@adobe/data-gpu 0.10.22 → 0.10.24
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/core/core-plugin.d.ts +1 -1
- package/dist/graphics/animation/animation-plugin.d.ts +2 -2
- package/dist/graphics/camera/camera-plugin.d.ts +1 -1
- package/dist/graphics/camera/orbit/orbit-data-plugin.d.ts +1 -1
- package/dist/graphics/camera/orbit/orbit-plugin.d.ts +1 -1
- package/dist/graphics/camera/orbit/orbit-system-plugin.d.ts +1 -1
- package/dist/graphics/graphics-plugin.d.ts +1 -1
- package/dist/graphics/picking/picking-plugin.d.ts +770 -770
- package/dist/graphics/rendering/bone-collider-plugin.d.ts +200 -200
- package/dist/graphics/rendering/ibl-render/ibl-render-plugin.d.ts +146 -146
- package/dist/graphics/rendering/interpolation-plugin.d.ts +7 -7
- package/dist/graphics/rendering/jolt-ragdoll-plugin.d.ts +200 -200
- package/dist/graphics/rendering/material-palette-gpu/material-palette-gpu-plugin.d.ts +7 -7
- package/dist/graphics/rendering/model-collider-plugin.d.ts +150 -150
- package/dist/graphics/rendering/pbr-render/pbr-factor-render-plugin.d.ts +146 -146
- package/dist/graphics/rendering/skinning/skinning-plugin.d.ts +168 -168
- package/dist/graphics/scene/model/model-loader-plugin.d.ts +150 -150
- package/dist/graphics/scene/model/shape/shape-geometry-plugin.d.ts +74 -74
- package/dist/graphics/scene/model/world-bounds-plugin.d.ts +150 -150
- package/dist/graphics/scene/scene-plugin.d.ts +16 -16
- package/dist/graphics/scene/scene-uniforms/scene-uniforms-plugin.d.ts +13 -13
- package/dist/physics/physics-clock-plugin.d.ts +1 -1
- package/dist/physics/solvers/jolt-solver-plugin.d.ts +1 -1
- package/dist/physics/solvers/rapier-solver-plugin.d.ts +1 -1
- package/package.json +2 -2
- package/tsconfig.tsbuildinfo +1 -1
- package/dist/graphics/rendering/material-gpu/material-arrays.d.ts +0 -47
- package/dist/graphics/rendering/material-gpu/material-arrays.js +0 -83
- package/dist/graphics/rendering/material-gpu/material-arrays.js.map +0 -1
- package/dist/graphics/rendering/material-gpu/material-bind-group.d.ts +0 -9
- package/dist/graphics/rendering/material-gpu/material-bind-group.js +0 -52
- package/dist/graphics/rendering/material-gpu/material-bind-group.js.map +0 -1
- package/dist/graphics/rendering/material-gpu/material-gpu-plugin.d.ts +0 -259
- package/dist/graphics/rendering/material-gpu/material-gpu-plugin.js +0 -90
- package/dist/graphics/rendering/material-gpu/material-gpu-plugin.js.map +0 -1
- package/dist/graphics/rendering/pbr-render/pbr-array-shader.wgsl.d.ts +0 -10
- package/dist/graphics/rendering/pbr-render/pbr-array-shader.wgsl.js +0 -145
- package/dist/graphics/rendering/pbr-render/pbr-array-shader.wgsl.js.map +0 -1
- package/dist/graphics/rendering/pbr-render/pbr-render-plugin.d.ts +0 -1266
- package/dist/graphics/rendering/pbr-render/pbr-render-plugin.js +0 -254
- package/dist/graphics/rendering/pbr-render/pbr-render-plugin.js.map +0 -1
- package/dist/graphics/scene/model/geometry/geometry.d.ts +0 -9
- package/dist/graphics/scene/model/geometry/geometry.js +0 -3
- package/dist/graphics/scene/model/geometry/geometry.js.map +0 -1
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// © 2026 Adobe. MIT License. See /LICENSE for details.
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import { Database } from "@adobe/data/ecs";
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import { pbrIblRender } from "../ibl-render/ibl-render-plugin.js";
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import { materialGpu } from "../material-gpu/material-gpu-plugin.js";
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import { displayTransform } from "../display-transform-plugin.js";
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import { SceneUniforms } from "../../scene/scene-uniforms/scene-uniforms.js";
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import { StandardVertex } from "../standard-vertex/standard-vertex.js";
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import { createMaterialBindGroupLayout } from "../material-gpu/material-bind-group.js";
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import { buildPbrArrayShader } from "./pbr-array-shader.wgsl.js";
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// Must match pbrIblRender's bake so the array shader's prefiltered-mip math agrees.
