@babylonjs/lite 1.2.0 → 1.3.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (210) hide show
  1. package/{_mat4-storage-f64-WeexU-hd.js → _mat4-storage-f64-BqqOLkos.js} +2 -2
  2. package/{_mat4-storage-f64-WeexU-hd.js.map → _mat4-storage-f64-BqqOLkos.js.map} +1 -1
  3. package/{alpha-test-fragment-x2mnjLgC.js → alpha-test-fragment-D8oeUpvv.js} +2 -2
  4. package/{alpha-test-fragment-x2mnjLgC.js.map → alpha-test-fragment-D8oeUpvv.js.map} +1 -1
  5. package/{background-dds-skybox-BpcDr-9c.js → background-dds-skybox-Cv92mmdC.js} +3 -4
  6. package/{background-dds-skybox-BpcDr-9c.js.map → background-dds-skybox-Cv92mmdC.js.map} +1 -1
  7. package/{background-ground-Bm6gjWqx.js → background-ground-ClcWiDuF.js} +2 -3
  8. package/{background-ground-Bm6gjWqx.js.map → background-ground-ClcWiDuF.js.map} +1 -1
  9. package/{background-hdr-skybox-CSFo8RX6.js → background-hdr-skybox-MfAwLhVx.js} +3 -3
  10. package/{background-hdr-skybox-CSFo8RX6.js.map → background-hdr-skybox-MfAwLhVx.js.map} +1 -1
  11. package/{background-solid-skybox-DOOBeDIz.js → background-solid-skybox-CkmGuOn5.js} +2 -3
  12. package/{background-solid-skybox-DOOBeDIz.js.map → background-solid-skybox-CkmGuOn5.js.map} +1 -1
  13. package/{billboard-renderable-IJfCpeDS.js → billboard-renderable-CmIfD7IP.js} +2 -2
  14. package/{billboard-renderable-IJfCpeDS.js.map → billboard-renderable-CmIfD7IP.js.map} +1 -1
  15. package/{clamp-block-BD_t8I89.js → clamp-block-Bupvx5sX.js} +2 -2
  16. package/{clamp-block-BD_t8I89.js.map → clamp-block-Bupvx5sX.js.map} +1 -1
  17. package/{clearcoat-fragment-Dj7vGX2u.js → clearcoat-fragment-wfkXOHHZ.js} +2 -2
  18. package/{clearcoat-fragment-Dj7vGX2u.js.map → clearcoat-fragment-wfkXOHHZ.js.map} +1 -1
  19. package/{create-skeleton-s0hjrC3A.js → create-skeleton-41NqPV9u.js} +2 -2
  20. package/{create-skeleton-s0hjrC3A.js.map → create-skeleton-41NqPV9u.js.map} +1 -1
  21. package/{cubemap-skybox-material-8lzbgi7K.js → cubemap-skybox-material-BWGdKMLi.js} +2 -2
  22. package/{cubemap-skybox-material-8lzbgi7K.js.map → cubemap-skybox-material-BWGdKMLi.js.map} +1 -1
  23. package/{curve-block-Ditr4R7V.js → curve-block-CeLMJE2N.js} +2 -2
  24. package/{curve-block-Ditr4R7V.js.map → curve-block-CeLMJE2N.js.map} +1 -1
  25. package/{emissive-fragment-BOAezkfk.js → emissive-fragment-CDJhX8ad.js} +2 -2
  26. package/{emissive-fragment-BOAezkfk.js.map → emissive-fragment-CDJhX8ad.js.map} +1 -1
  27. package/{esm-shadow-view-JCPaOOi7.js → esm-shadow-view-CcX1jdrL.js} +2 -2
  28. package/{esm-shadow-view-JCPaOOi7.js.map → esm-shadow-view-CcX1jdrL.js.map} +1 -1
  29. package/{esm-shadow-view-DRpyRAfa.js → esm-shadow-view-Cf2PwVNs.js} +2 -2
  30. package/{esm-shadow-view-DRpyRAfa.js.map → esm-shadow-view-Cf2PwVNs.js.map} +1 -1
  31. package/{esm-shadow-view-DmIORQGZ.js → esm-shadow-view-KyVyZnKZ.js} +2 -2
  32. package/{esm-shadow-view-DmIORQGZ.js.map → esm-shadow-view-KyVyZnKZ.js.map} +1 -1
  33. package/{gaussian-splatting-pipeline-sh-B30Mu56i.js → gaussian-splatting-pipeline-sh-lM48JDca.js} +2 -2
  34. package/{gaussian-splatting-pipeline-sh-B30Mu56i.js.map → gaussian-splatting-pipeline-sh-lM48JDca.js.map} +1 -1
  35. package/{geometry-texture-output-DURiaJ_n.js → geometry-texture-output-DSeH_3G_.js} +2 -2
  36. package/{geometry-texture-output-DURiaJ_n.js.map → geometry-texture-output-DSeH_3G_.js.map} +1 -1
  37. package/{geometry-view-DRrscyWU.js → geometry-view-L27hzPQF.js} +3 -4
  38. package/{geometry-view-DRrscyWU.js.map → geometry-view-L27hzPQF.js.map} +1 -1
  39. package/{gltf-animation-BjnXkop6.js → gltf-animation-Db8PwXmY.js} +6 -5
  40. package/gltf-animation-Db8PwXmY.js.map +1 -0
  41. package/{gltf-ext-basisu-DtzVV1Xx.js → gltf-ext-basisu-BARpgeiU.js} +2 -2
  42. package/{gltf-ext-basisu-DtzVV1Xx.js.map → gltf-ext-basisu-BARpgeiU.js.map} +1 -1
  43. package/{gltf-ext-node-visibility-BhX0DmiP.js → gltf-ext-node-visibility-Cv7HyWR_.js} +2 -2
  44. package/{gltf-ext-node-visibility-BhX0DmiP.js.map → gltf-ext-node-visibility-Cv7HyWR_.js.map} +1 -1
  45. package/{gltf-ext-quantization-DaymajCR.js → gltf-ext-quantization-DIYKR7_3.js} +2 -2
  46. package/{gltf-ext-quantization-DaymajCR.js.map → gltf-ext-quantization-DIYKR7_3.js.map} +1 -1
  47. package/{gltf-ext-uv-transform-DFmNJ8kA.js → gltf-ext-uv-transform-qU-LScDy.js} +2 -2
  48. package/{gltf-ext-uv-transform-DFmNJ8kA.js.map → gltf-ext-uv-transform-qU-LScDy.js.map} +1 -1
  49. package/gltf-feature-animation-pointer-nDf6dGpL.js +161 -0
  50. package/gltf-feature-animation-pointer-nDf6dGpL.js.map +1 -0
  51. package/{gltf-feature-animations-v0S_yb4T.js → gltf-feature-animations-Dr9AsgIN.js} +3 -3
  52. package/{gltf-feature-animations-v0S_yb4T.js.map → gltf-feature-animations-Dr9AsgIN.js.map} +1 -1
  53. package/gltf-feature-draco-CRgxNaK1.js +33 -0
  54. package/gltf-feature-draco-CRgxNaK1.js.map +1 -0
  55. package/{gltf-feature-gpu-instancing-BoeSm6Tn.js → gltf-feature-gpu-instancing-QfJNFW1R.js} +2 -2
  56. package/{gltf-feature-gpu-instancing-BoeSm6Tn.js.map → gltf-feature-gpu-instancing-QfJNFW1R.js.map} +1 -1
  57. package/{gltf-feature-lights-punctual-BCTwgyi_.js → gltf-feature-lights-punctual-B3xbCshn.js} +5 -5
  58. package/{gltf-feature-lights-punctual-BCTwgyi_.js.map → gltf-feature-lights-punctual-B3xbCshn.js.map} +1 -1
  59. package/{gltf-feature-meshopt-DItMkOMt.js → gltf-feature-meshopt-DBvtC2n2.js} +2 -34
  60. package/gltf-feature-meshopt-DBvtC2n2.js.map +1 -0
  61. package/{gltf-feature-morph-Cv0mEYIq.js → gltf-feature-morph-DE63vfIE.js} +3 -3
  62. package/{gltf-feature-morph-Cv0mEYIq.js.map → gltf-feature-morph-DE63vfIE.js.map} +1 -1
  63. package/{gltf-feature-registry-wNbt6UC-.js → gltf-feature-registry-DfOiNmhR.js} +15 -15
  64. package/{gltf-feature-registry-wNbt6UC-.js.map → gltf-feature-registry-DfOiNmhR.js.map} +1 -1
  65. package/{gltf-feature-skeleton-Deh2UBAn.js → gltf-feature-skeleton-IHj-DuKx.js} +12 -3
  66. package/gltf-feature-skeleton-IHj-DuKx.js.map +1 -0
  67. package/{gltf-feature-variants-DGSdFNJq.js → gltf-feature-variants-C-eyBru5.js} +2 -2
  68. package/{gltf-feature-variants-DGSdFNJq.js.map → gltf-feature-variants-C-eyBru5.js.map} +1 -1
  69. package/{gltf-glb-parser-DSQWsT4r.js → gltf-glb-parser-DXMAJA8e.js} +2 -2
  70. package/{gltf-glb-parser-DSQWsT4r.js.map → gltf-glb-parser-DXMAJA8e.js.map} +1 -1
  71. package/{gltf-interleave-OBqmlu-h.js → gltf-interleave-BdKrRH3j.js} +4 -4
  72. package/gltf-interleave-BdKrRH3j.js.map +1 -0
  73. package/{gltf-pbr-builder-ext-3imk8Tev.js → gltf-pbr-builder-ext-DJ8Jm7jo.js} +2 -2
  74. package/{gltf-pbr-builder-ext-3imk8Tev.js.map → gltf-pbr-builder-ext-DJ8Jm7jo.js.map} +1 -1
  75. package/{gltf-variants-Dyr54wwg.js → gltf-variants-C0HetOre.js} +4 -4
  76. package/{gltf-variants-Dyr54wwg.js.map → gltf-variants-C0HetOre.js.map} +1 -1
  77. package/{gpu-task-timer-DVBNZfq5.js → gpu-task-timer-C-3sLTxO.js} +2 -2
  78. package/{gpu-task-timer-DVBNZfq5.js.map → gpu-task-timer-C-3sLTxO.js.map} +1 -1
  79. package/{gs-picking-pipeline-CERN-Trj.js → gs-picking-pipeline-DlogO8fI.js} +2 -2
  80. package/{gs-picking-pipeline-CERN-Trj.js.map → gs-picking-pipeline-DlogO8fI.js.map} +1 -1
  81. package/{havok-floating-origin-VVdJRUYc.js → havok-floating-origin-CQ7yE-XD.js} +2 -2
  82. package/{havok-floating-origin-VVdJRUYc.js.map → havok-floating-origin-CQ7yE-XD.js.map} +1 -1
  83. package/{index-BgY3QEzL.js → index-C2sM8ERH.js} +2697 -932
  84. package/index-C2sM8ERH.js.map +1 -0
  85. package/index.d.ts +443 -12
  86. package/index.js +525 -507
  87. package/{input-block-DjdlndCL.js → input-block-DfFVJB-8.js} +2 -2
  88. package/{input-block-DjdlndCL.js.map → input-block-DfFVJB-8.js.map} +1 -1
  89. package/{iridescence-fragment-kfsCs8lN.js → iridescence-fragment-CQwzyZ3W.js} +2 -2
  90. package/{iridescence-fragment-kfsCs8lN.js.map → iridescence-fragment-CQwzyZ3W.js.map} +1 -1
  91. package/{light-block-qjCrz3de.js → light-block-othUHIHC.js} +2 -2
  92. package/{light-block-qjCrz3de.js.map → light-block-othUHIHC.js.map} +1 -1
  93. package/{loop-block-C8vkQ2bz.js → loop-block-DgHyTx97.js} +2 -2
  94. package/{loop-block-C8vkQ2bz.js.map → loop-block-DgHyTx97.js.map} +1 -1
  95. package/{morph-fragment-NpZYyIIU.js → morph-fragment-D_rgysrc.js} +2 -2
  96. package/{morph-fragment-NpZYyIIU.js.map → morph-fragment-D_rgysrc.js.map} +1 -1
  97. package/{multilight-wgsl-I5SncF0q.js → multilight-wgsl-DRmyM3cC.js} +2 -2
  98. package/{multilight-wgsl-I5SncF0q.js.map → multilight-wgsl-DRmyM3cC.js.map} +1 -1
  99. package/{node-env-D7Aee08u.js → node-env-B-Ca2DL0.js} +2 -2
  100. package/{node-env-D7Aee08u.js.map → node-env-B-Ca2DL0.js.map} +1 -1
  101. package/{node-geometry-view-DfKXWNfV.js → node-geometry-view-BJDB-lrf.js} +3 -3
  102. package/{node-geometry-view-DfKXWNfV.js.map → node-geometry-view-BJDB-lrf.js.map} +1 -1
  103. package/{node-registry-extra-compat-CDLeBR1P.js → node-registry-extra-compat-SwS962Ax.js} +2 -2
  104. package/{node-registry-extra-compat-CDLeBR1P.js.map → node-registry-extra-compat-SwS962Ax.js.map} +1 -1
  105. package/{node-registry-extra-math-BA8_l4lB.js → node-registry-extra-math-Bsj4UAE5.js} +2 -2
  106. package/{node-registry-extra-math-BA8_l4lB.js.map → node-registry-extra-math-Bsj4UAE5.js.map} +1 -1
  107. package/{node-renderable-EwLLnaL1.js → node-renderable-BOIc3hM1.js} +2 -2
  108. package/{node-renderable-EwLLnaL1.js.map → node-renderable-BOIc3hM1.js.map} +1 -1
  109. package/{node-shadow-CeTmT6g4.js → node-shadow-DE--Q2V1.js} +2 -2
  110. package/{node-shadow-CeTmT6g4.js.map → node-shadow-DE--Q2V1.js.map} +1 -1
  111. package/{normal-map-fragment-BHImLyM-.js → normal-map-fragment-Cjm-v9uq.js} +2 -3
  112. package/{normal-map-fragment-BHImLyM-.js.map → normal-map-fragment-Cjm-v9uq.js.map} +1 -1
  113. package/package.json +3 -3
  114. package/{parse-camera-5IGdctAS.js → parse-camera-uQ8oKgeH.js} +2 -2
  115. package/{parse-camera-5IGdctAS.js.map → parse-camera-uQ8oKgeH.js.map} +1 -1
  116. package/{pbr-fog-wgsl-BqdCid6r.js → pbr-fog-wgsl-B5LrMToX.js} +2 -2
  117. package/{pbr-fog-wgsl-BqdCid6r.js.map → pbr-fog-wgsl-B5LrMToX.js.map} +1 -1
  118. package/{pbr-geometry-view-Dthf9Aut.js → pbr-geometry-view-BI52zgUI.js} +9 -11
  119. package/pbr-geometry-view-BI52zgUI.js.map +1 -0
  120. package/{pbr-metallic-roughness-block-g7wjzwN_.js → pbr-metallic-roughness-block-C7s1jL4q.js} +2 -2
  121. package/{pbr-metallic-roughness-block-g7wjzwN_.js.map → pbr-metallic-roughness-block-C7s1jL4q.js.map} +1 -1
  122. package/{pbr-metallic-roughness-block-full-DD6zI_Lx.js → pbr-metallic-roughness-block-full-BuhhVBFO.js} +2 -2
  123. package/{pbr-metallic-roughness-block-full-DD6zI_Lx.js.map → pbr-metallic-roughness-block-full-BuhhVBFO.js.map} +1 -1
  124. package/{pbr-mr-helper-core-CWROQ7OA.js → pbr-mr-helper-core-XeyKg-g6.js} +2 -2
  125. package/{pbr-mr-helper-core-CWROQ7OA.js.map → pbr-mr-helper-core-XeyKg-g6.js.map} +1 -1
  126. package/{pbr-refraction-Dxsm_gii.js → pbr-refraction-Bxz4GDeh.js} +2 -2
  127. package/{pbr-refraction-Dxsm_gii.js.map → pbr-refraction-Bxz4GDeh.js.map} +1 -1
  128. package/{pbr-renderable-CuKWalEM.js → pbr-renderable-B0elfRlX.js} +41 -189
  129. package/pbr-renderable-B0elfRlX.js.map +1 -0
