@babylonjs/lite 0.1.1

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Files changed (417) hide show
  1. package/_math-factory-C-QqW-Wi.js +55 -0
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  3. package/add-block-CikX5gWy.js +6 -0
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@@ -0,0 +1,531 @@
1
+ import { a_ as _isShaderSystemUniform, aV as computeUboLayout, D as targetSignatureKey, F as getSceneBindGroupLayout, aW as SCENE_UBO_WGSL, _ as createEmptyUniformBuffer, aU as acquireTexture, a$ as getEffectiveAspectRatio, K as getViewMatrix, L as getProjectionMatrix, b0 as getViewProjectionMatrix, l as mat4MultiplyInto, b1 as releaseTexture } from "./index-C8HOR2sB.js";
2
+ const SHADER_STAGE_ALL = GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT;
3
+ function getOrCreateShaderPipelineBindings(engine, material) {
4
+ const state = material;
5
+ if (state._shaderBindings && state._shaderDevice === engine._device) {
6
+ return state._shaderBindings;
7
+ }
8
+ state._shaderDevice = engine._device;
9
+ const systemFields = material.uniformDecls.filter((u) => _isShaderSystemUniform(u.name)).map(toUboField);
10
+ const customFields = material.uniformDecls.filter((u) => !_isShaderSystemUniform(u.name)).map(toUboField);
11
+ const systemSpec = computeUboLayout(systemFields.length > 0 ? systemFields : [{ _name: "_pad", _type: "vec4<f32>" }]);
12
+ const customSpec = customFields.length > 0 ? computeUboLayout(customFields) : null;
13
+ const group1BGL = engine._device.createBindGroupLayout({
14
+ label: "shader-material-group1",
15
+ entries: buildBindGroupLayoutEntries(material.samplerDecls, customSpec !== null)
16
+ });
17
+ const bindings = {
18
+ group1BGL,
19
+ systemSpec,
20
+ customSpec,
21
+ vertexBuffers: material.attributes.map(attributeLayout),
22
+ pipelines: /* @__PURE__ */ new Map()
23
+ };
24
+ state._shaderBindings = bindings;
25
+ state._shaderCustomSpec = customSpec;
26
+ state._shaderCustomUbo = null;
27
+ state._shaderCustomData = null;
28
+ state._shaderCustomVersion = -1;
29
+ return bindings;
30
+ }
31
+ function getOrCreateShaderPipeline(engine, sig, material, bindings) {
32
+ const key = targetSignatureKey(sig);
33
+ const cached = bindings.pipelines.get(key);
34
+ if (cached) {
35
+ return cached;
36
+ }
37
+ const device = engine._device;
38
+ const prelude = buildShaderPrelude(material, bindings.systemSpec, bindings.customSpec);
39
+ const vertModule = device.createShaderModule({ label: `${material.name ?? "shader"}-vertex`, code: `${prelude}
40
+ ${material.vertexSource}` });
41
+ const fragModule = sig._colorFormat ? device.createShaderModule({ label: `${material.name ?? "shader"}-fragment`, code: `${prelude}
42
+ ${material.fragmentSource}` }) : null;
43
+ const colorTarget = sig._colorFormat ? {
44
+ format: sig._colorFormat,
45
+ ...material.needAlphaBlending ? {
46
+ blend: material.blendMode === "additive" ? {
47
+ color: { srcFactor: "src-alpha", dstFactor: "one", operation: "add" },
48
+ alpha: { srcFactor: "one", dstFactor: "one", operation: "add" }
49
+ } : {
50
+ color: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
51
+ alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" }
52
+ }
53
+ } : {}
54
+ } : null;
55
+ const pipeline = device.createRenderPipeline({
56
+ label: `${material.name ?? "shader"}-pipeline`,
57
+ layout: device.createPipelineLayout({ bindGroupLayouts: [getSceneBindGroupLayout(engine), bindings.group1BGL] }),
58
+ vertex: { module: vertModule, entryPoint: "mainVertex", buffers: bindings.vertexBuffers },
59
+ ...fragModule && colorTarget ? { fragment: { module: fragModule, entryPoint: "mainFragment", targets: [colorTarget] } } : {},
60
+ ...sig._depthStencilFormat ? {
61
+ depthStencil: {
62
+ format: sig._depthStencilFormat,
63
+ depthCompare: material.depthCompare,
64
+ depthWriteEnabled: material.needAlphaBlending ? false : material.depthWrite
65
+ }
66
+ } : {},
67
+ multisample: { count: sig._sampleCount },
68
+ primitive: { topology: "triangle-list", cullMode: material.backFaceCulling ? "back" : "none", frontFace: sig._flipY ? "cw" : "ccw" }
69
+ });
70
+ bindings.pipelines.set(key, pipeline);
71
+ return pipeline;
72
+ }
73
+ function toUboField(decl) {
74
+ return { _name: decl.name, _type: decl.type };
75
+ }
76
+ function buildBindGroupLayoutEntries(samplers, hasCustomUbo) {
77
+ const entries = [{ binding: 0, visibility: SHADER_STAGE_ALL, buffer: { type: "uniform" } }];
78
+ let nextBinding = 1;
79
+ if (hasCustomUbo) {
80
+ entries.push({ binding: nextBinding++, visibility: SHADER_STAGE_ALL, buffer: { type: "uniform" } });
