@babylonjs/lite 0.1.1 → 1.0.0
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.
- package/_mat4-storage-f64-CjDoht2w.js +11 -0
- package/_mat4-storage-f64-CjDoht2w.js.map +1 -0
- package/{alpha-test-fragment-CUiHCw7W.js → alpha-test-fragment-B7DjSnF7.js} +2 -2
- package/{alpha-test-fragment-CUiHCw7W.js.map → alpha-test-fragment-B7DjSnF7.js.map} +1 -1
- package/assets/splat-sort-worker-DT3eybMZ.js.map +1 -0
- package/{background-dds-skybox-yHTqabU3.js → background-dds-skybox-BEX309u3.js} +14 -14
- package/background-dds-skybox-BEX309u3.js.map +1 -0
- package/{background-ground-DIw6D3qf.js → background-ground-BU0HOcM4.js} +20 -20
- package/background-ground-BU0HOcM4.js.map +1 -0
- package/{background-hdr-skybox-c4uuTmkP.js → background-hdr-skybox--RRRic_K.js} +10 -10
- package/background-hdr-skybox--RRRic_K.js.map +1 -0
- package/{background-solid-skybox-DPGBpPbm.js → background-solid-skybox-BrH2fXSu.js} +12 -13
- package/background-solid-skybox-BrH2fXSu.js.map +1 -0
- package/{billboard-renderable-D8mlVGCd.js → billboard-renderable-BHWryAeC.js} +46 -10
- package/billboard-renderable-BHWryAeC.js.map +1 -0
- package/{clamp-block-BdII67hT.js → clamp-block-DqbwnQGW.js} +2 -2
- package/{clamp-block-BdII67hT.js.map → clamp-block-DqbwnQGW.js.map} +1 -1
- package/{clearcoat-fragment-LCiG98Rf.js → clearcoat-fragment-D6FSCie1.js} +2 -2
- package/{clearcoat-fragment-LCiG98Rf.js.map → clearcoat-fragment-D6FSCie1.js.map} +1 -1
- package/{create-skeleton-C9JdIJnb.js → create-skeleton-D_uplboC.js} +9 -9
- package/create-skeleton-D_uplboC.js.map +1 -0
- package/{cubemap-skybox-material-DvXMVc4k.js → cubemap-skybox-material-DQcMMdf-.js} +6 -7
- package/cubemap-skybox-material-DQcMMdf-.js.map +1 -0
- package/{curve-block-BlJpXVYv.js → curve-block-21rT0JjG.js} +2 -2
- package/{curve-block-BlJpXVYv.js.map → curve-block-21rT0JjG.js.map} +1 -1
- package/{emissive-fragment-BnNvbBCw.js → emissive-fragment-C5FtBs3y.js} +3 -3
- package/emissive-fragment-C5FtBs3y.js.map +1 -0
- package/{esm-shadow-view-DN9HIaM4.js → esm-shadow-view-Cl3rPGof.js} +2 -2
- package/{esm-shadow-view-DN9HIaM4.js.map → esm-shadow-view-Cl3rPGof.js.map} +1 -1
- package/{esm-shadow-view-Dk9NFtLq.js → esm-shadow-view-Gtd1LWRP.js} +2 -2
- package/{esm-shadow-view-Dk9NFtLq.js.map → esm-shadow-view-Gtd1LWRP.js.map} +1 -1
- package/{esm-shadow-view-DGKdF1NI.js → esm-shadow-view-c5YV4Eg9.js} +2 -2
- package/{esm-shadow-view-DGKdF1NI.js.map → esm-shadow-view-c5YV4Eg9.js.map} +1 -1
- package/{gaussian-splatting-pipeline-sh-DgJl7l56.js → gaussian-splatting-pipeline-sh-7J31V23x.js} +19 -19
- package/gaussian-splatting-pipeline-sh-7J31V23x.js.map +1 -0
- package/geometry-texture-output-dXk4E9uu.js +41 -0
- package/geometry-texture-output-dXk4E9uu.js.map +1 -0
- package/geometry-view-BsFJpBJa.js +404 -0
- package/geometry-view-BsFJpBJa.js.map +1 -0
- package/{gltf-animation-D7uyTyO3.js → gltf-animation-K_zZxj_d.js} +7 -7
- package/gltf-animation-K_zZxj_d.js.map +1 -0
- package/gltf-color-normalize-Qxl-9C48.js +29 -0
- package/gltf-color-normalize-Qxl-9C48.js.map +1 -0
- package/{gltf-ext-basisu-CPg5kPrx.js → gltf-ext-basisu-CDbPclzZ.js} +53 -18
- package/gltf-ext-basisu-CDbPclzZ.js.map +1 -0
- package/{gltf-ext-node-visibility-MafA9ot2.js → gltf-ext-node-visibility-DXCJEYr6.js} +2 -2
- package/{gltf-ext-node-visibility-MafA9ot2.js.map → gltf-ext-node-visibility-DXCJEYr6.js.map} +1 -1
- package/{gltf-ext-quantization-CpZyLDIz.js → gltf-ext-quantization-CvHI_0Vg.js} +4 -3
- package/gltf-ext-quantization-CvHI_0Vg.js.map +1 -0
- package/{gltf-ext-uv-transform-CE_-T1Tr.js → gltf-ext-uv-transform-DgYazJBs.js} +2 -2
- package/{gltf-ext-uv-transform-CE_-T1Tr.js.map → gltf-ext-uv-transform-DgYazJBs.js.map} +1 -1
- package/{gltf-feature-animation-pointer-BjpwOOqo.js → gltf-feature-animation-pointer-D1RJRFBw.js} +9 -9
- package/gltf-feature-animation-pointer-D1RJRFBw.js.map +1 -0
- package/{gltf-feature-animations-CCizegp8.js → gltf-feature-animations-Cmc1uoIu.js} +2 -2
- package/{gltf-feature-animations-CCizegp8.js.map → gltf-feature-animations-Cmc1uoIu.js.map} +1 -1
- package/{gltf-feature-draco-yGSMGTE3.js → gltf-feature-draco-CKKzT5E3.js} +6 -5
- package/gltf-feature-draco-CKKzT5E3.js.map +1 -0
- package/{gltf-feature-gpu-instancing-2e_CFQnl.js → gltf-feature-gpu-instancing-n87SO6Vh.js} +7 -6
- package/gltf-feature-gpu-instancing-n87SO6Vh.js.map +1 -0
- package/{gltf-feature-lights-punctual-DDDg4j0U.js → gltf-feature-lights-punctual-Ckm3ciL8.js} +5 -5
- package/{gltf-feature-lights-punctual-DDDg4j0U.js.map → gltf-feature-lights-punctual-Ckm3ciL8.js.map} +1 -1
- package/{gltf-feature-meshopt-Des96YFI.js → gltf-feature-meshopt-DLC4SF1E.js} +7 -6
- package/gltf-feature-meshopt-DLC4SF1E.js.map +1 -0
- package/{gltf-feature-morph-CKCw6tkX.js → gltf-feature-morph-Cjtu7hYa.js} +4 -4
- package/gltf-feature-morph-Cjtu7hYa.js.map +1 -0
- package/gltf-feature-registry-C63Hjp9w.js +59 -0
- package/gltf-feature-registry-C63Hjp9w.js.map +1 -0
- package/{gltf-feature-skeleton-D8hWLqi2.js → gltf-feature-skeleton-DKbOGidp.js} +3 -3
- package/{gltf-feature-skeleton-D8hWLqi2.js.map → gltf-feature-skeleton-DKbOGidp.js.map} +1 -1
- package/{gltf-feature-variants-Ds6v9byg.js → gltf-feature-variants-Cmzu0O0e.js} +2 -2
- package/{gltf-feature-variants-Ds6v9byg.js.map → gltf-feature-variants-Cmzu0O0e.js.map} +1 -1
- package/{gltf-glb-parser-D6UZWFuC.js → gltf-glb-parser-Cj5MHS-v.js} +5 -4
- package/gltf-glb-parser-Cj5MHS-v.js.map +1 -0
- package/{gltf-interleave-DGnUlz28.js → gltf-interleave-gHf9_t0i.js} +14 -14
- package/gltf-interleave-gHf9_t0i.js.map +1 -0
- package/gltf-normals-b2h74380.js +37 -0
- package/gltf-normals-b2h74380.js.map +1 -0
- package/{gltf-pbr-builder-ext-BFOxOCnQ.js → gltf-pbr-builder-ext-edNcjwPf.js} +5 -5
- package/gltf-pbr-builder-ext-edNcjwPf.js.map +1 -0
- package/{gltf-variants-DFbr8EES.js → gltf-variants-CPxNdtP4.js} +4 -4
- package/{gltf-variants-DFbr8EES.js.map → gltf-variants-CPxNdtP4.js.map} +1 -1
- package/{gs-picking-pipeline-DzfMASL9.js → gs-picking-pipeline-DYaW_Lg3.js} +14 -14
- package/gs-picking-pipeline-DYaW_Lg3.js.map +1 -0
- package/havok-floating-origin-Dr-18Nds.js +198 -0
- package/havok-floating-origin-Dr-18Nds.js.map +1 -0
- package/index-CLElg2Bo.js +39209 -0
- package/index-CLElg2Bo.js.map +1 -0
- package/index-CYZDclhF.js +918 -0
- package/index-CYZDclhF.js.map +1 -0
- package/index-SMJ67XwT.js +3330 -0
- package/index-SMJ67XwT.js.map +1 -0
- package/index.d.ts +2508 -119
- package/index.js +444 -302
- package/{input-block-DgAJBzN_.js → input-block-DqEedWF2.js} +2 -2
- package/{input-block-DgAJBzN_.js.map → input-block-DqEedWF2.js.map} +1 -1
- package/{iridescence-fragment-Gymp7or5.js → iridescence-fragment-BHU59-gQ.js} +2 -2
- package/{iridescence-fragment-Gymp7or5.js.map → iridescence-fragment-BHU59-gQ.js.map} +1 -1
- package/{light-block-B11ew7FA.js → light-block-Bv37V8vl.js} +2 -2
- package/{light-block-B11ew7FA.js.map → light-block-Bv37V8vl.js.map} +1 -1
- package/{loop-block-Bb23EOMb.js → loop-block-qTg8vb99.js} +2 -2
- package/{loop-block-Bb23EOMb.js.map → loop-block-qTg8vb99.js.map} +1 -1
- package/{morph-fragment-DOVo70gP.js → morph-fragment-BRCUr2wQ.js} +2 -2
- package/{morph-fragment-DOVo70gP.js.map → morph-fragment-BRCUr2wQ.js.map} +1 -1
- package/{multilight-wgsl-BGyiIOp3.js → multilight-wgsl-DMeppAdZ.js} +4 -4
- package/{multilight-wgsl-BGyiIOp3.js.map → multilight-wgsl-DMeppAdZ.js.map} +1 -1
- package/{node-env-BPZXZzBf.js → node-env-Bc559GmY.js} +6 -5
- package/node-env-Bc559GmY.js.map +1 -0
- package/node-geometry-view-COmWsRXK.js +291 -0
- package/node-geometry-view-COmWsRXK.js.map +1 -0
- package/{node-registry-extra-compat-Dhrw8fDQ.js → node-registry-extra-compat-dWrv7gpS.js} +2 -2
- package/{node-registry-extra-compat-Dhrw8fDQ.js.map → node-registry-extra-compat-dWrv7gpS.js.map} +1 -1
- package/{node-registry-extra-math-CsAHvIZo.js → node-registry-extra-math-Bn854sX9.js} +2 -2
- package/{node-registry-extra-math-CsAHvIZo.js.map → node-registry-extra-math-Bn854sX9.js.map} +1 -1
- package/{node-renderable-DlLIdBmd.js → node-renderable-B5G8WcdH.js} +41 -22
- package/node-renderable-B5G8WcdH.js.map +1 -0
- package/{node-shadow-DKrcqmNg.js → node-shadow-CVIUlNf0.js} +7 -7
- package/node-shadow-CVIUlNf0.js.map +1 -0
