@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.
Files changed (204) hide show
  1. package/LICENCE +674 -0
  2. package/README.md +166 -0
  3. package/dist/bloom-pass.d.ts +29 -0
  4. package/dist/bloom-pass.d.ts.map +1 -0
  5. package/dist/bloom-pass.js +173 -0
  6. package/dist/bloom-pass.js.map +1 -0
  7. package/dist/bloom-shader.d.ts +9 -0
  8. package/dist/bloom-shader.d.ts.map +1 -0
  9. package/dist/bloom-shader.js +69 -0
  10. package/dist/bloom-shader.js.map +1 -0
  11. package/dist/bounds.d.ts +10 -0
  12. package/dist/bounds.d.ts.map +1 -0
  13. package/dist/bounds.js +37 -0
  14. package/dist/bounds.js.map +1 -0
  15. package/dist/camera.d.ts +31 -0
  16. package/dist/camera.d.ts.map +1 -0
  17. package/dist/camera.js +53 -0
  18. package/dist/camera.js.map +1 -0
  19. package/dist/depth-prepass.d.ts +24 -0
  20. package/dist/depth-prepass.d.ts.map +1 -0
  21. package/dist/depth-prepass.js +107 -0
  22. package/dist/depth-prepass.js.map +1 -0
  23. package/dist/directional-light.d.ts +23 -0
  24. package/dist/directional-light.d.ts.map +1 -0
  25. package/dist/directional-light.js +36 -0
  26. package/dist/directional-light.js.map +1 -0
  27. package/dist/frustum.d.ts +15 -0
  28. package/dist/frustum.d.ts.map +1 -0
  29. package/dist/frustum.js +51 -0
  30. package/dist/frustum.js.map +1 -0
  31. package/dist/fullscreen-quad.d.ts +8 -0
  32. package/dist/fullscreen-quad.d.ts.map +1 -0
  33. package/dist/fullscreen-quad.js +30 -0
  34. package/dist/fullscreen-quad.js.map +1 -0
  35. package/dist/geometry.d.ts +28 -0
  36. package/dist/geometry.d.ts.map +1 -0
  37. package/dist/geometry.js +245 -0
  38. package/dist/geometry.js.map +1 -0
  39. package/dist/grid-renderer.d.ts +10 -0
  40. package/dist/grid-renderer.d.ts.map +1 -0
  41. package/dist/grid-renderer.js +77 -0
  42. package/dist/grid-renderer.js.map +1 -0
  43. package/dist/grid-shader.d.ts +3 -0
  44. package/dist/grid-shader.d.ts.map +1 -0
  45. package/dist/grid-shader.js +89 -0
  46. package/dist/grid-shader.js.map +1 -0
  47. package/dist/index.d.ts +64 -0
  48. package/dist/index.d.ts.map +1 -0
  49. package/dist/index.js +45 -0
  50. package/dist/index.js.map +1 -0
  51. package/dist/light.d.ts +59 -0
  52. package/dist/light.d.ts.map +1 -0
  53. package/dist/light.js +184 -0
  54. package/dist/light.js.map +1 -0
  55. package/dist/material-asset.d.ts +19 -0
  56. package/dist/material-asset.d.ts.map +1 -0
  57. package/dist/material-asset.js +30 -0
  58. package/dist/material-asset.js.map +1 -0
  59. package/dist/material.d.ts +50 -0
  60. package/dist/material.d.ts.map +1 -0
  61. package/dist/material.js +48 -0
  62. package/dist/material.js.map +1 -0
  63. package/dist/mesh-renderer.d.ts +43 -0
  64. package/dist/mesh-renderer.d.ts.map +1 -0
  65. package/dist/mesh-renderer.js +162 -0
  66. package/dist/mesh-renderer.js.map +1 -0
  67. package/dist/mesh.d.ts +16 -0
  68. package/dist/mesh.d.ts.map +1 -0
  69. package/dist/mesh.js +33 -0
  70. package/dist/mesh.js.map +1 -0
  71. package/dist/mipmap-generator.d.ts +7 -0
  72. package/dist/mipmap-generator.d.ts.map +1 -0
  73. package/dist/mipmap-generator.js +96 -0
  74. package/dist/mipmap-generator.js.map +1 -0
  75. package/dist/pbr-wgsl.d.ts +12 -0
  76. package/dist/pbr-wgsl.d.ts.map +1 -0
  77. package/dist/pbr-wgsl.js +159 -0
  78. package/dist/pbr-wgsl.js.map +1 -0
  79. package/dist/pipeline.d.ts +13 -0
  80. package/dist/pipeline.d.ts.map +1 -0
  81. package/dist/pipeline.js +77 -0
  82. package/dist/pipeline.js.map +1 -0
  83. package/dist/point-light.d.ts +16 -0
  84. package/dist/point-light.d.ts.map +1 -0
  85. package/dist/point-light.js +22 -0
  86. package/dist/point-light.js.map +1 -0
  87. package/dist/point-shadow-pass.d.ts +24 -0
  88. package/dist/point-shadow-pass.d.ts.map +1 -0
  89. package/dist/point-shadow-pass.js +192 -0