  130. package/{pbr-shadow-fragment-waeIBQUq.js → pbr-shadow-fragment-QHbgqVlc.js} +2 -2
  131. package/{pbr-shadow-fragment-waeIBQUq.js.map → pbr-shadow-fragment-QHbgqVlc.js.map} +1 -1
  132. package/{pbr-tracking-CdeqbBrh.js → pbr-tracking-BWWSjls_.js} +2 -2
  133. package/{pbr-tracking-CdeqbBrh.js.map → pbr-tracking-BWWSjls_.js.map} +1 -1
  134. package/{pbr-transmission-ext-BNiXngZc.js → pbr-transmission-ext-DiEBLim-.js} +2 -2
  135. package/{pbr-transmission-ext-BNiXngZc.js.map → pbr-transmission-ext-DiEBLim-.js.map} +1 -1
  136. package/{reflectance-fragment-BQFZ_pgy.js → reflectance-fragment-wBk8UtBP.js} +2 -2
  137. package/{reflectance-fragment-BQFZ_pgy.js.map → reflectance-fragment-wBk8UtBP.js.map} +1 -1
  138. package/{rgbd-decode-duTlXMWd.js → rgbd-decode-CAQ7XSwl.js} +2 -2
  139. package/{rgbd-decode-duTlXMWd.js.map → rgbd-decode-CAQ7XSwl.js.map} +1 -1
  140. package/{screenshot-readback-DnxR4rhp.js → screenshot-readback-NxsFpnE4.js} +2 -2
  141. package/{screenshot-readback-DnxR4rhp.js.map → screenshot-readback-NxsFpnE4.js.map} +1 -1
  142. package/{shader-renderable-DVMVD6zP.js → shader-renderable-CUlJSove.js} +4 -196
  143. package/shader-renderable-CUlJSove.js.map +1 -0
  144. package/{shader-thin-instance-CsDo3ULk.js → shader-thin-instance-BjIbuYdv.js} +2 -2
  145. package/{shader-thin-instance-CsDo3ULk.js.map → shader-thin-instance-BjIbuYdv.js.map} +1 -1
  146. package/{sheen-fragment-B_Jd7wrr.js → sheen-fragment-ef8myYaq.js} +2 -2
  147. package/{sheen-fragment-B_Jd7wrr.js.map → sheen-fragment-ef8myYaq.js.map} +1 -1
  148. package/{singlelight-directional-wgsl-Bw84txva.js → singlelight-directional-wgsl-BvFBA1MO.js} +2 -2
  149. package/{singlelight-directional-wgsl-Bw84txva.js.map → singlelight-directional-wgsl-BvFBA1MO.js.map} +1 -1
  150. package/{singlelight-hemispheric-wgsl-DjxhgI8r.js → singlelight-hemispheric-wgsl-BEsGCqSN.js} +2 -2
  151. package/{singlelight-hemispheric-wgsl-DjxhgI8r.js.map → singlelight-hemispheric-wgsl-BEsGCqSN.js.map} +1 -1
  152. package/{singlelight-point-wgsl-iA1aRkXA.js → singlelight-point-wgsl-CvMr18Zf.js} +2 -2
  153. package/{singlelight-point-wgsl-iA1aRkXA.js.map → singlelight-point-wgsl-CvMr18Zf.js.map} +1 -1
  154. package/{singlelight-spot-wgsl-MDdTdstF.js → singlelight-spot-wgsl-jYIr13wU.js} +2 -2
  155. package/{singlelight-spot-wgsl-MDdTdstF.js.map → singlelight-spot-wgsl-jYIr13wU.js.map} +1 -1
  156. package/{skeleton-fragment-COdHWFcK.js → skeleton-fragment-B9M_ddNC.js} +2 -2
  157. package/{skeleton-fragment-COdHWFcK.js.map → skeleton-fragment-B9M_ddNC.js.map} +1 -1
  158. package/{skybox-renderable-DJYkfw32.js → skybox-renderable-lbMC32aI.js} +2 -3
  159. package/{skybox-renderable-DJYkfw32.js.map → skybox-renderable-lbMC32aI.js.map} +1 -1
  160. package/{splat-ply-compressed-SxMlsKNK.js → splat-ply-compressed-B_w2N_V7.js} +2 -2
  161. package/{splat-ply-compressed-SxMlsKNK.js.map → splat-ply-compressed-B_w2N_V7.js.map} +1 -1
  162. package/{standard-renderable-BAc-i-ig.js → standard-renderable-AYZ-Pdcm.js} +3 -4
  163. package/standard-renderable-AYZ-Pdcm.js.map +1 -0
  164. package/{std-ambient-fragment-P8dHZ4An.js → std-ambient-fragment-BXl-88sn.js} +2 -2
  165. package/{std-ambient-fragment-P8dHZ4An.js.map → std-ambient-fragment-BXl-88sn.js.map} +1 -1
  166. package/{std-cube-reflection-fragment-CF03MuQt.js → std-cube-reflection-fragment-Dn34WuMa.js} +2 -2
  167. package/{std-cube-reflection-fragment-CF03MuQt.js.map → std-cube-reflection-fragment-Dn34WuMa.js.map} +1 -1
  168. package/{std-emissive-fragment-P8yJGclx.js → std-emissive-fragment-CK7TwRAt.js} +2 -2
  169. package/{std-emissive-fragment-P8yJGclx.js.map → std-emissive-fragment-CK7TwRAt.js.map} +1 -1
  170. package/{std-lightmap-fragment-CymEG79z.js → std-lightmap-fragment-BSeS8K-4.js} +2 -2
  171. package/{std-lightmap-fragment-CymEG79z.js.map → std-lightmap-fragment-BSeS8K-4.js.map} +1 -1
  172. package/{std-opacity-fragment-DLa1zV06.js → std-opacity-fragment-DnLaWH9w.js} +2 -2
  173. package/{std-opacity-fragment-DLa1zV06.js.map → std-opacity-fragment-DnLaWH9w.js.map} +1 -1
  174. package/{std-reflection-fragment-BLySsYos.js → std-reflection-fragment-BToYPemd.js} +2 -2
  175. package/{std-reflection-fragment-BLySsYos.js.map → std-reflection-fragment-BToYPemd.js.map} +1 -1
  176. package/{std-shadow-fragment-C_q27Mdi.js → std-shadow-fragment-9b0rFY7F.js} +2 -2
  177. package/{std-shadow-fragment-C_q27Mdi.js.map → std-shadow-fragment-9b0rFY7F.js.map} +1 -1
  178. package/{std-specular-fragment-CaBXyAWY.js → std-specular-fragment-OBO-zxGh.js} +2 -2
  179. package/{std-specular-fragment-CaBXyAWY.js.map → std-specular-fragment-OBO-zxGh.js.map} +1 -1
  180. package/{std-tracking-Bw61Dv98.js → std-tracking-4SHTntWt.js} +2 -2
  181. package/{std-tracking-Bw61Dv98.js.map → std-tracking-4SHTntWt.js.map} +1 -1
  182. package/{subsurface-fragment-BNQoG9gr.js → subsurface-fragment-D7QRWN_d.js} +2 -2
  183. package/{subsurface-fragment-BNQoG9gr.js.map → subsurface-fragment-D7QRWN_d.js.map} +1 -1
  184. package/{thin-instance-cull-binding-BNC5JiGw.js → thin-instance-cull-binding-D-p2Yxfg.js} +3 -3
  185. package/{thin-instance-cull-binding-BNC5JiGw.js.map → thin-instance-cull-binding-D-p2Yxfg.js.map} +1 -1
  186. package/{thin-instance-gpu-C1DGstap.js → thin-instance-gpu-QETC_NyQ.js} +2 -2
  187. package/{thin-instance-gpu-C1DGstap.js.map → thin-instance-gpu-QETC_NyQ.js.map} +1 -1
  188. package/{tracking-primitives-CMBWLxGr.js → tracking-primitives-CqIIi7Ej.js} +2 -2
  189. package/{tracking-primitives-CMBWLxGr.js.map → tracking-primitives-CqIIi7Ej.js.map} +1 -1
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- {"version":3,"file":"pbr-transmission-ext-BNiXngZc.js","sources":["../src/material/pbr/fragments/refraction-rtt-fragment.ts","../src/material/pbr/pbr-transmission-ext.ts"],"sourcesContent":["import type { ShaderFragment, UboField } from \"../../../shader/fragment-types.js\";\nimport type { PbrMaterialProps, SubSurfaceProps } from \"../pbr-material.js\";\nimport type { PbrExt } from \"../pbr-flags.js\";\nimport { getTrilinearAnisotropicSampler } from \"../../../resource/trilinear-anisotropic-sampler.js\";\nimport {\n PBR_HAS_THICKNESS_MAP,\n PBR2_HAS_DISPERSION,\n PBR2_HAS_REFRACTION,\n PBR2_HAS_REFRACTION_MAP,\n PBR2_HAS_THICKNESS_GLTF_CHANNEL,\n PBR2_HAS_VOLUME,\n PBR2_LINEAR_IMAGE_PROCESSING,\n} from \"../pbr-flag-bits.js\";\n\ntype TransmissionMat = PbrMaterialProps & { _linearImageProcessing?: boolean };\nconst LINEAR_IMAGE_PROCESSING_SLOTS = { NI: `if(scene.vImageInfos.w>=0.0){`, BC: `}` };\n\nfunction makeRefractionMod(\n hasVolume: boolean,\n hasMap: boolean,\n hasThicknessMap: boolean,\n useGltfThicknessChannel: boolean,\n hasDispersion: boolean,\n dispersionSampleWgsl: string | undefined\n): string {\n const thicknessScaleLine = hasVolume || hasThicknessMap ? `let ts=max(length(mesh.world[0].xyz),max(length(mesh.world[1].xyz),length(mesh.world[2].xyz)));` : ``;\n const thicknessLine = hasThicknessMap\n ? `let ths=textureSample(thicknessTexture_,thicknessSampler_,input.uv).${useGltfThicknessChannel ? \"g\" : \"r\"};\nlet th=(material.thicknessParams.x+ths*material.thicknessParams.y)*ts;`\n : hasVolume\n ? `let th=material.refractionParams.z*ts;`\n : `let th=material.refractionParams.z;`;\n const textureLine = hasMap ? `let ri=material.refractionParams.x*textureSample(refractionMapTexture,refractionMapSampler,input.uv).r;` : `let ri=material.refractionParams.x;`;\n const absorptionLine = hasVolume ? `let ab=exp(material.volumeParams.rgb*th);` : ``;\n const refractionLine = hasVolume\n ? `let fr=er*surfaceAlbedo*(ri*ab)*(vec3<f32>(1.0)-colorSpecularEnvReflectance.rgb);`\n : `let fr=er*surfaceAlbedo*ri*(vec3<f32>(1.0)-colorSpecularEnvReflectance.rgb);`;\n\n // Refracted environment sample. Dispersion splits the refracted ray into\n // per-RGB index-of-refraction offsets (chromatic aberration); that 3-ray WGSL\n // is injected from a dynamically-imported module (see refraction-dispersion-wgsl.ts)\n // so non-dispersion transmission scenes keep the lean single-ray path below.\n const sampleLines =\n hasDispersion && dispersionSampleWgsl\n ? dispersionSampleWgsl\n : `let rd=refract(-V,N,material.refractionParams.y);\nlet cp=scene.viewProjection*vec4<f32>(input.worldPos+rd*th,1.0);\nlet ruv=(cp.xy/cp.w)*vec2<f32>(0.5,-0.5)+vec2<f32>(0.5,0.5);\nlet er=textureSampleLevel(refractionTexture,refractionSampler_,ruv,lv).rgb*material.environmentIntensity;`;\n\n return `{\n${thicknessScaleLine}\n${textureLine}\n${thicknessLine}\nlet ro=1.0-ri;\nlet ra=mix(alphaG,0.0,clamp(material.refractionParams.w*3.0-2.0,0.0,1.0));\nlet lv=clamp(log2(f32(textureDimensions(refractionTexture).x)*ra)-4.0,0.0,f32(textureNumLevels(refractionTexture)-1));\n${sampleLines}\n${absorptionLine}\n${refractionLine}\ncolor=finalIrradiance*ro*ro+finalRadianceScaled+finalSpecularScaled+directDiffuse*ro*ro+fr+emissive;\n}`;\n}\n\nfunction createRefractionRttFragment(\n hasVolume: boolean,\n hasMap: boolean,\n hasThicknessMap: boolean,\n useGltfThicknessChannel: boolean,\n linearImageProcessing: boolean,\n hasDispersion: boolean,\n dispersionSampleWgsl: string | undefined\n): ShaderFragment {\n const uboFields: UboField[] = [{ _name: \"refractionParams\", _type: \"vec4<f32>\" as const }];\n if (hasVolume) {\n uboFields.push({ _name: \"volumeParams\", _type: \"vec4<f32>\" as const });\n }\n if (hasThicknessMap) {\n uboFields.push({ _name: \"thicknessParams\", _type: \"vec4<f32>\" as const });\n }\n const bindings = [\n { _name: \"refractionTexture\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" } as const, _visibility: 2 },\n { _name: \"refractionSampler_\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" } as const, _visibility: 2 },\n ];\n if (hasMap) {\n bindings.push(\n { _name: \"refractionMapTexture\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" } as const, _visibility: 2 },\n { _name: \"refractionMapSampler\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" } as const, _visibility: 2 }\n );\n }\n if (hasThicknessMap) {\n bindings.push(\n { _name: \"thicknessTexture_\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" } as const, _visibility: 2 },\n { _name: \"thicknessSampler_\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" } as const, _visibility: 2 }\n );\n }\n return {\n _id: \"refraction\",\n _dependencies: [\"ibl\"],\n _uboFields: uboFields,\n _bindings: bindings,\n _fragmentSlots: linearImageProcessing\n ? { AI: makeRefractionMod(hasVolume, hasMap, hasThicknessMap, useGltfThicknessChannel, hasDispersion, dispersionSampleWgsl), ...LINEAR_IMAGE_PROCESSING_SLOTS }\n : { AI: makeRefractionMod(hasVolume, hasMap, hasThicknessMap, useGltfThicknessChannel, hasDispersion, dispersionSampleWgsl) },\n };\n}\n\nfunction writeRefractionUBO(data: Float32Array, mat: PbrMaterialProps, offsets: ReadonlyMap<string, number>): void {\n const ss = mat.subsurface as SubSurfaceProps | undefined;\n const refr = ss?.refraction;\n if (!refr) {\n return;\n }\n const off = offsets.get(\"refractionParams\");\n if (off === undefined) {\n return;\n }\n const o = off / 4;\n data[o] = refr.intensity ?? 0;\n const ior = refr.indexOfRefraction ?? 