@babylonjs/lite 0.2.0 → 1.0.1
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-Bvh5TymE.js → _mat4-storage-f64-BW9sTaVh.js} +3 -2
- package/_mat4-storage-f64-BW9sTaVh.js.map +1 -0
- package/{alpha-test-fragment-BCChpzaV.js → alpha-test-fragment-eUG971h3.js} +2 -2
- package/{alpha-test-fragment-BCChpzaV.js.map → alpha-test-fragment-eUG971h3.js.map} +1 -1
- package/assets/splat-sort-worker-DT3eybMZ.js.map +1 -0
- package/{background-dds-skybox-ZjrSIxrT.js → background-dds-skybox-BwG0kYQP.js} +13 -13
- package/background-dds-skybox-BwG0kYQP.js.map +1 -0
- package/{background-ground-B2Mie-MI.js → background-ground-DiFpKJzF.js} +19 -19
- package/background-ground-DiFpKJzF.js.map +1 -0
- package/{background-hdr-skybox-DDRJYuT2.js → background-hdr-skybox-DIgJhvfj.js} +10 -10
- package/background-hdr-skybox-DIgJhvfj.js.map +1 -0
- package/{background-solid-skybox-fjXlnWaD.js → background-solid-skybox--fqHdan_.js} +11 -12
- package/background-solid-skybox--fqHdan_.js.map +1 -0
- package/{billboard-renderable-DKmlOgbM.js → billboard-renderable-HY2XCd52.js} +46 -10
- package/billboard-renderable-HY2XCd52.js.map +1 -0
- package/{clamp-block-CxRBPlUq.js → clamp-block-XHdUk2Va.js} +2 -2
- package/{clamp-block-CxRBPlUq.js.map → clamp-block-XHdUk2Va.js.map} +1 -1
- package/{clearcoat-fragment-KbZAa0TA.js → clearcoat-fragment-CHYw8MPB.js} +2 -2
- package/{clearcoat-fragment-KbZAa0TA.js.map → clearcoat-fragment-CHYw8MPB.js.map} +1 -1
- package/{create-skeleton-BBI5urcj.js → create-skeleton-9tdiUjRP.js} +9 -9
- package/create-skeleton-9tdiUjRP.js.map +1 -0
- package/{cubemap-skybox-material-DvW81drX.js → cubemap-skybox-material-DqQ0dyz8.js} +6 -7
- package/cubemap-skybox-material-DqQ0dyz8.js.map +1 -0
- package/{curve-block-Dh_xdUj-.js → curve-block-S27sXrJQ.js} +2 -2
- package/{curve-block-Dh_xdUj-.js.map → curve-block-S27sXrJQ.js.map} +1 -1
- package/{emissive-fragment-DD8cvHyx.js → emissive-fragment-CZMQ0_bF.js} +3 -3
- package/emissive-fragment-CZMQ0_bF.js.map +1 -0
- package/{esm-shadow-view-DHVS9r7H.js → esm-shadow-view-CUwxbnMR.js} +2 -2
- package/{esm-shadow-view-DHVS9r7H.js.map → esm-shadow-view-CUwxbnMR.js.map} +1 -1
- package/{esm-shadow-view-15S4JK6p.js → esm-shadow-view-Cl36rOrK.js} +2 -2
- package/{esm-shadow-view-15S4JK6p.js.map → esm-shadow-view-Cl36rOrK.js.map} +1 -1
- package/{esm-shadow-view-DYAc62Kl.js → esm-shadow-view-DKQ-FSoV.js} +2 -2
- package/{esm-shadow-view-DYAc62Kl.js.map → esm-shadow-view-DKQ-FSoV.js.map} +1 -1
- package/{gaussian-splatting-pipeline-sh-BvkUhA9V.js → gaussian-splatting-pipeline-sh-DDo7QQ8l.js} +19 -19
- package/gaussian-splatting-pipeline-sh-DDo7QQ8l.js.map +1 -0
- package/geometry-texture-output-BmuAquio.js +41 -0
- package/geometry-texture-output-BmuAquio.js.map +1 -0
- package/geometry-view-xWZmq799.js +404 -0
- package/geometry-view-xWZmq799.js.map +1 -0
- package/{gltf-animation-KnPzeOIY.js → gltf-animation-Bq7k_5HA.js} +6 -6
- package/gltf-animation-Bq7k_5HA.js.map +1 -0
- package/{gltf-ext-basisu-kmth3UWX.js → gltf-ext-basisu-C5teqxzQ.js} +43 -211
- package/gltf-ext-basisu-C5teqxzQ.js.map +1 -0
- package/{gltf-ext-node-visibility-BjRRd6si.js → gltf-ext-node-visibility-DnGTKkMf.js} +2 -2
- package/{gltf-ext-node-visibility-BjRRd6si.js.map → gltf-ext-node-visibility-DnGTKkMf.js.map} +1 -1
- package/{gltf-ext-quantization-CpZyLDIz.js → gltf-ext-quantization-DheC7FhB.js} +4 -3
- package/gltf-ext-quantization-DheC7FhB.js.map +1 -0
- package/{gltf-ext-uv-transform-MHmR-YyM.js → gltf-ext-uv-transform-DljdVllE.js} +2 -2
- package/{gltf-ext-uv-transform-MHmR-YyM.js.map → gltf-ext-uv-transform-DljdVllE.js.map} +1 -1
- package/{gltf-feature-animation-pointer-rFqLfbO_.js → gltf-feature-animation-pointer-DVhymFLK.js} +9 -9
- package/gltf-feature-animation-pointer-DVhymFLK.js.map +1 -0
- package/{gltf-feature-animations-DikONdzi.js → gltf-feature-animations-hxC3y3bJ.js} +2 -2
- package/{gltf-feature-animations-DikONdzi.js.map → gltf-feature-animations-hxC3y3bJ.js.map} +1 -1
- package/{gltf-feature-draco-yGSMGTE3.js → gltf-feature-draco-B7Q_cMUv.js} +6 -5
- package/gltf-feature-draco-B7Q_cMUv.js.map +1 -0
- package/{gltf-feature-gpu-instancing-Cj1XjmM6.js → gltf-feature-gpu-instancing-C7sRzWv7.js} +4 -4
- package/gltf-feature-gpu-instancing-C7sRzWv7.js.map +1 -0
- package/{gltf-feature-lights-punctual-C-0SlGmD.js → gltf-feature-lights-punctual-DF7kya14.js} +5 -5
- package/{gltf-feature-lights-punctual-C-0SlGmD.js.map → gltf-feature-lights-punctual-DF7kya14.js.map} +1 -1
- package/{gltf-feature-meshopt-Des96YFI.js → gltf-feature-meshopt-DRG9hEqT.js} +7 -6
- package/gltf-feature-meshopt-DRG9hEqT.js.map +1 -0
- package/{gltf-feature-morph-BAcY14XU.js → gltf-feature-morph-DZydYgWp.js} +4 -4
- package/gltf-feature-morph-DZydYgWp.js.map +1 -0
- package/{gltf-feature-registry-97sY_x5O.js → gltf-feature-registry-DeYdy3DV.js} +15 -15
- package/{gltf-feature-registry-97sY_x5O.js.map → gltf-feature-registry-DeYdy3DV.js.map} +1 -1
- package/{gltf-feature-skeleton-lVjkDfIU.js → gltf-feature-skeleton-B9och1W0.js} +3 -3
- package/{gltf-feature-skeleton-lVjkDfIU.js.map → gltf-feature-skeleton-B9och1W0.js.map} +1 -1
- package/{gltf-feature-variants-BphF4JmV.js → gltf-feature-variants-CY_Qft7f.js} +2 -2
- package/{gltf-feature-variants-BphF4JmV.js.map → gltf-feature-variants-CY_Qft7f.js.map} +1 -1
- package/{gltf-glb-parser-D6UZWFuC.js → gltf-glb-parser-CqOeXFOz.js} +5 -4
- package/gltf-glb-parser-CqOeXFOz.js.map +1 -0
- package/{gltf-interleave-C9eBqH_F.js → gltf-interleave-DWf27t-h.js} +14 -15
- package/gltf-interleave-DWf27t-h.js.map +1 -0
- package/{gltf-pbr-builder-ext-DPC0zg_u.js → gltf-pbr-builder-ext-DvFxuOqN.js} +5 -5
- package/gltf-pbr-builder-ext-DvFxuOqN.js.map +1 -0
- package/{gltf-variants-CnBEZr0o.js → gltf-variants-CUvzYGYX.js} +4 -4
- package/{gltf-variants-CnBEZr0o.js.map → gltf-variants-CUvzYGYX.js.map} +1 -1
- package/gpu-task-timer-Dgkff80h.js +236 -0
- package/gpu-task-timer-Dgkff80h.js.map +1 -0
- package/gpu-timer-CUpqT_hK.js +55 -0
- package/gpu-timer-CUpqT_hK.js.map +1 -0
- package/{gs-picking-pipeline-Bx8LTav6.js → gs-picking-pipeline-55sM5LzV.js} +14 -14
- package/gs-picking-pipeline-55sM5LzV.js.map +1 -0
- package/havok-floating-origin-5xp32P-C.js +198 -0
- package/havok-floating-origin-5xp32P-C.js.map +1 -0
- package/index-C-tEgwbZ.js +41056 -0
- package/index-C-tEgwbZ.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 +2490 -108
- package/index.js +476 -323
- package/{input-block-Coi_aZwl.js → input-block-DbRYCnet.js} +2 -2
- package/{input-block-Coi_aZwl.js.map → input-block-DbRYCnet.js.map} +1 -1
- package/{iridescence-fragment-DwZcCTdD.js → iridescence-fragment-S3Ko1jvC.js} +2 -2
- package/{iridescence-fragment-DwZcCTdD.js.map → iridescence-fragment-S3Ko1jvC.js.map} +1 -1
- package/{light-block-Np_h5gPI.js → light-block-CAqWkucp.js} +2 -2
- package/{light-block-Np_h5gPI.js.map → light-block-CAqWkucp.js.map} +1 -1
- package/{loop-block-BFkLFYGm.js → loop-block-ch-biPFY.js} +2 -2
- package/{loop-block-BFkLFYGm.js.map → loop-block-ch-biPFY.js.map} +1 -1
- package/{morph-fragment-DqH-w61u.js → morph-fragment-D9he3Ksk.js} +2 -2
- package/{morph-fragment-DqH-w61u.js.map → morph-fragment-D9he3Ksk.js.map} +1 -1
- package/{multilight-wgsl-B9Mf9d-q.js → multilight-wgsl-74aXpcJG.js} +2 -2
- package/{multilight-wgsl-B9Mf9d-q.js.map → multilight-wgsl-74aXpcJG.js.map} +1 -1
- package/{node-env-BPZXZzBf.js → node-env-B2bjGcMS.js} +6 -5
- package/node-env-B2bjGcMS.js.map +1 -0
- package/node-geometry-view-CSXlEAhG.js +291 -0
- package/node-geometry-view-CSXlEAhG.js.map +1 -0
- package/{node-registry-extra-compat-Ch7ApZHF.js → node-registry-extra-compat-BEQH_ksg.js} +2 -2
- package/{node-registry-extra-compat-Ch7ApZHF.js.map → node-registry-extra-compat-BEQH_ksg.js.map} +1 -1
- package/{node-registry-extra-math-6ezzTkPj.js → node-registry-extra-math-Bm32WBAa.js} +2 -2
- package/{node-registry-extra-math-6ezzTkPj.js.map → node-registry-extra-math-Bm32WBAa.js.map} +1 -1
- package/{node-renderable-CS0CmsSp.js → node-renderable-BMHny4tC.js} +15 -13
- package/node-renderable-BMHny4tC.js.map +1 -0
- package/{node-shadow-CpnrdvtJ.js → node-shadow-BRiz7CT1.js} +7 -7
- package/node-shadow-BRiz7CT1.js.map +1 -0
- package/{normal-map-fragment-DradEMl-.js → normal-map-fragment-sE3TjF4U.js} +2 -2
- package/{normal-map-fragment-DradEMl-.js.map → normal-map-fragment-sE3TjF4U.js.map} +1 -1
- package/package.json +3 -10
- package/{parse-camera-CgV4bWc0.js → parse-camera-CmZBS423.js} +2 -2
- package/{parse-camera-CgV4bWc0.js.map → parse-camera-CmZBS423.js.map} +1 -1
- package/pbr-geometry-view-T3vMABM8.js +491 -0
- package/pbr-geometry-view-T3vMABM8.js.map +1 -0
- package/{pbr-metallic-roughness-block-BFwZj2Nw.js → pbr-metallic-roughness-block-DbozMlHU.js} +2 -2
- package/{pbr-metallic-roughness-block-BFwZj2Nw.js.map → pbr-metallic-roughness-block-DbozMlHU.js.map} +1 -1
- package/{pbr-metallic-roughness-block-full-5t0HT3xl.js → pbr-metallic-roughness-block-full-CHC8w-Uv.js} +2 -2
- package/{pbr-metallic-roughness-block-full-5t0HT3xl.js.map → pbr-metallic-roughness-block-full-CHC8w-Uv.js.map} +1 -1
- package/{pbr-mr-helper-core-R5tOZ8Ap.js → pbr-mr-helper-core-DGRgbRXl.js} +2 -2
- package/{pbr-mr-helper-core-R5tOZ8Ap.js.map → pbr-mr-helper-core-DGRgbRXl.js.map} +1 -1
- package/{pbr-refraction-Dd11HnaI.js → pbr-refraction-CquDP9JO.js} +2 -2
- package/{pbr-refraction-Dd11HnaI.js.map → pbr-refraction-CquDP9JO.js.map} +1 -1
- package/{pbr-renderable-BHAdF5Vw.js → pbr-renderable-CaHKHU0g.js} +60 -42
- package/pbr-renderable-CaHKHU0g.js.map +1 -0
- package/{pbr-shadow-fragment-BxUrFJYZ.js → pbr-shadow-fragment-DmnNe6yz.js} +2 -2
- package/{pbr-shadow-fragment-BxUrFJYZ.js.map → pbr-shadow-fragment-DmnNe6yz.js.map} +1 -1
- package/{pbr-tracking-D6i3yPb7.js → pbr-tracking-Bo7RTANK.js} +2 -2
- package/{pbr-tracking-D6i3yPb7.js.map → pbr-tracking-Bo7RTANK.js.map} +1 -1
- package/{pbr-transmission-ext-Dll8EYwE.js → pbr-transmission-ext-CoGcJBGE.js} +2 -2
- package/{pbr-transmission-ext-Dll8EYwE.js.map → pbr-transmission-ext-CoGcJBGE.js.map} +1 -1
- 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-ejMJ4O1o.js → reflectance-fragment-CExe6qDY.js} +2 -2
- package/{reflectance-fragment-ejMJ4O1o.js.map → reflectance-fragment-CExe6qDY.js.map} +1 -1
- package/{rgbd-decode-DCvzUYeI.js → rgbd-decode-DkiiiIlt.js} +7 -6
- package/rgbd-decode-DkiiiIlt.js.map +1 -0
- package/{scene-material-swap-C2ykv55W.js → scene-material-swap-4qM0tpBK.js} +11 -5
- package/scene-material-swap-4qM0tpBK.js.map +1 -0
- package/screenshot-readback-avr_tYGZ.js +92 -0
- package/screenshot-readback-avr_tYGZ.js.map +1 -0
- package/{mesh-features-BAJpbMog.js → shader-composer-CZagsJDS.js} +3 -54
- package/shader-composer-CZagsJDS.js.map +1 -0
- package/{shader-renderable-BMf_vvO0.js → shader-renderable-D5sbgzxt.js} +62 -24
- package/shader-renderable-D5sbgzxt.js.map +1 -0
- package/{shader-thin-instance-5_WUfi3m.js → shader-thin-instance-CkQ8rrfH.js} +4 -4
- package/shader-thin-instance-CkQ8rrfH.js.map +1 -0
- package/{sheen-fragment-CS6z29Fs.js → sheen-fragment-BEigjpTX.js} +2 -2
- package/{sheen-fragment-CS6z29Fs.js.map → sheen-fragment-BEigjpTX.js.map} +1 -1
- package/{singlelight-directional-wgsl-4MIgZMeC.js → singlelight-directional-wgsl-Ccsk-ys3.js} +2 -2
- package/{singlelight-directional-wgsl-4MIgZMeC.js.map → singlelight-directional-wgsl-Ccsk-ys3.js.map} +1 -1
- package/{singlelight-hemispheric-wgsl-CK-GUYWe.js → singlelight-hemispheric-wgsl-DL-jpc97.js} +2 -2
- package/{singlelight-hemispheric-wgsl-CK-GUYWe.js.map → singlelight-hemispheric-wgsl-DL-jpc97.js.map} +1 -1
- package/{singlelight-point-wgsl-CYtzqCbP.js → singlelight-point-wgsl-hYmiP6ys.js} +2 -2
- package/{singlelight-point-wgsl-CYtzqCbP.js.map → singlelight-point-wgsl-hYmiP6ys.js.map} +1 -1
- package/{singlelight-spot-wgsl-DVbaVufF.js → singlelight-spot-wgsl-DSjp1p1C.js} +2 -2
- package/{singlelight-spot-wgsl-DVbaVufF.js.map → singlelight-spot-wgsl-DSjp1p1C.js.map} +1 -1
- package/{skeleton-fragment-BOVmc8YS.js → skeleton-fragment-B__bUbPK.js} +2 -2
