@certe/atmos-renderer 0.1.0
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.
- package/LICENCE +674 -0
- package/README.md +166 -0
- package/dist/bloom-pass.d.ts +29 -0
- package/dist/bloom-pass.d.ts.map +1 -0
- package/dist/bloom-pass.js +173 -0
- package/dist/bloom-pass.js.map +1 -0
- package/dist/bloom-shader.d.ts +9 -0
- package/dist/bloom-shader.d.ts.map +1 -0
- package/dist/bloom-shader.js +69 -0
- package/dist/bloom-shader.js.map +1 -0
- package/dist/bounds.d.ts +10 -0
- package/dist/bounds.d.ts.map +1 -0
- package/dist/bounds.js +37 -0
- package/dist/bounds.js.map +1 -0
- package/dist/camera.d.ts +31 -0
- package/dist/camera.d.ts.map +1 -0
- package/dist/camera.js +53 -0
- package/dist/camera.js.map +1 -0
- package/dist/depth-prepass.d.ts +24 -0
- package/dist/depth-prepass.d.ts.map +1 -0
- package/dist/depth-prepass.js +107 -0
- package/dist/depth-prepass.js.map +1 -0
- package/dist/directional-light.d.ts +23 -0
- package/dist/directional-light.d.ts.map +1 -0
- package/dist/directional-light.js +36 -0
- package/dist/directional-light.js.map +1 -0
- package/dist/frustum.d.ts +15 -0
- package/dist/frustum.d.ts.map +1 -0
- package/dist/frustum.js +51 -0
- package/dist/frustum.js.map +1 -0
- package/dist/fullscreen-quad.d.ts +8 -0
- package/dist/fullscreen-quad.d.ts.map +1 -0
- package/dist/fullscreen-quad.js +30 -0
- package/dist/fullscreen-quad.js.map +1 -0
- package/dist/geometry.d.ts +28 -0
- package/dist/geometry.d.ts.map +1 -0
- package/dist/geometry.js +245 -0
- package/dist/geometry.js.map +1 -0
- package/dist/grid-renderer.d.ts +10 -0
- package/dist/grid-renderer.d.ts.map +1 -0
- package/dist/grid-renderer.js +77 -0
- package/dist/grid-renderer.js.map +1 -0
- package/dist/grid-shader.d.ts +3 -0
- package/dist/grid-shader.d.ts.map +1 -0
- package/dist/grid-shader.js +89 -0
- package/dist/grid-shader.js.map +1 -0
- package/dist/index.d.ts +64 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +45 -0
- package/dist/index.js.map +1 -0
- package/dist/light.d.ts +59 -0
- package/dist/light.d.ts.map +1 -0
- package/dist/light.js +184 -0
- package/dist/light.js.map +1 -0
- package/dist/material-asset.d.ts +19 -0
- package/dist/material-asset.d.ts.map +1 -0
- package/dist/material-asset.js +30 -0
- package/dist/material-asset.js.map +1 -0
- package/dist/material.d.ts +50 -0
- package/dist/material.d.ts.map +1 -0
- package/dist/material.js +48 -0
- package/dist/material.js.map +1 -0
- package/dist/mesh-renderer.d.ts +43 -0
- package/dist/mesh-renderer.d.ts.map +1 -0
- package/dist/mesh-renderer.js +162 -0
- package/dist/mesh-renderer.js.map +1 -0
- package/dist/mesh.d.ts +16 -0
- package/dist/mesh.d.ts.map +1 -0
- package/dist/mesh.js +33 -0
- package/dist/mesh.js.map +1 -0
- package/dist/mipmap-generator.d.ts +7 -0
- package/dist/mipmap-generator.d.ts.map +1 -0
- package/dist/mipmap-generator.js +96 -0
- package/dist/mipmap-generator.js.map +1 -0
- package/dist/pbr-wgsl.d.ts +12 -0
- package/dist/pbr-wgsl.d.ts.map +1 -0
- package/dist/pbr-wgsl.js +159 -0
- package/dist/pbr-wgsl.js.map +1 -0
- package/dist/pipeline.d.ts +13 -0
- package/dist/pipeline.d.ts.map +1 -0
- package/dist/pipeline.js +77 -0
- package/dist/pipeline.js.map +1 -0
- package/dist/point-light.d.ts +16 -0
- package/dist/point-light.d.ts.map +1 -0
- package/dist/point-light.js +22 -0
- package/dist/point-light.js.map +1 -0
- package/dist/point-shadow-pass.d.ts +24 -0
- package/dist/point-shadow-pass.d.ts.map +1 -0
- package/dist/point-shadow-pass.js +192 -0
- package/dist/point-shadow-pass.js.map +1 -0
- package/dist/point-shadow-shader.d.ts +12 -0
- package/dist/point-shadow-shader.d.ts.map +1 -0
- package/dist/point-shadow-shader.js +52 -0
- package/dist/point-shadow-shader.js.map +1 -0
- package/dist/register-builtins.d.ts +2 -0
- package/dist/register-builtins.d.ts.map +1 -0
- package/dist/register-builtins.js +98 -0
- package/dist/register-builtins.js.map +1 -0
- package/dist/render-system.d.ts +99 -0
- package/dist/render-system.d.ts.map +1 -0
- package/dist/render-system.js +476 -0
- package/dist/render-system.js.map +1 -0
- package/dist/scene-depth.d.ts +36 -0
- package/dist/scene-depth.d.ts.map +1 -0
- package/dist/scene-depth.js +183 -0
- package/dist/scene-depth.js.map +1 -0
- package/dist/shader.d.ts +3 -0
- package/dist/shader.d.ts.map +1 -0
- package/dist/shader.js +144 -0
