@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 +1,636 @@
1
+ import { by as _getStdExts, bz as HAS_DIFFUSE_TEXTURE, bA as DIFFUSE_USES_UV2, ad as HAS_EMISSIVE_TEXTURE, ae as HAS_DEPTH_EMISSIVE_TEXTURE, ac as HAS_BUMP_TEXTURE, af as HAS_SPECULAR_TEXTURE, ag as SPECULAR_USES_UV2, ah as HAS_AMBIENT_TEXTURE, ai as AMBIENT_USES_UV2, aj as HAS_LIGHTMAP_TEXTURE, ak as LIGHTMAP_USES_UV2, al as HAS_OPACITY_TEXTURE, am as OPACITY_FROM_RGB, bB as DOUBLE_SIDED, an as HAS_REFLECTION_TEXTURE, ao as HAS_CUBE_REFLECTION, bC as DISABLE_LIGHTING, S as MATERIAL_ALPHA_BLEND, b9 as appendMeshLightUboFields, M as MAX_LIGHTS, ba as meshLightIndexWGSL, bD as clearSceneBGLCache, aY as createUniformBuffer, bE as _getStdExtsSorted, bF as NEEDS_UV, R as ESM_SHADOW_OUTPUT, D as targetSignatureKey, F as getSceneBindGroupLayout, b5 as REVERSE_DEPTH_COMPARE, bG as NO_COLOR_OUTPUT, bH as NEEDS_UV2, bm as clearSamplerCache, a as writeMeshLightSelection, aU as acquireTexture, b1 as releaseTexture } from "./index-C8HOR2sB.js";
2
+ import { c as WGSL_FOG } from "./wgsl-helpers-DyzNzCeE.js";
3
+ import { e as composeShader, f as MSH_RECEIVE_SHADOWS, _ as _computeMeshFeatures, g as MSH_HAS_THIN_INSTANCES, i as MSH_HAS_INSTANCE_COLOR } from "./mesh-features-BLENkYVt.js";
4
+ function collectStdBoundTextures(mat) {
5
+ var _a;
6
+ const t = [];
7
+ if (mat.diffuseTexture) {
8
+ t.push(mat.diffuseTexture);
9
+ }
10
+ for (const ext of _getStdExts().values()) {
11
+ (_a = ext._textures) == null ? void 0 : _a.call(ext, mat, t);
12
+ }
13
+ return t;
14
+ }
15
+ function _computeStandardMaterialFeatures(m) {
16
+ let f = 0;
17
+ if (m.diffuseTexture) {
18
+ f |= HAS_DIFFUSE_TEXTURE;
19
+ if (m.diffuseCoordIndex === 1) {
20
+ f |= DIFFUSE_USES_UV2;
21
+ }
22
+ }
23
+ if (m.emissiveTexture) {
24
+ f |= HAS_EMISSIVE_TEXTURE;
25
+ if (m.emissiveTexture._sampleType === "depth") {
26
+ f |= HAS_DEPTH_EMISSIVE_TEXTURE;
27
+ }
28
+ }
29
+ if (m.bumpTexture) {
30
+ f |= HAS_BUMP_TEXTURE;
31
+ }
32
+ if (m.specularTexture) {
33
+ f |= HAS_SPECULAR_TEXTURE;
34
+ if (m.specularCoordIndex === 1) {
35
+ f |= SPECULAR_USES_UV2;
36
+ }
37
+ }
38
+ if (m.ambientTexture) {
39
+ f |= HAS_AMBIENT_TEXTURE;
40
+ if (m.ambientCoordIndex === 1) {
41
+ f |= AMBIENT_USES_UV2;
42
+ }
43
+ }
44
+ if (m.lightmapTexture) {
45
+ f |= HAS_LIGHTMAP_TEXTURE;
46
+ if (m.lightmapCoordIndex === 1) {
47
+ f |= LIGHTMAP_USES_UV2;
48
+ }
49
+ }
50
+ if (m.opacityTexture) {
51
+ f |= HAS_OPACITY_TEXTURE;
52
+ if (m.opacityFromRGB) {
53
+ f |= OPACITY_FROM_RGB;
54
+ }
55
+ }
56
+ if (!m.backFaceCulling) {
57
+ f |= DOUBLE_SIDED;
58
+ }
59
+ if (m.reflectionTexture) {
60
+ f |= HAS_REFLECTION_TEXTURE;
61
+ }
62
+ if (m.reflectionCubeTexture) {
63
+ f |= HAS_CUBE_REFLECTION;
64
+ }
65
+ if (m.disableLighting) {
66
+ f |= DISABLE_LIGHTING;
67
+ }
68
+ if (m.alpha < 1) {
69
+ f |= MATERIAL_ALPHA_BLEND;
70
+ }
71
+ return f;
72
+ }
73
+ function _standardFeatureKey(features, meshFeatures, variant = "") {
74
+ return variant ? `${features}:${meshFeatures}:${variant}` : `${features}:${meshFeatures}`;
75
+ }
76
+ function _standardShaderVariantKey(shadowLights) {
77
+ return shadowLights.length === 0 ? "" : shadowLights.map((sl) => `${sl.lightIndex}${sl.shadowType === "pcf" ? "p" : "e"}`).join(",");
78
