@meimu/mutracer 0.3.0 → 0.3.1

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 (304) hide show
  1. package/CHANGELOG.md +222 -0
  2. package/LICENSES/FidelityFX-FSR.txt +19 -0
  3. package/LICENSES/pbrt-v4-Apache-2.0.txt +202 -0
  4. package/THIRD_PARTY_NOTICES.md +18 -4
  5. package/dist/assets/bvh.worker.js +1 -1
  6. package/dist/mutracer.umd.js +6260 -5580
  7. package/docs/api.md +45 -18
  8. package/docs/materials.md +4 -2
  9. package/docs/performance.md +7 -0
  10. package/docs/post-processing.md +62 -9
  11. package/docs/progressive-rendering.md +3 -0
  12. package/docs/sampling.md +4 -0
  13. package/docs/technical/acceleration.md +52 -0
  14. package/docs/technical/aovs.md +79 -0
  15. package/docs/technical/caustics.md +109 -0
  16. package/docs/technical/continuous-spectrum.md +29 -0
  17. package/docs/technical/display-upscale.md +82 -0
  18. package/docs/technical/openpbr.md +99 -0
  19. package/docs/technical/pbrt-import.md +168 -0
  20. package/docs/technical/tiling.md +74 -0
  21. package/docs/technical/webgl.md +53 -0
  22. package/docs/viewer.md +11 -1
  23. package/lib/Display.d.ts +19 -5
  24. package/lib/Display.js +10 -7
  25. package/lib/Display.js.map +1 -1
  26. package/lib/Engine.d.ts +2 -1
  27. package/lib/Engine.js +30 -2
  28. package/lib/Engine.js.map +1 -1
  29. package/lib/Render.d.ts +20 -11
  30. package/lib/Render.js +32 -7
  31. package/lib/Render.js.map +1 -1
  32. package/lib/main.d.ts +3 -1
  33. package/lib/main.js +1 -0
  34. package/lib/main.js.map +1 -1
  35. package/lib/oidn.d.ts +1 -1
  36. package/lib/renderer/AovPrimitiveCache.js +39 -8
  37. package/lib/renderer/AovPrimitiveCache.js.map +1 -1
  38. package/lib/renderer/DisplayPostProcess.d.ts +8 -3
  39. package/lib/renderer/DisplayPostProcess.js +51 -18
  40. package/lib/renderer/DisplayPostProcess.js.map +1 -1
  41. package/lib/renderer/MaterialData.js +7 -2
  42. package/lib/renderer/MaterialData.js.map +1 -1
  43. package/lib/renderer/RenderingPipeline.d.ts +7 -1
  44. package/lib/renderer/RenderingPipeline.js.map +1 -1
  45. package/lib/renderer/TileRender.d.ts +2 -2
  46. package/lib/renderer/TileRender.js +128 -7
  47. package/lib/renderer/TileRender.js.map +1 -1
  48. package/lib/renderer/WGPUAov.d.ts +6 -1
  49. package/lib/renderer/WGPUAov.js +108 -14
  50. package/lib/renderer/WGPUAov.js.map +1 -1
  51. package/lib/renderer/WGPUCanvasSurface.js +12 -1
  52. package/lib/renderer/WGPUCanvasSurface.js.map +1 -1
  53. package/lib/renderer/WGPUEnvMapDistribution.js +19 -19
  54. package/lib/renderer/WGPUFullQuadPass.js +3 -3
  55. package/lib/renderer/WGPURayTraceOutput.js +12 -12
  56. package/lib/renderer/WGPURayTracePass.d.ts +17 -4
  57. package/lib/renderer/WGPURayTracePass.js +194 -71
  58. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  59. package/lib/renderer/WGPURenderingPipeline.js +46 -40
  60. package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
  61. package/lib/renderer/WebGLAov.js +3 -3
  62. package/lib/renderer/WebGLAov.js.map +1 -1
  63. package/lib/renderer/WebGLFullQuadPass.d.ts +1 -1
  64. package/lib/renderer/WebGLFullQuadPass.js +8 -2
  65. package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
  66. package/lib/renderer/WebGLJNLMDenoiser.js +66 -66
  67. package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -1
  68. package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
  69. package/lib/renderer/WebGLRayTracePass.d.ts +14 -10
  70. package/lib/renderer/WebGLRayTracePass.js +115 -111
  71. package/lib/renderer/WebGLRayTracePass.js.map +1 -1
  72. package/lib/renderer/WebGLRenderingPipeline.js +10 -3
  73. package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
  74. package/lib/renderer/WebGLSkyBaker.js +57 -57
  75. package/lib/renderer/aov.d.ts +13 -1
  76. package/lib/renderer/aov.js +21 -2
  77. package/lib/renderer/aov.js.map +1 -1
  78. package/lib/renderer/aovDisplay.js +2 -2
  79. package/lib/renderer/aovDisplay.js.map +1 -1
  80. package/lib/renderer/binnedSahBvh.d.ts +2 -1
  81. package/lib/renderer/binnedSahBvh.js +24 -17
  82. package/lib/renderer/binnedSahBvh.js.map +1 -1
  83. package/lib/renderer/bvhAccel.d.ts +3 -1
  84. package/lib/renderer/bvhAccel.js +36 -6
  85. package/lib/renderer/bvhAccel.js.map +1 -1
  86. package/lib/renderer/cameraUniform.d.ts +1 -1
  87. package/lib/renderer/cameraUniform.js +6 -2
  88. package/lib/renderer/cameraUniform.js.map +1 -1
  89. package/lib/renderer/compactVertices.d.ts +14 -0
  90. package/lib/renderer/compactVertices.js +124 -0
  91. package/lib/renderer/compactVertices.js.map +1 -0
  92. package/lib/renderer/easu.d.ts +11 -0
  93. package/lib/renderer/easu.js +156 -0
  94. package/lib/renderer/easu.js.map +1 -0
  95. package/lib/renderer/geometryUpdateState.d.ts +1 -0
  96. package/lib/renderer/geometryUpdateState.js.map +1 -1
  97. package/lib/renderer/geometryUpdates.js +3 -2
  98. package/lib/renderer/geometryUpdates.js.map +1 -1
  99. package/lib/renderer/glsl/aovDisplay.frag.js +5 -5
  100. package/lib/renderer/glsl/aovReflectance.glsl.js +35 -35
  101. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +1 -1
  102. package/lib/renderer/glsl/aovTrace.frag.js +44 -36
  103. package/lib/renderer/glsl/aovTrace.frag.js.map +1 -1
  104. package/lib/renderer/glsl/chunks/cameraProjection.glsl.d.ts +2 -0
  105. package/lib/renderer/glsl/chunks/cameraProjection.glsl.js +16 -0
  106. package/lib/renderer/glsl/chunks/cameraProjection.glsl.js.map +1 -0
  107. package/lib/renderer/glsl/chunks/cameraRay.glsl.d.ts +1 -1
  108. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +9 -16
  109. package/lib/renderer/glsl/chunks/cameraRay.glsl.js.map +1 -1
  110. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js +8 -8
  111. package/lib/renderer/glsl/chunks/envMap.glsl.js +67 -67
  112. package/lib/renderer/glsl/chunks/intersect.glsl.js +390 -375
  113. package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
  114. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +120 -120
  115. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +562 -562
  116. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  117. package/lib/renderer/glsl/chunks/random.glsl.js +4 -4
  118. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +37 -35
  119. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
  120. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +70 -74
  121. package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -1
  122. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +1 -1
  123. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +107 -88
  124. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
  125. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +11 -11
  126. package/lib/renderer/glsl/chunks/sampling.glsl.js +77 -77
  127. package/lib/renderer/glsl/chunks/sobol.glsl.js +70 -70
  128. package/lib/renderer/glsl/chunks/spectralPrefix.glsl.d.ts +6 -0
  129. package/lib/renderer/glsl/chunks/spectralPrefix.glsl.js +47 -0
  130. package/lib/renderer/glsl/chunks/spectralPrefix.glsl.js.map +1 -0
  131. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  132. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +11 -11
  133. package/lib/renderer/glsl/depthQuery.frag.js +12 -6
  134. package/lib/renderer/glsl/depthQuery.frag.js.map +1 -1
  135. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +10 -10
  136. package/lib/renderer/glsl/rayTrace.frag.js +233 -170
  137. package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
  138. package/lib/renderer/glsl/shadowCatcher.frag.js +10 -9
  139. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
  140. package/lib/renderer/glsl/webglPipeline.frag.js +58 -58
  141. package/lib/renderer/gpuMemory.js +1 -1
  142. package/lib/renderer/gpuMemory.js.map +1 -1
  143. package/lib/renderer/openPbrEnergyLut.d.ts +2 -1
  144. package/lib/renderer/openPbrEnergyLut.js +18 -1
  145. package/lib/renderer/openPbrEnergyLut.js.map +1 -1
  146. package/lib/renderer/pathLimits.d.ts +5 -4
  147. package/lib/renderer/pathLimits.js +6 -5
  148. package/lib/renderer/pathLimits.js.map +1 -1
  149. package/lib/renderer/prepareMeshBVH.d.ts +2 -0
  150. package/lib/renderer/prepareMeshBVH.js +5 -3
  151. package/lib/renderer/prepareMeshBVH.js.map +1 -1
  152. package/lib/renderer/progressiveScheduler.js +1 -1
  153. package/lib/renderer/progressiveScheduler.js.map +1 -1
  154. package/lib/renderer/renderPipeline.d.ts +4 -0
  155. package/lib/renderer/renderPipeline.js +1 -0
  156. package/lib/renderer/renderPipeline.js.map +1 -1
  157. package/lib/renderer/researchTransport.d.ts +1 -1
  158. package/lib/renderer/researchTransport.js.map +1 -1
  159. package/lib/renderer/sceneAssembly.d.ts +1 -1
  160. package/lib/renderer/sceneAssembly.js +4 -3
  161. package/lib/renderer/sceneAssembly.js.map +1 -1
  162. package/lib/renderer/sceneChangeDetector.d.ts +1 -1
  163. package/lib/renderer/sceneChangeDetector.js +3 -1
  164. package/lib/renderer/sceneChangeDetector.js.map +1 -1
  165. package/lib/renderer/sceneLayoutSchema.d.ts +1 -0
  166. package/lib/renderer/sceneLayoutSchema.js +2 -2
  167. package/lib/renderer/sceneLayoutSchema.js.map +1 -1
  168. package/lib/renderer/scenePreparation.d.ts +3 -2
  169. package/lib/renderer/scenePreparation.js +18 -2
  170. package/lib/renderer/scenePreparation.js.map +1 -1
  171. package/lib/renderer/scratchSampling.js +6 -6
  172. package/lib/renderer/spectrum.js +2 -2
  173. package/lib/renderer/staticBvhPreparation.d.ts +9 -0
  174. package/lib/renderer/staticBvhPreparation.js +8 -2
  175. package/lib/renderer/staticBvhPreparation.js.map +1 -1
  176. package/lib/renderer/surfaceHit.d.ts +10 -0
  177. package/lib/renderer/surfaceHit.js +22 -0
  178. package/lib/renderer/surfaceHit.js.map +1 -0
  179. package/lib/renderer/tangentRequirements.d.ts +2 -0
  180. package/lib/renderer/tangentRequirements.js +7 -0
  181. package/lib/renderer/tangentRequirements.js.map +1 -0
  182. package/lib/renderer/textureAtlas.d.ts +4 -0
  183. package/lib/renderer/textureAtlas.js +48 -2
  184. package/lib/renderer/textureAtlas.js.map +1 -1
  185. package/lib/renderer/webgl.js +4 -0
  186. package/lib/renderer/webgl.js.map +1 -1
  187. package/lib/renderer/webglVertexAttributes.d.ts +17 -0
  188. package/lib/renderer/webglVertexAttributes.js +44 -0
  189. package/lib/renderer/webglVertexAttributes.js.map +1 -0
  190. package/lib/renderer/wgpuBindlessSource.js +2 -2
  191. package/lib/renderer/wgpuMaterialConstants.js +4 -3
  192. package/lib/renderer/wgpuMaterialConstants.js.map +1 -1
  193. package/lib/renderer/wgpuSceneUniform.js +2 -2
  194. package/lib/renderer/wgpuSceneUniform.js.map +1 -1
  195. package/lib/renderer/wgpuShaderSource.d.ts +15 -0
  196. package/lib/renderer/wgpuShaderSource.js +1 -1
  197. package/lib/renderer/wgpuShaderSource.js.map +1 -1
  198. package/lib/renderer/wgsl/aovCompact.wgsl.d.ts +4 -0
  199. package/lib/renderer/wgsl/aovCompact.wgsl.js +26 -0
  200. package/lib/renderer/wgsl/aovCompact.wgsl.js.map +1 -0
  201. package/lib/renderer/wgsl/aovDisplay.wgsl.js +9 -9
  202. package/lib/renderer/wgsl/aovReflectance.wgsl.js +39 -39
  203. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js +1 -1
  204. package/lib/renderer/wgsl/aovResolve.wgsl.d.ts +4 -0
  205. package/lib/renderer/wgsl/aovResolve.wgsl.js +21 -2
  206. package/lib/renderer/wgsl/aovResolve.wgsl.js.map +1 -1
  207. package/lib/renderer/wgsl/aovSnapshot.wgsl.js +2 -2
  208. package/lib/renderer/wgsl/aovSnapshot.wgsl.js.map +1 -1
  209. package/lib/renderer/wgsl/aovTrace.wgsl.js +31 -31
  210. package/lib/renderer/wgsl/aovTraceDisplay.wgsl.d.ts +2 -0
  211. package/lib/renderer/wgsl/aovTraceDisplay.wgsl.js +56 -0
  212. package/lib/renderer/wgsl/aovTraceDisplay.wgsl.js.map +1 -0
  213. package/lib/renderer/wgsl/bloom.wgsl.js +18 -18
  214. package/lib/renderer/wgsl/causticLight.compute.d.ts +1 -1
  215. package/lib/renderer/wgsl/causticLight.compute.js +121 -119
  216. package/lib/renderer/wgsl/causticLight.compute.js.map +1 -1
  217. package/lib/renderer/wgsl/chunks/background.wgsl.js +46 -46
  218. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js +4 -4
  219. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js +3 -3
  220. package/lib/renderer/wgsl/chunks/caustics.wgsl.js +3 -3
  221. package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
  222. package/lib/renderer/wgsl/chunks/envMap.wgsl.js +30 -30
  223. package/lib/renderer/wgsl/chunks/intersect.wgsl.d.ts +6 -2
  224. package/lib/renderer/wgsl/chunks/intersect.wgsl.js +550 -542
  225. package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
  226. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.d.ts +1 -1
  227. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +18 -16
  228. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js.map +1 -1
  229. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.d.ts +2 -1
  230. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +70 -69
  231. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
  232. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +593 -593
  233. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +118 -118
  234. package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
  235. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.d.ts +4 -1
  236. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +32 -26
  237. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
  238. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +114 -114
  239. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.d.ts +1 -1
