@driftengine/core 4.5.0 → 4.6.0
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/CHANGELOG.json +51 -0
- package/README.md +1 -1
- package/dist/geometry/boxCsg.d.ts +28 -0
- package/dist/geometry/boxCsg.js +139 -0
- package/dist/geometry/csg.d.ts +36 -0
- package/dist/geometry/csg.js +329 -0
- package/dist/geometry/meshBuilder.js +13 -0
- package/dist/geometry/meshConcat.js +1 -0
- package/dist/geometry/pixelFont.js +2 -0
- package/dist/geometry/solid.d.ts +61 -0
- package/dist/geometry/solid.js +152 -0
- package/dist/geometry/solidFlat.d.ts +35 -0
- package/dist/geometry/solidFlat.js +428 -0
- package/dist/geometry/solidHarness.d.ts +19 -0
- package/dist/geometry/solidHarness.js +66 -0
- package/dist/geometry/solidNormals.d.ts +17 -0
- package/dist/geometry/solidNormals.js +86 -0
- package/dist/geometry/solidRound.d.ts +41 -0
- package/dist/geometry/solidRound.js +323 -0
- package/dist/geometry/solidWriter.d.ts +16 -0
- package/dist/geometry/solidWriter.js +42 -0
- package/dist/index.d.ts +23 -2
- package/dist/index.js +13 -1
- package/dist/render/backend/api.d.ts +17 -3
- package/dist/render/backend/drawFog.d.ts +26 -0
- package/dist/render/backend/drawFog.js +30 -0
- package/dist/render/backend/materialChanges.d.ts +2 -1
- package/dist/render/backend/materialChanges.js +6 -1
- package/dist/render/backend/webgl2/instanced.d.ts +24 -5
- package/dist/render/backend/webgl2/instanced.js +72 -15
- package/dist/render/backend/webgl2/renderer.d.ts +122 -8
- package/dist/render/backend/webgl2/renderer.js +238 -121
- package/dist/render/backend/webgpu/buffers.d.ts +10 -0
- package/dist/render/backend/webgpu/buffers.js +34 -3
- package/dist/render/backend/webgpu/depthPass.js +5 -1
- package/dist/render/backend/webgpu/drawCommand.d.ts +5 -0
- package/dist/render/backend/webgpu/drawCommand.js +1 -0
- package/dist/render/backend/webgpu/flatPass.d.ts +4 -1
- package/dist/render/backend/webgpu/flatPass.js +38 -9
- package/dist/render/backend/webgpu/glassTintPass.js +2 -1
- package/dist/render/backend/webgpu/instanceCullPass.d.ts +34 -0
- package/dist/render/backend/webgpu/instanceCullPass.js +144 -0
- package/dist/render/backend/webgpu/instanced.d.ts +11 -1
- package/dist/render/backend/webgpu/instanced.js +21 -3
- package/dist/render/backend/webgpu/latePass.d.ts +6 -2
- package/dist/render/backend/webgpu/latePass.js +11 -4
- package/dist/render/backend/webgpu/postPass.d.ts +1 -1
- package/dist/render/backend/webgpu/renderer.d.ts +100 -10
- package/dist/render/backend/webgpu/renderer.js +462 -201
- package/dist/render/backend/webgpu/sdfTextPass.js +6 -1
- package/dist/render/backend/webgpu/shaders/instanceCull.wgsl.d.ts +18 -0
- package/dist/render/backend/webgpu/shaders/instanceCull.wgsl.js +59 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +17 -3
- package/dist/render/backend/webgpu/surfaceTexturePass.js +77 -38
- package/dist/render/driftLight/bake.d.ts +7 -0
- package/dist/render/driftLight/bake.js +61 -56
- package/dist/render/driftLight/denseField.d.ts +46 -0
- package/dist/render/driftLight/denseField.js +109 -0
- package/dist/render/driftLight/lightField.d.ts +10 -5
- package/dist/render/driftLight/lightField.js +25 -19
- package/dist/render/driftLight/presence.d.ts +50 -0
- package/dist/render/driftLight/presence.js +43 -0
- package/dist/render/driftLight/uniforms.d.ts +3 -3
- package/dist/render/driftLight/uniforms.js +5 -6
- package/dist/render/driftLight/worldLightField.d.ts +41 -0
- package/dist/render/driftLight/worldLightField.js +66 -0
- package/dist/render/fixtureAtlas.d.ts +20 -0
- package/dist/render/fixtureAtlas.js +49 -0
- package/dist/render/instanceCull.d.ts +63 -0
- package/dist/render/instanceCull.js +160 -0
- package/dist/render/instances.d.ts +15 -0
- package/dist/render/lightBudget.d.ts +22 -33
- package/dist/render/lightBudget.js +24 -35
- package/dist/render/lightGrid.d.ts +42 -0
- package/dist/render/lightGrid.js +87 -0
- package/dist/render/mesh.d.ts +18 -24
- package/dist/render/mesh.js +51 -68
- package/dist/render/occlusion.d.ts +10 -0
- package/dist/render/occlusion.js +36 -7
- package/dist/render/pointLightSelection.d.ts +7 -0
- package/dist/render/pointLightSelection.js +29 -4
- package/dist/render/rainField.d.ts +13 -0
- package/dist/render/rainField.js +27 -5
- package/dist/render/recon/lateDepth.d.ts +11 -0
- package/dist/render/recon/lateDepth.js +70 -0
- package/dist/render/recon/resolve.d.ts +34 -4
- package/dist/render/recon/resolve.js +161 -20
- package/dist/render/rendererHarness.js +4 -0
- package/dist/render/sceneTarget.d.ts +2 -0
- package/dist/render/sceneTarget.js +2 -0
- package/dist/render/shaders/depth.js +12 -9
- package/dist/render/shaders/flat/driftLight.d.ts +1 -1
- package/dist/render/shaders/flat/driftLight.js +32 -7
- package/dist/render/shaders/flat/index.js +5 -3
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +75 -23
- package/dist/render/shaders/flat/preamble.js +75 -20
- package/dist/render/shaders/flat/surfaceEffects.d.ts +29 -0
- package/dist/render/shaders/flat/surfaceEffects.js +152 -0
- package/dist/render/shaders/generated/depth.wgsl.d.ts +8 -8
- package/dist/render/shaders/generated/depth.wgsl.js +8 -8
- package/dist/render/shaders/generated/flat.wgsl.d.ts +1320 -1320
- package/dist/render/shaders/generated/flat.wgsl.js +1359 -1345
- package/dist/render/shaders/generated/lightVolume.wgsl.js +18 -4
- package/dist/render/shaders/generated/rush.wgsl.d.ts +21 -16
- package/dist/render/shaders/generated/rush.wgsl.js +21 -16
- package/dist/render/shaders/generated/sdfText.wgsl.d.ts +2 -2
- package/dist/render/shaders/generated/sdfText.wgsl.js +2 -2
- package/dist/render/shaders/generated/text.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/text.wgsl.js +1 -1
- package/dist/render/shaders/gi/driftLight.wgsl.d.ts +1 -1
- package/dist/render/shaders/gi/driftLight.wgsl.js +27 -4
- package/dist/render/shaders/recon/lateDepth.wgsl.js +38 -13
- package/dist/render/shaders/recon/resolve.wgsl.d.ts +8 -7
- package/dist/render/shaders/recon/resolve.wgsl.js +161 -27
- package/dist/render/shaders/rush.js +11 -1
- package/dist/render/shaders/sdfText.d.ts +1 -1
- package/dist/render/shaders/sdfText.js +3 -2
- package/dist/render/shaders/text.d.ts +1 -1
- package/dist/render/shaders/text.js +18 -9
- package/dist/render/surfaceEffects.d.ts +83 -0
- package/dist/render/surfaceEffects.js +75 -0
- package/dist/render/surfaceScene.d.ts +8 -0
- package/dist/render/surfaceScene.js +8 -0
- package/dist/render/surfaceTexture.d.ts +18 -2
- package/dist/render/surfaceTexture.js +68 -15
- package/dist/render/temporalAa.d.ts +25 -6
- package/dist/render/temporalAa.js +45 -15
- package/dist/render/textureSource.d.ts +30 -0
- package/dist/render/textureSource.js +53 -0
- package/dist/render/vertexDefaults.js +2 -0
- package/dist/world/hlod.d.ts +104 -0
- package/dist/world/hlod.js +214 -0
- package/package.json +6 -6
- package/src/geometry/boxCsg.ts +186 -0
- package/src/geometry/csg.ts +384 -0
- package/src/geometry/meshBuilder.ts +15 -0
- package/src/geometry/meshConcat.ts +1 -0
- package/src/geometry/pixelFont.ts +2 -0
- package/src/geometry/solid.ts +189 -0
- package/src/geometry/solidFlat.ts +522 -0
- package/src/geometry/solidHarness.ts +83 -0
- package/src/geometry/solidNormals.ts +103 -0
- package/src/geometry/solidRound.ts +443 -0
- package/src/geometry/solidWriter.ts +58 -0
- package/src/index.ts +51 -1
- package/src/render/backend/api.ts +21 -2
- package/src/render/backend/drawFog.ts +31 -0
- package/src/render/backend/materialChanges.ts +9 -2
- package/src/render/backend/webgl2/instanced.ts +80 -14
- package/src/render/backend/webgl2/renderer.ts +300 -143
- package/src/render/backend/webgpu/buffers.ts +42 -3
- package/src/render/backend/webgpu/depthPass.ts +5 -1
- package/src/render/backend/webgpu/drawCommand.ts +6 -0
- package/src/render/backend/webgpu/flatPass.ts +41 -11
- package/src/render/backend/webgpu/glassTintPass.ts +2 -1
- package/src/render/backend/webgpu/instanceCullPass.ts +165 -0
- package/src/render/backend/webgpu/instanced.ts +21 -3
- package/src/render/backend/webgpu/latePass.ts +12 -3
- package/src/render/backend/webgpu/renderer.ts +540 -226
- package/src/render/backend/webgpu/sdfTextPass.ts +6 -1
- package/src/render/backend/webgpu/shaders/instanceCull.wgsl.ts +61 -0
- package/src/render/backend/webgpu/surfaceTexturePass.ts +90 -50
- package/src/render/driftLight/bake.ts +85 -62
- package/src/render/driftLight/denseField.ts +149 -0