+ }
79
+ const STAGE_VERTEX = 1;
80
+ const STAGE_FRAGMENT = 2;
81
+ const LIGHTING_FN = `
82
+ fn computeLighting(viewDir: vec3<f32>, N: vec3<f32>, L: LightEntry, g: f32, P: vec3<f32>) -> array<vec3<f32>, 2> {
83
+ var lv: vec3<f32>;
84
+ var a: f32 = 1.0;
85
+ let t = u32(L.vLightData.w);
86
+ if (t == 3u) {
87
+ let nl = 0.5 + 0.5 * dot(N, normalize(L.vLightData.xyz));
88
+ let diff = mix(L.vLightDirection.xyz, L.vLightDiffuse.rgb, nl);
89
+ let h = normalize(viewDir + normalize(L.vLightData.xyz));
90
+ var s = pow(max(0.0, dot(N, h)), max(1.0, g));
91
+ return array<vec3<f32>, 2>(diff, s * L.vLightSpecular.rgb);
92
+ }
93
+ if (t == 1u) {
94
+ lv = normalize(-L.vLightData.xyz);
95
+ } else {
96
+ let d = L.vLightData.xyz - P;
97
+ a = max(0.0, 1.0 - length(d) / L.vLightDiffuse.a);
98
+ lv = normalize(d);
99
+ if (t == 2u) {
100
+ let c = max(0.0, dot(L.vLightDirection.xyz, -lv));
101
+ if (c >= L.vLightDirection.w) { a *= max(0.0, pow(c, L.vLightSpecular.a)); } else { a = 0.0; }
102
+ }
103
+ }
104
+ let nl = max(0.0, dot(N, lv));
105
+ let diff = nl * L.vLightDiffuse.rgb * a;
106
+ let h = normalize(viewDir + lv);
107
+ var s = max(0.0, dot(N, h));
108
+ s = pow(s, max(1.0, g));
109
+ return array<vec3<f32>, 2>(diff, s * L.vLightSpecular.rgb * a);
110
+ }
111
+ `;
112
+ function createStandardTemplate(config, esmShadowDepthCode = "") {
113
+ const { _diffuse, _needsUV, _needsUV2, _diffuseUsesUV2, _disableLighting, _noColorOutput, _esmShadowOutput } = config;
114
+ const _baseVertexAttributes = [
115
+ { _name: "position", _type: "vec3<f32>", _gpuFormat: "float32x3", _arrayStride: 12 },
116
+ { _name: "normal", _type: "vec3<f32>", _gpuFormat: "float32x3", _arrayStride: 12 }
117
+ ];
118
+ if (_needsUV) {
119
+ _baseVertexAttributes.push({ _name: "uv", _type: "vec2<f32>", _gpuFormat: "float32x2", _arrayStride: 8 });
120
+ }
121
+ if (_needsUV2) {
122
+ _baseVertexAttributes.push({ _name: "uv2", _type: "vec2<f32>", _gpuFormat: "float32x2", _arrayStride: 8 });
123
+ }
124
+ const _baseVaryings = [
125
+ { _name: "vp", _type: "vec3<f32>" },
126
+ { _name: "vn", _type: "vec3<f32>" },
127
+ { _name: "vf", _type: "vec3<f32>" }
128
+ ];
129
+ if (_needsUV) {
130
+ _baseVaryings.push({ _name: "vu", _type: "vec2<f32>" });
131
+ }
132
+ if (_needsUV2) {
133
+ _baseVaryings.push({ _name: "vv", _type: "vec2<f32>" });
134
+ }
135
+ const _baseMeshUboFields = [{ _name: "world", _type: "mat4x4<f32>" }];
136
+ appendMeshLightUboFields(_baseMeshUboFields);
137
+ const _baseBindings = [{ _name: "mat", _type: { _kind: "uniform-buffer" }, _visibility: STAGE_FRAGMENT }];
138
+ if (_diffuse) {
139
+ _baseBindings.push(
140
+ { _name: "dT", _type: { _kind: "texture", _textureType: "texture_2d<f32>" }, _visibility: STAGE_FRAGMENT },
141
+ { _name: "dS", _type: { _kind: "sampler", _samplerType: "sampler" }, _visibility: STAGE_FRAGMENT }
142
+ );
143
+ }
144
+ if (_needsUV) {
145
+ _baseBindings.push({ _name: "up", _type: { _kind: "uniform-buffer" }, _visibility: STAGE_VERTEX });
146
+ }
147
+ if (_esmShadowOutput) {
148
+ _baseBindings.push({ _name: "shadowParams", _type: { _kind: "uniform-buffer" }, _visibility: STAGE_FRAGMENT });
149
+ }
150
+ const uvPassthrough = _needsUV ? `out.vu = uv * up.u.xy + up.u.zw;` : "";
151