- package/{skeleton-fragment-BOVmc8YS.js.map → skeleton-fragment-B__bUbPK.js.map} +1 -1
- package/{skybox-renderable-DDcCPSly.js → skybox-renderable-BH6uUkal.js} +7 -8
- package/skybox-renderable-BH6uUkal.js.map +1 -0
- package/{splat-ply-compressed-BahdBG1r.js → splat-ply-compressed-BGNK6dnh.js} +9 -8
- package/splat-ply-compressed-BGNK6dnh.js.map +1 -0
- package/{standard-renderable-D1bhoF0K.js → standard-pipeline-BvFynkwL.js} +11 -202
- package/standard-pipeline-BvFynkwL.js.map +1 -0
- package/standard-renderable-1Q3zemys.js +191 -0
- package/standard-renderable-1Q3zemys.js.map +1 -0
- package/{std-ambient-fragment-C6WNm8dQ.js → std-ambient-fragment-__F1KTEu.js} +2 -2
- package/{std-ambient-fragment-C6WNm8dQ.js.map → std-ambient-fragment-__F1KTEu.js.map} +1 -1
- package/{std-cube-reflection-fragment-Bqutpy2q.js → std-cube-reflection-fragment-DidM0byH.js} +2 -2
- package/{std-cube-reflection-fragment-Bqutpy2q.js.map → std-cube-reflection-fragment-DidM0byH.js.map} +1 -1
- package/{std-emissive-fragment-B-A83rqX.js → std-emissive-fragment-Bj62X4Np.js} +2 -2
- package/{std-emissive-fragment-B-A83rqX.js.map → std-emissive-fragment-Bj62X4Np.js.map} +1 -1
- package/{std-lightmap-fragment-Df7KJezh.js → std-lightmap-fragment-DXvfWvKc.js} +2 -2
- package/{std-lightmap-fragment-Df7KJezh.js.map → std-lightmap-fragment-DXvfWvKc.js.map} +1 -1
- package/{std-opacity-fragment-D9et2jip.js → std-opacity-fragment-BzMMb1K_.js} +2 -2
- package/{std-opacity-fragment-D9et2jip.js.map → std-opacity-fragment-BzMMb1K_.js.map} +1 -1
- package/{std-reflection-fragment-DBJeT-yg.js → std-reflection-fragment-DC9Kvu1C.js} +2 -2
- package/{std-reflection-fragment-DBJeT-yg.js.map → std-reflection-fragment-DC9Kvu1C.js.map} +1 -1
- package/{std-shadow-fragment-C6fD8rW-.js → std-shadow-fragment-BnMHeF1-.js} +2 -2
- package/{std-shadow-fragment-C6fD8rW-.js.map → std-shadow-fragment-BnMHeF1-.js.map} +1 -1
- package/{std-specular-fragment-C2ZOss-t.js → std-specular-fragment-Bio681OG.js} +2 -2
- package/{std-specular-fragment-C2ZOss-t.js.map → std-specular-fragment-Bio681OG.js.map} +1 -1
- package/{std-tracking-C4L4nQGc.js → std-tracking-BTcrry2o.js} +2 -2
- package/{std-tracking-C4L4nQGc.js.map → std-tracking-BTcrry2o.js.map} +1 -1
- package/{subsurface-fragment-C1H4ytqK.js → subsurface-fragment-DpKib445.js} +2 -2
- package/{subsurface-fragment-C1H4ytqK.js.map → subsurface-fragment-DpKib445.js.map} +1 -1
- package/swapchain-overlay-UCLilhbq.js +37 -0
- package/swapchain-overlay-UCLilhbq.js.map +1 -0
- package/{thin-instance-cull-binding-CCxrPNO6.js → thin-instance-cull-binding-DwZi7mlE.js} +12 -12
- package/thin-instance-cull-binding-DwZi7mlE.js.map +1 -0
- package/{thin-instance-gpu-E8DBd8XL.js → thin-instance-gpu-uY2NOv0J.js} +15 -7
- package/thin-instance-gpu-uY2NOv0J.js.map +1 -0
- package/{tracking-primitives-w4BVV9p9.js → tracking-primitives-Ck5bgCuo.js} +2 -2
- package/{tracking-primitives-w4BVV9p9.js.map → tracking-primitives-Ck5bgCuo.js.map} +1 -1
- package/{unlit-fragment-DU9_mhzZ.js → unlit-fragment-nc6hu3Mw.js} +2 -2
- package/{unlit-fragment-DU9_mhzZ.js.map → unlit-fragment-nc6hu3Mw.js.map} +1 -1
- package/_mat4-storage-f64-Bvh5TymE.js.map +0 -1
- package/assets/splat-sort-worker-Crg3CaCc.js.map +0 -1
- package/background-dds-skybox-ZjrSIxrT.js.map +0 -1
- package/background-ground-B2Mie-MI.js.map +0 -1
- package/background-hdr-skybox-DDRJYuT2.js.map +0 -1
- package/background-solid-skybox-fjXlnWaD.js.map +0 -1
- package/billboard-renderable-DKmlOgbM.js.map +0 -1
- package/create-skeleton-BBI5urcj.js.map +0 -1
- package/cubemap-skybox-material-DvW81drX.js.map +0 -1
- package/emissive-fragment-DD8cvHyx.js.map +0 -1
- package/gaussian-splatting-pipeline-sh-BvkUhA9V.js.map +0 -1
- package/gltf-animation-KnPzeOIY.js.map +0 -1
- package/gltf-ext-basisu-kmth3UWX.js.map +0 -1
- package/gltf-ext-quantization-CpZyLDIz.js.map +0 -1
- package/gltf-feature-animation-pointer-rFqLfbO_.js.map +0 -1
- package/gltf-feature-draco-yGSMGTE3.js.map +0 -1
- package/gltf-feature-gpu-instancing-Cj1XjmM6.js.map +0 -1
- package/gltf-feature-meshopt-Des96YFI.js.map +0 -1
- package/gltf-feature-morph-BAcY14XU.js.map +0 -1
- package/gltf-glb-parser-D6UZWFuC.js.map +0 -1
- package/gltf-interleave-C9eBqH_F.js.map +0 -1
- package/gltf-pbr-builder-ext-DPC0zg_u.js.map +0 -1
- package/gs-picking-pipeline-Bx8LTav6.js.map +0 -1
- package/index-B7Qhw0xL.js +0 -21232
- package/index-B7Qhw0xL.js.map +0 -1
- package/mesh-features-BAJpbMog.js.map +0 -1
- package/no-color-view-DsyLSL-W.js +0 -8
- package/no-color-view-DsyLSL-W.js.map +0 -1
- package/node-env-BPZXZzBf.js.map +0 -1
- package/node-registry-Bd-AlrgC.js +0 -190
- package/node-registry-Bd-AlrgC.js.map +0 -1
- package/node-renderable-CS0CmsSp.js.map +0 -1
- package/node-shadow-CpnrdvtJ.js.map +0 -1
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- package/rgbd-decode-DCvzUYeI.js.map +0 -1
- package/scene-material-swap-C2ykv55W.js.map +0 -1
- package/shader-renderable-BMf_vvO0.js.map +0 -1
- package/shader-thin-instance-5_WUfi3m.js.map +0 -1
- package/skybox-renderable-DDcCPSly.js.map +0 -1
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{"version":3,"file":"swapchain-overlay-UCLilhbq.js","sources":["../src/scene/swapchain-overlay.ts"],"sourcesContent":["import type { SurfaceContext } from \"../engine/surface.js\";\nimport type { RenderTask } from \"../frame-graph/render-task.js\";\nimport type { SceneContext } from \"./scene-core.js\";\n\n/** Find a scene's default render task that targets the surface swapchain — either\n * directly (`rt === scRT`, single-sample) or via an MSAA resolve\n * (`rst === scRT`, MSAA). */\nfunction getDefaultSwapchainTask(scene: SceneContext, surface: SurfaceContext): RenderTask | null {\n for (const task of scene._frameGraph._tasks) {\n const ptask = task as Partial<RenderTask> | undefined;\n if (!ptask?._config || !ptask._colorAttachment) {\n continue;\n }\n const renderTask = task as RenderTask;\n if (renderTask._config.rt === surface.scRT || renderTask._config.rst === surface.scRT) {\n return renderTask;\n }\n }\n return null;\n}\n\n/** @internal Configure a later scene to preserve pixels already rendered into the same\n * surface swapchain. */\nexport function configureSwapchainOverlayScene(surface: SurfaceContext, overlay: SceneContext): void {\n const base = surface._renderingContexts[surface._renderingContexts.length - 1] as Partial<SceneContext> | undefined;\n if (!base?._frameGraph) {\n return;\n }\n const baseTask = getDefaultSwapchainTask(base as SceneContext, surface);\n const overlayTask = getDefaultSwapchainTask(overlay, surface);\n if (!baseTask || !overlayTask) {\n return;\n }\n\n // Load (don't clear) the swapchain so the overlay composites onto the base scene.\n overlayTask._config.clr = false;\n overlay._beforeRender.unshift(() => {\n if (surface.msaaSamples > 1) {\n // MSAA: both scenes resolve into the swapchain. To composite, the overlay must\n // render into the SAME MSAA colour texture the base scene rendered into (it holds\n // the base pixels), then resolve to the swap. The base's MSAA colour view is its\n // task's `rt._colorView` (its `rst` is the swap). executePass leaves an offscreen\n // att.view untouched (only the scRT is re-read per frame), so this\n // override survives to execute; the overlay still resolves via its own `rst`.\n const view = baseTask._config.rt._colorView;\n if (view) {\n overlayTask._colorAttachment.view = view;\n }\n }\n });\n}\n"],"names":[],"mappings":"AAOA,SAAS,wBAAwB,OAAqB,SAA4C;AAC9F,aAAW,QAAQ,MAAM,YAAY,QAAQ;AACzC,UAAM,QAAQ;AACd,QAAI,EAAC,+BAAO,YAAW,CAAC,MAAM,kBAAkB;AAC5C;AAAA,IACJ;AACA,UAAM,aAAa;AACnB,QAAI,WAAW,QAAQ,OAAO,QAAQ,QAAQ,WAAW,QAAQ,QAAQ,QAAQ,MAAM;AACnF,aAAO;AAAA,IACX;AAAA,EACJ;AACA,SAAO;AACX;AAIO,SAAS,+BAA+B,SAAyB,SAA6B;AACjG,QAAM,OAAO,QAAQ,mBAAmB,QAAQ,mBAAmB,SAAS,CAAC;AAC7E,MAAI,EAAC,6BAAM,cAAa;AACpB;AAAA,EACJ;AACA,QAAM,WAAW,wBAAwB,MAAsB,OAAO;AACtE,QAAM,cAAc,wBAAwB,SAAS,OAAO;AAC5D,MAAI,CAAC,YAAY,CAAC,aAAa;AAC3B;AAAA,EACJ;AAGA,cAAY,QAAQ,MAAM;AAC1B,UAAQ,cAAc,QAAQ,MAAM;AAChC,QAAI,QAAQ,cAAc,GAAG;AAOzB,YAAM,OAAO,SAAS,QAAQ,GAAG;AACjC,UAAI,MAAM;AACN,oBAAY,iBAAiB,OAAO;AAAA,MACxC;AAAA,IACJ;AAAA,EACJ,CAAC;AACL;"}
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{"version":3,"file":"thin-instance-cull-binding-DwZi7mlE.js","sources":["../src/mesh/thin-instance-gpu-culling.ts","../src/mesh/thin-instance-cull-binding.ts"],"sourcesContent":["/** GPU frustum culling for opt-in thin instances.\n *\n * Dynamically imported only when a scene enables thin-instance GPU culling.\n * Each render binding owns its own state so render tasks with different cameras\n * never clobber one another's compacted instance buffers or indirect args.\n */\n\nimport { F32, U32 } from \"../engine/typed-arrays.js\";\nimport { BU } from \"../engine/gpu-flags.js\";\nimport type { Camera } from \"../camera/camera.js\";\nimport { getViewProjectionMatrix } from \"../camera/camera.js\";\nimport type { EngineContext } from \"../engine/engine.js\";\nimport type { DrawUpdateContext } from \"../render/renderable.js\";\nimport type { Mat4 } from \"../math/types.js\";\nimport type { Mesh, MeshGPU } from \"./mesh.js\";\nimport type { ThinInstanceData } from \"./thin-instance.js\";\nimport { syncThinInstanceGpuData } from \"./thin-instance-gpu.js\";\nimport type { ThinInstanceDrawBuffers } from \"./thin-instance-gpu.js\";\n\nconst WORKGROUP_SIZE = 64;\nconst PARAM_BYTES = 192;\nconst COUNT_U32_OFFSET = 44;\nconst MESH_WORLD_FLOAT_OFFSET = 24;\nconst LOCAL_SPHERE_FLOAT_OFFSET = 40;\nconst INDIRECT_ARGS_BYTES = 20;\n\nconst CULL_WGSL_NO_COLOR = /* wgsl */ `\nstruct CullParams{planes:array<vec4<f32>,6>,meshWorld:mat4x4<f32>,localSphere:vec4<f32>,count:u32};\n@group(0)@binding(0)var<storage,read> srcMatrices:array<mat4x4<f32>>;\n@group(0)@binding(1)var<storage,read_write> dstMatrices:array<mat4x4<f32>>;\n@group(0)@binding(2)var<storage,read_write> args:array<atomic<u32>>;\n@group(0)@binding(3)var<uniform> params:CullParams;\nfn visible(world:mat4x4<f32>)->bool{\nlet center=(world*vec4<f32>(params.localSphere.xyz,1.0)).xyz;\nlet sx=length(world[0].xyz);\nlet sy=length(world[1].xyz);\nlet sz=length(world[2].xyz);\nlet radius=params.localSphere.w*max(max(sx,sy),sz)+0.0001;\nfor(var i=0u;i<6u;i++){\nlet p=params.planes[i];\nif(dot(p.xyz,center)+p.w < -radius){return false;}\n}\nreturn true;\n}\n@compute @workgroup_size(64)\nfn main(@builtin(global_invocation_id) gid:vec3<u32>){\nlet i=gid.x;\nif(i>=params.count){return;}\nlet world=params.meshWorld*srcMatrices[i];\nif(!visible(world)){return;}\nlet outIndex=atomicAdd(&args[1],1u);\ndstMatrices[outIndex]=srcMatrices[i];\n}`;\n\nconst CULL_WGSL_COLOR = `${CULL_WGSL_NO_COLOR}\n@group(0)@binding(4)var<storage,read> srcColors:array<vec4<f32>>;\n@group(0)@binding(5)var<storage,read_write> dstColors:array<vec4<f32>>;\n@compute @workgroup_size(64)\nfn mainColor(@builtin(global_invocation_id) gid:vec3<u32>){\nlet i=gid.x;\nif(i>=params.count){return;}\nlet world=params.meshWorld*srcMatrices[i];\nif(!visible(world)){return;}\nlet outIndex=atomicAdd(&args[1],1u);\ndstMatrices[outIndex]=srcMatrices[i];\ndstColors[outIndex]=srcColors[i];\n}`;\n\n/** Per-render-binding GPU culling state. */\nexport interface ThinInstanceGpuCullState {\n /** @internal */\n _capacity: number;\n /** @internal */\n _visibleMatrixBuffer: GPUBuffer | null;\n /** @internal */\n _visibleColorBuffer: GPUBuffer | null;\n /** @internal */\n _argsBuffer: GPUBuffer | null;\n /** @internal */\n _paramsBuffer: GPUBuffer | null;\n /** @internal */\n _bindGroup: GPUBindGroup | null;\n /** @internal */\n _srcMatrixBuffer: GPUBuffer | null;\n /** @internal */\n _srcColorBuffer: GPUBuffer | null;\n /** @internal */\n _hasColor: boolean;\n /** @internal */\n _localSphereReady: boolean;\n /** @internal */\n _localSphere: Float32Array;\n /** @internal */\n _paramsBytes: ArrayBuffer;\n /** @internal */\n _paramsF32: Float32Array;\n /** @internal */\n _paramsU32: Uint32Array;\n /** @internal */\n _argsData: Uint32Array;\n /** @internal */\n _drawBuffers: ThinInstanceDrawBuffers | null;\n}\n\n/** Result