  240. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +159 -137
  241. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js.map +1 -1
  242. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +8 -8
  243. package/lib/renderer/wgsl/chunks/sampling.wgsl.js +74 -74
  244. package/lib/renderer/wgsl/chunks/sobol.wgsl.js +74 -74
  245. package/lib/renderer/wgsl/chunks/spectralPrefix.wgsl.d.ts +6 -0
  246. package/lib/renderer/wgsl/chunks/spectralPrefix.wgsl.js +66 -0
  247. package/lib/renderer/wgsl/chunks/spectralPrefix.wgsl.js.map +1 -0
  248. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +11 -11
  249. package/lib/renderer/wgsl/chunks/vertexAttributes.wgsl.d.ts +2 -0
  250. package/lib/renderer/wgsl/chunks/vertexAttributes.wgsl.js +61 -0
  251. package/lib/renderer/wgsl/chunks/vertexAttributes.wgsl.js.map +1 -0
  252. package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +2 -0
  253. package/lib/renderer/wgsl/compose.frag.wgsl.js +99 -97
  254. package/lib/renderer/wgsl/compose.frag.wgsl.js.map +1 -1
  255. package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
  256. package/lib/renderer/wgsl/depthQuery.wgsl.d.ts +1 -1
  257. package/lib/renderer/wgsl/depthQuery.wgsl.js +11 -2
  258. package/lib/renderer/wgsl/depthQuery.wgsl.js.map +1 -1
  259. package/lib/renderer/wgsl/easu.wgsl.d.ts +2 -0
  260. package/lib/renderer/wgsl/easu.wgsl.js +80 -0
  261. package/lib/renderer/wgsl/easu.wgsl.js.map +1 -0
  262. package/lib/renderer/wgsl/easuDetail.wgsl.d.ts +21 -0
  263. package/lib/renderer/wgsl/easuDetail.wgsl.js +230 -0
  264. package/lib/renderer/wgsl/easuDetail.wgsl.js.map +1 -0
  265. package/lib/renderer/wgsl/jnlm.compute.js +74 -74
  266. package/lib/renderer/wgsl/jnlm.compute.js.map +1 -1
  267. package/lib/renderer/wgsl/offlineAdaptive.compute.js +26 -26
  268. package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js +3 -3
  269. package/lib/renderer/wgsl/photonMap.compute.js +89 -89
  270. package/lib/renderer/wgsl/proceduralSky.compute.js +61 -61
  271. package/lib/renderer/wgsl/rayTrace.compute.d.ts +14 -0
  272. package/lib/renderer/wgsl/rayTrace.compute.js +395 -333
  273. package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
  274. package/lib/scene/Scene.js.map +1 -1
  275. package/lib/settings/render.d.ts +11 -0
  276. package/lib/settings/render.js +1 -0
  277. package/lib/settings/render.js.map +1 -1
  278. package/lib/util/fromTHREE.js +21 -14
  279. package/lib/util/fromTHREE.js.map +1 -1
  280. package/lib/version.d.ts +1 -1
  281. package/lib/version.js +1 -1
  282. package/lib/version.js.map +1 -1
  283. package/package.json +5 -2
  284. package/lib/oidnBundledWeights.cdn.d.ts +0 -2
  285. package/lib/oidnBundledWeights.cdn.js +0 -5
  286. package/lib/oidnBundledWeights.cdn.js.map +0 -1
  287. package/lib/renderer/bvh.worker.d.ts +0 -1
  288. package/lib/renderer/bvh.worker.js +0 -16
  289. package/lib/renderer/bvh.worker.js.map +0 -1
  290. package/lib/renderer/bvhWorkerBuild.d.ts +0 -13
  291. package/lib/renderer/bvhWorkerBuild.js +0 -17
  292. package/lib/renderer/bvhWorkerBuild.js.map +0 -1
  293. package/lib/renderer/lightCore.d.ts +0 -12
  294. package/lib/renderer/lightCore.js +0 -13
  295. package/lib/renderer/lightCore.js.map +0 -1
  296. package/lib/renderer/materialCore.d.ts +0 -8
  297. package/lib/renderer/materialCore.js +0 -9
  298. package/lib/renderer/materialCore.js.map +0 -1
  299. package/lib/scene/PixelTexture.d.ts +0 -6
  300. package/lib/scene/PixelTexture.js +0 -10
  301. package/lib/scene/PixelTexture.js.map +0 -1
  302. package/lib/util/studioLighting.d.ts +0 -18
  303. package/lib/util/studioLighting.js +0 -36
  304. package/lib/util/studioLighting.js.map +0 -1
@@ -78,11 +78,57 @@ function packTextureAtlas(textures, pageSize, scale) {
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  export function planTextureAtlas(textures, mapColorLinear, options = {}, floatStorage = mapColorLinear.some(value => !!value)) {
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  const bytesPerPixel = floatStorage ? 8 : 4;
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  if (!textures.length)
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- return { pages: [], placements: [],
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+ return { independentTextures: !!options.independentTextures, pages: [], placements: [],
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  width: 1, height: 1, floatStorage, bytesPerPixel, mapInfo: [],
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  mapTransform: [], mapWrap: [], mapUvChannel: [], mapColorLinear,
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  stats: { estimatedBytes: 0, height: 1, layers: 0, packTimeMs: 0, scale: 1,
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  sourcePixels: 0, textureCount: 0, width: 1 } };
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+ if (options.independentTextures) {
87
+ const budget = options.maxTextureArrayBytes ?? DEFAULT_MAX_TEXTURE_ARRAY_BYTES;
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+ const dimension = options.maxTextureDimension2D ?? Infinity;
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+ const sources = new Map(), unique = [];
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+ const layers = textures.map((texture, index) => {
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+ const source = options.textureSource?.(texture) ?? texture.image;
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+ let flips = sources.get(source);
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+ if (!flips) {
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+ flips = new Map();
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+ sources.set(source, flips);
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+ }
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+ let layer = flips.get(texture.flipY);
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+ if (layer === undefined) {
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+ layer = unique.length;
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+ flips.set(texture.flipY, layer);
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+ unique.push(index);
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+ }
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+ return layer;
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+ });
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+ const extents = (scale) => textures.map((texture, index) => ({ index, layer: layers[index], x: 0, y: 0,
106
+ width: Math.max(1, Math.floor(texture.image.width * scale)), height: Math.max(1, Math.floor(texture.image.height * scale)) }));
107
+ const bytes = (items) => unique.reduce((sum, index) => sum + items[index].width * items[index].height * bytesPerPixel, 0);
108
+ if (unique.length * bytesPerPixel > budget)
109
+ throw new Error('Material textures cannot fit the budget even at 1×1.');
110
+ let scale = textures.reduce((s, t) => Math.min(s, dimension / Math.max(t.image.width, t.image.height)), 1);
111
+ if (bytes(extents(scale)) > budget) {
112
+ let low = 0, high = scale;
113
+ for (let i = 0; i < 40; i++) {
114
+ const mid = (low + high) / 2;
115
+ if (bytes(extents(mid)) <= budget)
116
+ low = mid;
117
+ else
118
+ high = mid;
119
+ }
120
+ scale = low;
121
+ }
122
+ const placements = extents(scale);
123
+ const width = placements.reduce((n, p) => Math.max(n, p.width), 1), height = placements.reduce((n, p) => Math.max(n, p.height), 1);
124
+ return { independentTextures: true, pages: unique.map(index => ({ nextY: placements[index].height, placements: [placements[index]], shelves: [] })), placements,
125
+ width, height, floatStorage, bytesPerPixel, mapInfo: placements.flatMap(p => [p.width, p.height, p.layer, 0]),
126
+ mapTransform: textures.flatMap(t => [...t.uvScale, ...t.uvOffset]),
127
+ mapWrap: textures.flatMap(t => [textureWrapIndex(t.wrapS), textureWrapIndex(t.wrapT)]),
128
+ mapUvChannel: textures.map(t => t.uvChannel), mapColorLinear,
129
+ stats: { estimatedBytes: bytes(placements), width, height, layers: unique.length, packTimeMs: 0, scale,
130
+ sourcePixels: unique.reduce((n, i) => n + textures[i].image.width * textures[i].image.height, 0), textureCount: textures.length } };
131
+ }
86
132
  const maxTextureArrayLayers = options.maxTextureArrayLayers ?? Infinity;
87
133
  const maxTextureDimension2D = options.maxTextureDimension2D ?? Infinity;
88
134
  const maxTextureArrayBytes = options.maxTextureArrayBytes ?? DEFAULT_MAX_TEXTURE_ARRAY_BYTES;
@@ -133,7 +179,7 @@ export function planTextureAtlas(textures, mapColorLinear, options = {}, floatSt
133
179
  offsetY
134
180
  ];
135
181
  });
136
- return { pages: packed.pages, placements: packed.placements, width: atlasWidth, height: atlasHeight,
182
+ return { independentTextures: false, pages: packed.pages, placements: packed.placements, width: atlasWidth, height: atlasHeight,
137
183
  floatStorage, bytesPerPixel, mapInfo,
138
184
  mapTransform: textures.flatMap(texture => [texture.uvScale[0], texture.uvScale[1], texture.uvOffset[0], texture.uvOffset[1]]),
139
185
  mapWrap: textures.flatMap(texture => [textureWrapIndex(texture.wrapS), textureWrapIndex(texture.wrapT)]),
@@ -1 +1 @@
1
- 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type TextureState from '../scene/TextureState.js';\nimport { textureWrapIndex } from '../scene/TextureState.js';\n\nexport const DEFAULT_MAX_TEXTURE_ARRAY_BYTES = 384 * 1024 * 1024;\n\nexport interface MaterialTableOptions {\n maxTextureArrayBytes?: number;\n maxTextureArrayLayers?: number;\n maxTextureDimension2D?: number;\n}\n\nexport interface TextureAtlasStats {\n estimatedBytes: number;\n height: number;\n layers: number;\n packTimeMs: number;\n scale: number;\n sourcePixels: number;\n textureCount: number;\n width: number;\n}\n\nexport interface AtlasPlacement {\n height: number;\n index: number;\n layer: number;\n width: number;\n x: number;\n y: number;\n}\n\ninterface AtlasShelf {\n height: number;\n x: number;\n y: number;\n}\n\ninterface AtlasPage {\n nextY: number;\n placements: AtlasPlacement[];\n shelves: AtlasShelf[];\n}\n\n/**\n * Packs material textures into a small 2D-array atlas.\n *\n * The input rectangles are sorted from tallest/largest to smallest, then\n * placed with a shelf allocator. Each atlas layer contains horizontal shelves;\n * a texture is inserted into the first shelf with enough remaining width, or a\n * new shelf is opened below the existing ones. A new array layer is allocated\n * only when none of the current layers has enough room.\n *\n * `makeTextureArray` first tries this packing at full resolution. If the result\n * exceeds the adapter layer limit or the configured memory budget, it performs\n * a binary search for the largest uniform scale that fits. This preserves full\n * resolution whenever packing alone is sufficient and degrades predictably on\n * constrained hardware.\n *\n * The returned placements keep the original logical texture indices. Shaders\n * use per-texture atlas metadata instead of treating the logical index as the\n * physical array layer.\n */\nfunction packTextureAtlas(\n textures: TextureState[],\n pageSize: number,\n scale: number\n) {\n const pages: AtlasPage[] = [];\n const placements = new Array<AtlasPlacement>(textures.length);\n const items = textures\n .map((texture, index) => ({\n height: Math.max(1, Math.floor(texture.image.height * scale)),\n index,\n width: Math.max(1, Math.floor(texture.image.width * scale))\n }))\n .sort((a, b) => b.height - a.height || b.width - a.width);\n\n for (const item of items) {\n let placement: AtlasPlacement | undefined;\n for (let layer = 0; layer < pages.length && !placement; layer++) {\n const page = pages[layer];\n for (const shelf of page.shelves) {\n if (\n item.height <= shelf.height &&\n shelf.x + item.width <= pageSize\n ) {\n placement = {\n height: item.height, index: item.index, width: item.width,\n layer,\n x: shelf.x,\n y: shelf.y\n };\n shelf.x += item.width;\n break;\n }\n }\n if (!placement && page.nextY + item.height <= pageSize) {\n placement = {\n height: item.height, index: item.index, width: item.width,\n layer,\n x: 0,\n y: page.nextY\n };\n page.shelves.push({\n height: item.height,\n x: item.width,\n y: page.nextY\n });\n page.nextY += item.height;\n }\n }\n\n if (!placement) {\n const layer = pages.length;\n placement = { height: item.height, index: item.index, width: item.width, layer, x: 0, y: 0 };\n pages.push({\n nextY: item.height,\n placements: [],\n shelves: [{ height: item.height, x: item.width, y: 0 }]\n });\n }\n pages[placement.layer].placements.push(placement);\n placements[item.index] = placement;\n }\n\n return { pages, placements };\n}\n\n\nexport function planTextureAtlas(textures: TextureState[], mapColorLinear: number[], options: MaterialTableOptions = {},\n floatStorage = mapColorLinear.some(value => !!value)) {\n const bytesPerPixel = floatStorage ? 