reze-engine 0.62.1 → 0.64.0

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Files changed (83) hide show
  1. package/dist/engine.d.ts +95 -57
  2. package/dist/engine.d.ts.map +1 -1
  3. package/dist/engine.js +466 -162
  4. package/dist/graph/compile.d.ts.map +1 -1
  5. package/dist/graph/compile.js +4 -1
  6. package/dist/graph/registry.d.ts +3 -0
  7. package/dist/graph/registry.d.ts.map +1 -1
  8. package/dist/graph/registry.js +133 -0
  9. package/dist/graph/schema.d.ts +12 -0
  10. package/dist/graph/schema.d.ts.map +1 -1
  11. package/dist/graph/slots.d.ts.map +1 -1
  12. package/dist/graph/slots.js +11 -20
  13. package/dist/index.d.ts +9 -1
  14. package/dist/index.d.ts.map +1 -1
  15. package/dist/index.js +1 -1
  16. package/dist/shaders/lights.d.ts +3 -2
  17. package/dist/shaders/lights.d.ts.map +1 -1
  18. package/dist/shaders/lights.js +16 -3
  19. package/dist/shaders/materials/common.d.ts.map +1 -1
  20. package/dist/shaders/materials/common.js +63 -56
  21. package/dist/shaders/materials/nodes.d.ts +1 -1
  22. package/dist/shaders/materials/nodes.d.ts.map +1 -1
  23. package/dist/shaders/materials/nodes.js +210 -0
  24. package/dist/shaders/passes/composite.d.ts.map +1 -1
  25. package/dist/shaders/passes/composite.js +13 -1
  26. package/dist/shaders/passes/cull.d.ts +1 -1
  27. package/dist/shaders/passes/cull.d.ts.map +1 -1
  28. package/dist/shaders/passes/cull.js +7 -3
  29. package/dist/shaders/passes/ground.d.ts.map +1 -1
  30. package/dist/shaders/passes/ground.js +32 -55
  31. package/dist/shaders/passes/particles.d.ts +11 -1
  32. package/dist/shaders/passes/particles.d.ts.map +1 -1
  33. package/dist/shaders/passes/particles.js +9 -4
  34. package/dist/shaders/scene-light-api.d.ts +18 -10
  35. package/dist/shaders/scene-light-api.d.ts.map +1 -1
  36. package/dist/shaders/scene-light-api.js +58 -46
  37. package/dist/shadow-cascades.d.ts +47 -20
  38. package/dist/shadow-cascades.d.ts.map +1 -1
  39. package/dist/shadow-cascades.js +36 -13
  40. package/dist/unity/character.d.ts +59 -0
  41. package/dist/unity/character.d.ts.map +1 -0
  42. package/dist/unity/character.js +120 -0
  43. package/dist/unity/globals.d.ts +93 -0
  44. package/dist/unity/globals.d.ts.map +1 -0
  45. package/dist/unity/globals.js +340 -0
  46. package/dist/unity/host.d.ts +137 -0
  47. package/dist/unity/host.d.ts.map +1 -0
  48. package/dist/unity/host.js +489 -0
  49. package/dist/unity/looks.d.ts +88 -0
  50. package/dist/unity/looks.d.ts.map +1 -0
  51. package/dist/unity/looks.js +295 -0
  52. package/dist/unity/skin.d.ts +9 -0
  53. package/dist/unity/skin.d.ts.map +1 -0
  54. package/dist/unity/skin.js +117 -0
  55. package/dist/unity/stage.d.ts +148 -0
  56. package/dist/unity/stage.d.ts.map +1 -0
  57. package/dist/unity/stage.js +375 -0
  58. package/dist/unity/state.d.ts +22 -0
  59. package/dist/unity/state.d.ts.map +1 -0
  60. package/dist/unity/state.js +170 -0
  61. package/package.json +1 -1
  62. package/src/engine.ts +504 -176
  63. package/src/graph/compile.ts +3 -1
  64. package/src/graph/registry.ts +142 -0
  65. package/src/graph/schema.ts +9 -0
  66. package/src/graph/slots.ts +11 -20
  67. package/src/index.ts +11 -0
  68. package/src/shaders/lights.ts +16 -3