- package/dist/shader.js.map +1 -0
- package/dist/shadow-fragment-wgsl.d.ts +13 -0
- package/dist/shadow-fragment-wgsl.d.ts.map +1 -0
- package/dist/shadow-fragment-wgsl.js +205 -0
- package/dist/shadow-fragment-wgsl.js.map +1 -0
- package/dist/shadow-manager.d.ts +46 -0
- package/dist/shadow-manager.d.ts.map +1 -0
- package/dist/shadow-manager.js +259 -0
- package/dist/shadow-manager.js.map +1 -0
- package/dist/shadow-pass.d.ts +31 -0
- package/dist/shadow-pass.d.ts.map +1 -0
- package/dist/shadow-pass.js +135 -0
- package/dist/shadow-pass.js.map +1 -0
- package/dist/shadow-shader.d.ts +10 -0
- package/dist/shadow-shader.d.ts.map +1 -0
- package/dist/shadow-shader.js +24 -0
- package/dist/shadow-shader.js.map +1 -0
- package/dist/shadow-uniforms.d.ts +38 -0
- package/dist/shadow-uniforms.d.ts.map +1 -0
- package/dist/shadow-uniforms.js +97 -0
- package/dist/shadow-uniforms.js.map +1 -0
- package/dist/skinned-geometry.d.ts +14 -0
- package/dist/skinned-geometry.d.ts.map +1 -0
- package/dist/skinned-geometry.js +23 -0
- package/dist/skinned-geometry.js.map +1 -0
- package/dist/skinned-mesh-renderer.d.ts +54 -0
- package/dist/skinned-mesh-renderer.d.ts.map +1 -0
- package/dist/skinned-mesh-renderer.js +177 -0
- package/dist/skinned-mesh-renderer.js.map +1 -0
- package/dist/skinned-pipeline.d.ts +16 -0
- package/dist/skinned-pipeline.d.ts.map +1 -0
- package/dist/skinned-pipeline.js +112 -0
- package/dist/skinned-pipeline.js.map +1 -0
- package/dist/skinned-shader.d.ts +7 -0
- package/dist/skinned-shader.d.ts.map +1 -0
- package/dist/skinned-shader.js +52 -0
- package/dist/skinned-shader.js.map +1 -0
- package/dist/skinned-shadow-shader.d.ts +6 -0
- package/dist/skinned-shadow-shader.d.ts.map +1 -0
- package/dist/skinned-shadow-shader.js +31 -0
- package/dist/skinned-shadow-shader.js.map +1 -0
- package/dist/spot-light.d.ts +24 -0
- package/dist/spot-light.d.ts.map +1 -0
- package/dist/spot-light.js +41 -0
- package/dist/spot-light.js.map +1 -0
- package/dist/spot-shadow-pass.d.ts +36 -0
- package/dist/spot-shadow-pass.d.ts.map +1 -0
- package/dist/spot-shadow-pass.js +144 -0
- package/dist/spot-shadow-pass.js.map +1 -0
- package/dist/ssao-pass.d.ts +37 -0
- package/dist/ssao-pass.d.ts.map +1 -0
- package/dist/ssao-pass.js +208 -0
- package/dist/ssao-pass.js.map +1 -0
- package/dist/ssao-shader.d.ts +9 -0
- package/dist/ssao-shader.d.ts.map +1 -0
- package/dist/ssao-shader.js +120 -0
- package/dist/ssao-shader.js.map +1 -0
- package/dist/terrain-mesh-renderer.d.ts +39 -0
- package/dist/terrain-mesh-renderer.d.ts.map +1 -0
- package/dist/terrain-mesh-renderer.js +131 -0
- package/dist/terrain-mesh-renderer.js.map +1 -0
- package/dist/terrain-pipeline.d.ts +17 -0
- package/dist/terrain-pipeline.d.ts.map +1 -0
- package/dist/terrain-pipeline.js +70 -0
- package/dist/terrain-pipeline.js.map +1 -0
- package/dist/terrain-shader.d.ts +10 -0
- package/dist/terrain-shader.d.ts.map +1 -0
- package/dist/terrain-shader.js +154 -0
- package/dist/terrain-shader.js.map +1 -0
- package/dist/texture.d.ts +20 -0
- package/dist/texture.d.ts.map +1 -0
- package/dist/texture.js +87 -0
- package/dist/texture.js.map +1 -0
- package/dist/tonemap-pass.d.ts +22 -0
- package/dist/tonemap-pass.d.ts.map +1 -0
- package/dist/tonemap-pass.js +125 -0
- package/dist/tonemap-pass.js.map +1 -0
- package/dist/unlit-pipeline.d.ts +12 -0
- package/dist/unlit-pipeline.d.ts.map +1 -0
- package/dist/unlit-pipeline.js +59 -0
- package/dist/unlit-pipeline.js.map +1 -0
- package/dist/unlit-shader.d.ts +3 -0
- package/dist/unlit-shader.d.ts.map +1 -0
- package/dist/unlit-shader.js +33 -0
- package/dist/unlit-shader.js.map +1 -0
- package/dist/webgpu-device.d.ts +13 -0
- package/dist/webgpu-device.d.ts.map +1 -0
- package/dist/webgpu-device.js +70 -0
- package/dist/webgpu-device.js.map +1 -0
- package/dist/wireframe-pipeline.d.ts +7 -0
- package/dist/wireframe-pipeline.d.ts.map +1 -0
- package/dist/wireframe-pipeline.js +72 -0
- package/dist/wireframe-pipeline.js.map +1 -0
- package/package.json +28 -0
- package/src/index.ts +87 -0
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/**
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* ShadowManager — owns all shadow pass state and orchestrates multi-shadow
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* rendering for up to 2 dir, 2 point, and 4 spot shadow casters.