  90. package/dist/point-shadow-pass.js.map +1 -0
  91. package/dist/point-shadow-shader.d.ts +12 -0
  92. package/dist/point-shadow-shader.d.ts.map +1 -0
  93. package/dist/point-shadow-shader.js +52 -0
  94. package/dist/point-shadow-shader.js.map +1 -0
  95. package/dist/register-builtins.d.ts +2 -0
  96. package/dist/register-builtins.d.ts.map +1 -0
  97. package/dist/register-builtins.js +98 -0
  98. package/dist/register-builtins.js.map +1 -0
  99. package/dist/render-system.d.ts +99 -0
  100. package/dist/render-system.d.ts.map +1 -0
  101. package/dist/render-system.js +476 -0
  102. package/dist/render-system.js.map +1 -0
  103. package/dist/scene-depth.d.ts +36 -0
  104. package/dist/scene-depth.d.ts.map +1 -0
  105. package/dist/scene-depth.js +183 -0
  106. package/dist/scene-depth.js.map +1 -0
  107. package/dist/shader.d.ts +3 -0
  108. package/dist/shader.d.ts.map +1 -0
  109. package/dist/shader.js +144 -0
  110. package/dist/shader.js.map +1 -0
  111. package/dist/shadow-fragment-wgsl.d.ts +13 -0
  112. package/dist/shadow-fragment-wgsl.d.ts.map +1 -0
  113. package/dist/shadow-fragment-wgsl.js +205 -0
  114. package/dist/shadow-fragment-wgsl.js.map +1 -0
  115. package/dist/shadow-manager.d.ts +46 -0
  116. package/dist/shadow-manager.d.ts.map +1 -0
  117. package/dist/shadow-manager.js +259 -0
  118. package/dist/shadow-manager.js.map +1 -0
  119. package/dist/shadow-pass.d.ts +31 -0
  120. package/dist/shadow-pass.d.ts.map +1 -0
  121. package/dist/shadow-pass.js +135 -0
  122. package/dist/shadow-pass.js.map +1 -0
  123. package/dist/shadow-shader.d.ts +10 -0
  124. package/dist/shadow-shader.d.ts.map +1 -0
  125. package/dist/shadow-shader.js +24 -0
  126. package/dist/shadow-shader.js.map +1 -0
  127. package/dist/shadow-uniforms.d.ts +38 -0
  128. package/dist/shadow-uniforms.d.ts.map +1 -0
  129. package/dist/shadow-uniforms.js +97 -0
  130. package/dist/shadow-uniforms.js.map +1 -0
  131. package/dist/skinned-geometry.d.ts +14 -0
  132. package/dist/skinned-geometry.d.ts.map +1 -0
  133. package/dist/skinned-geometry.js +23 -0
  134. package/dist/skinned-geometry.js.map +1 -0
  135. package/dist/skinned-mesh-renderer.d.ts +54 -0
  136. package/dist/skinned-mesh-renderer.d.ts.map +1 -0
  137. package/dist/skinned-mesh-renderer.js +177 -0
  138. package/dist/skinned-mesh-renderer.js.map +1 -0
  139. package/dist/skinned-pipeline.d.ts +16 -0
  140. package/dist/skinned-pipeline.d.ts.map +1 -0
  141. package/dist/skinned-pipeline.js +112 -0
  142. package/dist/skinned-pipeline.js.map +1 -0
  143. package/dist/skinned-shader.d.ts +7 -0
  144. package/dist/skinned-shader.d.ts.map +1 -0
  145. package/dist/skinned-shader.js +52 -0
  146. package/dist/skinned-shader.js.map +1 -0
  147. package/dist/skinned-shadow-shader.d.ts +6 -0
  148. package/dist/skinned-shadow-shader.d.ts.map +1 -0
  149. package/dist/skinned-shadow-shader.js +31 -0
  150. package/dist/skinned-shadow-shader.js.map +1 -0
  151. package/dist/spot-light.d.ts +24 -0
  152. package/dist/spot-light.d.ts.map +1 -0
  153. package/dist/spot-light.js +41 -0
  154. package/dist/spot-light.js.map +1 -0
  155. package/dist/spot-shadow-pass.d.ts +36 -0
  156. package/dist/spot-shadow-pass.d.ts.map +1 -0
  157. package/dist/spot-shadow-pass.js +144 -0
  158. package/dist/spot-shadow-pass.js.map +1 -0
  159. package/dist/ssao-pass.d.ts +37 -0
  160. package/dist/ssao-pass.d.ts.map +1 -0
  161. package/dist/ssao-pass.js +208 -0
  162. package/dist/ssao-pass.js.map +1 -0
  163. package/dist/ssao-shader.d.ts +9 -0
  164. package/dist/ssao-shader.d.ts.map +1 -0
  165. package/dist/ssao-shader.js +120 -0
  166. package/dist/ssao-shader.js.map +1 -0
  167. package/dist/terrain-mesh-renderer.d.ts +39 -0
  168. package/dist/terrain-mesh-renderer.d.ts.map +1 -0
  169. package/dist/terrain-mesh-renderer.js +131 -0