1.5;\n const thick = ss!.thickness;\n data[o + 1] = 1.0 / (refr.useThicknessAsDepth && thick?.max ? ior : 1.0);\n data[o + 2] = refr.useThicknessAsDepth ? (thick?.max ?? 0.0) : 1.0;\n data[o + 3] = 1.0 / ior;\n\n const vOff = offsets.get(\"volumeParams\");\n if (vOff !== undefined) {\n const vo = vOff / 4;\n const tint = ss!.tint?.color ?? [1, 1, 1];\n const dist = Math.max(ss!.tint?.atDistance ?? 1, 0.0001);\n data[vo] = Math.log(Math.max(tint[0]!, 1e-6)) / dist;\n data[vo + 1] = Math.log(Math.max(tint[1]!, 1e-6)) / dist;\n data[vo + 2] = Math.log(Math.max(tint[2]!, 1e-6)) / dist;\n // w carries the chromatic dispersion strength (0 when no KHR_materials_dispersion).\n data[vo + 3] = refr.dispersion ?? 0;\n }\n\n const tOff = offsets.get(\"thicknessParams\");\n if (tOff !== undefined) {\n const to = tOff / 4;\n const min = thick?.min ?? 0;\n const max = thick?.max ?? 1;\n data[to] = min;\n data[to + 1] = max - min;\n }\n}\n\n/** Build the PBR refraction/transmission extension. When the scene contains a\n * dispersive material, `dispersionSampleWgsl` carries the per-RGB 3-ray sample\n * WGSL (dynamically imported, scene-isolated); otherwise it is undefined and the\n * lean single-ray refraction path is emitted. */\nexport function makeRefractionRttExt(dispersionSampleWgsl?: string): PbrExt {\n return {\n id: \"refraction\",\n phase: \"fragment\",\n detect(mat) {\n const m = mat as TransmissionMat;\n const ss = m.subsurface as SubSurfaceProps | undefined;\n const refr = ss?.refraction;\n const linearImageProcessing = m._linearImageProcessing ? PBR2_LINEAR_IMAGE_PROCESSING : 0;\n const intensity = m.transmissive ? (refr?.intensity ?? 0) : 0;\n if (intensity <= 0) {\n return { f: 0, f2: linearImageProcessing };\n }\n let f = 0;\n let f2 = linearImageProcessing | PBR2_HAS_REFRACTION;\n if (refr?.texture) {\n f2 |= PBR2_HAS_REFRACTION_MAP;\n }\n if (ss?.thickness?.texture) {\n f |= PBR_HAS_THICKNESS_MAP;\n }\n if (ss?.thickness?.useGlTFChannel) {\n f2 |= PBR2_HAS_THICKNESS_GLTF_CHANNEL;\n }\n if (ss?.tint?.atDistance !== undefined) {\n f2 |= PBR2_HAS_VOLUME;\n // Dispersion requires the volume path (per-channel etas + volumeParams.w storage).\n if (refr?.dispersion) {\n f2 |= PBR2_HAS_DISPERSION;\n }\n }\n return { f, f2 };\n },\n frag(ctx) {\n const linearImageProcessing = (ctx._features2 & PBR2_LINEAR_IMAGE_PROCESSING) !== 0;\n if (!(ctx._features2 & PBR2_HAS_REFRACTION)) {\n return linearImageProcessing ? { _id: \"linear\", _fragmentSlots: LINEAR_IMAGE_PROCESSING_SLOTS } : null;\n }\n return createRefractionRttFragment(\n (ctx._features2 & PBR2_HAS_VOLUME) !== 0,\n (ctx._features2 & PBR2_HAS_REFRACTION_MAP) !== 0,\n (ctx._features & PBR_HAS_THICKNESS_MAP) !== 0,\n (ctx._features2 & PBR2_HAS_THICKNESS_GLTF_CHANNEL) !== 0,\n linearImageProcessing,\n (ctx._features2 & PBR2_HAS_DISPERSION) !== 0,\n dispersionSampleWgsl\n );\n },\n writeUbo(data, mat, offsets) {\n writeRefractionUBO(data, mat as PbrMaterialProps, offsets);\n },\n bind(ctx, entries, b) {\n if (!(ctx._features2 & PBR2_HAS_REFRACTION)) {\n return b;\n }\n const texture = ctx._refractionTexture;\n if (!texture) {\n throw new Error(\"PBR transmission requires a frame-graph refraction texture.\");\n }\n entries.push({ binding: b++, resource: texture.view });\n entries.push({ binding: b++, resource: texture.sampler });\n if ((ctx._features2 & PBR2_HAS_REFRACTION_MAP) !== 0) {\n const map = ((ctx._material as PbrMaterialProps).subsurface?.refraction as SubSurfaceProps[\"refraction\"] | undefined)?.texture!;\n entries.push({ binding: b++, resource: map.view });\n entries.push({ binding: b++, resource: getTrilinearAnisotropicSampler(ctx._engine) });\n }\n if ((ctx._features & PBR_HAS_THICKNESS_MAP) !== 0) {\n const thickness = (ctx._material as PbrMaterialProps).subsurface?.thickness?.texture!;\n entries.push({ binding: b++, resource: thickness.view });\n entries.push({ binding: b++, resource: thickness.sampler });\n }\n return b;\n },\n textures(mat, out) {\n const tex = (mat as PbrMaterialProps).subsurface?.refraction?.texture;\n if (tex) {\n out.push(tex);\n }\n const thickness = (mat as PbrMaterialProps).subsurface?.thickness?.texture;\n if (thickness) {\n out.push(thickness);\n }\n },\n };\n}\n","import type { SceneContext } from \"../../scene/scene.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { PbrExt } from \"./pbr-flags.js\";\nimport { enableSceneTransmission } from \"../../frame-graph/transmission.js\";\nimport { makeRefractionRttExt } from \"./fragments/refraction-rtt-fragment.js\";\n\nexport function registerPbrTransmission(scene: 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+ {"version":3,"file":"pbr-transmission-ext-DiEBLim-.js","sources":["../src/material/pbr/fragments/refraction-rtt-fragment.ts","../src/material/pbr/pbr-transmission-ext.ts"],"sourcesContent":["import type { ShaderFragment, UboField } from \"../../../shader/fragment-types.js\";\nimport type { PbrMaterialProps, SubSurfaceProps } from \"../pbr-material.js\";\nimport type { PbrExt } from \"../pbr-flags.js\";\nimport { getTrilinearAnisotropicSampler } from \"../../../resource/trilinear-anisotropic-sampler.js\";\nimport {\n PBR_HAS_THICKNESS_MAP,\n PBR2_HAS_DISPERSION,\n PBR2_HAS_REFRACTION,\n PBR2_HAS_REFRACTION_MAP,\n PBR2_HAS_THICKNESS_GLTF_CHANNEL,\n PBR2_HAS_VOLUME,\n PBR2_LINEAR_IMAGE_PROCESSING,\n} from \"../pbr-flag-bits.js\";\n\ntype TransmissionMat = PbrMaterialProps & { _linearImageProcessing?: boolean };\nconst LINEAR_IMAGE_PROCESSING_SLOTS = { NI: `if(scene.vImageInfos.w>=0.0){`, BC: `}` };\n\nfunction makeRefractionMod(\n hasVolume: boolean,\n hasMap: boolean,\n hasThicknessMap: boolean,\n useGltfThicknessChannel: boolean,\n hasDispersion: boolean,\n dispersionSampleWgsl: string | undefined\n): string {\n const thicknessScaleLine = hasVolume || hasThicknessMap ? `let ts=max(length(mesh.world[0].xyz),max(length(mesh.world[1].xyz),length(mesh.world[2].xyz)));` : ``;\n const thicknessLine = hasThicknessMap\n ? `let ths=textureSample(thicknessTexture_,thicknessSampler_,input.uv).${useGltfThicknessChannel ? \"g\" : \"r\"};\nlet th=(material.thicknessParams.x+ths*material.thicknessParams.y)*ts;`\n : hasVolume\n ? `let th=material.refractionParams.z*ts;`\n : `let th=material.refractionParams.z;`;\n const textureLine = hasMap ? `let ri=material.refractionParams.x*textureSample(refractionMapTexture,refractionMapSampler,input.uv).r;` : `let ri=material.refractionParams.x;`;\n const absorptionLine = hasVolume ? `let ab=exp(material.volumeParams.rgb*th);` : ``;\n const refractionLine = hasVolume\n ? `let fr=er*surfaceAlbedo*(ri*ab)*(vec3<f32>(1.0)-colorSpecularEnvReflectance.rgb);`\n : `let fr=er*surfaceAlbedo*ri*(vec3<f32>(1.0)-colorSpecularEnvReflectance.rgb);`;\n\n // Refracted environment sample. Dispersion splits the refracted ray into\n // per-RGB index-of-refraction offsets (chromatic aberration); that 3-ray WGSL\n // is injected from a dynamically-imported module (see refraction-dispersion-wgsl.ts)\n // so non-dispersion transmission scenes keep the lean single-ray path below.\n const sampleLines =\n hasDispersion && dispersionSampleWgsl\n ? dispersionSampleWgsl\n : `let rd=refract(-V,N,material.refractionParams.y);\nlet cp=scene.viewProjection*vec4<f32>(input.worldPos+rd*th,1.0);\nlet ruv=(cp.xy/cp.w)*vec2<f32>(0.5,-0.5)+vec2<f32>(0.5,0.5);\nlet er=textureSampleLevel(refractionTexture,refractionSampler_,ruv,lv).rgb*material.environmentIntensity;`;\n\n return `{\n${thicknessScaleLine}\n${textureLine}\n${thicknessLine}\nlet ro=1.0-ri;\nlet ra=mix(alphaG,0.0,clamp(material.refractionParams.w*3.0-2.0,0.0,1.0));\nlet lv=clamp(log2(f32(textureDimensions(refractionTexture).x)*ra)-4.0,0.0,f32(textureNumLevels(refractionTexture)-1));\n${sampleLines}\n${absorptionLine}\n${refractionLine}\ncolor=finalIrradiance*ro*ro+finalRadianceScaled+finalSpecularScaled+directDiffuse*ro*ro+fr+emissive;\n}`;\n}\n\nfunction createRefractionRttFragment(\n hasVolume: boolean,\n hasMap: boolean,\n hasThicknessMap: boolean,\n useGltfThicknessChannel: boolean,\n linearImageProcessing: boolean,\n hasDispersion: boolean,\n dispersionSampleWgsl: string | undefined\n): ShaderFragment {\n const uboFields: UboField[] = [{ _name: \"refractionParams\", _type: \"vec4<f32>\" as const }];\n if (hasVolume) {\n uboFields.push({ _name: \"volumeParams\", _type: \"vec4<f32>\" as const });\n }\n if (hasThicknessMap) {\n uboFields.push({ _name: \"thicknessParams\", _type: \"vec4<f32>\" as const });\n }\n const bindings = [\n { _name: \"refractionTexture\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" } as const, _visibility: 2 },\n { _name: \"refractionSampler_\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" } as const, _visibility: 2 },\n ];\n if (hasMap) {\n bindings.push(\n { _name: \"refractionMapTexture\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" } as const, _visibility: 2 },\n { _name: \"refractionMapSampler\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" } as const, _visibility: 2 }\n );\n }\n if (hasThicknessMap) {\n bindings.push(\n { _name: \"thicknessTexture_\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" } as const, _visibility: 2 },\n { _name: \"thicknessSampler_\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" } as const, _visibility: 2 }\n );\n }\n return {\n _id: \"refraction\",\n _dependencies: [\"ibl\"],\n _uboFields: uboFields,\n _bindings: bindings,\n _fragmentSlots: linearImageProcessing\n ? { AI: makeRefractionMod(hasVolume, hasMap, hasThicknessMap, useGltfThicknessChannel, hasDispersion, dispersionSampleWgsl), ...LINEAR_IMAGE_PROCESSING_SLOTS }\n : { AI: makeRefractionMod(hasVolume, hasMap, hasThicknessMap, useGltfThicknessChannel, hasDispersion, dispersionSampleWgsl) },\n };\n}\n\nfunction writeRefractionUBO(data: Float32Array, mat: PbrMaterialProps, offsets: ReadonlyMap<string, number>): void {\n const ss = mat.subsurface as SubSurfaceProps | undefined;\n const refr = ss?.refraction;\n if (!refr) {\n return;\n }\n const off = offsets.get(\"refractionParams\");\n if (off === undefined) {\n return;\n }\n const o = off / 4;\n data[o] = refr.intensity ?? 0;\n const ior = refr.indexOfRefraction ?? 1.5;\n const thick = ss!.thickness;\n data[o + 1] = 1.0 / (refr.useThicknessAsDepth && thick?.max ? ior : 1.0);\n data[o + 2] = refr.useThicknessAsDepth ? (thick?.max ?? 0.0) : 1.0;\n data[o + 3] = 1.0 / ior;\n\n const vOff = offsets.get(\"volumeParams\");\n if (vOff !== undefined) {\n const vo = vOff / 4;\n const tint = ss!.tint?.color ?? [1, 1, 1];\n const dist = Math.max(ss!.tint?.atDistance ?? 1, 0.0001);\n data[vo] = Math.log(Math.max(tint[0]!, 1e-6)) / dist;\n data[vo + 1] = Math.log(Math.max(tint[1]!, 1e-6)) / dist;\n data[vo + 2] = Math.log(Math.max(tint[2]!, 1e-6)) / dist;\n // w carries the chromatic dispersion strength (0 when no KHR_materials_dispersion).\n data[vo + 3] = refr.dispersion ?? 0;\n }\n\n const tOff = offsets.get(\"thicknessParams\");\n if (tOff !== undefined) {\n const to = tOff / 4;\n const min = thick?.min ?? 0;\n const max = thick?.max ?? 