  69. package/src/shaders/materials/common.ts +63 -57
  70. package/src/shaders/materials/nodes.ts +210 -0
  71. package/src/shaders/passes/composite.ts +13 -1
  72. package/src/shaders/passes/cull.ts +7 -3
  73. package/src/shaders/passes/ground.ts +32 -55
  74. package/src/shaders/passes/particles.ts +19 -5
  75. package/src/shaders/scene-light-api.ts +59 -46
  76. package/src/shadow-cascades.ts +61 -32
  77. package/src/unity/character.ts +169 -0
  78. package/src/unity/globals.ts +443 -0
  79. package/src/unity/host.ts +587 -0
  80. package/src/unity/looks.ts +372 -0
  81. package/src/unity/skin.ts +128 -0
  82. package/src/unity/stage.ts +568 -0
  83. package/src/unity/state.ts +172 -0
@@ -1,17 +1,32 @@
1
1
  import { Mat4, Vec3 } from "./math";
2
- export const SHADOW_CASCADES = [{ mapSize: 4096 }, { mapSize: 2048 }];
3
- /** How far past the camera's point of interest the near cascade reaches, in
4
- * world units: the dancer and the floor around her, at the near map's texel. */
5
- export const NEAR_REACH = 40;
6
2
  /**
7
- * Where each cascade's slice of the view starts and ends, as distances along
8
- * the view: [near, split] and [near, farFit]. The far end is where the scene
9
- * ends, so an empty floor with a dancer on it keeps a short, sharp frustum
10
- * rather than the camera's far plane.
3
+ * ONE ATLAS, FOUR TILES, as the game's pipeline (and URP) lays its sun shadow
4
+ * out: one depth texture, cascade i in tile (i mod 2, i div 2). One texture
5
+ * means one binding for every reader — materials, ground, effects, particles —
6
+ * and room in the same scheme for the local lights' shadows later.
11
7
  */
8
+ export const SHADOW_ATLAS_SIZE = 4096;
9
+ const TILE = SHADOW_ATLAS_SIZE / 2;
10
+ export const SHADOW_CASCADES = [0, 1, 2, 3].map((i) => ({
11
+ mapSize: TILE,
12
+ origin: [(i % 2) * TILE, Math.floor(i / 2) * TILE],
13
+ }));
14
+ /** How far past the camera's point of interest the inner cascade reaches, in
15
+ * world units: the dancer and the floor around her. Half the old two-map
16
+ * reach, which keeps her texel where it was at half the tile; the three
17
+ * outer cascades carry the rest of the room. */
18
+ export const NEAR_REACH = 20;
12
19
  /** The deepest a cascade reaches along the view, in world units — the far
13
20
  * plane's old cap, which is where every stage's shadows were fitted before. */
14
21
  const SHADOW_FAR = 8000;
22
+ /**
23
+ * Where each cascade's slice of the view starts and ends, as distances along
24
+ * the view, inner to outer: every slice starts at the near plane and they
25
+ * nest, the innermost ending just past the point of interest and the
26
+ * outermost where the scene ends, the two between spaced evenly in ratio.
27
+ * Nested rather than abutting so the invariant above holds: the outermost
28
+ * box contains all of them, and the sampler takes the first that holds a point.
29
+ */
15
30
  export function cascadeSlices(view, bounds) {
16
31
  let farFit = view.near + 200;
17
32
  if (bounds) {
@@ -28,11 +43,14 @@ export function cascadeSlices(view, bounds) {
28
43
  // a kilometre out is in the scene's bounds, and fitting the far cascade to it
29
44
  // would spread the stage's shadow map across the sky.