- package/src/render/driftLight/lightField.ts +33 -18
- package/src/render/driftLight/presence.ts +69 -0
- package/src/render/driftLight/uniforms.ts +8 -9
- package/src/render/driftLight/worldLightField.ts +83 -0
- package/src/render/fixtureAtlas.ts +63 -0
- package/src/render/instanceCull.ts +205 -0
- package/src/render/instances.ts +16 -0
- package/src/render/lightBudget.ts +25 -36
- package/src/render/lightGrid.ts +130 -0
- package/src/render/mesh.ts +59 -72
- package/src/render/occlusion.ts +51 -7
- package/src/render/pointLightSelection.ts +72 -4
- package/src/render/rainField.ts +39 -5
- package/src/render/recon/lateDepth.ts +83 -0
- package/src/render/recon/resolve.ts +206 -20
- package/src/render/rendererHarness.ts +4 -0
- package/src/render/sceneTarget.ts +4 -0
- package/src/render/shaders/depth.ts +12 -9
- package/src/render/shaders/flat/driftLight.ts +32 -7
- package/src/render/shaders/flat/index.ts +5 -3
- package/src/render/shaders/flat/main.ts +75 -23
- package/src/render/shaders/flat/preamble.ts +75 -20
- package/src/render/shaders/flat/surfaceEffects.ts +152 -0
- package/src/render/shaders/generated/depth.wgsl.ts +8 -8
- package/src/render/shaders/generated/flat.wgsl.ts +1361 -1345
- package/src/render/shaders/generated/lightVolume.wgsl.ts +20 -4
- package/src/render/shaders/generated/rush.wgsl.ts +21 -16
- package/src/render/shaders/generated/sdfText.wgsl.ts +2 -2
- package/src/render/shaders/generated/text.wgsl.ts +1 -1
- package/src/render/shaders/gi/driftLight.wgsl.ts +27 -4
- package/src/render/shaders/recon/lateDepth.wgsl.ts +38 -13
- package/src/render/shaders/recon/resolve.wgsl.ts +161 -27
- package/src/render/shaders/rush.ts +11 -1
- package/src/render/shaders/sdfText.ts +3 -2
- package/src/render/shaders/text.ts +18 -9
- package/src/render/surfaceEffects.ts +132 -0
- package/src/render/surfaceScene.ts +16 -0
- package/src/render/surfaceTexture.ts +110 -19
- package/src/render/temporalAa.ts +78 -14
- package/src/render/textureSource.ts +72 -0
- package/src/render/vertexDefaults.ts +2 -0
- package/src/world/hlod.ts +290 -0
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import { FrameBudget } from '../budget.ts';
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import { MaterialChanges, ownsMaterial } from '../materialChanges.ts';
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import { FOG_RECEDE, fogModeOf } from '../drawFog.ts';
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import { mat4 } from 'gl-matrix';
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import {
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import { createFrustum, frustumFromViewProjection } from '../../../math/frustum.ts';
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import type { Frustum } from '../../../math/frustum.ts';
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import type { Bounds } from '../../../math/bounds.ts';
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import { batchBoxVisible, cullsInstances } from '../../instanceCull.ts';
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import { OcclusionBuffer } from '../../occlusion.ts';
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import { boundsVisible } from '../../visibility.ts';
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import { createPassRegistry, drainRegistry, passAt, registerIn, unregisterIn } from '../../pass.ts';
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} from '../../emptyTexture.ts';
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import { LightField } from '../../driftLight/lightField.ts';
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import type { LightFieldOptions, LightFieldSource } from '../../driftLight/lightField.ts';
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import type { DriftLightVolumes } from '../../driftLight/presence.ts';
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import type { DenseLightVolume } from '../../driftLight/denseField.ts';
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import { WorldLightField } from '../../driftLight/worldLightField.ts';
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import type { WorldLightFieldOptions } from '../../driftLight/worldLightField.ts';
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import { createDriftLightUniforms, resolveDriftLight } from '../../driftLight/uniforms.ts';
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/**
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import { octahedralEdgeFor } from '../../prefilterEnvMap.ts';
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import { EnvironmentPrefilterPass } from '../../prefilterPass.ts';
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import { packIesAtlas } from '../../iesProfile.ts';
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import { fixtureAtlasLayout, fixtureAtlasTexels } from '../../fixtureAtlas.ts';
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import { resolveSurfaceScene } from '../../surfaceScene.ts';
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import type { AreaLightBuffer, AreaLightSource } from '../../areaLights.ts';
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import { MAX_AREA_LIGHTS } from '../../areaLights.ts';
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import type { WindField } from '../../windField.ts';
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import type { FlockParams } from '../../flockRenderer.ts';
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import { InstancedBatch } from './instanced.ts';
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import type { MeshInstances } from '../../instances.ts';
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import type { InstancedOptions, MeshInstances } from '../../instances.ts';
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import type { SurfaceTextureHandle } from '../api.ts';
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* how strongly.
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/**
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* Seconds on the caller's clock, for the surfaces that animate — a sign's pulse, a ticker's
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* scroll, a flipbook. The caller's rather than a clock read here, so a held clock holds every
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* surface still and a replay replays them. 0 unless stated.
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/**
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* the ones already lit. 0 unless stated.
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* The share of windows that stay lit however late it gets, 0 to 1, so the small hours are not a
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* dark city. 0 unless stated.
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/** The identity tint, handed back after any draw that asked for one. See `drawMesh`. */
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* Add this surface's light to what is behind it instead of covering it: a glow, a beam, a pool
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* of light under a lamp. Its colour times its opacity is added and nothing is darkened, so black
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* is invisible and overlapping glows brighten — which is why such surfaces are authored nearly
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* Drawn into the picture a reconstruction resolves, rather than after it. For a surface that
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* surface's, so the resolve can carry it with the surface.
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* **Late is the default, and it is right for anything else.** A translucent surface writes no
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* depth the motion pass could test and may move apart from what shows through it — a caption
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* over a moving car — so a history can only smear it; after the upscale it is sharp and has none.
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* **What late gives up** is the edge: drawn unjittered against a depth the jittered render
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* `reconstruction` off. An order-independent blended set replays where it replays.