- package/{normal-map-fragment-DpsIXrJf.js → normal-map-fragment-CQSxhjCy.js} +3 -3
- package/{normal-map-fragment-DpsIXrJf.js.map → normal-map-fragment-CQSxhjCy.js.map} +1 -1
- package/pack-mat4-with-offset-BqB8Jqo7.js +37 -0
- package/pack-mat4-with-offset-BqB8Jqo7.js.map +1 -0
- package/package.json +3 -10
- package/{parse-camera-DM3oJJeT.js → parse-camera-pBRT_6i5.js} +2 -2
- package/{parse-camera-DM3oJJeT.js.map → parse-camera-pBRT_6i5.js.map} +1 -1
- package/pbr-fog-wgsl-BqdCid6r.js +8 -0
- package/pbr-fog-wgsl-BqdCid6r.js.map +1 -0
- package/pbr-geometry-view-NiZY_juX.js +491 -0
- package/pbr-geometry-view-NiZY_juX.js.map +1 -0
- package/{pbr-metallic-roughness-block-h_KAOZrW.js → pbr-metallic-roughness-block-JBSi-tQN.js} +2 -2
- package/{pbr-metallic-roughness-block-h_KAOZrW.js.map → pbr-metallic-roughness-block-JBSi-tQN.js.map} +1 -1
- package/{pbr-metallic-roughness-block-full-6vMm1Jk6.js → pbr-metallic-roughness-block-full-Ta9lR2cz.js} +2 -2
- package/{pbr-metallic-roughness-block-full-6vMm1Jk6.js.map → pbr-metallic-roughness-block-full-Ta9lR2cz.js.map} +1 -1
- package/{pbr-mr-helper-core-CIwm-T1G.js → pbr-mr-helper-core-BVWNR08D.js} +2 -2
- package/{pbr-mr-helper-core-CIwm-T1G.js.map → pbr-mr-helper-core-BVWNR08D.js.map} +1 -1
- package/{pbr-refraction-DGmMSa2v.js → pbr-refraction-C9FvFmAp.js} +2 -2
- package/{pbr-refraction-DGmMSa2v.js.map → pbr-refraction-C9FvFmAp.js.map} +1 -1
- package/{pbr-renderable-BJxUtPBb.js → pbr-renderable-DzUF2QIk.js} +118 -58
- package/pbr-renderable-DzUF2QIk.js.map +1 -0
- package/{pbr-shadow-fragment-LO9SlbJj.js → pbr-shadow-fragment-CnqnbGYS.js} +6 -1
- package/pbr-shadow-fragment-CnqnbGYS.js.map +1 -0
- package/{pbr-template-ext-8q7BcTDf.js → pbr-template-ext-CGgB2n2y.js} +3 -2
- package/{pbr-template-ext-8q7BcTDf.js.map → pbr-template-ext-CGgB2n2y.js.map} +1 -1
- package/{pbr-tracking-B3alzn91.js → pbr-tracking-3tU1kqea.js} +2 -2
- package/{pbr-tracking-B3alzn91.js.map → pbr-tracking-3tU1kqea.js.map} +1 -1
- package/pbr-transmission-ext-BcLjRxfB.js +190 -0
- package/pbr-transmission-ext-BcLjRxfB.js.map +1 -0
- package/recast-navigation.wasm-DG_0AFuk.js +8706 -0
- package/recast-navigation.wasm-DG_0AFuk.js.map +1 -0
- package/recast-navigation.wasm-compat-C-Bf2ylB.js +8692 -0
- package/recast-navigation.wasm-compat-C-Bf2ylB.js.map +1 -0
- package/{reflectance-fragment-BCrgPmrt.js → reflectance-fragment-Dbpgw3Jt.js} +2 -2
- package/{reflectance-fragment-BCrgPmrt.js.map → reflectance-fragment-Dbpgw3Jt.js.map} +1 -1
- package/{rgbd-decode-DCvzUYeI.js → rgbd-decode-DoyUquy3.js} +7 -6
- package/rgbd-decode-DoyUquy3.js.map +1 -0
- package/{scene-material-swap-C2ykv55W.js → scene-material-swap-nNUH4nGn.js} +11 -4
- package/scene-material-swap-nNUH4nGn.js.map +1 -0
- package/screenshot-readback-D0Sj9qq3.js +92 -0
- package/screenshot-readback-D0Sj9qq3.js.map +1 -0
- package/{mesh-features-BLENkYVt.js → shader-composer-BUD_pSX4.js} +7 -55
- package/shader-composer-BUD_pSX4.js.map +1 -0
- package/{shader-renderable-D-6796KR.js → shader-renderable-D7-RyVxa.js} +62 -27
- package/shader-renderable-D7-RyVxa.js.map +1 -0
- package/shader-thin-instance-DuBotxDO.js +150 -0
- package/shader-thin-instance-DuBotxDO.js.map +1 -0
- package/shadow-fragment-core-DHN2G6FI.js.map +1 -1
- package/{sheen-fragment-Dze2f7XJ.js → sheen-fragment-1MkEMcbc.js} +2 -2
- package/{sheen-fragment-Dze2f7XJ.js.map → sheen-fragment-1MkEMcbc.js.map} +1 -1
- package/{singlelight-directional-wgsl-CmUDZxwz.js → singlelight-directional-wgsl-BsV8G456.js} +2 -2
- package/{singlelight-directional-wgsl-CmUDZxwz.js.map → singlelight-directional-wgsl-BsV8G456.js.map} +1 -1
- package/{singlelight-hemispheric-wgsl-t-83IP_s.js → singlelight-hemispheric-wgsl-Bo0jKlW5.js} +2 -2
- package/{singlelight-hemispheric-wgsl-t-83IP_s.js.map → singlelight-hemispheric-wgsl-Bo0jKlW5.js.map} +1 -1
- package/{singlelight-point-wgsl-CLzULIYV.js → singlelight-point-wgsl-DV39UP5Y.js} +2 -2
- package/{singlelight-point-wgsl-CLzULIYV.js.map → singlelight-point-wgsl-DV39UP5Y.js.map} +1 -1
- package/{singlelight-spot-wgsl-DEEUrfVM.js → singlelight-spot-wgsl-yg3od6vL.js} +2 -2
- package/{singlelight-spot-wgsl-DEEUrfVM.js.map → singlelight-spot-wgsl-yg3od6vL.js.map} +1 -1
- package/{skeleton-fragment-B_XlFbtx.js → skeleton-fragment-DdxYG6kv.js} +2 -2
- package/{skeleton-fragment-B_XlFbtx.js.map → skeleton-fragment-DdxYG6kv.js.map} +1 -1
- package/{skybox-renderable-DDwzu-PT.js → skybox-renderable-CJD4XmX5.js} +8 -9
- package/skybox-renderable-CJD4XmX5.js.map +1 -0
- package/{splat-ply-compressed-BahdBG1r.js → splat-ply-compressed-DHjyiVmI.js} +9 -8
- package/splat-ply-compressed-DHjyiVmI.js.map +1 -0
- package/{standard-renderable-GjxL9xSf.js → standard-pipeline-XTbHL7MY.js} +12 -257
- package/standard-pipeline-XTbHL7MY.js.map +1 -0
- package/standard-renderable-CREWLNHI.js +191 -0
- package/standard-renderable-CREWLNHI.js.map +1 -0
- package/{std-ambient-fragment-BoUsD06w.js → std-ambient-fragment-Bjx3VFrr.js} +2 -2
- package/{std-ambient-fragment-BoUsD06w.js.map → std-ambient-fragment-Bjx3VFrr.js.map} +1 -1
- package/{std-cube-reflection-fragment-ulqc3bsP.js → std-cube-reflection-fragment-y9WWdXUt.js} +2 -2
- package/{std-cube-reflection-fragment-ulqc3bsP.js.map → std-cube-reflection-fragment-y9WWdXUt.js.map} +1 -1
- package/{std-emissive-fragment-DNGj1HdQ.js → std-emissive-fragment-C8Lnmojh.js} +2 -2
- package/{std-emissive-fragment-DNGj1HdQ.js.map → std-emissive-fragment-C8Lnmojh.js.map} +1 -1
- package/{std-lightmap-fragment-Bqj89aIe.js → std-lightmap-fragment-DFxGcoA5.js} +2 -2
- package/{std-lightmap-fragment-Bqj89aIe.js.map → std-lightmap-fragment-DFxGcoA5.js.map} +1 -1
- package/{std-opacity-fragment-KuPh5N2Z.js → std-opacity-fragment-EXzFWiSp.js} +2 -2
- package/{std-opacity-fragment-KuPh5N2Z.js.map → std-opacity-fragment-EXzFWiSp.js.map} +1 -1
- package/{std-reflection-fragment-BA5Ghn_M.js → std-reflection-fragment-BoJORqpG.js} +2 -2
- package/{std-reflection-fragment-BA5Ghn_M.js.map → std-reflection-fragment-BoJORqpG.js.map} +1 -1
- package/std-shadow-fragment-Bq-Wc8UJ.js +13 -0
- package/std-shadow-fragment-Bq-Wc8UJ.js.map +1 -0
- package/{std-specular-fragment-CE-6scqd.js → std-specular-fragment-CM5R5j2g.js} +2 -2
- package/{std-specular-fragment-CE-6scqd.js.map → std-specular-fragment-CM5R5j2g.js.map} +1 -1
- package/{std-tracking-CNKZ-hJN.js → std-tracking-Cif_wXeT.js} +2 -2
- package/{std-tracking-CNKZ-hJN.js.map → std-tracking-Cif_wXeT.js.map} +1 -1
- package/{subsurface-fragment-liM3y2-P.js → subsurface-fragment-BEaAXYXz.js} +2 -2
- package/{subsurface-fragment-liM3y2-P.js.map → subsurface-fragment-BEaAXYXz.js.map} +1 -1
- package/swapchain-overlay-UCLilhbq.js +37 -0
- package/swapchain-overlay-UCLilhbq.js.map +1 -0
- package/thin-instance-cull-binding-DWKUt5ZN.js +310 -0
- package/thin-instance-cull-binding-DWKUt5ZN.js.map +1 -0
- package/{thin-instance-gpu-C9Gv_Z1w.js → thin-instance-gpu-BDdRcNAh.js} +30 -5
- package/thin-instance-gpu-BDdRcNAh.js.map +1 -0
- package/{tracking-primitives-wgdBY85t.js → tracking-primitives-CglRNTlX.js} +2 -2
- package/{tracking-primitives-wgdBY85t.js.map → tracking-primitives-CglRNTlX.js.map} +1 -1
- package/{unlit-fragment-BIlhJpz6.js → unlit-fragment-kxfZWlnp.js} +2 -2
- package/{unlit-fragment-BIlhJpz6.js.map → unlit-fragment-kxfZWlnp.js.map} +1 -1
- package/{wgsl-helpers-DyzNzCeE.js → wgsl-helpers-D8sl1VVA.js} +4 -4
- package/{wgsl-helpers-DyzNzCeE.js.map → wgsl-helpers-D8sl1VVA.js.map} +1 -1
- package/assets/splat-sort-worker-Crg3CaCc.js.map +0 -1
- package/background-dds-skybox-yHTqabU3.js.map +0 -1
- package/background-ground-DIw6D3qf.js.map +0 -1
- package/background-hdr-skybox-c4uuTmkP.js.map +0 -1
- package/background-solid-skybox-DPGBpPbm.js.map +0 -1
- package/billboard-renderable-D8mlVGCd.js.map +0 -1
- package/create-skeleton-C9JdIJnb.js.map +0 -1
- package/cubemap-skybox-material-DvXMVc4k.js.map +0 -1
- package/emissive-fragment-BnNvbBCw.js.map +0 -1
- package/gaussian-splatting-pipeline-sh-DgJl7l56.js.map +0 -1
- package/gltf-animation-D7uyTyO3.js.map +0 -1
- package/gltf-ext-basisu-CPg5kPrx.js.map +0 -1
- package/gltf-ext-quantization-CpZyLDIz.js.map +0 -1
- package/gltf-feature-animation-pointer-BjpwOOqo.js.map +0 -1
- package/gltf-feature-draco-yGSMGTE3.js.map +0 -1