+ const uv2Passthrough = _needsUV2 ? `out.vv = uv2;` : "";
152
+ const vertexUboStructs = _needsUV ? `struct upUniforms { u: vec4<f32>, }` : "";
153
+ const _vertexTemplate = `/*SU*/
154
+ /*MU*/
155
+ @group(1) @binding(0) var<uniform> mesh: MeshUniforms;
156
+ ${vertexUboStructs}
157
+ /*VH*/
158
+ /*VD*/
159
+ /*VO*/
160
+ @vertex fn main(
161
+ /*VP*/
162
+ ) -> VertexOutput {
163
+ var out: VertexOutput;
164
+ /*VR*/
165
+ var finalWorld = mesh.world;
166
+ /*VW*/
167
+ let worldPos4 = finalWorld * vec4<f32>(position, 1.0);
168
+ out.vp = worldPos4.xyz;
169
+ let normalWorld = mat3x3<f32>(finalWorld[0].xyz, finalWorld[1].xyz, finalWorld[2].xyz);
170
+ out.vn = normalize(normalWorld * normal);
171
+ out.clipPos = scene.viewProjection * worldPos4;
172
+ out.vf = (scene.view * worldPos4).xyz;
173
+ ${uvPassthrough}
174
+ ${uv2Passthrough}
175
+ /*VB*/
176
+ return out;
177
+ }`;
178
+ const lightsStructs = `
179
+ struct LightEntry { vLightData: vec4<f32>, vLightDiffuse: vec4<f32>, vLightSpecular: vec4<f32>, vLightDirection: vec4<f32> };
180
+ struct lightsUniforms { count: u32, _p0: u32, _p1: u32, _p2: u32, lights: array<LightEntry, ${MAX_LIGHTS}> };
181
+ @group(0) @binding(1) var<uniform> lights: lightsUniforms;
182
+ `;
183
+ const materialStruct = `
184
+ struct matUniforms {
185
+ dc: vec4<f32>,
186
+ sc: vec4<f32>,
187
+ ec: vec3<f32>,
188
+ bs: f32,
189
+ ac: vec3<f32>,
190
+ tl: f32,
191
+ ambTexLvl: f32,
192
+ lmLvl: f32,
193
+ opLvl: f32,
194
+ aCut: f32,
195
+ rLvl: f32,
196
+ rCm: f32,
197
+ _0: f32,
198
+ _1: f32,
199
+ };
200
+ `;
201
+ const helpers = _disableLighting ? WGSL_FOG : WGSL_FOG + LIGHTING_FN;
202
+ const doubleSidedEntry = `@fragment fn main(input: FragmentInput)${_noColorOutput ? "" : " -> @location(0) vec4<f32>"} {`;
203
+ const viewDirCode = !_disableLighting ? `let viewDirectionW = normalize(scene.vEyePosition.xyz - input.vp);` : "";
204
+ const normalCode = _disableLighting ? "" : `var normalW = normalize(input.vn);`;
205
+ const opacityCode = `var alpha = mat.dc.a;`;
206
+ const baseColorCode = _diffuse ? `let _ds = textureSample(dT, dS, ${_diffuseUsesUV2 ? "input.vv" : "input.vu"});
207
+ if (_ds.a < mat.aCut) { discard; }
208
+ var baseColor = _ds.rgb * mat.tl;` : `var baseColor = vec3<f32>(1.0, 1.0, 1.0);`;
209
+ const diffuseColorCode = `let diffuseColor = mat.dc.rgb;`;
210
+ const emissiveCode = `var emissiveContrib = mat.ec;`;
211
+ const specularColorCode = !_disableLighting ? `var specularColor = mat.sc.rgb;` : "";
212
+ let lightingBlock;
213
+ if (!_disableLighting) {
214
+ lightingBlock = `var glossiness = mat.sc.a;
215
+ var diffuseBase = vec3<f32>(0.0);
216
+ var specularBase = vec3<f32>(0.0);
217
+ var shadowFactors = array<f32, ${MAX_LIGHTS}>(${new Array(MAX_LIGHTS).fill("1.0").join(", ")});
218
+ var baseAmbientColor = vec3<f32>(1.0, 1.0, 1.0);
219
+ var reflectionColor = vec3<f32>(0.0);
220
+ let lc = min(mesh.lc, ${MAX_LIGHTS}u);
221
+ /*AD*/
222
+ for (var li = 0u; li < lc; li++) {
223
+ let lightIndex = mli(li);
224
+ let r = computeLighting(viewDirectionW, normalW, lights.lights[lightIndex], glossiness, input.vp);
225
+ let sf = shadowFactors[lightIndex];
226
+ diffuseBase += r[0] * sf;
227
+ specularBase += r[1] * sf;
228
+ }
229