30
45
  farFit = Math.min(view.far, SHADOW_FAR, Math.max(view.near + 1, farFit));
31
- const split = Math.min(farFit, Math.max(view.near + 8, view.focus + NEAR_REACH));
32
- return [
33
- [view.near, split],
34
- [view.near, farFit],
35
- ];
46
+ const first = Math.min(farFit, Math.max(view.near + 8, view.focus + NEAR_REACH));
47
+ const n = SHADOW_CASCADES.length;
48
+ const out = [];
49
+ for (let i = 0; i < n; i++) {
50
+ const end = i === n - 1 ? farFit : first * Math.pow(farFit / first, i / (n - 1));
51
+ out.push([view.near, end]);
52
+ }
53
+ return out;
36
54
  }
37
55
  /** The bounding sphere of a frustum slice: on the view axis, at the depth that
38
56
  * balances the near and far rectangles' corners. */
@@ -113,6 +131,11 @@ export function fitShadowVP(view, slice, sunDirection, bounds, cascade, out, off
113
131
  out.set(proj.multiply(viewM).values, offset);
114
132
  return out;
115
133
  }
134
+ /** Every cascade's bounding sphere (centre, radius), inner to outer — the
135
+ * split spheres a game shader picks its cascade by (_CascadeShadowSplitSpheres). */
136
+ export function cascadeSpheres(view, bounds) {
137
+ return cascadeSlices(view, bounds).map(([n, f]) => sliceSphere(view, n, f));
138
+ }
116
139
  /** Every cascade's view-projection in a row, inner to outer. */
117
140
  export function buildShadowCascades(view, sunDirection, bounds, out) {
118
141
  const slices = cascadeSlices(view, bounds);
@@ -0,0 +1,59 @@
1
+ import type { NativeValue } from "./host";
2
+ /** A game character's CharacterEffect values, as its prefab serialises them. */
3
+ export type CharacterRig = {
4
+ localLightInclination: number;
5
+ localLightAzimuth: number;
6
+ localLightIntensity: number;
7
+ localLightColor: [number, number, number, number];
8
+ faceReceiveShadow: boolean;
9
+ disableFaceSDFShadow: boolean;
10
+ emissionColor: [number, number, number, number];
11
+ fillOuter: [number, number, number, number];
12
+ fillInner: [number, number, number, number];
13
+ fillColor: [number, number, number, number];
14
+ fillRatio: number;
15
+ rimlightColor: [number, number, number, number];
16
+ rimlightThreshold: number;
17
+ rimlightFade: number;
18
+ rimlightRange: number;
19
+ rimlightInclination: number;
20
+ rimlightAzimuth1: number;
21
+ rimlightAzimuth2: number;
22
+ characterLayer: number;
23
+ /** EnvironmentEffect's trilight, sRGB as serialised. */
24
+ skyColor: [number, number, number];
25
+ equatorColor: [number, number, number];
26
+ groundColor: [number, number, number];
27
+ };
28
+ /**
29
+ * Unity's ambient probe of a trilight (RenderSettings.ambientProbe in Trilight
30
+ * mode), measured in Unity 6 rather than derived: the colours are taken to
31
+ * linear, then
32
+ * c0 = (S + 4E + G) / 6 c1 = (√6 / 9)(S − G)
33
+ * c6 = (5/192)(2E − S − G) c8 = (5/64)(2E − S − G)
34
+ * and every other coefficient is zero — Unity's raw coefficients, which its
35
+ * shader constants pack as SHA = (c3, c1, c2, c0 − c6), SHB = (c4, c5, 3c6, c7),
36
+ * SHC = c8. Checked against the game's recorded block for (0.8, 0.5, 0.3).
37
+ */
38
+ export declare function trilightProbe(sky: [number, number, number], equator: [number, number, number], ground: [number, number, number]): number[][];
39
+ /** Unity's shader constants from raw coefficients (channel, index). */
40
+ export declare function probeConstants(c: number[][]): Record<string, number[]>;
41
+ /**
42
+ * sim_TowardMatrix (LightingFeatures.SetupTowardMatrix): the frame the
43
+ * character light is expressed in — the camera's backward direction flattened
44
+ * to the ground, as columns (up × d, up, d). Taken immediately, as the DLC
45
+ * poster sets CameraExtension.shadowRotationImmediately.
