@nodetool-ai/game-renderer 0.8.4-a24.3 → 0.8.4

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 (175) hide show
  1. package/README.md +13 -0
  2. package/dist/.nodetool-build-stamp +1 -1
  3. package/dist/audio/player.d.ts +1 -0
  4. package/dist/audio/player.d.ts.map +1 -1
  5. package/dist/audio/player.js +13 -2
  6. package/dist/audio/player.js.map +1 -1
  7. package/dist/build-fingerprint.d.ts +3 -0
  8. package/dist/build-fingerprint.d.ts.map +1 -0
  9. package/dist/build-fingerprint.js +9 -0
  10. package/dist/build-fingerprint.js.map +1 -0
  11. package/dist/build-tauri.d.ts +3 -1
  12. package/dist/build-tauri.d.ts.map +1 -1
  13. package/dist/build-tauri.js +54 -8
  14. package/dist/build-tauri.js.map +1 -1
  15. package/dist/build.d.ts +4 -1
  16. package/dist/build.d.ts.map +1 -1
  17. package/dist/build.js +24 -11
  18. package/dist/build.js.map +1 -1
  19. package/dist/build3d.d.ts +2 -0
  20. package/dist/build3d.d.ts.map +1 -1
  21. package/dist/build3d.js +21 -6
  22. package/dist/build3d.js.map +1 -1
  23. package/dist/canvas2d.d.ts +1 -0
  24. package/dist/canvas2d.d.ts.map +1 -1
  25. package/dist/canvas2d.js +15 -10
  26. package/dist/canvas2d.js.map +1 -1
  27. package/dist/export-media.d.ts +7 -0
  28. package/dist/export-media.d.ts.map +1 -0
  29. package/dist/export-media.js +73 -0
  30. package/dist/export-media.js.map +1 -0
  31. package/dist/frame.d.ts +5 -0
  32. package/dist/frame.d.ts.map +1 -1
  33. package/dist/frame.js +7 -1
  34. package/dist/frame.js.map +1 -1
  35. package/dist/game3d-capture-page.js +306 -276
  36. package/dist/game3d-player.js +399 -350
  37. package/dist/index.d.ts +2 -0
  38. package/dist/index.d.ts.map +1 -1
  39. package/dist/index.js +2 -0
  40. package/dist/index.js.map +1 -1
  41. package/dist/lighting.d.ts.map +1 -1
  42. package/dist/lighting.js +4 -3
  43. package/dist/lighting.js.map +1 -1
  44. package/dist/mouse-input.d.ts +18 -0
  45. package/dist/mouse-input.d.ts.map +1 -0
  46. package/dist/mouse-input.js +135 -0
  47. package/dist/mouse-input.js.map +1 -0
  48. package/dist/node.d.ts.map +1 -1
  49. package/dist/node.js +2 -2
  50. package/dist/node.js.map +1 -1
  51. package/dist/node3d.d.ts.map +1 -1
  52. package/dist/node3d.js +5 -3
  53. package/dist/node3d.js.map +1 -1
  54. package/dist/particles/particles3d.d.ts +12 -10
  55. package/dist/particles/particles3d.d.ts.map +1 -1
  56. package/dist/particles/particles3d.js +81 -60
  57. package/dist/particles/particles3d.js.map +1 -1
  58. package/dist/particles/pass3d.d.ts +6 -4
  59. package/dist/particles/pass3d.d.ts.map +1 -1
  60. package/dist/particles/pass3d.js +28 -15
  61. package/dist/particles/pass3d.js.map +1 -1
  62. package/dist/particles/render2d.d.ts +3 -2
  63. package/dist/particles/render2d.d.ts.map +1 -1
  64. package/dist/particles/render2d.js +9 -2
  65. package/dist/particles/render2d.js.map +1 -1
  66. package/dist/particles/simulator.d.ts +13 -1
  67. package/dist/particles/simulator.d.ts.map +1 -1
  68. package/dist/particles/simulator.js +173 -44