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*/
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import { Mat4 } from '@certe/atmos-math';
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import { DirectionalShadowPassPair } from './shadow-pass.js';
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import { PointShadowPass } from './point-shadow-pass.js';
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import { SpotShadowPass } from './spot-shadow-pass.js';
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import { SHADOW_UNIFORM_SIZE, MAX_DIR_SHADOW_SLOTS, MAX_POINT_SHADOW_SLOTS, MAX_SPOT_SHADOW_SLOTS, SHADOW_SLOT_NONE, createDummyShadowResources, } from './shadow-uniforms.js';
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const _posScratch = new Float32Array(3);
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const _spotDirScratch = new Float32Array(3);
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const _pointCandidates = [];
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const _spotCandidates = [];
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const _dirCandidates = [];
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export class ShadowManager {
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_device;
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_objectBGL;
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_shadowBGL;
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_dirPairs = [null, null];
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_pointPasses = [null, null];
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_spotPasses = [null, null, null, null];
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_uniformBuffer = null;
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_uniformData = new ArrayBuffer(SHADOW_UNIFORM_SIZE);
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_bindGroup = null;
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_dummy = null;
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_dirty = true;
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_dirSlotLights = [null, null];
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_pointSlotLights = [null, null];
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_spotSlotLights = [null, null, null, null];
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_dirVP0 = Array.from({ length: MAX_DIR_SHADOW_SLOTS }, () => Mat4.create());
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_dirVP1 = Array.from({ length: MAX_DIR_SHADOW_SLOTS }, () => Mat4.create());
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constructor(device, objectBGL, shadowBGL) {
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this._device = device;
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this._objectBGL = objectBGL;
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this._shadowBGL = shadowBGL;
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}
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update(encoder, scene, cameraEye, sceneLights, extraDraw, computeCascadeVP) {
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if (!this._dummy)
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this._dummy = createDummyShadowResources(this._device, this._shadowBGL);
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const dirSlots = this._selectDirLights(sceneLights);
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const pointSlots = this._selectClosest(sceneLights.pointComponents, sceneLights.pointCount, cameraEye, MAX_POINT_SHADOW_SLOTS, _pointCandidates);
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const spotSlots = this._selectClosest(sceneLights.spotComponents, sceneLights.spotCount, cameraEye, MAX_SPOT_SHADOW_SLOTS, _spotCandidates);
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this._syncDirPasses(dirSlots);
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this._syncPointPasses(pointSlots);
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this._syncSpotPasses(spotSlots);
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this._executeDirPasses(encoder, scene, dirSlots, cameraEye, extraDraw, computeCascadeVP);
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this._executePointPasses(encoder, scene, pointSlots, extraDraw);
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this._executeSpotPasses(encoder, scene, spotSlots, extraDraw);
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this._writeUniforms(dirSlots, pointSlots, spotSlots, sceneLights);
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if (this._dirty) {
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this._buildBindGroup();
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this._dirty = false;
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}
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return { bindGroup: this._bindGroup };
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}
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/** Select up to MAX_DIR_SHADOW_SLOTS dir lights by highest intensity. */
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_selectDirLights(sceneLights) {
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_dirCandidates.length = 0;
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for (let i = 0; i < sceneLights.dirCount; i++) {
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const dl = sceneLights.dirComponents[i];
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if (dl.castShadows)
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_dirCandidates.push({ light: dl, intensity: dl.intensity });
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}
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_dirCandidates.sort((a, b) => b.intensity - a.intensity);
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const result = new Array(MAX_DIR_SHADOW_SLOTS).fill(null);
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for (let s = 0; s < MAX_DIR_SHADOW_SLOTS && s < _dirCandidates.length; s++) {
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result[s] = _dirCandidates[s].light;
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}
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return result;
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}
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_selectClosest(components, count, cameraEye, maxSlots, buf) {