8 : 4;\n if (!textures.length) return { pages: [] as AtlasPage[], placements: [] as AtlasPlacement[],\n width: 1, height: 1, floatStorage, bytesPerPixel, mapInfo: [] as number[],\n mapTransform: [] as number[], mapWrap: [] as number[], mapUvChannel: [] as number[], mapColorLinear,\n stats: {estimatedBytes: 0, height: 1, layers: 0, packTimeMs: 0, scale: 1,\n sourcePixels: 0, textureCount: 0, width: 1} };\n const maxTextureArrayLayers = options.maxTextureArrayLayers ?? Infinity;\n const maxTextureDimension2D = options.maxTextureDimension2D ?? Infinity;\n const maxTextureArrayBytes =\n options.maxTextureArrayBytes ?? DEFAULT_MAX_TEXTURE_ARRAY_BYTES;\n const sourcePixels = textures.reduce(\n (sum, texture) => sum + texture.image.width * texture.image.height,\n 0\n );\n const maxSourceDimension = textures.reduce(\n (max, texture) =>\n Math.max(max, texture.image.width, texture.image.height),\n 1\n );\n const maxPageSizeFromBudget = Math.max(\n 1,\n Math.floor(Math.sqrt(maxTextureArrayBytes / bytesPerPixel))\n );\n const pageSize = Math.max(\n 1,\n Math.floor(\n Math.min(\n maxSourceDimension,\n maxTextureDimension2D,\n maxPageSizeFromBudget\n )\n )\n );\n const pageBytes = pageSize * pageSize * bytesPerPixel;\n const maxPageCount = Math.max(\n 1,\n Math.min(\n maxTextureArrayLayers,\n Math.floor(maxTextureArrayBytes / pageBytes)\n )\n );\n const maxScale = Math.min(1, pageSize / maxSourceDimension);\n let packed = packTextureAtlas(textures, pageSize, maxScale);\n let scale = maxScale;\n\n if (packed.pages.length > maxPageCount) {\n let low = 0;\n let high = maxScale;\n let bestPacked: ReturnType<typeof packTextureAtlas> | undefined;\n let bestScale = 0;\n for (let i = 0; i < 14; i++) {\n const candidateScale = (low + high) / 2;\n const candidate = packTextureAtlas(\n textures,\n pageSize,\n candidateScale\n );\n if (candidate.pages.length <= maxPageCount) {\n low = candidateScale;\n bestScale = candidateScale;\n bestPacked = candidate;\n } else {\n high = candidateScale;\n }\n }\n if (!bestPacked) {\n throw new Error(\n `Unable to fit ${textures.length} textures into ${maxPageCount} atlas layers.`\n );\n }\n packed = bestPacked;\n scale = bestScale;\n }\n\n const atlasWidth = packed.placements.reduce((max, placement) => Math.max(max, placement.x + placement.width), 1);\n const atlasHeight = packed.placements.reduce((max, placement) => Math.max(max, placement.y + placement.height), 1);\n // mapInfo = [uvScale.x, uvScale.y, layer + uvOffset.x, uvOffset.y].\n // Packing layer and X offset into one float keeps the shader metadata to one\n // vec4 per logical texture; floor(z) restores the layer and fract(z) the X.\n const mapInfo = packed.placements.flatMap((placement) => {\n const offsetX = (placement.x + 0.5) / atlasWidth;\n const offsetY = (placement.y + 0.5) / atlasHeight;\n return [\n Math.max(placement.width - 1, 0) / atlasWidth,\n Math.max(placement.height - 1, 0) / atlasHeight,\n placement.layer + offsetX,\n offsetY\n ];\n });\n\n return { pages: packed.pages, placements: packed.placements, width: atlasWidth, height: atlasHeight,\n floatStorage, bytesPerPixel, mapInfo,\n mapTransform: textures.flatMap(texture => [texture.uvScale[0], texture.uvScale[1], texture.uvOffset[0], texture.uvOffset[1]]),\n mapWrap: textures.flatMap(texture => [textureWrapIndex(texture.wrapS), textureWrapIndex(texture.wrapT)]),\n mapUvChannel: textures.map(texture => texture.uvChannel), mapColorLinear,\n stats: { estimatedBytes: atlasWidth * atlasHeight * packed.pages.length * bytesPerPixel,\n height: atlasHeight, layers: packed.pages.length, packTimeMs: 0, scale, sourcePixels,\n textureCount: textures.length, width: atlasWidth } };\n}\nexport type TextureAtlasPlan = ReturnType<typeof planTextureAtlas>;\n"]}
1
+ 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type TextureState from '../scene/TextureState.js';\nimport { textureWrapIndex } from '../scene/TextureState.js';\n\nexport const DEFAULT_MAX_TEXTURE_ARRAY_BYTES = 384 * 1024 * 1024;\n\nexport interface MaterialTableOptions {\n /** Native binding arrays: retain separate images instead of packing atlas pages. Default false. */\n independentTextures?: boolean;\n // Native descriptors can expose several logical samplers over one owned image.\n textureSource?: (texture: TextureState) => object;\n maxTextureArrayBytes?: number;\n maxTextureArrayLayers?: number;\n maxTextureDimension2D?: number;\n}\n\nexport interface TextureAtlasStats {\n estimatedBytes: number;\n height: number;\n layers: number;\n packTimeMs: number;\n scale: number;\n sourcePixels: number;\n textureCount: number;\n width: number;\n}\n\nexport interface AtlasPlacement {\n height: number;\n index: number;\n layer: number;\n width: number;\n x: number;\n y: number;\n}\n\ninterface AtlasShelf {\n height: number;\n x: number;\n y: number;\n}\n\ninterface AtlasPage {\n nextY: number;\n placements: AtlasPlacement[];\n shelves: AtlasShelf[];\n}\n\n/**\n * Packs material textures into a small 2D-array atlas.\n *\n * The input rectangles are sorted from tallest/largest to smallest, then\n * placed with a shelf allocator. Each atlas layer contains horizontal shelves;\n * a texture is inserted into the first shelf with enough remaining width, or a\n * new shelf is opened below the existing ones. A new array layer is allocated\n * only when none of the current layers has enough room.\n *\n * `makeTextureArray` first tries this packing at full resolution. If the result\n * exceeds the adapter layer limit or the configured memory budget, it performs\n * a binary search for the largest uniform scale that fits. This preserves full\n * resolution whenever packing alone is sufficient and degrades predictably on\n * constrained hardware.\n *\n * The returned placements keep the original logical texture indices. Shaders\n * use per-texture atlas metadata instead of treating the logical index as the\n * physical array layer.\n */\nfunction packTextureAtlas(\n textures: TextureState[],\n pageSize: number,\n scale: number\n) {\n const pages: AtlasPage[] = [];\n const placements = new Array<AtlasPlacement>(textures.length);\n const items = textures\n .map((texture, index) => ({\n height: Math.max(1, Math.floor(texture.image.height * scale)),\n index,\n width: Math.max(1, Math.floor(texture.image.width * scale))\n }))\n .sort((a, b) => b.height - a.height || b.width - a.width);\n\n for (const item of items) {\n let placement: AtlasPlacement | undefined;\n for (let layer = 0; layer < pages.length && !placement; layer++) {\n const page = pages[layer];\n for (const shelf of page.shelves) {\n if (\n item.height <= shelf.height &&\n shelf.x + item.width <= pageSize\n ) {\n placement = {\n height: item.height, index: item.index, width: item.width,\n layer,\n x: shelf.x,\n y: shelf.y\n };\n shelf.x += item.width;\n break;\n }\n }\n if (!placement && page.nextY + item.height <= pageSize) {\n placement = {\n height: item.height, index: item.index, width: item.width,\n layer,\n x: 0,\n y: page.nextY\n };\n page.shelves.push({\n height: item.height,\n x: item.width,\n y: page.nextY\n });\n page.nextY += item.height;\n }\n }\n\n if (!placement) {\n const layer = pages.length;\n placement = { height: item.height, index: item.index, width: item.width, layer, x: 0, y: 0 };\n pages.push({\n nextY: item.height,\n placements: [],\n shelves: [{ height: item.height, x: item.width, y: 0 }]\n });\n }\n pages[placement.layer].placements.push(placement);\n placements[item.index] = placement;\n }\n\n return { pages, placements };\n}\n\n\nexport function planTextureAtlas(textures: TextureState[], mapColorLinear: number[], options: MaterialTableOptions = {},\n floatStorage = mapColorLinear.some(value => !!value)) {\n const bytesPerPixel = floatStorage ? 8 : 4;\n if (!textures.length) return { independentTextures: !!options.independentTextures, pages: [] as AtlasPage[], placements: [] as AtlasPlacement[],\n width: 1, height: 1, floatStorage, bytesPerPixel, mapInfo: [] as number[],\n mapTransform: [] as number[], mapWrap: [] as number[], mapUvChannel: [] as number[], mapColorLinear,\n stats: {estimatedBytes: 0, height: 1, layers: 0, packTimeMs: 0, scale: 1,\n sourcePixels: 0, textureCount: 0, width: 1} };\n if (options.independentTextures) {\n const budget = options.maxTextureArrayBytes ?? DEFAULT_MAX_TEXTURE_ARRAY_BYTES;\n const dimension = options.maxTextureDimension2D ?? Infinity;\n const sources = new Map<object, Map<boolean, number>>(), unique: number[] = [];\n const layers = textures.map((texture, index) => {\n const source = options.textureSource?.(texture) ?? texture.image;\n let flips = sources.get(source);\n if (!flips) { flips = new Map(); sources.set(source, flips); }\n let layer = flips.get(texture.flipY);\n if (layer === undefined) { layer = unique.length; flips.set(texture.flipY, layer); unique.push(index); }\n return layer;\n });\n const extents = (scale: number) => textures.map((texture, index) => ({index, layer: layers[index], x: 0, y: 0,\n width: Math.max(1, Math.floor(texture.image.width * scale)), height: Math.max(1, Math.floor(texture.image.height * scale))}));\n const bytes = (items: AtlasPlacement[]) => unique.reduce((sum, index) => sum + items[index].width * items[index].height * bytesPerPixel, 0);\n if (unique.length * bytesPerPixel > budget) throw new Error('Material textures cannot fit the budget even at 1×1.');\n let scale = textures.reduce((s, t) => Math.min(s, dimension / Math.max(t.image.width, t.image.height)), 1);\n if (bytes(extents(scale)) > budget) {\n let low = 0, high = scale;\n for (let i = 0; i < 40; i++) { const mid = (low + high) / 2; if (bytes(extents(mid)) <= budget) low = mid; else high = mid; }\n scale = low;\n }\n const placements = extents(scale);\n const width = placements.reduce((n, p) => Math.max(n, p.width), 1), height = placements.reduce((n, p) => Math.max(n, p.height), 1);\n return {independentTextures: true, pages: unique.map(index => ({nextY: placements[index].height, placements: [placements[index]], shelves: [] as AtlasShelf[]})), placements,\n width, height, floatStorage, bytesPerPixel, mapInfo: placements.flatMap(p => [p.width, p.height, p.layer, 0]),\n mapTransform: textures.flatMap(t => [...t.uvScale, ...t.uvOffset]),\n mapWrap: textures.flatMap(t => [textureWrapIndex(t.wrapS), textureWrapIndex(t.wrapT)]),\n mapUvChannel: textures.map(t => t.uvChannel), mapColorLinear,\n stats: {estimatedBytes: bytes(placements), width, height, layers: unique.length, packTimeMs: 0, scale,\n sourcePixels: unique.reduce((n, i) => n + textures[i].image.width * textures[i].image.height, 0), textureCount: textures.length}};\n }\n const maxTextureArrayLayers = options.maxTextureArrayLayers ?? Infinity;\n const maxTextureDimension2D = options.maxTextureDimension2D ?? Infinity;\n const maxTextureArrayBytes =\n options.maxTextureArrayBytes ?? DEFAULT_MAX_TEXTURE_ARRAY_BYTES;\n const sourcePixels = textures.reduce(\n (sum, texture) => sum + texture.image.width * texture.image.height,\n 0\n );\n const maxSourceDimension = textures.reduce(\n (max, texture) =>\n Math.max(max, texture.image.width, texture.image.height),\n 1\n );\n const maxPageSizeFromBudget = Math.max(\n 1,\n Math.floor(Math.sqrt(maxTextureArrayBytes / bytesPerPixel))\n );\n const pageSize = Math.max(\n 1,\n Math.floor(\n Math.min(\n maxSourceDimension,\n maxTextureDimension2D,\n maxPageSizeFromBudget\n )\n )\n );\n const pageBytes = pageSize * pageSize * bytesPerPixel;\n const maxPageCount = Math.max(\n 1,\n Math.min(\n maxTextureArrayLayers,\n Math.floor(maxTextureArrayBytes / pageBytes)\n )\n );\n const maxScale = Math.min(1, pageSize / maxSourceDimension);\n let packed = packTextureAtlas(textures, pageSize, maxScale);\n let scale = maxScale;\n\n if (packed.pages.length > maxPageCount) {\n let low = 0;\n let high = maxScale;\n let bestPacked: ReturnType<typeof packTextureAtlas> | undefined;\n let bestScale = 0;\n for (let i = 0; i < 14; i++) {\n const candidateScale = (low + high) / 2;\n const candidate = packTextureAtlas(\n textures,\n pageSize,\n candidateScale\n );\n if (candidate.pages.length <= maxPageCount) {\n low = candidateScale;\n bestScale = candidateScale;\n bestPacked = candidate;\n } else {\n high = candidateScale;\n }\n }\n if (!bestPacked) {\n throw new Error(\n `Unable to fit ${textures.length} textures into ${maxPageCount} atlas layers.`\n );\n }\n packed = bestPacked;\n scale = bestScale;\n }\n\n const atlasWidth = packed.placements.reduce((max, placement) => Math.max(max, placement.x + placement.width), 1);\n const atlasHeight = packed.placements.reduce((max, placement) => Math.max(max, placement.y + placement.height), 1);\n // mapInfo = [uvScale.x, uvScale.y, layer + uvOffset.x, uvOffset.y].\n // Packing layer and X offset into one float keeps the shader metadata to one\n // vec4 per logical texture; floor(z) restores the layer and fract(z) the X.\n const mapInfo = packed.placements.flatMap((placement) => {\n const offsetX = (placement.x + 0.5) / atlasWidth;\n const offsetY = (placement.y + 0.5) / atlasHeight;\n return [\n Math.max(placement.width - 1, 0) / atlasWidth,\n Math.max(placement.height - 1, 0) / atlasHeight,\n placement.layer + offsetX,\n offsetY\n ];\n });\n\n return { independentTextures: false, pages: packed.pages, placements: packed.placements, width: atlasWidth, height: atlasHeight,\n floatStorage, bytesPerPixel, mapInfo,\n mapTransform: textures.flatMap(texture => [texture.uvScale[0], texture.uvScale[1], texture.uvOffset[0], texture.uvOffset[1]]),\n mapWrap: textures.flatMap(texture => [textureWrapIndex(texture.wrapS), textureWrapIndex(texture.wrapT)]),\n mapUvChannel: textures.map(texture => texture.uvChannel), mapColorLinear,\n stats: { estimatedBytes: atlasWidth * atlasHeight * packed.pages.length * bytesPerPixel,\n height: atlasHeight, layers: packed.pages.length, packTimeMs: 0, scale, sourcePixels,\n textureCount: textures.length, width: atlasWidth } };\n}\nexport type TextureAtlasPlan = ReturnType<typeof planTextureAtlas>;\n"]}
@@ -345,6 +345,10 @@ function setUniform(gl, location, uniform, value) {