46
+ */
47
+ export declare function towardMatrix(cameraForward: [number, number, number]): Float32Array;
48
+ /** CharacterGlobalParams.Execute: the outline's resolution allowance. */
49
+ export declare function outlineMaxOffsetMultiplier(pixelWidth: number): number;
50
+ /**
51
+ * The character's property block (CharacterEffect.LateUpdate with the default
52
+ * look: no dissolve, dither, interference), by name.
53
+ *
54
+ * `head` is the head bone's skinning matrix (its pose relative to the bind
55
+ * pose, engine units) and `headRest` its rest position; `scale` engine units
56
+ * per game unit.
57
+ */
58
+ export declare function characterBlock(rig: CharacterRig, head: ArrayLike<number> | null, headRest: [number, number, number], scale: number): Record<string, NativeValue>;
59
+ //# sourceMappingURL=character.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"character.d.ts","sourceRoot":"","sources":["../../src/unity/character.ts"],"names":[],"mappings":"AAkBA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,QAAQ,CAAA;AAGzC,gFAAgF;AAChF,MAAM,MAAM,YAAY,GAAG;IACzB,qBAAqB,EAAE,MAAM,CAAA;IAC7B,iBAAiB,EAAE,MAAM,CAAA;IACzB,mBAAmB,EAAE,MAAM,CAAA;IAC3B,eAAe,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;IACjD,iBAAiB,EAAE,OAAO,CAAA;IAC1B,oBAAoB,EAAE,OAAO,CAAA;IAC7B,aAAa,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;IAC/C,SAAS,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;IAC3C,SAAS,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;IAC3C,SAAS,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;IAC3C,SAAS,EAAE,MAAM,CAAA;IACjB,aAAa,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;IAC/C,iBAAiB,EAAE,MAAM,CAAA;IACzB,YAAY,EAAE,MAAM,CAAA;IACpB,aAAa,EAAE,MAAM,CAAA;IACrB,mBAAmB,EAAE,MAAM,CAAA;IAC3B,gBAAgB,EAAE,MAAM,CAAA;IACxB,gBAAgB,EAAE,MAAM,CAAA;IACxB,cAAc,EAAE,MAAM,CAAA;IACtB,wDAAwD;IACxD,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;IAClC,YAAY,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;IACtC,WAAW,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;CACtC,CAAA;AAID;;;;;;;;;GASG;AACH,wBAAgB,aAAa,CAC3B,GAAG,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,EAC7B,OAAO,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,EACjC,MAAM,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,GAC/B,MAAM,EAAE,EAAE,CAUZ;AAED,uEAAuE;AACvE,wBAAgB,cAAc,CAAC,CAAC,EAAE,MAAM,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC,CAUtE;AAED;;;;;GAKG;AACH,wBAAgB,YAAY,CAAC,aAAa,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,GAAG,YAAY,CAMlF;AAED,yEAAyE;AACzE,wBAAgB,0BAA0B,CAAC,UAAU,EAAE,MAAM,GAAG,MAAM,CAErE;AAED;;;;;;;GAOG;AACH,wBAAgB,cAAc,CAC5B,GAAG,EAAE,YAAY,EACjB,IAAI,EAAE,SAAS,CAAC,MAAM,CAAC,GAAG,IAAI,EAC9B,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,EAClC,KAAK,EAAE,MAAM,GACZ,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,CA+C7B"}
@@ -0,0 +1,120 @@
1
+ // The game's per-character shading inputs, for a model wearing its character
2
+ // shaders.
3
+ //
4
+ // In the game a CharacterEffect component (P08.RenderPipeline, ported in
5
+ // ag-rip's charfx/CharacterEffect.cs from the decompiled GameAssembly.dll)
6
+ // writes one property block shared by all of a character's renderers: its own
7
+ // key light, expressed in a camera-facing frame (_LocalLightDir in
8
+ // sim_TowardMatrix, LightingFeatures.SetupTowardMatrix); its face frame for the
9
+ // SDF face shadow (_World2Face); its rim lights; its fills; and an ambient of
10
+ // its own from three colours (EnvironmentEffect). Nothing here is per scene:
11
+ // it is the character's look, carried by the character.
