@babylonjs/lite 1.9.0 → 1.10.0

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 (128) hide show
  1. package/CHANGELOG.md +26 -0
  2. package/dist/index.js +596 -526
  3. package/dist/index.js.map +1 -1
  4. package/index.d.ts +107 -4
  5. package/lib/engine/engine.js +1 -1
  6. package/lib/engine/engine.js.map +1 -1
  7. package/lib/frame-graph/render-task.js +6 -4
  8. package/lib/frame-graph/render-task.js.map +1 -1
  9. package/lib/index.js +4 -1
  10. package/lib/index.js.map +1 -1
  11. package/lib/loader-gltf/gltf-ext-quantization.js +4 -1
  12. package/lib/loader-gltf/gltf-ext-quantization.js.map +1 -1
  13. package/lib/loader-gltf/gltf-feature-registry.js +11 -1
  14. package/lib/loader-gltf/gltf-feature-registry.js.map +1 -1
  15. package/lib/loader-gltf/gltf-feature-variants.js +11 -1
  16. package/lib/loader-gltf/gltf-feature-variants.js.map +1 -1
  17. package/lib/loader-gltf/gltf-json-asset.js +8 -1
  18. package/lib/loader-gltf/gltf-json-asset.js.map +1 -1
  19. package/lib/loader-gltf/gltf-material.js +4 -29
  20. package/lib/loader-gltf/gltf-material.js.map +1 -1
  21. package/lib/loader-gltf/gltf-parser.js +1 -8
  22. package/lib/loader-gltf/gltf-parser.js.map +1 -1
  23. package/lib/loader-gltf/gltf-pbr-builder.js +1 -15
  24. package/lib/loader-gltf/gltf-pbr-builder.js.map +1 -1
  25. package/lib/loader-gltf/gltf-variants.js +5 -10
  26. package/lib/loader-gltf/gltf-variants.js.map +1 -1
  27. package/lib/loader-gltf/load-gltf.js +19 -29
  28. package/lib/loader-gltf/load-gltf.js.map +1 -1
  29. package/lib/material/pbr/background-dds-skybox.js +35 -93
  30. package/lib/material/pbr/background-dds-skybox.js.map +1 -1
  31. package/lib/material/pbr/background-ground.js +13 -18
  32. package/lib/material/pbr/background-ground.js.map +1 -1
  33. package/lib/material/pbr/background-hdr-skybox.js +35 -93
  34. package/lib/material/pbr/background-hdr-skybox.js.map +1 -1
  35. package/lib/material/pbr/background-solid-skybox.js +35 -93
  36. package/lib/material/pbr/background-solid-skybox.js.map +1 -1
  37. package/lib/material/pbr/fragments/clearcoat-fragment.js +5 -1
  38. package/lib/material/pbr/fragments/clearcoat-fragment.js.map +1 -1
  39. package/lib/material/pbr/fragments/iridescence-fragment.js +4 -1
  40. package/lib/material/pbr/fragments/iridescence-fragment.js.map +1 -1
  41. package/lib/material/pbr/fragments/refraction-rtt-fragment.js +7 -2
  42. package/lib/material/pbr/fragments/refraction-rtt-fragment.js.map +1 -1
  43. package/lib/material/pbr/fragments/sheen-fragment.js +2 -1
  44. package/lib/material/pbr/fragments/sheen-fragment.js.map +1 -1
  45. package/lib/material/pbr/fragments/subsurface-fragment.js +2 -1
  46. package/lib/material/pbr/fragments/subsurface-fragment.js.map +1 -1
  47. package/lib/material/pbr/fragments/unlit-fragment.js +1 -2
  48. package/lib/material/pbr/fragments/unlit-fragment.js.map +1 -1
  49. package/lib/material/pbr/pbr-compose.js +2 -0
  50. package/lib/material/pbr/pbr-compose.js.map +1 -1
  51. package/lib/material/pbr/pbr-flag-bits.js +1 -16
  52. package/lib/material/pbr/pbr-flag-bits.js.map +1 -1
  53. package/lib/material/pbr/pbr-flags.js +1 -1
  54. package/lib/material/pbr/pbr-fog-wgsl.js +1 -1
  55. package/lib/material/pbr/pbr-fog-wgsl.js.map +1 -1
  56. package/lib/material/pbr/pbr-geometry-output-shader.js +2 -1
  57. package/lib/material/pbr/pbr-geometry-output-shader.js.map +1 -1
  58. package/lib/material/pbr/pbr-geometry-view.js +2 -1
  59. package/lib/material/pbr/pbr-geometry-view.js.map +1 -1
  60. package/lib/material/pbr/pbr-renderable.js +4 -0
  61. package/lib/material/pbr/pbr-renderable.js.map +1 -1
  62. package/lib/material/pbr/pbr-template-gamma.js +7 -0
  63. package/lib/material/pbr/pbr-template-gamma.js.map +1 -0
  64. package/lib/material/pbr/pbr-template.js +2 -2
  65. package/lib/material/pbr/pbr-template.js.map +1 -1
  66. package/lib/material/standard/skybox-cubemap.js +1 -1
  67. package/lib/material/standard/skybox-cubemap.js.map +1 -1
  68. package/lib/material/standard/standard-template.js +1 -1
  69. package/lib/material/standard/standard-template.js.map +1 -1
  70. package/lib/mesh/GaussianSplatting/gaussian-splatting-pipeline-sh.js +3 -5
  71. package/lib/mesh/GaussianSplatting/gaussian-splatting-pipeline-sh.js.map +1 -1
  72. package/lib/mesh/GaussianSplatting/gaussian-splatting-pipeline.js +3 -5
  73. package/lib/mesh/GaussianSplatting/gaussian-splatting-pipeline.js.map +1 -1
  74. package/lib/particle/node/blocks/particle-condition-block.js +55 -0
  75. package/lib/particle/node/blocks/particle-condition-block.js.map +1 -0
  76. package/lib/particle/node/blocks/particle-float-to-int-block.js +28 -0
  77. package/lib/particle/node/blocks/particle-float-to-int-block.js.map +1 -0
  78. package/lib/particle/node/blocks/particle-gradient-block.js +32 -0
  79. package/lib/particle/node/blocks/particle-gradient-block.js.map +1 -0
  80. package/lib/particle/node/blocks/particle-gradient-value-block.js +11 -0
  81. package/lib/particle/node/blocks/particle-gradient-value-block.js.map +1 -0
  82. package/lib/particle/node/blocks/particle-lerp-block.js +2 -24
  83. package/lib/particle/node/blocks/particle-lerp-block.js.map +1 -1
  84. package/lib/particle/node/blocks/particle-lerp.js +27 -0
  85. package/lib/particle/node/blocks/particle-lerp.js.map +1 -0
  86. package/lib/particle/node/blocks/particle-vector-length-block.js +30 -0
  87. package/lib/particle/node/blocks/particle-vector-length-block.js.map +1 -0
  88. package/lib/particle/node/blocks/system-block.js +13 -3
  89. package/lib/particle/node/blocks/system-block.js.map +1 -1
  90. package/lib/particle/node/blocks/texture-source-block.js +2 -1
  91. package/lib/particle/node/blocks/texture-source-block.js.map +1 -1
  92. package/lib/particle/node/blocks/update-size-block.js +19 -0
  93. package/lib/particle/node/blocks/update-size-block.js.map +1 -0
  94. package/lib/particle/node/npe-build-state.js +10 -0
  95. package/lib/particle/node/npe-build-state.js.map +1 -1
  96. package/lib/particle/node/npe-registry.js +12 -0
  97. package/lib/particle/node/npe-registry.js.map +1 -1