345
345
  gl.uniform3fv(location, data);
346
346
  else if (uniform.type === 'vec4')
347
347
  gl.uniform4fv(location, data);
348
+ else if (uniform.type === 'mat3')
349
+ gl.uniformMatrix3fv(location, false, data);
350
+ else if (uniform.type === 'mat4')
351
+ gl.uniformMatrix4fv(location, false, data);
348
352
  else
349
353
  gl.uniform1fv(location, data);
350
354
  return;
@@ -1 +1 @@
1
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type { ShaderCompilationDiagnostics } from './RenderingPipeline.js';\nimport { FragmentShader, type ShaderDefineValue, type ShaderUniform } from './shader.js';\n\nexport { FragmentShader, Shader, createShaderMixin, glsl } from './shader.js';\n\nexport const constants = {\n FLOAT: 0x1406,\n HALF_FLOAT: 0x140b,\n UNSIGNED_BYTE: 0x1401,\n RGBA: 0x1908,\n LINEAR: 0x2601,\n NEAREST: 0x2600,\n REPEAT: 0x2901,\n CLAMP_TO_EDGE: 0x812f,\n SCISSOR_TEST: 0x0c11,\n COLOR_BUFFER_BIT: 0x4000,\n DEPTH_BUFFER_BIT: 0x0100,\n LINES: 0x0001,\n TEXTURE_2D: 0x0de1,\n TEXTURE_2D_ARRAY: 0x8c1a\n} as const;\n\nexport type TextureImageSource = any;\nexport interface TexturePixelSource {\n data: Float32Array | Int32Array | Uint8Array | Uint8ClampedArray | Uint16Array;\n width: number;\n height: number;\n}\ntype TextureSource = TextureImageSource | TexturePixelSource;\n\nexport interface TextureOptions {\n source?: TextureSource | TextureImageSource[];\n width?: number;\n height?: number;\n type?: number;\n minFilter?: number;\n magFilter?: number;\n wrapS?: number;\n wrapT?: number;\n flipY?: boolean;\n flipYArray?: boolean[];\n useMipmap?: boolean;\n premultiplyAlpha?: boolean;\n sRGB?: boolean;\n}\n\nfunction isPixelSource(source: unknown): source is TexturePixelSource {\n return !!source && typeof source === 'object' && 'data' in source;\n}\n\nexport class Texture2D {\n private _source?: TextureSource | TextureImageSource[];\n width = 1;\n height = 1;\n // Keep the shared texture container constructible in DOM-free WebGPU hosts.\n target: number = constants.TEXTURE_2D;\n protected _options: TextureOptions;\n protected _texture?: WebGLTexture;\n protected _dirty = true;\n protected _allocated = false;\n\n constructor(options: TextureOptions = {}) {\n this._options = options;\n this.source = options.source;\n this.width = options.width || 1;\n this.height = options.height || 1;\n }\n\n get storageType() {return this._options.type ?? constants.UNSIGNED_BYTE;}\n get isByteEncoded() { return (this._options.type ?? constants.UNSIGNED_BYTE) === constants.UNSIGNED_BYTE; }\n\n /** Allocated 2D render-target payload, excluding driver/FBO overhead. */\n getMemoryBytes() {\n if (!this._allocated) return 0;\n const bytes = this._options.type === constants.FLOAT ? 4 :\n this._options.type === constants.HALF_FLOAT ? 2 : 1;\n return this.width * this.height * 4 * bytes;\n }\n\n get source(): any {\n return this._source;\n }\n\n set source(value: any) {\n if (this._source !== value) {\n this._source = value;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n dirty() {\n this._dirty = true;\n }\n\n resize(width: number, height: number) {\n if (this.width !== width || this.height !== height) {\n this.width = width;\n this.height = height;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n ensureStorage(\n gl: WebGL2RenderingContext,\n width: number,\n height: number,\n options: TextureOptions = this._options\n ) {\n const storageChanged = (this._options.type ?? constants.UNSIGNED_BYTE) !== (options.type ?? this._options.type ?? constants.UNSIGNED_BYTE) ||\n this._options.sRGB !== (options.sRGB ?? this._options.sRGB);\n this._options = { ...this._options, ...options };\n if (storageChanged) {this._dirty = true; this._allocated = false;}\n this.resize(Math.max(1, width), Math.max(1, height));\n this._ensureTexture(gl);\n if (!this._allocated || this._dirty) {\n this._bindAndConfigure(gl);\n const { internalFormat, format, type } = this._format(gl);\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n this.width,\n this.height,\n 0,\n format,\n type,\n null\n );\n this._allocated = true;\n this._dirty = false;\n }\n return this;\n }\n\n bind(gl: WebGL2RenderingContext, unit: number) {\n this._ensureTexture(gl);\n gl.activeTexture(gl.TEXTURE0 + unit);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) {\n this._upload(gl);\n }\n }\n\n /** Copies a byte range into a data texture's CPU image and uploads its covering rows. */\n updateDataRange(gl: WebGL2RenderingContext, data: Float32Array | Int32Array | Uint8Array,\n offset: number, size: number) {\n if (!size) return;\n const source = this.source as TexturePixelSource;\n if (!isPixelSource(source) || offset < 0 || size < 0 ||\n offset % data.BYTES_PER_ELEMENT || size % data.BYTES_PER_ELEMENT ||\n offset + size > data.byteLength || offset + size > source.data.byteLength) {\n throw new RangeError('Invalid data texture byte range');\n }\n source.data.set(data.subarray(offset / data.BYTES_PER_ELEMENT, (offset + size) / data.BYTES_PER_ELEMENT),\n offset / source.data.BYTES_PER_ELEMENT);\n this._ensureTexture(gl);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) { this._upload(gl); return; }\n const channels = source.data.length / (source.width * source.height);\n const rowBytes = source.width * channels * source.data.BYTES_PER_ELEMENT;\n const first = Math.floor(offset / rowBytes), end = Math.ceil((offset + size) / rowBytes);\n const { format, type } = this._format(gl, channels);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this._options.flipY ? 1 : 0);\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this._options.premultiplyAlpha ? 1 : 0);\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, first, source.width, end - first, format, type,\n source.data.subarray(first * source.width * channels, end * source.width * channels));\n }\n\n getWebGLTexture(gl: WebGL2RenderingContext) {\n this._ensureTexture(gl);\n return this._texture!;\n }\n\n dispose(gl: WebGL2RenderingContext) {\n if (this._texture) gl.deleteTexture(this._texture);\n this._texture = undefined; this._allocated = false; this._dirty = true;\n }\n\n protected _ensureTexture(gl: WebGL2RenderingContext) {\n if (!this._texture) {\n this._texture = gl.createTexture()!;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n protected _bindAndConfigure(gl: WebGL2RenderingContext) {\n gl.bindTexture(gl.TEXTURE_2D, this._texture!);\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_MIN_FILTER,\n this._options.minFilter || gl.NEAREST\n );\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_MAG_FILTER,\n this._options.magFilter || gl.NEAREST\n );\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_WRAP_S,\n this._options.wrapS || gl.CLAMP_TO_EDGE\n );\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_WRAP_T,\n this._options.wrapT || gl.CLAMP_TO_EDGE\n );\n }\n\n protected _format(gl: WebGL2RenderingContext, channels = 4) {\n const type = this._options.type || gl.UNSIGNED_BYTE;\n if (type === gl.UNSIGNED_INT) return {type, format: gl.RGBA_INTEGER, internalFormat: gl.RGBA32UI};\n const formats = [gl.RED, gl.RG, gl.RGB, gl.RGBA];\n const floatFormats = [gl.R32F, gl.RG32F, gl.RGB32F, gl.RGBA32F];\n const halfFloatFormats = [gl.R16F, gl.RG16F, gl.RGB16F, gl.RGBA16F];\n return {\n type,\n format: formats[channels - 1],\n internalFormat:\n type === gl.FLOAT\n ? floatFormats[channels - 1]\n : type === gl.HALF_FLOAT\n ? halfFloatFormats[channels - 1]\n : this._options.sRGB\n ? gl.SRGB8_ALPHA8\n : gl.RGBA8\n };\n }\n\n protected _upload(gl: WebGL2RenderingContext) {\n const source = this.source;\n const channels =\n source && isPixelSource(source)\n ? source.data.byteLength / source.data.BYTES_PER_ELEMENT / (source.width * source.height)\n : 4;\n const { internalFormat, format, type } = this._format(gl, channels);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this._options.flipY ? 1 : 0);\n gl.pixelStorei(\n gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,\n this._options.premultiplyAlpha ? 1 : 0\n );\n if (source && isPixelSource(source)) {\n this.width = source.width;\n this.height = source.height;\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n source.width,\n source.height,\n 0,\n format,\n type,\n source.data\n );\n } else if (source && !Array.isArray(source)) {\n this.width = source.width;\n this.height = source.height;\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n format,\n type,\n source\n );\n } else {\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n this.width,\n this.height,\n 0,\n format,\n type,\n null\n );\n }\n if (this._options.useMipmap) gl.generateMipmap(gl.TEXTURE_2D);\n this._dirty = false;\n this._allocated = true;\n }\n}\n\nexport class Texture2DArray extends Texture2D {\n target: number = constants.TEXTURE_2D_ARRAY;\n\n get flipYArray() {\n return this._options.flipYArray || [];\n }\n\n protected _bindAndConfigure(gl: WebGL2RenderingContext) {\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, this._texture!);\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_MIN_FILTER,\n this._options.minFilter || gl.LINEAR\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_MAG_FILTER,\n this._options.magFilter || gl.LINEAR\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_WRAP_S,\n this._options.wrapS || gl.CLAMP_TO_EDGE\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_WRAP_T,\n this._options.wrapT || gl.CLAMP_TO_EDGE\n );\n }\n\n protected _upload(gl: WebGL2RenderingContext) {\n const sources = (this.source || []) as TextureImageSource[];\n const depth = Math.max(1, sources.length);\n const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);\n const maxTextureArrayLayers = gl.getParameter(gl.MAX_ARRAY_TEXTURE_LAYERS);\n if (\n this.width > maxTextureSize ||\n this.height > maxTextureSize ||\n depth > maxTextureArrayLayers\n ) {\n throw new Error(\n `Texture array ${this.width}x${this.height}x${depth} exceeds WebGL limits ${maxTextureSize}x${maxTextureSize}x${maxTextureArrayLayers}.`\n );\n }\n const type = this.storageType;\n const internalFormat = type === gl.HALF_FLOAT ? gl.RGBA16F\n : type === gl.FLOAT ? gl.RGBA32F\n : this._options.sRGB ? gl.SRGB8_ALPHA8 : gl.RGBA8;\n // Attribute allocation errors to this upload rather than an unrelated\n // earlier WebGL call whose error flag was never consumed.\n while (gl.getError() !== gl.NO_ERROR) {\n // Drain the context error queue.\n }\n gl.texImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n internalFormat,\n this.width,\n this.height,\n depth,\n 0,\n gl.RGBA,\n type,\n null\n );\n const allocationError = gl.getError();\n if (allocationError !== gl.NO_ERROR) {\n throw new Error(\n `WebGL could not allocate texture array ${this.width}x${this.height}x${depth} (error 0x${allocationError.toString(16)}).`\n );\n }\n sources.forEach((source, index) => {\n gl.pixelStorei(\n gl.UNPACK_FLIP_Y_WEBGL,\n (this._options.flipYArray?.[index] ?? this._options.flipY) ? 1 : 0\n );\n // Material maps use straight alpha. Do not inherit a premultiplication\n // state from a texture uploaded earlier on the same WebGL context.\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);\n gl.texSubImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n 0,\n 0,\n index,\n source.width,\n source.height,\n 1,\n gl.RGBA,\n type,\n isPixelSource(source) ? source.data : source\n );\n const uploadError = gl.getError();\n if (uploadError !== gl.NO_ERROR) {\n throw new Error(`WebGL could not upload texture array layer ${index} (error 0x${uploadError.toString(16)}).`);\n }\n });\n this._dirty = false;\n this._allocated = true;\n }\n\n bind(gl: WebGL2RenderingContext, unit: number) {\n this._ensureTexture(gl);\n gl.activeTexture(gl.TEXTURE0 + unit);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) this._upload(gl);\n }\n}\n\n/** Compiled GLSL program plus its current bind-group-like values. */\nexport class WebGLProgramBindings {\n readonly shader: FragmentShader;\n readonly uniforms: Record<string, ShaderUniform>;\n readonly defines: Record<string, ShaderDefineValue>;\n private _programs = new Map<string, WebGLProgram>();\n\n constructor(shader: FragmentShader) {\n this.shader = shader;\n this.uniforms = Object.fromEntries(\n Object.entries(shader.uniforms).map(([name, uniform]) => [\n name,\n { ...uniform, value: cloneValue(uniform.value) }\n ])\n );\n this.defines = { ...shader.defines };\n }\n\n set(name: string, value: unknown) {\n if (value === undefined || !this.uniforms[name]) return false;\n const changed = this.uniforms[name].value !