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/**
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* `false` draws the mesh exactly its own vertex colour times its own texture, with no
|
|
712
770
|
* ambient, sun, point lights, specular, reflectivity, grain or emissive touching it —
|
|
@@ -1136,7 +1194,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
1136
1194
|
private readonly emptyDriftIndex: WebGLTexture;
|
|
1137
1195
|
private readonly emptyDriftAtlas: WebGLTexture;
|
|
1138
1196
|
/** The scene's DriftLight field, and its two volumes once it is whole. See `createLightField`. */
|
|
1139
|
-
private lightField:
|
|
1197
|
+
private lightField: DriftLightVolumes | null = null;
|
|
1140
1198
|
private driftIndex: WebGLTexture | null = null;
|
|
1141
1199
|
private driftAtlas: WebGLTexture | null = null;
|
|
1142
1200
|
private readonly driftUniforms = createDriftLightUniforms();
|
|
@@ -1183,6 +1241,11 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
1183
1241
|
private oitActive = false;
|
|
1184
1242
|
/** True while the queue is being replayed, so a replayed draw does not record itself again. */
|
|
1185
1243
|
private oitReplaying = false;
|
|
1244
|
+
/** `uSurfaceScene`, resolved once a pass. See `surfaceScene.ts`. */
|
|
1245
|
+
private readonly surfaceScene = new Float32Array(4);
|
|
1246
|
+
/** The two halves of `uWriteMode`, kept here because a `vec2` is written whole. */
|
|
1247
|
+
private oitWeight = 0;
|
|
1248
|
+
private ditherFade = 0;
|
|
1186
1249
|
/** Said once, not per frame, where the context cannot give the float target the sum needs. */
|
|
1187
1250
|
private oitRefused = false;
|
|
1188
1251
|
/** Said once for the whole renderer. See `refuseOitMultisampled`. */
|
|
@@ -1288,6 +1351,8 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
1288
1351
|
private readonly taaDepthToViewZ = Float32Array.of(0, 0, 0, 1);
|
|
1289
1352
|
private readonly aoInvProjection = mat4.create();
|
|
1290
1353
|
private readonly aoProjScale = new Float32Array(2);
|
|
1354
|
+
/** Where this frame's jitter put the occlusion, in the composite's uv. See `uAoOffset`. */
|
|
1355
|
+
private readonly aoOffset = new Float32Array(2);
|
|
1291
1356
|
/**
|
|
1292
1357
|
* Whether this frame has already been resolved to the canvas.
|
|
1293
1358
|
*
|
|
@@ -1379,12 +1444,15 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
1379
1444
|
* world. See `prepareStaticPointShadows`.
|
|
1380
1445
|
*/
|
|
1381
1446
|
private pointShadowArray: PointShadowArray | null = null;
|
|
1382
|
-
/** The
|
|
1383
|
-
private
|
|
1384
|
-
/**
|
|
1447
|
+
/** The fixture atlas — cookies over profiles — allocated on first use. See `fixtureAtlas.ts`. */
|
|
1448
|
+
private fixtureTexture: WebGLTexture | null = null;
|
|
1449
|
+
/** The profiles as packed, kept so a new set of cookies can rebuild the atlas around them. */
|
|
1450
|
+
private iesAtlas = packIesAtlas([]);
|
|
1451
|
+
/** The cookie images, kept so a new set of profiles can rebuild the atlas around them. */
|
|
1452
|
+
private cookieImages: readonly TexImageSource[] = [];
|
|
1453
|
+
/** Rows of profile in the atlas. One until a consumer loads a profile, which is the row of ones. */
|
|
1385
1454
|
private iesRows = 1;
|
|
1386
|
-
|
|
1387
|
-
/** Tiles in the cookie atlas. 0 is the white placeholder and the whole off path. */
|
|
1455
|
+
/** Cookie tiles in the atlas. 0 is none, and the whole off path. */
|
|
1388
1456
|
private cookieTiles = 0;
|
|
1389
1457
|
/** Horizontal planes each profile occupies. 1 unless something asymmetric was loaded. */
|
|
1390
1458
|
private iesPlanes = 1;
|
|
@@ -1701,7 +1769,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
1701
1769
|
if (cutout !== null) {
|
|
1702
1770
|
gl.useProgram(this.depthInstancedCutoutProgram);
|
|
1703
1771
|
this.bindCutoutDepth(this.depthInstancedCutoutUniforms, cutout);
|
|
1704
|
-
gpuBatch.
|
|
1772
|
+
gpuBatch.draw(gl, count);
|
|
1705
1773
|
if (twoSided && this.depthPassCullsFaces) gl.enable(gl.CULL_FACE);
|
|
1706
1774
|
gl.useProgram(this.depthProgram);
|
|
1707
1775
|
this.restoreSurfaceTextureUnit();
|
|
@@ -1712,7 +1780,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
1712
1780
|
gl.uniformMatrix4fv(u['uLightViewProj'] ?? null, false, this.activeDepthViewProj);
|
|
1713
1781
|
gl.uniform1i(u['uPeelShadowLayer'] ?? null, this.activeDepthPeel ? 1 : 0);
|
|
1714
1782
|
if (this.activeDepthPeel) gl.uniform1i(u['uPreviousShadowMap'] ?? null, 0);
|
|
1715
|
-
gpuBatch.
|
|
1783
|
+
gpuBatch.draw(gl, count);
|
|
1716
1784
|
if (twoSided && this.depthPassCullsFaces) gl.enable(gl.CULL_FACE);
|
|
1717
1785
|
gl.useProgram(this.depthProgram);
|
|
1718
1786
|
},
|
|
@@ -1991,6 +2059,14 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
1991
2059
|
return this.occlusion?.occluded(bounds, model) ?? false;
|
|
1992
2060
|
}
|
|
1993
2061
|
|
|
2062
|
+
/**
|
|
2063
|
+
* Whether a world-space box is wholly behind the declared occluders — the tighter question for
|
|
2064
|
+
* something that is a box, such as a region. False with no occlusion buffer. See `occluded`.
|
|
2065
|
+
*/
|
|
2066
|
+
occludedBox(min: ArrayLike<number>, max: ArrayLike<number>): boolean {
|
|
2067
|
+
return this.occlusion?.occludedBox(min, max) ?? false;
|
|
2068
|
+
}
|
|
2069
|
+
|
|
1994
2070
|
/* -- Registered passes ---------------------------------------------------------------- */
|
|
1995
2071
|
|
|
1996
2072
|
private readonly passes: PassRegistry = createPassRegistry();
|
|
@@ -2181,106 +2257,67 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
2181
2257
|
* `createSurfaceTexture` and the material maps take.
|
|
2182
2258
|
*/
|
|
2183
2259
|
setSpotCookies(images: readonly TexImageSource[]): void {
|
|
2184
|
-
|
|
2185
|
-
this.
|
|
2186
|
-
if (this.cookieTexture === null) this.cookieTexture = gl.createTexture();
|
|
2187
|
-
gl.activeTexture(gl.TEXTURE0 + COOKIE_ATLAS_TEXTURE_UNIT);
|
|
2188
|
-
gl.bindTexture(gl.TEXTURE_2D, this.cookieTexture);
|
|
2189
|
-
if (images.length === 0) {
|
|
2190
|
-
/* White, not black: this multiplies a light's colour. */
|
|
2191
|
-
gl.texImage2D(
|
|
2192
|
-
gl.TEXTURE_2D,
|
|
2193
|
-
0,
|
|
2194
|
-
gl.RGBA8,
|
|
2195
|
-
1,
|
|
2196
|
-
1,
|
|
2197
|
-
0,
|
|
2198
|
-
gl.RGBA,
|
|
2199
|
-
gl.UNSIGNED_BYTE,
|
|
2200
|
-
new Uint8Array([255, 255, 255, 255]),
|
|
2201
|
-
);
|
|
2202
|
-
} else {
|
|
2203
|
-
gl.texImage2D(
|
|
2204
|
-
gl.TEXTURE_2D,
|
|
2205
|
-
0,
|
|
2206
|
-
gl.RGBA8,
|
|
2207
|
-
COOKIE_TILE * images.length,
|
|
2208
|
-
COOKIE_TILE,
|
|
2209
|
-
0,
|
|
2210
|
-
gl.RGBA,
|
|
2211
|
-
gl.UNSIGNED_BYTE,
|
|
2212
|
-
null,
|
|
2213
|
-
);
|
|
2214
|
-
for (let tile = 0; tile < images.length; tile++) {
|
|
2215
|
-
const image = images[tile];
|
|
2216
|
-
if (image === undefined) continue;
|
|
2217
|
-
gl.texSubImage2D(gl.TEXTURE_2D, 0, tile * COOKIE_TILE, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
|
|
2218
|
-
}
|
|
2219
|
-
}
|
|
2220
|
-
/* Linear and clamped: a cookie is an image, and the shader's own inset is what keeps a tile
|
|
2221
|
-
from reaching its neighbour — clamping alone cannot, the seam being interior to the row. */
|
|
2222
|
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
|
2223
|
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
|
2224
|
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
2225
|
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
2226
|
-
gl.activeTexture(gl.TEXTURE0);
|
|
2260
|
+
this.cookieImages = images.slice();
|
|
2261
|
+
this.buildFixtureAtlas();
|
|
2227
2262
|
}
|
|
2228
2263
|
|
|
2229
2264
|
setIesProfiles(profiles: readonly PhotometricProfile[]): void {
|
|
2265
|
+
this.iesAtlas = packIesAtlas(profiles);
|
|
2266
|
+
this.buildFixtureAtlas();
|
|
2267
|
+
}
|
|
2268
|
+
|
|
2269
|
+
/**
|
|
2270
|
+
* The fixture atlas from the profiles and cookies in hand: the profiles' rows at the bottom, the
|
|
2271
|
+
* cookies' tiles on top, one `RGBA16F` texture. See `fixtureAtlas.ts` for the layout.