  98. package/lib/particle/particle-system.js +7 -2
  99. package/lib/particle/particle-system.js.map +1 -1
  100. package/lib/picking/billboard-pick-pipeline.js +269 -0
  101. package/lib/picking/billboard-pick-pipeline.js.map +1 -0
  102. package/lib/picking/gpu-picker.js +37 -37
  103. package/lib/picking/gpu-picker.js.map +1 -1
  104. package/lib/picking/gs-picking-pipeline.js +26 -1
  105. package/lib/picking/gs-picking-pipeline.js.map +1 -1
  106. package/lib/picking/pick-contributor.js +13 -0
  107. package/lib/picking/pick-contributor.js.map +1 -0
  108. package/lib/picking/picking-info.js.map +1 -1
  109. package/lib/scene/scene-core.js +2 -2
  110. package/lib/scene/scene-core.js.map +1 -1
  111. package/lib/shader/wgsl-fog.js +18 -0
  112. package/lib/shader/wgsl-fog.js.map +1 -0
  113. package/lib/shader/wgsl-helpers.js +1 -16
  114. package/lib/shader/wgsl-helpers.js.map +1 -1
  115. package/lib/sprite/billboard-scene.js +2 -0
  116. package/lib/sprite/billboard-scene.js.map +1 -1
  117. package/lib/sprite/picking/pick-billboard.js +16 -0
  118. package/lib/sprite/picking/pick-billboard.js.map +1 -0
  119. package/lib/sprite/picking/pick-sprite-2d.js +41 -0
  120. package/lib/sprite/picking/pick-sprite-2d.js.map +1 -0
  121. package/lib/sprite/shared/sprite-atlas.js +4 -1
  122. package/lib/sprite/shared/sprite-atlas.js.map +1 -1
  123. package/lib/sprite/sprite-2d.js.map +1 -1
  124. package/lib/sprite/sprite-pipeline.js +18 -1
  125. package/lib/sprite/sprite-pipeline.js.map +1 -1
  126. package/lib/sprite/sprite-renderer.js +12 -6
  127. package/lib/sprite/sprite-renderer.js.map +1 -1
  128. package/package.json +3 -3
@@ -1,4 +1,4 @@
1
- import { F32, U16, I32, U8 } from '../../engine/typed-arrays.js';
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+ import { U16, F32, I32, U8 } from '../../engine/typed-arrays.js';
2
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  import { BU, TU } from '../../engine/gpu-flags.js';
3
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  import { getOrCreateSampler } from '../../resource/gpu-pool.js';
4
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  import { createMappedBuffer, createUniformBuffer } from '../../resource/gpu-buffers.js';
@@ -14,142 +14,81 @@ const SKY_DDS_UNIFORM_SIZE = 96;
14
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  const DEFAULT_SKY_URL = "https://assets.babylonjs.com/core/environments/backgroundSkybox.dds";
15
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  function createSkyboxBuffers(engine, S) {
16
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  const positions = new F32([
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- S,
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- -S,
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- S,
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- -S,
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- -S,
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- S,
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- -S,
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- S,
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- S,
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- S,
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- S,
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- S,
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- S,
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- S,
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- -S,
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- -S,
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- S,
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- -S,
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- -S,
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  -S,
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  -S,
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- S,
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- -S,
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  -S,
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  S,
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- S,
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  -S,
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- S,
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  -S,
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  -S,
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  S,
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  -S,
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  S,
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  S,
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- S,
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- S,
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  -S,
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- S,
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- S,
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  -S,
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  -S,
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  S,
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- -S,
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- -S,
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- -S,
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- -S,
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  S,
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  -S,
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- -S,
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- S,
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- S,
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- -S,
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- S,
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- -S,
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- S,
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  S,
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  -S,
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  S,
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  S,