== value;\n this.uniforms[name].value = value;\n return changed;\n }\n\n setUniforms(values: Record<string, unknown>) {\n Object.entries(values).forEach(([name, value]) => this.set(name, value));\n }\n\n get(name: string): any {\n return this.uniforms[name]?.value;\n }\n\n setDefine(name: string, value: ShaderDefineValue) {\n this.defines[name] = value;\n }\n\n deleteDefine(name: string) {\n delete this.defines[name];\n }\n\n getProgram(renderer: WebGLDevice) {\n const textureDefines: Record<string, null> = {};\n for (const [name, uniform] of Object.entries(this.uniforms)) {\n if (isSampler(uniform.type) && uniform.value) {\n textureDefines[`${name.toUpperCase()}_ENABLED`] = null;\n }\n }\n const defines = { ...this.defines, ...textureDefines };\n const key = JSON.stringify(defines);\n let program = this._programs.get(key);\n if (!program) {\n program = renderer.createProgram(this.shader, defines);\n this._programs.set(key, program);\n }\n return program;\n }\n\n bind(renderer: WebGLDevice) {\n const gl = renderer.gl;\n const program = this.getProgram(renderer);\n if (!renderer.isProgramCompiled(program)) return false;\n gl.useProgram(program);\n let textureUnit = 0;\n for (const [name, uniform] of Object.entries(this.uniforms)) {\n const location = gl.getUniformLocation(program, name);\n if (location === null) continue;\n const value = uniform.value;\n if (isSampler(uniform.type)) {\n const texture = value as Texture2D | undefined;\n (texture || renderer.emptyTexture).bind(gl, textureUnit);\n gl.uniform1i(location, textureUnit++);\n } else {\n setUniform(gl, location, uniform, value);\n }\n }\n return true;\n }\n}\n\nfunction cloneValue(value: unknown): any {\n return Array.isArray(value) ? value.slice() : value;\n}\n\nfunction isSampler(type: string) {\n return type.includes('sampler');\n}\n\nfunction flatten(value: any): number[] | Float32Array {\n if (!value) return [];\n if (ArrayBuffer.isView(value)) return value as Float32Array;\n return Array.isArray(value) ? value.flat(Infinity) : [value];\n}\n\nfunction setUniform(\n gl: WebGL2RenderingContext,\n location: WebGLUniformLocation,\n uniform: ShaderUniform,\n value: any\n) {\n if (value === undefined || value === null) return;\n const data = flatten(value);\n if (uniform.array) {\n if (uniform.type === 'int') gl.uniform1iv(location, data as number[]);\n else if (uniform.type === 'vec2') gl.uniform2fv(location, data as number[]);\n else if (uniform.type === 'vec3') gl.uniform3fv(location, data as number[]);\n else if (uniform.type === 'vec4') gl.uniform4fv(location, data as number[]);\n else gl.uniform1fv(location, data as number[]);\n return;\n }\n switch (uniform.type) {\n case 'bool':\n case 'int':\n gl.uniform1i(location, Number(value));\n break;\n case 'float':\n gl.uniform1f(location, Number(value));\n break;\n case 'vec2':\n gl.uniform2fv(location, data as number[]);\n break;\n case 'vec3':\n gl.uniform3fv(location, data as number[]);\n break;\n case 'vec4':\n gl.uniform4fv(location, data as number[]);\n break;\n case 'ivec2':\n gl.uniform2iv(location, data as number[]);\n break;\n case 'ivec3':\n gl.uniform3iv(location, data as number[]);\n break;\n case 'ivec4':\n gl.uniform4iv(location, data as number[]);\n break;\n case 'mat3':\n gl.uniformMatrix3fv(location, false, data as number[]);\n break;\n case 'mat4':\n gl.uniformMatrix4fv(location, false, data as number[]);\n break;\n }\n}\n\nconst fullscreenVertex = /* glsl */ `#version 300 es\nprecision highp float;\nout vec2 v_Texcoord;\nvoid main() {\n vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));\n v_Texcoord = p;\n gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);\n}`;\n\nfunction composeFragment(\n shader: FragmentShader,\n defines: Record<string, ShaderDefineValue>\n) {\n const defineCode = Object.entries(defines)\n .filter(([, value]) => value !== false && value !== undefined)\n .map(([name, value]) =>\n value === null || value === true ? `#define ${name}` : `#define ${name} ${value}`\n )\n .join('\\n');\n const uniformCode = Object.entries(shader.uniforms)\n .map(([name, uniform]) => {\n const guarded = uniform.array && isNaN(Number(uniform.len));\n const declaration = `uniform ${uniform.type} ${name}${\n uniform.array ? `[${uniform.len}]` : ''\n };`;\n return guarded\n ? `#ifdef ${uniform.len}\\n${declaration}\\n#endif`\n : declaration;\n })\n .join('\\n');\n const outputCode = shader.outputs\n .map((name, index) => `layout(location=${index}) out highp ${shader.outputTypes[name] ?? 'vec4'} out_${name};`)\n .join('\\n');\n return /* glsl */ `#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\nprecision highp sampler2DArray;\nprecision highp usampler2D;\n${defineCode}\n${outputCode}\n${uniformCode}\nin vec2 v_Texcoord;\n${shader.functions.map((fn) => fn()).join('\\n')}\n${shader.main}`;\n}\n\nexport interface RendererOptions extends WebGLContextAttributes {\n canvas: HTMLCanvasElement | OffscreenCanvas;\n pixelRatio?: number;\n parallelShaderCompile?: boolean;\n}\n\nexport class WebGLDevice {\n readonly canvas: HTMLCanvasElement | OffscreenCanvas;\n readonly gl: WebGL2RenderingContext;\n readonly emptyTexture = new Texture2D();\n private _viewport: [number, number, number, number] = [0, 0, 1, 1];\n private _viewportStack: Array<[number, number, number, number]> = [];\n private _programs = new Set<WebGLProgram>();\n private _parallel?: KHR_parallel_shader_compile;\n private _pendingPrograms = new Map<WebGLProgram, {shader: FragmentShader; shaders: WebGLShader[]}>();\n private _programErrors = new Map<WebGLProgram, Error>();\n private _compilationStart = 0;\n private _compilationRecords: {\n program: WebGLProgram; label: string; bytes: number; lines: number; fingerprint: string;\n startedAt: number; completedAt?: number; generationMs: number; creationMs: number;\n }[] = [];\n\n constructor(options: RendererOptions) {\n this.canvas = options.canvas;\n const gl = options.canvas.getContext('webgl2', options);\n if (!gl) throw new Error('WebGL 2.0 is required');\n this.gl = gl;\n gl.getExtension('EXT_color_buffer_float');\n gl.getExtension('OES_texture_float_linear');\n this._parallel = options.parallelShaderCompile\n ? gl.getExtension('KHR_parallel_shader_compile') || undefined\n : undefined;\n this.resize(this.canvas.width, this.canvas.height);\n }\n\n createProgram(\n shader: FragmentShader,\n defines: Record<string, ShaderDefineValue>\n ) {\n const gl = this.gl;\n const startedAt = performance.now();\n if (!this._compilationRecords.length) this._compilationStart = startedAt;\n const fragment = composeFragment(shader, defines);\n const generationMs = performance.now() - startedAt;\n const source = fullscreenVertex + fragment;\n let hash = 2166136261;\n for (let i = 0; i < source.length; i++) hash = Math.imul(hash ^ source.charCodeAt(i), 16777619);\n const creationStart = performance.now();\n const program = gl.createProgram()!;\n const asynchronous = !!this._parallel && shader.parallelCompile;\n const shaders: WebGLShader[] = [];\n const compile = (type: number, source: string) => {\n const result = gl.createShader(type)!;\n shaders.push(result);\n gl.shaderSource(result, source);\n gl.compileShader(result);\n // COMPILE_STATUS and LINK_STATUS can synchronously wait for the driver.\n // Poll COMPLETION_STATUS_KHR before either query for large programs.\n if (!asynchronous && !gl.getShaderParameter(result, gl.COMPILE_STATUS)) {\n const message = gl.getShaderInfoLog(result);\n gl.deleteShader(result);\n throw new Error(`${shader.name || 'WebGL shader'}: ${message}\\n${source}`);\n }\n gl.attachShader(program, result);\n if (!asynchronous) gl.deleteShader(result);\n };\n compile(gl.VERTEX_SHADER, fullscreenVertex);\n compile(gl.FRAGMENT_SHADER, fragment);\n gl.linkProgram(program);\n if (asynchronous) this._pendingPrograms.set(program, {shader, shaders});\n else if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n throw new Error(\n `${shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}`\n );\n }\n this._programs.add(program);\n this._compilationRecords.push({program, label: shader.name || 'WebGL program',\n bytes: new TextEncoder().encode(source).byteLength, lines: source.split('\\n').length,\n fingerprint: (hash >>> 0).toString(16).padStart(8, '0'), startedAt,\n generationMs, creationMs: performance.now() - creationStart,\n completedAt: asynchronous ? undefined : performance.now()});\n return program;\n }\n\n isProgramCompiled(program: WebGLProgram) {\n const error = this._programErrors.get(program);\n if (error) throw error;\n const pending = this._pendingPrograms.get(program);\n if (!pending) return true;\n const gl = this.gl;\n if (!gl.getProgramParameter(program, this._parallel!.COMPLETION_STATUS_KHR)) return false;\n this._pendingPrograms.delete(program);\n try {\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n const details = pending.shaders.filter(s => !gl.getShaderParameter(s, gl.COMPILE_STATUS))\n .map(s => `${gl.getShaderInfoLog(s)}\\n${gl.getShaderSource(s)}`).join('\\n');\n const failure = new Error(`${pending.shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}${details ? '\\n' + details : ''}`);\n this._programErrors.set(program, failure);\n throw failure;\n }\n } finally {\n pending.shaders.forEach(shader => gl.deleteShader(shader));\n }\n const record = this._compilationRecords.find(record => record.program === program);\n if (record) record.completedAt = performance.now();\n return true;\n }\n\n /** Cumulative program compilation measurements used by preparation progress. */\n getShaderCompilationDiagnostics(): ShaderCompilationDiagnostics {\n const now = performance.now(), records = this._compilationRecords;\n for (const record of records) {\n if (record.completedAt === undefined && this.isProgramCompiled(record.program)) record.completedAt = now;\n }\n const completed = records.filter(record => record.completedAt !== undefined);\n const duration = completed.length === records.length && records.length > 0\n ? Math.max(...completed.map(record => record.completedAt!)) - this._compilationStart : undefined;\n const concurrency = records.flatMap(record => [\n {time: record.startedAt, change: 1},\n ...(record.completedAt === undefined ? [] : [{time: record.completedAt, change: -1}])\n ]).sort((a,b) => a.time - b.time || a.change - b.change);\n let active = 0, peak = 0;\n for (const event of concurrency) { active += event.change; peak = Math.max(peak, active); }\n return {\n status: completed.length === records.length ? 'ready' : 'compiling',\n sourceBytes: records.reduce((sum, record) => sum + record.bytes, 0),\n sourceLines: records.reduce((sum, record) => sum + record.lines, 0),\n pipelineCount: records.length, completedPipelineCount: completed.length,\n sourceGenerationTimeMs: records.reduce((sum, record) => sum + record.generationMs, 0),\n moduleCreationTimeMs: records.reduce((sum, record) => sum + record.creationMs, 0),\n modules: records.map(record => ({label: record.label, sourceBytes: record.bytes, sourceLines: record.lines, sourceFingerprint: record.fingerprint})),\n pipelines: records.map(record => ({label: record.label, entryPoint: 'main', firstFrameRequired: true,\n status: record.completedAt === undefined ? 'compiling' : 'ready',\n startedAtMs: record.startedAt - this._compilationStart,\n endedAtMs: record.completedAt === undefined ? undefined : record.completedAt - this._compilationStart,\n durationMs: record.completedAt === undefined ? undefined : record.completedAt - record.startedAt})),\n maximumConcurrentPipelineCount: this._parallel ? records.length : Math.min(records.length, 1),\n peakConcurrentPipelineCount: peak,\n pipelineCompilationTimeMs: duration, totalTimeMs: duration\n };\n }\n\n isAllProgramCompiled() {\n for (const program of this._programs) {\n if (!this.isProgramCompiled(program)) {\n return false;\n }\n }\n return true;\n }\n\n resize(width: number, height: number) {\n this.canvas.width = width;\n this.canvas.height = height;\n this.setViewport(0, 0, width, height);\n }\n\n getWidth() {\n return this.canvas.width;\n }\n getHeight() {\n return this.canvas.height;\n }\n saveViewport() {\n this._viewportStack.push([...this._viewport]);\n }\n restoreViewport() {\n const viewport = this._viewportStack.pop();\n if (viewport) this.setViewport(...viewport);\n }\n setViewport(x: number, y: number, width: number, height: number) {\n this._viewport = [x, y, width, height];\n this.gl.viewport(x, y, width, height);\n }\n\n dispose() {\n this._pendingPrograms.forEach(pending => pending.shaders.forEach(shader => this.gl.deleteShader(shader)));\n this._pendingPrograms.clear();\n this._programErrors.clear();\n this._programs.forEach((program) => this.gl.deleteProgram(program));\n this._programs.clear();\n this._compilationRecords = [];\n this.emptyTexture.dispose(this.gl);\n }\n}\n\nexport class FrameBuffer {\n private _frameBuffer?: WebGLFramebuffer;\n private _attachments: Texture2D[] = [];\n attach(texture: Texture2D) {\n this._attachments = [texture];\n }\n bind(renderer: WebGLDevice, textures?: Texture2D[], target: number = renderer.gl.FRAMEBUFFER) {\n const gl = renderer.gl;\n const previousCount = this._attachments.length;\n if (textures) this._attachments = textures;\n textures = this._attachments;\n this._frameBuffer ||= gl.createFramebuffer()!;\n gl.bindFramebuffer(target, this._frameBuffer);\n for (let index = textures.length; index < previousCount; index++) gl.framebufferTexture2D(target, gl.COLOR_ATTACHMENT0 + index, gl.TEXTURE_2D, null, 0);\n textures.forEach((texture, index) => {\n texture.bind(gl, 0);\n gl.framebufferTexture2D(\n target,\n gl.COLOR_ATTACHMENT0 + index,\n gl.TEXTURE_2D,\n texture.getWebGLTexture(gl),\n 0\n );\n });\n if (target !== gl.READ_FRAMEBUFFER) gl.drawBuffers(textures.map((_, index) => gl.COLOR_ATTACHMENT0 + index));\n }\n dispose(renderer: WebGLDevice) {\n if (this._frameBuffer) renderer.gl.deleteFramebuffer(this._frameBuffer);\n this._frameBuffer = undefined;\n }\n}\n"]}
1