  170. package/dist/terrain-mesh-renderer.js.map +1 -0
  171. package/dist/terrain-pipeline.d.ts +17 -0
  172. package/dist/terrain-pipeline.d.ts.map +1 -0
  173. package/dist/terrain-pipeline.js +70 -0
  174. package/dist/terrain-pipeline.js.map +1 -0
  175. package/dist/terrain-shader.d.ts +10 -0
  176. package/dist/terrain-shader.d.ts.map +1 -0
  177. package/dist/terrain-shader.js +154 -0
  178. package/dist/terrain-shader.js.map +1 -0
  179. package/dist/texture.d.ts +20 -0
  180. package/dist/texture.d.ts.map +1 -0
  181. package/dist/texture.js +87 -0
  182. package/dist/texture.js.map +1 -0
  183. package/dist/tonemap-pass.d.ts +22 -0
  184. package/dist/tonemap-pass.d.ts.map +1 -0
  185. package/dist/tonemap-pass.js +125 -0
  186. package/dist/tonemap-pass.js.map +1 -0
  187. package/dist/unlit-pipeline.d.ts +12 -0
  188. package/dist/unlit-pipeline.d.ts.map +1 -0
  189. package/dist/unlit-pipeline.js +59 -0
  190. package/dist/unlit-pipeline.js.map +1 -0
  191. package/dist/unlit-shader.d.ts +3 -0
  192. package/dist/unlit-shader.d.ts.map +1 -0
  193. package/dist/unlit-shader.js +33 -0
  194. package/dist/unlit-shader.js.map +1 -0
  195. package/dist/webgpu-device.d.ts +13 -0
  196. package/dist/webgpu-device.d.ts.map +1 -0
  197. package/dist/webgpu-device.js +70 -0
  198. package/dist/webgpu-device.js.map +1 -0
  199. package/dist/wireframe-pipeline.d.ts +7 -0
  200. package/dist/wireframe-pipeline.d.ts.map +1 -0
  201. package/dist/wireframe-pipeline.js +72 -0
  202. package/dist/wireframe-pipeline.js.map +1 -0
  203. package/package.json +28 -0
  204. package/src/index.ts +87 -0
@@ -0,0 +1,476 @@
1
+ import { Mat4, Vec3 } from '@certe/atmos-math';
2
+ import { writeSceneUniforms, SCENE_UNIFORM_SIZE, collectSceneLights } from './light.js';
3
+ import { MeshRenderer } from './mesh-renderer.js';
4
+ import { SkinnedMeshRenderer } from './skinned-mesh-renderer.js';
5
+ import { createSkinnedPBRPipeline } from './skinned-pipeline.js';
6
+ import { TerrainMeshRenderer } from './terrain-mesh-renderer.js';
7
+ import { TERRAIN_VERTEX_STRIDE_BYTES } from './terrain-pipeline.js';
8
+ import { SHADOW_VERTEX_SHADER } from './shadow-shader.js';
9
+ import { ShadowManager } from './shadow-manager.js';
10
+ import { Camera } from './camera.js';
11
+ import { extractFrustumPlanes, isSphereInFrustum } from './frustum.js';
12
+ import { BloomPass } from './bloom-pass.js';
13
+ import { TonemapPass } from './tonemap-pass.js';
14
+ import { DepthPrepass } from './depth-prepass.js';
15
+ import { SSAOPass } from './ssao-pass.js';
16
+ import { SceneDepthPass } from './scene-depth.js';
17
+ export function createDefaultCamera() {
18
+ return {
19
+ eye: Vec3.fromValues(0, 2, 5),
20
+ target: Vec3.fromValues(0, 0, 0),
21
+ up: Vec3.fromValues(0, 1, 0),
22
+ fovY: Math.PI / 4,
23
+ near: 0.1,
24
+ far: 100,
25
+ };
26
+ }
27
+ export class RenderSystem {
28
+ _gpu;
29
+ _pipelineResources;
30
+ _scene;
31
+ _camera;
32
+ _light;
33
+ _viewMatrix = Mat4.create();
34
+ _projMatrix = Mat4.create();
35
+ _vpMatrix = Mat4.create();
36
+ _sceneBuffer;
37
+ _sceneData = new Float32Array(SCENE_UNIFORM_SIZE / 4);
38
+ _encoder = null;
39
+ _pass = null;
40
+ _overlayCallbacks = new Set();
41
+ _activeCamera = null;
42
+ _eyeScratch = new Float32Array(3);
43
+ // Shadow manager (owns all shadow passes and bind groups)
44
+ _shadowManager = null;
45
+ _lightView = Mat4.create();
46
+ _lightProj = Mat4.create();
47
+ _lightDirScratch = new Float32Array(3);
48
+ // Frustum culling
49
+ _frustumPlanes = new Float32Array(24);
50
+ // Post-processing
51
+ _bloomPass = null;
52
+ _tonemapPass = null;
53
+ _depthPrepass = null;
54
+ _ssaoPass = null;
55
+ _invProjMatrix = Mat4.create();
56
+ _invVPMatrix = Mat4.create();
57
+ _sceneDepthPass = null;
58
+ _pendingReadbacks = [];
59
+ _activeReadbacks = [];