|
|
2272
|
+
*
|
|
2273
|
+
* **Half float, matching what the other backend must use**: a 32-bit float texture is not
|
|
2274
|
+
* filterable in core WebGPU, and both tables are curves and images that want linear filtering.
|
|
2275
|
+
* Linear and clamped: a profile is sampled between two angles, and a cookie's own inset is what
|
|
2276
|
+
* keeps a tile from its neighbour — clamping alone cannot, the seam being interior to the row.
|
|
2277
|
+
*/
|
|
2278
|
+
private buildFixtureAtlas(): void {
|
|
2230
2279
|
const { gl } = this;
|
|
2231
|
-
const
|
|
2232
|
-
if (this.
|
|
2233
|
-
gl.activeTexture(gl.TEXTURE0 +
|
|
2234
|
-
gl.bindTexture(gl.TEXTURE_2D, this.
|
|
2235
|
-
/*
|
|
2236
|
-
* `LINEAR` across a row and clamped, unlike the froxel table's `NEAREST`. This one *is* a
|
|
2237
|
-
* curve rather than data addressed by index: interpolating between two columns is sampling
|
|
2238
|
-
* the distribution between two angles, which is exactly what is wanted, and clamping stops a
|
|
2239
|
-
* row bleeding into its neighbour at the edges.
|
|
2240
|
-
*/
|
|
2241
|
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
|
2242
|
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
|
2243
|
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
2244
|
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
2245
|
-
/*
|
|
2246
|
-
* One channel, because a row holds one number per angle and the other three would be three
|
|
2247
|
-
* quarters of the upload spent on nothing — and **half float rather than full**, matching what
|
|
2248
|
-
* the other backend must use: a 32-bit float texture is not filterable in core WebGPU, and this
|
|
2249
|
-
* row is a curve that wants linear filtering. Keeping the two formats the same is the
|
|
2250
|
-
* 2026-08-13 rule rather than tidiness; the driver converts the float data on the way in.
|
|
2251
|
-
*/
|
|
2280
|
+
const layout = fixtureAtlasLayout(this.iesAtlas.height, this.cookieImages.length);
|
|
2281
|
+
if (this.fixtureTexture === null) this.fixtureTexture = gl.createTexture();
|
|
2282
|
+
gl.activeTexture(gl.TEXTURE0 + FIXTURE_ATLAS_TEXTURE_UNIT);
|
|
2283
|
+
gl.bindTexture(gl.TEXTURE_2D, this.fixtureTexture);
|
|
2252
2284
|
gl.texImage2D(
|
|
2253
2285
|
gl.TEXTURE_2D,
|
|
2254
2286
|
0,
|
|
2255
|
-
gl.
|
|
2256
|
-
|
|
2257
|
-
|
|
2287
|
+
gl.RGBA16F,
|
|
2288
|
+
layout.width,
|
|
2289
|
+
layout.height,
|
|
2258
2290
|
0,
|
|
2259
|
-
gl.
|
|
2291
|
+
gl.RGBA,
|
|
2260
2292
|
gl.FLOAT,
|
|
2261
|
-
|
|
2293
|
+
fixtureAtlasTexels(layout, this.iesAtlas),
|
|
2262
2294
|
);
|
|
2263
|
-
|
|
2264
|
-
|
|
2295
|
+
for (let tile = 0; tile < this.cookieImages.length; tile++) {
|
|
2296
|
+
const image = this.cookieImages[tile];
|
|
2297
|
+
if (image === undefined) continue;
|
|
2298
|
+
gl.texSubImage2D(gl.TEXTURE_2D, 0, tile * COOKIE_TILE, 0, gl.RGBA, gl.HALF_FLOAT, image);
|
|
2299
|
+
}
|
|
2300
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
|
2301
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
|
2302
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
2303
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
2304
|
+
this.iesRows = this.iesAtlas.height;
|
|
2305
|
+
this.iesPlanes = this.iesAtlas.planes;
|
|
2306
|
+
this.cookieTiles = this.cookieImages.length;
|
|
2265
2307
|
gl.bindTexture(gl.TEXTURE_2D, null);
|
|
2308
|
+
gl.activeTexture(gl.TEXTURE0);
|
|
2266
2309
|
}
|
|
2267
2310
|
|
|
2268
|
-
/** Bind the atlas and say
|
|
2311
|
+
/** Bind the fixture atlas and say what is in it. Always, for the reason `bindClusters` gives. */
|
|
2269
2312
|
private bindIesAtlas(u: Record<string, WebGLUniformLocation>): void {
|
|
2270
2313
|
const { gl } = this;
|
|
2271
|
-
|
|
2272
|
-
|
|
2273
|
-
gl.
|
|
2274
|
-
gl.
|
|
2314
|
+
/* Built on demand rather than at construction, for the reason the grade's placeholder is. */
|
|
2315
|
+
if (this.fixtureTexture === null) this.buildFixtureAtlas();
|
|
2316
|
+
gl.activeTexture(gl.TEXTURE0 + FIXTURE_ATLAS_TEXTURE_UNIT);
|
|
2317
|
+
gl.bindTexture(gl.TEXTURE_2D, this.fixtureTexture);
|
|
2318
|
+
gl.uniform1i(u['uFixtureAtlas'] ?? null, FIXTURE_ATLAS_TEXTURE_UNIT);
|
|
2275
2319
|
gl.uniform1f(u['uIesAtlasRows'] ?? null, this.iesRows);
|
|
2276
2320
|
gl.uniform1f(u['uIesPlaneCount'] ?? null, this.iesPlanes);
|
|
2277
|
-
/* Built on demand rather than at construction, for the reason the grade's placeholder is: a
|
|
2278
|
-
scene that never projects a cookie should not carry a texture, and a declared sampler still
|
|
2279
|
-
needs a complete one. */
|
|
2280
|
-
if (this.cookieTexture === null) this.setSpotCookies([]);
|
|
2281
|
-
gl.activeTexture(gl.TEXTURE0 + COOKIE_ATLAS_TEXTURE_UNIT);
|
|
2282
|
-
gl.bindTexture(gl.TEXTURE_2D, this.cookieTexture);
|
|
2283
|
-
gl.uniform1i(u['uCookieAtlas'] ?? null, COOKIE_ATLAS_TEXTURE_UNIT);
|
|
2284
2321
|
gl.uniform1f(u['uCookieTiles'] ?? null, this.cookieTiles);
|
|
2285
2322
|
gl.activeTexture(gl.TEXTURE0);
|
|
2286
2323
|
}
|
|
@@ -3035,8 +3072,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3035
3072
|
gl.deleteVertexArray(this.panelVao);
|
|
3036
3073
|
gl.deleteVertexArray(this.skyVao);
|
|
3037
3074
|
if (this.panelBuffer !== null) gl.deleteBuffer(this.panelBuffer);
|
|
3038
|
-
if (this.
|
|
3039
|
-
if (this.iesTexture !== null) gl.deleteTexture(this.iesTexture);
|
|
3075
|
+
if (this.fixtureTexture !== null) gl.deleteTexture(this.fixtureTexture);
|
|
3040
3076
|
if (this.clusterTexture !== null) gl.deleteTexture(this.clusterTexture);
|
|
3041
3077
|
}
|
|
3042
3078
|
|
|
@@ -3193,6 +3229,19 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3193
3229
|
return new SurfaceTexture(this.gl, source, options);
|
|
3194
3230
|
}
|
|
3195
3231
|
|
|
3232
|
+
/**
|
|
3233
|
+
* Upload several images of one size as the layers of one array, for a merged mesh that names a
|
|
3234
|
+
* layer per vertex (`MeshData.layers`). One material binding then covers every image, which is
|
|
3235
|
+
* what makes a block wearing forty facades one draw. Every layer must be the same size, and the
|
|
3236
|
+
* refusal names the first that is not.
|
|
3237
|
+
*/
|
|
3238
|
+
createSurfaceTextureArray(
|
|
3239
|
+
sources: readonly TexImageSource[],
|
|
3240
|
+
options: SurfaceTextureOptions = {},
|
|
3241
|
+
): SurfaceTexture {
|
|
3242
|
+
return new SurfaceTexture(this.gl, sources, options);
|
|
3243
|
+
}
|
|
3244
|
+
|
|
3196
3245
|
/**
|
|
3197
3246
|
* Replace a surface texture's pixels, keeping the GPU object and its sampler state.
|
|
3198
3247
|
*
|
|
@@ -3310,7 +3359,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3310
3359
|
* page-faulted an RDNA4 card and wedged the device. See `emptyTexture.ts`.