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const PREFILTERED_MIP_COUNT = 7;
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/** Drawable: any visible entity with a geometry ref, a transform, and a material. */
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const DRAWABLE = ["geometry", "visible", "position", "rotation", "scale", "material"];
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// Bodies carrying a derived display pose (interpolation-plugin) draw at it instead
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// of the canonical pose; everything else (statics, props, non-physics instances)
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// draws straight from position/rotation. Splitting the gather by archetype shape
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// avoids a per-row "has display pose?" branch.
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const DRAWABLE_INTERP = [...DRAWABLE, "_renderPosition", "_renderRotation"];
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const DRAWABLE_DIRECT = { exclude: ["_renderPosition"] };
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const PRIMITIVE = ["_vertexBuffer", "_indexBuffer", "_indexCount", "_indexFormat", "_geometry", "_nodeLocalMatrix"];
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function createIblBindGroupLayout(device) {
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return device.createBindGroupLayout({
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entries: [
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{ binding: 0, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float", viewDimension: "cube" } },
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{ binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float", viewDimension: "cube" } },
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{ binding: 2, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float", viewDimension: "2d" } },
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{ binding: 3, visibility: GPUShaderStage.FRAGMENT, sampler: { type: "filtering" } },
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],
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});
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}
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/**
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* Compose a column-major TRS matrix directly into `out[o..o+15]` — no
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* allocation, reading position/rotation/scale straight from their column typed
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* arrays. Matches `translation · Quat.toMat4 · scaling`. Runs once per visible
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* drawable per frame, so the array churn of the math-helper form matters.
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*/
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function composeTrs(out, o, p, pi, q, qi, s, si) {
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const qx = q[qi], qy = q[qi + 1], qz = q[qi + 2], qw = q[qi + 3];
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const sx = s[si], sy = s[si + 1], sz = s[si + 2];
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const xx = qx * qx, yy = qy * qy, zz = qz * qz;
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const xy = qx * qy, xz = qx * qz, yz = qy * qz;
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const wx = qw * qx, wy = qw * qy, wz = qw * qz;
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out[o] = (1 - 2 * (yy + zz)) * sx;
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out[o + 1] = (2 * (xy + wz)) * sx;
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out[o + 2] = (2 * (xz - wy)) * sx;
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out[o + 3] = 0;
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out[o + 4] = (2 * (xy - wz)) * sy;
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out[o + 5] = (1 - 2 * (xx + zz)) * sy;
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out[o + 6] = (2 * (yz + wx)) * sy;
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out[o + 7] = 0;
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out[o + 8] = (2 * (xz + wy)) * sz;
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out[o + 9] = (2 * (yz - wx)) * sz;
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out[o + 10] = (1 - 2 * (xx + yy)) * sz;
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out[o + 11] = 0;
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out[o + 12] = p[pi];
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out[o + 13] = p[pi + 1];
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out[o + 14] = p[pi + 2];
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out[o + 15] = 1;
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}
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/**
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* pbrRender — the single PBR + IBL renderer. It extends `pbrIblRender`, reusing
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* its IBL bake, skybox, scene/material bind groups and glTF draw path verbatim,
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* and adds one extra draw query for **instanced primitives** whose material
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* comes from the shared `materialGpu` arrays (selected per instance by the
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* material entity's `_layerIndex`). Two efficient queries, one render plugin:
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*
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* - glTF models → per-material bind group, native-resolution textures (pbrIblRender)
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* - primitives → shared texture_2d_array + per-instance layer (this system)
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*
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* The primitive system runs after `pbrIblRenderSystem` so the skybox is drawn
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* first. World matrices are computed directly from `position`/`rotation`/`scale`
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* (primitives are flat — no hierarchy), so it's independent of `transform`.
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*/
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export const pbrRender = Database.Plugin.create({
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extends: Database.Plugin.combine(pbrIblRender, materialGpu, displayTransform),
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systems: {
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pbrPrimitiveRenderSystem: {
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schedule: { during: ["render"], after: ["beginRenderPass", "pbrIblRenderSystem"], before: ["endRenderPass"] },
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create: db => {
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let pipeline = null;
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let sceneLayout = null;
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let iblLayout = null;
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let instanceLayout = null;
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let iblSampler = null;
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let sceneBindGroup = null;
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let iblBindGroup = null;
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let cachedSceneBuffer = null;
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let cachedIrradiance = null;
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let matLayer = new Map();
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let matCount = -1;
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const instCache = new Map();
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let matScratch = new Float32Array(16);
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let layerScratch = new Uint32Array(1);
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// Per-frame matrix arena (composed TRS, one mat4 per drawable) + per-geometry
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// draw lists (matrix offset + layer). All pooled and reused across frames —
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// the gather runs over every visible body each frame, so zero allocation here.