- package/gltf-feature-gpu-instancing-2e_CFQnl.js.map +0 -1
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{"version":3,"file":"node-renderable-B5G8WcdH.js","sources":["../src/material/node/node-renderable.ts"],"sourcesContent":["/** Node Material — MeshGroupBuilder + Renderable implementation.\n *\n * Parallel to `standard-renderable.ts`. Each NodeMaterial owns one compile\n * result (pipeline + BGLs); this builder creates per-mesh GPU resources\n * (mesh UBO, node UBO, bind groups) and returns a Renderable\n * that emits draws in the main pass.\n */\n\nimport { F32, U32, U8 } from \"../../engine/typed-arrays.js\";\nimport { TU, BU } from \"../../engine/gpu-flags.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { Mesh } from \"../../mesh/mesh.js\";\nimport type { MeshGPU } from \"../../mesh/mesh.js\";\nimport type { MeshGroupBuildResult, Renderable } from \"../../render/renderable.js\";\nimport type { Material } from \"../material.js\";\nimport type { NodeMaterial } from \"./node-material.js\";\nimport { writeNodeUBO } from \"./node-material.js\";\nimport { compileNodePipeline } from \"./node-pipeline.js\";\nimport { NODE_ESM_SHADOW_OUTPUT, NODE_NO_COLOR_OUTPUT } from \"./node-flags.js\";\nimport { writeMeshLightSelection } from \"../../render/lights-ubo.js\";\nimport { MAX_LIGHTS } from \"../../light/types.js\";\nimport { packMat4IntoF32 } from \"../../math/pack-mat4-into-f32.js\";\n\n// Per-engine cached no-op morph target: a 1×1 rgba32float texture + a UBO with\n// count=0 + sensible texWidth/rowsPerBand. Meshes without their own morph\n// targets reuse this so materials that contain a MorphTargetsBlock still work\n// (the WGSL loops over `count` and passes through when zero).\nconst emptyMorphByEngine = new WeakMap<EngineContext, { texture: GPUTexture; weightsBuffer: GPUBuffer }>();\nfunction getEmptyMorph(engine: EngineContext): { texture: GPUTexture; weightsBuffer: GPUBuffer } {\n const cached = emptyMorphByEngine.get(engine);\n if (cached) {\n return cached;\n }\n const texture = engine._device.createTexture({\n label: \"node-morph-empty\",\n size: [1, 1],\n format: \"rgba32float\",\n usage: TU.TEXTURE_BINDING | TU.COPY_DST,\n });\n engine._device.queue.writeTexture({ texture }, new F32([0, 0, 0, 0]).buffer, { bytesPerRow: 16 }, { width: 1, height: 1 });\n const ubo = new ArrayBuffer(32);\n const u32 = new U32(ubo, 16, 4);\n u32[0] = 0; // count\n u32[1] = 1; // texWidth\n u32[2] = 1; // rowsPerBand\n const weightsBuffer = engine._device.createBuffer({ label: \"node-morph-empty-ubo\", size: 32, usage: BU.UNIFORM | BU.COPY_DST });\n engine._device.queue.writeBuffer(weightsBuffer, 0, new U8(ubo));\n const entry = { texture, weightsBuffer };\n emptyMorphByEngine.set(engine, entry);\n return entry;\n}\n\ninterface NodePacket {\n readonly _mesh: Mesh;\n readonly _meshUBO: GPUBuffer;\n readonly _meshBG: GPUBindGroup;\n readonly _meshScratch: Float32Array;\n _lastWorldVersion: number;\n _lastReceivesShadow: number;\n _lastLightsCount: number;\n}\n\ntype NodeRenderPass = GPURenderPassEncoder | GPURenderBundleEncoder;\n\n/** Build NME renderables for a set of meshes that share a NodeMaterial. */\nexport function buildNodeMeshRenderables(scene: SceneContext, meshes: Mesh[], materialOverride?: Material): MeshGroupBuildResult {\n const engine = scene.surface.engine;\n const device = engine._device;\n\n // All meshes in this group use the same NodeMaterial (scene-core batches by ctor).\n // We deliberately do NOT re-group by material instance: each renderable loops\n // packets of the same pipeline. For phase 1 every mesh with an NME material\n // shares that one material instance.\n const byMaterial = new Map<NodeMaterial, Mesh[]>();\n for (const m of meshes) {\n const mat = (materialOverride ?? m.material) as NodeMaterial;\n let list = byMaterial.get(mat);\n if (!list) {\n list = [];\n byMaterial.set(mat, list);\n }\n list.push(m);\n }\n\n const renderables: Renderable[] = [];\n\n for (const [material, matMeshes] of byMaterial) {\n const featureFlags = material._renderFeatures?.features ?? 0;\n const noColorOutput = (featureFlags & NODE_NO_COLOR_OUTPUT) !== 0;\n const esmShadowOutput = (featureFlags & NODE_ESM_SHADOW_OUTPUT) !== 0;\n const shadowOutput = noColorOutput || esmShadowOutput;\n const compile = shadowOutput\n ? compileNodePipeline(material._state, material._vertexBody, material._fragmentBody, {\n _engine: engine,\n _format: esmShadowOutput ? \"rgba16float\" : engine.format,\n _depthStencilFormat: \"depth32float\",\n _depthCompare: \"less-equal\",\n _msaaSamples: 1,\n _backFaceCulling: material._graph.backFaceCulling,\n _noColorOutput: noColorOutput,\n _esmShadowOutput: esmShadowOutput,\n _esmShadowDepthCode: esmShadowOutput ? material._esmShadowDepthCode : undefined,\n _alphaMode: esmShadowOutput ? 0 : undefined,\n // The shared fragment body still references env IBL/BRDF samplers\n // (e.g. nmeBrdfLUT) even in the no-color shadow-depth variant, so we\n // must emit the env decls + BGL entries here too; otherwise WGSL fails\n // to resolve those identifiers. _envEmitter is undefined for non-env\n // materials (state.usesEnv === false), leaving them unaffected.\n _envEmitter: material._envHelpers?.emitEnv,\n })\n : material._compile;\n const meshBGL = compile._meshBGL;\n\n // Node UBO is per-material (same across all meshes using it).\n let nodeUBO: GPUBuffer | null = null;\n if (compile._nodeUboBinding !== null && compile._nodeUboSize > 0) {\n nodeUBO = device.createBuffer({ label: \"node-ubo\", size: compile._nodeUboSize, usage: BU.UNIFORM | BU.COPY_DST });\n writeNodeUBO(engine, nodeUBO, material);\n material._nodeUBO = nodeUBO;\n }\n\n const _packMeshWorld = engine._makePackMeshWorld?.(scene as SceneContext) ?? packMat4IntoF32;\n const packets: NodePacket[] = [];\n for (const _mesh of matMeshes) {\n // Mesh UBO layout: world (64B) + receivesShadow (vec4, 16B) + lightCount/indices.\n const meshUboBytes = 96 + 16 * Math.ceil(MAX_LIGHTS / 4);\n const _meshUBO = device.createBuffer({ label: \"node-mesh-ubo\", size: (meshUboBytes + 15) & ~15, usage: BU.UNIFORM | BU.COPY_DST });\n const _meshScratch = new F32(((meshUboBytes + 15) & ~15) / 4);\n _packMeshWorld(_meshScratch, _mesh.worldMatrix, 0, 0);\n const recv = _mesh.receiveShadows ? 1 : 0;\n _meshScratch[16] = recv;\n if (compile._usesMeshAttributeFlags) {\n writeAttributeFlags(_mesh, _meshScratch);\n }\n writeMeshLightSelection(_mesh, scene.lights, _meshScratch.subarray(4));\n device.queue.writeBuffer(_meshUBO, 0, _meshScratch);\n\n const entries: GPUBindGroupEntry[] = [{ binding: 0, resource: { buffer: _meshUBO } }];\n if (nodeUBO) {\n entries.push({ binding: compile._nodeUboBinding!, resource: { buffer: nodeUBO } });\n }\n for (const tb of compile._textureBindings) {\n const slot = material._textureSlots.get(tb._name);\n const tex = slot?.current;\n if (!tex) {\n throw new Error(\n `NodeMaterial: texture binding \"${tb._name}\" not set. Provide it via options.textures or material.inputs[\"${tb._name}\"].texture before the first render.`\n );\n }\n entries.push({ binding: tb._texBinding, resource: tex.view });\n entries.push({ binding: tb._sampBinding, resource: tex.sampler });\n }\n if (compile._morphBindings !== null) {\n const mt = (_mesh as { morphTargets?: { texture: GPUTexture; weightsBuffer: GPUBuffer } | null }).morphTargets ?? getEmptyMorph(engine);\n entries.push({ binding: compile._morphBindings._textureBinding, resource: mt.texture.createView() });\n entries.push({ binding: compile._morphBindings._uboBinding, resource: { buffer: mt.weightsBuffer } });\n }\n if (compile._envBindings) {\n material._envHelpers!.pushEnvBindGroupEntries(scene, compile._envBindings, entries);\n }\n for (let si = 0; si < compile._shadowBindings.length; si++) {\n const sb = compile._shadowBindings[si]!;\n const sg = material._shadowGenerators[si];\n if (!sg) {\n throw new Error(`NodeMaterial: material requires shadow generator #${si} but none was supplied to parseNodeMaterialFromSnippet({ shadowGenerators }).`);\n }\n entries.push({ binding: sb._texBinding, resource: sg._depthTexture.createView() });\n entries.push({ binding: sb._sampBinding, resource: sg._depthSampler });\n entries.push({ binding: sb._uboBinding, resource: { buffer: sg._shadowUBO } });\n }\n if (compile._esmShadowParamsBinding !