|
|
3311
3360
|
*/
|
|
3312
3361
|
gl.activeTexture(gl.TEXTURE0 + NORMAL_TEXTURE_UNIT);
|
|
3313
|
-
gl.bindTexture(gl.
|
|
3362
|
+
gl.bindTexture(gl.TEXTURE_2D_ARRAY, this.emptyTexture2DArray);
|
|
3314
3363
|
if (normal !== null) normal.bind(gl, NORMAL_TEXTURE_UNIT);
|
|
3315
3364
|
gl.uniform1i(u['uNormalMap'] ?? null, NORMAL_TEXTURE_UNIT);
|
|
3316
3365
|
gl.uniform1f(
|
|
@@ -3331,7 +3380,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3331
3380
|
*/
|
|
3332
3381
|
const orm = material?.orm ?? null;
|
|
3333
3382
|
gl.activeTexture(gl.TEXTURE0 + ORM_TEXTURE_UNIT);
|
|
3334
|
-
gl.bindTexture(gl.
|
|
3383
|
+
gl.bindTexture(gl.TEXTURE_2D_ARRAY, this.emptyTexture2DArray);
|
|
3335
3384
|
if (orm !== null) orm.bind(gl, ORM_TEXTURE_UNIT);
|
|
3336
3385
|
gl.uniform1i(u['uOrmMap'] ?? null, ORM_TEXTURE_UNIT);
|
|
3337
3386
|
gl.uniform1i(u['uOrmEnabled'] ?? null, orm === null ? 0 : 1);
|
|
@@ -3354,7 +3403,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3354
3403
|
*/
|
|
3355
3404
|
const emissiveMap = material?.emissive ?? null;
|
|
3356
3405
|
gl.activeTexture(gl.TEXTURE0 + EMISSIVE_TEXTURE_UNIT);
|
|
3357
|
-
gl.bindTexture(gl.
|
|
3406
|
+
gl.bindTexture(gl.TEXTURE_2D_ARRAY, this.emptyTexture2DArray);
|
|
3358
3407
|
if (emissiveMap !== null) emissiveMap.bind(gl, EMISSIVE_TEXTURE_UNIT);
|
|
3359
3408
|
gl.uniform1i(u['uEmissiveMap'] ?? null, EMISSIVE_TEXTURE_UNIT);
|
|
3360
3409
|
gl.uniform1i(u['uEmissiveMapEnabled'] ?? null, emissiveMap === null ? 0 : 1);
|
|
@@ -3376,7 +3425,20 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3376
3425
|
gl.uniform2f(u['uUvScale'] ?? null, material?.uScale ?? 1, material?.vScale ?? 1);
|
|
3377
3426
|
gl.uniform1i(u['uDoubleSided'] ?? null, material?.doubleSided === true ? 1 : 0);
|
|
3378
3427
|
|
|
3428
|
+
/* The albedo's effects table, or the stand-in the shader reads as none. Before the early
|
|
3429
|
+
return, so a material with no albedo still leaves a complete texture on the unit. */
|
|
3430
|
+
if (albedo === null) {
|
|
3431
|
+
gl.activeTexture(gl.TEXTURE0 + SURFACE_EFFECTS_TEXTURE_UNIT);
|
|
3432
|
+
gl.bindTexture(gl.TEXTURE_2D, this.emptyTexture2D);
|
|
3433
|
+
} else {
|
|
3434
|
+
albedo.bindEffects(gl, SURFACE_EFFECTS_TEXTURE_UNIT, this.emptyTexture2D);
|
|
3435
|
+
}
|
|
3436
|
+
gl.uniform1i(u['uSurfaceEffects'] ?? null, SURFACE_EFFECTS_TEXTURE_UNIT);
|
|
3379
3437
|
if (albedo === null) {
|
|
3438
|
+
/* The array stand-in, for the reason the maps above take one: a sampler reads its unit's
|
|
3439
|
+
array target, and with nothing there it is incomplete. */
|
|
3440
|
+
gl.activeTexture(gl.TEXTURE0 + SURFACE_TEXTURE_UNIT);
|
|
3441
|
+
gl.bindTexture(gl.TEXTURE_2D_ARRAY, this.emptyTexture2DArray);
|
|
3380
3442
|
gl.uniform1i(u['uAlbedoEnabled'] ?? null, 0);
|
|
3381
3443
|
return;
|
|
3382
3444
|
}
|
|
@@ -3413,7 +3475,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3413
3475
|
return;
|
|
3414
3476
|
}
|
|
3415
3477
|
gl.activeTexture(gl.TEXTURE0 + SURFACE_TEXTURE_UNIT);
|
|
3416
|
-
gl.bindTexture(gl.
|
|
3478
|
+
gl.bindTexture(gl.TEXTURE_2D_ARRAY, this.emptyTexture2DArray);
|
|
3417
3479
|
}
|
|
3418
3480
|
|
|
3419
3481
|
/**
|
|
@@ -3441,8 +3503,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3441
3503
|
setSurfaceReflectivity(amount: number): void {
|
|
3442
3504
|
if (this.contextLost) return;
|
|
3443
3505
|
this.materials.dirty();
|
|
3444
|
-
this.
|
|
3445
|
-
this.gl.uniform1f(this.flatUniforms['uReflectivity'] ?? null, Math.min(1, Math.max(0, amount)));
|
|
3506
|
+
this.writeFlatFloat('uReflectivity', Math.min(1, Math.max(0, amount)));
|
|
3446
3507
|
}
|
|
3447
3508
|
|
|
3448
3509
|
/**
|
|
@@ -3460,8 +3521,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3460
3521
|
setEnvironmentGain(gain: number): void {
|
|
3461
3522
|
if (this.contextLost) return;
|
|
3462
3523
|
this.materials.dirty();
|
|
3463
|
-
this.
|
|
3464
|
-
this.gl.uniform1f(this.flatUniforms['uEnvironmentGain'] ?? null, Math.max(0, gain));
|
|
3524
|
+
this.writeFlatFloat('uEnvironmentGain', Math.max(0, gain));
|
|
3465
3525
|
}
|
|
3466
3526
|
|
|
3467
3527
|
/**
|
|
@@ -3488,10 +3548,55 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3488
3548
|
}
|
|
3489
3549
|
|
|
3490
3550
|
setSurfaceGrain(amount: number): void {
|
|
3551
|
+
if (this.contextLost) return;
|
|
3552
|
+
this.materials.dirty();
|
|
3553
|
+
this.writeFlatFloat('uGrain', Math.min(1, Math.max(0, amount)));
|
|
3554
|
+
}
|
|
3555
|
+
|
|
3556
|
+
/**
|
|
3557
|
+
* One float of material state, into every flat program.
|
|
3558
|
+
*
|
|
3559
|
+
* **Every one, for `setMaterial`'s reason**: an instanced or skinned draw runs a program of its
|
|
3560
|
+
* own and is entitled to the material its caller set before it. These setters wrote the plain
|
|
3561
|
+
* program alone until 2026-09-30, so on this backend a batch drew with the pass defaults — grain
|
|
3562
|
+
* full, no reflection, no relief — while the other backend, whose material block every variant
|
|
3563
|
+
* reads, drew what was asked.
|
|
3564
|
+
*/
|
|
3565
|
+
private writeFlatFloat(name: string, value: number): void {
|
|
3566
|
+
for (const target of this.flatTargets) {
|
|
3567
|
+
this.gl.useProgram(target.program);
|
|
3568
|
+
this.gl.uniform1f(target.uniforms[name] ?? null, value);
|
|
3569
|
+
}
|
|
3570
|
+
this.useFlatProgram();
|
|
3571
|
+
}
|
|
3572
|
+
|
|
3573
|
+
/**
|
|
3574
|
+
* How much of the surfaces drawn next survives a screen-door dither, for crossfading two levels
|
|
3575
|
+
* of detail of one thing.
|
|
3576
|
+
*
|
|
3577
|
+
* 0 is off and is what `bindMeshPass` restores. A positive amount keeps that share of the
|
|
3578
|
+
* pattern's cells, a negative one keeps the complement, so the level fading in drawn at `t` and
|
|
3579
|
+
* the one fading out at `-t` cover every pixel exactly once — no hole, no pixel drawn twice.
|
|
3580
|
+
* Material state like `setSurfaceGrain`; instanced draws read it too, and shadow casters, which
|
|
3581
|
+
* are a pass of their own, do not. See `uDither` in `flat/preamble.ts` for what it costs.
|
|
3582
|
+
*/
|
|
3583
|
+
setDitherFade(amount: number): void {
|
|
3491
3584
|
if (this.contextLost) return;
|
|
3492
3585
|
this.materials.dirty();
|
|
3493
3586
|
this.useFlatProgram();
|
|
3494
|
-
this.