  69. package/dist/particles/simulator.js.map +1 -1
  70. package/dist/particles/transparency3d.d.ts +17 -0
  71. package/dist/particles/transparency3d.d.ts.map +1 -0
  72. package/dist/particles/transparency3d.js +117 -0
  73. package/dist/particles/transparency3d.js.map +1 -0
  74. package/dist/player-v1.js +275 -256
  75. package/dist/renderer3d/animation/index.d.ts +2 -0
  76. package/dist/renderer3d/animation/index.d.ts.map +1 -1
  77. package/dist/renderer3d/animation/index.js +24 -10
  78. package/dist/renderer3d/animation/index.js.map +1 -1
  79. package/dist/renderer3d/assets/image-preparation.d.ts +9 -0
  80. package/dist/renderer3d/assets/image-preparation.d.ts.map +1 -1
  81. package/dist/renderer3d/assets/image-preparation.js +14 -4
  82. package/dist/renderer3d/assets/image-preparation.js.map +1 -1
  83. package/dist/renderer3d/assets/instances.d.ts.map +1 -1
  84. package/dist/renderer3d/assets/instances.js +38 -1
  85. package/dist/renderer3d/assets/instances.js.map +1 -1
  86. package/dist/renderer3d/decals/geometry.d.ts +27 -0
  87. package/dist/renderer3d/decals/geometry.d.ts.map +1 -0
  88. package/dist/renderer3d/decals/geometry.js +142 -0
  89. package/dist/renderer3d/decals/geometry.js.map +1 -0
  90. package/dist/renderer3d/decals/index.d.ts +29 -0
  91. package/dist/renderer3d/decals/index.d.ts.map +1 -0
  92. package/dist/renderer3d/decals/index.js +284 -0
  93. package/dist/renderer3d/decals/index.js.map +1 -0
  94. package/dist/renderer3d/environment/height-fog.d.ts +14 -0
  95. package/dist/renderer3d/environment/height-fog.d.ts.map +1 -0
  96. package/dist/renderer3d/environment/height-fog.js +114 -0
  97. package/dist/renderer3d/environment/height-fog.js.map +1 -0
  98. package/dist/renderer3d/environment/index.d.ts.map +1 -1
  99. package/dist/renderer3d/environment/index.js +4 -1
  100. package/dist/renderer3d/environment/index.js.map +1 -1
  101. package/dist/renderer3d/environment/sky.d.ts +1 -0
  102. package/dist/renderer3d/environment/sky.d.ts.map +1 -1
  103. package/dist/renderer3d/environment/sky.js +33 -16
  104. package/dist/renderer3d/environment/sky.js.map +1 -1
  105. package/dist/renderer3d/import.d.ts.map +1 -1
  106. package/dist/renderer3d/import.js +19 -3
  107. package/dist/renderer3d/import.js.map +1 -1
  108. package/dist/renderer3d/index.d.ts.map +1 -1
  109. package/dist/renderer3d/index.js +27 -4
  110. package/dist/renderer3d/index.js.map +1 -1
  111. package/dist/renderer3d/material-hooks.d.ts +8 -0
  112. package/dist/renderer3d/material-hooks.d.ts.map +1 -0
  113. package/dist/renderer3d/material-hooks.js +53 -0
  114. package/dist/renderer3d/material-hooks.js.map +1 -0
  115. package/dist/renderer3d/pipeline.d.ts +1 -0
  116. package/dist/renderer3d/pipeline.d.ts.map +1 -1
  117. package/dist/renderer3d/pipeline.js.map +1 -1
  118. package/dist/renderer3d/preparation.d.ts +1 -0
  119. package/dist/renderer3d/preparation.d.ts.map +1 -1
  120. package/dist/renderer3d/preparation.js +37 -4
  121. package/dist/renderer3d/preparation.js.map +1 -1
  122. package/dist/renderer3d/scene-sync.d.ts.map +1 -1