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  S,
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  S,
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- -S,
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- S,
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- S,
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- -S,
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- -S,
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- -S,
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- -S,
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- -S,
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- -S,
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- -S,
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  S
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  ]);
90
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  const indices = new U16([
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+ 6,
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+ 4,
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+ 5,
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+ 7,
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+ 6,
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+ 5,
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+ 0,
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  2,
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+ 3,
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  1,
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  0,
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  3,
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+ 5,
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+ 1,
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+ 3,
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+ 7,
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+ 5,
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+ 3,
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+ 0,
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+ 4,
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+ 6,
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  2,
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  0,
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  6,
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- 5,
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- 4,
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+ 3,
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+ 2,
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+ 6,
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  7,
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+ 3,
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  6,
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+ 0,
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+ 1,
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+ 5,
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  4,
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- 10,
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- 9,
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- 8,
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- 11,
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- 10,
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- 8,
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- 14,
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- 13,
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- 12,
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- 15,
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- 14,
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- 12,
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- 18,
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- 17,
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- 16,
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- 19,
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- 18,
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- 16,
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- 22,
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- 21,
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- 20,
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- 23,
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- 22,
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- 20
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+ 0,
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+ 5
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  ]);
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  return {
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  posBuffer: createMappedBuffer(engine, positions, BU.VERTEX),
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- idxBuffer: createMappedBuffer(engine, indices, BU.INDEX),
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- idxCount: 36
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+ idxBuffer: createMappedBuffer(engine, indices, BU.INDEX)
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  };
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  }
134
- function buildSkyboxWorldMatrix(rootPosition) {
135
- const world = new F32(16);
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- world[0] = 1;
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- world[5] = 1;
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- world[10] = 1;
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- world[15] = 1;
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- world[12] = rootPosition[0];
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- world[13] = rootPosition[1];
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- world[14] = rootPosition[2];
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- return world;
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- }
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  async function buildDdsSkyboxRenderable(scene, skyHalfSize, rootPosition, primaryColor, skyboxTextureUrl, enableNoise = true) {
146
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  const engine = scene.surface.engine;
