@d5techs/3dgs-lib 1.4.41 → 1.4.43

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@@ -1,32 +1,22 @@
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  export declare class SkyboxRenderer {
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  private readonly device;
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- private readonly format;
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- private readonly depthFormat;
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- private readonly shaderModule;
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- private readonly bindGroupLayout;
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- private readonly pipelineLayout;
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  private readonly pipeline;
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  private readonly uniformBuffer;
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  private readonly sampler;
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- private readonly scratchViewNoTrans;
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- private readonly scratchVp;
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- private readonly scratchInv;
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+ private readonly bindGroupLayout;
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+ private readonly uniformData;
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  private cubeTexture;
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  private cubeBindGroup;
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- private uniformDirty;
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+ private frameReady;
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  constructor(device: GPUDevice, format: GPUTextureFormat, depthFormat: GPUTextureFormat);
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  get isActive(): boolean;
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  loadCubemap(faceUrls: [string, string, string, string, string, string]): Promise<void>;
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  /**
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- * Must be called BEFORE beginFrame() to write uniform data outside the render pass.
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+ * Write uniforms BEFORE beginFrame(). No matrix inversion needed
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+ * we extract the view rotation transpose and inverse projection scalars directly.
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  */
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  prepareFrame(viewMatrix: Float32Array, projectionMatrix: Float32Array): void;
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- /**
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- * Draw the skybox into the given render pass. Call prepareFrame() first.
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- */
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  draw(pass: GPURenderPassEncoder): void;
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  clear(): void;
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  destroy(): void;
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- static invertMat4(out: Float32Array, e: Float32Array): boolean;
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- private static multiplyMat4;
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  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@d5techs/3dgs-lib",
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- "version": "1.4.41",
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+ "version": "1.4.43",
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  "description": "可扩展的 WebGPU 3D 渲染引擎",
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  "type": "module",
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  "main": "./dist/3dgs-lib.cjs",