consumed by a material draw closure after culling has run for the active pass. */\nexport interface ThinInstanceGpuCullResult {\n readonly drawBuffers: ThinInstanceDrawBuffers;\n readonly argsBuffer: GPUBuffer;\n}\n\nlet _cachedDevice: GPUDevice | null = null;\nlet _pipelineNoColor: GPUComputePipeline | null = null;\nlet _pipelineColor: GPUComputePipeline | null = null;\n\n/** Create per-binding culling state. */\nexport function createTiCullState(): ThinInstanceGpuCullState {\n const paramsBytes = new ArrayBuffer(PARAM_BYTES);\n return {\n _capacity: 0,\n _visibleMatrixBuffer: null,\n _visibleColorBuffer: null,\n _argsBuffer: null,\n _paramsBuffer: null,\n _bindGroup: null,\n _srcMatrixBuffer: null,\n _srcColorBuffer: null,\n _hasColor: false,\n _localSphereReady: false,\n _localSphere: new F32(4),\n _paramsBytes: paramsBytes,\n _paramsF32: new F32(paramsBytes),\n _paramsU32: new U32(paramsBytes),\n _argsData: new U32(5),\n _drawBuffers: null,\n };\n}\n\n/** Destroy GPU resources owned by a per-binding cull state. */\nexport function destroyTiCullState(state: ThinInstanceGpuCullState): void {\n state._visibleMatrixBuffer?.destroy();\n state._visibleColorBuffer?.destroy();\n state._argsBuffer?.destroy();\n state._paramsBuffer?.destroy();\n state._visibleMatrixBuffer = null;\n state._visibleColorBuffer = null;\n state._argsBuffer = null;\n state._paramsBuffer = null;\n state._bindGroup = null;\n state._drawBuffers = null;\n}\n\n/** Run culling for one render binding and return buffers for the subsequent indirect draw. */\nexport function prepareTiCull(\n engine: EngineContext,\n state: ThinInstanceGpuCullState,\n mesh: Mesh,\n gpu: MeshGPU,\n ti: ThinInstanceData,\n hasColor: boolean,\n context: DrawUpdateContext\n): ThinInstanceGpuCullResult | null {\n const camera = context._camera;\n if (!ti._gpuCullingEnabled || !camera || mesh.visible === false || ti.count === 0) {\n state._drawBuffers = null;\n return null;\n }\n if (hasColor && !ti.colors) {\n state._drawBuffers = null;\n return null;\n }\n if (!state._localSphereReady && !computeLocalSphere(mesh as Mesh, state._localSphere)) {\n state._drawBuffers = null;\n return null;\n }\n state._localSphereReady = true;\n\n syncThinInstanceGpuData(engine, ti, hasColor);\n const sourceMatrixBuffer = ti._gpuBuffer;\n const sourceColorBuffer = hasColor ? ti._colorGpuBuffer : null;\n if (!sourceMatrixBuffer || (hasColor && !sourceColorBuffer)) {\n state._drawBuffers = null;\n return null;\n }\n\n ensureCullBuffers(engine, state, ti._capacity, hasColor);\n const visibleMatrixBuffer = state._visibleMatrixBuffer!;\n const visibleColorBuffer = hasColor ? state._visibleColorBuffer! : null;\n const argsBuffer = state._argsBuffer!;\n const paramsBuffer = state._paramsBuffer!;\n const pipeline = getCullPipeline(engine, hasColor);\n\n if (state._bindGroup === null || state._srcMatrixBuffer !== sourceMatrixBuffer || state._srcColorBuffer !== sourceColorBuffer || state._hasColor !== hasColor) {\n const entries: GPUBindGroupEntry[] = [\n { binding: 0, resource: { buffer: sourceMatrixBuffer } },\n { binding: 1, resource: { buffer: visibleMatrixBuffer } },\n { binding: 2, resource: { buffer: argsBuffer } },\n { binding: 3, resource: { buffer: paramsBuffer } },\n ];\n if (hasColor) {\n entries.push({ binding: 4, resource: { buffer: sourceColorBuffer! } }, { binding: 5, resource: { buffer: visibleColorBuffer! } });\n }\n state._bindGroup = engine._device.createBindGroup({ layout: pipeline.getBindGroupLayout(0), entries });\n state._srcMatrixBuffer = sourceMatrixBuffer;\n state._srcColorBuffer = sourceColorBuffer;\n state._hasColor = hasColor;\n }\n\n const v = camera.viewport;\n const aspect = (context.targetWidth / context.targetHeight) * (v ? v.width / v.height : 1);\n writeCullParams(engine, state, mesh, gpu.indexCount, ti.count, camera, aspect);\n\n const pass = engine._currentEncoder.beginComputePass();\n pass.setPipeline(pipeline);\n pass.setBindGroup(0, state._bindGroup);\n pass.dispatchWorkgroups(Math.ceil(ti.count / WORKGROUP_SIZE));\n pass.end();\n\n state._drawBuffers = { matrixBuffer: visibleMatrixBuffer, colorBuffer: visibleColorBuffer };\n return { drawBuffers: state._drawBuffers, argsBuffer };\n}\n\nfunction ensureCullBuffers(engine: EngineContext, state: ThinInstanceGpuCullState, capacity: number, hasColor: boolean): void {\n const device = engine._device;\n if (state._capacity < capacity) {\n state._visibleMatrixBuffer?.destroy();\n state._visibleColorBuffer?.destroy();\n state._visibleMatrixBuffer = device.createBuffer({\n size: Math.max(capacity * 64, 4),\n usage: BU.VERTEX | BU.STORAGE,\n });\n state._visibleColorBuffer = hasColor\n ? device.createBuffer({\n size: Math.max(capacity * 16, 4),\n usage: BU.VERTEX | BU.STORAGE,\n })\n : null;\n state._capacity = capacity;\n state._bindGroup = null;\n state._drawBuffers = null;\n } else if (hasColor && !state._visibleColorBuffer) {\n state._visibleColorBuffer = device.createBuffer({\n size: Math.max(state._capacity * 16, 4),\n usage: BU.VERTEX | BU.STORAGE,\n });\n state._bindGroup = null;\n state._drawBuffers = null;\n }\n if (!state._argsBuffer) {\n state._argsBuffer = device.createBuffer({\n size: INDIRECT_ARGS_BYTES,\n usage: BU.INDIRECT | BU.STORAGE | BU.COPY_DST,\n });\n }\n if (!state._paramsBuffer) {\n state._paramsBuffer = device.createBuffer({\n size: PARAM_BYTES,\n usage: BU.UNIFORM | BU.COPY_DST,\n });\n }\n}\n\nfunction getCullPipeline(engine: EngineContext, hasColor: boolean): GPUComputePipeline {\n const device = engine._device;\n if (_cachedDevice !== device) {\n _cachedDevice = device;\n _pipelineNoColor = null;\n _pipelineColor = null;\n }\n if (hasColor) {\n _pipelineColor ??= device.createComputePipeline({\n layout: \"auto\",\n compute: { module: device.createShaderModule({ code: CULL_WGSL_COLOR }), entryPoint: \"mainColor\" },\n });\n return _pipelineColor;\n }\n _pipelineNoColor ??= device.createComputePipeline({\n layout: \"auto\",\n compute: { module: device.createShaderModule({ code: CULL_WGSL_NO_COLOR }), entryPoint: \"main\" },\n });\n return _pipelineNoColor;\n}\n\nfunction writeCullParams(engine: EngineContext, state: ThinInstanceGpuCullState, mesh: Mesh, indexCount: number, instanceCount: number, camera: Camera, aspect: number): void {\n const params = state._paramsF32;\n const viewProjection = getViewProjectionMatrix(camera, aspect);\n writeFrustumPlanes(params, viewProjection);\n params.set(mesh.worldMatrix, MESH_WORLD_FLOAT_OFFSET);\n params.set(state._localSphere, LOCAL_SPHERE_FLOAT_OFFSET);\n state._paramsU32[COUNT_U32_OFFSET] = instanceCount;\n\n const args = state._argsData;\n args[0] = indexCount;\n args[1] = 0;\n args[2] = 0;\n args[3] = 0;\n args[4] = 0;\n\n engine._device.queue.writeBuffer(state._argsBuffer!, 0, args.buffer, args.byteOffset, args.byteLength);\n engine._device.queue.writeBuffer(state._paramsBuffer!, 0, state._paramsBytes);\n}\n\nfunction writeFrustumPlanes(out: Float32Array, m: Mat4): void {\n writePlane(out, 0, m[3]! + m[0]!, m[7]! + m[4]!, m[11]! + m[8]!, m[15]! + m[12]!);\n writePlane(out, 4, m[3]! - m[0]!, m[7]! - m[4]!, m[11]! - m[8]!, m[15]! - m[12]!);\n writePlane(out, 8, m[3]! + m[1]!, m[7]! + m[5]!, m[11]! + m[9]!, m[15]! + m[13]!);\n writePlane(out, 12, m[3]! - m[1]!, m[7]! - m[5]!, m[11]! - m[9]!, m[15]! - m[13]!);\n writePlane(out, 16, m[2]!, m[6]!, m[10]!, m[14]!);\n writePlane(out, 20, m[3]! - m[2]!, m[7]! - m[6]!, m[11]! - m[10]!, m[15]! - m[14]!);\n}\n\nfunction writePlane(out: Float32Array, offset: number, x: number, y: number, z: number, w: number): void {\n const invLen = 1 / Math.hypot(x, y, z);\n out[offset] = x * invLen;\n out[offset + 1] = y * invLen;\n out[offset + 2] = z * invLen;\n out[offset + 3] = w * invLen;\n}\n\nfunction computeLocalSphere(mesh: Mesh, out: Float32Array): boolean {\n const positions = mesh._cpuPositions;\n if (!positions || positions.length < 3) {\n return false;\n }\n let minX = Infinity,\n minY = Infinity,\n minZ = Infinity;\n let maxX = -Infinity,\n maxY = -Infinity,\n maxZ = -Infinity;\n for (let i = 0; i < positions.length; i += 3) {\n const x = positions[i]!;\n const y = positions[i + 1]!;\n const z = positions[i + 2]!;\n if (x < minX) {\n minX = x;\n }\n if (x > maxX) {\n maxX = x;\n }\n if (y < minY) {\n minY = y;\n }\n if (y > maxY) {\n maxY = y;\n }\n if (z < minZ) {\n minZ = z;\n }\n if (z > maxZ) {\n maxZ = z;\n }\n }\n if (!isFinite(minX)) {\n return false;\n }\n const cx = (minX + maxX) * 0.5;\n const cy = (minY + maxY) * 0.5;\n const cz = (minZ + maxZ) * 0.5;\n const dx = maxX - cx;\n const dy = maxY - cy;\n const dz = maxZ - cz;\n out[0] = cx;\n out[1] = cy;\n out[2] = cz;\n out[3] = Math.hypot(dx, dy, dz);\n return true;\n}\n","/** Shared per-binding GPU frustum-culling lifecycle for thin-instanced renderables.\n *\n * Dynamically imported only when a scene enables thin-instance GPU culling, and\n * it statically pulls in the compute-cull module — so non-culling scenes fetch\n * neither this helper nor `thin-instance-gpu-culling.ts`.\n *\n * Factored here so Standard, PBR, and ShaderMaterial renderables share one\n * implementation of the cull lifecycle instead of copy-pasting it three times.\n * `tryBind` is the single seam a renderable's `bind()` calls: it does the\n * opaque-only gate + per-mesh `_gpuCullingEnabled` check, marks the renderable\n * `_direct` (read by the render task's buildBindings right after `bind()`\n * returns), and creates the per-binding state. 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import { p as packMat4IntoF32 } from "./index-
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import { B as BU, a as F32, p as packMat4IntoF32 } from "./index-C-tEgwbZ.js";
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function syncThinInstanceGpuData(engine, ti, hasColor) {
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var _a, _b;
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const device = engine._device;
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// buffer as a read-only storage buffer for thin-instance picking,
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usage:
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usage: BU.VERTEX | BU.COPY_DST | BU.STORAGE
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ti._gpuBufferStorage = needsStorage;
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if (dirtyMax > dirtyMin) {
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if (ti.matrices instanceof
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if (ti.matrices instanceof F32) {
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device.queue.writeBuffer(ti._gpuBuffer, minByte, ti.matrices.buffer, ti.matrices.byteOffset + minByte, maxByte - minByte);
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} else {
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const neededFloats = ti._capacity * 16;
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if (!ti._uploadF32 || ti._uploadF32.length < neededFloats) {
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ti._uploadF32 = new
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ti._uploadF32 = new F32(neededFloats);
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}
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const upload = ti._uploadF32;
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for (let i = dirtyMin; i < dirtyMax; i++) {
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@@ -45,15 +45,23 @@ function syncThinInstanceGpuData(engine, ti, hasColor) {
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if (hasColor && ti.colors) {
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if (ti._colorVersion !== ti._colorGpuVersion || ti._colorGpuBufferStorage !== needsStorage) {
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const colorByteSize = ti.count * 16;
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let colorRecreated = false;
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if (!ti._colorGpuBuffer || ti._colorGpuBuffer.size < colorByteSize || ti._colorGpuBufferStorage !== needsStorage) {