== null) {\n entries.push({\n binding: compile._esmShadowParamsBinding,\n resource: { buffer: material._esmShadowParamsUBO! },\n });\n }\n const _meshBG = device.createBindGroup({ label: \"node-mesh-bg\", layout: meshBGL, entries });\n\n packets.push({\n _mesh,\n _meshUBO,\n _meshBG,\n _meshScratch,\n _lastWorldVersion: _mesh.worldMatrixVersion,\n _lastReceivesShadow: recv,\n _lastLightsCount: scene.lights.length,\n });\n }\n\n // Vertex attribute order (matches compile.state — captured on material).\n const attrNames = material._vertexAttrNames;\n\n const updatePacketUBO = (pkt: NodePacket): void => {\n const recv = pkt._mesh.receiveShadows ? 1 : 0;\n const worldVersion = pkt._mesh.worldMatrixVersion;\n const worldChanged = worldVersion !== pkt._lastWorldVersion;\n const recvChanged = recv !== pkt._lastReceivesShadow;\n const lightsChanged = scene.lights.length !== pkt._lastLightsCount;\n if (worldChanged || recvChanged || lightsChanged) {\n _packMeshWorld(pkt._meshScratch, pkt._mesh.worldMatrix, 0, 0);\n pkt._meshScratch[16] = recv;\n if (compile._usesMeshAttributeFlags) {\n writeAttributeFlags(pkt._mesh, pkt._meshScratch);\n }\n writeMeshLightSelection(pkt._mesh, scene.lights, pkt._meshScratch.subarray(4));\n device.queue.writeBuffer(pkt._meshUBO, 0, pkt._meshScratch as Float32Array<ArrayBuffer>);\n pkt._lastWorldVersion = worldVersion;\n pkt._lastReceivesShadow = recv;\n pkt._lastLightsCount = scene.lights.length;\n }\n };\n\n const updateNodeUBO = (): void => {\n if (nodeUBO && material._uboDirty) {\n material._uboDirty = false;\n writeNodeUBO(engine, nodeUBO, material);\n }\n };\n\n const drawPacket = (pass: NodeRenderPass, pkt: NodePacket): void => {\n const g = pkt._mesh._gpu;\n for (let i = 0; i < attrNames.length; i++) {\n const buf = getAttrBuffer(engine, g, attrNames[i]!);\n pass.setVertexBuffer(i, buf);\n }\n pass.setIndexBuffer(g.indexBuffer, g.indexFormat);\n pass.setBindGroup(1, pkt._meshBG);\n pass.drawIndexed(g.indexCount);\n };\n\n const isTransparent = !noColorOutput && !esmShadowOutput && material._needsAlphaBlending;\n\n if (isTransparent) {\n // Transparent materials: one renderable per mesh so each gets an\n // independent _worldCenter for back-to-front distance sorting.\n for (const pkt of packets) {\n const wm = pkt._mesh.worldMatrix as unknown as ArrayLike<number>;\n const cx = pkt._mesh.position?.x ?? wm[12]!;\n const cy = pkt._mesh.position?.y ?? wm[13]!;\n const cz = pkt._mesh.position?.z ?? wm[14]!;\n const sortCenter: [number, number, number] = [cx, cy, cz];\n const _baseUpdate = (): void => {\n updatePacketUBO(pkt);\n updateNodeUBO();\n // Update world center for sorting.\n const m = pkt._mesh.worldMatrix as unknown as ArrayLike<number>;\n sortCenter[0] = m[12]!;\n sortCenter[1] = m[13]!;\n sortCenter[2] = m[14]!;\n };\n const _invalidate = (): void => {\n pkt._lastWorldVersion = -1;\n };\n const update = engine._wrapRenderableForFO?.(_baseUpdate, scene as SceneContext, _invalidate) ?? _baseUpdate;\n const draw = (pass: NodeRenderPass): number => {\n drawPacket(pass, pkt);\n return 1;\n };\n const rTrans: Renderable = {\n order: 200,\n isTransparent: true,\n mesh: pkt._mesh,\n _worldCenter: sortCenter,\n bind() {\n return { renderable: rTrans, pipeline: compile._pipeline, update, draw };\n },\n };\n renderables.push(rTrans);\n }\n } else {\n // Opaque: batch all meshes into one renderable for state efficiency.\n const _baseUpdate = (): void => {\n for (const pkt of packets) {\n updatePacketUBO(pkt);\n }\n updateNodeUBO();\n };\n const _invalidate = (): void => {\n for (const pkt of packets) {\n pkt._lastWorldVersion = -1;\n }\n };\n const update = engine._wrapRenderableForFO?.(_baseUpdate, scene as SceneContext, _invalidate) ?? _baseUpdate;\n const draw = (pass: NodeRenderPass): number => {\n let draws = 0;\n for (const pkt of packets) {\n drawPacket(pass, pkt);\n draws++;\n }\n return draws;\n };\n const rOpaque: Renderable = {\n order: 100,\n isTransparent: false,\n bind() {\n return { renderable: rOpaque, pipeline: compile._pipeline, update, draw };\n },\n };\n renderables.push(rOpaque);\n }\n }\n\n const rebuildSingle = (s: SceneContext, mesh: Mesh, override?: Material): Renderable => {\n return buildNodeMeshRenderables(s, [mesh], override).renderables[0]!;\n };\n\n return { renderables, rebuildSingle };\n}\n\n// Per-gpu-object cached zero buffers for attributes that a NodeMaterial's\n// vertex layout declares but the mesh itself doesn't provide (e.g. vertex\n// color on meshes that don't use VERTEXCOLOR). We allocate one zero buffer\n// lazily per gpu object, sized to its position vertex count × stride.\nconst zeroAttrCache = new WeakMap<object, Map<string, GPUBuffer>>();\nfunction getZeroAttrBuffer(engine: EngineContext, gpu: MeshGPU, name: string): GPUBuffer {\n let cache = zeroAttrCache.get(gpu as unknown as object);\n if (!cache) {\n cache = new Map();\n zeroAttrCache.set(gpu as unknown as object, cache);\n }\n const existing = cache.get(name);\n if (existing) {\n return existing;\n }\n // position buffer size in bytes / 12 (vec3) = vertex count.\n const vertexCount = gpu.positionBuffer.size / 12;\n const stride = name === \"uv\" || name === \"uv2\" ? 8 : name === \"normal\" ? 12 : name === \"tangent\" || name === \"color\" ? 16 : 16;\n const buf = engine._device.createBuffer({ label: `node-zero-${name}`, size: vertexCount * stride, usage: BU.VERTEX | BU.COPY_DST });\n // Initialize with zeros (buffer starts zeroed when not mappedAtCreation).\n cache.set(name, buf);\n return buf;\n}\n\nexport function getAttrBuffer(engine: EngineContext, gpu: MeshGPU, name: string): GPUBuffer {\n switch (name) {\n case \"position\":\n return gpu.positionBuffer;\n case \"normal\":\n return gpu.normalBuffer;\n case \"uv\":\n return gpu.uvBuffer;\n case \"uv2\":\n return gpu.uv2Buffer ?? getZeroAttrBuffer(engine, gpu, \"uv2\");\n case \"tangent\":\n return gpu.tangentBuffer ?? getZeroAttrBuffer(engine, gpu, \"tangent\");\n case \"color\":\n return gpu.colorBuffer ?? getZeroAttrBuffer(engine, gpu, \"color\");\n default:\n throw new Error(`NodeMaterial: unsupported attribute \"${name}\"`);\n }\n}\n\nexport function writeAttributeFlags(mesh: Mesh, scratch: Float32Array): void {\n const gpu = mesh._gpu;\n scratch[17] = gpu.hasUv === false ? 0 : 1;\n scratch[18] = gpu.hasTangent ? 1 : 0;\n scratch[19] = gpu.hasColor ? 1 : 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@@ -1,4 +1,4 @@
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1
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-
import { M as MAX_LIGHTS } from "./index-
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1
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+
import { M as MAX_LIGHTS, S as SS } from "./index-CLElg2Bo.js";
|
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2
2
|
const SHADOW_FACTORS_TYPE = `array<f32, ${MAX_LIGHTS}>`;
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3
3
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const SHADOW_FACTORS_ONE = `${SHADOW_FACTORS_TYPE}(${new Array(MAX_LIGHTS).fill("1.0").join(", ")})`;
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4
4
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function emitShadow(shadowLights, startBinding, varyings) {
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@@ -64,8 +64,8 @@ function emitShadow(shadowLights, startBinding, varyings) {
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64
64
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`_sf[${sl.lightIndex}] = computeShadowPCF${suf}(input.vPosFromLight${suf}, input.vDepthMetric${suf}, shadowInfo${suf}.shadowsInfo.x, shadowInfo${suf}.shadowsInfo.y, shadowInfo${suf}.shadowsInfo.z);`
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65
65
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);
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66
66
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_bglEntries.push(
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67
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-
{ binding: _texBinding, visibility:
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68
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-
{ binding: _sampBinding, visibility:
|