81
+ }
82
+ for (const sampler of samplers) {
83
+ const sampleType = sampler.sampleType ?? "float";
84
+ entries.push({
85
+ binding: nextBinding++,
86
+ visibility: SHADER_STAGE_ALL,
87
+ texture: {
88
+ sampleType,
89
+ viewDimension: "2d"
90
+ }
91
+ });
92
+ entries.push({
93
+ binding: nextBinding++,
94
+ visibility: SHADER_STAGE_ALL,
95
+ sampler: { type: sampleType === "float" ? "filtering" : "non-filtering" }
96
+ });
97
+ }
98
+ return entries;
99
+ }
100
+ function attributeLayout(name, shaderLocation) {
101
+ switch (name) {
102
+ case "position":
103
+ case "normal":
104
+ return { arrayStride: 12, attributes: [{ shaderLocation, offset: 0, format: "float32x3" }] };
105
+ case "uv":
106
+ case "uv2":
107
+ return { arrayStride: 8, attributes: [{ shaderLocation, offset: 0, format: "float32x2" }] };
108
+ case "tangent":
109
+ case "color":
110
+ return { arrayStride: 16, attributes: [{ shaderLocation, offset: 0, format: "float32x4" }] };
111
+ }
112
+ }
113
+ function buildShaderPrelude(material, systemSpec, customSpec) {
114
+ let wgsl = `${SCENE_UBO_WGSL}
115
+ struct ShaderSystemUniforms {
116
+ ${systemSpec._structBody}
117
+ }
118
+ @group(1) @binding(0) var<uniform> shaderSystem: ShaderSystemUniforms;
119
+ `;
120
+ if (customSpec) {
121
+ wgsl += `struct ShaderUniforms {
122
+ ${customSpec._structBody}
123
+ }
124
+ @group(1) @binding(1) var<uniform> shaderUniforms: ShaderUniforms;
125
+ `;
126
+ }
127
+ let nextBinding = customSpec ? 2 : 1;
128
+ for (const sampler of material.samplerDecls) {
129
+ const texType = sampler.sampleType === "depth" ? "texture_depth_2d" : "texture_2d<f32>";
130
+ wgsl += `@group(1) @binding(${nextBinding++}) var ${sampler.name}: ${texType};
131
+ @group(1) @binding(${nextBinding++}) var ${sampler.name}Sampler: sampler;
132
+ `;
133
+ }
134
+ for (const define of material.defines) {
135
+ wgsl += `const ${define.name}: ${typeof define.value === "boolean" ? "bool" : "f32"} = ${formatDefineValue(define.value)};
136
+ `;
137
+ }
138
+ wgsl += `struct VertexInput {
139
+ `;
140
+ for (let i = 0; i < material.attributes.length; i++) {
141
+ const attr = material.attributes[i];
142
+ wgsl += `@location(${i}) ${attr}: ${attributeWgslType(attr)},
143
+ `;
144
+ }
145
+ wgsl += `};
146
+ `;
147
+ return wgsl;
148
+ }
149
+ function formatDefineValue(value) {
150
+ if (typeof value === "boolean") {
151
+ return value ? "true" : "false";
152
+ }
153
+ if (Number.isInteger(value)) {
154
+ return `${value}.0`;
155
+ }
156
+ return String(value);
157
+ }
158
+ function attributeWgslType(name) {
159
+ switch (name) {
160
+ case "position":
161
+ case "normal":
162
+ return "vec3<f32>";
163
+ case "uv":
164
+ case "uv2":
165
+ return "vec2<f32>";
166
+ case "tangent":
167
+ case "color":
168
+ return "vec4<f32>";
169
+ }
170
+ }
171
+ function buildShaderMaterialRenderables(scene, meshes) {
172
+ const renderables = [];
173
+ const rebuildSingle = (s, mesh, materialOverride) => buildSingleShaderRenderable(s, mesh, materialOverride ?? mesh.material, materialOverride != null);
174
+ const byMaterial = /* @__PURE__ */ new Map();
175
+ for (const mesh of meshes) {
176
+ const material = mesh.material;
177
+ let list = byMaterial.get(material);
178
+ if (!list) {
179
+ list = [];
180
+ byMaterial.set(material, list);
181
+ }
182
+ list.push(mesh);
183
+ }
184
+ for (const [material, matMeshes] of byMaterial) {
185
+ const built = buildMaterialRenderables(scene, material, matMeshes);
186
+ renderables.push(...built);
187
+ }
188
+ return { renderables, rebuildSingle };
189
+ }
190
+ function buildSingleShaderRenderable(scene, mesh, material, isOverride) {
191
+ return buildMaterialRenderables(scene, material, [mesh], isOverride)[0];
192
+ }
193
+ function buildMaterialRenderables(scene, material, meshes, isOverride = false) {
194
+ const engine = scene.engine;
195
+ const bindings = getOrCreateShaderPipelineBindings(engine, material);
196
+ ensureCustomUbo(engine, material, bindings.customSpec);
197
+ const packets = meshes.map((mesh) => createPacket(scene, material, bindings.systemSpec, mesh));
198
+ const isTransparent = material.needAlphaBlending;
199
+ if (isTransparent) {
200
+ return packets.map((packet) => createTransparentRenderable(scene, material, packet, isOverride));
201
+ }
202
+ return [createOpaqueRenderable(scene, material, packets, isOverride)];
203
+ }
204
+ function createPacket(scene, material, systemSpec, mesh) {
205
+ const engine = scene.engine;
206
+ const systemUBO = createEmptyUniformBuffer(engine, systemSpec._totalBytes, "shader-system-ubo");