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let mats = new Float32Array(64 * 16);
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const batches = new Map();
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return () => {
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const { device, renderPassEncoder, canvasFormat, depthFormat, _sceneUniformsBuffer, _materialBindGroup, _iblIrradiance, _iblPrefiltered, _iblBrdfLut, } = db.store.resources;
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if (!device || !renderPassEncoder || !_sceneUniformsBuffer || !_materialBindGroup)
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return;
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if (!_iblIrradiance || !_iblPrefiltered || !_iblBrdfLut)
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return;
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if (!sceneLayout)
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sceneLayout = SceneUniforms.createBindGroupLayout(device);
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if (!iblLayout)
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iblLayout = createIblBindGroupLayout(device);
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if (!instanceLayout)
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instanceLayout = device.createBindGroupLayout({
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entries: [
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{ binding: 0, visibility: GPUShaderStage.VERTEX, buffer: { type: "read-only-storage" } },
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{ binding: 1, visibility: GPUShaderStage.VERTEX, buffer: { type: "read-only-storage" } },
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],
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});
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if (!iblSampler)
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iblSampler = device.createSampler({
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magFilter: "linear", minFilter: "linear", mipmapFilter: "linear",
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addressModeU: "clamp-to-edge", addressModeV: "clamp-to-edge", addressModeW: "clamp-to-edge",
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});
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if (!pipeline) {
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const module = device.createShaderModule({ code: buildPbrArrayShader({ prefilteredMipCount: PREFILTERED_MIP_COUNT }) });
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pipeline = device.createRenderPipeline({
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layout: device.createPipelineLayout({ bindGroupLayouts: [sceneLayout, createMaterialBindGroupLayout(device), iblLayout, instanceLayout] }),
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vertex: { module, entryPoint: "vs_main", buffers: [StandardVertex.layout] },
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fragment: { module, entryPoint: "fs_main", targets: [{ format: canvasFormat }] },
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primitive: { topology: "triangle-list", cullMode: "back" },
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depthStencil: { format: depthFormat, depthWriteEnabled: true, depthCompare: "less" },
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});
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}
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if (_sceneUniformsBuffer !== cachedSceneBuffer || !sceneBindGroup) {
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sceneBindGroup = device.createBindGroup({ layout: sceneLayout, entries: [{ binding: 0, resource: { buffer: _sceneUniformsBuffer } }] });
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cachedSceneBuffer = _sceneUniformsBuffer;
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}
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if (_iblIrradiance !== cachedIrradiance || !iblBindGroup) {
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iblBindGroup = device.createBindGroup({
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layout: iblLayout,
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entries: [
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{ binding: 0, resource: _iblIrradiance.createView({ dimension: "cube" }) },
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{ binding: 1, resource: _iblPrefiltered.createView({ dimension: "cube" }) },
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{ binding: 2, resource: _iblBrdfLut.createView() },
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{ binding: 3, resource: iblSampler },
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],
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});
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cachedIrradiance = _iblIrradiance;
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}
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// material → layer, refreshed only when the material set grows
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let mc = 0;
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for (const arch of db.store.queryArchetypes(["_layerIndex"]))
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mc += arch.rowCount;
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if (mc !== matCount) {
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matLayer = new Map();
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for (const arch of db.store.queryArchetypes(["_layerIndex"])) {
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const id = arch.columns.id, li = arch.columns._layerIndex;
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for (let i = 0; i < arch.rowCount; i++)
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matLayer.set(id.get(i), li.get(i));
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}
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matCount = mc;
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}
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// Gather visible primitive drawables grouped by geometry. Compose each
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// world matrix straight from the chosen pose/scale column typed arrays
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// into the pooled `mats` arena — no per-row array allocation. Two passes:
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// bodies with a display pose use it; everything else uses position/rotation.