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67
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+
{ binding: _texBinding, visibility: SS.FRAGMENT, texture: { sampleType: "depth", viewDimension: "2d" } },
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68
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+
{ binding: _sampBinding, visibility: SS.FRAGMENT, sampler: { type: "comparison" } }
|
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69
69
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);
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70
70
|
} else {
|
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71
71
|
wgslDecls.push(
|
|
@@ -89,8 +89,8 @@ fn computeShadowESM${suf}(posFromLight: vec4<f32>, depthMetric: f32, darkness: f
|
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89
89
|
`_sf[${sl.lightIndex}] = computeShadowESM${suf}(input.vPosFromLight${suf}, input.vDepthMetric${suf}, shadowInfo${suf}.shadowsInfo.x, shadowInfo${suf}.shadowsInfo.z, shadowInfo${suf}.shadowsInfo.w);`
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90
90
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);
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91
91
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_bglEntries.push(
|
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92
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-
{ binding: _texBinding, visibility:
|
|
93
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-
{ binding: _sampBinding, visibility:
|
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92
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+
{ binding: _texBinding, visibility: SS.FRAGMENT, texture: { sampleType: "float", viewDimension: "2d" } },
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93
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+
{ binding: _sampBinding, visibility: SS.FRAGMENT, sampler: { type: "filtering" } }
|
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94
94
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);
|
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95
95
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}
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96
96
|
vertLines.push(
|
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@@ -99,7 +99,7 @@ fn computeShadowESM${suf}(posFromLight: vec4<f32>, depthMetric: f32, darkness: f
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99
99
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);
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100
100
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_bglEntries.push({
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101
101
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binding: _uboBinding,
|
|
102
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-
visibility:
|
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102
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+
visibility: SS.VERTEX | SS.FRAGMENT,
|
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103
103
|
buffer: { type: "uniform", minBindingSize: 96 }
|
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104
104
|
});
|
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105
105
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}
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@@ -119,4 +119,4 @@ fn computeShadowESM${suf}(posFromLight: vec4<f32>, depthMetric: f32, darkness: f
|
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119
119
|
export {
|
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120
120
|
emitShadow
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121
121
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};
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122
|
-
//# sourceMappingURL=node-shadow-
|
|
122
|
+
//# sourceMappingURL=node-shadow-CVIUlNf0.js.map
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|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"node-shadow-CVIUlNf0.js","sources":["../src/material/node/node-shadow.ts"],"sourcesContent":["/** Node Material — shadow emission (dynamically imported).\n *\n * This module is imported ONLY when `parseNodeMaterialFromSnippet` receives\n * `shadowGenerators`. Scenes without shadows never bundle it, keeping the\n * shadow WGSL (PCF/ESM helper fns + binding wiring) off the critical path.\n *\n * Emits three things per shadow light (texture + sampler + shadowInfo UBO)\n * plus the vertex-stage varying computations and the fragment-stage\n * `nme_computeShadowFactors(input)` dispatcher consumed by the LightBlock.\n */\n\nimport { SS } from \"../../engine/gpu-flags.js\";\nimport { MAX_LIGHTS } from \"../../light/types.js\";\nimport type { Varying } from \"../../shader/fragment-types.js\";\n\nconst SHADOW_FACTORS_TYPE = `array<f32, ${MAX_LIGHTS}>`;\nconst SHADOW_FACTORS_ONE = `${SHADOW_FACTORS_TYPE}(${new Array(MAX_LIGHTS).fill(\"1.0\").join(\", \")})`;\n\n/** @internal */\nexport interface ShadowBinding {\n /** @internal */\n readonly _lightIndex: number;\n /** @internal */\n readonly _texBinding: number;\n /** @internal */\n readonly _sampBinding: number;\n /** @internal */\n readonly _uboBinding: number;\n /** @internal */\n readonly _shadowType: \"esm\" | \"pcf\";\n}\n\nexport interface ShadowEmit {\n /** @internal One per shadow-casting light (3 binding slots each). */\n readonly _bindings: readonly ShadowBinding[];\n /** @internal Module-scope WGSL: struct + binding decls + compute fns. */\n readonly _wgslDecls: string;\n /** @internal `nme_computeShadowFactors(input) -> array<f32, MAX_LIGHTS>` called from light blocks. */\n readonly _fragmentHelper: string;\n /** @internal Injected into vs_main body: populates vPosFromLight_i + vDepthMetric_i varyings. */\n readonly _vertexInject: string;\n /** @internal GPU BGL entries for group 1 (append to meshBglEntries). */\n readonly _bglEntries: readonly GPUBindGroupLayoutEntry[];\n /** @internal Total bindings consumed (= shadowLights.length * 3). */\n readonly _bindingCount: number;\n}\n\n/** Emit shadow WGSL + bindings for a NodeMaterial.\n * Mutates `varyings` (pushes vPosFromLight_i + vDepthMetric_i per light) so\n * buildVertexOut picks them up.\n */\nexport function emitShadow(shadowLights: readonly { lightIndex: number; shadowType: \"esm\" | \"pcf\" }[], startBinding: number, varyings: Varying[]): ShadowEmit {\n const _bindings: ShadowBinding[] = [];\n const wgslDecls: string[] = [];\n const _bglEntries: GPUBindGroupLayoutEntry[] = [];\n for (const sl of shadowLights) {\n const suf = `_${sl.lightIndex}`;\n if (!varyings.some((v) => v._name === `vPosFromLight${suf}`)) {\n varyings.push({ _name: `vPosFromLight${suf}`, _type: \"vec4<f32>\" });\n }\n if (!varyings.some((v) => v._name === `vDepthMetric${suf}`)) {\n varyings.push({ _name: `vDepthMetric${suf}`, _type: \"f32\" });\n }\n }\n const vertLines: string[] = [`let _shadowWp4 = meshU.world * vec4<f32>(in.position, 1.0);`];\n const dispatchLines: string[] = [`var _sf = ${SHADOW_FACTORS_ONE};`];\n let nextBinding = startBinding;\n for (const sl of shadowLights) {\n const suf = `_${sl.lightIndex}`;\n const _lightIndex = sl.lightIndex;\n const _texBinding = nextBinding++;\n const _sampBinding = nextBinding++;\n const _uboBinding = nextBinding++;\n const _shadowType = sl.shadowType;\n _bindings.push({ _lightIndex, _texBinding, _sampBinding, _uboBinding, _shadowType });\n wgslDecls.push(\n `struct shadowInfo${suf}Uniforms { lightMatrix: mat4x4<f32>, depthValues: vec4<f32>, shadowsInfo: vec4<f32> };`,\n `@group(1) @binding(${_uboBinding}) var<uniform> shadowInfo${suf}: shadowInfo${suf}Uniforms;`\n );\n if (sl.shadowType === \"pcf\") {\n wgslDecls.push(\n `@group(1) @binding(${_texBinding}) var shadowTex${suf}: texture_depth_2d;`,\n `@group(1) @binding(${_sampBinding}) var shadowComp${suf}: sampler_comparison;`,\n `fn computeShadowPCF${suf}(posFromLight: vec4<f32>, depthMetric: f32, darkness: f32, mapSz: f32, invMapSz: f32) -> f32 {\n let clipSpace = posFromLight.xyz / posFromLight.w;\n let uv = vec2<f32>(0.5 * clipSpace.x + 0.5, 0.5 - 0.5 * clipSpace.y);\n if (depthMetric < 0.0 || depthMetric > 1.0 || uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) { return 1.0; }\n let depthRef = clamp(clipSpace.z, 