1;\n data[to] = min;\n data[to + 1] = max - min;\n }\n}\n\n/** Build the PBR refraction/transmission extension. When the scene contains a\n * dispersive material, `dispersionSampleWgsl` carries the per-RGB 3-ray sample\n * WGSL (dynamically imported, scene-isolated); otherwise it is undefined and the\n * lean single-ray refraction path is emitted. */\nexport function makeRefractionRttExt(dispersionSampleWgsl?: string): PbrExt {\n return {\n id: \"refraction\",\n phase: \"fragment\",\n detect(mat) {\n const m = mat as TransmissionMat;\n const ss = m.subsurface as SubSurfaceProps | undefined;\n const refr = ss?.refraction;\n const linearImageProcessing = m._linearImageProcessing ? PBR2_LINEAR_IMAGE_PROCESSING : 0;\n const intensity = m.transmissive ? (refr?.intensity ?? 0) : 0;\n if (intensity <= 0) {\n return { f: 0, f2: linearImageProcessing };\n }\n let f = 0;\n let f2 = linearImageProcessing | PBR2_HAS_REFRACTION;\n if (refr?.texture) {\n f2 |= PBR2_HAS_REFRACTION_MAP;\n }\n if (ss?.thickness?.texture) {\n f |= PBR_HAS_THICKNESS_MAP;\n }\n if (ss?.thickness?.useGlTFChannel) {\n f2 |= PBR2_HAS_THICKNESS_GLTF_CHANNEL;\n }\n if (ss?.tint?.atDistance !== undefined) {\n f2 |= PBR2_HAS_VOLUME;\n // Dispersion requires the volume path (per-channel etas + volumeParams.w storage).\n if (refr?.dispersion) {\n f2 |= PBR2_HAS_DISPERSION;\n }\n }\n return { f, f2 };\n },\n frag(ctx) {\n const linearImageProcessing = (ctx._features2 & PBR2_LINEAR_IMAGE_PROCESSING) !== 0;\n if (!(ctx._features2 & PBR2_HAS_REFRACTION)) {\n return linearImageProcessing ? { _id: \"linear\", _fragmentSlots: LINEAR_IMAGE_PROCESSING_SLOTS } : null;\n }\n return createRefractionRttFragment(\n (ctx._features2 & PBR2_HAS_VOLUME) !== 0,\n (ctx._features2 & PBR2_HAS_REFRACTION_MAP) !== 0,\n (ctx._features & PBR_HAS_THICKNESS_MAP) !== 0,\n (ctx._features2 & PBR2_HAS_THICKNESS_GLTF_CHANNEL) !== 0,\n linearImageProcessing,\n (ctx._features2 & PBR2_HAS_DISPERSION) !== 0,\n dispersionSampleWgsl\n );\n },\n writeUbo(data, mat, offsets) {\n writeRefractionUBO(data, mat as PbrMaterialProps, offsets);\n },\n bind(ctx, entries, b) {\n if (!(ctx._features2 & PBR2_HAS_REFRACTION)) {\n return b;\n }\n const texture = ctx._refractionTexture;\n if (!texture) {\n throw new Error(\"PBR transmission requires a frame-graph refraction texture.\");\n }\n entries.push({ binding: b++, resource: texture.view });\n entries.push({ binding: b++, resource: texture.sampler });\n if ((ctx._features2 & PBR2_HAS_REFRACTION_MAP) !== 0) {\n const map = ((ctx._material as PbrMaterialProps).subsurface?.refraction as SubSurfaceProps[\"refraction\"] | undefined)?.texture!;\n entries.push({ binding: b++, resource: map.view });\n entries.push({ binding: b++, resource: 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@@ -1,4 +1,4 @@
1
- import { aM as PBR_HAS_METALLIC_REFLECTANCE_MAP, aN as PBR_HAS_REFLECTANCE_MAP, aO as PBR2_HAS_REFLECTANCE_FACTORS, aP as PBR2_HAS_UV2, aQ as PBR_HAS_USE_ALPHA_ONLY_MR } from "./index-BgY3QEzL.js";
1
+ import { aX as PBR_HAS_METALLIC_REFLECTANCE_MAP, aY as PBR_HAS_REFLECTANCE_MAP, aZ as PBR2_HAS_REFLECTANCE_FACTORS, a_ as PBR2_HAS_UV2, a$ as PBR_HAS_USE_ALPHA_ONLY_MR } from "./index-C2sM8ERH.js";
2
2
  const STAGE_FRAGMENT = 2;
3
3
  function writeReflectanceUBO(data, material, offsets) {
4
4
  if (!offsets.has("occlusionStrength")) {
@@ -140,4 +140,4 @@ export {
140
140
  pbrExt,
141
141
  writeReflectanceUBO
142
142
  };
143
- //# sourceMappingURL=reflectance-fragment-BQFZ_pgy.js.map
143
+ //# sourceMappingURL=reflectance-fragment-wBk8UtBP.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"reflectance-fragment-BQFZ_pgy.js","sources":["../src/material/pbr/fragments/reflectance-fragment.ts"],"sourcesContent":["/**\n * Metallic Reflectance Fragment\n *\n * Advanced F0 computation with metallicReflectanceTexture and/or reflectanceTexture.\n * Only bundled when a scene uses these textures.\n *\n * Provides: UBO fields (occlusionStrength, metallicF0Factor, specularWeight, metallicReflectanceColor),\n * conditional texture bindings, F0 computation, and occlusion handling.\n */\n\nimport type { ShaderFragment, BindingDecl } from \"../../../shader/fragment-types.js\";\nimport type { PbrMaterialProps } from \"../pbr-material.js\";\nimport type { PbrExt } from \"../pbr-flags.js\";\nimport { PBR_HAS_METALLIC_REFLECTANCE_MAP, PBR_HAS_REFLECTANCE_MAP, PBR_HAS_USE_ALPHA_ONLY_MR, PBR2_HAS_REFLECTANCE_FACTORS, PBR2_HAS_UV2 } from \"../pbr-flag-bits.js\";\n\n// WebGPU shader stage constants\nconst STAGE_FRAGMENT = 0x2;\n\n/** Write the reflectance-extension material-UBO slice\n * (occlusionStrength, metallicF0Factor, specularWeight, metallicReflectanceColor).\n * Gated by the presence of the `occlusionStrength` field in the UBO spec,\n * which is added only when a metallic-reflectance or reflectance texture\n * is in use. */\nexport function writeReflectanceUBO(data: Float32Array, material: PbrMaterialProps, offsets: ReadonlyMap<string, number>): void {\n if (!offsets.has(\"occlusionStrength\")) {\n return;\n }\n const off = offsets.get(\"occlusionStrength\")! / 4;\n data[off] = material.occlusionStrength ?? 1.0;\n data[off + 1] = material.metallicF0Factor ?? 1.0;\n data[off + 2] = material.specularWeight ?? material.metallicF0Factor ?? 1.0;\n const mrc = material.metallicReflectanceColor;\n data[off + 4] = mrc ? mrc[0]! : 1.0;\n data[off + 5] = mrc ? mrc[1]! : 1.0;\n data[off + 6] = mrc ? mrc[2]! : 1.0;\n}\n\n/**\n * Create a metallic reflectance fragment.\n * @param hasMetallicReflectanceMap - Whether the material has a metallicReflectanceTexture.\n * @param hasReflectanceMap - Whether the material has a reflectanceTexture.\n * @param useAlphaOnlyMR - Whether to use only the alpha channel from the metallic reflectance map.\n */\nexport function createReflectanceFragment(\n hasMetallicReflectanceMap: boolean,\n hasReflectanceMap: boolean,\n useAlphaOnlyMR: boolean,\n hasOcclusionUv2: boolean = false\n): ShaderFragment {\n const bindings: BindingDecl[] = [];\n if (hasMetallicReflectanceMap) {\n bindings.push(\n { _name: \"metallicReflectanceMap\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _visibility: STAGE_FRAGMENT },\n { _name: \"metallicReflectanceMapSampler\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: STAGE_FRAGMENT }\n );\n }\n if (hasReflectanceMap) {\n bindings.push(\n { _name: \"reflectanceMap\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _visibility: STAGE_FRAGMENT },\n { _name: \"reflectanceMapSampler\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: STAGE_FRAGMENT }\n );\n }\n\n // Build F0 computation code\n let f0Code = `var mrFactors = vec4<f32>(material.metallicReflectanceColor, material.metallicF0Factor);\nvar specularWeight = material.specularWeight;`;\n if (hasReflectanceMap) {\n f0Code += `\n{ let rSample = textureSample(reflectanceMap, reflectanceMapSampler, input.uv);\n let rLinear = pow(rSample.rgb, vec3<f32>(2.2));\n mrFactors = vec4<f32>(mrFactors.rgb * rLinear, mrFactors.a); }`;\n }\n if (hasMetallicReflectanceMap) {\n if (!useAlphaOnlyMR) {\n f0Code += `\n{ let mrSample = textureSample(metallicReflectanceMap, metallicReflectanceMapSampler, input.uv);\n let mrLinear = pow(mrSample.rgb, vec3<f32>(2.2));\n mrFactors = vec4<f32>(mrFactors.rgb * mrLinear, mrFactors.a * mrSample.a);\n specularWeight *= mrSample.a; }`;\n } else {\n f0Code += `\n{ let mrSample = textureSample(metallicReflectanceMap, metallicReflectanceMapSampler, input.uv);\n mrFactors = vec4<f32>(mrFactors.rgb, mrFactors.a * mrSample.a);\n specularWeight *= mrSample.a; }`;\n }\n }\n f0Code += `\nlet dielectricF0 = material.reflectance * mrFactors.a;\nlet surfaceReflectivityColor = mrFactors.rgb;\nlet dielectricColorF0 = vec3<f32>(dielectricF0) * surfaceReflectivityColor;\nlet metallicColorF0 = baseColor;\nvar colorF0 = mix(dielectricColorF0, metallicColorF0, metallic);\nlet colorF90 = vec3<f32>(mix(specularWeight, 1.0, metallic));\nlet surfaceAlbedo = baseColor * (vec3<f32>(1.0) - 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+ {"version":3,"file":"reflectance-fragment-wBk8UtBP.js","sources":["../src/material/pbr/fragments/reflectance-fragment.ts"],"sourcesContent":["/**\n * Metallic Reflectance Fragment\n *\n * Advanced F0 computation with metallicReflectanceTexture and/or reflectanceTexture.\n * Only bundled when a scene uses these textures.\n *\n * Provides: UBO fields (occlusionStrength, metallicF0Factor, specularWeight, metallicReflectanceColor),\n * conditional texture bindings, F0 computation, and occlusion handling.\n */\n\nimport type { ShaderFragment, BindingDecl } from \"../../../shader/fragment-types.js\";\nimport type { PbrMaterialProps } from \"../pbr-material.js\";\nimport type { PbrExt } from \"../pbr-flags.js\";\nimport { PBR_HAS_METALLIC_REFLECTANCE_MAP, PBR_HAS_REFLECTANCE_MAP, PBR_HAS_USE_ALPHA_ONLY_MR, PBR2_HAS_REFLECTANCE_FACTORS, PBR2_HAS_UV2 } from \"../pbr-flag-bits.js\";\n\n// WebGPU shader stage constants\nconst STAGE_FRAGMENT = 0x2;\n\n/** Write the reflectance-extension material-UBO slice\n * (occlusionStrength, metallicF0Factor, specularWeight, metallicReflectanceColor).\n * Gated by the presence of the `occlusionStrength` field in the UBO spec,\n * which is added only when a metallic-reflectance or reflectance texture\n * is in use. */\nexport function writeReflectanceUBO(data: Float32Array, material: PbrMaterialProps, offsets: ReadonlyMap<string, number>): void {\n if (!offsets.has(\"occlusionStrength\")) {\n return;\n }\n const off = offsets.get(\"occlusionStrength\")! / 4;\n data[off] = material.occlusionStrength ?? 1.0;\n data[off + 1] = material.metallicF0Factor ?? 1.0;\n data[off + 2] = material.specularWeight ?? material.metallicF0Factor ?? 1.0;\n const mrc = material.metallicReflectanceColor;\n data[off + 4] = mrc ? mrc[0]! : 1.0;\n data[off + 5] = mrc ? mrc[1]! : 1.0;\n data[off + 6] = mrc ? mrc[2]! : 1.0;\n}\n\n/**\n * Create a metallic reflectance fragment.\n * @param hasMetallicReflectanceMap - Whether the material has a metallicReflectanceTexture.\n * @param hasReflectanceMap - Whether the material has a reflectanceTexture.\n * @param useAlphaOnlyMR - Whether to use only the alpha channel from the metallic reflectance map.\n */\nexport function createReflectanceFragment(\n hasMetallicReflectanceMap: boolean,\n hasReflectanceMap: boolean,\n useAlphaOnlyMR: boolean,\n hasOcclusionUv2: boolean = false\n): ShaderFragment {\n const bindings: BindingDecl[] = [];\n if (hasMetallicReflectanceMap) {\n bindings.push(\n { _name: \"metallicReflectanceMap\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _visibility: STAGE_FRAGMENT },\n { _name: \"metallicReflectanceMapSampler\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: STAGE_FRAGMENT }\n );\n }\n if (hasReflectanceMap) {\n bindings.push(\n { _name: \"reflectanceMap\", _type: { _kind: \"texture\", _textureType: \"texture_2d<f32>\" }, _visibility: STAGE_FRAGMENT },\n { _name: \"reflectanceMapSampler\", _type: { _kind: \"sampler\", _samplerType: \"sampler\" }, _visibility: STAGE_FRAGMENT }\n );\n }\n\n // Build F0 computation code\n let f0Code = `var mrFactors = vec4<f32>(material.metallicReflectanceColor, material.metallicF0Factor);\nvar specularWeight = material.specularWeight;`;\n if (hasReflectanceMap) {\n f0Code += `\n{ let rSample = textureSample(reflectanceMap, reflectanceMapSampler, input.uv);\n let rLinear = pow(rSample.rgb, vec3<f32>(2.2));\n mrFactors = vec4<f32>(mrFactors.rgb * rLinear, mrFactors.a); }`;\n }\n if (hasMetallicReflectanceMap) {\n if (!useAlphaOnlyMR) {\n f0Code += `\n{ let mrSample = textureSample(metallicReflectanceMap, metallicReflectanceMapSampler, input.uv);\n let mrLinear = pow(mrSample.rgb, vec3<f32>(2.2));\n mrFactors = vec4<f32>(mrFactors.rgb * mrLinear, mrFactors.a * mrSample.a);\n specularWeight *= mrSample.a; }`;\n } else {\n f0Code += `\n{ let mrSample = textureSample(metallicReflectanceMap, metallicReflectanceMapSampler, input.uv);\n mrFactors = vec4<f32>(mrFactors.rgb, mrFactors.a * mrSample.a);\n specularWeight *= mrSample.a; }`;\n }\n }\n f0Code += `\nlet dielectricF0 = material.reflectance * mrFactors.a;\nlet surfaceReflectivityColor = mrFactors.rgb;\nlet dielectricColorF0 = vec3<f32>(dielectricF0) * surfaceReflectivityColor;\nlet metallicColorF0 = baseColor;\nvar colorF0 = mix(dielectricColorF0, metallicColorF0, metallic);\nlet colorF90 = vec3<f32>(mix(specularWeight, 1.0, metallic));\nlet surfaceAlbedo = baseColor * (vec3<f32>(1.0) - 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@@ -1,4 +1,4 @@