60
+ _meshRenderers = [];
61
+ _skinnedMeshRenderers = [];
62
+ _skinnedPipelineResources = null;
63
+ _terrainRenderers = [];
64
+ _terrainShadowPipeline = null;
65
+ bloomIntensity = 0.5;
66
+ bloomThreshold = 1.0;
67
+ bloomRadius = 0.5;
68
+ ssaoEnabled = true;
69
+ ssaoRadius = 0.5;
70
+ ssaoBias = 0.025;
71
+ ssaoIntensity = 1.5;
72
+ exposure = 1.0;
73
+ vignetteIntensity = 0.3;
74
+ vignetteRadius = 0.75;
75
+ fogEnabled = false;
76
+ fogMode = 'linear';
77
+ fogDensity = 0.02;
78
+ fogStart = 10;
79
+ fogEnd = 100;
80
+ fogColor = new Float32Array([0.7, 0.75, 0.8]);
81
+ constructor(gpu, pipelineResources, scene, camera, light) {
82
+ this._gpu = gpu;
83
+ this._pipelineResources = pipelineResources;
84
+ this._scene = scene;
85
+ this._camera = camera;
86
+ this._light = light;
87
+ this._sceneBuffer = gpu.device.createBuffer({
88
+ size: SCENE_UNIFORM_SIZE,
89
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
90
+ });
91
+ }
92
+ get device() { return this._gpu.device; }
93
+ get format() { return this._gpu.format; }
94
+ get aspect() { return this._gpu.canvas.width / this._gpu.canvas.height; }
95
+ get camera() { return this._camera; }
96
+ get viewProjectionMatrix() { return this._vpMatrix; }
97
+ get pipelineResources() { return this._pipelineResources; }
98
+ get activeCamera() { return this._activeCamera; }
99
+ set activeCamera(cam) { this._activeCamera = cam; }
100
+ set scene(s) { this._scene = s; }
101
+ get meshRenderers() { return this._meshRenderers; }
102
+ /** Lazily create the skinned PBR pipeline resources. */
103
+ get skinnedPipelineResources() {
104
+ if (!this._skinnedPipelineResources) {
105
+ this._skinnedPipelineResources = createSkinnedPBRPipeline(this._gpu.device, this._gpu.format);
106
+ }
107
+ return this._skinnedPipelineResources;
108
+ }
109
+ addOverlayCallback(fn) {
110
+ this._overlayCallbacks.add(fn);
111
+ return () => { this._overlayCallbacks.delete(fn); };
112
+ }
113
+ beginFrame() {
114
+ const { device, msaaTexture, hdrTexture, depthTexture } = this._gpu;
115
+ const aspect = this._gpu.canvas.width / this._gpu.canvas.height;
116
+ let vpMatrix;
117
+ let cameraEye;
118
+ if (this._activeCamera && this._activeCamera.enabled) {
119
+ this._activeCamera.updateViewMatrix();
120
+ Mat4.perspective(this._projMatrix, this._activeCamera.fovY, aspect, this._activeCamera.near, this._activeCamera.far);
121
+ Mat4.multiply(this._vpMatrix, this._projMatrix, this._activeCamera.viewMatrix);
122
+ this._activeCamera.getWorldPosition(this._eyeScratch);
123
+ vpMatrix = this._vpMatrix;
124
+ cameraEye = this._eyeScratch;
125
+ }
126
+ else {
127
+ Mat4.perspective(this._projMatrix, this._camera.fovY, aspect, this._camera.near, this._camera.far);
128
+ Mat4.lookAt(this._viewMatrix, this._camera.eye, this._camera.target, this._camera.up);
129
+ Mat4.multiply(this._vpMatrix, this._projMatrix, this._viewMatrix);
130
+ vpMatrix = this._vpMatrix;
131
+ cameraEye = this._camera.eye;
132
+ }
133
+ const sceneLights = collectSceneLights(this._scene);
134
+ const fog = {
135
+ enabled: this.fogEnabled,
136
+ mode: this.fogMode,
137
+ density: this.fogDensity,
138
+ start: this.fogStart,
139
+ end: this.fogEnd,
140
+ color: this.fogColor,
141
+ };
142
+ writeSceneUniforms(this._sceneData, cameraEye, sceneLights, this._light, fog);
143
+ device.queue.writeBuffer(this._sceneBuffer, 0, this._sceneData);
144
+ // Frustum culling + MeshRenderer uniform writes
145
+ extractFrustumPlanes(this._frustumPlanes, vpMatrix);
146
+ this._meshRenderers.length = 0;
147
+ this._skinnedMeshRenderers.length = 0;
148
+ this._terrainRenderers.length = 0;
149
+ const meshRenderers = this._meshRenderers;
150
+ const skinnedRenderers = this._skinnedMeshRenderers;
151
+ const terrainRenderers = this._terrainRenderers;
152
+ for (const obj of this._scene.getAllObjects()) {