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buf.length = 0;
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const cx = cameraEye[0], cy = cameraEye[1], cz = cameraEye[2];
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for (let i = 0; i < count; i++) {
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const c = components[i];
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if (!c.castShadows)
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continue;
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c.getWorldPosition(_posScratch);
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const dx = _posScratch[0] - cx, dy = _posScratch[1] - cy, dz = _posScratch[2] - cz;
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buf.push({ light: c, dist2: dx * dx + dy * dy + dz * dz });
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}
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buf.sort((a, b) => a.dist2 - b.dist2);
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const result = new Array(maxSlots).fill(null);
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for (let s = 0; s < maxSlots && s < buf.length; s++)
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result[s] = buf[s].light;
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return result;
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}
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/* ── pass lifecycle ───────────────────────────────────────────── */
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_syncSlot(i, want, passes, slotLights, create) {
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if (want && !passes[i]) {
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passes[i] = create();
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this._dirty = true;
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}
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else if (!want && passes[i]) {
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passes[i].destroy();
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passes[i] = null;
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this._dirty = true;
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}
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if (slotLights[i] !== want) {
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slotLights[i] = want;
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this._dirty = true;
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}
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}
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_syncDirPasses(slots) {
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for (let i = 0; i < MAX_DIR_SHADOW_SLOTS; i++)
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this._syncSlot(i, slots[i], this._dirPairs, this._dirSlotLights, () => new DirectionalShadowPassPair(this._device, this._objectBGL, slots[i].shadowResolution));
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}
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_syncPointPasses(slots) {
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for (let i = 0; i < MAX_POINT_SHADOW_SLOTS; i++)
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this._syncSlot(i, slots[i], this._pointPasses, this._pointSlotLights, () => new PointShadowPass(this._device, this._objectBGL, slots[i].shadowResolution));
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}
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_syncSpotPasses(slots) {
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for (let i = 0; i < MAX_SPOT_SHADOW_SLOTS; i++)
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this._syncSlot(i, slots[i], this._spotPasses, this._spotSlotLights, () => new SpotShadowPass(this._device, this._objectBGL, slots[i].shadowResolution));
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}
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/* ── pass execution ───────────────────────────────────────────── */
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_executeDirPasses(enc, scene, slots, eye, extra, cascadeVP) {
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for (let i = 0; i < MAX_DIR_SHADOW_SLOTS; i++) {
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const dl = slots[i];
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const pair = this._dirPairs[i];
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if (!dl || !pair)
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continue;
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cascadeVP(this._dirVP0[i], dl, eye, dl.shadowSize, dl.shadowDistance);
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cascadeVP(this._dirVP1[i], dl, eye, dl.shadowFarSize, dl.shadowFarDistance);
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pair.execute(enc, scene, this._dirVP0[i], this._dirVP1[i], extra);
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}
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}
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_executePointPasses(enc, scene, slots, extra) {
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for (let i = 0; i < MAX_POINT_SHADOW_SLOTS; i++) {
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const pl = slots[i];
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const pass = this._pointPasses[i];
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if (!pl || !pass)
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continue;
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pl.getWorldPosition(_posScratch);
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pass.execute(enc, scene, _posScratch, pl.range, extra);
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}
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}
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_executeSpotPasses(enc, scene, slots, extra) {
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for (let i = 0; i < MAX_SPOT_SHADOW_SLOTS; i++) {
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const sl = slots[i];
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const pass = this._spotPasses[i];
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+
if (!sl || !pass)
|
|
143
|
+
continue;
|
|
144
|
+
sl.getWorldPosition(_posScratch);
|
|
145
|
+