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for (const b of batches.values()) {
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b.off.length = 0;
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b.layer.length = 0;
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}
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let drawCount = 0;
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const gather = (rowCount, vis, geo, mat, posArr, rotArr, sclArr) => {
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for (let i = 0; i < rowCount; i++) {
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if (!vis.get(i))
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continue;
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const layer = matLayer.get(mat.get(i));
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if (layer === undefined)
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continue;
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if ((drawCount + 1) * 16 > mats.length) {
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const grown = new Float32Array(mats.length * 2);
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grown.set(mats);
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mats = grown;
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}
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composeTrs(mats, drawCount * 16, posArr, i * 3, rotArr, i * 4, sclArr, i * 3);
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const g = geo.get(i);
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let b = batches.get(g);
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if (!b) {
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b = { off: [], layer: [] };
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batches.set(g, b);
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}
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b.off.push(drawCount);
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b.layer.push(layer);
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drawCount++;
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}
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};
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for (const arch of db.store.queryArchetypes(DRAWABLE_INTERP)) {
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gather(arch.rowCount, arch.columns.visible, arch.columns.geometry, arch.columns.material, arch.columns._renderPosition.getTypedArray(), arch.columns._renderRotation.getTypedArray(), arch.columns.scale.getTypedArray());
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}
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for (const arch of db.store.queryArchetypes(DRAWABLE, DRAWABLE_DIRECT)) {
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gather(arch.rowCount, arch.columns.visible, arch.columns.geometry, arch.columns.material, arch.columns.position.getTypedArray(), arch.columns.rotation.getTypedArray(), arch.columns.scale.getTypedArray());
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}
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if (drawCount === 0)
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return;
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renderPassEncoder.setPipeline(pipeline);
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renderPassEncoder.setBindGroup(0, sceneBindGroup);
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renderPassEncoder.setBindGroup(1, _materialBindGroup);
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renderPassEncoder.setBindGroup(2, iblBindGroup);
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for (const arch of db.store.queryArchetypes(PRIMITIVE)) {
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const vbs = arch.columns._vertexBuffer, ibs = arch.columns._indexBuffer;
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const counts = arch.columns._indexCount, formats = arch.columns._indexFormat;
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const geoRefs = arch.columns._geometry, primIds = arch.columns.id;
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for (let i = 0; i < arch.rowCount; i++) {
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const b = batches.get(geoRefs.get(i));
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if (!b || b.off.length === 0)
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continue;
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const n = b.off.length;
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const primId = primIds.get(i);
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let entry = instCache.get(primId);
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if (!entry || entry.capacity < n) {
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entry?.buffer.destroy();
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entry?.layerBuffer.destroy();
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const buffer = device.createBuffer({ size: Math.max(n * 64, 64), usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST });
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const layerBuffer = device.createBuffer({ size: Math.max(n * 4, 4), usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST });
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const bindGroup = device.createBindGroup({
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layout: instanceLayout,
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-
entries: [{ binding: 0, resource: { buffer } }, { binding: 1, resource: { buffer: layerBuffer } }],
|
|
224
|
-
});
|
|
225
|
-
entry = { buffer, layerBuffer, bindGroup, capacity: n };
|
|
226
|
-
instCache.set(primId, entry);
|
|
227
|
-
}
|
|
228
|
-
if (matScratch.length < n * 16)
|
|
229
|
-
matScratch = new Float32Array(n * 16);
|
|
230
|
-
if (layerScratch.length < n)
|
|
231
|
-
layerScratch = new Uint32Array(n);
|
|
232
|
-
// Copy this geometry's matrices out of the arena into a contiguous
|
|
233
|
-
// upload buffer. Primitive node matrices are identity (flat shapes;
|
|
234
|
-
// glTF hierarchy goes through pbrIblRender), so no extra multiply.
|
|
235
|
-
for (let j = 0; j < n; j++) {
|
|
236
|
-
const src = b.off[j] * 16, dst = j * 16;
|
|
237
|
-
for (let k = 0; k < 16; k++)
|
|
238
|
-
matScratch[dst + k] = mats[src + k];
|
|
239
|
-
layerScratch[j] = b.layer[j];
|
|
240
|
-
}
|
|
241
|
-
device.queue.writeBuffer(entry.buffer, 0, matScratch, 0, n * 16);
|
|
242
|
-
device.queue.writeBuffer(entry.layerBuffer, 0, layerScratch, 0, n);
|
|
243
|
-
renderPassEncoder.setBindGroup(3, entry.bindGroup);
|
|
244
|
-
renderPassEncoder.setVertexBuffer(0, vbs.get(i)); // _PbrPrimitive guarantees non-null
|
|
245
|
-
renderPassEncoder.setIndexBuffer(ibs.get(i), formats.get(i)); // _PbrPrimitive guarantees non-null
|
|
246
|
-
renderPassEncoder.drawIndexed(counts.get(i), n);
|
|
247
|
-
}
|
|
248
|
-
}
|
|
249
|
-
};
|
|
250
|
-
},
|
|
251
|
-
},
|
|
252
|
-
},
|
|
253
|
-
});
|
|
254
|
-
//# sourceMappingURL=pbr-render-plugin.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
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@@ -1,9 +0,0 @@
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1
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-
/**
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2
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-
* One row of the `Geometry` archetype — an asset identified by URL. The
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3
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* model loader fetches the URL, then writes derived state (`_bounds`,
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4
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* primitive entities, animation clips) onto the same row.
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5
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-
*/
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6
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-
export interface Geometry {
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7
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-
modelUrl: string;
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8
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-
}
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9
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-
export * as Geometry from "./public.js";
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@@ -1 +0,0 @@
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1
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-
{"version":3,"file":"geometry.js","sourceRoot":"","sources":["../../../../../src/graphics/scene/model/geometry/geometry.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAWvD,OAAO,KAAK,QAAQ,MAAM,aAAa,CAAC"}
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