147
- const skyboxWorld = buildSkyboxWorldMatrix(rootPosition);
148
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  const skyBufs = createSkyboxBuffers(engine, skyHalfSize);
149
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  const { cubeView, sampler } = await loadDdsCube(engine, skyboxTextureUrl ?? DEFAULT_SKY_URL);
150
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  const fragCode = SCENE_UBO_WGSL + (enableNoise ? WGSL_DITHER : WGSL_NO_DITHER) + ddsSkyboxFragSrc;
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  const mat = createCubemapSkyboxMaterial(enableNoise ? "skybox-dds" : "skybox-dds0", SCENE_UBO_WGSL + ddsSkyboxVertSrc, fragCode);
152
- const ubo = createDdsMeshUBO(engine, skyboxWorld, primaryColor, scene.imageProcessing.exposure, scene.imageProcessing.contrast);
91
+ const ubo = createDdsMeshUBO(engine, rootPosition, primaryColor, scene.imageProcessing.exposure, scene.imageProcessing.contrast);
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  const bindGroup = mat.createBindGroup(engine, ubo, cubeView, sampler);
154
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  const r = {
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  order: 0,
@@ -162,7 +101,7 @@ async function buildDdsSkyboxRenderable(scene, skyHalfSize, rootPosition, primar
162
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  pass.setBindGroup(1, bindGroup);
163
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  pass.setVertexBuffer(0, skyBufs.posBuffer);
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  pass.setIndexBuffer(skyBufs.idxBuffer, "uint16");
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- pass.drawIndexed(skyBufs.idxCount);
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+ pass.drawIndexed(36);
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  return 1;
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  }
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  };
@@ -170,9 +109,12 @@ async function buildDdsSkyboxRenderable(scene, skyHalfSize, rootPosition, primar
170
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  };
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  return r;
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  }
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- function createDdsMeshUBO(engine, world, primaryColor, exposureLinear, contrast) {
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+ function createDdsMeshUBO(engine, rootPosition, primaryColor, exposureLinear, contrast) {
174
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  const data = new F32(SKY_DDS_UNIFORM_SIZE / 4);
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- data.set(world, 0);
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+ data[0] = data[5] = data[10] = data[15] = 1;
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+ data[12] = rootPosition[0];
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+ data[13] = rootPosition[1];
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+ data[14] = rootPosition[2];
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  data[16] = primaryColor[0];
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  data[17] = primaryColor[1];
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  data[18] = primaryColor[2];
@@ -1 +1 @@
1
- {"version":3,"file":"background-dds-skybox.js","sources":["../../../../shaders/skybox-dds.vertex.wgsl?raw","../../../../shaders/skybox-dds.fragment.wgsl?raw","../../../../src/material/pbr/background-dds-skybox.ts"],"sourcesContent":["export default \"// DDS Skybox Vertex Shader — standard world transform.\\n// positionUVW uses local position for cube direction lookup.\\n\\nstruct MeshUniforms {\\n world: mat4x4<f32>,\\n};\\n\\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\\n\\nstruct VertexOutput {\\n @builtin(position) clipPos: vec4<f32>,\\n @location(0) positionUVW: vec3<f32>,\\n @location(1) positionW: vec3<f32>,\\n};\\n\\n@vertex\\nfn main(@location(0) position: vec3<f32>) -> VertexOutput {\\n var output: VertexOutput;\\n output.positionUVW = position;\\n let worldPos = (mesh.world * vec4<f32>(position, 1.0)).xyz;\\n output.positionW = worldPos;\\n output.clipPos = scene.viewProjection * vec4<f32>(worldPos, 1.0);\\n return output;\\n}\\n\"","export default \"// DDS Cube Skybox Fragment Shader — samples DDS cube texture with BJS image processing.\\n// Used by scenes that load backgroundSkybox.dds (createDefaultEnvironment).\\n// Pipeline: exposure → Reinhard tonemap → gamma → contrast → dither.\\n\\nstruct MeshUniforms {\\n world: mat4x4<f32>,\\n primaryColor: vec3<f32>,\\n exposureLinear: f32,\\n contrast: f32,\\n _pad1: f32,\\n _pad2: f32,\\n _pad3: f32,\\n};\\n\\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\\n@group(1) @binding(1) var envCubemap: texture_cube<f32>;\\n@group(1) @binding(2) var envSampler: sampler;\\n\\nstruct FragmentInput {\\n @location(0) positionUVW: vec3<f32>,\\n @location(1) positionW: vec3<f32>,\\n};\\n\\n@fragment\\nfn main(input: FragmentInput) -> @location(0) vec4<f32> {\\n let dir = normalize(input.positionUVW);\\n var color = textureSampleLevel(envCubemap, envSampler, dir, 0.0).rgb;\\n\\n // BJS BackgroundMaterial: colorBase = reflectionColor.rgb * primaryColor.rgb\\n color *= mesh.primaryColor;\\n\\n if (scene.vImageInfos.w >= 0.0) {\\n // Exposure\\n color *= mesh.exposureLinear;\\n // Reinhard tonemap (matches BJS toneMappingType 0)\\n color = 1.0 - exp2(-1.590579 * color);\\n // Gamma\\n color = pow(color, vec3<f32>(1.0 / 2.2));\\n color = saturate(color);\\n\\n // Contrast\\n let highContrast = color * color * (3.0 - 2.0 * color);\\n color = mix(color, highContrast, mesh.contrast - 1.0);\\n\\n // Dithering (enableNoise=true, variance=0.5)\\n color = color + vec3<f32>(dither(input.positionW.xy, 0.5));\\n color = max(color, vec3<f32>(0.0));\\n }\\n\\n return vec4<f32>(color, 1.0);\\n}\\n\"","/** DDS cube skybox — lazy-loaded only when skyboxUrl ends with .dds.