1
- import { T as TU } from "./index-BgY3QEzL.js";
1
+ import { T as TU } from "./index-C2sM8ERH.js";
2
2
  const WGSL = `override f:bool=false;@group(0)@binding(0)var t:texture_2d<f32>;@group(0)@binding(1)var o:texture_storage_2d<rgba16float,write>;@compute @workgroup_size(8,8)fn main(@builtin(global_invocation_id)g:vec3u){let d=textureDimensions(t);if(any(g.xy>=d)){return;}let c=textureLoad(t,vec2u(g.x,select(g.y,d.y-1u-g.y,f)),0);textureStore(o,g.xy,vec4f(pow(c.rgb,vec3f(2.2))/max(c.a,1.0/255.0),1));}`;
3
3
  let _device = null;
4
4
  let _module = null;
@@ -108,4 +108,4 @@ export {
108
108
  decodeBrdfPng,
109
109
  uploadCubemapRGBD
110
110
  };
111
- //# sourceMappingURL=rgbd-decode-duTlXMWd.js.map
111
+ //# sourceMappingURL=rgbd-decode-CAQ7XSwl.js.map
@@ -1 +1 @@
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+ {"version":3,"file":"rgbd-decode-CAQ7XSwl.js","sources":["../src/loader-env/rgbd-decode.ts"],"sourcesContent":["/** RGBD decoder — decodes Babylon BRDF PNG and .env cubemap faces into rgba16float. */\n\nimport { TU } from \"../engine/gpu-flags.js\";\nimport type { EngineContext } from \"../engine/engine.js\";\n\nconst WGSL = `override f:bool=false;@group(0)@binding(0)var t:texture_2d<f32>;@group(0)@binding(1)var o:texture_storage_2d<rgba16float,write>;@compute @workgroup_size(8,8)fn main(@builtin(global_invocation_id)g:vec3u){let d=textureDimensions(t);if(any(g.xy>=d)){return;}let c=textureLoad(t,vec2u(g.x,select(g.y,d.y-1u-g.y,f)),0);textureStore(o,g.xy,vec4f(pow(c.rgb,vec3f(2.2))/max(c.a,1.0/255.0),1));}`;\n\nlet _device: GPUDevice | null = null;\nlet _module: GPUShaderModule | null = null;\nlet _noFlip: GPUComputePipeline | null = null;\nlet _flip: GPUComputePipeline | null = null;\n\nfunction getPipeline(device: GPUDevice, flipY: boolean): GPUComputePipeline {\n if (device !== _device) {\n _device = device;\n _module = device.createShaderModule({ code: WGSL });\n _noFlip = null;\n _flip = null;\n }\n const slot = flipY ? _flip : _noFlip;\n if (slot) {\n return slot;\n }\n const p = device.createComputePipeline({\n layout: \"auto\",\n compute: { module: _module!, entryPoint: \"main\", constants: { f: flipY ? 1 : 0 } },\n });\n if (flipY) {\n _flip = p;\n } else {\n _noFlip = p;\n }\n return p;\n}\n\nfunction makeBindGroup(device: GPUDevice, pipeline: GPUComputePipeline, inView: GPUTextureView, outView: GPUTextureView): GPUBindGroup {\n return device.createBindGroup({\n layout: pipeline.getBindGroupLayout(0),\n entries: [\n { binding: 0, resource: inView },\n { binding: 1, resource: outView },\n ],\n });\n}\n\nfunction encodeDispatch(encoder: GPUCommandEncoder, pipeline: GPUComputePipeline, bg: GPUBindGroup, w: number, h: number): void {\n const pass = encoder.beginComputePass();\n pass.setPipeline(pipeline);\n pass.setBindGroup(0, bg);\n pass.dispatchWorkgroups(Math.ceil(w / 8), Math.ceil(h / 8));\n pass.end();\n}\n\n/** Decode a single RGBD PNG (e.g. BRDF LUT) `->` rgba16float 2D texture. 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@@ -1,4 +1,4 @@
1
- import { B as BU, T as TU } from "./index-BgY3QEzL.js";
1
+ import { B as BU, T as TU } from "./index-C2sM8ERH.js";
2
2
  function alignBytesPerRow(width) {
3
3
  return Math.ceil(width * 4 / 256) * 256;
4
4
  }
@@ -89,4 +89,4 @@ export {
89
89
  createCapturePreFrame,
90
90
  createCaptureService
91
91
  };
92
- //# sourceMappingURL=screenshot-readback-DnxR4rhp.js.map
92
+ //# sourceMappingURL=screenshot-readback-NxsFpnE4.js.map
@@ -1 +1 @@
1
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Records the\n * surface's swapchain copy for any queued capture requests into the frame's encoder. */\nexport type CaptureService = (surface: SurfaceContext, encoder: GPUCommandEncoder) => void;\n\n/** @internal Pre-acquire hook driven by `renderFrame` (installed alongside `_captureService`).\n * Called before a surface's frame swapchain texture is acquired; reconfigures that surface's\n * swapchain with COPY_SRC the first time a capture is queued. */\nexport type CapturePreFrame = (surface: SurfaceContext) => void;\n\n/** A single readback in flight: the buffer the frame's copy lands in, plus the dimensions /\n * padding needed to unpack it, and the requests waiting on this frame. */\ninterface PendingReadback {\n buffer: GPUBuffer;\n width: number;\n height: number;\n bytesPerRow: number;\n bgra: boolean;\n reqs: ReadonlyArray<{ resolve: (s: Screenshot) => void; reject: (e: unknown) => void }>;\n}\n\n/** copyTextureToBuffer requires the per-row stride to be a multiple of 256 bytes. */\nfunction alignBytesPerRow(width: number): number {\n return Math.ceil((width * 4) / 256) * 256;\n}\n\n/** Pre-acquire hook. 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Fire-and-forget: the map is async and resolves later. */\nasync function finish(pend: PendingReadback): Promise<void> {\n const { buffer, width, height, bytesPerRow, bgra, reqs } = pend;\n try {\n // Yield one microtask so `renderFrame` submits this frame's encoder (which holds the copy)\n // BEFORE we map the buffer: mapAsync moves the buffer to a pending-map state synchronously,\n // and a buffer pending map cannot be used by a command buffer in a submit — calling it before\n // the submit would invalidate the whole frame and read back an empty (all-black) buffer.\n await Promise.resolve();\n await buffer.mapAsync(GPUMapMode.READ);\n const src = new Uint8Array(buffer.getMappedRange());\n const out = new Uint8ClampedArray(width * height * 4);\n for (let y = 0; y < height; y++) {\n const srcRow = y * bytesPerRow;\n const dstRow = y * width * 4;\n for (let x = 0; x < width; x++) {\n const s = srcRow + x * 4;\n const d = dstRow + x * 4;\n if (bgra) {\n out[d] = src[s + 2]!;\n out[d + 1] = src[s + 1]!;\n out[d + 2] = src[s]!;\n } else {\n out[d] = src[s]!;\n out[d + 1] = src[s + 1]!;\n out[d + 2] = src[s + 2]!;\n }\n out[d + 3] = 255;\n }\n }\n buffer.unmap();\n buffer.destroy();\n const shot: Screenshot = { width, height, data: out };\n for (const r of reqs) {\n r.resolve(shot);\n }\n } catch (e) {\n try {\n buffer.destroy();\n } catch {\n /* already destroyed */\n }\n for (const r of reqs) {\n r.reject(e);\n }\n }\n}\n\n/** @internal Factory invoked by `captureScreenshot` after this module is dynamically imported.\n * Returns the per-frame readback hook installed on `surface._captureService`. */\nexport function createCaptureService(): CaptureService {\n return service;\n}\n\n/** @internal Factory invoked by `captureScreenshot` after this module is dynamically imported.\n * Returns the pre-acquire hook installed on `engine._capturePreFrame`. */\nexport function createCapturePreFrame(): CapturePreFrame {\n return preFrame;\n}\n"],"names":[],"mappings":";AA0BA,SAAS,iBAAiB,OAAuB;AAC7C,SAAO,KAAK,KAAM,QAAQ,IAAK,GAAG,IAAI;AAC1C;AAQA,SAAS,SAAS,SAA+B;AAC7C,QAAM,QAAQ,QAAQ;AACtB,MAAI,CAAC,SAAS,MAAM,WAAW,KAAK,QAAQ,mBAAmB;AAC3D;AAAA,EACJ;AACA,UAAQ,oBAAoB;AAC5B,UAAQ,SAAS,UAAU,EAAE,QAAQ,QAAQ,OAAO,SAAS,QAAQ,QAAQ,QAAQ,WAAW,QAAQ,YAAY,OAAO,GAAG,oBAAoB,GAAG,UAAU;AACnK;AAQA,SAAS,QAAQ,SAAyB,SAAkC;AACxE,QAAM,QAAQ,QAAQ;AACtB,MAAI,CAAC,SAAS,MAAM,WAAW,GAAG;AAC9B;AAAA,EACJ;AAIA,MAAI,CAAC,QAAQ,mBAAmB;AAC5B;AAAA,EACJ;AAEA,UAAQ,gBAAgB;AAExB,QAAM,MAAM,QAAQ,KAAK;AACzB,MAAI,CAAC,KAAK;AACN,UAAM,MAAM,IAAI,MAAM,mDAAmD;AACzE,eAAW,KAAK,OAAO;AACnB,QAAE,OAAO,GAAG;AAAA,IAChB;AACA;AAAA,EACJ;AAEA,QAAM,QAAQ,QAAQ,KAAK;AAC3B,QAAM,SAAS,QAAQ,KAAK;AAC5B,QAAM,cAAc,iBAAiB,KAAK;AAC1C,QAAM,SAAS,QAAQ,OAAO,QAAQ,aAAa;AAAA,IAC/C,OAAO;AAAA,IACP,MAAM,cAAc;AAAA,IACpB,OAAO,GAAG,WAAW,GAAG;AAAA,EAAA,CAC3B;AACD,UAAQ,oBAAoB,EAAE,SAAS,IAAA,GAAO,EAAE,QAAQ,aAAa,cAAc,OAAA,GAAU,EAAE,OAAO,QAAQ,oBAAoB,GAAG;AACrI,OAAK,OAAO,EAAE,QAAQ,OAAO,QAAQ,aAAa,MAAM,QAAQ,OAAO,WAAW,MAAM,GAAG,MAAM,OAAO;AAC5G;AAIA,eAAe,OAAO,MAAsC;AACxD,QAAM,EAAE,QAAQ,OAAO,QAAQ,aAAa,MAAM,SAAS;AAC3D,MAAI;AAKA,UAAM,QAAQ,QAAA;AACd,UAAM,OAAO,SAAS,WAAW,IAAI;AACrC,UAAM,MAAM,IAAI,WAAW,OAAO,gBAAgB;AAClD,UAAM,MAAM,IAAI,kBAAkB,QAAQ,SAAS,CAAC;AACpD,aAAS,IAAI,GAAG,IAAI,QAAQ,KAAK;AAC7B,YAAM,SAAS,IAAI;AACnB,YAAM,SAAS,IAAI,QAAQ;AAC3B,eAAS,IAAI,GAAG,IAAI,OAAO,KAAK;AAC5B,cAAM,IAAI,SAAS,IAAI;AACvB,cAAM,IAAI,SAAS,IAAI;AACvB,YAAI,MAAM;AACN,cAAI,CAAC,IAAI,IAAI,IAAI,CAAC;AAClB,cAAI,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC;AACtB,cAAI,IAAI,CAAC,IAAI,IAAI,CAAC;AAAA,QACtB,OAAO;AACH,cAAI,CAAC,IAAI,IAAI,CAAC;AACd,cAAI,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC;AACtB,cAAI,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC;AAAA,QAC1B;AACA,YAAI,IAAI,CAAC,IAAI;AAAA,MACjB;AAAA,IACJ;AACA,WAAO,MAAA;AACP,WAAO,QAAA;AACP,UAAM,OAAmB,EAAE,OAAO,QAAQ,MAAM,IAAA;AAChD,eAAW,KAAK,MAAM;AAClB,QAAE,QAAQ,IAAI;AAAA,IAClB;AAAA,EACJ,SAAS,GAAG;AACR,QAAI;AACA,aAAO,QAAA;AAAA,IACX,QAAQ;AAAA,IAER;AACA,eAAW,KAAK,MAAM;AAClB,QAAE,OAAO,CAAC;AAAA,IACd;AAAA,EACJ;AACJ;AAIO,SAAS,uBAAuC;AACnD,SAAO;AACX;AAIO,SAAS,wBAAyC;AACrD,SAAO;AACX;"}