207
+ const systemData = new Float32Array(systemSpec._totalBytes / 4);
208
+ writeSystemUniforms(systemData, systemSpec, material, mesh, scene.camera, engine.canvas.width || 1, engine.canvas.height || 1);
209
+ engine._device.queue.writeBuffer(systemUBO, 0, systemData);
210
+ const packet = {
211
+ mesh,
212
+ systemUBO,
213
+ systemData,
214
+ _bindGroup: createShaderBindGroup(engine, material, systemUBO),
215
+ _lastResourceVersion: material._resourceVersion,
216
+ _boundTextures: collectShaderTextures(material)
217
+ };
218
+ for (const tex of packet._boundTextures) {
219
+ acquireTexture(tex);
220
+ }
221
+ registerMeshTextureDisposer(scene, mesh, packet);
222
+ return packet;
223
+ }
224
+ function createOpaqueRenderable(scene, material, packets, isOverride) {
225
+ if (packets.length > 1) {
226
+ for (const packet of packets) {
227
+ packet._owner = packets;
228
+ }
229
+ }
230
+ const update = (context) => {
231
+ updateCustomUbo(scene.engine, material);
232
+ for (const packet of packets) {
233
+ if (packet._disposed) {
234
+ continue;
235
+ }
236
+ if (!isOverride && packet.mesh.material !== material) {
237
+ continue;
238
+ }
239
+ updatePacket(scene, material, packet, context);
240
+ }
241
+ };
242
+ const draw = (pass, engine) => {
243
+ let draws = 0;
244
+ for (const packet of packets) {
245
+ if (packet._disposed) {
246
+ continue;
247
+ }
248
+ if (!isOverride && packet.mesh.material !== material) {
249
+ continue;
250
+ }
251
+ drawPacket(pass, engine, material, packet);
252
+ draws++;
253
+ }
254
+ return draws;
255
+ };
256
+ const r = {
257
+ order: packets.length === 1 ? packets[0].mesh.renderOrder ?? 100 : Math.min(...packets.map((p) => p.mesh.renderOrder ?? 100)),
258
+ isTransparent: false,
259
+ mesh: packets.length === 1 ? packets[0].mesh : void 0,
260
+ bind(eng, sig) {
261
+ const bindings = getOrCreateShaderPipelineBindings(eng, material);
262
+ return { renderable: r, pipeline: getOrCreateShaderPipeline(eng, sig, material, bindings), update, draw: (pass) => draw(pass, eng) };
263
+ }
264
+ };
265
+ return r;
266
+ }
267
+ function createTransparentRenderable(scene, material, packet, isOverride) {
268
+ const wm = packet.mesh.worldMatrix;
269
+ const sortCenter = [wm[12], wm[13], wm[14]];
270
+ const update = (context) => {
271
+ if (packet._disposed) {
272
+ return;
273
+ }
274
+ if (!isOverride && packet.mesh.material !== material) {
275
+ return;
276
+ }
277
+ updateCustomUbo(scene.engine, material);
278
+ updatePacket(scene, material, packet, context);
279
+ const m = packet.mesh.worldMatrix;
280
+ sortCenter[0] = m[12];
281
+ sortCenter[1] = m[13];
282
+ sortCenter[2] = m[14];
283
+ };
284
+ const draw = (pass, engine) => {
285
+ if (packet._disposed) {
286
+ return 0;
287
+ }
288
+ if (!isOverride && packet.mesh.material !== material) {
289
+ return 0;
290
+ }
291
+ drawPacket(pass, engine, material, packet);
292
+ return 1;
293
+ };
294
+ const r = {
295
+ order: packet.mesh.renderOrder ?? 200,
296
+ isTransparent: true,
297
+ mesh: packet.mesh,
298
+ _worldCenter: sortCenter,
299
+ bind(eng, sig) {
300
+ const bindings = getOrCreateShaderPipelineBindings(eng, material);
301
+ return { renderable: r, pipeline: getOrCreateShaderPipeline(eng, sig, material, bindings), update, draw: (pass) => draw(pass, eng) };
302
+ }
303
+ };
304
+ return r;
305
+ }
306
+ function updatePacket(scene, material, packet, context) {
307
+ const engine = scene.engine;
308
+ const state = material;
309
+ writeSystemUniforms(packet.systemData, state._shaderBindings.systemSpec, material, packet.mesh, context._camera ?? scene.camera, context.targetWidth, context.targetHeight);
310
+ engine._device.queue.writeBuffer(packet.systemUBO, 0, packet.systemData);
311
+ if (packet._lastResourceVersion !== material._resourceVersion) {
312
+ for (const tex of packet._boundTextures) {
313
+ releaseTexture(tex);
314
+ }
315
+ packet._bindGroup = createShaderBindGroup(engine, material, packet.systemUBO);
316
+ packet._boundTextures = collectShaderTextures(material);
317
+ for (const tex of packet._boundTextures) {
318
+ acquireTexture(tex);
319
+ }
320
+ packet._lastResourceVersion = material._resourceVersion;
321
+ }
322
+ }
323
+ function drawPacket(pass, engine, material, packet) {
324
+ const gpu = packet.mesh._gpu;
325
+ for (let i = 0; i < material.attributes.length; i++) {
326
+ pass.setVertexBuffer(i, getAttrBuffer(engine, gpu, material.attributes[i]));
327
+ }
328
+ pass.setIndexBuffer(gpu.indexBuffer, gpu.indexFormat);
329
+ pass.setBindGroup(1, packet._bindGroup);
330