sl.getWorldDirection(_spotDirScratch);
|
|
146
|
+
pass.execute(enc, scene, _posScratch, _spotDirScratch, sl.outerAngle, sl.range, extra);
|
|
147
|
+
}
|
|
148
|
+
}
|
|
149
|
+
/* ── uniform buffer ───────────────────────────────────────────── */
|
|
150
|
+
_writeUniforms(dirSlots, pointSlots, spotSlots, sceneLights) {
|
|
151
|
+
const f32 = new Float32Array(this._uniformData);
|
|
152
|
+
const u32 = new Uint32Array(this._uniformData);
|
|
153
|
+
f32.fill(0);
|
|
154
|
+
// DirShadowSlot[2]: offset 0, 160B each = 40 floats each
|
|
155
|
+
for (let i = 0; i < MAX_DIR_SHADOW_SLOTS; i++) {
|
|
156
|
+
const dl = dirSlots[i];
|
|
157
|
+
if (!dl)
|
|
158
|
+
continue;
|
|
159
|
+
const b = i * 40;
|
|
160
|
+
f32.set(this._dirVP0[i], b);
|
|
161
|
+
f32.set(this._dirVP1[i], b + 16);
|
|
162
|
+
f32[b + 32] = 0.002;
|
|
163
|
+
u32[b + 33] = 1;
|
|
164
|
+
f32[b + 34] = dl.shadowIntensity;
|
|
165
|
+
f32[b + 35] = dl.shadowSize * 0.9;
|
|
166
|
+
f32[b + 36] = dl.shadowSize * 0.3;
|
|
167
|
+
}
|
|
168
|
+
// PointShadowSlot[2]: offset 320B = 80 floats, 32B each = 8 floats each
|
|
169
|
+
for (let i = 0; i < MAX_POINT_SHADOW_SLOTS; i++) {
|
|
170
|
+
const pl = pointSlots[i];
|
|
171
|
+
if (!pl)
|
|
172
|
+
continue;
|
|
173
|
+
const b = 80 + i * 8;
|
|
174
|
+
pl.getWorldPosition(_posScratch);
|
|
175
|
+
f32[b] = _posScratch[0];
|
|
176
|
+
f32[b + 1] = _posScratch[1];
|
|
177
|
+
f32[b + 2] = _posScratch[2];
|
|
178
|
+
f32[b + 3] = pl.range;
|
|
179
|
+
f32[b + 4] = 0.007;
|
|
180
|
+
u32[b + 5] = 1;
|
|
181
|
+
f32[b + 6] = pl.shadowIntensity;
|
|
182
|
+
}
|
|
183
|
+
// SpotShadowSlot[4]: offset 384B = 96 floats, 96B each = 24 floats each
|
|
184
|
+
for (let i = 0; i < MAX_SPOT_SHADOW_SLOTS; i++) {
|
|
185
|
+
const sl = spotSlots[i];
|
|
186
|
+
if (!sl)
|
|
187
|
+
continue;
|
|
188
|
+
const b = 96 + i * 24;
|
|
189
|
+
const pass = this._spotPasses[i];
|
|
190
|
+
if (pass)
|
|
191
|
+
f32.set(pass.getViewProjection(), b);
|
|
192
|
+
sl.getWorldPosition(_posScratch);
|
|
193
|
+
f32[b + 16] = _posScratch[0];
|
|
194
|
+
f32[b + 17] = _posScratch[1];
|
|
195
|
+
f32[b + 18] = _posScratch[2];
|
|
196
|
+
f32[b + 19] = sl.range;
|
|
197
|
+
f32[b + 20] = 0.002;
|
|
198
|
+
u32[b + 21] = 1;
|
|
199
|
+
f32[b + 22] = sl.shadowIntensity;
|
|
200
|
+
}
|
|
201
|
+
// Light-to-slot maps: offset 768B = float index 192
|
|
202
|
+
const m = 192;
|
|
203
|
+
for (let i = 0; i < 12; i++)
|
|
204
|
+
u32[m + i] = SHADOW_SLOT_NONE;
|
|
205
|
+
this._writeSlotMap(u32, m, dirSlots, sceneLights.dirComponents, sceneLights.dirCount, MAX_DIR_SHADOW_SLOTS);
|
|
206
|
+
this._writeSlotMap(u32, m + 4, pointSlots, sceneLights.pointComponents, sceneLights.pointCount, MAX_POINT_SHADOW_SLOTS);
|
|
207
|
+
this._writeSlotMap(u32, m + 8, spotSlots, sceneLights.spotComponents, sceneLights.spotCount, MAX_SPOT_SHADOW_SLOTS);
|
|
208
|
+
if (!this._uniformBuffer) {
|
|
209
|
+
this._uniformBuffer = this._device.createBuffer({
|
|
210
|
+
size: SHADOW_UNIFORM_SIZE, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
|
|
211
|
+
});
|
|
212
|
+
this._dirty = true;
|
|
213
|
+
}
|
|
214
|
+
this._device.queue.writeBuffer(this._uniformBuffer, 0, this._uniformData);
|
|
215
|
+
}
|
|
216
|
+
_writeSlotMap(u32, base, slots, components, count, maxSlots) {
|
|
217
|
+
for (let slot = 0; slot < maxSlots; slot++) {
|
|
218
|
+
if (!slots[slot])
|
|
219
|
+
continue;
|
|
220
|
+
for (let li = 0; li < count; li++) {
|
|
221
|
+
if (components[li] === slots[slot]) {
|
|
222
|
+
u32[base + li] = slot;
|
|
223
|
+
break;
|
|
224
|
+
}
|
|
225
|
+
}
|
|
226
|
+
}
|
|
227
|
+
}
|
|
228
|
+
/* ── bind group ───────────────────────────────────────────────── */
|
|
229
|
+
_buildBindGroup() {
|
|
230
|
+
const d = this._dummy;
|
|
231
|
+
const entries = [
|
|
232
|
+
{ binding: 0, resource: { buffer: this._uniformBuffer } },
|
|
233
|
+
{ binding: 1, resource: d.sampler },
|
|
234
|
+
];
|
|
235
|
+
// 2–3: dir cascade 0
|
|
236
|
+
for (let i = 0; i < MAX_DIR_SHADOW_SLOTS; i++)
|
|
237
|
+
entries.push({ binding: 2 + i, resource: this._dirPairs[i]?.cascade0View ?? d.dummy2DView });
|
|
238
|
+
// 4–5: dir cascade 1
|
|
239
|
+
for (let i = 0; i < MAX_DIR_SHADOW_SLOTS; i++)
|
|
240
|
+
entries.push({ binding: 4 + i, resource: this._dirPairs[i]?.cascade1View ?? d.dummy2DView });
|
|
241
|
+
// 6–7: point cubemaps
|
|
242
|
+
for (let i = 0; i < MAX_POINT_SHADOW_SLOTS; i++)
|
|
243
|
+
entries.push({ binding: 6 + i, resource: this._pointPasses[i]?.cubeMapView ?? d.dummyCubeView });
|
|
244
|
+
// 8–11: spot depth maps
|
|
245
|
+
for (let i = 0; i < MAX_SPOT_SHADOW_SLOTS; i++)
|
|
246
|
+
entries.push({ binding: 8 + i, resource: this._spotPasses[i]?.shadowMapView ?? d.dummy2DView });
|
|
247
|
+
this._bindGroup = this._device.createBindGroup({ layout: this._shadowBGL, entries });
|
|
248
|
+
}
|
|
249
|
+
destroy() {
|
|
250
|
+
for (const p of this._dirPairs)
|
|
251
|
+
p?.destroy();
|
|
252
|
+
for (const p of this._pointPasses)
|
|
253
|
+
p?.destroy();
|
|
254
|
+
for (const p of this._spotPasses)
|
|
255
|
+
p?.destroy();
|
|
256
|
+
this._uniformBuffer?.destroy();
|
|
257
|
+
}
|
|
258
|
+
}
|
|
259
|
+
//# sourceMappingURL=shadow-manager.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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@@ -0,0 +1,31 @@
|
|
|
1
|
+
import type { Scene } from '@certe/atmos-core';
|
|
2
|
+
import type { Mat4Type } from '@certe/atmos-math';
|
|
3
|
+
export declare class DirectionalShadowPass {
|
|
4
|
+
private readonly _device;
|
|
5
|
+
private readonly _pipeline;
|
|
6
|
+
private readonly _lightVPBuffer;
|
|
7
|
+
private readonly _lightVPBindGroup;
|
|
8
|
+
private readonly _depthTexture;
|
|
9
|
+
private readonly _sampler;
|
|
10
|
+
readonly shadowMapView: GPUTextureView;
|
|
11
|
+
readonly resolution: number;
|
|
12
|
+
get lightVPBuffer(): GPUBuffer;
|
|
13
|
+
get shadowSampler(): GPUSampler;
|
|
14
|
+
constructor(device: GPUDevice, objectBindGroupLayout: GPUBindGroupLayout, resolution?: number);
|
|
15
|
+
execute(encoder: GPUCommandEncoder, scene: Scene, lightVP: Mat4Type, extraDraw?: (pass: GPURenderPassEncoder) => void): void;
|
|
16
|
+
destroy(): void;
|
|
17
|
+
}
|
|
18
|
+
/**
|
|
19
|
+
* Wraps a pair of DirectionalShadowPass (cascade 0 near + cascade 1 far)
|
|
20
|
+
* for a single directional light shadow slot.
|
|
21
|
+
*/
|
|
22
|
+
export declare class DirectionalShadowPassPair {