+ let finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveContrib + mat.ac, vec3<f32>(0.0), vec3<f32>(1.0)) * baseColor;
230
+ let finalSpecular = specularBase * specularColor;
231
+ var color = vec4<f32>(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);`;
232
+ } else {
233
+ lightingBlock = `var color = vec4<f32>(clamp(emissiveContrib * diffuseColor, vec3<f32>(0.0), vec3<f32>(1.0)) * baseColor, alpha);`;
234
+ }
235
+ const _fragmentTemplate = `/*SU*/
236
+ ${lightsStructs}
237
+ ${materialStruct}
238
+ ${_esmShadowOutput ? "struct shadowParamsUniforms { biasAndScale: vec4<f32>, depthValues: vec4<f32>, }" : ""}
239
+ /*MU*/
240
+ @group(1) @binding(0) var<uniform> mesh: MeshUniforms;
241
+ ${!_disableLighting ? meshLightIndexWGSL("mesh") : ""}
242
+ ${helpers}
243
+ /*HF*/
244
+ /*FB*/
245
+ /*FI*/
246
+ ${doubleSidedEntry}
247
+ /*SV*/
248
+ ${viewDirCode}
249
+ ${normalCode}
250
+ /*AC*/
251
+ ${opacityCode}
252
+ ${baseColorCode}
253
+ ${diffuseColorCode}
254
+ ${emissiveCode}
255
+ ${specularColorCode}
256
+ /*AT*/
257
+ ${_noColorOutput ? "return;" : _esmShadowOutput ? esmShadowDepthCode : ""}
258
+ ${lightingBlock}
259
+ /*BC*/
260
+ color = vec4<f32>(max(color.rgb, vec3<f32>(0.0)), color.a);
261
+ if (scene.vFogInfos.x > 0.0) {
262
+ let fog = calcFogFactor(input.vf);
263
+ color = vec4<f32>(mix(scene.vFogColor.rgb, color.rgb, fog), color.a);
264
+ }
265
+ /*BA*/
266
+ ${_noColorOutput ? "" : "return color;"}
267
+ }`;
268
+ return {
269
+ _vertexTemplate,
270
+ _fragmentTemplate,
271
+ _baseMeshUboFields,
272
+ _baseVertexAttributes,
273
+ _baseVaryings,
274
+ _baseBindings
275
+ };
276
+ }
277
+ function composeStandardShader(features, _meshFeatures = 0, fragments = [], esmShadowDepthCode = "") {
278
+ const has = (bit) => (features & bit) !== 0;
279
+ const template = createStandardTemplate(
280
+ {
281
+ _diffuse: has(HAS_DIFFUSE_TEXTURE),
282
+ _needsUV: has(NEEDS_UV),
283
+ _needsUV2: has(NEEDS_UV2),
284
+ _diffuseUsesUV2: has(DIFFUSE_USES_UV2),
285
+ _disableLighting: has(DISABLE_LIGHTING),
286
+ _noColorOutput: has(NO_COLOR_OUTPUT),
287
+ _esmShadowOutput: has(ESM_SHADOW_OUTPUT)
288
+ },
289
+ esmShadowDepthCode
290
+ );
291
+ return composeShader(template, fragments);
292
+ }
293
+ const _bindingsCache = /* @__PURE__ */ new Map();
294
+ let _composedCache = null;
295
+ let _cachedDevice = null;
296
+ function getComposedCache() {
297
+ if (!_composedCache) {
298
+ _composedCache = /* @__PURE__ */ new Map();
299
+ }
300
+ return _composedCache;
301
+ }
302
+ function ensureDevice(engine) {
303
+ if (_cachedDevice !== engine._device) {
304
+ _bindingsCache.clear();
305
+ _composedCache == null ? void 0 : _composedCache.clear();
306
+ clearSceneBGLCache();
307
+ _cachedDevice = engine._device;
308
+ }
309
+ }
310
+ function clearStandardPipelineCache() {
311
+ _bindingsCache.clear();
312
+ _composedCache == null ? void 0 : _composedCache.clear();
313
+ clearSceneBGLCache();
314
+ _cachedDevice = null;
315
+ }
316
+ function getOrCreateStandardBindings(engine, features, meshFeatures, fragments = [], shaderKey = "", esmShadowDepthCode = "") {
317
+ ensureDevice(engine);
318
+ const key = _standardFeatureKey(features, meshFeatures, shaderKey);
319
+ const cached = _bindingsCache.get(key);
320
+ if (cached) {
321
+ return cached;
322
+ }