+ pass.drawIndexed(gpu.indexCount);
331
+ }
332
+ function ensureCustomUbo(engine, material, customSpec) {
333
+ const state = material;
334
+ if (!customSpec) {
335
+ state._shaderCustomUbo = null;
336
+ state._shaderCustomData = null;
337
+ state._shaderCustomVersion = material._uniformVersion;
338
+ return;
339
+ }
340
+ if (state._shaderCustomUbo && state._shaderCustomData) {
341
+ updateCustomUbo(engine, material);
342
+ return;
343
+ }
344
+ state._shaderCustomUbo = createEmptyUniformBuffer(engine, customSpec._totalBytes, "shader-custom-ubo");
345
+ state._shaderCustomData = new ArrayBuffer(customSpec._totalBytes);
346
+ state._shaderCustomVersion = -1;
347
+ updateCustomUbo(engine, material);
348
+ }
349
+ function updateCustomUbo(engine, material) {
350
+ const state = material;
351
+ const customSpec = state._shaderCustomSpec;
352
+ const customUbo = state._shaderCustomUbo;
353
+ const customData = state._shaderCustomData;
354
+ if (!customSpec || !customUbo || !customData || state._shaderCustomVersion === material._uniformVersion) {
355
+ return;
356
+ }
357
+ const bytes = new Uint8Array(customData);
358
+ bytes.fill(0);
359
+ for (const [name, slot] of material._uniformValues) {
360
+ if (_isShaderSystemUniform(name)) {
361
+ continue;
362
+ }
363
+ const offset = customSpec._offsets.get(name);
364
+ if (offset !== void 0) {
365
+ writeTypedValue(customData, offset, slot.decl.type, slot.value);
366
+ }
367
+ }
368
+ engine._device.queue.writeBuffer(customUbo, 0, bytes);
369
+ state._shaderCustomVersion = material._uniformVersion;
370
+ }
371
+ function writeTypedValue(data, offset, type, value) {
372
+ if (type === "u32") {
373
+ new Uint32Array(data, offset, 1)[0] = value[0];
374
+ return;
375
+ }
376
+ if (type === "i32") {
377
+ new Int32Array(data, offset, 1)[0] = value[0];
378
+ return;
379
+ }
380
+ new Float32Array(data, offset, value.length).set(value);
381
+ }
382
+ function createShaderBindGroup(engine, material, systemUBO) {
383
+ const bindings = getOrCreateShaderPipelineBindings(engine, material);
384
+ const entries = [{ binding: 0, resource: { buffer: systemUBO } }];
385
+ let nextBinding = 1;
386
+ if (bindings.customSpec) {
387
+ ensureCustomUbo(engine, material, bindings.customSpec);
388
+ entries.push({ binding: nextBinding++, resource: { buffer: material._shaderCustomUbo } });
389
+ }
390
+ for (const sampler of material.samplerDecls) {
391
+ const slot = material._textureSlots.get(sampler.name);
392
+ const tex = slot == null ? void 0 : slot.current;
393
+ if (!tex) {
394
+ throw new Error(`ShaderMaterial: sampler "${sampler.name}" has no Texture2D. Call setShaderTexture() before rendering.`);
395
+ }
396
+ entries.push({ binding: nextBinding++, resource: tex.view }, { binding: nextBinding++, resource: tex.sampler });
397
+ }
398
+ return engine._device.createBindGroup({ label: "shader-material-bg", layout: bindings.group1BGL, entries });
399
+ }
400
+ function collectShaderTextures(material) {
401
+ const textures = [];
402
+ for (const slot of material._textureSlots.values()) {
403
+ if (slot.current) {
404
+ textures.push(slot.current);
405
+ }
406
+ }
407
+ return textures;
408
+ }
409
+ function registerMeshTextureDisposer(scene, mesh, packet) {
410
+ const list = scene._meshDisposables.get(mesh) ?? [];
411
+ list.push(() => {
412
+ packet._disposed = true;
413
+ if (packet._owner) {
414
+ const oi = packet._owner.indexOf(packet);
415
+ if (oi >= 0) {
416
+ packet._owner.splice(oi, 1);
417
+ }
418
+ packet._owner = void 0;
419
+ }
420
+ packet.systemUBO.destroy();
421
+ for (const tex of packet._boundTextures) {
422
+ releaseTexture(tex);
423
+ }
424
+ packet._boundTextures = [];
425
+ });
426
+ scene._meshDisposables.set(mesh, list);
427
+ }
428
+ function writeSystemUniforms(data, spec, material, mesh, camera, targetWidth, targetHeight) {
429
+ var _a;
430
+ data.fill(0);
431
+ const world = mesh.worldMatrix;
432
+ const aspect = camera ? getEffectiveAspectRatio(camera, targetWidth, targetHeight) : 1;
433
+ const view = camera ? getViewMatrix(camera) : null;
434
+ const projection = camera ? getProjectionMatrix(camera, aspect) : null;
435
+ const viewProjection = camera ? getViewProjectionMatrix(camera, aspect) : null;
436
+ for (const uniform of material.uniformDecls) {
437
+ if (!_isShaderSystemUniform(uniform.name)) {
438
+ continue;
439
+ }
440
+ const offset = spec._offsets.get(uniform.name);
441
+ if (offset === void 0) {
442
+ continue;
443
+ }
444
+ const f = offset / 4;
445
+ switch (uniform.name) {
446
+ case "world":
447
+ data.set(world, f);
448
+ break;