12
+ //
13
+ // An MMD model has no CharacterEffect. It takes a CharacterRig — the values a
14
+ // game character's prefab carries, exported with the look — and the frames
15
+ // come from its own bones: the face is the head bone turned to face the way
16
+ // the game's faces do (the game's face node rests aligned with the world,
17
+ // looking +Z; a PMX model looks −Z, so a half turn about Y).
18
+ import { gameToEngine, invert4, mul4 } from "./globals";
19
+ const srgbToLinear = (c) => (c <= 0.04045 ? c / 12.92 : Math.pow((c + 0.055) / 1.055, 2.4));
20
+ /**
21
+ * Unity's ambient probe of a trilight (RenderSettings.ambientProbe in Trilight
22
+ * mode), measured in Unity 6 rather than derived: the colours are taken to
23
+ * linear, then
24
+ * c0 = (S + 4E + G) / 6 c1 = (√6 / 9)(S − G)
25
+ * c6 = (5/192)(2E − S − G) c8 = (5/64)(2E − S − G)
26
+ * and every other coefficient is zero — Unity's raw coefficients, which its
27
+ * shader constants pack as SHA = (c3, c1, c2, c0 − c6), SHB = (c4, c5, 3c6, c7),
28
+ * SHC = c8. Checked against the game's recorded block for (0.8, 0.5, 0.3).
29
+ */
30
+ export function trilightProbe(sky, equator, ground) {
31
+ const out = [];
32
+ for (let k = 0; k < 3; k++) {
33
+ const S = srgbToLinear(sky[k]), E = srgbToLinear(equator[k]), G = srgbToLinear(ground[k]);
34
+ const ring = 2 * E - S - G;
35
+ out.push([(S + 4 * E + G) / 6, (Math.sqrt(6) / 9) * (S - G), 0, 0, 0, 0, (5 / 192) * ring, 0, (5 / 64) * ring]);
36
+ }
37
+ return out;
38
+ }
39
+ /** Unity's shader constants from raw coefficients (channel, index). */
40
+ export function probeConstants(c) {
41
+ const ch = ["r", "g", "b"];
42
+ const o = {};
43
+ for (let k = 0; k < 3; k++) {
44
+ const s = c[k];
45
+ o[`SHA${ch[k]}`] = [s[3], s[1], s[2], s[0] - s[6]];
46
+ o[`SHB${ch[k]}`] = [s[4], s[5], s[6] * 3, s[7]];
47
+ }
48
+ o.SHC = [c[0][8], c[1][8], c[2][8], 1];
49
+ return o;
50
+ }
51
+ /**
52
+ * sim_TowardMatrix (LightingFeatures.SetupTowardMatrix): the frame the
53
+ * character light is expressed in — the camera's backward direction flattened
54
+ * to the ground, as columns (up × d, up, d). Taken immediately, as the DLC
55
+ * poster sets CameraExtension.shadowRotationImmediately.
56
+ */
57
+ export function towardMatrix(cameraForward) {
58
+ const x = -cameraForward[0], z = -cameraForward[2];
59
+ const len = Math.hypot(x, z);
60
+ const d = len > 1e-5 ? [x / len, 0, z / len] : [0, 0, 0];
61
+ return Float32Array.from([d[2], 0, -d[0], 0, 0, 1, 0, 0, d[0], d[1], d[2], 0, 0, 0, 0, 1]);
62
+ }
63
+ /** CharacterGlobalParams.Execute: the outline's resolution allowance. */
64
+ export function outlineMaxOffsetMultiplier(pixelWidth) {
65
+ return Math.max(pixelWidth / 768 - 1, 0);
66
+ }
67
+ /**
68
+ * The character's property block (CharacterEffect.LateUpdate with the default
69
+ * look: no dissolve, dither, interference), by name.
70
+ *
71
+ * `head` is the head bone's skinning matrix (its pose relative to the bind
72
+ * pose, engine units) and `headRest` its rest position; `scale` engine units
73
+ * per game unit.