|
|
3587
|
+
this.ditherFade = Math.min(1, Math.max(-1, amount));
|
|
3588
|
+
/* Every flat program, as `setMaterial` writes them: an instanced or skinned draw is entitled
|
|
3589
|
+
to the fade the caller set before it, and a second program holding none draws whole. */
|
|
3590
|
+
for (const target of this.flatTargets) {
|
|
3591
|
+
this.gl.useProgram(target.program);
|
|
3592
|
+
this.writeMode(target.uniforms);
|
|
3593
|
+
}
|
|
3594
|
+
this.useFlatProgram();
|
|
3595
|
+
}
|
|
3596
|
+
|
|
3597
|
+
/** `uWriteMode`: the order-independent weight and the dither, which share one uniform row. */
|
|
3598
|
+
private writeMode(u: Record<string, WebGLUniformLocation>): void {
|
|
3599
|
+
this.gl.uniform2f(u['uWriteMode'] ?? null, this.oitWeight, this.ditherFade);
|
|
3495
3600
|
}
|
|
3496
3601
|
|
|
3497
3602
|
/**
|
|
@@ -3520,10 +3625,8 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3520
3625
|
setSurfaceRelief(amount: number, cyclesPerMetre = 60): void {
|
|
3521
3626
|
if (this.contextLost) return;
|
|
3522
3627
|
this.materials.dirty();
|
|
3523
|
-
this.
|
|
3524
|
-
|
|
3525
|
-
this.gl.uniform1f(u['uRelief'] ?? null, Math.min(1, Math.max(0, amount)));
|
|
3526
|
-
this.gl.uniform1f(u['uReliefCycles'] ?? null, Math.max(0.01, cyclesPerMetre));
|
|
3628
|
+
this.writeFlatFloat('uRelief', Math.min(1, Math.max(0, amount)));
|
|
3629
|
+
this.writeFlatFloat('uReliefCycles', Math.max(0.01, cyclesPerMetre));
|
|
3527
3630
|
}
|
|
3528
3631
|
|
|
3529
3632
|
/**
|
|
@@ -3554,11 +3657,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3554
3657
|
setSurfaceTextureRelief(scale: number): void {
|
|
3555
3658
|
if (this.contextLost) return;
|
|
3556
3659
|
this.materials.dirty();
|
|
3557
|
-
this.
|
|
3558
|
-
this.gl.uniform1f(
|
|
3559
|
-
this.flatUniforms['uTextureRelief'] ?? null,
|
|
3560
|
-
Number.isFinite(scale) ? scale : 0,
|
|
3561
|
-
);
|
|
3660
|
+
this.writeFlatFloat('uTextureRelief', Number.isFinite(scale) ? scale : 0);
|
|
3562
3661
|
}
|
|
3563
3662
|
|
|
3564
3663
|
/**
|
|
@@ -3585,8 +3684,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3585
3684
|
setEmissiveGain(gain: number): void {
|
|
3586
3685
|
if (this.contextLost) return;
|
|
3587
3686
|
this.materials.dirty();
|
|
3588
|
-
this.
|
|
3589
|
-
this.gl.uniform1f(this.flatUniforms['uEmissiveGain'] ?? null, gain);
|
|
3687
|
+
this.writeFlatFloat('uEmissiveGain', gain);
|
|
3590
3688
|
}
|
|
3591
3689
|
|
|
3592
3690
|
/* -- Instanced meshes --------------------------------------------------------------- */
|
|
@@ -3634,7 +3732,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3634
3732
|
* One batch per mesh: the attributes bind to the mesh's own vertex array, of which a mesh has
|
|
3635
3733
|
* one. `Mesh.attachInstances` is what refuses a second, and says why.
|
|
3636
3734
|
*/
|
|
3637
|
-
createInstanced(mesh: Mesh, capacity: number): InstancedBatch {
|
|
3735
|
+
createInstanced(mesh: Mesh, capacity: number, options: InstancedOptions = {}): InstancedBatch {
|
|
3638
3736
|
/* The same refusal as the other backend, for the same reason: the instanced attributes take
|
|
3639
3737
|
the two locations a skinned mesh's joints and weights already occupy. */
|
|
3640
3738
|
if (mesh.isSkinned) {
|
|
@@ -3644,7 +3742,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3644
3742
|
);
|
|
3645
3743
|
}
|
|
3646
3744
|
this.ensureInstancedProgram();
|
|
3647
|
-
return new InstancedBatch(this.gl, mesh, capacity);
|
|
3745
|
+
return new InstancedBatch(this.gl, mesh, capacity, options.cull ?? false);
|
|
3648
3746
|
}
|
|
3649
3747
|
|
|
3650
3748
|
/** Push placement and colour. Only the live prefix. */
|
|
@@ -3699,6 +3797,11 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3699
3797
|
if (!mesh.complete) return;
|
|
3700
3798
|
const count = Math.min(data.count, batch.capacity);
|
|
3701
3799
|
if (count === 0) return;
|
|
3800
|
+
/* A culling batch's camera draw: the whole batch against the view and the occluders first,
|
|
3801
|
+
then instance by instance where it survives. Blended draws keep every instance and their
|
|
3802
|
+
order. See `InstancedOptions.cull`. */
|
|
3803
|
+
const culling = !blend && batch.cull;
|
|
3804
|
+
if (culling && !batchBoxVisible(batch.box, this.frustum, this.occlusion)) return;
|
|
3702
3805
|
this.drawBudget.ask();
|
|
3703
3806
|
this.ensureInstancedProgram();
|
|
3704
3807
|
const program = this.flatInstancedProgram;
|
|
@@ -3710,7 +3813,8 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3710
3813
|
gl.uniform1i(u['uHasTangents'] ?? null, mesh.hasTangents ? 1 : 0);
|
|
3711
3814
|
|
|
3712
3815
|
const lit = options.lit ?? true;
|
|
3713
|
-
|
|
3816
|
+
/* Added light fades in the medium rather than receding into it. See `drawFog.ts`. */
|
|
3817
|
+
const fog = fogModeOf(options.fog ?? true, blend && options.additive === true);
|
|
3714
3818
|
const toneMapped = options.toneMapped ?? true;
|
|
3715
3819
|
/* A blended batch shows what is behind it — refraction or glass — as a single draw does, and
|
|
3716
3820
|
counts a material of its own for it by the rule both backends share (`materialChanges.ts`). */
|
|
@@ -3739,12 +3843,14 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3739
3843
|
* part of what the count asks.
|
|
3740
3844
|
*/
|
|
3741
3845
|
if (!lit) gl.uniform1i(u['uLightingEnabled'] ?? null, 0);
|
|
3742
|
-
if (
|
|
3846
|
+
if (fog !== FOG_RECEDE) gl.uniform1i(u['uFogEnabled'] ?? null, fog);
|
|
3743
3847
|
if (!toneMapped) gl.uniform1i(u['uOutputTransform'] ?? null, Math.min(this.gradeCode(), 1));
|
|
3744
3848
|
|
|
3745
3849
|
if (blend) {
|
|
3746
3850
|
gl.enable(gl.BLEND);
|
|
3747
|
-
gl.blendFuncSeparate(gl.SRC_ALPHA, gl.
|
|
3851
|
+
if (options.additive === true) gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE, gl.ZERO, gl.ONE);
|
|
3852
|
+
else
|
|
3853
|
+
gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
|
3748
3854
|
if (!depthWrite) gl.depthMask(false);
|
|
3749
3855
|
}
|
|
3750
3856
|
/* The sign follows the compare, which `depthOffsetForLayer` owns — see `drawMesh`, where the
|
|
@@ -3758,7 +3864,8 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3758
3864
|
/* Both sides of a double-sided material, as every mesh path does and WebGPU's pipeline does
|
|
3759
3865
|
for both: without it a batch's far faces were culled here alone. */
|
|
3760
3866
|
if (this.materialDoubleSided) gl.disable(gl.CULL_FACE);
|
|
3761
|
-
mesh.
|
|
3867
|
+
if (culling && cullsInstances(count, mesh.indexCount)) batch.drawCulled(gl, data, this.frustum);
|
|
3868
|
+
else batch.draw(gl, count);
|
|
3762
3869
|
if (this.materialDoubleSided) gl.enable(gl.CULL_FACE);
|
|
3763
3870
|
|
|
3764
3871
|
if (layer > 0) {
|
|
@@ -3776,7 +3883,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
3776
3883
|
outlives its frame, so a snapshot left on unit 14 is held against the next frame's copy. */
|
|
3777
3884
|
if (refracting) this.unbindSeeThrough(u);
|
|
3778
3885
|
if (!lit) gl.uniform1i(u['uLightingEnabled'] ?? null, 1);
|
|
3779
|
-
if (
|
|
3886
|
+
if (fog !== FOG_RECEDE) gl.uniform1i(u['uFogEnabled'] ?? null, FOG_RECEDE);
|
|
3780
3887
|
if (!toneMapped) gl.uniform1i(u['uOutputTransform'] ?? null, this.gradeCode());
|
|
3781
3888
|
if (own) this.materials.dirty();
|
|
3782
3889
|
this.useFlatProgram();
|
|
@@ -5159,7 +5266,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
5159
5266
|
cutout,
|
|
5160
5267
|
);
|
|
5161
5268
|
gl.disable(gl.CULL_FACE);
|
|
5162
|
-
gpuBatch.