449
+ case "view":
450
+ if (view) {
451
+ data.set(view, f);
452
+ }
453
+ break;
454
+ case "projection":
455
+ if (projection) {
456
+ data.set(projection, f);
457
+ }
458
+ break;
459
+ case "viewProjection":
460
+ if (viewProjection) {
461
+ data.set(viewProjection, f);
462
+ }
463
+ break;
464
+ case "worldView":
465
+ if (view) {
466
+ mat4MultiplyInto(data, f, view, 0, world, 0);
467
+ }
468
+ break;
469
+ case "worldViewProjection":
470
+ if (viewProjection) {
471
+ mat4MultiplyInto(data, f, viewProjection, 0, world, 0);
472
+ }
473
+ break;
474
+ case "cameraPosition":
475
+ if (camera) {
476
+ const wm = camera.worldMatrix;
477
+ data[f] = wm[12];
478
+ data[f + 1] = wm[13];
479
+ data[f + 2] = wm[14];
480
+ }
481
+ break;
482
+ case "screenSize":
483
+ data[f] = targetWidth;
484
+ data[f + 1] = targetHeight;
485
+ break;
486
+ case "alphaCutoff":
487
+ data[f] = ((_a = material._uniformValues.get("alphaCutoff")) == null ? void 0 : _a.value[0]) ?? 0.4;
488
+ break;
489
+ }
490
+ }
491
+ }
492
+ let zeroAttrCache = null;
493
+ function getZeroAttrBuffer(engine, gpu, name) {
494
+ if (!zeroAttrCache) {
495
+ zeroAttrCache = /* @__PURE__ */ new WeakMap();
496
+ }
497
+ let cache = zeroAttrCache.get(gpu);
498
+ if (!cache) {
499
+ cache = /* @__PURE__ */ new Map();
500
+ zeroAttrCache.set(gpu, cache);
501
+ }
502
+ const existing = cache.get(name);
503
+ if (existing) {
504
+ return existing;
505
+ }
506
+ const vertexCount = gpu.positionBuffer.size / 12;
507
+ const stride = name === "uv" || name === "uv2" ? 8 : name === "normal" ? 12 : 16;
508
+ const buffer = engine._device.createBuffer({ label: `shader-zero-${name}`, size: vertexCount * stride, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST });
509
+ cache.set(name, buffer);
510
+ return buffer;
511
+ }
512
+ function getAttrBuffer(engine, gpu, name) {
513
+ switch (name) {
514
+ case "position":
515
+ return gpu.positionBuffer;
516
+ case "normal":
517
+ return gpu.normalBuffer ?? getZeroAttrBuffer(engine, gpu, "normal");
518
+ case "uv":
519
+ return gpu.uvBuffer ?? getZeroAttrBuffer(engine, gpu, "uv");
520
+ case "uv2":
521
+ return gpu.uv2Buffer ?? getZeroAttrBuffer(engine, gpu, "uv2");
522
+ case "tangent":
523
+ return gpu.tangentBuffer ?? getZeroAttrBuffer(engine, gpu, "tangent");
524
+ case "color":
525
+ return gpu.colorBuffer ?? getZeroAttrBuffer(engine, gpu, "color");
526
+ }
527
+ }
528
+ export {
529
+ buildShaderMaterialRenderables
530
+ };
531
+ //# sourceMappingURL=shader-renderable-D-6796KR.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader-renderable-D-6796KR.js","sources":["../src/material/shader/shader-pipeline.ts","../src/material/shader/shader-renderable.ts"],"sourcesContent":["import type { EngineContext } from \"../../engine/engine.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport { targetSignatureKey } from \"../../engine/render-target.js\";\nimport { getSceneBindGroupLayout } from \"../../render/scene-helpers.js\";\nimport { SCENE_UBO_WGSL } from \"../../shader/scene-uniforms.js\";\nimport { computeUboLayout } from \"../../shader/ubo-layout.js\";\nimport type { UboField, UboSpec } from \"../../shader/fragment-types.js\";\nimport type { ShaderAttributeName, ShaderMaterial, ShaderSamplerDecl, ShaderUniformDecl } from \"./shader-material.js\";\nimport { _isShaderSystemUniform } from \"./shader-material.js\";\n\nexport interface ShaderPipelineBindings {\n readonly group1BGL: GPUBindGroupLayout;\n readonly systemSpec: UboSpec;\n readonly customSpec: UboSpec | null;\n readonly vertexBuffers: readonly GPUVertexBufferLayout[];\n readonly pipelines: Map<string, GPURenderPipeline>;\n}\n\ninterface ShaderMaterialPipelineState extends ShaderMaterial {\n _shaderDevice?: GPUDevice;\n _shaderBindings?: ShaderPipelineBindings;\n _shaderCustomUbo?: GPUBuffer | null;\n _shaderCustomSpec?: UboSpec | null;\n _shaderCustomData?: ArrayBuffer | null;\n _shaderCustomVersion?: number;\n}\n\nconst SHADER_STAGE_ALL = GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT;\n\nexport function getOrCreateShaderPipelineBindings(engine: EngineContext, material: ShaderMaterial): ShaderPipelineBindings {\n const state = material as ShaderMaterialPipelineState;\n if (state._shaderBindings && state._shaderDevice === engine._device) {\n return state._shaderBindings;\n }\n\n state._shaderDevice = engine._device;\n const systemFields = material.uniformDecls.filter((u) => _isShaderSystemUniform(u.name)).map(toUboField);\n const customFields = material.uniformDecls.filter((u) => !