0.0, 1.0);\n var tc = uv * mapSz + 0.5;\n let st = fract(tc);\n let base = (floor(tc) - 0.5) * invMapSz;\n let uvw0 = 4.0 - 3.0 * st;\n let uvw1 = vec2<f32>(7.0);\n let uvw2 = 1.0 + 3.0 * st;\n let u = vec3<f32>((3.0 - 2.0 * st.x) / uvw0.x - 2.0, (3.0 + st.x) / uvw1.x, st.x / uvw2.x + 2.0) * invMapSz;\n let v = vec3<f32>((3.0 - 2.0 * st.y) / uvw0.y - 2.0, (3.0 + st.y) / uvw1.y, st.y / uvw2.y + 2.0) * invMapSz;\n var sh = 0.0;\n sh += uvw0.x * uvw0.y * textureSampleCompareLevel(shadowTex${suf}, shadowComp${suf}, base + vec2<f32>(u[0], v[0]), depthRef);\n sh += uvw1.x * uvw0.y * textureSampleCompareLevel(shadowTex${suf}, shadowComp${suf}, base + vec2<f32>(u[1], v[0]), depthRef);\n sh += uvw2.x * uvw0.y * textureSampleCompareLevel(shadowTex${suf}, shadowComp${suf}, base + vec2<f32>(u[2], v[0]), depthRef);\n sh += uvw0.x * uvw1.y * textureSampleCompareLevel(shadowTex${suf}, shadowComp${suf}, base + vec2<f32>(u[0], v[1]), depthRef);\n sh += uvw1.x * uvw1.y * textureSampleCompareLevel(shadowTex${suf}, shadowComp${suf}, base + vec2<f32>(u[1], v[1]), depthRef);\n sh += uvw2.x * uvw1.y * textureSampleCompareLevel(shadowTex${suf}, shadowComp${suf}, base + vec2<f32>(u[2], v[1]), depthRef);\n sh += uvw0.x * uvw2.y * textureSampleCompareLevel(shadowTex${suf}, shadowComp${suf}, base + vec2<f32>(u[0], v[2]), depthRef);\n sh += uvw1.x * uvw2.y * textureSampleCompareLevel(shadowTex${suf}, shadowComp${suf}, base + vec2<f32>(u[1], v[2]), depthRef);\n sh += uvw2.x * uvw2.y * textureSampleCompareLevel(shadowTex${suf}, shadowComp${suf}, base + vec2<f32>(u[2], v[2]), depthRef);\n sh /= 144.0;\n return mix(darkness, 1.0, sh);\n}`\n );\n dispatchLines.push(\n `_sf[${sl.lightIndex}] = computeShadowPCF${suf}(input.vPosFromLight${suf}, input.vDepthMetric${suf}, shadowInfo${suf}.shadowsInfo.x, shadowInfo${suf}.shadowsInfo.y, shadowInfo${suf}.shadowsInfo.z);`\n );\n _bglEntries.push(\n { binding: _texBinding, visibility: SS.FRAGMENT, texture: { sampleType: \"depth\", viewDimension: \"2d\" } },\n { binding: _sampBinding, visibility: SS.FRAGMENT, sampler: { type: \"comparison\" } }\n );\n } else {\n wgslDecls.push(\n `@group(1) @binding(${_texBinding}) var shadowTex${suf}: texture_2d<f32>;`,\n `@group(1) @binding(${_sampBinding}) var shadowSamp${suf}: sampler;`,\n `fn computeFallOff${suf}(value: f32, clipSpace: vec2<f32>, frustumEdgeFalloff: f32) -> f32 {\n let mask = smoothstep(1.0 - frustumEdgeFalloff, 1.00000012, clamp(dot(clipSpace, clipSpace), 0.0, 1.0));\n return mix(value, 1.0, mask);\n}\nfn computeShadowESM${suf}(posFromLight: vec4<f32>, depthMetric: f32, darkness: f32, depthScale: f32, frustumEdgeFalloff: f32) -> f32 {\n let clipSpace = posFromLight.xyz / posFromLight.w;\n let uv = vec2<f32>(0.5 * clipSpace.x + 0.5, 0.5 - 0.5 * clipSpace.y);\n if (depthMetric < 0.0 || depthMetric > 1.0 || uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) { return 1.0; }\n let shadowPixelDepth = clamp(depthMetric, 0.0, 1.0);\n let shadowMapSample = textureSampleLevel(shadowTex${suf}, shadowSamp${suf}, uv, 0.0).x;\n let esm = 1.0 - clamp(exp(min(87.0, depthScale * shadowPixelDepth)) * shadowMapSample, 0.0, 1.0 - darkness);\n return computeFallOff${suf}(esm, clipSpace.xy, frustumEdgeFalloff);\n}`\n );\n dispatchLines.push(\n `_sf[${sl.lightIndex}] = computeShadowESM${suf}(input.vPosFromLight${suf}, input.vDepthMetric${suf}, shadowInfo${suf}.shadowsInfo.x, shadowInfo${suf}.shadowsInfo.z, shadowInfo${suf}.shadowsInfo.w);`\n );\n _bglEntries.push(\n { binding: _texBinding, visibility: SS.FRAGMENT, texture: { sampleType: \"float\", viewDimension: \"2d\" } },\n { binding: _sampBinding, visibility: SS.FRAGMENT, sampler: { type: \"filtering\" } }\n );\n }\n vertLines.push(\n `out.vPosFromLight${suf} = shadowInfo${suf}.lightMatrix * _shadowWp4;`,\n `out.vDepthMetric${suf} = (out.vPosFromLight${suf}.z + shadowInfo${suf}.depthValues.x) / shadowInfo${suf}.depthValues.y;`\n );\n _bglEntries.push({\n binding: _uboBinding,\n visibility: SS.VERTEX | SS.FRAGMENT,\n buffer: { type: \"uniform\", minBindingSize: 96 },\n });\n }\n dispatchLines.push(`for (var _i = 0u; _i < ${MAX_LIGHTS}u; _i++) { _sf[_i] = mix(1.0, _sf[_i], meshU.receivesShadow.x); }`);\n dispatchLines.push(`return _sf;`);\n return {\n _bindings,\n _wgslDecls: wgslDecls.join(\"\\n\"),\n _fragmentHelper: `fn nme_computeShadowFactors(input: VertexOut) -> ${SHADOW_FACTORS_TYPE} {\\n ${dispatchLines.join(\"\\n \")}\\n}`,\n _vertexInject: vertLines.join(\"\\n \"),\n _bglEntries,\n _bindingCount: shadowLights.length * 3,\n };\n}\n"],"names":[],"mappings":";AAeA,MAAM,sBAAsB,cAAc,UAAU;AACpD,MAAM,qBAAqB,GAAG,mBAAmB,IAAI,IAAI,MAAM,UAAU,EAAE,KAAK,KAAK,EAAE,KAAK,IAAI,CAAC;AAmC1F,SAAS,WAAW,cAA4E,cAAsB,UAAiC;AAC1J,QAAM,YAA6B,CAAA;AACnC,QAAM,YAAsB,CAAA;AAC5B,QAAM,cAAyC,CAAA;AAC/C,aAAW,MAAM,cAAc;AAC3B,UAAM,MAAM,IAAI,GAAG,UAAU;AAC7B,QAAI,CAAC,SAAS,KAAK,CAAC,MAAM,EAAE,UAAU,gBAAgB,GAAG,EAAE,GAAG;AAC1D,eAAS,KAAK,EAAE,OAAO,gBAAgB,GAAG,IAAI,OAAO,aAAa;AAAA,IACtE;AACA,QAAI,CAAC,SAAS,KAAK,CAAC,MAAM,EAAE,UAAU,eAAe,GAAG,EAAE,GAAG;AACzD,eAAS,KAAK,EAAE,OAAO,eAAe,GAAG,IAAI,OAAO,OAAO;AAAA,IAC/D;AAAA,EACJ;AACA,QAAM,YAAsB,CAAC,6DAA6D;AAC1F,QAAM,gBAA0B,CAAC,aAAa,kBAAkB,GAAG;AACnE,MAAI,cAAc;AAClB,aAAW,MAAM,cAAc;AAC3B,UAAM,MAAM,IAAI,GAAG,UAAU;AAC7B,UAAM,cAAc,GAAG;AACvB,UAAM,cAAc;AACpB,UAAM,eAAe;AACrB,UAAM,cAAc;AACpB,UAAM,cAAc,GAAG;AACvB,cAAU,KAAK,EAAE,aAAa,aAAa,cAAc,aAAa,aAAa;AACnF,cAAU;AAAA,MACN,oBAAoB,GAAG;AAAA,MACvB,sBAAsB,WAAW,4BAA4B,GAAG,eAAe,GAAG;AAAA,IAAA;AAEtF,QAAI,GAAG,eAAe,OAAO;AACzB,gBAAU;AAAA,QACN,sBAAsB,WAAW,kBAAkB,GAAG;AAAA,QACtD,sBAAsB,YAAY,mBAAmB,GAAG;AAAA,QACxD,sBAAsB,GAAG;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,iEAcwB,GAAG,eAAe,GAAG;AAAA,iEACrB,GAAG,eAAe,GAAG;AAAA,iEACrB,GAAG,eAAe,GAAG;AAAA,iEACrB,GAAG,eAAe,GAAG;AAAA,iEACrB,GAAG,eAAe,GAAG;AAAA,iEACrB,GAAG,eAAe,GAAG;AAAA,iEACrB,GAAG,eAAe,GAAG;AAAA,iEACrB,GAAG,eAAe,GAAG;AAAA,iEACrB,GAAG,eAAe,GAAG;AAAA;AAAA;AAAA;AAAA,MAAA;AAK1E,oBAAc;AAAA,QACV,OAAO,GAAG,UAAU,uBAAuB,GAAG,uBAAuB,GAAG,uBAAuB,GAAG,eAAe,GAAG,6BAA6B,GAAG,6BAA6B,GAAG;AAAA,MAAA;AAExL,kBAAY;AAAA,QACR,EAAE,SAAS,aAAa,YAAY,GAAG,UAAU,SAAS,EAAE,YAAY,SAAS,eAAe,KAAA,EAAK;AAAA,QACrG,EAAE,SAAS,cAAc,YAAY,GAAG,UAAU,SAAS,EAAE,MAAM,aAAA,EAAa;AAAA,MAAE;AAAA,IAE1F,OAAO;AACH,gBAAU;AAAA,QACN,sBAAsB,WAAW,kBAAkB,GAAG;AAAA,QACtD,sBAAsB,YAAY,mBAAmB,GAAG;AAAA,QACxD,oBAAoB,GAAG;AAAA;AAAA;AAAA;AAAA,qBAIlB,GAAG;AAAA;AAAA;AAAA;AAAA;AAAA,wDAKgC,GAAG,eAAe,GAAG;AAAA;AAAA,2BAElD,GAAG;AAAA;AAAA,MAAA;AAGlB,oBAAc;AAAA,QACV,OAAO,GAAG,UAAU,uBAAuB,GAAG,uBAAuB,GAAG,uBAAuB,GAAG,eAAe,GAAG,6BAA6B,GAAG,6BAA6B,GAAG;AAAA,MAAA;AAExL,kBAAY;AAAA,QACR,EAAE,SAAS,aAAa,YAAY,GAAG,UAAU,SAAS,EAAE,YAAY,SAAS,eAAe,KAAA,EAAK;AAAA,QACrG,EAAE,SAAS,cAAc,YAAY,GAAG,UAAU,SAAS,EAAE,MAAM,YAAA,EAAY;AAAA,MAAE;AAAA,IAEzF;AACA,cAAU;AAAA,MACN,oBAAoB,GAAG,gBAAgB,GAAG;AAAA,MAC1C,mBAAmB,GAAG,wBAAwB,GAAG,kBAAkB,GAAG,+BAA+B,GAAG;AAAA,IAAA;AAE5G,gBAAY,KAAK;AAAA,MACb,SAAS;AAAA,MACT,YAAY,GAAG,SAAS,GAAG;AAAA,MAC3B,QAAQ,EAAE,MAAM,WAAW,gBAAgB,GAAA;AAAA,IAAG,CACjD;AAAA,EACL;AACA,gBAAc,KAAK,0BAA0B,UAAU,mEAAmE;AAC1H,gBAAc,KAAK,aAAa;AAChC,SAAO;AAAA,IACH;AAAA,IACA,YAAY,UAAU,KAAK,IAAI;AAAA,IAC/B,iBAAiB,oDAAoD,mBAAmB;AAAA,MAAW,cAAc,KAAK,QAAQ,CAAC;AAAA;AAAA,IAC/H,eAAe,UAAU,KAAK,QAAQ;AAAA,IACtC;AAAA,IACA,eAAe,aAAa,SAAS;AAAA,EAAA;AAE7C;"}
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import {
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import { W as WGSL_PERTURB_NORMAL } from "./wgsl-helpers-
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import { ad as HAS_BUMP_TEXTURE } from "./index-CLElg2Bo.js";
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import { W as WGSL_PERTURB_NORMAL } from "./wgsl-helpers-D8sl1VVA.js";
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//# sourceMappingURL=normal-map-fragment-CQSxhjCy.js.map
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{"version":3,"file":"normal-map-fragment-