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(_b = ti._colorGpuBuffer) == null ? void 0 : _b.destroy();
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size: Math.max(ti._capacity * 16, 4),
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usage:
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{"version":3,"file":"thin-instance-gpu-uY2NOv0J.js","sources":["../src/mesh/thin-instance-gpu.ts"],"sourcesContent":["/** Thin instance GPU buffer sync — dynamically loaded only by scenes with thin instances.\n * Keeps the standard renderable chunk unchanged for scenes without thin instances. */\n\nimport { F32 } from \"../engine/typed-arrays.js\";\nimport { BU } from \"../engine/gpu-flags.js\";\nimport type { ThinInstanceData } from \"./thin-instance.js\";\nimport type { EngineContext } from \"../engine/engine.js\";\nimport { packMat4IntoF32 } from \"../math/pack-mat4-into-f32.js\";\n\n/** @internal Optional replacement buffers used by GPU culling after it compacts visible instances. */\nexport interface ThinInstanceDrawBuffers {\n readonly matrixBuffer: GPUBuffer;\n readonly colorBuffer: GPUBuffer | null;\n}\n\n/** @internal Sync CPU thin-instance data to GPU buffers, optionally with STORAGE usage for compute culling. */\nexport function syncThinInstanceGpuData(engine: EngineContext, ti: ThinInstanceData, hasColor: boolean): void {\n const device = engine._device;\n const needsStorage = ti._gpuCullingEnabled;\n if (ti._version !== ti._gpuVersion || ti._gpuBufferStorage !== needsStorage) {\n const byteSize = ti.count * 64;\n let bufferRecreated = false;\n if (!ti._gpuBuffer || ti._gpuBuffer.size < byteSize || ti._gpuBufferStorage !== needsStorage) {\n ti._gpuBuffer?.destroy();\n ti._gpuBuffer = device.createBuffer({\n size: Math.max(ti._capacity * 64, 4),\n // STORAGE is always included: the GPU picker binds this matrix\n // buffer as a read-only storage buffer for thin-instance picking,\n // so it must be storage-capable even when compute culling is off\n // (otherwise the whole pick pass is invalidated → nothing is pickable).\n usage: BU.VERTEX | BU.COPY_DST | BU.STORAGE,\n });\n ti._gpuBufferStorage = needsStorage;\n bufferRecreated = true;\n }\n // Upload only the dirty range (or full range if buffer was just created)\n const dirtyMin = bufferRecreated ? 0 : ti._dirtyMin;\n const dirtyMax = bufferRecreated ? ti.count : Math.min(ti._dirtyMax, ti.count);\n if (dirtyMax > dirtyMin) {\n const minByte = dirtyMin * 64;\n const maxByte = dirtyMax * 64;\n if (ti.matrices instanceof F32) {\n // Fast path: F32 source — direct byte copy, no per-instance pack.\n device.queue.writeBuffer(ti._gpuBuffer, minByte, ti.matrices.buffer, ti.matrices.byteOffset + minByte, maxByte - minByte);\n } else {\n // F64 source (HPM-on path) — pack each dirty instance into a\n // per-mesh reused F32 upload scratch, then writeBuffer the\n // dirty subrange. Scratch is sized to capacity in F32 floats\n // and grown when capacity grows; never per-frame allocated.\n const neededFloats = ti._capacity * 16;\n if (!ti._uploadF32 || ti._uploadF32.length < neededFloats) {\n ti._uploadF32 = new F32(neededFloats);\n }\n const upload = ti._uploadF32;\n for (let i = dirtyMin; i < dirtyMax; i++) {\n packMat4IntoF32(upload, ti.matrices, i * 16, i * 16);\n }\n device.queue.writeBuffer(ti._gpuBuffer, minByte, upload.buffer, upload.byteOffset + minByte, maxByte - minByte);\n }\n }\n ti._dirtyMin = ti.count;\n ti._dirtyMax = 0;\n ti._gpuVersion = ti._version;\n }\n\n if (hasColor && ti.colors) {\n if (ti._colorVersion !== ti._colorGpuVersion || ti._colorGpuBufferStorage !== needsStorage) {\n const colorByteSize = ti.count * 16;\n let colorRecreated = false;\n if (!ti._colorGpuBuffer || ti._colorGpuBuffer.size < colorByteSize || ti._colorGpuBufferStorage !== needsStorage) {\n ti._colorGpuBuffer?.destroy();\n ti._colorGpuBuffer = device.createBuffer({\n size: Math.max(ti._capacity * 16, 4),\n usage: BU.VERTEX | BU.COPY_DST | (needsStorage ? BU.STORAGE : 0),\n });\n ti._colorGpuBufferStorage = needsStorage;\n colorRecreated = true;\n }\n // Upload only the dirty colour range (mirrors the matrix path) — full range on (re)create.\n const cMin = colorRecreated ? 0 : ti._colorDirtyMin;\n const cMax = colorRecreated ? ti.count : Math.min(ti._colorDirtyMax, ti.count);\n if (cMax > cMin) {\n device.queue.writeBuffer(ti._colorGpuBuffer, cMin * 16, ti.colors.buffer, ti.colors.byteOffset + cMin * 16, (cMax - cMin) * 16);\n }\n ti._colorDirtyMin = ti.count;\n ti._colorDirtyMax = 0;\n ti._colorGpuVersion = ti._colorVersion;\n }\n }\n}\n\n/** Sync thin instance matrix + optional color GPU buffers and bind to vertex slots. */\nexport function syncThinInstanceBuffers(\n engine: EngineContext,\n ti: ThinInstanceData,\n pass: GPURenderPassEncoder | GPURenderBundleEncoder,\n slot: number,\n hasColor: boolean,\n drawBuffers?: ThinInstanceDrawBuffers | null\n): number {\n syncThinInstanceGpuData(engine, ti, hasColor);\n const matrixBuffer = drawBuffers?.matrixBuffer ?? ti._gpuBuffer;\n if (matrixBuffer) {\n pass.setVertexBuffer(slot++, matrixBuffer);\n }\n\n if (hasColor) {\n const colorBuffer = drawBuffers?.colorBuffer ?? ti._colorGpuBuffer;\n if (colorBuffer) {\n pass.setVertexBuffer(slot++, colorBuffer);\n }\n }\n\n return slot;\n}\n"],"names":[],"mappings":";AAgBO,SAAS,wBAAwB,QAAuB,IAAsB,UAAyB;;AAC1G,QAAM,SAAS,OAAO;AACtB,QAAM,eAAe,GAAG;AACxB,MAAI,GAAG,aAAa,GAAG,eAAe,GAAG,sBAAsB,cAAc;AACzE,UAAM,WAAW,GAAG,QAAQ;AAC5B,QAAI,kBAAkB;AACtB,QAAI,CAAC,GAAG,cAAc,GAAG,WAAW,OAAO,YAAY,GAAG,sBAAsB,cAAc;AAC1F,eAAG,eAAH,mBAAe;AACf,SAAG,aAAa,OAAO,aAAa;AAAA,QAChC,MAAM,KAAK,IAAI,GAAG,YAAY,IAAI,CAAC;AAAA;AAAA;AAAA;AAAA;AAAA,QAKnC,OAAO,GAAG,SAAS,GAAG,WAAW,GAAG;AAAA,MAAA,CACvC;AACD,SAAG,oBAAoB;AACvB,wBAAkB;AAAA,IACtB;AAEA,UAAM,WAAW,kBAAkB,IAAI,GAAG;AAC1C,UAAM,WAAW,kBAAkB,GAAG,QAAQ,KAAK,IAAI,GAAG,WAAW,GAAG,KAAK;AAC7E,QAAI,WAAW,UAAU;AACrB,YAAM,UAAU,WAAW;AAC3B,YAAM,UAAU,WAAW;AAC3B,UAAI,GAAG,oBAAoB,KAAK;AAE5B,eAAO,MAAM,YAAY,GAAG,YAAY,SAAS,GAAG,SAAS,QAAQ,GAAG,SAAS,aAAa,SAAS,UAAU,OAAO;AAAA,MAC5H,OAAO;AAKH,cAAM,eAAe,GAAG,YAAY;AACpC,YAAI,CAAC,GAAG,cAAc,GAAG,WAAW,SAAS,cAAc;AACvD,aAAG,aAAa,IAAI,IAAI,YAAY;AAAA,QACxC;AACA,cAAM,SAAS,GAAG;AAClB,iBAAS,IAAI,UAAU,IAAI,UAAU,KAAK;AACtC,0BAAgB,QAAQ,GAAG,UAAU,IAAI,IAAI,IAAI,EAAE;AAAA,QACvD;AACA,eAAO,MAAM,YAAY,GAAG,YAAY,SAAS,OAAO,QAAQ,OAAO,aAAa,SAAS,UAAU,OAAO;AAAA,MAClH;AAAA,IACJ;AACA,OAAG,YAAY,GAAG;AAClB,OAAG,YAAY;AACf,OAAG,cAAc,GAAG;AAAA,EACxB;AAEA,MAAI,YAAY,GAAG,QAAQ;AACvB,QAAI,GAAG,kBAAkB,GAAG,oBAAoB,GAAG,2BAA2B,cAAc;AACxF,YAAM,gBAAgB,GAAG,QAAQ;AACjC,UAAI,iBAAiB;AACrB,UAAI,CAAC,GAAG,mBAAmB,GAAG,gBAAgB,OAAO,iBAAiB,GAAG,2BAA2B,cAAc;AAC9G,iBAAG,oBAAH,mBAAoB;AACpB,WAAG,kBAAkB,OAAO,aAAa;AAAA,UACrC,MAAM,KAAK,IAAI,GAAG,YAAY,IAAI,CAAC;AAAA,UACnC,OAAO,GAAG,SAAS,GAAG,YAAY,eAAe,GAAG,UAAU;AAAA,QAAA,CACjE;AACD,WAAG,yBAAyB;AAC5B,yBAAiB;AAAA,MACrB;AAEA,YAAM,OAAO,iBAAiB,IAAI,GAAG;AACrC,YAAM,OAAO,iBAAiB,GAAG,QAAQ,KAAK,IAAI,GAAG,gBAAgB,GAAG,KAAK;AAC7E,UAAI,OAAO,MAAM;AACb,eAAO,MAAM,YAAY,GAAG,iBAAiB,OAAO,IAAI,GAAG,OAAO,QAAQ,GAAG,OAAO,aAAa,OAAO,KAAK,OAAO,QAAQ,EAAE;AAAA,MAClI;AACA,SAAG,iBAAiB,GAAG;AACvB,SAAG,iBAAiB;AACpB,SAAG,mBAAmB,GAAG;AAAA,IAC7B;AAAA,EACJ;AACJ;AAGO,SAAS,wBACZ,QACA,IACA,MACA,MACA,UACA,aACM;AACN,0BAAwB,QAAQ,IAAI,QAAQ;AAC5C,QAAM,gBAAe,2CAAa,iBAAgB,GAAG;AACrD,MAAI,cAAc;AACd,SAAK,gBAAgB,QAAQ,YAAY;AAAA,EAC7C;AAEA,MAAI,UAAU;AACV,UAAM,eAAc,2CAAa,gBAAe,GAAG;AACnD,QAAI,aAAa;AACb,WAAK,gBAAgB,QAAQ,WAAW;AAAA,IAC5C;AAAA,EACJ;AAEA,SAAO;AACX;"}
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import {
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import { f as markMaterialUboDirty } from "./index-C-tEgwbZ.js";
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{"version":3,"file":"tracking-primitives-
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{"version":3,"file":"tracking-primitives-Ck5bgCuo.js","sources":["../src/material/tracking/tracking-primitives.ts"],"sourcesContent":["/** Shared tracking primitives for observable material properties. */\n\nimport type { Material } from \"../material.js\";\nimport { markMaterialUboDirty } from \"../material-dirty.js\";\n\nexport function observableColor3(r: number, g: number, b: number, owner: Material): [number, number, number] {\n const arr = [r, g, b] as [number, number, number];\n for (let i = 0; i < 3; i++) {\n let val = arr[i]!;\n Object.defineProperty(arr, i, {\n get() {\n return val;\n },\n set(v: number) {\n if (val !== v) {\n val = v;\n markMaterialUboDirty(owner);\n }\n },\n configurable: true,\n enumerable: true,\n });\n }\n return arr;\n}\n\nexport function observableVec2(x: number, y: number, owner: Material): [number, number] {\n const arr = [x, y] as [number, number];\n for (let i = 0; i < 2; i++) {\n let val = arr[i]!;\n Object.defineProperty(arr, i, {\n get() {\n return val;\n },\n set(v: number) {\n if (val !== v) {\n val = v;\n markMaterialUboDirty(owner);\n }\n },\n configurable: true,\n enumerable: true,\n });\n }\n return arr;\n}\n\nexport function trackScalar(obj: any, key: string): void {\n let val = obj[key];\n Object.defineProperty(obj, key, {\n get() {\n return val;\n },\n set(v: any) {\n if (val !== v) {\n val = v;\n markMaterialUboDirty(obj as Material);\n }\n },\n configurable: true,\n enumerable: true,\n });\n}\n\nexport function trackSubProps(parent: Material, sub: any, keys: string[]): void {\n for (const key of keys) {\n let val = sub[key];\n Object.defineProperty(sub, key, {\n get() {\n return val;\n },\n set(v: any) {\n if (val !== v) {\n val = v;\n markMaterialUboDirty(parent);\n }\n },\n configurable: true,\n enumerable: true,\n });\n }\n}\n"],"names":[],"mappings":";AAKO,SAAS,iBAAiB,GAAW,GAAW,GAAW,OAA2C;AACzG,QAAM,MAAM,CAAC,GAAG,GAAG,CAAC;AACpB,WAAS,IAAI,GAAG,IAAI,GAAG,KAAK;AACxB,QAAI,MAAM,IAAI,CAAC;AACf,WAAO,eAAe,KAAK,GAAG;AAAA,MAC1B,MAAM;AACF,eAAO;AAAA,MACX;AAAA,MACA,IAAI,GAAW;AACX,YAAI,QAAQ,GAAG;AACX,gBAAM;AACN,+BAAqB,KAAK;AAAA,QAC9B;AAAA,MACJ;AAAA,MACA,cAAc;AAAA,MACd,YAAY;AAAA,IAAA,CACf;AAAA,EACL;AACA,SAAO;AACX;AAEO,SAAS,eAAe,GAAW,GAAW,OAAmC;AACpF,QAAM,MAAM,CAAC,GAAG,CAAC;AACjB,WAAS,IAAI,GAAG,IAAI,GAAG,KAAK;AACxB,QAAI,MAAM,IAAI,CAAC;AACf,WAAO,eAAe,KAAK,GAAG;AAAA,MAC1B,MAAM;AACF,eAAO;AAAA,MACX;AAAA,MACA,IAAI,GAAW;AACX,YAAI,QAAQ,GAAG;AACX,gBAAM;AACN,+BAAqB,KAAK;AAAA,QAC9B;AAAA,MACJ;AAAA,MACA,cAAc;AAAA,MACd,YAAY;AAAA,IAAA,CACf;AAAA,EACL;AACA,SAAO;AACX;AAEO,SAAS,YAAY,KAAU,KAAmB;AACrD,MAAI,MAAM,IAAI,GAAG;AACjB,SAAO,eAAe,KAAK,KAAK;AAAA,IAC5B,MAAM;AACF,aAAO;AAAA,IACX;AAAA,IACA,IAAI,GAAQ;AACR,UAAI,QAAQ,GAAG;AACX,cAAM;AACN,6BAAqB,GAAe;AAAA,MACxC;AAAA,IACJ;AAAA,IACA,cAAc;AAAA,IACd,YAAY;AAAA,EAAA,CACf;AACL;AAEO,SAAS,cAAc,QAAkB,KAAU,MAAsB;AAC5E,aAAW,OAAO,MAAM;AACpB,QAAI,MAAM,IAAI,GAAG;AACjB,WAAO,eAAe,KAAK,KAAK;AAAA,MAC5B,MAAM;AACF,eAAO;AAAA,MACX;AAAA,MACA,IAAI,GAAQ;AACR,YAAI,QAAQ,GAAG;AACX,gBAAM;AACN,+BAAqB,MAAM;AAAA,QAC/B;AAAA,MACJ;AAAA,MACA,cAAc;AAAA,MACd,YAAY;AAAA,IAAA,CACf;AAAA,EACL;AACJ;"}
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import {
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import { b4 as PBR2_HAS_UNLIT } from "./index-C-tEgwbZ.js";
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{"version":3,"file":"unlit-fragment-
