Replace addons with conventional handles

Provide the single-loadout Scene API, SAB-backed meshes, cameras, materials, lights, workers, post effects, and tutorial playgrounds. Batch matching row growth so active GPU loadouts refresh once.

Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae
Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
This commit is contained in:
Amp
2026-08-20 06:39:30 +00:00
co-authored by heaust
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# Clustered lights
The default `Scene` graph runs a clustered compute pass before its HDR forward passes. Light handles write flat rows consumed by that pass.
```ts
const point = new PointLight(scene, {
position: [0, 1, 1],
color: [1, 0.25, 0.05],
intensity: 20,
range: 8,
});
const sun = new DirectionalLight(scene, {
quaternion: [0.2, 0, 0, 0.98],
color: [1, 0.95, 0.8],
intensity: 3,
});
const fill = new AmbientLight(scene, { color: [0.1, 0.2, 0.4], intensity: 0.2 });
await Promise.all([point.ready, sun.ready, fill.ready]);
```
<Playground example="lights" />
## Rectangles and spots
```ts
const panel = new RectAreaLight(scene, {
position: [0, 2, 0],
width: 2,
height: 0.5,
intensity: 12,
});
const spot = new SpotLight(scene, {
position: [0, 1, 1],
innerAngle: 0.25,
outerAngle: 0.6,
range: 15,
});
```
The rectangle handle selects the default graph's linearly transformed cosine (`ltc`) path. Position, orientation, intensity, angles, and colors remain direct SAB mutations after allocation.
<script setup>
import Playground from "../.vitepress/Playground.vue";
</script>