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+ {"version":3,"file":"screenshot-readback-NxsFpnE4.js","sources":["../src/engine/screenshot-readback.ts"],"sourcesContent":["import type { SurfaceContext } from \"./surface.js\";\nimport type { Screenshot } from \"./screenshot.js\";\nimport { BU, TU } from \"./gpu-flags.js\";\n\n/** @internal Per-frame readback hook driven by `renderFrame` once `captureScreenshot` has\n * lazily loaded this module and installed it on `surface._captureService`. Records the\n * surface's swapchain copy for any queued capture requests into the frame's encoder. */\nexport type CaptureService = (surface: SurfaceContext, encoder: GPUCommandEncoder) => void;\n\n/** @internal Pre-acquire hook driven by `renderFrame` (installed alongside `_captureService`).\n * Called before a surface's frame swapchain texture is acquired; reconfigures that surface's\n * swapchain with COPY_SRC the first time a capture is queued. */\nexport type CapturePreFrame = (surface: SurfaceContext) => void;\n\n/** A single readback in flight: the buffer the frame's copy lands in, plus the dimensions /\n * padding needed to unpack it, and the requests waiting on this frame. */\ninterface PendingReadback {\n buffer: GPUBuffer;\n width: number;\n height: number;\n bytesPerRow: number;\n bgra: boolean;\n reqs: ReadonlyArray<{ resolve: (s: Screenshot) => void; reject: (e: unknown) => void }>;\n}\n\n/** copyTextureToBuffer requires the per-row stride to be a multiple of 256 bytes. */\nfunction alignBytesPerRow(width: number): number {\n return Math.ceil((width * 4) / 256) * 256;\n}\n\n/** Pre-acquire hook. Called by `renderFrame` for each surface BEFORE `_refreshScRT` acquires\n * that surface's frame swapchain texture. On the first queued capture it reconfigures the\n * surface's swapchain with COPY_SRC so the just-acquired texture is copyable. Reconfiguring\n * here (not after the scene has recorded) is mandatory: `configure()` expires the current\n * canvas texture, so doing it mid-frame would invalidate the recorded texture and fail the\n * submit. */\nfunction preFrame(surface: SurfaceContext): void {\n const queue = surface._captureQueue;\n if (!queue || queue.length === 0 || surface._swapchainCopySrc) {\n return;\n }\n surface._swapchainCopySrc = true;\n surface._context.configure({ device: surface.engine._device, format: surface.format, alphaMode: surface._alphaMode, usage: TU.RENDER_ATTACHMENT | TU.COPY_SRC });\n}\n\n/** The readback hook. Called once per surface per frame after the contexts have recorded (so the\n * surface's swapchain texture holds this frame) and before the encoder is finished.\n *\n * By the time this runs the swapchain is already COPY_SRC-capable: `preFrame` reconfigured it\n * before the frame's texture was acquired, so the copy can be recorded straight into this\n * frame's encoder. */\nfunction service(surface: SurfaceContext, encoder: GPUCommandEncoder): void {\n const queue = surface._captureQueue;\n if (!queue || queue.length === 0) {\n return;\n }\n // The swapchain only becomes copyable once `preFrame` has reconfigured it and `renderFrame`\n // has acquired a COPY_SRC texture; until then there is nothing copyable, so wait for the next\n // frame (the request stays queued).\n if (!surface._swapchainCopySrc) {\n return;\n }\n\n surface._captureQueue = undefined;\n\n const tex = surface.scRT._colorTexture;\n if (!tex) {\n const err = new Error(\"captureScreenshot: no swapchain texture available\");\n for (const r of queue) {\n r.reject(err);\n }\n return;\n }\n\n const width = surface.scRT._width;\n const height = surface.scRT._height;\n const bytesPerRow = alignBytesPerRow(width);\n const buffer = surface.engine._device.createBuffer({\n label: \"screenshot-readback\",\n size: bytesPerRow * height,\n usage: BU.COPY_DST | BU.MAP_READ,\n });\n encoder.copyTextureToBuffer({ texture: tex }, { buffer, bytesPerRow, rowsPerImage: height }, { width, height, depthOrArrayLayers: 1 });\n void finish({ buffer, width, height, bytesPerRow, bgra: surface.format.startsWith(\"bgra\"), reqs: queue });\n}\n\n/** Maps the staging buffer after submit, unpacks it into tightly-packed opaque RGBA8, and\n * resolves the waiting requests. Fire-and-forget: the map is async and resolves later. */\nasync function finish(pend: PendingReadback): Promise<void> {\n const { buffer, width, height, bytesPerRow, bgra, reqs } = pend;\n try {\n // Yield one microtask so `renderFrame` submits this frame's encoder (which holds the copy)\n // BEFORE we map the buffer: mapAsync moves the buffer to a pending-map state synchronously,\n // and a buffer pending map cannot be used by a command buffer in a submit — calling it before\n // the submit would invalidate the whole frame and read back an empty (all-black) buffer.\n await Promise.resolve();\n await buffer.mapAsync(GPUMapMode.READ);\n const src = new Uint8Array(buffer.getMappedRange());\n const out = new Uint8ClampedArray(width * height * 4);\n for (let y = 0; y < height; y++) {\n const srcRow = y * bytesPerRow;\n const dstRow = y * width * 4;\n for (let x = 0; x < width; x++) {\n const s = srcRow + x * 4;\n const d = dstRow + x * 4;\n if (bgra) {\n out[d] = src[s + 2]!;\n out[d + 1] = src[s + 1]!;\n out[d + 2] = src[s]!;\n } else {\n out[d] = src[s]!;\n out[d + 1] = src[s + 1]!;\n out[d + 2] = src[s + 2]!;\n }\n out[d + 3] = 255;\n }\n }\n buffer.unmap();\n buffer.destroy();\n const shot: Screenshot = { width, height, data: out };\n for (const r of reqs) {\n r.resolve(shot);\n }\n } catch (e) {\n try {\n buffer.destroy();\n } catch {\n /* already destroyed */\n }\n for (const r of reqs) {\n r.reject(e);\n }\n }\n}\n\n/** @internal Factory invoked by `captureScreenshot` after this module is dynamically imported.\n * Returns the per-frame readback hook installed on `surface._captureService`. */\nexport function createCaptureService(): CaptureService {\n return service;\n}\n\n/** @internal Factory invoked by `captureScreenshot` after this module is dynamically imported.\n * Returns the pre-acquire hook installed on `engine._capturePreFrame`. */\nexport function createCapturePreFrame(): CapturePreFrame {\n return preFrame;\n}\n"],"names":[],"mappings":";AA0BA,SAAS,iBAAiB,OAAuB;AAC7C,SAAO,KAAK,KAAM,QAAQ,IAAK,GAAG,IAAI;AAC1C;AAQA,SAAS,SAAS,SAA+B;AAC7C,QAAM,QAAQ,QAAQ;AACtB,MAAI,CAAC,SAAS,MAAM,WAAW,KAAK,QAAQ,mBAAmB;AAC3D;AAAA,EACJ;AACA,UAAQ,oBAAoB;AAC5B,UAAQ,SAAS,UAAU,EAAE,QAAQ,QAAQ,OAAO,SAAS,QAAQ,QAAQ,QAAQ,WAAW,QAAQ,YAAY,OAAO,GAAG,oBAAoB,GAAG,UAAU;AACnK;AAQA,SAAS,QAAQ,SAAyB,SAAkC;AACxE,QAAM,QAAQ,QAAQ;AACtB,MAAI,CAAC,SAAS,MAAM,WAAW,GAAG;AAC9B;AAAA,EACJ;AAIA,MAAI,CAAC,QAAQ,mBAAmB;AAC5B;AAAA,EACJ;AAEA,UAAQ,gBAAgB;AAExB,QAAM,MAAM,QAAQ,KAAK;AACzB,MAAI,CAAC,KAAK;AACN,UAAM,MAAM,IAAI,MAAM,mDAAmD;AACzE,eAAW,KAAK,OAAO;AACnB,QAAE,OAAO,GAAG;AAAA,IAChB;AACA;AAAA,EACJ;AAEA,QAAM,QAAQ,QAAQ,KAAK;AAC3B,QAAM,SAAS,QAAQ,KAAK;AAC5B,QAAM,cAAc,iBAAiB,KAAK;AAC1C,QAAM,SAAS,QAAQ,OAAO,QAAQ,aAAa;AAAA,IAC/C,OAAO;AAAA,IACP,MAAM,cAAc;AAAA,IACpB,OAAO,GAAG,WAAW,GAAG;AAAA,EAAA,CAC3B;AACD,UAAQ,oBAAoB,EAAE,SAAS,IAAA,GAAO,EAAE,QAAQ,aAAa,cAAc,OAAA,GAAU,EAAE,OAAO,QAAQ,oBAAoB,GAAG;AACrI,OAAK,OAAO,EAAE,QAAQ,OAAO,QAAQ,aAAa,MAAM,QAAQ,OAAO,WAAW,MAAM,GAAG,MAAM,OAAO;AAC5G;AAIA,eAAe,OAAO,MAAsC;AACxD,QAAM,EAAE,QAAQ,OAAO,QAAQ,aAAa,MAAM,SAAS;AAC3D,MAAI;AAKA,UAAM,QAAQ,QAAA;AACd,UAAM,OAAO,SAAS,WAAW,IAAI;AACrC,UAAM,MAAM,IAAI,WAAW,OAAO,gBAAgB;AAClD,UAAM,MAAM,IAAI,kBAAkB,QAAQ,SAAS,CAAC;AACpD,aAAS,IAAI,GAAG,IAAI,QAAQ,KAAK;AAC7B,YAAM,SAAS,IAAI;AACnB,YAAM,SAAS,IAAI,QAAQ;AAC3B,eAAS,IAAI,GAAG,IAAI,OAAO,KAAK;AAC5B,cAAM,IAAI,SAAS,IAAI;AACvB,cAAM,IAAI,SAAS,IAAI;AACvB,YAAI,MAAM;AACN,cAAI,CAAC,IAAI,IAAI,IAAI,CAAC;AAClB,cAAI,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC;AACtB,cAAI,IAAI,CAAC,IAAI,IAAI,CAAC;AAAA,QACtB,OAAO;AACH,cAAI,CAAC,IAAI,IAAI,CAAC;AACd,cAAI,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC;AACtB,cAAI,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC;AAAA,QAC1B;AACA,YAAI,IAAI,CAAC,IAAI;AAAA,MACjB;AAAA,IACJ;AACA,WAAO,MAAA;AACP,WAAO,QAAA;AACP,UAAM,OAAmB,EAAE,OAAO,QAAQ,MAAM,IAAA;AAChD,eAAW,KAAK,MAAM;AAClB,QAAE,QAAQ,IAAI;AAAA,IAClB;AAAA,EACJ,SAAS,GAAG;AACR,QAAI;AACA,aAAO,QAAA;AAAA,IACX,QAAQ;AAAA,IAER;AACA,eAAW,KAAK,MAAM;AAClB,QAAE,OAAO,CAAC;AAAA,IACd;AAAA,EACJ;AACJ;AAIO,SAAS,uBAAuC;AACnD,SAAO;AACX;AAIO,SAAS,wBAAyC;AACrD,SAAO;AACX;"}
@@ -1,196 +1,4 @@
1
- import { y as targetSignatureKey, A as getSceneBindGroupLayout, bT as _isShaderSystemUniform, o as computeUboLayout, q as SCENE_UBO_WGSL, S as SS, $ as createEmptyUniformBuffer, a as F32, aA as acquireTexture, aB as releaseTexture, e as U8, bU as getEffectiveAspectRatio, J as getViewMatrix, K as getProjectionMatrix, bS as getViewProjectionMatrix, bi as mat4MultiplyInto, U as U32, bV as I32, B as BU } from "./index-BgY3QEzL.js";
2
- const SHADER_STAGE_ALL = SS.VERTEX | SS.FRAGMENT;
3
- function getOrCreateShaderPipelineBindings(engine, material) {
4
- const state = material;
5
- if (state._shaderBindings && state._shaderDevice === engine._device) {
6
- return state._shaderBindings;
7
- }
8
- state._shaderDevice = engine._device;
9
- const systemFields = material.uniformDecls.filter((u) => _isShaderSystemUniform(u.name)).map(toUboField);
10
- const customFields = material.uniformDecls.filter((u) => !_isShaderSystemUniform(u.name)).map(toUboField);
11
- const systemSpec = computeUboLayout(systemFields.length > 0 ? systemFields : [{ _name: "_pad", _type: "vec4<f32>" }]);
12
- const customSpec = customFields.length > 0 ? computeUboLayout(customFields) : null;
13
- const group1BGL = engine._device.createBindGroupLayout({
14
- label: "shader-material-group1",
15
- entries: buildBindGroupLayoutEntries(material.samplerDecls, material.storageBufferDecls, customSpec !== null)
16
- });
17
- const bindings = {
18
- group1BGL,
19
- systemSpec,
20
- customSpec,
21
- vertexBuffers: material.attributes.map(attributeLayout),
22
- pipelines: /* @__PURE__ */ new Map()
23
- };
24
- state._shaderBindings = bindings;
25
- state._shaderCustomSpec = customSpec;
26
- state._shaderCustomUbo = null;
27
- state._shaderCustomData = null;
28
- state._shaderCustomVersion = -1;
29
- return bindings;
30
- }
31
- function getOrCreateShaderPipeline(engine, sig, material, bindings, variantKey = "", vertexBuffers = bindings.vertexBuffers, instanceAttrs = "") {
32
- const key = `${targetSignatureKey(sig)}${variantKey}`;
33
- const cached = bindings.pipelines.get(key);
34
- if (cached) {
35
- return cached;
36
- }
37
- const device = engine._device;
38
- const prelude = buildShaderPrelude(material, bindings.systemSpec, bindings.customSpec, instanceAttrs);
39
- const vertModule = device.createShaderModule({ label: `${material.name ?? "shader"}-vertex`, code: `${prelude}
40
- ${material.vertexSource}` });
41
- const wantsFragment = !!sig._colorFormat || material.depthOnlyFragment;
42
- const fragModule = wantsFragment ? device.createShaderModule({ label: `${material.name ?? "shader"}-fragment`, code: `${prelude}
43
- ${material.fragmentSource}` }) : null;
44
- const colorTarget = sig._colorFormat ? {
45
- format: sig._colorFormat,
46
- ...material.needAlphaBlending ? {
47
- blend: material.blendMode === "additive" ? {
48
- color: { srcFactor: "src-alpha", dstFactor: "one", operation: "add" },
49
- alpha: { srcFactor: "one", dstFactor: "one", operation: "add" }
50
- } : {
51
- color: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
52
- alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" }
53
- }
54
- } : {}
55
- } : null;
56
- const pipeline = device.createRenderPipeline({
57
- label: `${material.name ?? "shader"}-pipeline`,
58
- layout: device.createPipelineLayout({ bindGroupLayouts: [getSceneBindGroupLayout(engine), bindings.group1BGL] }),
59
- vertex: { module: vertModule, entryPoint: "mainVertex", buffers: vertexBuffers },
60
- ...fragModule ? { fragment: { module: fragModule, entryPoint: "mainFragment", targets: colorTarget ? [colorTarget] : [] } } : {},
61
- ...sig._depthStencilFormat ? {
62
- depthStencil: {
63
- format: sig._depthStencilFormat,
64
- // The target's declared depth convention wins over the material default: a depth-only
65
- // caster authored for the forward-Z shadow map ("less-equal") must still depth-test
66
- // correctly when drawn into a reverse-Z camera depth prepass that declares
67
- // "greater-equal" — otherwise every fragment fails against the 0-cleared buffer.