\n * Loads backgroundSkybox.dds and renders it with BJS image processing. */\n\nimport { F32, I32, U16, U8 } from \"../../engine/typed-arrays.js\";\nimport { TU, BU } from \"../../engine/gpu-flags.js\";\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { Renderable } from \"../../render/renderable.js\";\nimport { getOrCreateSampler } from \"../../resource/gpu-pool.js\";\nimport { createMappedBuffer, createUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { WGSL_DITHER, WGSL_NO_DITHER } from \"../../shader/wgsl-helpers.js\";\nimport { SCENE_UBO_WGSL } from \"../../shader/scene-uniforms.js\";\nimport { createCubemapSkyboxMaterial } from \"./cubemap-skybox-material.js\";\nimport ddsSkyboxVertSrc from \"../../../shaders/skybox-dds.vertex.wgsl?raw\";\nimport ddsSkyboxFragSrc from \"../../../shaders/skybox-dds.fragment.wgsl?raw\";\n\nconst SKY_DDS_UNIFORM_SIZE = 96;\nconst DEFAULT_SKY_URL = \"https://assets.babylonjs.com/core/environments/backgroundSkybox.dds\";\n\nfunction createSkyboxBuffers(engine: EngineContext, S: number): { posBuffer: GPUBuffer; idxBuffer: GPUBuffer; idxCount: number } {\n // prettier-ignore\n const positions = new F32([\n S,-S, S, -S,-S, S, -S, S, S, S, S, S,\n S, S,-S, -S, S,-S, -S,-S,-S, S,-S,-S,\n S, S,-S, S,-S,-S, S,-S, S, S, S, S,\n -S, S, S, -S,-S, S, -S,-S,-S, -S, S,-S,\n -S, S, S, -S, S,-S, S, S,-S, S, S, S,\n S,-S, S, S,-S,-S, -S,-S,-S, -S,-S, S,\n ]);\n // prettier-ignore\n const indices = new U16([\n 2, 1, 0, 3, 2, 0, 6, 5, 4, 7, 6, 4,\n 10, 9, 8, 11,10, 8, 14,13,12, 15,14,12,\n 18,17,16, 19,18,16, 22,21,20, 23,22,20,\n ]);\n return {\n posBuffer: createMappedBuffer(engine, positions, BU.VERTEX),\n idxBuffer: createMappedBuffer(engine, indices, BU.INDEX),\n idxCount: 36,\n };\n}\n\nfunction buildSkyboxWorldMatrix(rootPosition: [number, number, number]): Float32Array {\n const world = new F32(16);\n world[0] = 1;\n world[5] = 1;\n world[10] = 1;\n world[15] = 1;\n world[12] = rootPosition[0];\n world[13] = rootPosition[1];\n world[14] = rootPosition[2];\n return world;\n}\n\n/** Build a DDS cube skybox as a complete Renderable (order 0). */\nexport async function buildDdsSkyboxRenderable(\n scene: SceneContext,\n skyHalfSize: number,\n rootPosition: [number, number, number],\n primaryColor: [number, number, number],\n skyboxTextureUrl?: string,\n enableNoise = true\n): Promise<Renderable> {\n const engine = scene.surface.engine;\n\n const skyboxWorld = buildSkyboxWorldMatrix(rootPosition);\n\n const skyBufs = createSkyboxBuffers(engine, skyHalfSize);\n const { cubeView, sampler } = await loadDdsCube(engine, skyboxTextureUrl ?? DEFAULT_SKY_URL);\n\n const fragCode = SCENE_UBO_WGSL + (enableNoise ? WGSL_DITHER : WGSL_NO_DITHER) + ddsSkyboxFragSrc;\n const mat = createCubemapSkyboxMaterial(enableNoise ? \"skybox-dds\" : \"skybox-dds0\", SCENE_UBO_WGSL + ddsSkyboxVertSrc, fragCode);\n const ubo = createDdsMeshUBO(engine, skyboxWorld, primaryColor, scene.imageProcessing.exposure, scene.imageProcessing.contrast);\n const bindGroup = mat.createBindGroup(engine, ubo, cubeView, sampler);\n\n const r: Renderable = {\n order: 0,\n isTransparent: false,\n bind(eng, sig) {\n return {\n renderable: r,\n pipeline: mat.getPipeline(eng as EngineContext, sig),\n draw(pass) {\n pass.setBindGroup(1, bindGroup);\n pass.setVertexBuffer(0, skyBufs.posBuffer);\n pass.setIndexBuffer(skyBufs.idxBuffer, \"uint16\");\n pass.drawIndexed(skyBufs.idxCount);\n return 1;\n },\n };\n },\n };\n return r;\n}\n\n// ─── DDS Skybox UBO ──────────────────────────────────────────────────────────\n\nfunction createDdsMeshUBO(engine: EngineContext, world: Float32Array, primaryColor: [number, number, number], 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DEFAULT_SKY_URL);\n\n const fragCode = SCENE_UBO_WGSL + (enableNoise ? WGSL_DITHER : WGSL_NO_DITHER) + ddsSkyboxFragSrc;\n const mat = createCubemapSkyboxMaterial(enableNoise ? \"skybox-dds\" : \"skybox-dds0\", SCENE_UBO_WGSL + ddsSkyboxVertSrc, fragCode);\n const ubo = createDdsMeshUBO(engine, rootPosition, primaryColor, scene.imageProcessing.exposure, scene.imageProcessing.contrast);\n const bindGroup = mat.createBindGroup(engine, ubo, cubeView, sampler);\n\n const r: Renderable = {\n order: 0,\n isTransparent: false,\n bind(eng, sig) {\n return {\n renderable: r,\n pipeline: mat.getPipeline(eng as EngineContext, sig),\n draw(pass) {\n pass.setBindGroup(1, bindGroup);\n pass.setVertexBuffer(0, skyBufs.posBuffer);\n pass.setIndexBuffer(skyBufs.idxBuffer, \"uint16\");\n pass.drawIndexed(36);\n return 1;\n },\n };\n },\n };\n return r;\n}\n\n// ─── DDS Skybox UBO ──────────────────────────────────────────────────────────\n\nfunction createDdsMeshUBO(\n engine: EngineContext,\n rootPosition: [number, number, number],\n primaryColor: [number, number, number],\n exposureLinear: number,\n contrast: number\n): GPUBuffer {\n const data = new F32(SKY_DDS_UNIFORM_SIZE / 4);\n data[0] = data[5] = data[10] = data[15] = 1;\n data[12] = rootPosition[0];\n data[13] = rootPosition[1];\n data[14] = rootPosition[2];\n data[16] = primaryColor[0];\n data[17] = primaryColor[1];\n data[18] = primaryColor[2];\n data[19] = exposureLinear;\n data[20] = contrast;\n return createUniformBuffer(engine, data);\n}\n\n// ─── DDS Cube Texture Loader ─────────────────────────────────────────────────\n\n/** Load a DDS cube texture (rgba16float) and return a cube texture view + sampler.\n * Uploads only mip 0 from the DDS file and generates remaining mipmaps on the\n * GPU so that cube face edges blend seamlessly — matching BJS's behaviour. */\nasync function loadDdsCube(engine: EngineContext, url: string): Promise<{ cubeView: GPUTextureView; sampler: GPUSampler }> {\n const device = engine._device;\n const buf = await (await fetch(url)).arrayBuffer();\n const header = new I32(buf, 0, 32);\n const width = header[3]!;\n const height = header[4]!;\n const mipCount = Math.max(header[7]!, 1);\n\n // DDS pixel format offset 76..107 — for rgba16float, FourCC = 'DX10'\n // DDS_HEADER_DX10 at byte 128: dxgiFormat, resourceDimension, miscFlag, arraySize, etc.\n // For cube: miscFlag has RESOURCE_MISC_TEXTURECUBE (0x4), arraySize = 1 (6 faces in data)\n const dataOffset = header[21] === 0x30315844 /* 'DX10' */ ? 128 + 20 : 128;\n const raw = new U8(buf, dataOffset);\n\n const fmt: GPUTextureFormat = \"rgba16float\";\n const tex = device.createTexture({\n size: [width, height, 6],\n format: fmt,\n mipLevelCount: mipCount,\n usage: TU.TEXTURE_BINDING | TU.COPY_DST | TU.RENDER_ATTACHMENT,\n dimension: \"2d\",\n });\n\n // Upload all mip levels for each face from the DDS (face-major layout).\n // Even though the skybox shader samples mip 0 explicitly, uploading all\n // mips avoids the need for GPU-side mipmap generation.\n let offset = 0;\n for (let face 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@@ -1,4 +1,4 @@