_isShaderSystemUniform(u.name)).map(toUboField);\n const systemSpec = computeUboLayout(systemFields.length > 0 ? systemFields : [{ _name: \"_pad\", _type: \"vec4<f32>\" }]);\n const customSpec = customFields.length > 0 ? computeUboLayout(customFields) : null;\n const group1BGL = engine._device.createBindGroupLayout({\n label: \"shader-material-group1\",\n entries: buildBindGroupLayoutEntries(material.samplerDecls, customSpec !== null),\n });\n const bindings: ShaderPipelineBindings = {\n group1BGL,\n systemSpec,\n customSpec,\n vertexBuffers: material.attributes.map(attributeLayout),\n pipelines: new Map(),\n };\n state._shaderBindings = bindings;\n state._shaderCustomSpec = customSpec;\n state._shaderCustomUbo = null;\n state._shaderCustomData = null;\n state._shaderCustomVersion = -1;\n return bindings;\n}\n\nexport function getOrCreateShaderPipeline(engine: EngineContext, sig: RenderTargetSignature, material: ShaderMaterial, bindings: ShaderPipelineBindings): GPURenderPipeline {\n const key = targetSignatureKey(sig);\n const cached = bindings.pipelines.get(key);\n if (cached) {\n return cached;\n }\n const device = engine._device;\n const prelude = buildShaderPrelude(material, bindings.systemSpec, bindings.customSpec);\n const vertModule = device.createShaderModule({ label: `${material.name ?? \"shader\"}-vertex`, code: `${prelude}\\n${material.vertexSource}` });\n const fragModule = sig._colorFormat ? device.createShaderModule({ label: `${material.name ?? \"shader\"}-fragment`, code: `${prelude}\\n${material.fragmentSource}` }) : null;\n const colorTarget: GPUColorTargetState | null = sig._colorFormat\n ? {\n format: sig._colorFormat,\n ...(material.needAlphaBlending\n ? {\n blend:\n material.blendMode === \"additive\"\n ? ({\n color: { srcFactor: \"src-alpha\", dstFactor: \"one\", operation: \"add\" },\n alpha: { srcFactor: \"one\", dstFactor: \"one\", operation: \"add\" },\n } satisfies GPUBlendState)\n : ({\n color: { srcFactor: \"src-alpha\", dstFactor: \"one-minus-src-alpha\", operation: \"add\" },\n alpha: { srcFactor: \"one\", dstFactor: \"one-minus-src-alpha\", operation: \"add\" },\n } satisfies GPUBlendState),\n }\n : {}),\n }\n : null;\n\n const pipeline = device.createRenderPipeline({\n label: `${material.name ?? \"shader\"}-pipeline`,\n layout: device.createPipelineLayout({ bindGroupLayouts: [getSceneBindGroupLayout(engine), bindings.group1BGL] }),\n vertex: { module: vertModule, entryPoint: \"mainVertex\", buffers: bindings.vertexBuffers },\n ...(fragModule && colorTarget ? { fragment: { module: fragModule, entryPoint: \"mainFragment\", targets: [colorTarget] } } : {}),\n ...(sig._depthStencilFormat\n ? {\n depthStencil: {\n format: sig._depthStencilFormat,\n depthCompare: material.depthCompare,\n depthWriteEnabled: material.needAlphaBlending ? false : material.depthWrite,\n },\n }\n : {}),\n multisample: { count: sig._sampleCount },\n primitive: { topology: \"triangle-list\", cullMode: material.backFaceCulling ? \"back\" : \"none\", frontFace: sig._flipY ? \"cw\" : \"ccw\" },\n });\n bindings.pipelines.set(key, pipeline);\n return pipeline;\n}\n\nfunction toUboField(decl: ShaderUniformDecl): UboField {\n return { _name: decl.name, _type: decl.type };\n}\n\nfunction buildBindGroupLayoutEntries(samplers: readonly ShaderSamplerDecl[], hasCustomUbo: boolean): GPUBindGroupLayoutEntry[] {\n const entries: GPUBindGroupLayoutEntry[] = [{ binding: 0, visibility: SHADER_STAGE_ALL, buffer: { type: \"uniform\" } }];\n let nextBinding = 1;\n if (hasCustomUbo) {\n entries.push({ binding: nextBinding++, visibility: SHADER_STAGE_ALL, buffer: { type: \"uniform\" } });\n }\n for (const sampler of samplers) {\n const sampleType = sampler.sampleType ?? \"float\";\n entries.push({\n binding: nextBinding++,\n visibility: SHADER_STAGE_ALL,\n texture: {\n sampleType,\n viewDimension: \"2d\",\n },\n });\n entries.push({\n binding: nextBinding++,\n visibility: SHADER_STAGE_ALL,\n sampler: { type: sampleType === \"float\" ? \"filtering\" : \"non-filtering\" },\n });\n }\n return entries;\n}\n\nfunction attributeLayout(name: ShaderAttributeName, shaderLocation: number): GPUVertexBufferLayout {\n switch (name) {\n case \"position\":\n case \"normal\":\n return { arrayStride: 12, attributes: [{ shaderLocation, offset: 0, format: \"float32x3\" }] };\n case \"uv\":\n case \"uv2\":\n return { arrayStride: 8, attributes: [{ shaderLocation, offset: 0, format: \"float32x2\" }] };\n case \"tangent\":\n case \"color\":\n return { arrayStride: 16, attributes: [{ shaderLocation, offset: 0, format: \"float32x4\" }] };\n }\n}\n\nfunction buildShaderPrelude(material: ShaderMaterial, systemSpec: UboSpec, customSpec: UboSpec | null): string {\n let wgsl = `${SCENE_UBO_WGSL}\nstruct ShaderSystemUniforms {\n${systemSpec._structBody}\n}\n@group(1) @binding(0) var<uniform> shaderSystem: ShaderSystemUniforms;\n`;\n if (customSpec) {\n wgsl += `struct ShaderUniforms {\n${customSpec._structBody}\n}\n@group(1) @binding(1) var<uniform> shaderUniforms: ShaderUniforms;\n`;\n }\n let nextBinding = customSpec ? 