323
+ const cc = getComposedCache();
324
+ let composed = cc.get(key);
325
+ if (!composed) {
326
+ composed = composeStandardShader(features, meshFeatures, fragments, esmShadowDepthCode);
327
+ cc.set(key, composed);
328
+ }
329
+ const device = engine._device;
330
+ const meshBGL = device.createBindGroupLayout(composed._meshBGLDescriptor);
331
+ let shadowBGL = null;
332
+ const hasShadow = (meshFeatures & MSH_RECEIVE_SHADOWS) !== 0;
333
+ if (hasShadow && composed._shadowBGLDescriptor) {
334
+ shadowBGL = device.createBindGroupLayout(composed._shadowBGLDescriptor);
335
+ }
336
+ const bindings = {
337
+ _features: features,
338
+ _meshFeatures: meshFeatures,
339
+ _meshBGL: meshBGL,
340
+ _shadowBGL: shadowBGL,
341
+ _composed: composed,
342
+ _pipelines: /* @__PURE__ */ new Map()
343
+ };
344
+ _bindingsCache.set(key, bindings);
345
+ return bindings;
346
+ }
347
+ function getOrCreateStandardPipeline(engine, sig, bindings) {
348
+ ensureDevice(engine);
349
+ const key = targetSignatureKey(sig);
350
+ const cached = bindings._pipelines.get(key);
351
+ if (cached) {
352
+ return cached;
353
+ }
354
+ const device = engine._device;
355
+ const composed = bindings._composed;
356
+ const features = bindings._features;
357
+ const sceneBGL = getSceneBindGroupLayout(engine);
358
+ const bgls = bindings._shadowBGL ? [sceneBGL, bindings._meshBGL, bindings._shadowBGL] : [sceneBGL, bindings._meshBGL];
359
+ const vertModule = device.createShaderModule({ code: composed._vertexWGSL });
360
+ const noColorOutput = (features & NO_COLOR_OUTPUT) !== 0;
361
+ const esmShadowOutput = (features & ESM_SHADOW_OUTPUT) !== 0;
362
+ const fragModule = !sig._colorFormat && !noColorOutput ? null : device.createShaderModule({ code: composed._fragmentWGSL });
363
+ const needsBlend = !esmShadowOutput && ((features & HAS_OPACITY_TEXTURE) !== 0 || (features & MATERIAL_ALPHA_BLEND) !== 0);
364
+ const colorTarget = noColorOutput ? null : needsBlend ? {
365
+ format: sig._colorFormat,
366
+ blend: {
367
+ color: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha" },
368
+ alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha" }
369
+ }
370
+ } : { format: sig._colorFormat };
371
+ const pipeline = device.createRenderPipeline({
372
+ layout: device.createPipelineLayout({ bindGroupLayouts: bgls }),
373
+ vertex: { module: vertModule, entryPoint: "main", buffers: composed._vertexBufferLayouts },
374
+ ...fragModule ? { fragment: { module: fragModule, entryPoint: "main", targets: colorTarget ? [colorTarget] : [] } } : {},
375
+ ...sig._depthStencilFormat ? {
376
+ depthStencil: {
377
+ format: sig._depthStencilFormat,
378
+ depthCompare: sig._depthCompare ?? REVERSE_DEPTH_COMPARE,
379
+ depthWriteEnabled: noColorOutput || esmShadowOutput || !needsBlend
380
+ }
381
+ } : {},
382
+ multisample: { count: sig._sampleCount },
383
+ primitive: { topology: "triangle-list", cullMode: features & DOUBLE_SIDED ? "none" : "back", frontFace: sig._flipY ? "cw" : "ccw" }
384
+ });
385
+ bindings._pipelines.set(key, pipeline);
386
+ return pipeline;
387
+ }
388
+ function createStandardMeshBindGroup(engine, bindings, meshUBO, materialUBO, material) {
389
+ var _a;
390
+ const device = engine._device;
391
+ const features = bindings._features;
392