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{"version":3,"file":"unlit-fragment-nc6hu3Mw.js","sources":["../src/material/pbr/fragments/unlit-fragment.ts"],"sourcesContent":["/**\n * Unlit Fragment (KHR_materials_unlit).\n *\n * Replaces the lit-color computation with `baseColor * unlitColor` right\n * before the tonemap/gamma/contrast chain runs. Depends on the IBL fragment\n * when present so our AI injection runs *after* IBL's, overwriting the IBL\n * color contribution. The subsequent tonemap/gamma/contrast stages still\n * apply, matching BJS's unlit output under `createDefaultEnvironment`.\n *\n * Zero bytes in bundles for scenes that don't use unlit materials.\n */\n\nimport type { ShaderFragment } from \"../../../shader/fragment-types.js\";\nimport type { PbrMaterialProps } from \"../pbr-material.js\";\nimport type { PbrExt } from \"../pbr-flags.js\";\nimport { PBR2_HAS_UNLIT } from \"../pbr-flag-bits.js\";\n\nexport function createUnlitFragment(hasIbl: boolean): ShaderFragment {\n const assign = `color = baseColor * material.unlitColor;`;\n return {\n _id: \"unlit\",\n _dependencies: hasIbl ? [\"ibl\"] : undefined,\n _uboFields: [\n { _name: \"unlitColor\", _type: \"vec3<f32>\" },\n { _name: \"_unlitColorPad\", _type: \"f32\" },\n ],\n _fragmentSlots: hasIbl ? { AI: assign } : { NI: assign },\n };\n}\n\n/** Write the unlit material-UBO slice. */\nexport function writeUnlitUBO(data: Float32Array, material: PbrMaterialProps, offsets: ReadonlyMap<string, number>): void {\n if (!material.unlit || !offsets.has(\"unlitColor\")) {\n return;\n }\n const off = offsets.get(\"unlitColor\")! / 4;\n const tint = material.unlitColor ?? [1, 1, 1];\n data[off] = tint[0]!;\n data[off + 1] = tint[1]!;\n data[off + 2] = tint[2]!;\n}\n\nexport const pbrExt: PbrExt = {\n id: \"unlit\",\n phase: \"fragment\",\n detect(mat) {\n return (mat as PbrMaterialProps).unlit ? { f: 0, f2: PBR2_HAS_UNLIT } : { f: 0, f2: 0 };\n },\n frag(ctx) {\n if (!(ctx._features2 & PBR2_HAS_UNLIT)) {\n return null;\n }\n return createUnlitFragment(ctx._hasIbl);\n },\n writeUbo: writeUnlitUBO as PbrExt[\"writeUbo\"],\n};\n"],"names":[],"mappings":";AAiBO,SAAS,oBAAoB,QAAiC;AACjE,QAAM,SAAS;AACf,SAAO;AAAA,IACH,KAAK;AAAA,IACL,eAAe,SAAS,CAAC,KAAK,IAAI;AAAA,IAClC,YAAY;AAAA,MACR,EAAE,OAAO,cAAc,OAAO,YAAA;AAAA,MAC9B,EAAE,OAAO,kBAAkB,OAAO,MAAA;AAAA,IAAM;AAAA,IAE5C,gBAAgB,SAAS,EAAE,IAAI,WAAW,EAAE,IAAI,OAAA;AAAA,EAAO;AAE/D;AAGO,SAAS,cAAc,MAAoB,UAA4B,SAA4C;AACtH,MAAI,CAAC,SAAS,SAAS,CAAC,QAAQ,IAAI,YAAY,GAAG;AAC/C;AAAA,EACJ;AACA,QAAM,MAAM,QAAQ,IAAI,YAAY,IAAK;AACzC,QAAM,OAAO,SAAS,cAAc,CAAC,GAAG,GAAG,CAAC;AAC5C,OAAK,GAAG,IAAI,KAAK,CAAC;AAClB,OAAK,MAAM,CAAC,IAAI,KAAK,CAAC;AACtB,OAAK,MAAM,CAAC,IAAI,KAAK,CAAC;AAC1B;AAEO,MAAM,SAAiB;AAAA,EAC1B,IAAI;AAAA,EACJ,OAAO;AAAA,EACP,OAAO,KAAK;AACR,WAAQ,IAAyB,QAAQ,EAAE,GAAG,GAAG,IAAI,eAAA,IAAmB,EAAE,GAAG,GAAG,IAAI,EAAA;AAAA,EACxF;AAAA,EACA,KAAK,KAAK;AACN,QAAI,EAAE,IAAI,aAAa,iBAAiB;AACpC,aAAO;AAAA,IACX;AACA,WAAO,oBAAoB,IAAI,OAAO;AAAA,EAC1C;AAAA,EACA,UAAU;AACd;"}
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{"version":3,"file":"_mat4-storage-f64-Bvh5TymE.js","sources":["../src/math/_mat4-storage-f64.ts"],"sourcesContent":["import type { Mat4 } from \"./types.js\";\n\n/** @internal Build-time tag string used by `tests/bundle-content-no-f64.test.ts`\n * to assert this module is absent from HPM-off bundles. Bundlers (terser,\n * esbuild) do not rename string contents, so this constant survives\n * minification verbatim and is a reliable presence-marker.\n *\n * Embedded as a property assignment on the exported function below — terser\n * treats property assignments on exported bindings as observable side effects\n * and preserves them. A `void` expression-statement (e.g. `void TAG;`) does\n * NOT survive minification because the result is unused and the read can be\n * proven side-effect-free. */\nexport const MAT4_STORAGE_F64_BUILD_TAG = \"@@MAT4_STORAGE_F64@@\";\n\n/** @internal F64-backed Mat4 allocator. Only imported by createEngine\n * inside `if (options.useHighPrecisionMatrix)` (dynamic `await import`).\n * Tree-shaken out of HPM-off bundles. This module is the ONLY place in the\n * package that names `new Float64Array(16)`. */\nexport function allocateF64Mat4(): Mat4 {\n return new Float64Array(16) as unknown as Mat4;\n}\n\n// Pin the build tag string into the emitted chunk so the bundle-content\n// assertion (tests/bundle-content-no-f64.test.ts) can grep for it. Property\n// assignment on an exported function is a side effect the minifier preserves.\n(allocateF64Mat4 as unknown as Record<string, true>)[MAT4_STORAGE_F64_BUILD_TAG] = true;\n"],"names":[],"mappings":"AAYO,MAAM,6BAA6B;AAMnC,SAAS,kBAAwB;AACpC,SAAO,IAAI,aAAa,EAAE;AAC9B;AAKC,gBAAoD,0BAA0B,IAAI;"}
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{"version":3,"file":"background-dds-skybox-ZjrSIxrT.js","sources":["../shaders/skybox-dds.vertex.wgsl?raw","../shaders/skybox-dds.fragment.wgsl?raw","../src/material/pbr/background-dds-skybox.ts"],"sourcesContent":["export default \"// DDS Skybox Vertex Shader — standard world transform.\\n// positionUVW uses local position for cube direction lookup.\\n\\nstruct MeshUniforms {\\n world: mat4x4<f32>,\\n};\\n\\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\\n\\nstruct VertexOutput {\\n @builtin(position) clipPos: vec4<f32>,\\n @location(0) positionUVW: vec3<f32>,\\n @location(1) positionW: vec3<f32>,\\n};\\n\\n@vertex\\nfn main(@location(0) position: vec3<f32>) -> VertexOutput {\\n var output: VertexOutput;\\n output.positionUVW = position;\\n let worldPos = (mesh.world * vec4<f32>(position, 1.0)).xyz;\\n output.positionW = worldPos;\\n output.clipPos = scene.viewProjection * vec4<f32>(worldPos, 1.0);\\n return output;\\n}\\n\"","export default \"// DDS Cube Skybox Fragment Shader — samples DDS cube texture with BJS image processing.\\n// Used by scenes that load backgroundSkybox.dds (createDefaultEnvironment).\\n// Pipeline: exposure → Reinhard tonemap → gamma → contrast → dither.\\n\\nstruct MeshUniforms {\\n world: mat4x4<f32>,\\n primaryColor: vec3<f32>,\\n exposureLinear: f32,\\n contrast: f32,\\n _pad1: f32,\\n _pad2: f32,\\n _pad3: f32,\\n};\\n\\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\\n@group(1) @binding(1) var envCubemap: texture_cube<f32>;\\n@group(1) @binding(2) var envSampler: sampler;\\n\\nstruct FragmentInput {\\n @location(0) positionUVW: vec3<f32>,\\n @location(1) positionW: vec3<f32>,\\n};\\n\\n@fragment\\nfn main(input: FragmentInput) -> @location(0) vec4<f32> {\\n let dir = normalize(input.positionUVW);\\n var color = textureSampleLevel(envCubemap, envSampler, dir, 0.0).rgb;\\n\\n // BJS BackgroundMaterial: colorBase = reflectionColor.rgb * primaryColor.rgb\\n color *= mesh.primaryColor;\\n\\n if (scene.vImageInfos.w >= 0.0) {\\n // Exposure\\n color *= mesh.exposureLinear;\\n // Reinhard tonemap (matches BJS toneMappingType 0)\\n color = 1.0 - exp2(-1.590579 * color);\\n // Gamma\\n color = pow(color, vec3<f32>(1.0 / 2.2));\\n color = saturate(color);\\n\\n // Contrast\\n let highContrast = color * color * (3.0 - 2.0 * color);\\n color = mix(color, highContrast, mesh.contrast - 1.0);\\n\\n // Dithering (enableNoise=true, variance=0.5)\\n color = color + vec3<f32>(dither(input.positionW.xy, 0.5));\\n color = max(color, vec3<f32>(0.0));\\n }\\n\\n return vec4<f32>(color, 1.0);\\n}\\n\"","/** DDS cube skybox — lazy-loaded only when skyboxUrl ends with .dds.\n * Loads backgroundSkybox.dds and renders it with BJS image processing. */\n\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { Renderable } from \"../../render/renderable.js\";\nimport { getOrCreateSampler } from \"../../resource/gpu-pool.js\";\nimport { createMappedBuffer, createUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { WGSL_DITHER, WGSL_NO_DITHER } from \"../../shader/wgsl-helpers.js\";\nimport { SCENE_UBO_WGSL } from \"../../shader/scene-uniforms.js\";\nimport { createCubemapSkyboxMaterial } from \"./cubemap-skybox-material.js\";\nimport ddsSkyboxVertSrc from \"../../../shaders/skybox-dds.vertex.wgsl?raw\";\nimport ddsSkyboxFragSrc from \"../../../shaders/skybox-dds.fragment.wgsl?raw\";\n\nconst SKY_DDS_UNIFORM_SIZE = 96;\nconst DEFAULT_SKY_URL = \"https://assets.babylonjs.com/core/environments/backgroundSkybox.dds\";\n\nfunction createSkyboxBuffers(engine: EngineContext, S: number): { posBuffer: GPUBuffer; idxBuffer: GPUBuffer; idxCount: number } {\n // prettier-ignore\n const positions = new Float32Array([\n S,-S, S, -S,-S, S, -S, S, S, S, S, S,\n S, S,-S, -S, S,-S, -S,-S,-S, S,-S,-S,\n S, S,-S, S,-S,-S, S,-S, S, S, S, S,\n -S, S, S, -S,-S, S, -S,-S,-S, -S, S,-S,\n -S, S, S, -S, S,-S, S, S,-S, S, S, S,\n S,-S, S, S,-S,-S, -S,-S,-S, -S,-S, S,\n ]);\n // prettier-ignore\n const indices = new Uint16Array([\n 2, 1, 0, 3, 2, 0, 6, 5, 4, 7, 6, 4,\n 10, 9, 8, 11,10, 8, 14,13,12, 15,14,12,\n 18,17,16, 19,18,16, 22,21,20, 23,22,20,\n ]);\n return {\n posBuffer: createMappedBuffer(engine, positions, GPUBufferUsage.VERTEX),\n idxBuffer: createMappedBuffer(engine, indices, GPUBufferUsage.INDEX),\n idxCount: 36,\n };\n}\n\nfunction buildSkyboxWorldMatrix(rootPosition: [number, number, number]): Float32Array {\n const world = new Float32Array(16);\n world[0] = 1;\n world[5] = 1;\n world[10] = 1;\n world[15] = 1;\n world[12] = rootPosition[0];\n world[13] = rootPosition[1];\n world[14] = rootPosition[2];\n return world;\n}\n\n/** Build a DDS cube skybox as a complete Renderable (order 0). */\nexport async function buildDdsSkyboxRenderable(\n scene: SceneContext,\n skyHalfSize: number,\n rootPosition: [number, number, number],\n primaryColor: [number, number, number],\n skyboxTextureUrl?: string,\n enableNoise = true\n): Promise<Renderable> {\n const engine = scene.engine;\n\n const skyboxWorld = buildSkyboxWorldMatrix(rootPosition);\n\n const skyBufs = createSkyboxBuffers(engine, skyHalfSize);\n const { cubeView, sampler } = await loadDdsCube(engine, skyboxTextureUrl ?? DEFAULT_SKY_URL);\n\n const fragCode = SCENE_UBO_WGSL + (enableNoise ? WGSL_DITHER : WGSL_NO_DITHER) + ddsSkyboxFragSrc;\n const mat = createCubemapSkyboxMaterial(enableNoise ? \"skybox-dds\" : \"skybox-dds0\", SCENE_UBO_WGSL + ddsSkyboxVertSrc, fragCode);\n const ubo = createDdsMeshUBO(engine, skyboxWorld, primaryColor, scene.imageProcessing.exposure, scene.imageProcessing.contrast);\n const bindGroup = mat.createBindGroup(engine, ubo, cubeView, sampler);\n\n const r: Renderable = {\n order: 0,\n isTransparent: false,\n bind(eng, sig) {\n return {\n renderable: r,\n pipeline: mat.getPipeline(eng as EngineContext, sig),\n draw(pass) {\n pass.setBindGroup(1, bindGroup);\n pass.setVertexBuffer(0, skyBufs.posBuffer);\n pass.setIndexBuffer(skyBufs.idxBuffer, \"uint16\");\n pass.drawIndexed(skyBufs.idxCount);\n return 1;\n },\n };\n },\n };\n return r;\n}\n\n// ─── DDS Skybox UBO ──────────────────────────────────────────────────────────\n\nfunction createDdsMeshUBO(engine: EngineContext, world: Float32Array, primaryColor: [number, number, number], exposureLinear: number, contrast: number): GPUBuffer {\n const data = new Float32Array(SKY_DDS_UNIFORM_SIZE / 4);\n data.set(world, 0);\n data[16] = primaryColor[0];\n data[17] = primaryColor[1];\n data[18] = primaryColor[2];\n data[19] = exposureLinear;\n data[20] = contrast;\n return createUniformBuffer(engine, data);\n}\n\n// ─── DDS Cube Texture Loader ─────────────────────────────────────────────────\n\n/** Load a DDS cube texture (rgba16float) and return a cube texture view + sampler.