2 : 1;\n for (const sampler of material.samplerDecls) {\n const texType = sampler.sampleType === \"depth\" ? \"texture_depth_2d\" : \"texture_2d<f32>\";\n wgsl += `@group(1) @binding(${nextBinding++}) var ${sampler.name}: ${texType};\n@group(1) @binding(${nextBinding++}) var ${sampler.name}Sampler: sampler;\n`;\n }\n for (const define of material.defines) {\n wgsl += `const ${define.name}: ${typeof define.value === \"boolean\" ? \"bool\" : \"f32\"} = ${formatDefineValue(define.value)};\n`;\n }\n wgsl += `struct VertexInput {\n`;\n for (let i = 0; i < material.attributes.length; i++) {\n const attr = material.attributes[i]!;\n wgsl += `@location(${i}) ${attr}: ${attributeWgslType(attr)},\n`;\n }\n wgsl += `};\n`;\n return wgsl;\n}\n\nfunction formatDefineValue(value: boolean | number): string {\n if (typeof value === \"boolean\") {\n return value ? \"true\" : \"false\";\n }\n if (Number.isInteger(value)) {\n return `${value}.0`;\n }\n return String(value);\n}\n\nfunction attributeWgslType(name: ShaderAttributeName): string {\n switch (name) {\n case \"position\":\n case \"normal\":\n return \"vec3<f32>\";\n case \"uv\":\n case \"uv2\":\n return \"vec2<f32>\";\n case \"tangent\":\n case \"color\":\n return \"vec4<f32>\";\n }\n}\n","import type { EngineContext } from \"../../engine/engine.js\";\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { Mesh, MeshGPU } from \"../../mesh/mesh.js\";\nimport type { MeshGroupBuildResult, Renderable, DrawUpdateContext } from \"../../render/renderable.js\";\nimport type { Material } from \"../material.js\";\nimport type { Texture2D } from \"../../texture/texture-2d.js\";\nimport { createEmptyUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { acquireTexture, releaseTexture } from \"../../resource/gpu-pool.js\";\nimport { getEffectiveAspectRatio, getProjectionMatrix, getViewMatrix, getViewProjectionMatrix } from \"../../camera/camera.js\";\nimport type { Camera } from \"../../camera/camera.js\";\nimport { mat4MultiplyInto } from \"../../math/mat4-multiply-into.js\";\nimport type { UboSpec } from \"../../shader/fragment-types.js\";\nimport type { ShaderAttributeName, ShaderMaterial, ShaderUniformType } from \"./shader-material.js\";\nimport type { ShaderPipelineBindings } from \"./shader-pipeline.js\";\nimport { _isShaderSystemUniform } from \"./shader-material.js\";\nimport { getOrCreateShaderPipeline, getOrCreateShaderPipelineBindings } from \"./shader-pipeline.js\";\n\ninterface ShaderPacket {\n readonly mesh: Mesh;\n readonly systemUBO: GPUBuffer;\n readonly systemData: Float32Array;\n _bindGroup: GPUBindGroup;\n _lastResourceVersion: number;\n _boundTextures: Texture2D[];\n /** Set when the owning mesh is removed and this packet's GPU resources are\n * destroyed. A combined (multi-mesh) renderable keeps every packet in its\n * closure, so update()/draw() must skip disposed packets to avoid writing to\n * or submitting an already-destroyed systemUBO / vertex buffer. */\n _disposed?: boolean;\n /** Back-reference to the combined renderable's packet array, so disposal can\n * splice this packet out and stop retaining/iterating dead chunk state every\n * frame (set only for merged opaque renderables). */\n _owner?: ShaderPacket[];\n}\n\ninterface ShaderMaterialRenderState extends ShaderMaterial {\n _shaderBindings?: ShaderPipelineBindings;\n _shaderCustomUbo?: GPUBuffer | null;\n _shaderCustomSpec?: UboSpec | null;\n _shaderCustomData?: ArrayBuffer | null;\n _shaderCustomVersion?: number;\n}\n\ntype ShaderRenderPass = GPURenderPassEncoder | GPURenderBundleEncoder;\n\nexport function buildShaderMaterialRenderables(scene: SceneContext, meshes: Mesh[]): MeshGroupBuildResult {\n const renderables: Renderable[] = [];\n\n const rebuildSingle = (s: SceneContext, mesh: Mesh, materialOverride?: Material): Renderable =>\n buildSingleShaderRenderable(s, mesh, (materialOverride ?? mesh.material) as ShaderMaterial, materialOverride != null);\n\n const byMaterial = new Map<ShaderMaterial, Mesh[]>();\n for (const mesh of meshes) {\n const material = mesh.material as ShaderMaterial;\n let list = byMaterial.get(material);\n if (!list) {\n