74
+ */
75
+ export function characterBlock(rig, head, headRest, scale) {
76
+ const o = {};
77
+ // _World2Face: the face frame's world-to-local, in game units. The face is
78
+ // the head's pose applied to a frame at the head's rest position looking −Z.
79
+ const faceRest = Float32Array.from([-1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, headRest[0], headRest[1], headRest[2], 1]);
80
+ const face = head ? mul4(head, faceRest) : faceRest;
81
+ o._World2Face = mul4(invert4(face), gameToEngine(scale));
82
+ o._ExtralEmissionColor = rig.emissionColor;
83
+ let inner = rig.fillInner, outer = rig.fillOuter;
84
+ inner = [inner[0], inner[1], inner[2], inner[3] * rig.fillRatio];
85
+ outer = [outer[0], outer[1], outer[2], outer[3] * rig.fillRatio];
86
+ o._FillOuter = outer;
87
+ o._FillInner = inner;
88
+ o._FillClamp = 0;
89
+ o._FillSoft = 0;
90
+ o._DissolveFactor = 0;
91
+ // inclination about the horizon, azimuth negated — float math as the game's
92
+ const incl = (rig.localLightInclination * Math.PI) / 180;
93
+ const az = (-rig.localLightAzimuth * Math.PI) / 180;
94
+ const c = Math.cos(incl);
95
+ o._LocalLightDir = [Math.sin(az) * -c, Math.sin(incl), Math.cos(az) * c, 0];
96
+ const k = rig.localLightIntensity;
97
+ o._LocalLightColor = [rig.localLightColor[0] * k, rig.localLightColor[1] * k, rig.localLightColor[2] * k, rig.localLightColor[3] * k];
98
+ o._UseFaceReceiveShadow = rig.faceReceiveShadow ? 1 : 0;
99
+ o._DisableFaceSDFShadow = rig.disableFaceSDFShadow ? 1 : 0;
100
+ o._RimlightColor = rig.rimlightColor;
101
+ o._RimlightThreshold = rig.rimlightThreshold;
102
+ o._RimlightFade = rig.rimlightFade;
103
+ o._RimlightRange = rig.rimlightRange;
104
+ const zr = rig.rimlightInclination;
105
+ const sr = Math.sqrt(1 - zr * zr);
106
+ const a1 = rig.rimlightAzimuth1 * Math.PI, a2 = rig.rimlightAzimuth2 * Math.PI;
107
+ o._RimlightDir1 = [Math.cos(a1) * sr, Math.sin(a1) * sr, zr, 0];
108
+ o._RimlightDir2 = [Math.cos(a2) * sr, Math.sin(a2) * sr, zr, 0];
109
+ o._ZOffset_Unit = rig.characterLayer;
110
+ o._DitherAlpha = 1;
111
+ // EnvironmentEffect: the character's own ambient, in both names it is read by
112
+ const sh = probeConstants(trilightProbe(rig.skyColor, rig.equatorColor, rig.groundColor));
113
+ for (const [n, v] of Object.entries(sh)) {
114
+ o[`unity_${n}`] = v;
115
+ o[`_Replica_${n}`] = v;
116
+ }
117
+ // CharacterEffect.OnEnable: every character renderer on rendering layer 0x40000001
118
+ o.unity_RenderingLayer = new Uint32Array([0x40000001, 0, 0, 0]);
119
+ return o;
120
+ }
@@ -0,0 +1,93 @@
1
+ import type { NativeValue } from "./host";
2
+ export type Mat4Like = ArrayLike<number>;
3
+ export type UnityLight = {
4
+ /** World position, engine units. */
5
+ position: [number, number, number];
6
+ /** Reach, engine units. */
7
+ radius: number;
8
+ /** Linear colour times intensity. */
9
+ color: [number, number, number];
10
+ /** Unit aim, away from the light; zero for a point light. */
11
+ aim: [number, number, number];
12
+ cosOuter: number;
13
+ cosInner: number;
14
+ /** Rendering-layer bits it reaches. */
15
+ layers: number;
16
+ /** What the game's pipeline packs beside a light it lit with, when the light
17
+ * came from a game stage (stage_native.py): spot direction with w = 1 /
18
+ * its sphere's radius (the area term reads it), colour alpha, Extra,
19