  123. package/dist/renderer3d/scene-sync.js +16 -1
  124. package/dist/renderer3d/scene-sync.js.map +1 -1
  125. package/dist/renderer3d/shadows/cascades.d.ts +2 -1
  126. package/dist/renderer3d/shadows/cascades.d.ts.map +1 -1
  127. package/dist/renderer3d/shadows/cascades.js +19 -37
  128. package/dist/renderer3d/shadows/cascades.js.map +1 -1
  129. package/dist/renderer3d/shadows/index.d.ts +1 -0
  130. package/dist/renderer3d/shadows/index.d.ts.map +1 -1
  131. package/dist/renderer3d/shadows/index.js +3 -2
  132. package/dist/renderer3d/shadows/index.js.map +1 -1
  133. package/dist/renderer3d/types.d.ts +1 -0
  134. package/dist/renderer3d/types.d.ts.map +1 -1
  135. package/dist/save-storage.d.ts.map +1 -1
  136. package/dist/save-storage.js +23 -7
  137. package/dist/save-storage.js.map +1 -1
  138. package/dist/smoke.d.ts.map +1 -1
  139. package/dist/smoke.js +27 -12
  140. package/dist/smoke.js.map +1 -1
  141. package/dist/standalone-assets.d.ts +25 -0
  142. package/dist/standalone-assets.d.ts.map +1 -0
  143. package/dist/standalone-assets.js +111 -0
  144. package/dist/standalone-assets.js.map +1 -0
  145. package/dist/standalone-frame.d.ts +7 -0
  146. package/dist/standalone-frame.d.ts.map +1 -0
  147. package/dist/standalone-frame.js +2 -0
  148. package/dist/standalone-frame.js.map +1 -0
  149. package/dist/standalone-player.d.ts +3 -2
  150. package/dist/standalone-player.d.ts.map +1 -1
  151. package/dist/standalone-player.js +246 -76
  152. package/dist/standalone-player.js.map +1 -1
  153. package/dist/standalone-player3d.d.ts +4 -3
  154. package/dist/standalone-player3d.d.ts.map +1 -1
  155. package/dist/standalone-player3d.js +193 -115
  156. package/dist/standalone-player3d.js.map +1 -1
  157. package/dist/touch-controls.d.ts +10 -1
  158. package/dist/touch-controls.d.ts.map +1 -1
  159. package/dist/touch-controls.js +98 -10
  160. package/dist/touch-controls.js.map +1 -1
  161. package/dist/touch-input.d.ts +13 -0
  162. package/dist/touch-input.d.ts.map +1 -0
  163. package/dist/touch-input.js +71 -0
  164. package/dist/touch-input.js.map +1 -0
  165. package/dist/ui/controller.d.ts +7 -0
  166. package/dist/ui/controller.d.ts.map +1 -1
  167. package/dist/ui/controller.js +40 -9
  168. package/dist/ui/controller.js.map +1 -1
  169. package/dist/webgpu/lighting.d.ts +1 -1
  170. package/dist/webgpu/lighting.d.ts.map +1 -1
  171. package/dist/webgpu/lighting.js +4 -3
  172. package/dist/webgpu/lighting.js.map +1 -1
  173. package/dist/webgpu.js +1 -1
  174. package/dist/webgpu.js.map +1 -1
  175. package/package.json +5 -5
@@ -0,0 +1,284 @@
1
+ import * as THREE from "three";
2
+ import { GAME_MAX_DECALS_3D } from "@nodetool-ai/protocol";
3
+ import { GameImageCache3D } from "../assets/image-cache.js";
4
+ import { GAME_DECAL_LIMITS_3D, GameDecalProjectionError3D, gameDecalAttributeKey3D, gameDecalProjector3D, projectGameDecalGeometry3D } from "./geometry.js";
5
+ // Decal overlap ordering stays before ordinary transparent geometry, whose default order is zero.