|
|
23
|
+
private readonly _cascade0;
|
|
24
|
+
private readonly _cascade1;
|
|
25
|
+
constructor(device: GPUDevice, objectBGL: GPUBindGroupLayout, resolution: number);
|
|
26
|
+
get cascade0View(): GPUTextureView;
|
|
27
|
+
get cascade1View(): GPUTextureView;
|
|
28
|
+
execute(encoder: GPUCommandEncoder, scene: Scene, vp0: Mat4Type, vp1: Mat4Type, extraDraw?: (pass: GPURenderPassEncoder) => void): void;
|
|
29
|
+
destroy(): void;
|
|
30
|
+
}
|
|
31
|
+
//# sourceMappingURL=shadow-pass.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"shadow-pass.d.ts","sourceRoot":"","sources":["../src/shadow-pass.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,mBAAmB,CAAC;AAC/C,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,mBAAmB,CAAC;AAOlD,qBAAa,qBAAqB;IAChC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAY;IACpC,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAoB;IAC9C,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAY;IAC3C,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAAe;IACjD,OAAO,CAAC,QAAQ,CAAC,aAAa,CAAa;IAC3C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAa;IACtC,QAAQ,CAAC,aAAa,EAAE,cAAc,CAAC;IACvC,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAE5B,IAAI,aAAa,IAAI,SAAS,CAE7B;IAED,IAAI,aAAa,IAAI,UAAU,CAE9B;gBAGC,MAAM,EAAE,SAAS,EACjB,qBAAqB,EAAE,kBAAkB,EACzC,UAAU,SAAqB;IAwEjC,OAAO,CACL,OAAO,EAAE,iBAAiB,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,QAAQ,EAC3D,SAAS,CAAC,EAAE,CAAC,IAAI,EAAE,oBAAoB,KAAK,IAAI,GAC/C,IAAI;IA+BP,OAAO,IAAI,IAAI;CAIhB;AAED;;;GAGG;AACH,qBAAa,yBAAyB;IACpC,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAwB;IAClD,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAwB;gBAEtC,MAAM,EAAE,SAAS,EAAE,SAAS,EAAE,kBAAkB,EAAE,UAAU,EAAE,MAAM;IAKhF,IAAI,YAAY,IAAI,cAAc,CAAyC;IAC3E,IAAI,YAAY,IAAI,cAAc,CAAyC;IAE3E,OAAO,CACL,OAAO,EAAE,iBAAiB,EAAE,KAAK,EAAE,KAAK,EACxC,GAAG,EAAE,QAAQ,EAAE,GAAG,EAAE,QAAQ,EAC5B,SAAS,CAAC,EAAE,CAAC,IAAI,EAAE,oBAAoB,KAAK,IAAI,GAC/C,IAAI;IAKP,OAAO,IAAI,IAAI;CAIhB"}
|
|
@@ -0,0 +1,135 @@
|
|
|
1
|
+
import { SHADOW_VERTEX_SHADER } from './shadow-shader.js';
|
|
2
|
+
import { VERTEX_STRIDE_BYTES } from './geometry.js';
|
|
3
|
+
import { MeshRenderer } from './mesh-renderer.js';
|
|
4
|
+
const DEFAULT_RESOLUTION = 2048;
|
|
5
|
+
export class DirectionalShadowPass {
|
|
6
|
+
_device;
|
|
7
|
+
_pipeline;
|
|
8
|
+
_lightVPBuffer;
|
|
9
|
+
_lightVPBindGroup;
|
|
10
|
+
_depthTexture;
|
|
11
|
+
_sampler;
|
|
12
|
+
shadowMapView;
|
|
13
|
+
resolution;
|
|
14
|
+
get lightVPBuffer() {
|
|
15
|
+
return this._lightVPBuffer;
|
|
16
|
+
}
|
|
17
|
+
get shadowSampler() {
|
|
18
|
+
return this._sampler;
|
|
19
|
+
}
|
|
20
|
+
constructor(device, objectBindGroupLayout, resolution = DEFAULT_RESOLUTION) {
|
|
21
|
+
this._device = device;
|
|
22
|
+
this.resolution = resolution;
|
|
23
|
+
// Light VP uniform buffer (64 bytes = mat4x4)
|
|
24
|
+
this._lightVPBuffer = device.createBuffer({
|
|
25
|
+
size: 64,
|
|
26
|
+
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
|
|
27
|
+
});
|
|
28
|
+
// Bind group layout for group 1 (lightVP only)
|
|
29
|
+
const lightVPBGL = device.createBindGroupLayout({
|
|
30
|
+
entries: [
|
|
31
|
+
{ binding: 0, visibility: GPUShaderStage.VERTEX, buffer: { type: 'uniform' } },
|
|
32
|
+
],
|
|
33
|
+
});
|
|
34
|
+
this._lightVPBindGroup = device.createBindGroup({
|
|
35
|
+
layout: lightVPBGL,
|
|
36
|
+
entries: [
|
|
37
|
+
{ binding: 0, resource: { buffer: this._lightVPBuffer } },
|
|
38
|
+
],
|
|
39
|
+
});
|
|
40
|
+
// Shadow depth texture
|
|
41
|
+
this._depthTexture = device.createTexture({
|
|
42
|
+
size: [resolution, resolution],
|
|
43
|
+
format: 'depth32float',
|
|
44
|
+
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
|
|
45
|
+
});
|
|
46
|
+
this.shadowMapView = this._depthTexture.createView();
|
|
47
|
+
// Comparison sampler (nearest: depth32float doesn't support linear without float32-filterable)
|
|
48
|
+
this._sampler = device.createSampler({
|
|
49
|
+
compare: 'less',
|
|
50
|
+
});
|
|
51
|
+
// Shadow render pipeline (depth-only, no fragment shader)
|
|
52
|
+
const shaderModule = device.createShaderModule({ code: SHADOW_VERTEX_SHADER });
|
|
53
|
+
const pipelineLayout = device.createPipelineLayout({
|
|
54
|
+
bindGroupLayouts: [objectBindGroupLayout, lightVPBGL],
|
|
55
|
+
});
|
|
56
|
+
this._pipeline = device.createRenderPipeline({
|
|
57
|
+
layout: pipelineLayout,
|
|
58
|
+
vertex: {
|
|
59
|
+
module: shaderModule,
|
|
60
|
+
entryPoint: 'main',
|
|
61
|
+
buffers: [
|
|
62
|
+
{
|
|
63
|
+
arrayStride: VERTEX_STRIDE_BYTES,
|
|
64
|
+
attributes: [
|
|
65
|
+
{ shaderLocation: 0, offset: 0, format: 'float32x3' },
|
|
66
|
+
],
|
|
67
|
+
},
|
|
68
|
+
],
|
|
69
|
+
},
|
|
70
|
+
primitive: {
|
|
71
|
+
topology: 'triangle-list',
|
|
72
|
+
cullMode: 'back',
|
|
73
|
+
},
|
|
74
|
+
depthStencil: {
|
|
75
|
+
depthWriteEnabled: true,
|
|
76
|
+
depthCompare: 'less',
|
|
77
|
+
format: 'depth32float',
|
|
78
|
+
depthBias: 2,
|
|
79
|
+
depthBiasSlopeScale: 2.0,
|
|
80
|
+
},
|
|
81
|
+
});
|
|
82
|
+
}
|
|
83
|
+
execute(encoder, scene, lightVP, extraDraw) {
|
|
84
|
+
this._device.queue.writeBuffer(this._lightVPBuffer, 0, lightVP);
|
|
85
|
+
const pass = encoder.beginRenderPass({
|
|
86
|
+
colorAttachments: [],
|
|
87
|
+
depthStencilAttachment: {
|
|
88
|
+
view: this.shadowMapView,
|
|
89
|
+
depthClearValue: 1.0,
|
|
90
|
+
depthLoadOp: 'clear',
|
|
91
|
+
depthStoreOp: 'store',
|
|
92
|
+
},
|
|
93
|
+
});
|
|
94
|
+
pass.setPipeline(this._pipeline);
|
|
95
|
+
pass.setBindGroup(1, this._lightVPBindGroup);
|
|
96
|
+
for (const obj of scene.getAllObjects()) {
|
|
97
|
+
const mr = obj.getComponent(MeshRenderer);
|
|
98
|
+
if (mr && mr.enabled && mr.castShadow && mr.mesh && mr.bindGroup) {
|
|
99
|
+
pass.setBindGroup(0, mr.bindGroup);
|
|
100
|
+
pass.setVertexBuffer(0, mr.mesh.vertexBuffer);
|
|
101
|
+
pass.setIndexBuffer(mr.mesh.indexBuffer, mr.mesh.indexFormat);
|
|
102
|
+
pass.drawIndexed(mr.mesh.indexCount);
|
|
103
|
+
}
|
|
104
|
+
}
|
|
105
|
+
extraDraw?.(pass);
|
|
106
|
+
pass.end();
|
|
107
|
+
}
|
|
108
|
+
destroy() {
|
|
109
|
+
this._depthTexture.destroy();
|
|
110
|
+
this._lightVPBuffer.destroy();
|
|
111
|
+
}
|
|
112
|
+
}
|
|
113
|
+
/**
|
|
114
|
+
* Wraps a pair of DirectionalShadowPass (cascade 0 near + cascade 1 far)
|
|
115
|
+
* for a single directional light shadow slot.