1
- import { F32, U16, U8 } from '../../engine/typed-arrays.js';
1
+ import { U16, F32, U8 } from '../../engine/typed-arrays.js';
2
2
  import { BU, TU, SS } from '../../engine/gpu-flags.js';
3
3
  import { getBilinearSampler } from '../../resource/samplers.js';
4
4
  import { createMappedBuffer, createUniformBuffer } from '../../resource/gpu-buffers.js';
@@ -33,19 +33,8 @@ const BG_MESH_UNIFORM_SIZE = 96;
33
33
  async function buildGroundRenderable(engine, groundSize, rootPosition, primaryColor, groundTextureUrl, groundImagePromise, enableNoise = true) {
34
34
  const fragCode = SCENE_UBO_WGSL + WGSL_IMAGE_PROCESSING + (enableNoise ? WGSL_DITHER : WGSL_NO_DITHER) + groundFragSrc;
35
35
  const gndMat = createGroundMaterial(enableNoise, fragCode);
36
- const eps = 2220446049250313e-31;
37
- const groundWorld = new F32(16);
38
- groundWorld[0] = 1;
39
- groundWorld[5] = eps;
40
- groundWorld[6] = -1;
41
- groundWorld[9] = 1;
42
- groundWorld[10] = eps;
43
- groundWorld[12] = rootPosition[0];
44
- groundWorld[13] = rootPosition[1];
45
- groundWorld[14] = rootPosition[2];
46
- groundWorld[15] = 1;
47
36
  const gndBufs = createGroundBuffers(engine, groundSize);
48
- const gndUBO = createBgMeshUBO(engine, groundWorld, primaryColor);
37
+ const gndUBO = createBgMeshUBO(engine, rootPosition, primaryColor);
49
38
  const groundTex = await loadGroundTexture(engine, groundTextureUrl, groundImagePromise);
50
39
  const groundTexView = groundTex.createView();
51
40
  const groundSamp = getBilinearSampler(engine);
@@ -64,7 +53,7 @@ async function buildGroundRenderable(engine, groundSize, rootPosition, primaryCo
64
53
  pass.setVertexBuffer(1, gndBufs.normBuffer);
65
54
  pass.setVertexBuffer(2, gndBufs.uvBuffer);
66
55
  pass.setIndexBuffer(gndBufs.idxBuffer, "uint16");
67
- pass.drawIndexed(gndBufs.idxCount);
56
+ pass.drawIndexed(6);
68
57
  return 1;
69
58
  }
70
59
  };
@@ -201,13 +190,19 @@ function createGroundBuffers(engine, groundSize) {
201
190
  posBuffer: createMappedBuffer(engine, positions, BU.VERTEX),
202
191
  normBuffer: createMappedBuffer(engine, normals, BU.VERTEX),
203
192
  uvBuffer: createMappedBuffer(engine, uvs, BU.VERTEX),
204
- idxBuffer: createMappedBuffer(engine, indices, BU.INDEX),
205
- idxCount: 6
193
+ idxBuffer: createMappedBuffer(engine, indices, BU.INDEX)
206
194
  };
207
195
  }
208
- function createBgMeshUBO(engine, world, primaryColor) {
196
+ function createBgMeshUBO(engine, rootPosition, primaryColor) {
209
197
  const data = new F32(BG_MESH_UNIFORM_SIZE / 4);
210
- data.set(world, 0);
198
+ const eps = 2220446049250313e-31;
199
+ data[0] = data[15] = 1;
200
+ data[5] = data[10] = eps;
201
+ data[6] = -1;
202
+ data[9] = 1;
203
+ data[12] = rootPosition[0];
204
+ data[13] = rootPosition[1];
205
+ data[14] = rootPosition[2];
211
206
  data[16] = primaryColor[0];
212
207
  data[17] = primaryColor[1];
213
208
  data[18] = primaryColor[2];
@@ -1 +1 @@
1
- {"version":3,"file":"background-ground.js","sources":["../../../../shaders/background.vertex.wgsl?raw","../../../../shaders/background.ground.fragment.wgsl?raw","../../../../src/material/pbr/background-ground.ts"],"sourcesContent":["export default \"// Background Ground Vertex Shader\\n// Matches BJS shd_15: DIFFUSE, OPACITYFRESNEL, PREMULTIPLYALPHA (no REFLECTION)\\n\\nstruct MeshUniforms {\\n world: mat4x4<f32>,\\n};\\n\\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\\n\\nstruct VertexInput {\\n @location(0) position: vec3<f32>,\\n @location(1) normal: vec3<f32>,\\n @location(2) uv: vec2<f32>,\\n};\\n\\nstruct VertexOutput {\\n @builtin(position) clipPos: vec4<f32>,\\n @location(0) vPositionW: vec3<f32>,\\n @location(1) vNormalW: vec3<f32>,\\n @location(2) vUV: vec2<f32>,\\n};\\n\\n@vertex\\nfn main(input: VertexInput) -> VertexOutput {\\n var output: VertexOutput;\\n let finalWorld = mesh.world;\\n let worldPos4 = finalWorld * vec4<f32>(input.position, 1.0);\\n output.vPositionW = worldPos4.xyz;\\n output.clipPos = scene.viewProjection * worldPos4;\\n let normalWorld = mat3x3<f32>(finalWorld[0].xyz, finalWorld[1].xyz, finalWorld[2].xyz);\\n output.vNormalW = normalize(normalWorld * input.normal);\\n output.vUV = input.uv;\\n return output;\\n}\\n\"","export default \"// Background Ground Fragment Shader\\n// Matches BJS shd_16: DIFFUSE, OPACITYFRESNEL, PREMULTIPLYALPHA (no REFLECTION)\\n// Verified via Spector.GPU capture of BJS scene 1\\n\\nstruct MeshUniforms {\\n world: mat4x4<f32>,\\n primaryColor: vec3<f32>,\\n alpha: f32,\\n backgroundCenter: vec3<f32>,\\n _pad: f32,\\n};\\n@group(1) @binding(0) var<uniform> mesh: MeshUniforms;\\n\\n@group(1) @binding(1) var groundTexture: texture_2d<f32>;\\n@group(1) @binding(2) var groundSampler: sampler;\\n\\nstruct FragmentInput {\\n @location(0) vPositionW: vec3<f32>,\\n @location(1) vNormalW: vec3<f32>,\\n @location(2) vUV: vec2<f32>,\\n};\\n\\n@fragment\\nfn main(input: FragmentInput) -> @location(0) vec4<f32> {\\n let normalW = normalize(input.vNormalW);\\n\\n // Sample diffuse texture (BJS backgroundGround.png: white RGB, radial alpha gradient)\\n let diffuseMap = textureSample(groundTexture, groundSampler, input.vUV);\\n\\n // BJS: reflectionColor = vec4(1) (no REFLECTION define)\\n let diffuseColor = diffuseMap.rgb;\\n let colorBase = max(diffuseColor, vec3<f32>(0.0));\\n let mainColor = mesh.primaryColor;\\n let finalColor = colorBase * mainColor;\\n\\n // Alpha starts from material alpha, multiplied by texture alpha\\n var finalAlpha = mesh.alpha * diffuseMap.a;\\n\\n // OPACITYFRESNEL — BJS shd_16 lines 367-370\\n let viewAngleToFloor = dot(normalW, normalize(scene.vEyePosition.xyz - mesh.backgroundCenter));\\n const startAngle: f32 = 0.1;\\n let fadeFactor = clamp(viewAngleToFloor / startAngle, 0.0, 1.0);\\n finalAlpha *= fadeFactor * fadeFactor;\\n\\n // Image processing (preserves alpha)\\n var color = vec4<f32>(finalColor, finalAlpha);\\n if (scene.vImageInfos.w >= 0.0) {\\n color = applyImageProcessing(color);\\n }\\n\\n // PREMULTIPLYALPHA — BJS shd_16 line 373\\n color = vec4<f32>(color.rgb * color.a, color.a);\\n\\n // Dithering\\n color = vec4<f32>(color.rgb + vec3<f32>(dither(input.vPositionW.xy, 0.5)), color.a);\\n color = max(color, vec4<f32>(0.0));\\n\\n return color;\\n}\\n\"","/** Ground plane renderable — lazy-loaded only when a scene includes a ground.