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{"version":3,"file":"normal-map-fragment-CQSxhjCy.js","sources":["../src/material/standard/fragments/normal-map-fragment.ts"],"sourcesContent":["/**\n * Normal Map Fragment (Cotangent Frame)\n *\n * Shared cotangent-frame bump mapping for Standard materials.\n * Uses screen-space derivatives to construct the TBN frame without\n * requiring explicit tangent vertex attributes.\n */\n\nimport type { ShaderFragment } from \"../../../shader/fragment-types.js\";\nimport type { StandardMaterialProps } from \"../standard-material.js\";\nimport type { Texture2D } from \"../../../texture/texture-2d.js\";\nimport type { StdExt } from \"../standard-flags.js\";\nimport { HAS_BUMP_TEXTURE } from \"../standard-flags.js\";\nimport { WGSL_PERTURB_NORMAL } from \"../../../shader/wgsl-helpers.js\";\n\nconst STAGE_FRAGMENT = 0x2;\n\n/**\n * Create a bump/normal map fragment for Standard material.\n * @param bumpLevel - The bump level (1.0 = default). bumpScale = 1/bumpLevel.\n */\nexport function createNormalMapFragment(): ShaderFragment {\n return {\n _id: \"normal-map\",\n\n _bindings: [\n { _name: \"bT\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _visibility: STAGE_FRAGMENT },\n { _name: \"bS\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: STAGE_FRAGMENT },\n ],\n\n _helperFunctions: WGSL_PERTURB_NORMAL,\n\n _fragmentSlots: {\n AC: `normalW = perturbNormal(input.vn, input.vp, input.vu, mat.bs);`,\n },\n };\n}\n\nexport const bumpStdExt: StdExt = {\n _id: \"normal-map\",\n _phase: \"mesh\",\n _feature: HAS_BUMP_TEXTURE,\n _frag: createNormalMapFragment,\n _bind(mat: StandardMaterialProps, entries: GPUBindGroupEntry[], b: number): number {\n const tex = mat.bumpTexture!;\n entries.push({ binding: b++, resource: tex.texture.createView() });\n entries.push({ binding: b++, resource: tex.sampler });\n return b;\n },\n _textures(mat: StandardMaterialProps, out: Texture2D[]): void {\n if (mat.bumpTexture) {\n out.push(mat.bumpTexture);\n }\n },\n};\n"],"names":[],"mappings":";;AAeA,MAAM,iBAAiB;AAMhB,SAAS,0BAA0C;AACtD,SAAO;AAAA,IACH,KAAK;AAAA,IAEL,WAAW;AAAA,MACP,EAAE,OAAO,MAAM,OAAO,EAAE,OAAO,WAAW,cAAc,kBAAA,GAAqB,aAAa,eAAA;AAAA,MAC1F,EAAE,OAAO,MAAM,OAAO,EAAE,OAAO,WAAW,cAAc,aAAa,aAAa,eAAA;AAAA,IAAe;AAAA,IAGrG,kBAAkB;AAAA,IAElB,gBAAgB;AAAA,MACZ,IAAI;AAAA,IAAA;AAAA,EACR;AAER;AAEO,MAAM,aAAqB;AAAA,EAC9B,KAAK;AAAA,EACL,QAAQ;AAAA,EACR,UAAU;AAAA,EACV,OAAO;AAAA,EACP,MAAM,KAA4B,SAA8B,GAAmB;AAC/E,UAAM,MAAM,IAAI;AAChB,YAAQ,KAAK,EAAE,SAAS,KAAK,UAAU,IAAI,QAAQ,WAAA,GAAc;AACjE,YAAQ,KAAK,EAAE,SAAS,KAAK,UAAU,IAAI,SAAS;AACpD,WAAO;AAAA,EACX;AAAA,EACA,UAAU,KAA4B,KAAwB;AAC1D,QAAI,IAAI,aAAa;AACjB,UAAI,KAAK,IAAI,WAAW;AAAA,IAC5B;AAAA,EACJ;AACJ;"}
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function packMat4IntoF32WithOffset(view, mat, offsetFloats, srcOffsetFloats, offsetX, offsetY, offsetZ) {
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const src = mat;
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view[o + 0] = src[s + 0];
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view[o + 2] = src[s + 2];
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view[o + 4] = src[s + 4];
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view[o + 5] = src[s + 5];
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view[o + 6] = src[s + 6];
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view[o + 7] = src[s + 7];
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view[o + 8] = src[s + 8];
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view[o + 9] = src[s + 9];
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view[o + 10] = src[s + 10];
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view[o + 11] = src[s + 11];
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view[o + 12] = src[s + 12] - offsetX;
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view[o + 13] = src[s + 13] - offsetY;
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view[o + 14] = src[s + 14] - offsetZ;
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view[o + 15] = src[s + 15];
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}
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function makePackMeshWorld(scene) {
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return (view, mat, offsetFloats, srcOffsetFloats) => {
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const cam = scene.camera;
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packMat4IntoF32WithOffset(view, mat, offsetFloats, srcOffsetFloats, 0, 0, 0);
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return;
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}
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const w = cam.worldMatrix;
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packMat4IntoF32WithOffset(view, mat, offsetFloats, srcOffsetFloats, w[12], w[13], w[14]);
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};
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export {
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makePackMeshWorld,
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packMat4IntoF32WithOffset
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};
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//# sourceMappingURL=pack-mat4-with-offset-BqB8Jqo7.js.map
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{"version":3,"file":"pack-mat4-with-offset-BqB8Jqo7.js","sources":["../src/large-world/pack-mat4-with-offset.ts"],"sourcesContent":["/** LWR-only mesh-world UBO packer.\n *\n * Bundled ONLY in LWR-on bundles (dynamic-imported by `createEngine` inside\n * `if (useFloatingOrigin)`). Non-LWR scenes never reference this module —\n * their mesh-world uploads go through the precision-only\n * `math/pack-mat4-into-f32.ts` instead.\n *\n * Offset = active camera's world position, read live from the camera at\n * each pack. There is no scene-side mirror state. The camera's\n * `worldMatrixVersion` drives mesh-UBO re-uploads via `wrapRenderableForFO`\n * in `floating-origin.ts`. */\n\nimport type { Mat4 } from \"../math/types.js\";\nimport type { Mat4Storage } from \"../math/types.js\";\nimport type { SceneContext } from \"../scene/scene-core.js\";\n\n/** @internal Mesh-world packer with floating-origin offset subtraction.\n * Same 16-element layout as `packMat4IntoF32` but subtracts the offset\n * from the translation column `[12..14]` in JS-number (F64) precision\n * BEFORE the implicit F32 store at the typed-array assignment. For an\n * F64-backed mat the `large - large = small` step is computed at full\n * F64 precision; a single F32 store rounds the small remainder with\n * ample headroom. That's the whole precision-recovery trick.\n *\n * Takes `offsetX/Y/Z` as three scalars rather than a `[number, number, number]`\n * tuple to avoid any per-pack array allocation. */\nexport function packMat4IntoF32WithOffset(\n view: Float32Array,\n mat: Mat4 | Float32Array | Float64Array,\n offsetFloats: number,\n srcOffsetFloats: number,\n offsetX: number,\n offsetY: number,\n offsetZ: number\n): void {\n const src = mat as Mat4 as unknown as Mat4Storage;\n const s = srcOffsetFloats;\n const o = offsetFloats;\n view[o + 0] = src[s + 0]!;\n view[o + 1] = src[s + 1]!;\n view[o + 2] = src[s + 2]!;\n view[o + 3] = src[s + 3]!;\n view[o + 4] = src[s + 4]!;\n view[o + 5] = src[s + 5]!;\n view[o + 6] = src[s + 6]!;\n view[o + 7] = src[s + 7]!;\n view[o + 8] = src[s + 8]!;\n view[o + 9] = src[s + 9]!;\n view[o + 10] = src[s + 10]!;\n view[o + 11] = src[s + 11]!;\n view[o + 12] = src[s + 12]! - offsetX;\n view[o + 13] = src[s + 13]! - offsetY;\n view[o + 14] = src[s + 14]! - offsetZ;\n view[o + 15] = src[s + 15]!;\n}\n\n/** @internal Factory: bind a scene's camera into a closure that packs\n * mesh-world matrices with the live offset (camera world position)\n * subtracted. Engine sets `engine._makePackMeshWorld = makePackMeshWorld`\n * only when `useFloatingOrigin: true`. Renderables call the factory once\n * at construction to resolve their packer; the per-frame hot path then\n * derives offset from `scene.camera.worldMatrix` at each pack — zero\n * allocation, no mirror-state to keep in sync. */\nexport function makePackMeshWorld(scene: SceneContext): (view: Float32Array, mat: Mat4 | Float32Array | Float64Array, offsetFloats: number, srcOffsetFloats: number) => void {\n return (view: Float32Array, mat: Mat4 | Float32Array | Float64Array, offsetFloats: number, srcOffsetFloats: number): void => {\n const cam = scene.camera;\n if (!cam) {\n packMat4IntoF32WithOffset(view, mat, offsetFloats, srcOffsetFloats, 0, 0, 0);\n return;\n }\n const w = cam.worldMatrix;\n