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@aura3d/rendering

v1.3.3

Published

`@aura3d/rendering` owns render-device abstraction, WebGL2/mock backends, buffers, geometry, textures, samplers, shader modules, shader libraries, material schemas, render pipelines, render graphs, lighting, shadows, diagnostics-facing render state, and p

Readme

@aura3d/rendering

@aura3d/rendering owns render-device abstraction, WebGL2/mock backends, buffers, geometry, textures, samplers, shader modules, shader libraries, material schemas, render pipelines, render graphs, lighting, shadows, diagnostics-facing render state, and particle rendering/effects.

Public API

  • RenderDevice, createRenderDevice, MockRenderDevice, WebGL2Device, WebGPUDevice: backend lifecycle, resource creation, draw commands, diagnostics, WebGPU device-lost reporting, and explicit WebGPU capability handling.
  • VertexFormat, VertexBuffer, IndexBuffer, Geometry, Texture, Sampler, UniformLayout, TextureBinding: GPU resource and layout data, including texture readiness and color-space binding validation.
  • ShaderModule, ShaderLibrary, ShaderPreprocessor, SHADER_CHUNKS: shader source ownership, named shader variants, typed attribute/uniform reflection, include/variant preprocessing with source maps, chunk validation, and default shader names/markers.
  • Material, MaterialInstance, MaterialBinding, UnlitMaterial, TexturedUnlitMaterial, PBRMaterial, NormalMappedPBRMaterial, MaterialPresetRegistry: material schemas, uniform/texture binding, diagnostics, and presets.
  • RenderGraph, ForwardPass, DepthPass, ShadowPass, ShadowMap, ShadowProjectionBuilder, CascadedShadowMaps, ToneMappingPass, BloomPass, FXAAPass: pass orchestration, resource lifetime plans, forward rendering, depth/shadow contracts, cascade data, and deterministic post-process passes.
  • LightCollector, LightUniforms, LightingDebug: directional, point, and spot light collection, uniform packing, and debug lines.
  • Renderer: public facade for render source submission, resize, diagnostics, and disposal.
  • Particle, ParticleEmitter, particle modules, ParticleRenderer, ParticleRenderPass, GPUParticleBackend, ParticleSystem: CPU/GPU particle spawn/update contracts, diagnostics counters, and render integration.

Verification

Renderer resources, vertex formats, shader libraries, shader markers, material binding, PBR lighting, render graph ordering/lifetime plans, deterministic tone-mapping/bloom/FXAA post-process passes, shadow pass/projection, lighting debug cascades, particle rendering, GPU particle spawn/update paths, WebGPU device-lost diagnostics, WebGL2 browser pixels, visual pixels, shader verification, and performance baselines are covered by tests/unit/rendering/*.test.ts, tests/browser/rendering-webgl2.spec.ts, tests/browser/shadow-browser.spec.ts, tests/browser/particle-browser.spec.ts, tests/browser/gpu-particle-backend.spec.ts, tests/visual/*.spec.ts, and tests/performance/system-baselines.ts. Export and import consistency is covered by pnpm verify:exports and pnpm verify:imports.