153
+ const mr = obj.getComponent(MeshRenderer);
154
+ if (mr && mr.enabled) {
155
+ mr.ensureGPU(this);
156
+ const bs = mr.worldBoundingSphere;
157
+ if (!bs || isSphereInFrustum(this._frustumPlanes, bs)) {
158
+ mr.initMaterialBindGroup(this._sceneBuffer);
159
+ mr.writeUniforms(vpMatrix);
160
+ meshRenderers.push(mr);
161
+ }
162
+ }
163
+ const smr = obj.getComponent(SkinnedMeshRenderer);
164
+ if (smr && smr.enabled) {
165
+ const bs = smr.worldBoundingSphere;
166
+ if (!bs || isSphereInFrustum(this._frustumPlanes, bs)) {
167
+ smr.initMaterialBindGroup(this._sceneBuffer);
168
+ smr.writeUniforms(vpMatrix);
169
+ // Upload bone matrices from sibling AnimationMixer (if present)
170
+ const boneData = findBoneMatrices(obj);
171
+ if (boneData)
172
+ smr.writeBoneMatrices(boneData);
173
+ skinnedRenderers.push(smr);
174
+ }
175
+ }
176
+ const tmr = obj.getComponent(TerrainMeshRenderer);
177
+ if (tmr && tmr.enabled) {
178
+ const bs = tmr.worldBoundingSphere;
179
+ if (!bs || isSphereInFrustum(this._frustumPlanes, bs)) {
180
+ tmr.initMaterialBindGroup(this._sceneBuffer);
181
+ tmr.writeUniforms(vpMatrix);
182
+ terrainRenderers.push(tmr);
183
+ }
184
+ }
185
+ }
186
+ this._encoder = device.createCommandEncoder();
187
+ // --- Shadow passes (via ShadowManager) ---
188
+ if (!this._shadowManager) {
189
+ this._shadowManager = new ShadowManager(device, this._pipelineResources.objectBindGroupLayout, this._pipelineResources.shadowBindGroupLayout);
190
+ }
191
+ const extraShadowDraw = this._makeExtraShadowDraw();
192
+ const computeCascadeVP = this._computeCascadeVP.bind(this);
193
+ const { bindGroup: shadowBindGroup } = this._shadowManager.update(this._encoder, this._scene, cameraEye, sceneLights, extraShadowDraw, computeCascadeVP);
194
+ // --- Depth pre-pass for SSAO ---
195
+ const canvasW = this._gpu.canvas.width, canvasH = this._gpu.canvas.height;
196
+ if (this.ssaoEnabled) {
197
+ if (!this._depthPrepass) {
198
+ this._depthPrepass = new DepthPrepass(device, this._pipelineResources.objectBindGroupLayout, canvasW, canvasH);
199
+ }
200
+ this._depthPrepass.resize(canvasW, canvasH);
201
+ const depthExtraDraw = this._makeDepthPrepassExtraDraw();
202
+ this._depthPrepass.execute(this._encoder, this._scene, vpMatrix, depthExtraDraw);
203
+ }
204
+ // --- On-demand scene depth pass for screenToWorldPoint readback ---
205
+ if (this._pendingReadbacks.length > 0) {
206
+ if (!this._sceneDepthPass) {
207
+ this._sceneDepthPass = new SceneDepthPass(device, this._pipelineResources.objectBindGroupLayout, canvasW, canvasH);
208
+ }
209
+ this._sceneDepthPass.resize(canvasW, canvasH);
210
+ this._sceneDepthPass.execute(this._encoder, vpMatrix, meshRenderers, skinnedRenderers, terrainRenderers);
211
+ Mat4.invert(this._invVPMatrix, vpMatrix);
212
+ // Encode pixel copies for all pending readbacks
213
+ for (const req of this._pendingReadbacks) {
214
+ const px = Math.round(req.x);
215
+ const py = Math.round(req.y);
216
+ if (px < 0 || px >= canvasW || py < 0 || py >= canvasH) {
217
+ req.resolve(null);
218
+ continue;
219
+ }
220
+ const staging = device.createBuffer({ size: 4, usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ });
221
+ this._encoder.copyTextureToBuffer({ texture: this._sceneDepthPass.depthTexture, origin: { x: px, y: py } }, { buffer: staging, bytesPerRow: 256 }, { width: 1, height: 1 });
222
+ this._activeReadbacks.push({
223
+ staging, px, py, nearClip: req.nearClip, resolve: req.resolve,
224
+ invVP: new Float32Array(this._invVPMatrix),
225
+ eyeX: cameraEye[0], eyeY: cameraEye[1], eyeZ: cameraEye[2],
226
+ canvasW, canvasH,
227
+ });
228
+ }
229
+ this._pendingReadbacks.length = 0;
230
+ }
231
+ // Wire up Camera static so scripts can call Camera.main.screenToWorldPoint()
232
+ Camera._renderSystem = this;
233
+ // Begin main render pass: MSAA → resolve to HDR texture