|
|
116
|
+
*/
|
|
117
|
+
export class DirectionalShadowPassPair {
|
|
118
|
+
_cascade0;
|
|
119
|
+
_cascade1;
|
|
120
|
+
constructor(device, objectBGL, resolution) {
|
|
121
|
+
this._cascade0 = new DirectionalShadowPass(device, objectBGL, resolution);
|
|
122
|
+
this._cascade1 = new DirectionalShadowPass(device, objectBGL, resolution);
|
|
123
|
+
}
|
|
124
|
+
get cascade0View() { return this._cascade0.shadowMapView; }
|
|
125
|
+
get cascade1View() { return this._cascade1.shadowMapView; }
|
|
126
|
+
execute(encoder, scene, vp0, vp1, extraDraw) {
|
|
127
|
+
this._cascade0.execute(encoder, scene, vp0, extraDraw);
|
|
128
|
+
this._cascade1.execute(encoder, scene, vp1, extraDraw);
|
|
129
|
+
}
|
|
130
|
+
destroy() {
|
|
131
|
+
this._cascade0.destroy();
|
|
132
|
+
this._cascade1.destroy();
|
|
133
|
+
}
|
|
134
|
+
}
|
|
135
|
+
//# sourceMappingURL=shadow-pass.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|
|
@@ -0,0 +1,10 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Depth-only vertex shader for shadow passes.
|
|
3
|
+
*
|
|
4
|
+
* Reads object.model from group 0 (the per-object uniform buffer, offset 64)
|
|
5
|
+
* and multiplies by lightVP from group 1. No fragment shader — depth-only pipeline.
|
|
6
|
+
*
|
|
7
|
+
* Reusable: cube shadow passes can use this with 6 different lightVP matrices.
|
|
8
|
+
*/
|
|
9
|
+
export declare const SHADOW_VERTEX_SHADER = "\nstruct ObjectUniforms {\n mvp: mat4x4<f32>,\n model: mat4x4<f32>,\n normalMatrix: mat4x4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> object: ObjectUniforms;\n@group(1) @binding(0) var<uniform> lightVP: mat4x4<f32>;\n\n@vertex\nfn main(@location(0) position: vec3<f32>) -> @builtin(position) vec4<f32> {\n return lightVP * object.model * vec4<f32>(position, 1.0);\n}\n";
|
|
10
|
+
//# sourceMappingURL=shadow-shader.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"shadow-shader.d.ts","sourceRoot":"","sources":["../src/shadow-shader.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AACH,eAAO,MAAM,oBAAoB,8XAchC,CAAC"}
|
|
@@ -0,0 +1,24 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Depth-only vertex shader for shadow passes.
|
|
3
|
+
*
|
|
4
|
+
* Reads object.model from group 0 (the per-object uniform buffer, offset 64)
|
|
5
|
+
* and multiplies by lightVP from group 1. No fragment shader — depth-only pipeline.
|
|
6
|
+
*
|
|
7
|
+
* Reusable: cube shadow passes can use this with 6 different lightVP matrices.
|
|
8
|
+
*/
|
|
9
|
+
export const SHADOW_VERTEX_SHADER = /* wgsl */ `
|
|
10
|
+
struct ObjectUniforms {
|
|
11
|
+
mvp: mat4x4<f32>,
|
|
12
|
+
model: mat4x4<f32>,
|
|
13
|
+
normalMatrix: mat4x4<f32>,
|
|
14
|
+
};
|
|
15
|
+
|
|
16
|
+
@group(0) @binding(0) var<uniform> object: ObjectUniforms;
|
|
17
|
+
@group(1) @binding(0) var<uniform> lightVP: mat4x4<f32>;
|
|
18
|
+
|
|
19
|
+
@vertex
|
|
20
|
+
fn main(@location(0) position: vec3<f32>) -> @builtin(position) vec4<f32> {
|
|
21
|
+
return lightVP * object.model * vec4<f32>(position, 1.0);
|
|
22
|
+
}
|
|
23
|
+
`;
|
|
24
|
+
//# sourceMappingURL=shadow-shader.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"shadow-shader.js","sourceRoot":"","sources":["../src/shadow-shader.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AACH,MAAM,CAAC,MAAM,oBAAoB,GAAG,UAAU,CAAA;;;;;;;;;;;;;;CAc7C,CAAC"}
|
|
@@ -0,0 +1,38 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Shadow mapping shared constants and bind group layout factories.
|
|
3
|
+
*
|
|
4
|
+
* Group 2 layout (main pass) — 12 bindings, 10 sampled textures:
|
|
5
|
+
* binding 0: uniform buffer (816 bytes)
|
|
6
|
+
* binding 1: comparison sampler
|
|
7
|
+
* binding 2–3: dir cascade 0 depth maps (slots 0–1)
|
|
8
|
+
* binding 4–5: dir cascade 1 depth maps (slots 0–1)
|
|
9
|
+
* binding 6–7: point cubemaps (slots 0–1)
|
|
10
|
+
* binding 8–11: spot depth maps (slots 0–3)
|
|
11
|
+
*
|
|
12
|
+
* Combined with group 1's 3 material textures = 13 per-stage sampled textures
|
|
13
|
+
* (WebGPU maxSampledTexturesPerShaderStage limit is 16).