+ 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type { ShaderCompilationDiagnostics } from './RenderingPipeline.js';\nimport { FragmentShader, type ShaderDefineValue, type ShaderUniform } from './shader.js';\n\nexport { FragmentShader, Shader, createShaderMixin, glsl } from './shader.js';\n\nexport const constants = {\n FLOAT: 0x1406,\n HALF_FLOAT: 0x140b,\n UNSIGNED_BYTE: 0x1401,\n RGBA: 0x1908,\n LINEAR: 0x2601,\n NEAREST: 0x2600,\n REPEAT: 0x2901,\n CLAMP_TO_EDGE: 0x812f,\n SCISSOR_TEST: 0x0c11,\n COLOR_BUFFER_BIT: 0x4000,\n DEPTH_BUFFER_BIT: 0x0100,\n LINES: 0x0001,\n TEXTURE_2D: 0x0de1,\n TEXTURE_2D_ARRAY: 0x8c1a\n} as const;\n\nexport type TextureImageSource = any;\nexport interface TexturePixelSource {\n data: Float32Array | Int32Array | Uint8Array | Uint8ClampedArray | Uint16Array;\n width: number;\n height: number;\n}\ntype TextureSource = TextureImageSource | TexturePixelSource;\n\nexport interface TextureOptions {\n source?: TextureSource | TextureImageSource[];\n width?: number;\n height?: number;\n type?: number;\n minFilter?: number;\n magFilter?: number;\n wrapS?: number;\n wrapT?: number;\n flipY?: boolean;\n flipYArray?: boolean[];\n useMipmap?: boolean;\n premultiplyAlpha?: boolean;\n sRGB?: boolean;\n}\n\nfunction isPixelSource(source: unknown): source is TexturePixelSource {\n return !!source && typeof source === 'object' && 'data' in source;\n}\n\nexport class Texture2D {\n private _source?: TextureSource | TextureImageSource[];\n width = 1;\n height = 1;\n // Keep the shared texture container constructible in DOM-free WebGPU hosts.\n target: number = constants.TEXTURE_2D;\n protected _options: TextureOptions;\n protected _texture?: WebGLTexture;\n protected _dirty = true;\n protected _allocated = false;\n\n constructor(options: TextureOptions = {}) {\n this._options = options;\n this.source = options.source;\n this.width = options.width || 1;\n this.height = options.height || 1;\n }\n\n get storageType() {return this._options.type ?? constants.UNSIGNED_BYTE;}\n get isByteEncoded() { return (this._options.type ?? constants.UNSIGNED_BYTE) === constants.UNSIGNED_BYTE; }\n\n /** Allocated 2D render-target payload, excluding driver/FBO overhead. */\n getMemoryBytes() {\n if (!this._allocated) return 0;\n const bytes = this._options.type === constants.FLOAT ? 4 :\n this._options.type === constants.HALF_FLOAT ? 2 : 1;\n return this.width * this.height * 4 * bytes;\n }\n\n get source(): any {\n return this._source;\n }\n\n set source(value: any) {\n if (this._source !== value) {\n this._source = value;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n dirty() {\n this._dirty = true;\n }\n\n resize(width: number, height: number) {\n if (this.width !== width || this.height !== height) {\n this.width = width;\n this.height = height;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n ensureStorage(\n gl: WebGL2RenderingContext,\n width: number,\n height: number,\n options: TextureOptions = this._options\n ) {\n const storageChanged = (this._options.type ?? constants.UNSIGNED_BYTE) !== (options.type ?? this._options.type ?? constants.UNSIGNED_BYTE) ||\n this._options.sRGB !== (options.sRGB ?? this._options.sRGB);\n this._options = { ...this._options, ...options };\n if (storageChanged) {this._dirty = true; this._allocated = false;}\n this.resize(Math.max(1, width), Math.max(1, height));\n this._ensureTexture(gl);\n if (!this._allocated || this._dirty) {\n this._bindAndConfigure(gl);\n const { internalFormat, format, type } = this._format(gl);\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n this.width,\n this.height,\n 0,\n format,\n type,\n null\n );\n this._allocated = true;\n this._dirty = false;\n }\n return this;\n }\n\n bind(gl: WebGL2RenderingContext, unit: number) {\n this._ensureTexture(gl);\n gl.activeTexture(gl.TEXTURE0 + unit);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) {\n this._upload(gl);\n }\n }\n\n /** Copies a byte range into a data texture's CPU image and uploads its covering rows. */\n updateDataRange(gl: WebGL2RenderingContext, data: Float32Array | Int32Array | Uint8Array,\n offset: number, size: number) {\n if (!size) return;\n const source = this.source as TexturePixelSource;\n if (!isPixelSource(source) || offset < 0 || size < 0 ||\n offset % data.BYTES_PER_ELEMENT || size % data.BYTES_PER_ELEMENT ||\n offset + size > data.byteLength || offset + size > source.data.byteLength) {\n throw new RangeError('Invalid data texture byte range');\n }\n source.data.set(data.subarray(offset / data.BYTES_PER_ELEMENT, (offset + size) / data.BYTES_PER_ELEMENT),\n offset / source.data.BYTES_PER_ELEMENT);\n this._ensureTexture(gl);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) { this._upload(gl); return; }\n const channels = source.data.length / (source.width * source.height);\n const rowBytes = source.width * channels * source.data.BYTES_PER_ELEMENT;\n const first = Math.floor(offset / rowBytes), end = Math.ceil((offset + size) / rowBytes);\n const { format, type } = this._format(gl, channels);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this._options.flipY ? 1 : 0);\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this._options.premultiplyAlpha ? 1 : 0);\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, first, source.width, end - first, format, type,\n source.data.subarray(first * source.width * channels, end * source.width * channels));\n }\n\n getWebGLTexture(gl: WebGL2RenderingContext) {\n this._ensureTexture(gl);\n return this._texture!;\n }\n\n dispose(gl: WebGL2RenderingContext) {\n if (this._texture) gl.deleteTexture(this._texture);\n this._texture = undefined; this._allocated = false; this._dirty = true;\n }\n\n protected _ensureTexture(gl: WebGL2RenderingContext) {\n if (!this._texture) {\n this._texture = gl.createTexture()!;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n protected _bindAndConfigure(gl: WebGL2RenderingContext) {\n gl.bindTexture(gl.TEXTURE_2D, this._texture!);\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_MIN_FILTER,\n this._options.minFilter || gl.NEAREST\n );\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_MAG_FILTER,\n this._options.magFilter || gl.NEAREST\n );\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_WRAP_S,\n this._options.wrapS || gl.CLAMP_TO_EDGE\n );\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_WRAP_T,\n this._options.wrapT || gl.CLAMP_TO_EDGE\n );\n }\n\n protected _format(gl: WebGL2RenderingContext, channels = 4) {\n const type = this._options.type || gl.UNSIGNED_BYTE;\n if (type === gl.UNSIGNED_INT) return {type, format: gl.RGBA_INTEGER, internalFormat: gl.RGBA32UI};\n const formats = [gl.RED, gl.RG, gl.RGB, gl.RGBA];\n const floatFormats = [gl.R32F, gl.RG32F, gl.RGB32F, gl.RGBA32F];\n const halfFloatFormats = [gl.R16F, gl.RG16F, gl.RGB16F, gl.RGBA16F];\n return {\n type,\n format: formats[channels - 1],\n internalFormat:\n type === gl.FLOAT\n ? floatFormats[channels - 1]\n : type === gl.HALF_FLOAT\n ? halfFloatFormats[channels - 1]\n : this._options.sRGB\n ? gl.SRGB8_ALPHA8\n : gl.RGBA8\n };\n }\n\n protected _upload(gl: WebGL2RenderingContext) {\n const source = this.source;\n const channels =\n source && isPixelSource(source)\n ? source.data.byteLength / source.data.BYTES_PER_ELEMENT / (source.width * source.height)\n : 4;\n const { internalFormat, format, type } = this._format(gl, channels);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this._options.flipY ? 1 : 0);\n gl.pixelStorei(\n gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,\n this._options.premultiplyAlpha ? 1 : 0\n );\n if (source && isPixelSource(source)) {\n this.width = source.width;\n this.height = source.height;\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n source.width,\n source.height,\n 0,\n format,\n type,\n source.data\n );\n } else if (source && !Array.isArray(source)) {\n this.width = source.width;\n this.height = source.height;\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n format,\n type,\n source\n );\n } else {\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n this.width,\n this.height,\n 0,\n format,\n type,\n null\n );\n }\n if (this._options.useMipmap) gl.generateMipmap(gl.TEXTURE_2D);\n this._dirty = false;\n this._allocated = true;\n }\n}\n\nexport class Texture2DArray extends Texture2D {\n target: number = constants.TEXTURE_2D_ARRAY;\n\n get flipYArray() {\n return this._options.flipYArray || [];\n }\n\n protected _bindAndConfigure(gl: WebGL2RenderingContext) {\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, this._texture!);\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_MIN_FILTER,\n this._options.minFilter || gl.LINEAR\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_MAG_FILTER,\n this._options.magFilter || gl.LINEAR\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_WRAP_S,\n this._options.wrapS || gl.CLAMP_TO_EDGE\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_WRAP_T,\n this._options.wrapT || gl.CLAMP_TO_EDGE\n );\n }\n\n protected _upload(gl: WebGL2RenderingContext) {\n const sources = (this.source || []) as TextureImageSource[];\n const depth = Math.max(1, sources.length);\n const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);\n const maxTextureArrayLayers = gl.getParameter(gl.MAX_ARRAY_TEXTURE_LAYERS);\n if (\n this.width > maxTextureSize ||\n this.height > maxTextureSize ||\n depth > maxTextureArrayLayers\n ) {\n throw new Error(\n `Texture array ${this.width}x${this.height}x${depth} exceeds WebGL limits ${maxTextureSize}x${maxTextureSize}x${maxTextureArrayLayers}.`\n );\n }\n const type = this.storageType;\n const internalFormat = type === gl.HALF_FLOAT ? gl.RGBA16F\n : type === gl.FLOAT ? gl.RGBA32F\n : this._options.sRGB ? gl.SRGB8_ALPHA8 : gl.RGBA8;\n // Attribute allocation errors to this upload rather than an unrelated\n // earlier WebGL call whose error flag was never consumed.\n while (gl.getError() !== gl.NO_ERROR) {\n // Drain the context error queue.\n }\n gl.texImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n internalFormat,\n this.width,\n this.height,\n depth,\n 0,\n gl.RGBA,\n type,\n null\n );\n const allocationError = gl.getError();\n if (allocationError !== gl.NO_ERROR) {\n throw new Error(\n `WebGL could not allocate texture array ${this.width}x${this.height}x${depth} (error 0x${allocationError.toString(16)}).`\n );\n }\n sources.forEach((source, index) => {\n gl.pixelStorei(\n gl.UNPACK_FLIP_Y_WEBGL,\n (this._options.flipYArray?.[index] ?? this._options.flipY) ? 1 : 0\n );\n // Material maps use straight alpha. Do not inherit a premultiplication\n // state from a texture uploaded earlier on the same WebGL context.\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);\n gl.texSubImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n 0,\n 0,\n index,\n source.width,\n source.height,\n 1,\n gl.RGBA,\n type,\n isPixelSource(source) ? source.data : source\n );\n const uploadError = gl.getError();\n if (uploadError !== gl.NO_ERROR) {\n throw new Error(`WebGL could not upload texture array layer ${index} (error 0x${uploadError.toString(16)}).`);\n }\n });\n this._dirty = false;\n this._allocated = true;\n }\n\n bind(gl: WebGL2RenderingContext, unit: number) {\n this._ensureTexture(gl);\n gl.activeTexture(gl.TEXTURE0 + unit);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) this._upload(gl);\n }\n}\n\n/** Compiled GLSL program plus its current bind-group-like values. */\nexport class WebGLProgramBindings {\n readonly shader: FragmentShader;\n readonly uniforms: Record<string, ShaderUniform>;\n readonly defines: Record<string, ShaderDefineValue>;\n private _programs = new Map<string, WebGLProgram>();\n\n constructor(shader: FragmentShader) {\n this.shader = shader;\n this.uniforms = Object.fromEntries(\n Object.entries(shader.uniforms).map(([name, uniform]) => [\n name,\n { ...uniform, value: cloneValue(uniform.value) }\n ])\n );\n this.defines = { ...shader.defines };\n }\n\n set(name: string, value: unknown) {\n if (value === undefined || !this.uniforms[name]) return false;\n const changed = this.uniforms[name].value !== value;\n this.uniforms[name].value = value;\n return changed;\n }\n\n setUniforms(values: Record<string, unknown>) {\n Object.entries(values).forEach(([name, value]) => this.set(name, value));\n }\n\n get(name: string): any {\n return this.uniforms[name]?.value;\n }\n\n setDefine(name: string, value: ShaderDefineValue) {\n this.defines[name] = value;\n }\n\n deleteDefine(name: string) {\n delete this.defines[name];\n }\n\n getProgram(renderer: WebGLDevice) {\n const textureDefines: Record<string, null> = {};\n for (const [name, uniform] of Object.entries(this.uniforms)) {\n if (isSampler(uniform.type) && uniform.value) {\n textureDefines[`${name.toUpperCase()}_ENABLED`] = null;\n }\n }\n const defines = { ...this.defines, ...textureDefines };\n const key = JSON.stringify(defines);\n let program = this._programs.get(key);\n if (!program) {\n program = renderer.createProgram(this.shader, defines);\n this._programs.set(key, program);\n }\n return program;\n }\n\n bind(renderer: WebGLDevice) {\n const gl = renderer.gl;\n const program = this.getProgram(renderer);\n if (!renderer.isProgramCompiled(program)) return false;\n gl.useProgram(program);\n let textureUnit = 0;\n for (const [name, uniform] of Object.entries(this.uniforms)) {\n const location = gl.getUniformLocation(program, name);\n if (location === null) continue;\n const value = uniform.value;\n if (isSampler(uniform.type)) {\n const texture = value as Texture2D | undefined;\n (texture || renderer.emptyTexture).bind(gl, textureUnit);\n gl.uniform1i(location, textureUnit++);\n } else {\n setUniform(gl, location, uniform, value);\n }\n }\n return true;\n }\n}\n\nfunction cloneValue(value: unknown): any {\n return Array.isArray(value) ? value.slice() : value;\n}\n\nfunction isSampler(type: string) {\n return type.includes('sampler');\n}\n\nfunction flatten(value: any): number[] | Float32Array {\n if (!value) return [];\n if (ArrayBuffer.isView(value)) return value as Float32Array;\n return Array.isArray(value) ? value.flat(Infinity) : [value];\n}\n\nfunction setUniform(\n gl: WebGL2RenderingContext,\n location: WebGLUniformLocation,\n uniform: ShaderUniform,\n value: any\n) {\n if (value === undefined || value === null) return;\n const data = flatten(value);\n if (uniform.array) {\n if (uniform.type === 'int') gl.uniform1iv(location, data as number[]);\n else if (uniform.type === 'vec2') gl.uniform2fv(location, data as number[]);\n else if (uniform.type === 'vec3') gl.uniform3fv(location, data as number[]);\n else if (uniform.type === 'vec4') gl.uniform4fv(location, data as number[]);\n else if (uniform.type === 'mat3') gl.uniformMatrix3fv(location, false, data as number[]);\n else if (uniform.type === 'mat4') gl.uniformMatrix4fv(location, false, data as number[]);\n else gl.uniform1fv(location, data as number[]);\n return;\n }\n switch (uniform.type) {\n case 'bool':\n case 'int':\n gl.uniform1i(location, Number(value));\n break;\n case 'float':\n gl.uniform1f(location, Number(value));\n break;\n case 'vec2':\n gl.uniform2fv(location, data as number[]);\n break;\n case 'vec3':\n gl.uniform3fv(location, data as number[]);\n break;\n case 'vec4':\n gl.uniform4fv(location, data as number[]);\n break;\n case 'ivec2':\n gl.uniform2iv(location, data as number[]);\n break;\n case 'ivec3':\n gl.uniform3iv(location, data as number[]);\n break;\n case 'ivec4':\n gl.uniform4iv(location, data as number[]);\n break;\n case 'mat3':\n gl.uniformMatrix3fv(location, false, data as number[]);\n break;\n case 'mat4':\n gl.uniformMatrix4fv(location, false, data as number[]);\n break;\n }\n}\n\nconst fullscreenVertex = /* glsl */ `#version 300 es\nprecision highp float;\nout vec2 v_Texcoord;\nvoid main() {\n vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));\n v_Texcoord = p;\n gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);\n}`;\n\nfunction composeFragment(\n shader: FragmentShader,\n defines: Record<string, ShaderDefineValue>\n) {\n const defineCode = Object.entries(defines)\n .filter(([, value]) => value !