packMat4IntoF32WithOffset(view, mat, offsetFloats, srcOffsetFloats, w[12]!, w[13]!, w[14]!);\n };\n}\n"],"names":[],"mappings":"AA0BO,SAAS,0BACZ,MACA,KACA,cACA,iBACA,SACA,SACA,SACI;AACJ,QAAM,MAAM;AACZ,QAAM,IAAI;AACV,QAAM,IAAI;AACV,OAAK,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC;AACvB,OAAK,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC;AACvB,OAAK,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC;AACvB,OAAK,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC;AACvB,OAAK,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC;AACvB,OAAK,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC;AACvB,OAAK,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC;AACvB,OAAK,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC;AACvB,OAAK,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC;AACvB,OAAK,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC;AACvB,OAAK,IAAI,EAAE,IAAI,IAAI,IAAI,EAAE;AACzB,OAAK,IAAI,EAAE,IAAI,IAAI,IAAI,EAAE;AACzB,OAAK,IAAI,EAAE,IAAI,IAAI,IAAI,EAAE,IAAK;AAC9B,OAAK,IAAI,EAAE,IAAI,IAAI,IAAI,EAAE,IAAK;AAC9B,OAAK,IAAI,EAAE,IAAI,IAAI,IAAI,EAAE,IAAK;AAC9B,OAAK,IAAI,EAAE,IAAI,IAAI,IAAI,EAAE;AAC7B;AASO,SAAS,kBAAkB,OAA2I;AACzK,SAAO,CAAC,MAAoB,KAAyC,cAAsB,oBAAkC;AACzH,UAAM,MAAM,MAAM;AAClB,QAAI,CAAC,KAAK;AACN,gCAA0B,MAAM,KAAK,cAAc,iBAAiB,GAAG,GAAG,CAAC;AAC3E;AAAA,IACJ;AACA,UAAM,IAAI,IAAI;AACd,8BAA0B,MAAM,KAAK,cAAc,iBAAiB,EAAE,EAAE,GAAI,EAAE,EAAE,GAAI,EAAE,EAAE,CAAE;AAAA,EAC9F;AACJ;"}
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package/package.json
CHANGED
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{
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"name": "@babylonjs/lite",
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"version": "0.
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"version": "1.0.0",
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"type": "module",
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"main": "./index.js",
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"module": "./index.js",
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"sideEffects": false,
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"dependencies": {
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"draco3d": "^1.5.7",
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"manifold-3d": "3.4.0",
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"@recast-navigation/core": "0.43.0",
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"@recast-navigation/generators": "0.43.0",
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"@recast-navigation/wasm": "0.43.0"
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},
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"babylonLiteRelease": {
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"sourceVersion": "
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"azureBuildId": "54704",
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}
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import {
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import { l as createFreeCamera } from "./index-CLElg2Bo.js";
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function parseBabylonCamera(cd) {
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var _a, _b;
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const p = cd.position;
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export {
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//# sourceMappingURL=parse-camera-
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//# sourceMappingURL=parse-camera-pBRT_6i5.js.map
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{"version":3,"file":"parse-camera-
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{"version":3,"file":"parse-camera-pBRT_6i5.js","sources":["../src/loader-babylon/parse-camera.ts"],"sourcesContent":["/** Parse a FreeCamera from .babylon camera data. Dynamically imported by load-babylon.ts. */\nimport { createFreeCamera } from \"../camera/free-camera.js\";\nimport type { FreeCamera } from \"../camera/free-camera.js\";\n\nexport function parseBabylonCamera(cd: { position: number[]; rotation?: number[]; fov?: number; minZ?: number; maxZ?: number }): FreeCamera {\n const p = cd.position;\n const pitch = cd.rotation?.[0] ?? 0;\n const yaw = cd.rotation?.[1] ?? 0;\n const cp = Math.cos(pitch);\n const cam = createFreeCamera({ x: p[0]!, y: p[1]!, z: p[2]! }, { x: p[0]! + cp * Math.sin(yaw), y: p[1]! - Math.sin(pitch), z: p[2]! + cp * Math.cos(yaw) });\n if (cd.fov != null) {\n cam.fov = cd.fov;\n }\n if (cd.minZ != null) {\n cam.nearPlane = cd.minZ;\n }\n if (cd.maxZ != null) {\n cam.farPlane = cd.maxZ;\n }\n return cam;\n}\n"],"names":[],"mappings":";AAIO,SAAS,mBAAmB,IAAyG;;AACxI,QAAM,IAAI,GAAG;AACb,QAAM,UAAQ,QAAG,aAAH,mBAAc,OAAM;AAClC,QAAM,QAAM,QAAG,aAAH,mBAAc,OAAM;AAChC,QAAM,KAAK,KAAK,IAAI,KAAK;AACzB,QAAM,MAAM,iBAAiB,EAAE,GAAG,EAAE,CAAC,GAAI,GAAG,EAAE,CAAC,GAAI,GAAG,EAAE,CAAC,EAAA,GAAM,EAAE,GAAG,EAAE,CAAC,IAAK,KAAK,KAAK,IAAI,GAAG,GAAG,GAAG,EAAE,CAAC,IAAK,KAAK,IAAI,KAAK,GAAG,GAAG,EAAE,CAAC,IAAK,KAAK,KAAK,IAAI,GAAG,GAAG;AAC3J,MAAI,GAAG,OAAO,MAAM;AAChB,QAAI,MAAM,GAAG;AAAA,EACjB;AACA,MAAI,GAAG,QAAQ,MAAM;AACjB,QAAI,YAAY,GAAG;AAAA,EACvB;AACA,MAAI,GAAG,QAAQ,MAAM;AACjB,QAAI,WAAW,GAAG;AAAA,EACtB;AACA,SAAO;AACX;"}
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import { a as WGSL_FOG } from "./wgsl-helpers-D8sl1VVA.js";
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+
const PBR_FOG_HELPER = WGSL_FOG;
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+
const PBR_FOG_BLOCK = `if(scene.vFogInfos.x>0.0){var fogFactor=calcFogFactor((scene.view*vec4<f32>(input.worldPos,1.0)).xyz);fogFactor=pow(fogFactor,2.2);color=mix(pow(scene.vFogColor.rgb,vec3<f32>(2.2)),color,fogFactor);}`;
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export {
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PBR_FOG_BLOCK,
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PBR_FOG_HELPER
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};
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//# sourceMappingURL=pbr-fog-wgsl-BqdCid6r.js.map
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{"version":3,"file":"pbr-fog-wgsl-BqdCid6r.js","sources":["../src/material/pbr/pbr-fog-wgsl.ts"],"sourcesContent":["/**\n * PBR fog receiver WGSL — the `calcFogFactor` helper plus the fog blend block.\n *\n * Dynamically imported by `pbr-renderable` ONLY when `scene.fog` is set, then threaded into the\n * PBR template as plain strings (the same pattern the ACES tonemap uses). This keeps every byte of\n * fog WGSL out of the bundles of PBR scenes that don't use fog — a static `import` of the helper\n * into `pbr-template` would defeat tree-shaking and inflate every PBR scene (see GUIDANCE §4c′).\n *\n * Parity notes (matches Babylon.js `pbr.fragment` exactly):\n * - Fog is mixed into the LINEAR HDR colour BEFORE the tonemap / image-processing chain\n * (BJS runs `fogFragment` before `pbrBlockImageProcessing`).\n * - The fog FACTOR is linearised: `fog = toLinearSpace(fog)` = `pow(fog, 2.2)` (default approx sRGB).\n * - The fog COLOUR is linearised too: BJS binds `vFogColor` with `linearSpace = true` for PBR\n * (`BindFogParameters`), whereas the Standard material binds it raw. Lite stores one raw\n * `vFogColor` in the scene UBO (correct for Standard, which has no trailing gamma), so the PBR\n * path linearises it here with `pow(.., 2.2)`; after Lite's trailing gamma encode the fully\n * fogged result returns to the authored fog colour (matching the background), exactly like BJS.\n * - The runtime `vFogInfos.x > 0.0` guard lets `fogMode` toggle none/linear/exp/exp2 at runtime.\n */\n\nimport { WGSL_FOG } from \"../../shader/wgsl-helpers.js\";\n\n/** `calcFogFactor` + `E_FOG` helper WGSL (reads `scene.vFogInfos`). */\nexport const PBR_FOG_HELPER = WGSL_FOG;\n\n/** Fog blend, emitted just before the PBR tonemap block (operates on the linear HDR `color`). */\nexport const PBR_FOG_BLOCK = `if(scene.vFogInfos.x>0.0){var fogFactor=calcFogFactor((scene.view*vec4<f32>(input.worldPos,1.0)).xyz);fogFactor=pow(fogFactor,2.2);color=mix(pow(scene.vFogColor.rgb,vec3<f32>(2.2)),color,fogFactor);}`;\n"],"names":[],"mappings":";AAuBO,MAAM,iBAAiB;AAGvB,MAAM,gBAAgB;"}
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