list = [];\n byMaterial.set(material, list);\n }\n list.push(mesh);\n }\n\n for (const [material, matMeshes] of byMaterial) {\n const built = buildMaterialRenderables(scene, material, matMeshes);\n renderables.push(...built);\n }\n\n return { renderables, rebuildSingle };\n}\n\nfunction buildSingleShaderRenderable(scene: SceneContext, mesh: Mesh, material: ShaderMaterial, isOverride: boolean): Renderable {\n return buildMaterialRenderables(scene, material, [mesh], isOverride)[0]!;\n}\n\nfunction buildMaterialRenderables(scene: SceneContext, material: ShaderMaterial, meshes: readonly Mesh[], isOverride = false): Renderable[] {\n const engine = scene.engine;\n const bindings = getOrCreateShaderPipelineBindings(engine, material);\n ensureCustomUbo(engine, material, bindings.customSpec);\n const packets = meshes.map((mesh) => createPacket(scene, material, bindings.systemSpec, mesh));\n const isTransparent = material.needAlphaBlending;\n if (isTransparent) {\n return packets.map((packet) => createTransparentRenderable(scene, material, packet, isOverride));\n }\n return [createOpaqueRenderable(scene, material, packets, isOverride)];\n}\n\nfunction createPacket(scene: SceneContext, material: ShaderMaterial, systemSpec: UboSpec, mesh: Mesh): ShaderPacket {\n const engine = scene.engine;\n const systemUBO = createEmptyUniformBuffer(engine, systemSpec._totalBytes, \"shader-system-ubo\");\n const systemData = new Float32Array(systemSpec._totalBytes / 4);\n writeSystemUniforms(systemData, systemSpec, material, mesh, scene.camera, engine.canvas.width || 1, engine.canvas.height || 1);\n engine._device.queue.writeBuffer(systemUBO, 0, systemData);\n const packet: ShaderPacket = {\n mesh,\n systemUBO,\n systemData,\n _bindGroup: createShaderBindGroup(engine, material, systemUBO),\n _lastResourceVersion: material._resourceVersion,\n _boundTextures: collectShaderTextures(material),\n };\n for (const tex of packet._boundTextures) {\n acquireTexture(tex);\n }\n registerMeshTextureDisposer(scene, mesh, packet);\n return packet;\n}\n\nfunction createOpaqueRenderable(scene: SceneContext, material: ShaderMaterial, packets: readonly ShaderPacket[], isOverride: boolean): Renderable {\n // Only merged renderables (>1 mesh) can outlive an individual packet's mesh,\n // so give those packets a back-reference enabling disposal-time compaction.\n if (packets.length > 1) {\n for (const packet of packets) {\n packet._owner = packets as ShaderPacket[];\n }\n }\n const update = (context: DrawUpdateContext): void => {\n updateCustomUbo(scene.engine, material);\n for (const packet of packets) {\n if (packet._disposed) {\n continue;\n }\n if (!isOverride && packet.mesh.material !== material) {\n continue;\n }\n updatePacket(scene, material, packet, context);\n }\n };\n const draw = (pass: ShaderRenderPass, engine: EngineContext): number => {\n let draws = 0;\n for (const packet of packets) {\n if (packet._disposed) {\n continue;\n }\n if (!isOverride && packet.mesh.material !== material) {\n continue;\n }\n drawPacket(pass, engine, material, packet);\n draws++;\n }\n return draws;\n };\n const r: Renderable = {\n order: packets.length === 1 ? (packets[0]!.mesh.renderOrder ?? 100) : Math.min(...packets.map((p) => p.mesh.renderOrder ?? 100)),\n isTransparent: false,\n mesh: packets.length === 1 ? packets[0]!.mesh : undefined,\n bind(eng, sig) {\n const bindings = getOrCreateShaderPipelineBindings(eng, material);\n return { renderable: r, pipeline: getOrCreateShaderPipeline(eng, sig, material, bindings), update, draw: (pass) => draw(pass, eng) };\n },\n };\n return r;\n}\n\nfunction createTransparentRenderable(scene: SceneContext, material: ShaderMaterial, packet: ShaderPacket, isOverride: boolean): Renderable {\n const wm = packet.mesh.worldMatrix as unknown as ArrayLike<number>;\n const sortCenter: [number, number, number] = [wm[12]!, wm[13]!, wm[14]!];\n const update = (context: DrawUpdateContext): void => {\n if (packet._disposed) {\n return;\n }\n if (!isOverride && packet.mesh.material !== material) {\n return;\n }\n updateCustomUbo(scene.engine, material);\n updatePacket(scene, material, packet, context);\n const m = packet.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 draw = (pass: ShaderRenderPass, engine: EngineContext): number => {\n if (packet._disposed) {\n return 0;\n }\n if (!isOverride && packet.mesh.material !== material) {\n return 0;\n }\n drawPacket(pass, engine, material, packet);\n return 1;\n };\n const r: Renderable = {\n order: packet.mesh.renderOrder ?? 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