234
+ const cc = (this._activeCamera ?? Camera.getMain(this._scene))?.clearColor;
235
+ const clearR = cc ? cc[0] : 0.05;
236
+ const clearG = cc ? cc[1] : 0.05;
237
+ const clearB = cc ? cc[2] : 0.1;
238
+ const clearA = cc ? cc[3] ?? 1 : 1;
239
+ this._pass = this._encoder.beginRenderPass({
240
+ colorAttachments: [{
241
+ view: msaaTexture.createView(),
242
+ resolveTarget: hdrTexture.createView(),
243
+ clearValue: { r: clearR, g: clearG, b: clearB, a: clearA },
244
+ loadOp: 'clear',
245
+ storeOp: 'store',
246
+ }],
247
+ depthStencilAttachment: {
248
+ view: depthTexture.createView(),
249
+ depthClearValue: 1.0,
250
+ depthLoadOp: 'clear',
251
+ depthStoreOp: 'store',
252
+ },
253
+ });
254
+ // Set shadow bind group once for all objects
255
+ this._pass.setBindGroup(2, shadowBindGroup);
256
+ // Draw all MeshRenderers
257
+ for (const mr of meshRenderers) {
258
+ mr.draw(this._pass);
259
+ }
260
+ // Draw skinned mesh renderers (pass shadow bind group since pipeline switch invalidates it)
261
+ for (const smr of skinnedRenderers) {
262
+ smr.draw(this._pass, shadowBindGroup);
263
+ }
264
+ // Draw terrain renderers (re-sets shadow bind group after pipeline switch)
265
+ for (const tmr of terrainRenderers) {
266
+ tmr.draw(this._pass);
267
+ this._pass.setBindGroup(2, shadowBindGroup);
268
+ }
269
+ // Overlay callbacks (grid, gizmos, etc.)
270
+ for (const cb of this._overlayCallbacks) {
271
+ cb(this._pass, vpMatrix, cameraEye);
272
+ }
273
+ }
274
+ _makeExtraShadowDraw() {
275
+ const hasT = this._terrainRenderers.length > 0;
276
+ const hasS = this._skinnedMeshRenderers.length > 0;
277
+ if (!hasT && !hasS)
278
+ return undefined;
279
+ // Terrain shadow pipeline (lazy)
280
+ let terrainPipeline = null;
281
+ if (hasT) {
282
+ if (!this._terrainShadowPipeline) {
283
+ this._terrainShadowPipeline = this._createTerrainShadowPipeline();
284
+ }
285
+ terrainPipeline = this._terrainShadowPipeline;
286
+ }
287
+ // Skinned shadow pipeline (from skinned pipeline resources)
288
+ const skinnedRes = hasS ? this.skinnedPipelineResources : null;
289
+ const tRenderers = this._terrainRenderers;
290
+ const sRenderers = this._skinnedMeshRenderers;
291
+ return (pass) => {
292
+ // Draw terrain shadows
293
+ if (terrainPipeline) {
294
+ pass.setPipeline(terrainPipeline);
295
+ for (const tmr of tRenderers) {
296
+ if (!tmr.castShadow || !tmr.mesh || !tmr.bindGroup)
297
+ continue;
298
+ pass.setBindGroup(0, tmr.bindGroup);
299
+ pass.setVertexBuffer(0, tmr.mesh.vertexBuffer);
300
+ pass.setIndexBuffer(tmr.mesh.indexBuffer, tmr.mesh.indexFormat);
301
+ pass.drawIndexed(tmr.mesh.indexCount);
302
+ }
303
+ }
304
+ // Draw skinned shadows
305
+ if (skinnedRes) {
306
+ pass.setPipeline(skinnedRes.shadowPipeline);
307
+ for (const smr of sRenderers) {
308
+ if (!smr.castShadow || !smr.mesh || !smr.bindGroup || !smr.shadowBoneBindGroup)
309
+ continue;
310
+ pass.setBindGroup(0, smr.bindGroup);
311
+ pass.setBindGroup(2, smr.shadowBoneBindGroup);
312
+ pass.setVertexBuffer(0, smr.mesh.vertexBuffer);
313
+ pass.setIndexBuffer(smr.mesh.indexBuffer, smr.mesh.indexFormat);
314
+ pass.drawIndexed(smr.mesh.indexCount);
315
+ }
316
+ }
317
+ };
318
+ }
319
+ /** Like _makeExtraShadowDraw but filters by receiveSSAO flag (for depth prepass only). */
320
+ _makeDepthPrepassExtraDraw() {
321
+ const ssaoTerrain = this._terrainRenderers.filter(t => t.receiveSSAO);
322
+ if (ssaoTerrain.length === 0)
323
+ return undefined;
324
+ if (!this._terrainShadowPipeline) {
325
+ this._terrainShadowPipeline = this._createTerrainShadowPipeline();
326
+ }
327
+ const pipeline = this._terrainShadowPipeline;
328
+ return (pass) => {
329
+ pass.setPipeline(pipeline);
330
+ for (const tmr of ssaoTerrain) {
331
+ if (!tmr.mesh || !tmr.bindGroup)
332
+ continue;
333
+ pass.setBindGroup(0, tmr.bindGroup);