|
|
5269
|
+
gpuBatch.draw(gl, count);
|
|
5163
5270
|
if (this.depthPassCullsFaces) gl.enable(gl.CULL_FACE);
|
|
5164
5271
|
if (cutout !== null) this.restoreSurfaceTextureUnit();
|
|
5165
5272
|
},
|
|
@@ -6574,6 +6681,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
6574
6681
|
radius: number;
|
|
6575
6682
|
projScale: Float32Array;
|
|
6576
6683
|
invProjection: Float32Array;
|
|
6684
|
+
offset: Float32Array;
|
|
6577
6685
|
}
|
|
6578
6686
|
| undefined;
|
|
6579
6687
|
if (aoStrength > 0 && projection !== null) {
|
|
@@ -6583,11 +6691,20 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
6583
6691
|
metres into a radius in UV. */
|
|
6584
6692
|
this.aoProjScale[0] = projection[0] ?? 1;
|
|
6585
6693
|
this.aoProjScale[1] = projection[5] ?? 1;
|
|
6694
|
+
/* The occlusion read where this frame's jitter put it (`uAoOffset`): a texel stands at its
|
|
6695
|
+
index plus a half less the jitter, in the drawing buffer the jitter was spread over. */
|
|
6696
|
+
this.aoOffset[0] = this.temporalJittering
|
|
6697
|
+
? this.temporalJitterX / Math.max(1, this.gl.drawingBufferWidth)
|
|
6698
|
+
: 0;
|
|
6699
|
+
this.aoOffset[1] = this.temporalJittering
|
|
6700
|
+
? this.temporalJitterY / Math.max(1, this.gl.drawingBufferHeight)
|
|
6701
|
+
: 0;
|
|
6586
6702
|
ao = {
|
|
6587
6703
|
strength: aoStrength,
|
|
6588
6704
|
radius: this.quality.ambientOcclusionRadius,
|
|
6589
6705
|
projScale: this.aoProjScale,
|
|
6590
6706
|
invProjection: this.aoInvProjection as Float32Array,
|
|
6707
|
+
offset: this.aoOffset,
|
|
6591
6708
|
};
|
|
6592
6709
|
}
|
|
6593
6710
|
|
|
@@ -6739,7 +6856,8 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
6739
6856
|
this.oit.accumulateOit(this.canvas.width, this.canvas.height, oitDepth, (weighted) => {
|
|
6740
6857
|
this.oitReplaying = true;
|
|
6741
6858
|
this.useFlatProgram();
|
|
6742
|
-
this.
|
|
6859
|
+
this.oitWeight = weighted ? 1 : 0;
|
|
6860
|
+
this.writeMode(flat);
|
|
6743
6861
|
this.translucentQueue.replay((draw) => {
|
|
6744
6862
|
options.lit = draw.lit;
|
|
6745
6863
|
options.fog = draw.fog;
|
|
@@ -6756,7 +6874,8 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
6756
6874
|
this.drawTranslucentMesh(draw.mesh as Mesh, draw.model, draw.opacity, options);
|
|
6757
6875
|
});
|
|
6758
6876
|
/* Back to zero for every other draw in the frame, exactly as `uOpacity` and `uTint` are. */
|
|
6759
|
-
this.
|
|
6877
|
+
this.oitWeight = 0;
|
|
6878
|
+
this.writeMode(flat);
|
|
6760
6879
|
this.oitReplaying = false;
|
|
6761
6880
|
});
|
|
6762
6881
|
this.sceneTarget?.bind();
|
|
@@ -6942,7 +7061,14 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
6942
7061
|
* A reflection pass binds its own camera and is skipped: blurring toward a mirror's
|
|
6943
7062
|
* previous view is not what a viewer moved through.
|
|
6944
7063
|
*/
|
|
6945
|
-
|
|
7064
|
+
/*
|
|
7065
|
+
* **Not after the present**: a mesh pass bound then is the interface's, over a picture already
|
|
7066
|
+
* resolved. Deciding the frame again drew the interface jittered with nothing to resolve it,
|
|
7067
|
+
* and opened a second temporal frame, so the sequence stepped twice a frame, the world saw every
|
|
7068
|
+
* other position, and the anti-flicker's period never started.
|
|
7069
|
+
*/
|
|
7070
|
+
if (this.framePresented) this.temporalJittering = false;
|
|
7071
|
+
if (!this.reflectionPassActive && !this.probePassActive && !this.framePresented) {
|
|
6946
7072
|
this.frameViewProj = camera.viewProjection;
|
|
6947
7073
|
/* Copied rather than referenced: a caller moves its camera in place, and the decal pass
|
|
6948
7074
|
reads this at the end of the frame. */
|
|
@@ -7056,6 +7182,23 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
7056
7182
|
return field;
|
|
7057
7183
|
}
|
|
7058
7184
|
|
|
7185
|
+
/**
|
|
7186
|
+
* Hand a world's DriftLight volume to the renderer: every fixed light of a city, summed offline by
|
|
7187
|
+
* `bakeDenseField`, standing in past the frame's exact choice. Replaces any field made before, of
|
|
7188
|
+
* either kind; the scene calls `field.follow(buffer.complete, ...)` each frame as it would for
|
|
7189
|
+
* `createLightField`, and marks the lights the volume summed `inLightField` so none is counted
|
|
7190
|
+
* twice. See `driftLight/worldLightField.ts`.
|
|
7191
|
+
*/
|
|
7192
|
+
createWorldLightField(
|
|
7193
|
+
volume: DenseLightVolume,
|
|
7194
|
+
options: WorldLightFieldOptions = {},
|
|
7195
|
+
): WorldLightField {
|
|
7196
|
+
this.forgetLightFieldVolumes();
|
|
7197
|
+
const field = new WorldLightField(volume, options);
|
|
7198
|
+
this.lightField = field;
|
|
7199
|
+
return field;
|
|
7200
|
+
}
|
|
7201
|
+
|
|
7059
7202
|
/** Let go of the field and its volumes; the scene's lights are all exact again. */
|
|
7060
7203
|
disposeLightField(): void {
|
|
7061
7204
|
this.forgetLightFieldVolumes();
|
|
@@ -7075,11 +7218,11 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
7075
7218
|
*/
|
|
7076
7219
|
private uploadLightField(): void {
|
|
7077
7220
|
const field = this.lightField;
|
|
7078
|
-
if (field === null || this.driftAtlas !== null || !field.ready || field.
|
|
7221
|
+
if (field === null || this.driftAtlas !== null || !field.ready || field.empty) {
|
|
7079
7222
|
return;
|
|
7080
7223
|
}
|
|
7081
7224
|
const { gl } = this;
|
|
7082
|
-
const [ix, iy, iz] = field.
|
|
7225
|
+
const [ix, iy, iz] = field.indexDims;
|
|
7083
7226
|
const index = gl.createTexture();
|
|
7084
7227
|
gl.bindTexture(gl.TEXTURE_3D, index);
|
|
7085
7228
|
gl.texImage3D(
|
|
@@ -7092,7 +7235,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
7092
7235
|
0,
|
|
7093
7236
|
gl.RED_INTEGER,
|
|
7094
7237
|
gl.UNSIGNED_INT,
|
|
7095
|
-
field.