\n * Uploads only mip 0 from the DDS file and generates remaining mipmaps on the\n * GPU so that cube face edges blend seamlessly — matching BJS's behaviour. */\nasync function loadDdsCube(engine: EngineContext, url: string): Promise<{ cubeView: GPUTextureView; 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{"version":3,"file":"background-ground-B2Mie-MI.js","sources":["../shaders/background.vertex.wgsl?raw","../shaders/background.ground.fragment.wgsl?raw","../src/material/pbr/background-ground.ts"],"sourcesContent":["export default \"// Background Ground Vertex Shader\\n// Matches BJS shd_15: DIFFUSE, OPACITYFRESNEL, PREMULTIPLYALPHA (no REFLECTION)\\n\\nstruct MeshUniforms {\\n world: mat4x4<f32>,\\n};\\n\\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\\n\\nstruct VertexInput {\\n @location(0) position: vec3<f32>,\\n @location(1) normal: vec3<f32>,\\n @location(2) uv: vec2<f32>,\\n};\\n\\nstruct VertexOutput {\\n @builtin(position) clipPos: vec4<f32>,\\n @location(0) vPositionW: vec3<f32>,\\n @location(1) vNormalW: vec3<f32>,\\n @location(2) vUV: vec2<f32>,\\n};\\n\\n@vertex\\nfn main(input: VertexInput) -> VertexOutput {\\n var output: VertexOutput;\\n let finalWorld = mesh.world;\\n let worldPos4 = finalWorld * vec4<f32>(input.position, 1.0);\\n output.vPositionW = worldPos4.xyz;\\n output.clipPos = scene.viewProjection * worldPos4;\\n let normalWorld = mat3x3<f32>(finalWorld[0].xyz, finalWorld[1].xyz, finalWorld[2].xyz);\\n output.vNormalW = normalize(normalWorld * input.normal);\\n output.vUV = input.uv;\\n return output;\\n}\\n\"","export default \"// Background Ground Fragment Shader\\n// Matches BJS shd_16: DIFFUSE, OPACITYFRESNEL, PREMULTIPLYALPHA (no REFLECTION)\\n// Verified via Spector.GPU capture of BJS scene 1\\n\\nstruct MeshUniforms {\\n world: mat4x4<f32>,\\n primaryColor: vec3<f32>,\\n alpha: f32,\\n backgroundCenter: vec3<f32>,\\n _pad: f32,\\n};\\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\\n\\n@group(1) @binding(1) var groundTexture: texture_2d<f32>;\\n@group(1) @binding(2) var groundSampler: sampler;\\n\\nstruct FragmentInput {\\n @location(0) vPositionW: vec3<f32>,\\n @location(1) vNormalW: vec3<f32>,\\n @location(2) vUV: vec2<f32>,\\n};\\n\\n@fragment\\nfn main(input: FragmentInput) -> @location(0) vec4<f32> {\\n let normalW = normalize(input.vNormalW);\\n\\n // Sample diffuse texture (BJS backgroundGround.png: white RGB, radial alpha gradient)\\n let diffuseMap = textureSample(groundTexture, groundSampler, input.vUV);\\n\\n // BJS: reflectionColor = vec4(1) (no REFLECTION define)\\n let diffuseColor = diffuseMap.rgb;\\n let colorBase = max(diffuseColor, vec3<f32>(0.0));\\n let mainColor = mesh.primaryColor;\\n let finalColor = colorBase * mainColor;\\n\\n // Alpha starts from material alpha, multiplied by texture alpha\\n var finalAlpha = mesh.alpha * diffuseMap.a;\\n\\n // OPACITYFRESNEL — BJS shd_16 lines 367-370\\n let viewAngleToFloor = dot(normalW, normalize(scene.vEyePosition.xyz - mesh.backgroundCenter));\\n const startAngle: f32 = 0.1;\\n let fadeFactor = clamp(viewAngleToFloor / startAngle, 0.0, 1.0);\\n finalAlpha *= fadeFactor * fadeFactor;\\n\\n // Image processing (preserves alpha)\\n var color = vec4<f32>(finalColor, finalAlpha);\\n if (scene.vImageInfos.w >= 0.0) {\\n color = applyImageProcessing(color);\\n }\\n\\n // PREMULTIPLYALPHA — BJS shd_16 line 373\\n color = vec4<f32>(color.rgb * color.a, color.a);\\n\\n // Dithering\\n color = vec4<f32>(color.rgb + vec3<f32>(dither(input.vPositionW.xy, 0.5)), color.a);\\n color = max(color, vec4<f32>(0.0));\\n\\n return color;\\n}\\n\"","/** Ground plane renderable — lazy-loaded only when a scene includes a ground.\n * Contains the ground material, mesh buffers, texture loading, and UBO creation.\n * Tree-shaken away from scenes that use `skipGround: true`. */\n\nimport type { Mat4 } from \"../../math/types.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { Renderable } from \"../../render/renderable.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport { getBilinearSampler } from \"../../resource/samplers.js\";\nimport { createUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { getSceneBindGroupLayout } from \"../../render/scene-helpers.js\";\nimport { targetSignatureKey } from \"../../engine/render-target.js\";\nimport groundVertSrc from \"../../../shaders/background.vertex.wgsl?raw\";\nimport groundFragSrc from \"../../../shaders/background.ground.fragment.wgsl?raw\";\nimport { createMappedBuffer } from \"../../resource/gpu-buffers.js\";\nimport { SCENE_UBO_WGSL } from \"../../shader/scene-uniforms.js\";\nimport { WGSL_DITHER, WGSL_NO_DITHER } from \"../../shader/wgsl-helpers.js\";\n\n// ── Ground-frag-only WGSL helpers (kept here so scenes that don't load the ground\n// don't pay for the image-processing helper in the shared wgsl-helpers chunk). ──\n\n/** Image processing: exposure → Reinhard tonemap → gamma → contrast. */\nconst WGSL_IMAGE_PROCESSING = `\nfn applyImageProcessing(result: vec4<f32>) -> vec4<f32> {\nvar rgb = result.rgb;\nrgb *= scene.vImageInfos.x;\nconst tonemappingCalibration: f32 = 1.590579;\nrgb = 1.0 - exp2(-tonemappingCalibration * rgb);\nrgb = pow(rgb, vec3<f32>(1.0 / 2.2));\nrgb = clamp(rgb, vec3<f32>(0.0), vec3<f32>(1.0));\nlet highContrast = rgb * rgb * (3.0 - 2.0 * rgb);\nif (scene.vImageInfos.y < 1.0) {\nrgb = mix(vec3<f32>(0.5), rgb, scene.vImageInfos.y);\n} else {\nrgb = mix(rgb, highContrast, scene.vImageInfos.y - 1.0);\n}\nrgb = max(rgb, vec3<f32>(0.0));\nreturn vec4<f32>(rgb, result.a);\n}\n`;\n\nconst BG_MESH_UNIFORM_SIZE = 96; // mat4x4 + primaryColor vec3 + alpha + backgroundCenter vec3 + pad\n\n/** Build the ground renderable for a PBR environment scene. */\nexport async function buildGroundRenderable(\n engine: EngineContext,\n groundSize: number,\n rootPosition: [number, number, number],\n primaryColor: [number, number, number],\n groundTextureUrl?: string,\n groundImagePromise?: Promise<ImageBitmap>,\n enableNoise = true\n): Promise<Renderable> {\n const fragCode = SCENE_UBO_WGSL + WGSL_IMAGE_PROCESSING + (enableNoise ? WGSL_DITHER : WGSL_NO_DITHER) + groundFragSrc;\n const gndMat = createGroundMaterial(enableNoise, fragCode);\n\n // Ground world: rotated 90° X (XY→XZ), translated to rootPosition\n // Column-major for WGSL: ground quad in XY plane, normal +Z → world +Y\n // Offset Y by -0.01 to prevent z-fighting with scene floor geometry.\n const eps = 2.220446049250313e-16;\n const groundWorld = new Float32Array(16);\n groundWorld[0] = 1;\n groundWorld[5] = eps;\n groundWorld[6] = -1;\n groundWorld[9] = 1;\n groundWorld[10] = eps;\n groundWorld[12] = rootPosition[0];\n groundWorld[13] = rootPosition[1];\n groundWorld[14] = rootPosition[2];\n groundWorld[15] = 1;\n\n const gndBufs = createGroundBuffers(engine, groundSize);\n const gndUBO = createBgMeshUBO(engine, groundWorld as unknown as Mat4, primaryColor);\n\n const groundTex = await loadGroundTexture(engine, groundTextureUrl, groundImagePromise);\n const groundTexView = groundTex.createView();\n const groundSamp = getBilinearSampler(engine);\n const gndBG = gndMat.createBindGroup(engine, gndUBO, groundTexView, groundSamp);\n\n const r: Renderable = {\n order: 200, // ground renders last (transparent)\n isTransparent: true,\n bind(eng, sig) {\n return {\n renderable: r,\n pipeline: gndMat.getPipeline(eng as EngineContext, sig),\n draw(pass) {\n pass.setBindGroup(1, gndBG);\n pass.setVertexBuffer(0, gndBufs.posBuffer);\n pass.setVertexBuffer(1, gndBufs.normBuffer);\n pass.setVertexBuffer(2, gndBufs.uvBuffer);\n pass.setIndexBuffer(gndBufs.idxBuffer, \"uint16\");\n pass.drawIndexed(gndBufs.idxCount);\n return 1;\n },\n };\n },\n };\n return r;\n}\n\n// ─── Ground Material ────────────────────────────────────────────────────────\n\ninterface GroundMaterial {\n getPipeline(engine: EngineContext, sig: RenderTargetSignature): GPURenderPipeline;\n createBindGroup(engine: EngineContext, meshUBO: GPUBuffer, groundTextureView: GPUTextureView, groundSampler: GPUSampler): GPUBindGroup;\n}\n\n/** Module-global pipeline cache — keyed by noise mode + full target signature (color/depth/samples/flipY).\n * All ground renderables share this cache. */\nconst _gndPipelines = new Map<string, GPURenderPipeline>();\nlet _gndLayout: GPUBindGroupLayout | null = null;\nlet _gndCachedDevice: GPUDevice | null = null;\n\nfunction createGroundMaterial(enableNoise: boolean, fragCode: string): GroundMaterial {\n function getLayout(engine: EngineContext): GPUBindGroupLayout {\n const device = engine._device;\n if (_gndLayout && _gndCachedDevice === device) {\n return _gndLayout;\n }\n _gndLayout = device.createBindGroupLayout({\n label: \"ground-material\",\n entries: [\n { binding: 0, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, buffer: { type: \"uniform\" } },\n { binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: \"float\", viewDimension: \"2d\" } },\n { binding: 2, visibility: GPUShaderStage.FRAGMENT, sampler: { type: \"filtering\" } },\n ],\n });\n _gndCachedDevice = device;\n return _gndLayout;\n }\n\n return {\n getPipeline(engine, sig) {\n const device = engine._device;\n if (_gndCachedDevice !== device) {\n _gndPipelines.clear();\n _gndLayout = null;\n _gndCachedDevice = device;\n }\n const key = `${+enableNoise}|${targetSignatureKey(sig)}`;\n const cached = _gndPipelines.get(key);\n if (cached) {\n return cached;\n }\n const vertModule = device.createShaderModule({ code: SCENE_UBO_WGSL + groundVertSrc, label: \"ground-vert\" });\n const fragModule = device.createShaderModule({ code: fragCode, label: \"ground-frag\" });\n\n // Matches BJS rp_8: premultiplied alpha blend, depthWrite=false\n const pipeline = device.createRenderPipeline({\n label: \"ground-pipeline\",\n layout: device.createPipelineLayout({ bindGroupLayouts: [getSceneBindGroupLayout(engine), getLayout(engine)] }),\n vertex: {\n module: vertModule,\n entryPoint: \"main\",\n buffers: [\n { arrayStride: 12, attributes: [{ shaderLocation: 0, offset: 0, format: \"float32x3\" as GPUVertexFormat }] },\n { arrayStride: 12, attributes: [{ shaderLocation: 1, offset: 0, format: \"float32x3\" as GPUVertexFormat }] },\n { arrayStride: 8, attributes: [{ shaderLocation: 2, offset: 0, format: \"float32x2\" as GPUVertexFormat }] },\n ],\n },\n fragment: {\n module: fragModule,\n entryPoint: \"main\",\n targets: [\n {\n format: sig._colorFormat!,\n blend: {\n color: { srcFactor: \"one\", dstFactor: \"one-minus-src-alpha\", operation: \"add\" },\n alpha: { srcFactor: \"one\", dstFactor: \"one-minus-src-alpha\", operation: \"add\" },\n },\n },\n ],\n },\n depthStencil: {\n format: sig._depthStencilFormat ?? \"depth24plus-stencil8\",\n depthCompare: sig._depthCompare ?? \"greater-equal\",\n depthWriteEnabled: false,\n },\n multisample: { count: sig._sampleCount },\n primitive: { topology: \"triangle-list\", cullMode: \"back\", frontFace: sig._flipY ? \"cw\" : \"ccw\" },\n });\n _gndPipelines.set(key, pipeline);\n return pipeline;\n },\n\n createBindGroup(engine, meshUBO, groundTextureView, groundSampler) {\n const device = engine._device;\n return device.createBindGroup({\n layout: getLayout(engine),\n entries: [\n { binding: 0, resource: { buffer: meshUBO } },\n { binding: 1, resource: groundTextureView },\n { binding: 2, resource: groundSampler },\n ],\n });\n },\n };\n}\n\n// ─── Ground Mesh Data ───────────────────────────────────────────────────────\n\n/** Ground quad (4 verts, 6 indices — matches BJS CreatePlane with BACKSIDE).\n * XY plane, normals +Z (become +Y after world rotation). */\nfunction createGroundBuffers(\n engine: EngineContext,\n groundSize: number\n): {\n posBuffer: GPUBuffer;\n normBuffer: GPUBuffer;\n uvBuffer: GPUBuffer;\n idxBuffer: GPUBuffer;\n idxCount: number;\n} {\n const h = groundSize / 2;\n // prettier-ignore\n const positions = new Float32Array([\n -h, -h, 0,\n h, -h, 0,\n h, h, 0,\n -h, h, 0,\n ]);\n // prettier-ignore\n const normals = new Float32Array([\n 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1,\n ]);\n // prettier-ignore\n const uvs = new Float32Array([\n 0, 0, 1, 0, 1, 1, 0, 1,\n ]);\n // BACKSIDE winding\n // prettier-ignore\n const indices = new Uint16Array([0, 2, 1, 0, 3, 2]);\n\n return {\n posBuffer: createMappedBuffer(engine, positions, GPUBufferUsage.VERTEX),\n normBuffer: createMappedBuffer(engine, normals, GPUBufferUsage.VERTEX),\n uvBuffer: createMappedBuffer(engine, uvs, GPUBufferUsage.VERTEX),\n idxBuffer: createMappedBuffer(engine, indices, GPUBufferUsage.INDEX),\n idxCount: 6,\n };\n}\n\n// ─── Ground UBO ─────────────────────────────────────────────────────────────\n\nfunction createBgMeshUBO(engine: EngineContext, world: Mat4, primaryColor: [number, number, number]): GPUBuffer {\n const data = new Float32Array(BG_MESH_UNIFORM_SIZE / 4);\n data.set(world, 0); // offset 0: world mat4x4\n data[16] = primaryColor[0]; // offset 64: primaryColor.r\n data[17] = primaryColor[1]; // offset 68: primaryColor.g\n data[18] = primaryColor[2]; // offset 72: primaryColor.b\n data[19] = 0.9; // offset 76: alpha (BJS default groundOpacity)\n data[20] = 0;\n data[21] = 0;\n data[22] = 0; // offset 80: backgroundCenter\n return createUniformBuffer(engine, data);\n}\n\n// ─── Ground Texture ─────────────────────────────────────────────────────────\n\n/** Load a ground diffuse texture from URL and upload to GPU.