+ * WorldToLight and type — all in the game's world, used as they are. */
20
+ unity?: {
21
+ spotDir: number[];
22
+ colorW: number;
23
+ extra: number[];
24
+ worldToLight: number[] | null;
25
+ lightType: number;
26
+ simSpotDir?: number[] | null;
27
+ simColorW?: number;
28
+ };
29
+ };
30
+ export type UnityFrameInput = {
31
+ /** Engine units per game unit. */
32
+ scale: number;
33
+ view: Mat4Like;
34
+ proj: Mat4Like;
35
+ eye: [number, number, number];
36
+ near: number;
37
+ far: number;
38
+ width: number;
39
+ height: number;
40
+ /** Scene clock and its step, seconds. */
41
+ time: number;
42
+ dt: number;
43
+ /** The direction the main light travels, unit; null for none. */
44
+ sunDirection: [number, number, number] | null;
45
+ sunColor: [number, number, number];
46
+ sunShadow: number;
47
+ lights: UnityLight[];
48
+ /** Ambient as the engine's folded SH9 (27 floats, ibl.ts), or null for flat. */
49
+ ambientSH: ArrayLike<number> | null;
50
+ ambientFlat: [number, number, number];
51
+ /** The cascades as the engine drew them: render view-projections (engine
52
+ * units, the atlas's own depth convention), their tiles, and the spheres
53
+ * they were fitted to. */
54
+ shadow: {
55
+ viewProj: Mat4Like[];
56
+ tiles: [number, number][];
57
+ tileSize: number;
58
+ atlasSize: number;
59
+ spheres: {
60
+ center: [number, number, number];
61
+ radius: number;
62
+ }[];
63
+ } | null;
64
+ /** What a loaded game stage sets for its scene (stage.ts): fog, tint, ambient
65
+ * SH, the environment cube's numbers — the pipeline's per-scene globals, in
66
+ * place of the defaults below. Never camera, time, lights or shadows. */
67
+ settings?: Record<string, NativeValue> | null;
68
+ };
69
+ /** Column-major 4x4 multiply. */
70
+ export declare function mul4(a: Mat4Like, b: Mat4Like): Float32Array;
71
+ export declare function invert4(m: Mat4Like): Float32Array;
72
+ /** Game world -> engine world: `s` PMX per unit, half a turn about Y. */
73
+ export declare function gameToEngine(s: number): Float32Array;
74
+ /** Engine world -> game world. */
75
+ export declare function engineToGame(s: number): Float32Array;
76
+ /** An engine point in the game's world. */
77
+ export declare function gamePoint(p: ArrayLike<number>, s: number): [number, number, number];
78
+ /** An engine direction in the game's world. */
79
+ export declare function gameDir(d: ArrayLike<number>): [number, number, number];
80
+ /** Uniform scale, as a column-major matrix. */
81
+ export declare function scale4(s: number): Float32Array;
82
+ /** The projection with clip y negated — undone by naga's own negation. */
83
+ export declare function flipY(p: Mat4Like): Float32Array;
84
+ /**
85
+ * The engine's folded SH9 (ibl.ts: c0 + c1·y + c2·z + c3·x + c4·xy + c5·yz +
86
+ * c6·(3z²−1) + c7·xz + c8·(x²−y²)) as Unity's seven shader constants —
87
+ * SHA = (x, y, z, constant), SHB = (xy, yz, z², zx), SHC = (x²−y²) — the same
88
+ * polynomial, regrouped.
89
+ */
90
+ export declare function unitySH(sh: ArrayLike<number> | null, flat: [number, number, number]): Record<string, number[]>;
91
+ /** Everything the frame sets, by name. */
92
+ export declare function unityFrameGlobals(f: UnityFrameInput): Record<string, NativeValue>;
93
+ //# sourceMappingURL=globals.d.ts.map
@@ -0,0 +1 @@
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