|
|
14
|
+
*
|
|
15
|
+
* Uniform layout (816 bytes):
|
|
16
|
+
* 0–319 DirShadowSlot[2] (160B each)
|
|
17
|
+
* 320–383 PointShadowSlot[2] (32B each)
|
|
18
|
+
* 384–767 SpotShadowSlot[4] (96B each)
|
|
19
|
+
* 768–783 dirLightToSlot vec4<u32>
|
|
20
|
+
* 784–799 pointLightToSlot vec4<u32>
|
|
21
|
+
* 800–815 spotLightToSlot vec4<u32>
|
|
22
|
+
*/
|
|
23
|
+
export declare const SHADOW_UNIFORM_SIZE = 816;
|
|
24
|
+
export declare const MAX_DIR_SHADOW_SLOTS = 2;
|
|
25
|
+
export declare const MAX_POINT_SHADOW_SLOTS = 2;
|
|
26
|
+
export declare const MAX_SPOT_SHADOW_SLOTS = 4;
|
|
27
|
+
/** Sentinel u32 value indicating no shadow slot for a light index. */
|
|
28
|
+
export declare const SHADOW_SLOT_NONE = 4294967295;
|
|
29
|
+
export declare function createShadowBindGroupLayout(device: GPUDevice): GPUBindGroupLayout;
|
|
30
|
+
export interface DummyShadowResources {
|
|
31
|
+
uniformBuffer: GPUBuffer;
|
|
32
|
+
dummy2DView: GPUTextureView;
|
|
33
|
+
dummyCubeView: GPUTextureView;
|
|
34
|
+
sampler: GPUSampler;
|
|
35
|
+
bindGroup: GPUBindGroup;
|
|
36
|
+
}
|
|
37
|
+
export declare function createDummyShadowResources(device: GPUDevice, layout: GPUBindGroupLayout): DummyShadowResources;
|
|
38
|
+
//# sourceMappingURL=shadow-uniforms.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
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+
{"version":3,"file":"shadow-uniforms.d.ts","sourceRoot":"","sources":["../src/shadow-uniforms.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,eAAO,MAAM,mBAAmB,MAAM,CAAC;AAEvC,eAAO,MAAM,oBAAoB,IAAI,CAAC;AACtC,eAAO,MAAM,sBAAsB,IAAI,CAAC;AACxC,eAAO,MAAM,qBAAqB,IAAI,CAAC;AAEvC,sEAAsE;AACtE,eAAO,MAAM,gBAAgB,aAAa,CAAC;AAE3C,wBAAgB,2BAA2B,CAAC,MAAM,EAAE,SAAS,GAAG,kBAAkB,CAuBjF;AAED,MAAM,WAAW,oBAAoB;IACnC,aAAa,EAAE,SAAS,CAAC;IACzB,WAAW,EAAE,cAAc,CAAC;IAC5B,aAAa,EAAE,cAAc,CAAC;IAC9B,OAAO,EAAE,UAAU,CAAC;IACpB,SAAS,EAAE,YAAY,CAAC;CACzB;AAED,wBAAgB,0BAA0B,CACxC,MAAM,EAAE,SAAS,EACjB,MAAM,EAAE,kBAAkB,GACzB,oBAAoB,CAgDtB"}
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/**
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2
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* Shadow mapping shared constants and bind group layout factories.
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*
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4
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* Group 2 layout (main pass) — 12 bindings, 10 sampled textures:
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5
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* binding 0: uniform buffer (816 bytes)
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6
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* binding 1: comparison sampler
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7
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* binding 2–3: dir cascade 0 depth maps (slots 0–1)
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8
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* binding 4–5: dir cascade 1 depth maps (slots 0–1)
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9
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* binding 6–7: point cubemaps (slots 0–1)
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10
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* binding 8–11: spot depth maps (slots 0–3)
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11
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*
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12
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* Combined with group 1's 3 material textures = 13 per-stage sampled textures
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13
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* (WebGPU maxSampledTexturesPerShaderStage limit is 16).
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14
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*
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15
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* Uniform layout (816 bytes):
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16
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* 0–319 DirShadowSlot[2] (160B each)
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17
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* 320–383 PointShadowSlot[2] (32B each)
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18
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* 384–767 SpotShadowSlot[4] (96B each)
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19
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* 768–783 dirLightToSlot vec4<u32>
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20
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* 784–799 pointLightToSlot vec4<u32>
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21
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* 800–815 spotLightToSlot vec4<u32>
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*/
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export const SHADOW_UNIFORM_SIZE = 816;
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export const MAX_DIR_SHADOW_SLOTS = 2;
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export const MAX_POINT_SHADOW_SLOTS = 2;
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export const MAX_SPOT_SHADOW_SLOTS = 4;
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/** Sentinel u32 value indicating no shadow slot for a light index. */
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export const SHADOW_SLOT_NONE = 0xFFFFFFFF;
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export function createShadowBindGroupLayout(device) {
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return device.createBindGroupLayout({
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entries: [
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// 0: uniform buffer
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{ binding: 0, visibility: GPUShaderStage.FRAGMENT, buffer: { type: 'uniform' } },
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// 1: comparison sampler
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{ binding: 1, visibility: GPUShaderStage.FRAGMENT, sampler: { type: 'comparison' } },
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// 2–3: dir cascade 0 (2 slots)
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{ binding: 2, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth' } },
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{ binding: 3, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth' } },
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// 4–5: dir cascade 1 (2 slots)
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{ binding: 4, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth' } },
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{ binding: 5, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth' } },
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// 6–7: point cubemaps (2 slots)
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{ binding: 6, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth', viewDimension: 'cube' } },
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{ binding: 7, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth', viewDimension: 'cube' } },
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// 8–11: spot depth maps (4 slots)
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{ binding: 8, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth' } },
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{ binding: 9, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth' } },
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{ binding: 10, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth' } },
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{ binding: 11, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'depth' } },
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],
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});
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}
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export function createDummyShadowResources(device, layout) {
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const uniformBuffer = device.createBuffer({
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size: SHADOW_UNIFORM_SIZE,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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});
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const data = new ArrayBuffer(SHADOW_UNIFORM_SIZE);
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const u32 = new Uint32Array(data);
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// Set slot maps to sentinel (no shadow)
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const mapOffset32 = 768 / 4;
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for (let i = 0; i < 12; i++)
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u32[mapOffset32 + i] = SHADOW_SLOT_NONE;
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device.queue.writeBuffer(uniformBuffer, 0, data);
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const tex2D = device.createTexture({
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size: [1, 1],
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format: 'depth32float',
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usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT,
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});
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const dummy2DView = tex2D.createView();
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const texCube = device.createTexture({
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size: [1, 1, 6],
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format: 'depth32float',
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usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT,
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});
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const dummyCubeView = texCube.createView({ dimension: 'cube' });
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const sampler = device.createSampler({ compare: 'less' });
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const bindGroup = device.createBindGroup({
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layout,
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entries: [
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{ binding: 0, resource: { buffer: uniformBuffer } },
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{ binding: 1, resource: sampler },
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{ binding: 2, resource: dummy2DView },
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{ binding: 3, resource: dummy2DView },
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{ binding: 4, resource: dummy2DView },
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{ binding: 5, resource: dummy2DView },
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{ binding: 6, resource: dummyCubeView },
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{ binding: 7, resource: dummyCubeView },
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{ binding: 8, resource: dummy2DView },
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{ binding: 9, resource: dummy2DView },
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{ binding: 10, resource: dummy2DView },
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{ binding: 11, resource: dummy2DView },
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],
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});
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return { uniformBuffer, dummy2DView, dummyCubeView, sampler, bindGroup };
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}
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//# sourceMappingURL=shadow-uniforms.js.map
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