6
+ const DECAL_RENDER_ORDER_START = -(GAME_MAX_DECALS_3D * GAME_MAX_DECALS_3D);
7
+ /** One cache per renderer. Projected meshes remain in world space and never enter the simulation. */
8
+ export class GameDecals3D {
9
+ scene;
10
+ signal;
11
+ diagnostics;
12
+ onDiagnostic;
13
+ images;
14
+ entries = new Map();
15
+ loadedSlots = new Set();
16
+ reported = new Set();
17
+ onAbort = () => this.dispose();
18
+ disposed = false;
19
+ constructor(scene, sources, signal, diagnostics, onDiagnostic) {
20
+ this.scene = scene;
21
+ this.signal = signal;
22
+ this.diagnostics = diagnostics;
23
+ this.onDiagnostic = onDiagnostic;
24
+ this.images = new GameImageCache3D(sources, signal);
25
+ signal.addEventListener("abort", this.onAbort, { once: true });
26
+ if (signal.aborted) {
27
+ this.dispose();
28
+ }
29
+ }
30
+ get textureBytes() { return this.images.textureBytes; }
31
+ get geometryBytes() {
32
+ let bytes = 0;
33
+ for (const entry of this.entries.values()) {
34
+ for (const geometry of entry.geometries) {
35
+ for (const attribute of Object.values(geometry.attributes)) {
36
+ bytes += attribute instanceof THREE.InterleavedBufferAttribute ? attribute.data.array.byteLength : attribute.array.byteLength;
37
+ }
38
+ bytes += geometry.index?.array.byteLength ?? 0;
39
+ }
40
+ }
41
+ return bytes;
42
+ }
43
+ async sync(frame, instances) {
44
+ this.signal.throwIfAborted();
45
+ if (this.disposed) {
46
+ throw new Error("Decal renderer is disposed");
47
+ }
48
+ const decals = frame.entities.filter((entity) => entity.decal3d);
49
+ const present = new Set(decals.slice(0, GAME_MAX_DECALS_3D).map((entity) => entity.entityId));
50
+ for (const [id, entry] of this.entries) {
51
+ if (!present.has(id)) {
52
+ this.release(id, entry);
53
+ }
54
+ }
55
+ const usedSlots = new Set(decals.slice(0, GAME_MAX_DECALS_3D).flatMap((entity) => entity.decal3d ? [entity.decal3d.assetId] : []));
56
+ for (const slot of this.loadedSlots) {
57
+ if (!usedSlots.has(slot)) {
58
+ await this.images.invalidate(slot);
59
+ this.loadedSlots.delete(slot);
60
+ }
61
+ }
62
+ if (decals.length === 0) {
63
+ return;
64
+ }
65
+ this.scene.updateMatrixWorld(true);
66
+ const receivers = new Map();
67
+ let cachedVertices = 0;
68
+ for (const entry of this.entries.values()) {
69
+ for (const geometry of entry.geometries) {
70
+ cachedVertices += geometry.getAttribute("position").count;
71
+ }
72
+ }
73
+ const work = { nodes: 0, sourceTriangles: 0, candidateTriangles: 0, outputVertices: cachedVertices };
74
+ for (const [order, entity] of decals.entries()) {
75
+ const settings = entity.decal3d;
76
+ if (!settings) {
77
+ continue;
78
+ }
79
+ if (order >= GAME_MAX_DECALS_3D) {
80
+ this.report("Scene decal count limit exceeded");
81
+ break;
82
+ }
83
+ const existing = this.entries.get(entity.entityId);
84
+ const projectorObject = instances.get(entity.entityId)?.object;
85
+ const receiverObject = instances.get(settings.receiverId)?.object;
86
+ if (!projectorObject || !receiverObject) {
87
+ if (existing) {
88
+ this.release(entity.entityId, existing);
89
+ }
90
+ this.report(`Decal ${entity.entityId} receiver or projector is unavailable`);
91
+ continue;
92
+ }
93
+ if (!receiverObject.visible || !projectorObject.visible || (entity.opacity ?? 1) === 0) {