+ const needsUV = (features & NEEDS_UV) !== 0;
393
+ const hasDiffuseTex = (features & HAS_DIFFUSE_TEXTURE) !== 0;
394
+ const esmShadowOutput = (features & ESM_SHADOW_OUTPUT) !== 0;
395
+ let nextBinding = 0;
396
+ const entries = [
397
+ { binding: nextBinding++, resource: { buffer: meshUBO } },
398
+ { binding: nextBinding++, resource: { buffer: materialUBO } }
399
+ ];
400
+ if (hasDiffuseTex) {
401
+ const tex = material.diffuseTexture;
402
+ entries.push({ binding: nextBinding++, resource: tex.texture.createView() }, { binding: nextBinding++, resource: tex.sampler });
403
+ }
404
+ if (needsUV) {
405
+ const uvData = new Float32Array(4);
406
+ const scaleX = material.uvScale[0];
407
+ let scaleY = material.uvScale[1];
408
+ let offsetY = 0;
409
+ if ((_a = material.diffuseTexture) == null ? void 0 : _a.invertY) {
410
+ offsetY = scaleY;
411
+ scaleY = -scaleY;
412
+ }
413
+ uvData[0] = scaleX;
414
+ uvData[1] = scaleY;
415
+ uvData[2] = 0;
416
+ uvData[3] = offsetY;
417
+ entries.push({ binding: nextBinding++, resource: { buffer: createUniformBuffer(engine, uvData) } });
418
+ }
419
+ if (esmShadowOutput) {
420
+ entries.push({
421
+ binding: nextBinding++,
422
+ resource: { buffer: material._esmShadowParamsUBO }
423
+ });
424
+ }
425
+ const sortedExts = _getStdExtsSorted();
426
+ for (const ext of sortedExts) {
427
+ if (features & ext._feature && ext._bind) {
428
+ nextBinding = ext._bind(material, entries, nextBinding);
429
+ }
430
+ }
431
+ return device.createBindGroup({ layout: bindings._meshBGL, entries });
432
+ }
433
+ function writeStdMaterialData(data, mat, textureLevel) {
434
+ const { diffuseColor: dc, specularColor: sc, emissiveColor: ec, ambientColor: ac } = mat;
435
+ data[0] = dc[0];
436
+ data[1] = dc[1];
437
+ data[2] = dc[2];
438
+ data[3] = mat.alpha;
439
+ data[4] = sc[0];
440
+ data[5] = sc[1];
441
+ data[6] = sc[2];
442
+ data[7] = mat.specularPower;
443
+ data[8] = ec[0];
444
+ data[9] = ec[1];
445
+ data[10] = ec[2];
446
+ data[11] = 1 / mat.bumpLevel;
447
+ data[12] = ac[0];
448
+ data[13] = ac[1];
449
+ data[14] = ac[2];
450
+ data[15] = textureLevel;
451
+ data[16] = mat.ambientTexLevel;
452
+ data[17] = mat.lightmapLevel;
453
+ data[18] = mat.opacityLevel;
454
+ data[19] = mat.alphaCutOff;
455
+ data[20] = mat.reflectionLevel;
456
+ data[21] = mat.reflectionCoordMode;
457
+ }
458
+ const _stdMatScratch = new Float32Array(24);
459
+ function buildStandardMeshRenderables(scene, meshes, factories) {
460
+ const engine = scene.engine;
461
+ const device = engine._device;
462
+ const { tiSync, tiFragment, shadowFragment } = factories;
463
+ const shadowLights = [];
464
+ for (let i = 0; i < scene.lights.length; i++) {
465
+ const sg = scene.lights[i].shadowGenerator;
466
+ if (sg) {
467
+ shadowLights.push({ lightIndex: i, shadowType: sg._shadowType, gen: sg });
468
+ }
469
+ }
470
+ const hasSomeShadows = shadowLights.length > 0;
471
+ const shadowBGCache = /* @__PURE__ */ new Map();
472
+ const rebuildSingle = (s, mesh, materialOverride) => {
473
+ const mat = materialOverride ?? mesh.material;
474
+ const renderFeatures = mat._renderFeatures ?? (mat._renderFeatures = { features: _computeStandardMaterialFeatures(mat) });
475
+ const isOverride = materialOverride != null;
476