== false && value !== undefined)\n .map(([name, value]) =>\n value === null || value === true ? `#define ${name}` : `#define ${name} ${value}`\n )\n .join('\\n');\n const uniformCode = Object.entries(shader.uniforms)\n .map(([name, uniform]) => {\n const guarded = uniform.array && isNaN(Number(uniform.len));\n const declaration = `uniform ${uniform.type} ${name}${\n uniform.array ? `[${uniform.len}]` : ''\n };`;\n return guarded\n ? `#ifdef ${uniform.len}\\n${declaration}\\n#endif`\n : declaration;\n })\n .join('\\n');\n const outputCode = shader.outputs\n .map((name, index) => `layout(location=${index}) out highp ${shader.outputTypes[name] ?? 'vec4'} out_${name};`)\n .join('\\n');\n return /* glsl */ `#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\nprecision highp sampler2DArray;\nprecision highp usampler2D;\n${defineCode}\n${outputCode}\n${uniformCode}\nin vec2 v_Texcoord;\n${shader.functions.map((fn) => fn()).join('\\n')}\n${shader.main}`;\n}\n\nexport interface RendererOptions extends WebGLContextAttributes {\n canvas: HTMLCanvasElement | OffscreenCanvas;\n pixelRatio?: number;\n parallelShaderCompile?: boolean;\n}\n\nexport class WebGLDevice {\n readonly canvas: HTMLCanvasElement | OffscreenCanvas;\n readonly gl: WebGL2RenderingContext;\n readonly emptyTexture = new Texture2D();\n private _viewport: [number, number, number, number] = [0, 0, 1, 1];\n private _viewportStack: Array<[number, number, number, number]> = [];\n private _programs = new Set<WebGLProgram>();\n private _parallel?: KHR_parallel_shader_compile;\n private _pendingPrograms = new Map<WebGLProgram, {shader: FragmentShader; shaders: WebGLShader[]}>();\n private _programErrors = new Map<WebGLProgram, Error>();\n private _compilationStart = 0;\n private _compilationRecords: {\n program: WebGLProgram; label: string; bytes: number; lines: number; fingerprint: string;\n startedAt: number; completedAt?: number; generationMs: number; creationMs: number;\n }[] = [];\n\n constructor(options: RendererOptions) {\n this.canvas = options.canvas;\n const gl = options.canvas.getContext('webgl2', options);\n if (!gl) throw new Error('WebGL 2.0 is required');\n this.gl = gl;\n gl.getExtension('EXT_color_buffer_float');\n gl.getExtension('OES_texture_float_linear');\n this._parallel = options.parallelShaderCompile\n ? gl.getExtension('KHR_parallel_shader_compile') || undefined\n : undefined;\n this.resize(this.canvas.width, this.canvas.height);\n }\n\n createProgram(\n shader: FragmentShader,\n defines: Record<string, ShaderDefineValue>\n ) {\n const gl = this.gl;\n const startedAt = performance.now();\n if (!this._compilationRecords.length) this._compilationStart = startedAt;\n const fragment = composeFragment(shader, defines);\n const generationMs = performance.now() - startedAt;\n const source = fullscreenVertex + fragment;\n let hash = 2166136261;\n for (let i = 0; i < source.length; i++) hash = Math.imul(hash ^ source.charCodeAt(i), 16777619);\n const creationStart = performance.now();\n const program = gl.createProgram()!;\n const asynchronous = !!this._parallel && shader.parallelCompile;\n const shaders: WebGLShader[] = [];\n const compile = (type: number, source: string) => {\n const result = gl.createShader(type)!;\n shaders.push(result);\n gl.shaderSource(result, source);\n gl.compileShader(result);\n // COMPILE_STATUS and LINK_STATUS can synchronously wait for the driver.\n // Poll COMPLETION_STATUS_KHR before either query for large programs.\n if (!asynchronous && !gl.getShaderParameter(result, gl.COMPILE_STATUS)) {\n const message = gl.getShaderInfoLog(result);\n gl.deleteShader(result);\n throw new Error(`${shader.name || 'WebGL shader'}: ${message}\\n${source}`);\n }\n gl.attachShader(program, result);\n if (!asynchronous) gl.deleteShader(result);\n };\n compile(gl.VERTEX_SHADER, fullscreenVertex);\n compile(gl.FRAGMENT_SHADER, fragment);\n gl.linkProgram(program);\n if (asynchronous) this._pendingPrograms.set(program, {shader, shaders});\n else if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n throw new Error(\n `${shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}`\n );\n }\n this._programs.add(program);\n this._compilationRecords.push({program, label: shader.name || 'WebGL program',\n bytes: new TextEncoder().encode(source).byteLength, lines: source.split('\\n').length,\n fingerprint: (hash >>> 0).toString(16).padStart(8, '0'), startedAt,\n generationMs, creationMs: performance.now() - creationStart,\n completedAt: asynchronous ? undefined : performance.now()});\n return program;\n }\n\n isProgramCompiled(program: WebGLProgram) {\n const error = this._programErrors.get(program);\n if (error) throw error;\n const pending = this._pendingPrograms.get(program);\n if (!pending) return true;\n const gl = this.gl;\n if (!gl.getProgramParameter(program, this._parallel!.COMPLETION_STATUS_KHR)) return false;\n this._pendingPrograms.delete(program);\n try {\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n const details = pending.shaders.filter(s => !gl.getShaderParameter(s, gl.COMPILE_STATUS))\n .map(s => `${gl.getShaderInfoLog(s)}\\n${gl.getShaderSource(s)}`).join('\\n');\n const failure = new Error(`${pending.shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}${details ? '\\n' + details : ''}`);\n this._programErrors.set(program, failure);\n throw failure;\n }\n } finally {\n pending.shaders.forEach(shader => gl.deleteShader(shader));\n }\n const record = this._compilationRecords.find(record => record.program === program);\n if (record) record.completedAt = performance.now();\n return true;\n }\n\n /** Cumulative program compilation measurements used by preparation progress. */\n getShaderCompilationDiagnostics(): ShaderCompilationDiagnostics {\n const now = performance.now(), records = this._compilationRecords;\n for (const record of records) {\n if (record.completedAt === undefined && this.isProgramCompiled(record.program)) record.completedAt = now;\n }\n const completed = records.filter(record => record.completedAt !== undefined);\n const duration = completed.length === records.length && records.length > 0\n ? Math.max(...completed.map(record => record.completedAt!)) - this._compilationStart : undefined;\n const concurrency = records.flatMap(record => [\n {time: record.startedAt, change: 1},\n ...(record.completedAt === undefined ? [] : [{time: record.completedAt, change: -1}])\n ]).sort((a,b) => a.time - b.time || a.change - b.change);\n let active = 0, peak = 0;\n for (const event of concurrency) { active += event.change; peak = Math.max(peak, active); }\n return {\n status: completed.length === records.length ? 'ready' : 'compiling',\n sourceBytes: records.reduce((sum, record) => sum + record.bytes, 0),\n sourceLines: records.reduce((sum, record) => sum + record.lines, 0),\n pipelineCount: records.length, completedPipelineCount: completed.length,\n sourceGenerationTimeMs: records.reduce((sum, record) => sum + record.generationMs, 0),\n moduleCreationTimeMs: records.reduce((sum, record) => sum + record.creationMs, 0),\n modules: records.map(record => ({label: record.label, sourceBytes: record.bytes, sourceLines: record.lines, sourceFingerprint: record.fingerprint})),\n pipelines: records.map(record => ({label: record.label, entryPoint: 'main', firstFrameRequired: true,\n status: record.completedAt === undefined ? 'compiling' : 'ready',\n startedAtMs: record.startedAt - this._compilationStart,\n endedAtMs: record.completedAt === undefined ? undefined : record.completedAt - this._compilationStart,\n durationMs: record.completedAt === undefined ? undefined : record.completedAt - record.startedAt})),\n maximumConcurrentPipelineCount: this._parallel ? records.length : Math.min(records.length, 1),\n peakConcurrentPipelineCount: peak,\n pipelineCompilationTimeMs: duration, totalTimeMs: duration\n };\n }\n\n isAllProgramCompiled() {\n for (const program of this._programs) {\n if (!this.isProgramCompiled(program)) {\n return false;\n }\n }\n return true;\n }\n\n resize(width: number, height: number) {\n this.canvas.width = width;\n this.canvas.height = height;\n this.setViewport(0, 0, width, height);\n }\n\n getWidth() {\n return this.canvas.width;\n }\n getHeight() {\n return this.canvas.height;\n }\n saveViewport() {\n this._viewportStack.push([...this._viewport]);\n }\n restoreViewport() {\n const viewport = this._viewportStack.pop();\n if (viewport) this.setViewport(...viewport);\n }\n setViewport(x: number, y: number, width: number, height: number) {\n this._viewport = [x, y, width, height];\n this.gl.viewport(x, y, width, height);\n }\n\n dispose() {\n this._pendingPrograms.forEach(pending => pending.shaders.forEach(shader => this.gl.deleteShader(shader)));\n this._pendingPrograms.clear();\n this._programErrors.clear();\n this._programs.forEach((program) => this.gl.deleteProgram(program));\n this._programs.clear();\n this._compilationRecords = [];\n this.emptyTexture.dispose(this.gl);\n }\n}\n\nexport class FrameBuffer {\n private _frameBuffer?: WebGLFramebuffer;\n private _attachments: Texture2D[] = [];\n attach(texture: Texture2D) {\n this._attachments = [texture];\n }\n bind(renderer: WebGLDevice, textures?: Texture2D[], target: number = renderer.gl.FRAMEBUFFER) {\n const gl = renderer.gl;\n const previousCount = this._attachments.length;\n if (textures) this._attachments = textures;\n textures = this._attachments;\n this._frameBuffer ||= gl.createFramebuffer()!;\n gl.bindFramebuffer(target, this._frameBuffer);\n for (let index = textures.length; index < previousCount; index++) gl.framebufferTexture2D(target, gl.COLOR_ATTACHMENT0 + index, gl.TEXTURE_2D, null, 0);\n textures.forEach((texture, index) => {\n texture.bind(gl, 0);\n gl.framebufferTexture2D(\n target,\n gl.COLOR_ATTACHMENT0 + index,\n gl.TEXTURE_2D,\n texture.getWebGLTexture(gl),\n 0\n );\n });\n if (target !== gl.READ_FRAMEBUFFER) gl.drawBuffers(textures.map((_, index) => gl.COLOR_ATTACHMENT0 + index));\n }\n dispose(renderer: WebGLDevice) {\n if (this._frameBuffer) renderer.gl.deleteFramebuffer(this._frameBuffer);\n this._frameBuffer = undefined;\n }\n}\n"]}
@@ -0,0 +1,17 @@
1
+ import type Geometry from '../scene/Geometry.js';
2
+ export interface VertexAttributeLayout {
3
+ stride: number;
4
+ tangent: number;
5
+ color: number;
6
+ uv1: number;
7
+ }
8
+ export declare function vertexAttributeLayout(geometry: Geometry): VertexAttributeLayout;
9
+ export declare function vertexAttributeDefines(layout: VertexAttributeLayout): {
10
+ VERTEX_ATTRIBUTE_STRIDE: number;
11
+ VERTEX_TANGENT_SLOT: number;
12
+ VERTEX_COLOR_SLOT: number;
13
+ USE_UV1: boolean;
14
+ VERTEX_UV1_SLOT: number;
15
+ };
16
+ /** Writes vertices [first, first + count) of `geometry` into `out`. */
17
+ export declare function packVertexAttributes(geometry: Geometry, layout: VertexAttributeLayout, out: Float32Array, first?: number, count?: number): Float32Array<ArrayBufferLike>;
@@ -0,0 +1,44 @@
1
+ export function vertexAttributeLayout(geometry) {
2
+ let stride = 2;
3
+ const slot = (attribute) => attribute ? stride++ : -1;
4
+ const tangent = slot(geometry.tangent);
5
+ const color = slot(geometry.color);
6
+ const uv1 = slot(geometry.uv1);
7
+ return { stride, tangent, color, uv1 };
8
+ }
9
+ export function vertexAttributeDefines(layout) {
10
+ return {
11
+ VERTEX_ATTRIBUTE_STRIDE: layout.stride,
12
+ VERTEX_TANGENT_SLOT: layout.tangent,
13
+ VERTEX_COLOR_SLOT: layout.color,
14
+ USE_UV1: layout.uv1 >= 0,
15
+ VERTEX_UV1_SLOT: layout.uv1
16
+ };
17
+ }
18
+ // Copies attribute components [from, from + channels.length) into the given texel channels.