\n * Contains the ground material, mesh buffers, texture loading, and UBO creation.\n * Tree-shaken away from scenes that use `skipGround: true`. */\n\nimport { F32, U16, U8 } from \"../../engine/typed-arrays.js\";\nimport { TU, BU, SS } from \"../../engine/gpu-flags.js\";\nimport type { Mat4 } from \"../../math/types.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { Renderable } from \"../../render/renderable.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport { getBilinearSampler } from \"../../resource/samplers.js\";\nimport { createUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { getSceneBindGroupLayout } from \"../../render/scene-helpers.js\";\nimport { targetSignatureKey } from \"../../engine/render-target.js\";\nimport groundVertSrc from \"../../../shaders/background.vertex.wgsl?raw\";\nimport groundFragSrc from \"../../../shaders/background.ground.fragment.wgsl?raw\";\nimport { createMappedBuffer } from \"../../resource/gpu-buffers.js\";\nimport { SCENE_UBO_WGSL } from \"../../shader/scene-uniforms.js\";\nimport { WGSL_DITHER, WGSL_NO_DITHER } from \"../../shader/wgsl-helpers.js\";\n\n// ── Ground-frag-only WGSL helpers (kept here so scenes that don't load the ground\n// don't pay for the image-processing helper in the shared wgsl-helpers chunk). ──\n\n/** Image processing: exposure → Reinhard tonemap → gamma → contrast. */\nconst WGSL_IMAGE_PROCESSING = `\nfn applyImageProcessing(result: vec4<f32>) -> vec4<f32> {\nvar rgb = result.rgb;\nrgb *= scene.vImageInfos.x;\nconst tonemappingCalibration: f32 = 1.590579;\nrgb = 1.0 - 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= gndMat.createBindGroup(engine, gndUBO, groundTexView, groundSamp);\n\n const r: Renderable = {\n order: 200, // ground renders last (transparent)\n isTransparent: true,\n bind(eng, sig) {\n return {\n renderable: r,\n pipeline: gndMat.getPipeline(eng as EngineContext, sig),\n draw(pass) {\n pass.setBindGroup(1, gndBG);\n pass.setVertexBuffer(0, gndBufs.posBuffer);\n pass.setVertexBuffer(1, gndBufs.normBuffer);\n pass.setVertexBuffer(2, gndBufs.uvBuffer);\n pass.setIndexBuffer(gndBufs.idxBuffer, \"uint16\");\n pass.drawIndexed(gndBufs.idxCount);\n return 1;\n },\n };\n },\n };\n return r;\n}\n\n// ─── Ground Material ────────────────────────────────────────────────────────\n\ninterface GroundMaterial {\n getPipeline(engine: EngineContext, sig: RenderTargetSignature): GPURenderPipeline;\n createBindGroup(engine: EngineContext, meshUBO: GPUBuffer, groundTextureView: GPUTextureView, groundSampler: GPUSampler): GPUBindGroup;\n}\n\n/** Module-global pipeline cache — keyed by noise mode + 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getLayout(engine),\n entries: [\n { binding: 0, resource: { buffer: meshUBO } },\n { binding: 1, resource: groundTextureView },\n { binding: 2, resource: groundSampler },\n ],\n });\n },\n };\n}\n\n// ─── Ground Mesh Data ───────────────────────────────────────────────────────\n\n/** Ground quad (4 verts, 6 indices — matches BJS CreatePlane with BACKSIDE).\n * XY plane, normals +Z (become +Y after world rotation). */\nfunction createGroundBuffers(\n engine: EngineContext,\n groundSize: number\n): {\n posBuffer: GPUBuffer;\n normBuffer: GPUBuffer;\n uvBuffer: GPUBuffer;\n idxBuffer: GPUBuffer;\n idxCount: number;\n} {\n const h = groundSize / 2;\n // prettier-ignore\n const positions = new F32([\n -h, -h, 0,\n h, -h, 0,\n h, h, 0,\n -h, h, 0,\n ]);\n // prettier-ignore\n const normals = new F32([\n 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1,\n ]);\n // prettier-ignore\n const uvs = new F32([\n 0, 0, 1, 0, 1, 1, 0, 1,\n ]);\n // BACKSIDE winding\n // prettier-ignore\n const indices = new U16([0, 2, 1, 0, 3, 2]);\n\n return {\n posBuffer: createMappedBuffer(engine, positions, BU.VERTEX),\n normBuffer: createMappedBuffer(engine, normals, BU.VERTEX),\n uvBuffer: createMappedBuffer(engine, uvs, BU.VERTEX),\n idxBuffer: createMappedBuffer(engine, indices, BU.INDEX),\n idxCount: 6,\n };\n}\n\n// ─── Ground UBO ─────────────────────────────────────────────────────────────\n\nfunction createBgMeshUBO(engine: EngineContext, world: Mat4, primaryColor: [number, number, number]): GPUBuffer {\n const data = new F32(BG_MESH_UNIFORM_SIZE / 4);\n data.set(world, 0); // offset 0: world mat4x4\n data[16] = primaryColor[0]; // offset 64: primaryColor.r\n data[17] = primaryColor[1]; // offset 68: primaryColor.g\n data[18] = primaryColor[2]; // offset 72: primaryColor.b\n data[19] = 0.9; // offset 76: alpha (BJS default groundOpacity)\n data[20] = 0;\n data[21] = 0;\n data[22] = 0; // offset 80: backgroundCenter\n return createUniformBuffer(engine, data);\n}\n\n// ─── Ground Texture 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mesh.backgroundCenter));\\n const startAngle: f32 = 0.1;\\n let fadeFactor = clamp(viewAngleToFloor / startAngle, 0.0, 1.0);\\n finalAlpha *= fadeFactor * fadeFactor;\\n\\n // Image processing (preserves alpha)\\n var color = vec4<f32>(finalColor, finalAlpha);\\n if (scene.vImageInfos.w >= 0.0) {\\n color = applyImageProcessing(color);\\n }\\n\\n // PREMULTIPLYALPHA — BJS shd_16 line 373\\n color = vec4<f32>(color.rgb * color.a, color.a);\\n\\n // Dithering\\n color = vec4<f32>(color.rgb + vec3<f32>(dither(input.vPositionW.xy, 0.5)), color.a);\\n color = max(color, vec4<f32>(0.0));\\n\\n return color;\\n}\\n\"","/** Ground plane renderable — lazy-loaded only when a scene includes a ground.