@d5techs/3dgs-lib 1.4.41 → 1.4.43
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- package/dist/3dgs-lib.cjs +54 -119
- package/dist/3dgs-lib.cjs.map +1 -1
- package/dist/3dgs-lib.js +54 -119
- package/dist/3dgs-lib.js.map +1 -1
- package/dist/core/SkyboxRenderer.d.ts +5 -15
- package/package.json +1 -1
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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
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private readonly
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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
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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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*
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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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}
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