19
+ function copy(out, texel, channels, attribute, vertex, from = 0) {
20
+ if (!attribute)
21
+ return;
22
+ const array = attribute.array, size = attribute.itemSize;
23
+ for (let i = 0; i < channels.length && from + i < size; i++)
24
+ out[texel * 4 + channels[i]] = array[vertex * size + from + i];
25
+ }
26
+ /** Writes vertices [first, first + count) of `geometry` into `out`. */
27
+ export function packVertexAttributes(geometry, layout, out, first = 0, count = geometry.vertexCount - first) {
28
+ out.fill(0, first * layout.stride * 4, (first + count) * layout.stride * 4);
29
+ for (let vertex = first; vertex < first + count; vertex++) {
30
+ const base = vertex * layout.stride;
31
+ copy(out, base, [0, 1, 2], geometry.normal, vertex);
32
+ copy(out, base, [3], geometry.materialIndex, vertex);
33
+ copy(out, base + 1, [0, 1], geometry.uv, vertex);
34
+ copy(out, base + 1, [2, 3], geometry.materialIndex, vertex, 1);
35
+ if (layout.tangent >= 0)
36
+ copy(out, base + layout.tangent, [0, 1, 2, 3], geometry.tangent, vertex);
37
+ if (layout.color >= 0)
38
+ copy(out, base + layout.color, [0, 1, 2], geometry.color, vertex);
39
+ if (layout.uv1 >= 0)
40
+ copy(out, base + layout.uv1, [0, 1], geometry.uv1, vertex);
41
+ }
42
+ return out;
43
+ }
44
+ //# sourceMappingURL=webglVertexAttributes.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"webglVertexAttributes.js","sourceRoot":"","sources":["../../src/renderer/webglVertexAttributes.ts"],"names":[],"mappings":"AAgBA,MAAM,UAAU,qBAAqB,CAAC,QAAkB;IACtD,IAAI,MAAM,GAAG,CAAC,CAAC;IACf,MAAM,IAAI,GAAG,CAAC,SAAgC,EAAE,EAAE,CAAC,SAAS,CAAC,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IAC7E,MAAM,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;IACvC,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;IACnC,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC;IAC/B,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,GAAG,EAAE,CAAC;AACzC,CAAC;AAED,MAAM,UAAU,sBAAsB,CAAC,MAA6B;IAClE,OAAO;QACL,uBAAuB,EAAE,MAAM,CAAC,MAAM;QACtC,mBAAmB,EAAE,MAAM,CAAC,OAAO;QACnC,iBAAiB,EAAE,MAAM,CAAC,KAAK;QAC/B,OAAO,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC;QACxB,eAAe,EAAE,MAAM,CAAC,GAAG;KAC5B,CAAC;AACJ,CAAC;AAED,4FAA4F;AAC5F,SAAS,IAAI,CAAC,GAAiB,EAAE,KAAa,EAAE,QAAkB,EAAE,SAAgC,EAAE,MAAc,EAAE,IAAI,GAAG,CAAC;IAC5H,IAAI,CAAC,SAAS;QAAE,OAAO;IACvB,MAAM,KAAK,GAAG,SAAS,CAAC,KAAK,EAAE,IAAI,GAAG,SAAS,CAAC,QAAQ,CAAC;IACzD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,IAAI,IAAI,GAAG,CAAC,GAAG,IAAI,EAAE,CAAC,EAAE;QAAE,GAAG,CAAC,KAAK,GAAG,CAAC,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,MAAM,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC,CAAC;AAC9H,CAAC;AAED,uEAAuE;AACvE,MAAM,UAAU,oBAAoB,CAClC,QAAkB,EAAE,MAA6B,EAAE,GAAiB,EAAE,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,QAAQ,CAAC,WAAW,GAAG,KAAK;IAErH,GAAG,CAAC,IAAI,CAAC,CAAC,EAAE,KAAK,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,KAAK,GAAG,KAAK,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;IAC5E,KAAK,IAAI,MAAM,GAAG,KAAK,EAAE,MAAM,GAAG,KAAK,GAAG,KAAK,EAAE,MAAM,EAAE,EAAE,CAAC;QAC1D,MAAM,IAAI,GAAG,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;QACpC,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QACpD,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;QACrD,IAAI,CAAC,GAAG,EAAE,IAAI,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC;QACjD,IAAI,CAAC,GAAG,EAAE,IAAI,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,QAAQ,CAAC,aAAa,EAAE,MAAM,EAAE,CAAC,CAAC,CAAC;QAC/D,IAAI,MAAM,CAAC,OAAO,IAAI,CAAC;YAAE,IAAI,CAAC,GAAG,EAAE,IAAI,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC,CAAC;QAClG,IAAI,MAAM,CAAC,KAAK,IAAI,CAAC;YAAE,IAAI,CAAC,GAAG,EAAE,IAAI,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC,CAAC;QACzF,IAAI,MAAM,CAAC,GAAG,IAAI,CAAC;YAAE,IAAI,CAAC,GAAG,EAAE,IAAI,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,QAAQ,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC;IAClF,CAAC;IACD,OAAO,GAAG,CAAC;AACb,CAAC","sourcesContent":["import type Geometry from '../scene/Geometry.js';\nimport type { Attribute } from '../scene/Geometry.js';\n\n// WebGL 2 guarantees only 16 fragment texture units, so the shading attributes\n// share one RGBA32F texture with a fixed number of texels per vertex. Positions\n// stay in their own texture because triangle tests read only them.\n// slot 0: normal.xyz, materialIndex.x\n// slot 1: uv.xy, materialIndex.yz\n// optional slots, in order: tangent.xyzw, color.rgb, uv1.xy\nexport interface VertexAttributeLayout {\n stride: number;\n tangent: number;\n color: number;\n uv1: number;\n}\n\nexport function vertexAttributeLayout(geometry: Geometry): VertexAttributeLayout {\n let stride = 2;\n const slot = (attribute: Attribute | undefined) => attribute ? stride++ : -1;\n const tangent = slot(geometry.tangent);\n const color = slot(geometry.color);\n const uv1 = slot(geometry.uv1);\n return { stride, tangent, color, uv1 };\n}\n\nexport function vertexAttributeDefines(layout: VertexAttributeLayout) {\n return {\n VERTEX_ATTRIBUTE_STRIDE: layout.stride,\n VERTEX_TANGENT_SLOT: layout.tangent,\n VERTEX_COLOR_SLOT: layout.color,\n USE_UV1: layout.uv1 >= 0,\n VERTEX_UV1_SLOT: layout.uv1\n };\n}\n\n// Copies attribute components [from, from + channels.length) into the given texel channels.\nfunction copy(out: Float32Array, texel: number, channels: number[], attribute: Attribute | undefined, vertex: number, from = 0) {\n if (!attribute) return;\n const array = attribute.array, size = attribute.itemSize;\n for (let i = 0; i < channels.length && from + i < size; i++) out[texel * 4 + channels[i]] = array[vertex * size + from + i];\n}\n\n/** Writes vertices [first, first + count) of `geometry` into `out`. */\nexport function packVertexAttributes(\n geometry: Geometry, layout: VertexAttributeLayout, out: Float32Array, first = 0, count = geometry.vertexCount - first\n) {\n out.fill(0, first * layout.stride * 4, (first + count) * layout.stride * 4);\n for (let vertex = first; vertex < first + count; vertex++) {\n const base = vertex * layout.stride;\n copy(out, base, [0, 1, 2], geometry.normal, vertex);\n copy(out, base, [3], geometry.materialIndex, vertex);\n copy(out, base + 1, [0, 1], geometry.uv, vertex);\n copy(out, base + 1, [2, 3], geometry.materialIndex, vertex, 1);\n if (layout.tangent >= 0) copy(out, base + layout.tangent, [0, 1, 2, 3], geometry.tangent, vertex);\n if (layout.color >= 0) copy(out, base + layout.color, [0, 1, 2], geometry.color, vertex);\n if (layout.uv1 >= 0) copy(out, base + layout.uv1, [0, 1], geometry.uv1, vertex);\n }\n return out;\n}\n"]}
@@ -32,12 +32,12 @@ extent: vec4u,
32
32
  @group(1) @binding(3) var<storage, read> materialTextureInfo: array<MaterialTextureInfo>;`;
33
33
  const sampling = /* wgsl */ `fn decodeMapColor(idx: i32, c: vec3f) -> vec3f {
34
34
  if (materialTextureInfo[idx].resources.w != 0u) { return c; }
35
- return mq(c);
35
+ return np(c);
36
36
  }
37
37
  fn af(val: i32) -> vec2f {
38
38
  return vec2f(f32(val >> 8), f32(val & 0xff) / 255.0);
39
39
  }
40
- fn jv(idx: i32) -> vec2f { return vec2f(materialTextureInfo[idx].extent.xy); }
40
+ fn getMapSize(idx: i32) -> vec2f { return vec2f(materialTextureInfo[idx].extent.xy); }
41
41
  fn getMapUvSet(idx: i32, uv: vec2f, uv1: vec2f) -> vec2f {
42
42
  return select(uv, uv1, materialTextureInfo[idx].resources.z != 0u);
43
43
  }
@@ -1,3 +1,4 @@
1
+ import { materialNeedsVertexTangents } from './tangentRequirements.js';
1
2
  import { resolveMaterialAlphaMode } from '../scene/MaterialState.js';
2
3
  import { materialUsesMedium } from './materialParams.js';
3
4
  import { materialTextureFeatures } from './materialTextureSlots.js';
@@ -23,7 +24,7 @@ export function wgpuMaterialConstants(materials, materialData, mergedGeometry, b
23
24
  // Isotropic OpenPBR constructs its own basis. Normal mapping uses
24
25
  // triangle UV differentials rather than this vertex tangent.
25
26
  USE_TANGENT: mergedGeometry.tangent != null &&
26
- materials.some(material => material.specularAnisotropy > 0 || material.coatAnisotropy > 0 || (!!material.coatNormalMap && material.coatWeight > 0)),
27
+ materials.some(materialNeedsVertexTangents),
27
28
  USE_COAT_NORMAL_FRAMES,
28
29
  USE_ANISOTROPY_DIRECTIONS: USE_COAT_NORMAL_FRAMES || materials.some(m => m.specularAnisotropy > 0 && (m.specularAnisotropyModel === 'gltf' || !!m.anisotropyMap || m.specularAnisotropyRotation !== 0) ||
29
30
  m.coatAnisotropy > 0 && m.coatAnisotropyRotation !== 0),
@@ -40,8 +41,8 @@ export function wgpuMaterialConstants(materials, materialData, mergedGeometry, b
40
41
  SPECTRAL,
41
42
  BEVEL_SAMPLES: bevelSamples,
42
43
  USE_RR: true,
43
- // Match WebGL: defer roulette for multiple-scattering SSS paths.
44
- RR_MAX: HAS_MEDIUM ? 12 : 2,
44
+ // Upper threshold; each path selects it only after entering scattering media.
45
+ RR_MAX: 12,
45
46
  NUM_UNIFORM_LIGHTS: 64,
46
47
  ...materialData.defines,
47
48
  NUM_MAPS,
@@ -1 +1 @@
1
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Unmapped materials retain the shared path.\n const USE_COAT_NORMAL_FRAMES = materials.some(m => m.coatWeight > 0 && (!!m.normalMap || !!m.coatNormalMap));\n\n return {\n MATERIAL_CAPABILITIES:\n (materials.some(m => m.transmissionWeight !== 0 || !!m.map && m.mapAlphaUsage === 'transmission')\n ? MATERIAL_SHADER_CAPABILITIES.transmission : 0) |\n (materials.some(m => m.baseMetalness !== 0) ? MATERIAL_SHADER_CAPABILITIES.metal : 0),\n // Match the atlas UV selector. Keep the second set when any texture\n // needs it; material/texture edits already rebuild these constants.\n USE_UV1: materialData.bufferData.mapUvChannel.some(channel => channel > 0.5),\n // Isotropic OpenPBR constructs its own basis. Normal mapping uses\n // triangle UV differentials rather than this vertex tangent.\n USE_TANGENT: mergedGeometry.tangent != null &&\n materials.some(material => material.specularAnisotropy > 0 || material.coatAnisotropy > 0 || (!!material.coatNormalMap && material.coatWeight > 0)),\n\n USE_COAT_NORMAL_FRAMES,\n USE_ANISOTROPY_DIRECTIONS: USE_COAT_NORMAL_FRAMES || materials.some(m =>\n m.specularAnisotropy > 0 && (m.specularAnisotropyModel === 'gltf' || !!m.anisotropyMap || m.specularAnisotropyRotation !== 0) ||\n m.coatAnisotropy > 0 && m.coatAnisotropyRotation !== 0),\n HAS_MEDIUM,\n HAS_SHADOW_CATCHER: materials.some(m => m.shadowCatcher),\n HAS_THIN_FILM: materials.some((material) => material.thinFilmWeight > 0),\n HAS_COAT: materials.some((material) => material.coatWeight > 0),\n HAS_FUZZ: materials.some((material) => material.fuzzWeight > 0),\n HAS_SUBSURFACE: materials.some((material) => material.subsurfaceWeight > 0),\n HAS_BEVEL,\n HAS_ALPHA_MASK: materials.some(\n (m) => resolveMaterialAlphaMode(m) === 'mask'\n ),\n HAS_ALPHA_BLEND: materials.some(\n (m) => resolveMaterialAlphaMode(m) === 'blend'\n ),\n HAS_ALPHA: materials.some(\n (m) => resolveMaterialAlphaMode(m) !== 'opaque'\n ),\n\n SPECTRAL,\n BEVEL_SAMPLES: bevelSamples,\n\n USE_RR: true,\n // Match WebGL: defer roulette for multiple-scattering SSS paths.\n RR_MAX: HAS_MEDIUM ? 12 : 2,\n\n NUM_UNIFORM_LIGHTS: 64,\n\n ...materialData.defines,\n\n NUM_MAPS,\n ...materialTextureFeatures(materialData.defines),\n USE_NORMAL_MAPS: +materialData.defines.NUM_NORMAL_MAPS > 0\n };\n\n}\n"]}
1
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Unmapped materials retain the shared path.\n const USE_COAT_NORMAL_FRAMES = materials.some(m => m.coatWeight > 0 && (!!m.normalMap || !!m.coatNormalMap));\n\n return {\n MATERIAL_CAPABILITIES:\n (materials.some(m => m.transmissionWeight !== 0 || !!m.map && m.mapAlphaUsage === 'transmission')\n ? MATERIAL_SHADER_CAPABILITIES.transmission : 0) |\n (materials.some(m => m.baseMetalness !== 0) ? MATERIAL_SHADER_CAPABILITIES.metal : 0),\n // Match the atlas UV selector. Keep the second set when any texture\n // needs it; material/texture edits already rebuild these constants.\n USE_UV1: materialData.bufferData.mapUvChannel.some(channel => channel > 0.5),\n // Isotropic OpenPBR constructs its own basis. Normal mapping uses\n // triangle UV differentials rather than this vertex tangent.\n USE_TANGENT: mergedGeometry.tangent != null &&\n materials.some(materialNeedsVertexTangents),\n\n USE_COAT_NORMAL_FRAMES,\n USE_ANISOTROPY_DIRECTIONS: USE_COAT_NORMAL_FRAMES || materials.some(m =>\n m.specularAnisotropy > 0 && (m.specularAnisotropyModel === 'gltf' || !!m.anisotropyMap || m.specularAnisotropyRotation !== 0) ||\n m.coatAnisotropy > 0 && m.coatAnisotropyRotation !== 0),\n HAS_MEDIUM,\n HAS_SHADOW_CATCHER: materials.some(m => m.shadowCatcher),\n HAS_THIN_FILM: materials.some((material) => material.thinFilmWeight > 0),\n HAS_COAT: materials.some((material) => material.coatWeight > 0),\n HAS_FUZZ: materials.some((material) => material.fuzzWeight > 0),\n HAS_SUBSURFACE: materials.some((material) => material.subsurfaceWeight > 0),\n HAS_BEVEL,\n HAS_ALPHA_MASK: materials.some(\n (m) => resolveMaterialAlphaMode(m) === 'mask'\n ),\n HAS_ALPHA_BLEND: materials.some(\n (m) => resolveMaterialAlphaMode(m) === 'blend'\n ),\n HAS_ALPHA: materials.some(\n (m) => resolveMaterialAlphaMode(m) !== 'opaque'\n ),\n\n SPECTRAL,\n BEVEL_SAMPLES: bevelSamples,\n\n USE_RR: true,\n // Upper threshold; each path selects it only after entering scattering media.\n RR_MAX: 12,\n\n NUM_UNIFORM_LIGHTS: 64,\n\n ...materialData.defines,\n\n NUM_MAPS,\n ...materialTextureFeatures(materialData.defines),\n USE_NORMAL_MAPS: +materialData.defines.NUM_NORMAL_MAPS > 0\n };\n\n}\n"]}