94
+ if (existing) {
95
+ existing.group.visible = false;
96
+ }
97
+ continue;
98
+ }
99
+ try {
100
+ let receiver = receivers.get(settings.receiverId);
101
+ if (!receiver) {
102
+ receiver = this.receiver(receiverObject, work);
103
+ receivers.set(settings.receiverId, receiver);
104
+ }
105
+ const key = `${JSON.stringify(settings)}:${projectorObject.matrixWorld.elements.join(",")}:${receiver.signature}`;
106
+ if (existing?.key === key) {
107
+ existing.group.visible = true;
108
+ if (existing.material) {
109
+ existing.material.opacity = settings.opacity * (entity.opacity ?? 1);
110
+ }
111
+ for (const child of existing.group.children) {
112
+ child.renderOrder = DECAL_RENDER_ORDER_START + settings.renderOrder * GAME_MAX_DECALS_3D + order;
113
+ }
114
+ continue;
115
+ }
116
+ if (existing) {
117
+ for (const geometry of existing.geometries) {
118
+ work.outputVertices -= geometry.getAttribute("position").count;
119
+ }
120
+ }
121
+ const next = await this.build(key, settings, projectorObject, receiver, work);
122
+ try {
123
+ this.signal.throwIfAborted();
124
+ }
125
+ catch (error) {
126
+ this.release(entity.entityId, next);
127
+ throw error;
128
+ }
129
+ if (existing) {
130
+ this.release(entity.entityId, existing);
131
+ }
132
+ next.group.userData.gameEntityId = entity.entityId;
133
+ for (const object of next.group.children) {
134
+ object.renderOrder = DECAL_RENDER_ORDER_START + settings.renderOrder * GAME_MAX_DECALS_3D + order;
135
+ }
136
+ if (next.material) {
137
+ next.material.opacity = settings.opacity * (entity.opacity ?? 1);
138
+ }
139
+ this.entries.set(entity.entityId, next);
140
+ this.scene.add(next.group);
141
+ }
142
+ catch (error) {
143
+ if (!(error instanceof GameDecalProjectionError3D)) {
144
+ throw error;
145
+ }
146
+ if (existing) {
147
+ this.release(entity.entityId, existing);
148
+ }
149
+ this.report(`Decal ${entity.entityId}: ${error.message}`);
150
+ }
151
+ }
152
+ }
153
+ receiver(root, work) {
154
+ const meshes = [];
155
+ const keys = [root.uuid];
156
+ const pending = [root];
157
+ while (pending.length > 0) {
158
+ const object = pending.pop();
159
+ if (!object) {
160
+ break;
161
+ }
162
+ work.nodes += 1;
163
+ if (work.nodes > GAME_DECAL_LIMITS_3D.sceneNodes) {
164
+ throw new GameDecalProjectionError3D("Scene decal receiver node work limit exceeded");
165
+ }
166
+ if (!object.visible) {
167
+ continue;
168
+ }
169
+ for (let index = object.children.length - 1; index >= 0; index--) {
170
+ const child = object.children[index];
171
+ if (child) {
172
+ pending.push(child);
173
+ }
174
+ }
175
+ if (!(object instanceof THREE.Mesh)) {
176
+ continue;
177
+ }
178
+ if (object instanceof THREE.SkinnedMesh || object instanceof THREE.InstancedMesh || Object.keys(object.geometry.morphAttributes).length > 0) {
179
+ throw new GameDecalProjectionError3D("Receivers must be rigid meshes without skinning, morph targets or instancing");
180
+ }
181
+ const materials = Array.isArray(object.material) ? object.material : [object.material];
182
+ if (materials.some((material) => !material.visible || material.transparent || material.alphaTest > 0 || material.opacity < 1)) {
183
+ throw new GameDecalProjectionError3D("Receivers must use visible opaque materials without alpha masking");