334
+ pass.setVertexBuffer(0, tmr.mesh.vertexBuffer);
335
+ pass.setIndexBuffer(tmr.mesh.indexBuffer, tmr.mesh.indexFormat);
336
+ pass.drawIndexed(tmr.mesh.indexCount);
337
+ }
338
+ };
339
+ }
340
+ _createTerrainShadowPipeline() {
341
+ const { device } = this._gpu;
342
+ const shaderModule = device.createShaderModule({ code: SHADOW_VERTEX_SHADER });
343
+ const lightVPBGL = device.createBindGroupLayout({
344
+ entries: [
345
+ { binding: 0, visibility: GPUShaderStage.VERTEX, buffer: { type: 'uniform' } },
346
+ ],
347
+ });
348
+ const pipelineLayout = device.createPipelineLayout({
349
+ bindGroupLayouts: [this._pipelineResources.objectBindGroupLayout, lightVPBGL],
350
+ });
351
+ return device.createRenderPipeline({
352
+ layout: pipelineLayout,
353
+ vertex: {
354
+ module: shaderModule,
355
+ entryPoint: 'main',
356
+ buffers: [{
357
+ arrayStride: TERRAIN_VERTEX_STRIDE_BYTES,
358
+ attributes: [
359
+ { shaderLocation: 0, offset: 0, format: 'float32x3' },
360
+ ],
361
+ }],
362
+ },
363
+ primitive: { topology: 'triangle-list', cullMode: 'back' },
364
+ depthStencil: {
365
+ depthWriteEnabled: true,
366
+ depthCompare: 'less',
367
+ format: 'depth32float',
368
+ depthBias: 2,
369
+ depthBiasSlopeScale: 2.0,
370
+ },
371
+ });
372
+ }
373
+ _computeCascadeVP(out, light, cameraCenter, size, distance) {
374
+ light.getWorldDirection(this._lightDirScratch);
375
+ const [dx, dy, dz] = this._lightDirScratch;
376
+ const half = distance * 0.5;
377
+ const [cx, cy, cz] = [cameraCenter[0], cameraCenter[1], cameraCenter[2]];
378
+ const eye = Vec3.fromValues(cx - dx * half, cy - dy * half, cz - dz * half);
379
+ const up = Math.abs(dy) > 0.99 ? Vec3.fromValues(0, 0, 1) : Vec3.fromValues(0, 1, 0);
380
+ Mat4.lookAt(this._lightView, eye, Vec3.fromValues(cx, cy, cz), up);
381
+ Mat4.ortho(this._lightProj, -size, size, -size, size, 0.1, distance);
382
+ Mat4.multiply(out, this._lightProj, this._lightView);
383
+ }
384
+ /**
385
+ * Queue a depth readback for the next frame. The returned promise resolves
386
+ * after endFrame() submits the GPU commands and the staging buffer is mapped.
387
+ * Returns null if the pixel is sky (depth >= 1.0) or closer than nearClip world units.
388
+ */
389
+ screenToWorldPoint(x, y, nearClip) {
390
+ return new Promise(resolve => {
391
+ this._pendingReadbacks.push({ x, y, nearClip, resolve });
392
+ });
393
+ }
394
+ endFrame() {
395
+ if (!this._pass || !this._encoder)
396
+ return;
397
+ this._pass.end();
398
+ const { device, hdrTexture, context } = this._gpu;
399
+ if (!this._bloomPass)
400
+ this._bloomPass = new BloomPass(device);
401
+ if (!this._tonemapPass)
402
+ this._tonemapPass = new TonemapPass(device, this._gpu.format);
403
+ if (!this._ssaoPass)
404
+ this._ssaoPass = new SSAOPass(device);
405
+ this._ssaoPass.enabled = this.ssaoEnabled && !!this._depthPrepass;
406
+ this._ssaoPass.radius = this.ssaoRadius;
407
+ this._ssaoPass.bias = this.ssaoBias;
408
+ this._ssaoPass.intensity = this.ssaoIntensity;
409
+ Mat4.invert(this._invProjMatrix, this._projMatrix);
410
+ const canvasW2 = this._gpu.canvas.width, canvasH2 = this._gpu.canvas.height;
411
+ const aoView = this._ssaoPass.execute(this._encoder, this._depthPrepass?.depthView ?? null, this._projMatrix, this._invProjMatrix, canvasW2, canvasH2);
412
+ this._bloomPass.threshold = this.bloomThreshold;
413
+ this._bloomPass.radius = this.bloomRadius;
414
+ const bloomView = this._bloomPass.execute(this._encoder, hdrTexture);
415
+ const swapchainView = context.getCurrentTexture().createView();
416
+ this._tonemapPass.execute(this._encoder, hdrTexture.createView(), bloomView, aoView, swapchainView, this.bloomIntensity, this.exposure, this.vignetteIntensity, this.vignetteRadius);
417
+ device.queue.submit([this._encoder.finish()]);
418
+ this._encoder = null;
419
+ this._pass = null;
420