\n * Contains the ground material, mesh buffers, texture loading, and UBO creation.\n * Tree-shaken away from scenes that use `skipGround: true`. */\n\nimport { F32, U16, U8 } from \"../../engine/typed-arrays.js\";\nimport { TU, BU, SS } from \"../../engine/gpu-flags.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { Renderable } from \"../../render/renderable.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport { getBilinearSampler } from \"../../resource/samplers.js\";\nimport { createUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { getSceneBindGroupLayout } from \"../../render/scene-helpers.js\";\nimport { targetSignatureKey } from \"../../engine/render-target.js\";\nimport groundVertSrc from \"../../../shaders/background.vertex.wgsl?raw\";\nimport groundFragSrc from \"../../../shaders/background.ground.fragment.wgsl?raw\";\nimport { createMappedBuffer } from \"../../resource/gpu-buffers.js\";\nimport { SCENE_UBO_WGSL } from \"../../shader/scene-uniforms.js\";\nimport { WGSL_DITHER, WGSL_NO_DITHER } from \"../../shader/wgsl-helpers.js\";\n\n// ── Ground-frag-only WGSL helpers (kept here so scenes that don't load the ground\n// don't pay for the image-processing helper in the shared wgsl-helpers chunk). ──\n\n/** Image processing: exposure → Reinhard tonemap → gamma → contrast. */\nconst WGSL_IMAGE_PROCESSING = `\nfn applyImageProcessing(result: vec4<f32>) -> vec4<f32> {\nvar rgb = result.rgb;\nrgb *= scene.vImageInfos.x;\nconst tonemappingCalibration: f32 = 1.590579;\nrgb = 1.0 - 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@@ -1,4 +1,4 @@
1
- import { F32, U16 } from '../../engine/typed-arrays.js';
1
+ import { U16, F32 } from '../../engine/typed-arrays.js';
2
2
  import { BU } from '../../engine/gpu-flags.js';
3
3
  import { createCubemapSkyboxMaterial } from './cubemap-skybox-material.js';
4
4
  import { s as skyboxVertSrc } from '../../_chunks/skybox.vertex-Ban7q6IM.js';
@@ -10,141 +10,80 @@ const skyboxHdrFragSrc = "struct g{world:mat4x4<f32>,primaryColor:vec3<f32>,_pad
10
10
  const SKY_HDR_UNIFORM_SIZE = 112;
11
11
  function createSkyboxBuffers(engine, S) {
12
12
  const positions = new F32([
13
- S,
14
- -S,
15
- S,
16
- -S,
17
- -S,
18
- S,
19
- -S,
20
- S,
21
- S,
22
- S,
23
- S,
24
- S,
25
- S,
26
- S,
27
- -S,
28
- -S,
29
- S,
30
- -S,
31
- -S,
32
13
  -S,
33
14
  -S,
34
- S,
35
- -S,
36
15
  -S,
37
16
  S,
38
- S,
39
17
  -S,
40
- S,
41
18
  -S,
42
19
  -S,
43
20
  S,
44
21
  -S,
45
22
  S,
46
23
  S,
47
- S,
48
- S,
49
24
  -S,
50
- S,
51
- S,
52
25
  -S,
53
26
  -S,
54
27
  S,
55
- -S,
56
- -S,
57
- -S,
58
- -S,
59
28
  S,
60
29
  -S,
61
- -S,
62
- S,
63
- S,
64
- -S,
65
- S,
66
- -S,
67
- S,
68
30
  S,
69
31
  -S,
70
32
  S,
71
33
  S,
72
34
  S,
73
35
  S,
74
- -S,
75
- S,
76
- S,
77
- -S,
78
- -S,
79
- -S,
80
- -S,
81
- -S,
82
- -S,
83
- -S,
84
36
  S
85
37
  ]);
86
38
  const indices = new U16([
39
+ 6,
40
+ 4,
41
+ 5,
42
+ 7,
43
+ 6,
44
+ 5,
45
+ 0,
87
46
  2,
47
+ 3,
88
48
  1,
89
49
  0,
90
50
  3,
51
+ 5,
52
+ 1,
53
+ 3,
54
+ 7,
55
+ 5,
56
+ 3,
57
+ 0,
58
+ 4,
59
+ 6,
91
60
  2,
92
61
  0,
93
62
  6,
94
- 5,
95
- 4,
63
+ 3,
64
+ 2,
65
+ 6,
96
66
  7,
67
+ 3,
97
68
  6,
69
+ 0,
70
+ 1,
71
+ 5,
98
72
  4,
99
- 10,
100
- 9,
101
- 8,
102
- 11,
103
- 10,
104
- 8,
105
- 14,
106
- 13,
107
- 12,
108
- 15,
109
- 14,
110
- 12,
111
- 18,
112
- 17,
113
- 16,
114
- 19,
115
- 18,
116
- 16,
117
- 22,
118
- 21,
119
- 20,
120
- 23,
121
- 22,
122
- 20
73
+ 0,
74
+ 5
123
75
  ]);
124
76
  return {
125
77
  posBuffer: createMappedBuffer(engine, positions, BU.VERTEX),
126
- idxBuffer: createMappedBuffer(engine, indices, BU.INDEX),
127
- idxCount: 36
78
+ idxBuffer: createMappedBuffer(engine, indices, BU.INDEX)
128
79
  };
129
80
  }
130
- function buildSkyboxWorldMatrix(rootPosition) {
131
- const world = new F32(16);
132
- world[0] = 1;
133
- world[5] = 1;
134
- world[10] = 1;
135
- world[15] = 1;
136
- world[12] = rootPosition[0];
137
- world[13] = rootPosition[1];
138
- world[14] = rootPosition[2];
139
- return world;
140
- }
141
81
  function buildHdrSkyboxRenderable(scene, envTextures, skyHalfSize, rootPosition, primaryColor) {
142
82
  const engine = scene.surface.engine;
143
- const skyboxWorld = buildSkyboxWorldMatrix(rootPosition);
144
83
  const cc = scene.clearColor;
145
84
  const skyBufs = createSkyboxBuffers(engine, skyHalfSize);
146
85
  const mat = createCubemapSkyboxMaterial("skybox-hdr", SCENE_UBO_WGSL + skyboxVertSrc, skyboxHdrFragSrc);
147
- const ubo = createSkyHdrMeshUBO(engine, skyboxWorld, primaryColor, [cc.r, cc.g, cc.b], scene.imageProcessing.exposure, scene.imageProcessing.contrast);
86
+ const ubo = createSkyHdrMeshUBO(engine, rootPosition, primaryColor, [cc.r, cc.g, cc.b], scene.imageProcessing.exposure, scene.imageProcessing.contrast);
148
87
  const bindGroup = mat.createBindGroup(engine, ubo, envTextures.specularCubeView, envTextures.cubeSampler);
149
88
  const r = {
150
89
  order: 0,
@@ -157,7 +96,7 @@ function buildHdrSkyboxRenderable(scene, envTextures, skyHalfSize, rootPosition,
157
96
  pass.setBindGroup(1, bindGroup);
158
97
  pass.setVertexBuffer(0, skyBufs.posBuffer);
159
98
  pass.setIndexBuffer(skyBufs.idxBuffer, "uint16");
160
- pass.drawIndexed(skyBufs.idxCount);
99
+ pass.drawIndexed(36);
161
100
  return 1;
162
101
  }
163
102
  };
@@ -165,9 +104,12 @@ function buildHdrSkyboxRenderable(scene, envTextures, skyHalfSize, rootPosition,
165
104
  };
166
105
  return r;
167
106
  }
168
- function createSkyHdrMeshUBO(engine, world, primaryColor, skyOutputColor, exposure, contrast) {
107
+ function createSkyHdrMeshUBO(engine, rootPosition, primaryColor, skyOutputColor, exposure, contrast) {
169
108
  const data = new F32(SKY_HDR_UNIFORM_SIZE / 4);
170
- data.set(world, 0);
109
+ data[0] = data[5] = data[10] = data[15] = 1;
110
+ data[12] = rootPosition[0];
111
+ data[13] = rootPosition[1];
112
+ data[14] = rootPosition[2];
171
113
  data[16] = primaryColor[0];
172
114
  data[17] = primaryColor[1];
173
115
  data[18] = primaryColor[2];