renderer is underneath.
651
+ *
652
+ * @param {Vector2|Vector3} input viewport pixels, origin top-left
653
+ * @param {Vector2|Vector3} result written with −1…1, +Y up
654
+ */
655
+ normalizeViewportPoint(input, result) {
656
+ const size = this.viewport.size;
657
+
658
+ // shifted by half a pixel, so the value names the centre of the pixel rather than its corner
659
+ result.x = ((input.x + 0.5) / size.x) * 2 - 1;
660
+ result.y = -((input.y + 0.5) / size.y) * 2 + 1;
661
+ }
662
+
663
+ /**
664
+ * A ray from the eye through a point on the viewport, in world space.
665
+ *
666
+ * Same name, same arguments, same meaning as on the old engine — and the same expectation that
667
+ * `x` and `y` are **clip-space**, which {@link normalizeViewportPoint} is what produces. What is
668
+ * behind it is Shade's camera rather than three's; see {@link shade_camera_projection_ray}.
669
+ *
670
+ * This is the only picking primitive the game actually needs. Every gameplay pick is a terrain
671
+ * raycast — an exact query against the terrain's own representation, which no part of the renderer
672
+ * is involved in — so a working ray is the whole of the renderer's contribution to it.
673
+ *
674
+ * @param {number} x clip space, −1…1
675
+ * @param {number} y clip space, −1…1, +Y up
676
+ * @param {Vector3} source written with the ray's origin
677
+ * @param {Vector3} direction written with a unit direction
678
+ */
679
+ viewportProjectionRay(x, y, source, direction) {
680
+ shade_camera_projection_ray(this.#camera, x, y, source, direction);
681
+ }
682
+
683
+ /**
684
+ * Size the drawing buffer to the viewport.
685
+ *
686
+ * Shade's `resize` takes a **CSS** size and applies the device pixel ratio itself, which is the
687
+ * opposite of what the old engine's renderer wanted — so what it is given here is the viewport
688
+ * size scaled by the engine's own `pixelRatio` and nothing more. `output_resolution` is then
689
+ * the device-pixel figure, for everything that has to land on the same texel grid.
690
+ */
691
+ updateSize() {
692
+ const size = this.viewport.size;
693
+ const pixel_ratio = this.pixelRatio.getValue();
694
+
695
+ const css_width = max2(0, size.x * pixel_ratio);
696
+ const css_height = max2(0, size.y * pixel_ratio);
697
+
698
+ const renderer = this.#renderer;
699
+
700
+ if (renderer !== null) {
701
+ renderer.resize(css_width, css_height);
702
+ }
703
+
704
+ if (this.domElement !== null) {
705
+ this.domElement.style.width = size.x + "px";
706
+ this.domElement.style.height = size.y + "px";
707
+ }
708
+
709
+ const device_pixel_ratio = window.devicePixelRatio;
710
+
711
+ // clamped to 1 for the same reason the old engine clamped it: a collapsed viewport still
712
+ // allocates attachments, and a zero-sized one is not a legal target
713
+ this.output_resolution.set(
714
+ max2(1, Math.floor(css_width * device_pixel_ratio)),
715
+ max2(1, Math.floor(css_height * device_pixel_ratio))
716
+ );
717
+ }
718
+
719
+ /**
720
+ * Draw a frame, if there is anything to draw it with.
721
+ *
722
+ * @param {number} [time_delta_seconds]
723
+ * @returns {boolean} whether a frame was submitted
724
+ */
725
+ render(time_delta_seconds = 1 / 60) {
726
+ const renderer = this.#renderer;
727
+
728
+ if (renderer === null) {
729
+ return false;
730
+ }
731
+
732
+ const viewport_size = this.viewport.size;
733
+
734
+ if (viewport_size.x <= 0 || viewport_size.y <= 0) {
735
+ /*
736
+ There is no surface to draw into. Every boot passes through this — the renderer starts
737
+ before the game view is laid out — and so does any collapsed or unmounted view.
738
+ Drawing anyway is worse than drawing nothing: `output_resolution` and the renderer's
739
+ own resolutions both floor at one texel, and a one-texel target is a size the frame's
740
+ mip chains cannot be built from, so what a frame produces here is a run of invalid
741
+ textures rather than a picture. `needDraw` is left set, so the next frame retries.
742
+ */
743
+ return false;
744
+ }
745
+
746
+ /*
747
+ The **refresh** interval, measured here rather than taken from `time_delta_seconds`. What
748
+ the controller steers by has to be how long a frame actually took, wall clock, including
749
+ everything outside this call; the argument is the simulation's delta, which is clamped and
750
+ is not the same quantity. Measuring between calls is also what makes this correct for any
751
+ driver — the engine's animation frame, or a probe calling `render` directly.
752
+ */
753
+ const now = performance.now();
754
+
755
+ this.#dynamic_resolution.notify_frame((now - this.#last_render_timestamp) / 1000);
756
+
757
+ this.#last_render_timestamp = now;
758
+
759
+ // Aspect follows the surface being drawn to, so it is refreshed here rather than left to
760
+ // whoever last resized: a camera describing a viewport that has since changed shape is the
761
+ // classic source of a stretched frame.
762
+ this.#camera.aspect = renderer.aspect_ratio;
763
+ this.#camera.update();
764
+
765
+ this.on.preRender.dispatch();
766
+
767
+ const submitted = renderer.render(this.#camera, this.#scene, time_delta_seconds);
768
+
769
+ this.frameIndex++;
770
+ this.needDraw = false;
771
+
772
+ this.on.postRender.dispatch();
773
+
774
+ return submitted;
775
+ }
776
+ }