+ // Resolve pending depth readbacks (fire-and-forget async)
421
+ if (this._activeReadbacks.length > 0) {
422
+ const readbacks = this._activeReadbacks.slice();
423
+ this._activeReadbacks.length = 0;
424
+ for (const rb of readbacks) {
425
+ resolveReadback(rb);
426
+ }
427
+ }
428
+ }
429
+ }
430
+ async function resolveReadback(rb) {
431
+ try {
432
+ await rb.staging.mapAsync(GPUMapMode.READ);
433
+ const depthValue = new Float32Array(rb.staging.getMappedRange())[0];
434
+ rb.staging.unmap();
435
+ rb.staging.destroy();
436
+ if (depthValue >= 1.0) {
437
+ rb.resolve(null);
438
+ return;
439
+ }
440
+ const ndcX = (rb.px / rb.canvasW) * 2 - 1;
441
+ const ndcY = 1 - (rb.py / rb.canvasH) * 2;
442
+ const ndcZ = depthValue;
443
+ const inv = rb.invVP;
444
+ const rx = inv[0] * ndcX + inv[4] * ndcY + inv[8] * ndcZ + inv[12];
445
+ const ry = inv[1] * ndcX + inv[5] * ndcY + inv[9] * ndcZ + inv[13];
446
+ const rz = inv[2] * ndcX + inv[6] * ndcY + inv[10] * ndcZ + inv[14];
447
+ const rw = inv[3] * ndcX + inv[7] * ndcY + inv[11] * ndcZ + inv[15];
448
+ const worldX = rx / rw;
449
+ const worldY = ry / rw;
450
+ const worldZ = rz / rw;
451
+ if (rb.nearClip !== undefined) {
452
+ const dx = worldX - rb.eyeX, dy = worldY - rb.eyeY, dz = worldZ - rb.eyeZ;
453
+ if (Math.sqrt(dx * dx + dy * dy + dz * dz) < rb.nearClip) {
454
+ rb.resolve(null);
455
+ return;
456
+ }
457
+ }
458
+ rb.resolve(Vec3.fromValues(worldX, worldY, worldZ));
459
+ }
460
+ catch {
461
+ rb.resolve(null);
462
+ }
463
+ }
464
+ /**
465
+ * Find bone matrices on a sibling component (AnimationMixer).
466
+ * Uses duck-typing to avoid importing from @certe/atmos-animation (circular dep).
467
+ */
468
+ function findBoneMatrices(obj) {
469
+ for (const c of obj.getComponents()) {
470
+ const bm = c.boneMatrices;
471
+ if (bm instanceof Float32Array)
472
+ return bm;
473
+ }
474
+ return null;
475
+ }
476
+ //# sourceMappingURL=render-system.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,36 @@
1
+ /**
2
+ * Full-scene depth pass for GPU readback (screenToWorldPoint).
3
+ * Renders ALL visible geometry (regular, skinned, terrain) to a non-MSAA
4
+ * depth32float texture with COPY_SRC so individual pixels can be read back.
5
+ * Separate from the SSAO DepthPrepass which only covers a subset of geometry.
6
+ */
7
+ import type { Mat4Type } from '@certe/atmos-math';
8
+ import type { MeshRenderer } from './mesh-renderer.js';
9
+ import type { SkinnedMeshRenderer } from './skinned-mesh-renderer.js';
10
+ import type { TerrainMeshRenderer } from './terrain-mesh-renderer.js';
11
+ export declare class SceneDepthPass {
12
+ private readonly _device;
13
+ private readonly _vpBuffer;
14
+ private readonly _vpBindGroup;
15
+ private readonly _vpBGL;
16
+ private readonly _objectBGL;
17
+ private _depthTexture;
18
+ private _width;
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+ private _height;
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+ private _regularPipeline;
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+ private _skinnedPipeline;
22
+ private _skinnedBoneBGL;
23
+ private _terrainPipeline;
24
+ get depthTexture(): GPUTexture;
25
+ get width(): number;
26
+ get height(): number;
27
+ constructor(device: GPUDevice, objectBGL: GPUBindGroupLayout, w: number, h: number);
28
+ private _createTexture;
29
+ resize(w: number, h: number): void;
30
+ execute(encoder: GPUCommandEncoder, vpMatrix: Mat4Type, meshRenderers: readonly MeshRenderer[], skinnedRenderers: readonly SkinnedMeshRenderer[], terrainRenderers: readonly TerrainMeshRenderer[]): void;
31
+ private _createRegularPipeline;
32
+ private _createSkinnedPipeline;
33
+ private _createTerrainPipeline;
34
+ destroy(): void;
35
+ }
36
+ //# sourceMappingURL=scene-depth.d.ts.map
@@ -0,0 +1 @@
1
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