68
- depthCompare: sig._depthCompare ?? material.depthCompare,
69
- depthWriteEnabled: material.needAlphaBlending ? false : material.depthWrite,
70
- ...material.depthBias ? { depthBias: material.depthBias } : {},
71
- ...material.depthBiasSlopeScale ? { depthBiasSlopeScale: material.depthBiasSlopeScale } : {}
72
- }
73
- } : {},
74
- multisample: { count: sig._sampleCount },
75
- primitive: { topology: "triangle-list", cullMode: material.backFaceCulling ? "back" : "none", frontFace: "ccw" }
76
- });
77
- bindings.pipelines.set(key, pipeline);
78
- return pipeline;
79
- }
80
- function toUboField(decl) {
81
- return { _name: decl.name, _type: decl.type };
82
- }
83
- function buildBindGroupLayoutEntries(samplers, storageBuffers, hasCustomUbo) {
84
- const entries = [{ binding: 0, visibility: SHADER_STAGE_ALL, buffer: { type: "uniform" } }];
85
- let nextBinding = 1;
86
- if (hasCustomUbo) {
87
- entries.push({ binding: nextBinding++, visibility: SHADER_STAGE_ALL, buffer: { type: "uniform" } });
88
- }
89
- for (const sampler of samplers) {
90
- const isArray = sampler.viewDimension === "2d-array";
91
- const sampleType = sampler.comparison === true ? "depth" : sampler.sampleType ?? "float";
92
- entries.push({
93
- binding: nextBinding++,
94
- visibility: SHADER_STAGE_ALL,
95
- texture: {
96
- sampleType,
97
- viewDimension: isArray ? "2d-array" : "2d"
98
- }
99
- });
100
- entries.push({
101
- binding: nextBinding++,
102
- visibility: SHADER_STAGE_ALL,
103
- sampler: { type: sampler.comparison === true ? "comparison" : sampleType === "float" ? "filtering" : "non-filtering" }
104
- });
105
- }
106
- for (const _storage of storageBuffers) {
107
- entries.push({
108
- binding: nextBinding++,
109
- visibility: SHADER_STAGE_ALL,
110
- buffer: { type: "read-only-storage" }
111
- });
112
- }
113
- return entries;
114
- }
115
- function attributeLayout(name, shaderLocation) {
116
- switch (name) {
117
- case "position":
118
- case "normal":
119
- return { arrayStride: 12, attributes: [{ shaderLocation, offset: 0, format: "float32x3" }] };
120
- case "uv":
121
- case "uv2":
122
- return { arrayStride: 8, attributes: [{ shaderLocation, offset: 0, format: "float32x2" }] };
123
- case "tangent":
124
- case "color":
125
- return { arrayStride: 16, attributes: [{ shaderLocation, offset: 0, format: "float32x4" }] };
126
- }
127
- }
128
- function buildShaderPrelude(material, systemSpec, customSpec, instanceAttrs = "") {
129
- let wgsl = `${SCENE_UBO_WGSL}
130
- struct ShaderSystemUniforms {
131
- ${systemSpec._structBody}
132
- }
133
- @group(1) @binding(0) var<uniform> shaderSystem: ShaderSystemUniforms;
134
- `;
135
- if (customSpec) {
136
- wgsl += `struct ShaderUniforms {
137
- ${customSpec._structBody}
138
- }
139
- @group(1) @binding(1) var<uniform> shaderUniforms: ShaderUniforms;
140
- `;
141
- }
142
- let nextBinding = customSpec ? 2 : 1;
143
- for (const sampler of material.samplerDecls) {
144
- const isArray = sampler.viewDimension === "2d-array";
145
- const isDepth = sampler.comparison === true || sampler.sampleType === "depth";
146
- const texType = isDepth ? isArray ? "texture_depth_2d_array" : "texture_depth_2d" : isArray ? "texture_2d_array<f32>" : "texture_2d<f32>";
147
- const samplerType = sampler.comparison === true ? "sampler_comparison" : "sampler";
148
- wgsl += `@group(1) @binding(${nextBinding++}) var ${sampler.name}: ${texType};
149
- @group(1) @binding(${nextBinding++}) var ${sampler.name}Sampler: ${samplerType};
150
- `;
151
- }
152
- for (const storage of material.storageBufferDecls) {
153
- wgsl += `@group(1) @binding(${nextBinding++}) var<storage, read> ${storage.name}: ${storage.type};
154
- `;
155
- }
156
- for (const define of material.defines) {
157
- wgsl += `const ${define.name}: ${typeof define.value === "boolean" ? "bool" : "f32"} = ${formatDefineValue(define.value)};
158
- `;
159
- }
160
- wgsl += `struct VertexInput {
161
- `;
162
- for (let i = 0; i < material.attributes.length; i++) {
163
- const attr = material.attributes[i];
164
- wgsl += `@location(${i}) ${attr}: ${attributeWgslType(attr)},
165
- `;
166
- }
167
- wgsl += instanceAttrs;
168
- wgsl += `};
169
- `;
170
- return wgsl;
171
- }
172
- function formatDefineValue(value) {
173
- if (typeof value === "boolean") {
174
- return value ? "true" : "false";
175
- }
176
- if (Number.isInteger(value)) {
177
- return `${value}.0`;
178
- }
179
- return String(value);
180
- }
181
- function attributeWgslType(name) {
182
- switch (name) {
183
- case "position":
184
- case "normal":
185
- return "vec3<f32>";
186
- case "uv":
187
- case "uv2":
188
- return "vec2<f32>";
189
- case "tangent":
190
- case "color":
191
- return "vec4<f32>";
192
- }
193
- }
1
+ import { aN as getOrCreateShaderPipeline, aO as getOrCreateShaderPipelineBindings, Z as createEmptyUniformBuffer, a as F32, aD as acquireTexture, aE as releaseTexture, e as U8, aP as _isShaderSystemUniform, aQ as getEffectiveAspectRatio, H as getViewMatrix, I as getProjectionMatrix, aR as getViewProjectionMatrix, aS as mat4MultiplyInto, U as U32, aT as I32, B as BU } from "./index-C2sM8ERH.js";
194
2
  function buildShaderMaterialRenderables(scene, meshes) {
195
3
  const renderables = [];
196
4
  const rebuildSingle = (s, mesh, materialOverride) => buildSingleShaderRenderable(s, mesh, materialOverride ?? mesh.material, materialOverride != null);
@@ -214,11 +22,11 @@ async function buildShaderGroup(scene, meshes) {
214
22
  if (!meshes.some((m) => !!m.thinInstances)) {
215
23
  return buildShaderMaterialRenderables(scene, meshes);
216
24
  }
217
- const mod = await import("./shader-thin-instance-CsDo3ULk.js");
25
+ const mod = await import("./shader-thin-instance-BjIbuYdv.js");
218
26
  const cull = meshes.some((m) => {
219
27
  var _a;
220
28
  return !!((_a = m.thinInstances) == null ? void 0 : _a._gpuCullingEnabled);
221
- }) ? await import("./thin-instance-cull-binding-BNC5JiGw.js") : void 0;
29
+ }) ? await import("./thin-instance-cull-binding-D-p2Yxfg.js") : void 0;
222
30
  return mod.buildShaderRenderablesWithInstancing(
223
31
  scene,
224
32
  meshes,
@@ -595,4 +403,4 @@ export {
595
403
  buildShaderGroup,
596
404
  buildShaderMaterialRenderables
597
405
  };
598
- //# sourceMappingURL=shader-renderable-DVMVD6zP.js.map
406
+ //# sourceMappingURL=shader-renderable-CUlJSove.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader-renderable-CUlJSove.js","sources":["../src/material/shader/shader-renderable.ts"],"sourcesContent":["import { F32, U32, I32, U8 } from \"../../engine/typed-arrays.js\";\nimport { BU } from \"../../engine/gpu-flags.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { Mesh, MeshGPU } from \"../../mesh/mesh.js\";\nimport type { MeshGroupBuildResult, Renderable, DrawUpdateContext } from \"../../render/renderable.js\";\nimport type { Material } from \"../material.js\";\nimport type { Texture2D } from \"../../texture/texture-2d.js\";\nimport { createEmptyUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { acquireTexture, releaseTexture } from \"../../resource/gpu-pool.js\";\nimport { getEffectiveAspectRatio, getProjectionMatrix, getViewMatrix, getViewProjectionMatrix } from \"../../camera/camera.js\";\nimport type { Camera } from \"../../camera/camera.js\";\nimport { mat4MultiplyInto } from \"../../math/mat4-multiply-into.js\";\nimport type { UboSpec } from \"../../shader/fragment-types.js\";\nimport type { ShaderAttributeName, ShaderMaterial, ShaderUniformType } from \"./shader-material.js\";\nimport type { ShaderPipelineBindings } from \"./shader-pipeline.js\";\nimport { _isShaderSystemUniform } from \"./shader-material.js\";\nimport { getOrCreateShaderPipeline, getOrCreateShaderPipelineBindings } from \"./shader-pipeline.js\";\n\n/** @internal Exported as a type only (zero runtime bytes) for the dynamically-imported\n * thin-instance builder. */\nexport interface ShaderPacket {\n readonly mesh: Mesh;\n readonly systemUBO: GPUBuffer;\n readonly systemData: Float32Array;\n /** @internal */\n _bindGroup: GPUBindGroup;\n /** @internal */\n _lastResourceVersion: number;\n /** @internal */\n _boundTextures: Texture2D[];\n /** @internal */\n _boundStorageBuffers: GPUBuffer[];\n /** @internal Set when the owning mesh is removed and this packet's GPU resources are\n * destroyed. A combined (multi-mesh) renderable keeps every packet in its\n * closure, so update()/draw() must skip disposed packets to avoid writing to\n * or submitting an already-destroyed systemUBO / vertex buffer. */\n _disposed?: boolean;\n /** @internal Back-reference to the combined renderable's packet array, so disposal can\n * splice this packet out and stop retaining/iterating dead chunk state every\n * frame (set only for merged opaque renderables). */\n _owner?: ShaderPacket[];\n}\n\ninterface ShaderMaterialRenderState extends ShaderMaterial {\n _shaderBindings?: ShaderPipelineBindings;\n _shaderCustomUbo?: GPUBuffer | null;\n _shaderCustomSpec?: UboSpec | null;\n _shaderCustomData?: ArrayBuffer | null;\n _shaderCustomVersion?: number;\n}\n\n/** @internal */\nexport type ShaderRenderPass = GPURenderPassEncoder | GPURenderBundleEncoder;\n\nexport function buildShaderMaterialRenderables(scene: SceneContext, meshes: Mesh[]): MeshGroupBuildResult {\n const renderables: Renderable[] = [];\n\n const rebuildSingle = (s: SceneContext, mesh: Mesh, materialOverride?: Material): Renderable =>\n buildSingleShaderRenderable(s, mesh, (materialOverride ?? mesh.material) as ShaderMaterial, materialOverride != null);\n\n const byMaterial = new Map<ShaderMaterial, Mesh[]>();\n for (const mesh of meshes) {\n const material = mesh.material as ShaderMaterial;\n let list = byMaterial.get(material);\n if (!list) {\n list = [];\n byMaterial.set(material, list);\n }\n list.push(mesh);\n }\n\n for (const [material, matMeshes] of byMaterial) {\n const built = buildMaterialRenderables(scene, material, matMeshes);\n renderables.push(...built);\n }\n\n return { renderables, rebuildSingle };\n}\n\n/** Async group entry point. Non-instanced ShaderMaterial scenes (the common case)\n * take the synchronous fast path and pull in zero instancing code. When at least\n * one mesh uses thin instances, the instancing module is dynamically imported and\n * the renderable helpers it needs are handed to it as positional arguments — NOT\n * module exports — so those helpers keep their mangled names in this chunk (an\n * export would de-mangle them, growing every ShaderMaterial scene's bundle). */\nexport async function buildShaderGroup(scene: SceneContext, meshes: Mesh[]): Promise<MeshGroupBuildResult> {\n if (!meshes.some((m) => !!m.thinInstances)) {\n return buildShaderMaterialRenderables(scene, meshes);\n }\n const mod = await import(\"./shader-thin-instance.js\");\n const cull = meshes.some((m) => !!m.thinInstances?._gpuCullingEnabled) ? await import(\"../../mesh/thin-instance-cull-binding.js\") : undefined;\n return mod.buildShaderRenderablesWithInstancing(\n scene,\n meshes,\n buildShaderMaterialRenderables,\n createPacket,\n updatePacket,\n updateCustomUbo,\n getAttrBuffer,\n getOrCreateShaderPipeline,\n getOrCreateShaderPipelineBindings,\n cull\n );\n}\n\nfunction buildSingleShaderRenderable(scene: SceneContext, mesh: Mesh, material: ShaderMaterial, isOverride: boolean): Renderable {\n return buildMaterialRenderables(scene, material, [mesh], isOverride)[0]!;\n}\n\nfunction buildMaterialRenderables(scene: SceneContext, material: ShaderMaterial, meshes: readonly Mesh[], isOverride = false): Renderable[] {\n const engine = scene.surface.engine;\n const bindings = getOrCreateShaderPipelineBindings(engine, material);\n ensureCustomUbo(engine, material, bindings.customSpec);\n const packets = meshes.map((mesh) => createPacket(scene, material, bindings.systemSpec, mesh));\n const isTransparent = material.needAlphaBlending;\n if (isTransparent) {\n return packets.map((packet) => createTransparentRenderable(scene, material, packet, isOverride));\n }\n return [createOpaqueRenderable(scene, material, packets, isOverride)];\n}\n\nfunction createPacket(scene: SceneContext, material: ShaderMaterial, systemSpec: UboSpec, mesh: Mesh): ShaderPacket {\n const engine = scene.surface.engine;\n const systemUBO = createEmptyUniformBuffer(engine, systemSpec._totalBytes, \"shader-system-ubo\");\n const systemData = new F32(systemSpec._totalBytes / 4);\n writeSystemUniforms(systemData, systemSpec, material, mesh, scene.camera, engine.canvas.width || 1, engine.canvas.height || 1);\n engine._device.queue.writeBuffer(systemUBO, 0, systemData);\n const packet: ShaderPacket = {\n mesh,\n systemUBO,\n systemData,\n _bindGroup: createShaderBindGroup(engine, material, systemUBO),\n _lastResourceVersion: material._resourceVersion,\n _boundTextures: collectShaderTextures(material),\n _boundStorageBuffers: collectShaderStorageBuffers(material),\n };\n for (const tex of packet._boundTextures) {\n acquireTexture(tex);\n }\n registerMeshTextureDisposer(scene, mesh, packet);\n return packet;\n}\n\nfunction createOpaqueRenderable(scene: SceneContext, material: ShaderMaterial, packets: readonly ShaderPacket[], isOverride: boolean): Renderable {\n // Only merged renderables (>1 mesh) can outlive an individual packet's mesh,\n // so give those packets a back-reference enabling disposal-time compaction.