\n * Falls back to a 1×1 white pixel if no URL provided. */\nasync function loadGroundTexture(engine: EngineContext, url?: string, preloadedImage?: Promise<ImageBitmap>): Promise<GPUTexture> {\n const device = engine._device;\n if (!url) {\n const tex = device.createTexture({\n size: [1, 1],\n format: \"rgba8unorm\",\n usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,\n });\n device.queue.writeTexture({ texture: tex }, new Uint8Array([255, 255, 255, 255]), { bytesPerRow: 4 }, [1, 1]);\n return tex;\n }\n // Use pre-fetched image if available (started early in loadEnvironment)\n const bmp = preloadedImage\n ? await preloadedImage\n : await fetch(url)\n .then((r) => r.blob())\n .then((b) => createImageBitmap(b, { premultiplyAlpha: \"none\" }));\n const tex = device.createTexture({\n size: [bmp.width, bmp.height],\n format: \"rgba8unorm\",\n usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,\n });\n device.queue.copyExternalImageToTexture({ source: bmp }, { texture: tex }, [bmp.width, bmp.height]);\n bmp.close();\n return 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{"version":3,"file":"background-hdr-skybox-DDRJYuT2.js","sources":["../shaders/skybox-hdr.fragment.wgsl?raw","../src/material/pbr/background-hdr-skybox.ts"],"sourcesContent":["export default \"// HDR Skybox Fragment Shader — samples HDR environment cubemap with image processing.\\n// Used when scene has an HDR environment rendered as the background.\\n// Matches BJS BackgroundMaterial: cubemap at LOD 0 + exposure + gamma + contrast.\\n\\nstruct MeshUniforms {\\n world: mat4x4<f32>,\\n primaryColor: vec3<f32>,\\n _pad: f32,\\n skyOutputColor: vec3<f32>,\\n _pad2: f32,\\n exposureLinear: f32,\\n contrast: f32,\\n _pad3: f32,\\n _pad4: f32,\\n};\\n\\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\\n@group(1) @binding(1) var envCubemap: texture_cube<f32>;\\n@group(1) @binding(2) var envSampler: sampler;\\n\\nstruct FragmentInput {\\n @location(0) positionUVW: vec3<f32>,\\n @location(1) positionW: vec3<f32>,\\n};\\n\\n@fragment\\nfn main(input: FragmentInput) -> @location(0) vec4<f32> {\\n let dir = normalize(input.positionUVW);\\n var color = textureSampleLevel(envCubemap, envSampler, dir, 0.0).rgb;\\n\\n // Image processing: exposure → gamma → contrast (matches BJS applyImageProcessing)\\n color *= mesh.exposureLinear;\\n color = pow(color, vec3<f32>(1.0 / 2.2));\\n color = clamp(color, vec3<f32>(0.0), vec3<f32>(1.0));\\n\\n let highContrast = color * color * (3.0 - 2.0 * color);\\n if (mesh.contrast < 1.0) { color = mix(vec3<f32>(0.5), color, mesh.contrast); 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{"version":3,"file":"background-solid-skybox-fjXlnWaD.js","sources":["../shaders/skybox.fragment.wgsl?raw","../src/material/pbr/background-solid-skybox.ts"],"sourcesContent":["export default \"// Skybox Fragment Shader — matches Babylon BackgroundMaterial\\n// BJS loads a separate CDN skybox texture (backgroundSkybox.dds) that produces\\n// exactly scene.clearColor when rendered through the BackgroundMaterial pipeline.\\n// We replicate this by outputting the pre-computed clearColor directly from a UBO.\\n\\nstruct MeshUniforms {\\n world: mat4x4<f32>,\\n primaryColor: vec3<f32>,\\n _pad: f32,\\n // Pre-computed sRGB output color for the sky background (= scene.clearColor).\\n skyOutputColor: vec3<f32>,\\n _pad2: f32,\\n};\\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\\n\\nstruct FragmentInput {\\n @location(0) positionUVW: vec3<f32>,\\n @location(1) positionW: vec3<f32>,\\n};\\n\\n@fragment\\nfn main(input: FragmentInput) -> @location(0) vec4<f32> {\\n var result = vec4<f32>(mesh.skyOutputColor, 1.0);\\n\\n // Dithering (enableNoise=true, variance=0.5)\\n result = vec4<f32>(result.rgb + vec3<f32>(dither(input.positionW.xy, 0.5)), result.a);\\n result = max(result, vec4<f32>(0.0));\\n\\n return result;\\n}\\n\"","/** Solid-color skybox renderable — the clear-color background used by PBR\n * environment scenes when no HDR/DDS skybox is provided.\n *\n * Dynamically imported from `background-renderable.ts` so scenes that pass\n * `skipSkybox: true` (or use a dyn-imported HDR/DDS skybox instead) don't\n * pay for the shader module or cube geometry. */\n\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { EnvironmentTextures } from \"../../loader-env/load-env.js\";\nimport type { Mat4 } from \"../../math/types.js\";\nimport type { Renderable } from \"../../render/renderable.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\n\nimport skyboxVertSrc from \"../../../shaders/skybox.vertex.wgsl?raw\";\nimport skyboxFragSrc from \"../../../shaders/skybox.fragment.wgsl?raw\";\nimport { createDefaultPipelineDescriptor, getSceneBindGroupLayout } from \"../../render/scene-helpers.js\";\nimport { targetSignatureKey } from \"../../engine/render-target.js\";\nimport { WGSL_DITHER } from \"../../shader/wgsl-helpers.js\";\nimport { SCENE_UBO_WGSL } from \"../../shader/scene-uniforms.js\";\nimport { createMappedBuffer, createUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { createSingleUniformBGL } from \"../../shader/bgl-helpers.js\";\n\nconst SKY_MESH_UNIFORM_SIZE = 96; // mat4x4 + primaryColor vec3 + pad + skyOutputColor vec3 + pad\n\nfunction createSkyboxBuffers(engine: EngineContext, S: number): { posBuffer: GPUBuffer; idxBuffer: GPUBuffer; idxCount: number } {\n // prettier-ignore\n const positions = new Float32Array([\n S,-S, S, -S,-S, S, -S, S, S, S, S, S,\n S, S,-S, -S, S,-S, -S,-S,-S, S,-S,-S,\n S, S,-S, S,-S,-S, S,-S, S, S, S, S,\n -S, S, S, -S,-S, S, -S,-S,-S, -S, S,-S,\n -S, S, S, -S, S,-S, S, S,-S, S, S, S,\n S,-S, S, S,-S,-S, -S,-S,-S, -S,-S, S,\n ]);\n // prettier-ignore\n const indices = new Uint16Array([\n 2, 1, 0, 3, 2, 0, 6, 5, 4, 7, 6, 4,\n 10, 9, 8, 11,10, 8, 14,13,12, 15,14,12,\n 18,17,16, 19,18,16, 22,21,20, 23,22,20,\n ]);\n return {\n posBuffer: createMappedBuffer(engine, positions, GPUBufferUsage.VERTEX),\n idxBuffer: createMappedBuffer(engine, indices, GPUBufferUsage.INDEX),\n idxCount: 36,\n };\n}\n\nfunction buildSkyboxWorldMatrix(rootPosition: [number, number, number]): Float32Array {\n const world = new Float32Array(16);\n world[0] = 1;\n world[5] = 1;\n world[10] = 1;\n world[15] = 1;\n world[12] = rootPosition[0];\n world[13] = rootPosition[1];\n world[14] = rootPosition[2];\n return world;\n}\n\ninterface SkyboxMaterial {\n getPipeline(engine: EngineContext, sig: RenderTargetSignature): GPURenderPipeline;\n createBindGroup(engine: EngineContext, meshUBO: GPUBuffer, env: EnvironmentTextures): GPUBindGroup;\n}\n\nconst SKYBOX_POS_BUFFER: GPUVertexBufferLayout[] = [{ arrayStride: 12, attributes: [{ shaderLocation: 0, offset: 0, format: \"float32x3\" as GPUVertexFormat }] }];\n\n/** Module-global pipeline cache shared by all solid-skybox renderables. */\nconst _skyPipelines = new Map<string, GPURenderPipeline>();\nlet _skyLayout: GPUBindGroupLayout | null = null;\nlet _skyCachedDevice: GPUDevice | null = null;\n\nfunction createSkyboxMaterial(): SkyboxMaterial {\n function getLayout(engine: EngineContext): GPUBindGroupLayout {\n const device = engine._device;\n if (_skyLayout && _skyCachedDevice === device) {\n return _skyLayout;\n }\n _skyLayout = createSingleUniformBGL(engine, \"skybox-material\", GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT);\n return _skyLayout;\n }\n\n return {\n getPipeline(_engine, sig) {\n const device = _engine._device;\n if (_skyCachedDevice !== device) {\n _skyPipelines.clear();\n _skyLayout = null;\n _skyCachedDevice = device;\n }\n const key = targetSignatureKey(sig);\n const cached = _skyPipelines.get(key);\n if (cached) {\n return cached;\n }\n const _vertModule = device.createShaderModule({ code: SCENE_UBO_WGSL + skyboxVertSrc, label: \"skybox-vert\" });\n const _fragModule = device.createShaderModule({ code: WGSL_DITHER + skyboxFragSrc, label: \"skybox-frag\" });\n\n const pipeline = device.createRenderPipeline(\n createDefaultPipelineDescriptor({\n _label: \"skybox-pipeline\",\n _engine,\n _bgls: [getSceneBindGroupLayout(_engine), getLayout(_engine)],\n _vertModule,\n _fragModule,\n _vertexBuffers: SKYBOX_POS_BUFFER,\n _format: sig._colorFormat!,\n _depthStencilFormat: sig._depthStencilFormat,\n _depthCompare: sig._depthCompare,\n _msaaSamples: sig._sampleCount,\n _depthWriteEnabled: false,\n _flipY: sig._flipY,\n })\n );\n _skyPipelines.set(key, pipeline);\n return pipeline;\n },\n\n createBindGroup(engine, meshUBO, _env) {\n const device = engine._device;\n return device.createBindGroup({\n layout: getLayout(engine),\n entries: [{ binding: 0, resource: { buffer: meshUBO } }],\n });\n },\n };\n}\n\nexport function buildSolidSkyboxRenderable(\n scene: SceneContext,\n envTextures: EnvironmentTextures,\n skyHalfSize: number,\n rootPosition: [number, number, number],\n primaryColor: [number, number, number]\n): Renderable {\n const engine = scene.engine;\n const skyboxWorld = buildSkyboxWorldMatrix(rootPosition);\n const cc = scene.clearColor;\n const skyBufs = createSkyboxBuffers(engine, skyHalfSize);\n\n const skyMat = createSkyboxMaterial();\n const skyOutputColor: [number, number, number] = [cc.r, cc.g, cc.b];\n const skyUBO = createSkyMeshUBO(engine, skyboxWorld as unknown as Mat4, primaryColor, skyOutputColor);\n const skyBG = skyMat.createBindGroup(engine, skyUBO, envTextures);\n\n const r: Renderable = {\n order: 0, // skybox renders first (behind everything)\n isTransparent: false,\n bind(eng, sig) {\n 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{"version":3,"file":"billboard-renderable-DKmlOgbM.js","sources":["../src/sprite/billboard-renderable.ts"],"sourcesContent":["import type { EngineContext } from \"../engine/engine.js\";\nimport type { RenderTargetSignature } from \"../engine/render-target.js\";\nimport type { DrawBinding, DrawUpdateContext, Renderable } from \"../render/renderable.js\";\nimport type { Camera } from \"../camera/camera.js\";\nimport { getViewMatrix } from \"../camera/camera.js\";\nimport { getSceneBindGroupLayout } from \"../render/scene-helpers.js\";\nimport { createEmptyUniformBuffer, createMappedBuffer } from \"../resource/gpu-buffers.js\";\nimport type { SpriteLayerFx } from \"./custom-shader-core.js\";\nimport { _getBillboardFxHook } from \"./sprite-fx-hook.js\";\nimport type { BillboardSpriteSystem } from \"./billboard-sprite.js\";\nimport {\n BILLBOARD_INDEX_DATA,\n BILLBOARD_SYSTEM_UBO_BYTES,\n buildBillboardSystemUbo,\n createBillboardInstanceBuffer,\n createBillboardInstanceSortScratch,\n createBillboardPipelineCache,\n createBillboardSystemBindGroup,\n ensureBillboardInstanceBuffer,\n getOrCreateBillboardPipeline,\n resetBillboardPipelineCache,\n uploadBillboardInstances,\n uploadSortedBillboardInstances,\n writeBillboardSystemUboIfDirty,\n} from \"./billboard-pipeline.js\";\nimport type { BillboardInstanceSortScratch, BillboardPipelineCache } from \"./billboard-pipeline.js\";\n\nlet _sharedPipelineCache: BillboardPipelineCache | null = null;\nlet _sharedPipelineCacheRefs = 0;\n\nfunction acquireSharedPipelineCache(): BillboardPipelineCache {\n _sharedPipelineCache ??