|
|
7238
|
+
field.index,
|
|
7096
7239
|
);
|
|
7097
7240
|
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
|
7098
7241
|
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
|
@@ -7232,6 +7375,10 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
7232
7375
|
gl.uniform1i(u['uFogEnabled'] ?? null, 1);
|
|
7233
7376
|
/* Grain on by default, so every scene written before it was a choice looks unchanged. */
|
|
7234
7377
|
gl.uniform1f(u['uGrain'] ?? null, 1);
|
|
7378
|
+
/* No dither and no weighting: every draw whole, until a crossfade asks. See `setDitherFade`. */
|
|
7379
|
+
this.oitWeight = 0;
|
|
7380
|
+
this.ditherFade = 0;
|
|
7381
|
+
gl.uniform2f(u['uWriteMode'] ?? null, 0, 0);
|
|
7235
7382
|
/* No environment reflection unless a caller asks, so existing scenes are unchanged. */
|
|
7236
7383
|
gl.uniform1f(u['uReflectivity'] ?? null, 0);
|
|
7237
7384
|
/* 1, not 0: this one is a multiplier and its identity is one. See `setEnvironmentGain`. */
|
|
@@ -7241,11 +7388,14 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
7241
7388
|
gl.uniform1f(u['uReliefCycles'] ?? null, 60);
|
|
7242
7389
|
/* And no relief read off a surface texture either, for the same reason. */
|
|
7243
7390
|
gl.uniform1f(u['uTextureRelief'] ?? null, 0);
|
|
7244
|
-
|
|
7391
|
+
/* The mirror's plane in a reflection pass, and zero — which clips nothing — in every other. */
|
|
7245
7392
|
const reflection = this.planarReflection;
|
|
7246
|
-
|
|
7247
|
-
|
|
7248
|
-
|
|
7393
|
+
gl.uniform4fv(
|
|
7394
|
+
u['uClipPlane'] ?? null,
|
|
7395
|
+
this.reflectionPassActive && reflection !== null ? reflection.clipPlane : NO_CLIP_PLANE,
|
|
7396
|
+
);
|
|
7397
|
+
resolveSurfaceScene(env, this.surfaceScene);
|
|
7398
|
+
gl.uniform4fv(u['uSurfaceScene'] ?? null, this.surfaceScene);
|
|
7249
7399
|
bindAtmosphere(
|
|
7250
7400
|
gl,
|
|
7251
7401
|
u,
|
|
@@ -7414,9 +7564,13 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
7414
7564
|
this.bindDriftLight(u, camera.position);
|
|
7415
7565
|
|
|
7416
7566
|
gl.activeTexture(gl.TEXTURE0 + SURFACE_TEXTURE_UNIT);
|
|
7417
|
-
gl.bindTexture(gl.
|
|
7567
|
+
gl.bindTexture(gl.TEXTURE_2D_ARRAY, this.emptyTexture2DArray);
|
|
7418
7568
|
gl.uniform1i(u['uAlbedo'] ?? null, SURFACE_TEXTURE_UNIT);
|
|
7419
7569
|
gl.uniform1i(u['uAlbedoEnabled'] ?? null, 0);
|
|
7570
|
+
/* No albedo, so no effects table: the stand-in, which the shader reads as none. */
|
|
7571
|
+
gl.activeTexture(gl.TEXTURE0 + SURFACE_EFFECTS_TEXTURE_UNIT);
|
|
7572
|
+
gl.bindTexture(gl.TEXTURE_2D, this.emptyTexture2D);
|
|
7573
|
+
gl.uniform1i(u['uSurfaceEffects'] ?? null, SURFACE_EFFECTS_TEXTURE_UNIT);
|
|
7420
7574
|
gl.uniform2f(u['uUvScale'] ?? null, 1, 1);
|
|
7421
7575
|
gl.uniform1f(u['uAlbedoCutout'] ?? null, 0);
|
|
7422
7576
|
gl.uniform1i(u['uDoubleSided'] ?? null, 0);
|
|
@@ -7441,20 +7595,20 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
7441
7595
|
* fetch a sampler's descriptor before it evaluates the branch that would have skipped the read.
|
|
7442
7596
|
*/
|
|
7443
7597
|
gl.activeTexture(gl.TEXTURE0 + NORMAL_TEXTURE_UNIT);
|
|
7444
|
-
gl.bindTexture(gl.
|
|
7598
|
+
gl.bindTexture(gl.TEXTURE_2D_ARRAY, this.emptyTexture2DArray);
|
|
7445
7599
|
gl.uniform1i(u['uNormalMap'] ?? null, NORMAL_TEXTURE_UNIT);
|
|
7446
7600
|
gl.uniform1f(u['uNormalStrength'] ?? null, 0);
|
|
7447
7601
|
|
|
7448
7602
|
/* And the ORM map, for the reason directly above and the one above that. */
|
|
7449
7603
|
gl.activeTexture(gl.TEXTURE0 + ORM_TEXTURE_UNIT);
|
|
7450
|
-
gl.bindTexture(gl.
|
|
7604
|
+
gl.bindTexture(gl.TEXTURE_2D_ARRAY, this.emptyTexture2DArray);
|
|
7451
7605
|
gl.uniform1i(u['uOrmMap'] ?? null, ORM_TEXTURE_UNIT);
|
|
7452
7606
|
gl.uniform1i(u['uOrmEnabled'] ?? null, 0);
|
|
7453
7607
|
gl.uniform3f(u['uOrmScale'] ?? null, 1, 1, 1);
|
|
7454
7608
|
|
|
7455
7609
|
/* And the emissive map. The scale goes back to one, which is the identity it multiplies by. */
|
|
7456
7610
|
gl.activeTexture(gl.TEXTURE0 + EMISSIVE_TEXTURE_UNIT);
|
|
7457
|
-
gl.bindTexture(gl.
|
|
7611
|
+
gl.bindTexture(gl.TEXTURE_2D_ARRAY, this.emptyTexture2DArray);
|
|
7458
7612
|
gl.uniform1i(u['uEmissiveMap'] ?? null, EMISSIVE_TEXTURE_UNIT);
|
|
7459
7613
|
gl.uniform1i(u['uEmissiveMapEnabled'] ?? null, 0);
|
|
7460
7614
|
gl.uniform3f(u['uEmissiveScale'] ?? null, 1, 1, 1);
|
|
@@ -7741,7 +7895,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
7741
7895
|
* The two buffers are two blend states over the same geometry, so the set has to survive until
|
|
7742
7896
|
* the end of the pass. Everything is copied — see `TranslucentQueue`.
|
|
7743
7897
|
*/
|
|
7744
|
-
if (this.oitActive && !this.oitReplaying) {
|
|
7898
|
+
if (this.oitActive && !this.oitReplaying && options.additive !== true) {
|
|
7745
7899
|
this.translucentQueue.record(mesh, model, opacity, options);
|
|
7746
7900
|
return;
|
|
7747
7901
|
}
|
|
@@ -7760,10 +7914,11 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
7760
7914
|
* drew with, and only a caller that asks pays for the branch that skips them.
|
|
7761
7915
|
*/
|
|
7762
7916
|
const lit = options.lit ?? true;
|
|
7763
|
-
|
|
7917
|
+
/* Added light fades in the medium rather than receding into it. See `drawFog.ts`. */
|
|
7918
|
+
const fog = fogModeOf(options.fog ?? true, options.additive === true);
|
|
7764
7919
|
const toneMapped = options.toneMapped ?? true;
|
|
7765
7920
|
if (!lit) gl.uniform1i(u['uLightingEnabled'] ?? null, 0);
|
|
7766
|
-
if (
|
|
7921
|
+
if (fog !== FOG_RECEDE) gl.uniform1i(u['uFogEnabled'] ?? null, fog);
|
|
7767
7922
|
/* `1` is sRGB alone: the conversion without the curve, which is what dropping the tone map
|
|
7768
7923
|
means rather than dropping the whole transform. `Math.min` rather than a literal, so a
|
|
7769
7924
|
renderer asked for `none` stays at none and one asked for `srgb` is already there. */
|
|
@@ -7801,7 +7956,9 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
7801
7956
|
const ownsState = !this.oitReplaying;
|
|
7802
7957
|
if (ownsState) {
|
|
7803
7958
|
gl.enable(gl.BLEND);
|
|
7804
|
-
|
|
7959
|
+
/* Added, where asked: colour times alpha onto what is there, and the target's alpha kept. */
|
|
7960
|
+
if (options.additive === true) gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE, gl.ZERO, gl.ONE);
|
|
7961
|
+
else gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
|
7805
7962
|
}
|
|
7806
7963
|
/*
|
|
7807
7964
|
* The two depth options, both scoped to this draw and handed straight back — the same
|
|
@@ -7833,7 +7990,7 @@ export class WebGL2Renderer implements RendererApi {
|
|
|
7833
7990
|
/* Put back for whatever is drawn next, exactly as `uOpacity` and `uTint` are — a pass
|
|
7834
7991
|
cannot inherit a material from the draw before it. */
|
|
7835
7992
|
if (!lit) gl.uniform1i(u['uLightingEnabled'] ?? null, 1);
|
|
7836
|
-
if (
|
|
7993
|
+
if (fog !== FOG_RECEDE) gl.uniform1i(u['uFogEnabled'] ?? null, FOG_RECEDE);
|
|
7837
7994
|
if (!toneMapped) gl.uniform1i(u['uOutputTransform'] ?? null, this.gradeCode());
|
|
7838
7995
|
if (own) this.materials.dirty();
|
|
7839
7996
|
}
|