+ const features = renderFeatures.features;
477
+ const shadowOutput = (features & (NO_COLOR_OUTPUT | ESM_SHADOW_OUTPUT)) !== 0;
478
+ const receiveShadows = !shadowOutput && mesh.receiveShadows && hasSomeShadows;
479
+ const meshFeatures = _computeMeshFeatures(mesh, receiveShadows);
480
+ const frags = [];
481
+ for (const ext of _getStdExts().values()) {
482
+ if (features & ext._feature) {
483
+ const f = ext._frag(features);
484
+ if (f) {
485
+ frags.push(f);
486
+ }
487
+ }
488
+ }
489
+ let shaderKey = "";
490
+ if (meshFeatures & MSH_RECEIVE_SHADOWS && shadowFragment) {
491
+ const slots = shadowLights.map((sl) => ({ lightIndex: sl.lightIndex, shadowType: sl.shadowType }));
492
+ shaderKey = _standardShaderVariantKey(slots);
493
+ frags.push(shadowFragment(slots));
494
+ }
495
+ if (meshFeatures & MSH_HAS_THIN_INSTANCES && tiFragment) {
496
+ const hasColor = !!(meshFeatures & MSH_HAS_INSTANCE_COLOR);
497
+ const tiFrag = tiFragment(hasColor);
498
+ if (hasColor) {
499
+ const { _fragmentSlots, ...rest } = tiFrag;
500
+ frags.push({
501
+ ...rest,
502
+ _fragmentSlots: {
503
+ BC: `color = vec4<f32>(color.rgb * input.vInstanceColor.rgb, color.a * input.vInstanceColor.a);`
504
+ }
505
+ });
506
+ } else {
507
+ frags.push(tiFrag);
508
+ }
509
+ }
510
+ const esmShadowDepthCode = (features & ESM_SHADOW_OUTPUT) !== 0 ? mat._esmShadowDepthCode : "";
511
+ const bindings = getOrCreateStandardBindings(engine, features, meshFeatures, frags, shaderKey, esmShadowDepthCode);
512
+ const meshShadowGens = receiveShadows ? shadowLights.map((sl) => sl.gen) : [];
513
+ const meshUboData = new Float32Array(bindings._composed._meshUboSpec._totalBytes / 4);
514
+ meshUboData.set(mesh.worldMatrix, 0);
515
+ writeMeshLightSelection(mesh, s.lights, meshUboData);
516
+ const meshUBO = createUniformBuffer(engine, meshUboData);
517
+ const textureLevel = (features & NEEDS_UV) !== 0 ? 1 : 0;
518
+ const matData = new Float32Array(24);
519
+ writeStdMaterialData(matData, mat, textureLevel);
520
+ const materialUBO = createUniformBuffer(engine, matData);
521
+ const meshBindGroup = createStandardMeshBindGroup(engine, bindings, meshUBO, materialUBO, mat);
522
+ let shadowBindGroup = null;
523
+ if (meshShadowGens.length > 0 && bindings._shadowBGL) {
524
+ let cached = shadowBGCache.get(bindings._shadowBGL);
525
+ if (!cached) {
526
+ const entries = [];
527
+ let b = 0;
528
+ for (const sg of meshShadowGens) {
529
+ entries.push({ binding: b++, resource: sg._depthTexture.createView() });
530
+ entries.push({ binding: b++, resource: sg._depthSampler });
531
+ entries.push({ binding: b++, resource: { buffer: sg._shadowUBO } });
532
+ }
533
+ cached = device.createBindGroup({ layout: bindings._shadowBGL, entries });
534
+ shadowBGCache.set(bindings._shadowBGL, cached);
535
+ }
536
+ shadowBindGroup = cached;
537
+ }
538
+ const needsUV = (features & NEEDS_UV) !== 0;
539
+ const needsUV2 = (features & NEEDS_UV2) !== 0;
540
+ const hasThinInstances = (meshFeatures & MSH_HAS_THIN_INSTANCES) !== 0;
541
+ const hasInstanceColor = (meshFeatures & MSH_HAS_INSTANCE_COLOR) !== 0;
542
+ const isTransparent = !shadowOutput && ((features & HAS_OPACITY_TEXTURE) !== 0 || mat.alpha < 1);
543
+ const boundTextures = collectStdBoundTextures(mat);
544
+ for (const t of boundTextures) {