= createBillboardPipelineCache();\n _sharedPipelineCacheRefs++;\n return _sharedPipelineCache;\n}\n\nfunction releaseSharedPipelineCache(): void {\n if (_sharedPipelineCacheRefs === 0) {\n return;\n }\n _sharedPipelineCacheRefs--;\n if (_sharedPipelineCacheRefs === 0 && _sharedPipelineCache) {\n resetBillboardPipelineCache(_sharedPipelineCache);\n _sharedPipelineCache = null;\n }\n}\n\ninterface BillboardRenderableInternal extends Renderable {\n _engine: EngineContext;\n _system: BillboardSpriteSystem;\n _indexBuffer: GPUBuffer;\n _uniformBuffer: GPUBuffer;\n _instanceBuffer: GPUBuffer;\n _instanceBufferCapacity: number;\n _instanceSortScratch: BillboardInstanceSortScratch;\n _pipelineCache: BillboardPipelineCache;\n _bindGroups: Map<GPURenderPipeline, GPUBindGroup>;\n _uploadedVersion: number;\n _uploadedCamera: Camera | null;\n _uploadedCameraViewVersion: number;\n _uploadedSorted: boolean;\n _centerVersion: number;\n _drawableCount: number;\n _uboUploaded: boolean;\n _lastUbo: Float32Array;\n _scratchUbo: Float32Array;\n _fx: SpriteLayerFx | null;\n _disposed: boolean;\n}\n\nexport function buildBillboardRenderable(engine: EngineContext, system: BillboardSpriteSystem): { renderable: Renderable; dispose: () => void } {\n const indexBuffer = createMappedBuffer(engine, BILLBOARD_INDEX_DATA, GPUBufferUsage.INDEX);\n const uniformBuffer = createEmptyUniformBuffer(engine, BILLBOARD_SYSTEM_UBO_BYTES, `${system._orientation}-billboard-system-ubo`);\n const instanceBuffer = createBillboardInstanceBuffer(engine._device, system, `${system._orientation}-billboard-instances`);\n const fx = _getBillboardFxHook()?.createLayerFx(engine, `${system._orientation}-billboard-fx-ubo`, system) ?? null;\n const isTransparent = system._depthMode === \"transparent\";\n const renderable: BillboardRenderableInternal = {\n order: system.order,\n isTransparent,\n _direct: !isTransparent,\n _engine: engine,\n _system: system,\n _indexBuffer: indexBuffer,\n _uniformBuffer: uniformBuffer,\n _instanceBuffer: instanceBuffer,\n _instanceBufferCapacity: system._capacity,\n _instanceSortScratch: createBillboardInstanceSortScratch(),\n _pipelineCache: acquireSharedPipelineCache(),\n _bindGroups: new Map(),\n _uploadedVersion: -1,\n _uploadedCamera: null,\n _uploadedCameraViewVersion: -1,\n _uploadedSorted: false,\n _centerVersion: -1,\n _drawableCount: 0,\n _uboUploaded: false,\n _lastUbo: new Float32Array(BILLBOARD_SYSTEM_UBO_BYTES / 4),\n _scratchUbo: new Float32Array(BILLBOARD_SYSTEM_UBO_BYTES / 4),\n _fx: fx,\n _disposed: false,\n _worldCenter: [0, 0, 0],\n bind(engine, target) {\n return bindSystem(renderable, engine, target);\n },\n };\n refreshBillboardWorldCenter(renderable);\n return {\n renderable,\n dispose() {\n disposeRenderable(renderable);\n },\n };\n}\n\nfunction bindSystem(renderable: BillboardRenderableInternal, engine: EngineContext, target: RenderTargetSignature): DrawBinding {\n if (!target._depthStencilFormat) {\n throw new Error(\"BillboardSpriteSystem requires a depth-stencil render target.\");\n }\n const sampleCount = target._sampleCount === 1 ? 1 : 4;\n const pipeline = getOrCreateBillboardPipeline(\n engine,\n renderable._pipelineCache,\n target._colorFormat!,\n sampleCount,\n renderable._system,\n target._depthStencilFormat,\n getSceneBindGroupLayout(engine)\n );\n let bindGroup = renderable._bindGroups.get(pipeline);\n if (!bindGroup) {\n bindGroup = createBillboardSystemBindGroup(engine, pipeline, renderable._system, renderable._uniformBuffer, renderable._fx);\n renderable._bindGroups.set(pipeline, bindGroup);\n }\n return {\n renderable,\n pipeline,\n update(context) {\n uploadSystem(renderable, context);\n },\n draw(pass) {\n return drawSystem(renderable, bindGroup, pass);\n },\n };\n}\n\nfunction uploadSystem(renderable: BillboardRenderableInternal, context: DrawUpdateContext): void {\n if (renderable._disposed) {\n return;\n }\n refreshBillboardWorldCenter(renderable);\n if (!renderable._system.visible || renderable._system.count === 0) {\n if (renderable._system.count === 0) {\n renderable._system._dirtyMin = 0;\n renderable._system._dirtyMax = 0;\n renderable._uploadedVersion = renderable._system._version;\n renderable._uploadedSorted = false;\n }\n return;\n }\n // Match the pure-2D `SpriteRenderer` path: advance `fx.time` (and write the FX UBO) only for\n // visible, non-empty systems so time semantics stay consistent and we avoid wasted `writeBuffer` traffic.\n if (renderable._fx) {\n _getBillboardFxHook()!.updateFx(renderable._fx, renderable._system, renderable._engine._currentDelta);\n }\n const grown = ensureBillboardInstanceBuffer(\n renderable._engine._device,\n renderable._system,\n renderable._instanceBuffer,\n renderable._instanceBufferCapacity,\n `${renderable._system._orientation}-billboard-instances`\n );\n if (grown.reallocated) {\n renderable._instanceBuffer = grown.buffer;\n renderable._instanceBufferCapacity = grown.capacity;\n renderable._uploadedVersion = -1;\n renderable._uploadedCamera = null;\n renderable._uploadedCameraViewVersion = -1;\n renderable._uploadedSorted = false;\n }\n const camera = context._camera;\n if (renderable._system._depthMode === \"transparent\" && camera) {\n const cameraViewMatrix = getViewMatrix(camera);\n if (\n !renderable._uploadedSorted ||\n renderable._uploadedVersion !== renderable._system._version ||\n 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{"version":3,"file":"create-skeleton-BBI5urcj.js","sources":["../src/skeleton/create-skeleton.ts"],"sourcesContent":["/** Skeleton GPU resource factory.\n *\n * Dynamically imported by load-gltf.ts when a mesh has skeletal data.\n * Scenes without skeletons never import this module.\n * Skinning WGSL is now provided by the skeleton ShaderFragment\n * (shader/fragments/skeleton-fragment.ts) and composed at pipeline\n * creation time — no global registration needed. */\n\nimport type { EngineContext } from \"../engine/engine.js\";\nimport type { SkeletonData } from \"../animation/types.js\";\nimport { createMappedBuffer } from \"../resource/gpu-buffers.js\";\n\n/** Create skeleton GPU data from parsed glTF skin.\n * @param engine - Engine context (provides GPUDevice)\n * @param joints - Joint indices (4 per vertex, u8 or u16)\n * @param weights - Blend weights (4 per vertex, f32)\n * @param boneCount - Number of bones (joints) in the skeleton\n * @param boneData - Initial bone matrices (Float32Array, 16 floats per bone)\n * @param joints1 - Extra joint indices for 8-bone skinning (JOINTS_1)\n * @param weights1 - Extra blend weights for 8-bone skinning (WEIGHTS_1)\n */\nexport function createSkeleton(\n engine: EngineContext,\n joints: Uint16Array | Uint8Array,\n weights: Float32Array,\n boneCount: number,\n boneData: Float32Array,\n joints1?: Uint16Array | Uint8Array | null,\n weights1?: Float32Array | null\n): SkeletonData {\n const device = engine._device;\n // Bone texture: rgba32float, 4 texels per bone (one mat4 column each)\n const texWidth = boneCount * 4;\n const boneTexture = device.createTexture({\n size: [texWidth, 1],\n format: \"rgba32float\",\n usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,\n });\n device.queue.writeTexture({ texture: boneTexture }, boneData.buffer, { bytesPerRow: texWidth * 16 }, { width: texWidth, height: 1 });\n\n // Expand joints to Uint32Array — pipeline reads uint32x4 vertex format\n const joints32 = new Uint32Array(joints.length);\n for (let i = 0; i < joints.length; i++) {\n joints32[i] = joints[i]!;\n }\n\n const jointsBuffer = createMappedBuffer(engine, joints32, GPUBufferUsage.VERTEX);\n const weightsBuffer = createMappedBuffer(engine, weights, GPUBufferUsage.VERTEX);\n\n let joints1Buffer: GPUBuffer | null = null;\n let weights1Buffer: GPUBuffer | null = null;\n if (joints1 && weights1) {\n const joints132 = new Uint32Array(joints1.length);\n for (let i = 0; i < joints1.length; i++) {\n joints132[i] = joints1[i]!;\n }\n joints1Buffer = createMappedBuffer(engine, joints132, GPUBufferUsage.VERTEX);\n weights1Buffer = createMappedBuffer(engine, weights1, GPUBufferUsage.VERTEX);\n }\n\n return {\n boneTexture,\n boneCount,\n jointsBuffer,\n weightsBuffer,\n joints,\n weights,\n boneMatrices: boneData,\n joints1Buffer,\n weights1Buffer,\n joints1: joints1 ?? null,\n weights1: weights1 ?? null,\n };\n}\n"],"names":[],"mappings":";AAqBO,SAAS,eACZ,QACA,QACA,SACA,WACA,UACA,SACA,UACY;AACZ,QAAM,SAAS,OAAO;AAEtB,QAAM,WAAW,YAAY;AAC7B,QAAM,cAAc,OAAO,cAAc;AAAA,IACrC,MAAM,CAAC,UAAU,CAAC;AAAA,IAClB,QAAQ;AAAA,IACR,OAAO,gBAAgB,kBAAkB,gBAAgB;AAAA,EAAA,CAC5D;AACD,SAAO,MAAM,aAAa,EAAE,SAAS,YAAA,GAAe,SAAS,QAAQ,EAAE,aAAa,WAAW,MAAM,EAAE,OAAO,UAAU,QAAQ,GAAG;AAGnI,QAAM,WAAW,IAAI,YAAY,OAAO,MAAM;AAC9C,WAAS,IAAI,GAAG,IAAI,OAAO,QAAQ,KAAK;AACpC,aAAS,CAAC,IAAI,OAAO,CAAC;AAAA,EAC1B;AAEA,QAAM,eAAe,mBAAmB,QAAQ,UAAU,eAAe,MAAM;AAC/E,QAAM,gBAAgB,mBAAmB,QAAQ,SAAS,eAAe,MAAM;AAE/E,MAAI,gBAAkC;AACtC,MAAI,iBAAmC;AACvC,MAAI,WAAW,UAAU;AACrB,UAAM,YAAY,IAAI,YAAY,QAAQ,MAAM;AAChD,aAAS,IAAI,GAAG,IAAI,QAAQ,QAAQ,KAAK;AACrC,gBAAU,CAAC,IAAI,QAAQ,CAAC;AAAA,IAC5B;AACA,oBAAgB,mBAAmB,QAAQ,WAAW,eAAe,MAAM;AAC3E,qBAAiB,mBAAmB,QAAQ,UAAU,eAAe,MAAM;AAAA,EAC/E;AAEA,SAAO;AAAA,IACH;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA,cAAc;AAAA,IACd;AAAA,IACA;AAAA,IACA,SAAS,WAAW;AAAA,IACpB,UAAU,YAAY;AAAA,EAAA;AAE9B;"}
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{"version":3,"file":"cubemap-skybox-material-DvW81drX.js","sources":["../src/material/pbr/cubemap-skybox-material.ts"],"sourcesContent":["/** Shared cubemap skybox material factory — used by DDS and HDR skyboxes.\n * BGL: binding 0 = uniform buffer, binding 1 = cube texture, binding 2 = sampler. */\n\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport { createDefaultPipelineDescriptor, getSceneBindGroupLayout } from \"../../render/scene-helpers.js\";\nimport { targetSignatureKey } from \"../../engine/render-target.js\";\n\nconst SKYBOX_POS_BUFFER: GPUVertexBufferLayout[] = [{ arrayStride: 12, attributes: [{ shaderLocation: 0, offset: 0, format: \"float32x3\" as GPUVertexFormat }] }];\n\nexport interface CubemapSkyboxMaterial {\n getPipeline(engine: EngineContext, sig: RenderTargetSignature): GPURenderPipeline;\n createBindGroup(engine: EngineContext, meshUBO: GPUBuffer, cubeView: 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{"version":3,"file":"emissive-fragment-DD8cvHyx.js","sources":["../src/material/pbr/fragments/emissive-fragment.ts"],"sourcesContent":["/**\n * Emissive Color Fragment\n *\n * Adds an emissiveColor vec3 uniform to MeshUniforms and uses it\n * in the fragment shader's emissive computation.\n *\n * Zero bytes in bundles for scenes that don't use emissive color.\n */\n\nimport type { ShaderFragment } from \"../../../shader/fragment-types.js\";\nimport type { PbrMaterialProps } from \"../pbr-material.js\";\nimport type { PbrExt } from \"../pbr-flags.js\";\nimport { PBR_HAS_EMISSIVE_COLOR, PBR_HAS_EMISSIVE } from \"../pbr-flag-bits.js\";\n\n/**\n * Create an emissive-color fragment.\n * @param hasEmissiveTexture - Whether the material also has an emissive texture.\n */\nexport function createEmissiveColorFragment(hasEmissiveTexture: boolean): ShaderFragment {\n return {\n _id: \"emissive-color\",\n\n _uboFields: [\n { _name: \"emissiveColor\", _type: \"vec3<f32>\" },\n { _name: \"_emissiveColorPad\", _type: \"f32\" },\n ],\n\n _fragmentSlots: {\n AT: hasEmissiveTexture\n ? `let emissive = material.emissiveColor * textureSample(emissiveTexture, emissiveSampler, input.uv).rgb;`\n : `let emissive = material.emissiveColor;`,\n },\n };\n}\n\n/** Write the emissive-color material-UBO slice. */\nexport function writeEmissiveUBO(data: Float32Array, material: PbrMaterialProps, offsets: ReadonlyMap<string, number>): void {\n if (!material.emissiveColor || !offsets.has(\"emissiveColor\")) {\n return;\n }\n const off = offsets.get(\"emissiveColor\")! / 4;\n data[off] = material.emissiveColor[0]!;\n data[off + 1] = material.emissiveColor[1]!;\n data[off + 2] = material.emissiveColor[2]!;\n}\n\nexport const pbrExt: PbrExt = {\n id: \"emissive-color\",\n phase: \"fragment\",\n frag(ctx) {\n if (!(ctx._features & PBR_HAS_EMISSIVE_COLOR)) {\n return null;\n }\n return createEmissiveColorFragment((ctx._features & PBR_HAS_EMISSIVE) !== 0);\n },\n writeUbo: writeEmissiveUBO as PbrExt[\"writeUbo\"],\n};\n"],"names":[],"mappings":";AAkBO,SAAS,4BAA4B,oBAA6C;AACrF,SAAO;AAAA,IACH,KAAK;AAAA,IAEL,YAAY;AAAA,MACR,EAAE,OAAO,iBAAiB,OAAO,YAAA;AAAA,MACjC,EAAE,OAAO,qBAAqB,OAAO,MAAA;AAAA,IAAM;AAAA,IAG/C,gBAAgB;AAAA,MACZ,IAAI,qBACE,2GACA;AAAA,IAAA;AAAA,EACV;AAER;AAGO,SAAS,iBAAiB,MAAoB,UAA4B,SAA4C;AACzH,MAAI,CAAC,SAAS,iBAAiB,CAAC,QAAQ,IAAI,eAAe,GAAG;AAC1D;AAAA,EACJ;AACA,QAAM,MAAM,QAAQ,IAAI,eAAe,IAAK;AAC5C,OAAK,GAAG,IAAI,SAAS,cAAc,CAAC;AACpC,OAAK,MAAM,CAAC,IAAI,SAAS,cAAc,CAAC;AACxC,OAAK,MAAM,CAAC,IAAI,SAAS,cAAc,CAAC;AAC5C;AAEO,MAAM,SAAiB;AAAA,EAC1B,IAAI;AAAA,EACJ,OAAO;AAAA,EACP,KAAK,KAAK;AACN,QAAI,EAAE,IAAI,YAAY,yBAAyB;AAC3C,aAAO;AAAA,IACX;AACA,WAAO,6BAA6B,IAAI,YAAY,sBAAsB,CAAC;AAAA,EAC/E;AAAA,EACA,UAAU;AACd;"}
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