\n if (packets.length > 1) {\n for (const packet of packets) {\n packet._owner = packets as ShaderPacket[];\n }\n }\n const update = (context: DrawUpdateContext): void => {\n updateCustomUbo(scene.surface.engine, material);\n for (const packet of packets) {\n if (packet._disposed) {\n continue;\n }\n if (!isOverride && packet.mesh.material !== material) {\n continue;\n }\n updatePacket(scene, material, packet, context);\n }\n };\n const draw = (pass: ShaderRenderPass, engine: EngineContext): number => {\n let draws = 0;\n for (const packet of packets) {\n if (packet._disposed) {\n continue;\n }\n if (!isOverride && packet.mesh.material !== material) {\n continue;\n }\n drawPacket(pass, engine, material, packet);\n draws++;\n }\n return draws;\n };\n const r: Renderable = {\n order: packets.length === 1 ? (packets[0]!.mesh.renderOrder ?? 100) : Math.min(...packets.map((p) => p.mesh.renderOrder ?? 100)),\n isTransparent: false,\n mesh: packets.length === 1 ? packets[0]!.mesh : undefined,\n bind(eng, sig) {\n const bindings = getOrCreateShaderPipelineBindings(eng, material);\n return { renderable: r, pipeline: getOrCreateShaderPipeline(eng, sig, material, bindings), update, draw: (pass) => draw(pass, eng) };\n },\n };\n return r;\n}\n\nfunction createTransparentRenderable(scene: SceneContext, material: ShaderMaterial, packet: ShaderPacket, isOverride: boolean): Renderable {\n const wm = packet.mesh.worldMatrix as unknown as ArrayLike<number>;\n const sortCenter: [number, number, number] = [wm[12]!, wm[13]!, wm[14]!];\n const update = (context: DrawUpdateContext): void => {\n if (packet._disposed) {\n return;\n }\n if (!isOverride && packet.mesh.material !== material) {\n return;\n }\n updateCustomUbo(scene.surface.engine, material);\n updatePacket(scene, material, packet, context);\n const m = packet.mesh.worldMatrix as unknown as ArrayLike<number>;\n sortCenter[0] = m[12]!;\n sortCenter[1] = m[13]!;\n sortCenter[2] = m[14]!;\n };\n const draw = (pass: ShaderRenderPass, engine: EngineContext): number => {\n if (packet._disposed) {\n return 0;\n }\n if (!isOverride && packet.mesh.material !== material) {\n return 0;\n }\n drawPacket(pass, engine, material, packet);\n return 1;\n };\n const r: Renderable = {\n order: packet.mesh.renderOrder ?? 200,\n isTransparent: true,\n _transmissive: material.transmissive,\n mesh: packet.mesh,\n _worldCenter: sortCenter,\n bind(eng, sig) {\n const bindings = getOrCreateShaderPipelineBindings(eng, material);\n return { renderable: r, pipeline: getOrCreateShaderPipeline(eng, sig, material, bindings), update, draw: (pass) => draw(pass, eng) };\n },\n };\n return r;\n}\n\nfunction updatePacket(scene: SceneContext, material: ShaderMaterial, packet: ShaderPacket, context: DrawUpdateContext): void {\n const engine = scene.surface.engine;\n const state = material as ShaderMaterialRenderState;\n writeSystemUniforms(packet.systemData, state._shaderBindings!.systemSpec, material, packet.mesh, context._camera ?? scene.camera, context.targetWidth, context.targetHeight);\n engine._device.queue.writeBuffer(packet.systemUBO, 0, packet.systemData as Float32Array<ArrayBuffer>);\n if (packet._lastResourceVersion !== material._resourceVersion) {\n for (const tex of packet._boundTextures) {\n releaseTexture(tex);\n }\n packet._bindGroup = createShaderBindGroup(engine, material, packet.systemUBO);\n packet._boundTextures = collectShaderTextures(material);\n packet._boundStorageBuffers = collectShaderStorageBuffers(material);\n for (const tex of packet._boundTextures) {\n acquireTexture(tex);\n }\n packet._lastResourceVersion = material._resourceVersion;\n }\n}\n\nfunction drawPacket(pass: ShaderRenderPass, engine: EngineContext, material: ShaderMaterial, packet: ShaderPacket): void {\n const gpu = packet.mesh._gpu;\n for (let i = 0; i < material.attributes.length; i++) {\n pass.setVertexBuffer(i, getAttrBuffer(engine, gpu, material.attributes[i]!));\n }\n pass.setIndexBuffer(gpu.indexBuffer, gpu.indexFormat);\n pass.setBindGroup(1, packet._bindGroup);\n pass.drawIndexed(gpu.indexCount);\n}\n\nfunction ensureCustomUbo(engine: EngineContext, material: ShaderMaterial, customSpec: UboSpec | null): void {\n const state = material as ShaderMaterialRenderState;\n if (!customSpec) {\n state._shaderCustomUbo = null;\n state._shaderCustomData = null;\n state._shaderCustomVersion = material._uniformVersion;\n return;\n }\n if (state._shaderCustomUbo && state._shaderCustomData) {\n updateCustomUbo(engine, material);\n return;\n }\n state._shaderCustomUbo = createEmptyUniformBuffer(engine, customSpec._totalBytes, \"shader-custom-ubo\");\n state._shaderCustomData = new ArrayBuffer(customSpec._totalBytes);\n state._shaderCustomVersion = -1;\n updateCustomUbo(engine, material);\n}\n\nfunction updateCustomUbo(engine: EngineContext, material: ShaderMaterial): void {\n const state = material as ShaderMaterialRenderState;\n const customSpec = state._shaderCustomSpec;\n const customUbo = state._shaderCustomUbo;\n const customData = state._shaderCustomData;\n if (!customSpec || !customUbo || !customData || state._shaderCustomVersion === material._uniformVersion) {\n return;\n }\n const bytes = new U8(customData);\n bytes.fill(0);\n for (const [name, slot] of material._uniformValues) {\n if (_isShaderSystemUniform(name)) {\n continue;\n }\n const offset = customSpec._offsets.get(name);\n if (offset !== undefined) {\n writeTypedValue(customData, offset, slot.decl.type, slot.value);\n }\n }\n engine._device.queue.writeBuffer(customUbo, 0, bytes);\n state._shaderCustomVersion = material._uniformVersion;\n}\n\nfunction writeTypedValue(data: ArrayBuffer, offset: number, type: ShaderUniformType, value: Float32Array): void {\n if (type === \"u32\") {\n new U32(data, offset, 1)[0] = value[0]!;\n return;\n }\n if (type === \"i32\") {\n new I32(data, offset, 1)[0] = value[0]!;\n return;\n }\n new F32(data, offset, value.length).set(value);\n}\n\nfunction createShaderBindGroup(engine: EngineContext, material: ShaderMaterial, systemUBO: GPUBuffer): GPUBindGroup {\n const bindings = getOrCreateShaderPipelineBindings(engine, material);\n const entries: GPUBindGroupEntry[] = [{ binding: 0, resource: { buffer: systemUBO } }];\n let nextBinding = 1;\n if (bindings.customSpec) {\n ensureCustomUbo(engine, material, bindings.customSpec);\n entries.push({ binding: nextBinding++, resource: { buffer: (material as ShaderMaterialRenderState)._shaderCustomUbo! } });\n }\n for (const sampler of material.samplerDecls) {\n const slot = material._textureSlots.get(sampler.name);\n const tex = slot?.current;\n if (!tex) {\n throw new Error(`ShaderMaterial: sampler \"${sampler.name}\" has no Texture2D. Call setShaderTexture() before rendering.`);\n }\n entries.push({ binding: nextBinding++, resource: tex.view }, { binding: nextBinding++, resource: tex.sampler });\n }\n for (const storage of material.storageBufferDecls) {\n const slot = material._storageBufferSlots.get(storage.name);\n const buffer = slot?.current;\n if (!buffer) {\n throw new Error(`ShaderMaterial: storage buffer \"${storage.name}\" has no GPUBuffer. Call setShaderStorageBuffer() before rendering.`);\n }\n entries.push({ binding: nextBinding++, resource: { buffer } });\n }\n return engine._device.createBindGroup({ label: \"shader-material-bg\", layout: bindings.group1BGL, entries });\n}\n\nfunction collectShaderTextures(material: ShaderMaterial): Texture2D[] {\n const textures: Texture2D[] = [];\n for (const slot of material._textureSlots.values()) {\n if (slot.current) {\n textures.push(slot.current);\n }\n }\n return textures;\n}\n\nfunction collectShaderStorageBuffers(material: ShaderMaterial): GPUBuffer[] {\n const buffers: GPUBuffer[] = [];\n for (const slot of material._storageBufferSlots.values()) {\n if (slot.current) {\n buffers.push(slot.current);\n }\n }\n return buffers;\n}\n\nfunction registerMeshTextureDisposer(scene: SceneContext, mesh: Mesh, packet: ShaderPacket): void {\n const list = scene._meshDisposables.get(mesh) ?? [];\n list.push(() => {\n packet._disposed = true;\n if (packet._owner) {\n const oi = packet._owner.indexOf(packet);\n if (oi >= 0) {\n packet._owner.splice(oi, 1);\n }\n packet._owner = undefined;\n }\n packet.systemUBO.destroy();\n for (const tex of packet._boundTextures) {\n releaseTexture(tex);\n }\n packet._boundTextures = [];\n packet._boundStorageBuffers = [];\n });\n scene._meshDisposables.set(mesh, list);\n}\n\nfunction writeSystemUniforms(data: Float32Array, spec: UboSpec, material: ShaderMaterial, mesh: Mesh, camera: Camera | null, targetWidth: number, targetHeight: number): void {\n data.fill(0);\n const world = mesh.worldMatrix as unknown as Float32Array;\n const aspect = camera ? getEffectiveAspectRatio(camera, targetWidth, targetHeight) : 1;\n const view = camera ? (getViewMatrix(camera) as unknown as Float32Array) : null;\n const projection = camera ? (getProjectionMatrix(camera, aspect) as unknown as Float32Array) : null;\n const viewProjection = camera ? (getViewProjectionMatrix(camera, aspect) as unknown as Float32Array) : null;\n for (const uniform of material.uniformDecls) {\n if (!_isShaderSystemUniform(uniform.name)) {\n continue;\n }\n const offset = spec._offsets.get(uniform.name);\n if (offset === undefined) {\n continue;\n }\n const f = offset / 4;\n switch (uniform.name) {\n case \"world\":\n data.set(world, f);\n break;\n case \"view\":\n if (view) {\n data.set(view, f);\n }\n break;\n case \"projection\":\n if (projection) {\n data.set(projection, f);\n }\n break;\n case \"viewProjection\":\n if (viewProjection) {\n data.set(viewProjection, f);\n }\n break;\n case \"worldView\":\n if (view) {\n mat4MultiplyInto(data, f, view, 0, world, 0);\n }\n break;\n case \"worldViewProjection\":\n if (viewProjection) {\n mat4MultiplyInto(data, f, viewProjection, 0, world, 0);\n }\n break;\n case \"cameraPosition\":\n if (camera) {\n const wm = camera.worldMatrix as unknown as ArrayLike<number>;\n data[f] = wm[12]!;\n data[f + 1] = wm[13]!;\n data[f + 2] = wm[14]!;\n }\n break;\n case \"screenSize\":\n data[f] = targetWidth;\n data[f + 1] = targetHeight;\n break;\n case \"alphaCutoff\":\n data[f] = material._uniformValues.get(\"alphaCutoff\")?.value[0] ?? 0.4;\n break;\n }\n }\n}\n\nlet zeroAttrCache: WeakMap<object, Map<string, GPUBuffer>> | null = null;\n\nfunction getZeroAttrBuffer(engine: EngineContext, gpu: MeshGPU, name: string): GPUBuffer {\n if (!zeroAttrCache) {\n zeroAttrCache = new WeakMap();\n }\n let cache = zeroAttrCache.get(gpu as unknown as object);\n if (!cache) {\n cache = new Map();\n zeroAttrCache.set(gpu as unknown as object, cache);\n }\n const existing = cache.get(name);\n if (existing) {\n return existing;\n }\n const vertexCount = gpu.positionBuffer.size / 12;\n const stride = name === \"uv\" || name === \"uv2\" ? 8 : name === \"normal\" ? 12 : 16;\n const buffer = engine._device.createBuffer({ label: `shader-zero-${name}`, size: vertexCount * stride, usage: BU.VERTEX | BU.COPY_DST });\n cache.set(name, buffer);\n return buffer;\n}\n\nfunction getAttrBuffer(engine: EngineContext, gpu: MeshGPU, name: ShaderAttributeName): GPUBuffer {\n switch (name) {\n case \"position\":\n return gpu.positionBuffer;\n case \"normal\":\n return gpu.normalBuffer ?? getZeroAttrBuffer(engine, gpu, \"normal\");\n case \"uv\":\n return gpu.uvBuffer ?? getZeroAttrBuffer(engine, gpu, \"uv\");\n case \"uv2\":\n return gpu.uv2Buffer ?? getZeroAttrBuffer(engine, gpu, \"uv2\");\n case \"tangent\":\n return gpu.tangentBuffer ?? getZeroAttrBuffer(engine, gpu, \"tangent\");\n case \"color\":\n return gpu.colorBuffer ?? getZeroAttrBuffer(engine, gpu, \"color\");\n 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@@ -1,4 +1,4 @@
1
- import { syncThinInstanceBuffers } from "./thin-instance-gpu-C1DGstap.js";
1
+ import { syncThinInstanceBuffers } from "./thin-instance-gpu-QETC_NyQ.js";
2
2
  function instanceVertexLayouts(baseLocation, hasColor) {
3
3
  const layouts = [
4
4
  {
@@ -147,4 +147,4 @@ function buildShaderRenderablesWithInstancing(scene, meshes, buildPlain, createP
147
147
  export {
148
148
  buildShaderRenderablesWithInstancing
149
149
  };
150
- //# sourceMappingURL=shader-thin-instance-CsDo3ULk.js.map
150
+ //# sourceMappingURL=shader-thin-instance-BjIbuYdv.js.map