545
+ acquireTexture(t);
546
+ }
547
+ s._meshDisposables.set(mesh, [
548
+ () => {
549
+ for (const t of boundTextures) {
550
+ releaseTexture(t);
551
+ }
552
+ }
553
+ ]);
554
+ let _lastWorldVersion = mesh.worldMatrixVersion;
555
+ let _lastLightsCount = s.lights.length;
556
+ const sortCenter = [mesh.worldMatrix[12], mesh.worldMatrix[13], mesh.worldMatrix[14]];
557
+ const update = () => {
558
+ const worldVersion = mesh.worldMatrixVersion;
559
+ if (worldVersion !== _lastWorldVersion || s.lights.length !== _lastLightsCount) {
560
+ sortCenter[0] = mesh.worldMatrix[12];
561
+ sortCenter[1] = mesh.worldMatrix[13];
562
+ sortCenter[2] = mesh.worldMatrix[14];
563
+ meshUboData.set(mesh.worldMatrix, 0);
564
+ writeMeshLightSelection(mesh, s.lights, meshUboData);
565
+ device.queue.writeBuffer(meshUBO, 0, meshUboData);
566
+ _lastWorldVersion = worldVersion;
567
+ _lastLightsCount = s.lights.length;
568
+ }
569
+ const uboVersion = mat._uboVersion;
570
+ if (uboVersion !== _lastUboVersion) {
571
+ _lastUboVersion = uboVersion;
572
+ _stdMatScratch.fill(0);
573
+ writeStdMaterialData(_stdMatScratch, mat, textureLevel);
574
+ device.queue.writeBuffer(materialUBO, 0, _stdMatScratch.buffer, 0, 96);
575
+ }
576
+ };
577
+ const draw = (pass) => {
578
+ var _a, _b, _c, _d;
579
+ if (!isOverride && mesh.material !== mat) {
580
+ return 0;
581
+ }
582
+ const g = mesh._gpu;
583
+ let slot = 0;
584
+ const vb = g._vbLayout;
585
+ pass.setVertexBuffer(slot++, g.positionBuffer, (_a = vb == null ? void 0 : vb._p) == null ? void 0 : _a._offset);
586
+ pass.setVertexBuffer(slot++, g.normalBuffer, (_b = vb == null ? void 0 : vb._n) == null ? void 0 : _b._offset);
587
+ if (needsUV) {
588
+ pass.setVertexBuffer(slot++, g.uvBuffer, (_c = vb == null ? void 0 : vb._u) == null ? void 0 : _c._offset);
589
+ }
590
+ if (needsUV2 && g.uv2Buffer) {
591
+ pass.setVertexBuffer(slot++, g.uv2Buffer, (_d = vb == null ? void 0 : vb._u2) == null ? void 0 : _d._offset);
592
+ }
593
+ const ti = hasThinInstances ? mesh.thinInstances : null;
594
+ if (ti && tiSync) {
595
+ slot = tiSync(engine, ti, pass, slot, hasInstanceColor);
596
+ }
597
+ pass.setIndexBuffer(g.indexBuffer, g.indexFormat);
598
+ pass.setBindGroup(1, meshBindGroup);
599
+ if (receiveShadows && shadowBindGroup) {
600
+ pass.setBindGroup(2, shadowBindGroup);
601
+ }
602
+ if (ti && ti.count > 0) {
603
+ pass.drawIndexed(g.indexCount, ti.count);
604
+ } else {
605
+ pass.drawIndexed(g.indexCount);
606
+ }
607
+ return 1;
608
+ };
609
+ const r = {
610
+ order: mesh.renderOrder ?? (isTransparent ? 200 : 100),
611
+ isTransparent,
612
+ mesh,
613
+ bind(eng, sig) {
614
+ return {
615
+ renderable: r,
616
+ pipeline: getOrCreateStandardPipeline(eng, sig, bindings),
617
+ update,
618
+ draw
619
+ };
620
+ }
621
+ };
622
+ r._worldCenter = sortCenter;
623
+ let _lastUboVersion = mat._uboVersion;
624
+ return r;
625
+ };
626
+ const renderables = meshes.map((m) => rebuildSingle(scene, m));
627
+ scene._disposables.push(
628
+ () => clearStandardPipelineCache(),
629
+ () => clearSamplerCache(engine)
630
+ );
631
+ return { renderables, rebuildSingle };
632
+ }
633
+ export {
634
+ buildStandardMeshRenderables
635
+ };
636
+ //# sourceMappingURL=standard-renderable-GjxL9xSf.js.map