184
+ }
185
+ meshes.push(object);
186
+ keys.push(`${object.uuid}:${Array.isArray(object.material) ? `array-${object.material.length}` : "single"}:${object.geometry.uuid}:${gameDecalAttributeKey3D(object.geometry.getAttribute("position"))}:${gameDecalAttributeKey3D(object.geometry.getAttribute("normal"))}:${gameDecalAttributeKey3D(object.geometry.index ?? undefined)}:${JSON.stringify(object.geometry.drawRange)}:${JSON.stringify(object.geometry.groups)}:${object.matrixWorld.elements.join(",")}`);
187
+ }
188
+ return { meshes, signature: keys.join(";") };
189
+ }
190
+ async build(key, settings, object, receiver, work) {
191
+ const projector = gameDecalProjector3D(object, settings.size);
192
+ const geometries = [];
193
+ let texture;
194
+ let material;
195
+ try {
196
+ for (const mesh of receiver.meshes) {
197
+ const geometry = projectGameDecalGeometry3D(mesh, projector, work);
198
+ if (geometry) {
199
+ geometries.push(geometry);
200
+ }
201
+ }
202
+ const group = new THREE.Group();
203
+ group.name = "game-decal";
204
+ if (geometries.length === 0) {
205
+ return { key, assetId: settings.assetId, group, geometries };
206
+ }
207
+ this.loadedSlots.add(settings.assetId);
208
+ texture = (await this.images.get(settings.assetId)).clone();
209
+ texture.colorSpace = THREE.SRGBColorSpace;
210
+ texture.needsUpdate = true;
211
+ material = new THREE.MeshStandardMaterial({ map: texture, color: "#ffffff", roughness: 1, metalness: 0,
212
+ transparent: true, opacity: settings.opacity, depthTest: true, depthWrite: false,
213
+ polygonOffset: true, polygonOffsetFactor: -2, polygonOffsetUnits: -2 });
214
+ for (const geometry of geometries) {
215
+ const mesh = new THREE.Mesh(geometry, material);
216
+ mesh.castShadow = false;
217
+ mesh.receiveShadow = true;
218
+ group.add(mesh);
219
+ }
220
+ const entry = { key, assetId: settings.assetId, group, geometries, texture, material };
221
+ texture = undefined;
222
+ material = undefined;
223
+ return entry;
224
+ }
225
+ catch (error) {
226
+ for (const geometry of geometries) {
227
+ geometry.dispose();
228
+ }
229
+ throw error;
230
+ }
231
+ finally {
232
+ material?.dispose();
233
+ texture?.dispose();
234
+ }
235
+ }
236
+ release(id, entry) {
237
+ entry.group.removeFromParent();
238
+ for (const geometry of entry.geometries) {
239
+ geometry.dispose();
240
+ }
241
+ entry.material?.dispose();
242
+ entry.texture?.dispose();
243
+ if (this.entries.get(id) === entry) {
244
+ this.entries.delete(id);
245
+ }
246
+ }
247
+ report(message) {
248
+ if (this.reported.has(message) || this.reported.size >= 64) {
249
+ return;
250
+ }
251
+ this.reported.add(message);
252
+ this.diagnostics.push(message);
253
+ this.onDiagnostic?.(message);
254
+ }
255
+ async invalidate(slot) {
256
+ for (const [id, entry] of this.entries) {
257
+ if (entry.assetId === slot) {
258
+ this.release(id, entry);
259
+ }
260
+ }
261
+ await this.images.invalidate(slot);
262
+ this.loadedSlots.delete(slot);
263
+ }
264
+ async reset() {
265
+ for (const [id, entry] of this.entries) {
266
+ this.release(id, entry);
267
+ }
268
+ await Promise.all([...this.loadedSlots].map((slot) => this.images.invalidate(slot)));
269
+ this.loadedSlots.clear();
270
+ }
271
+ dispose() {
272
+ if (this.disposed) {
273
+ return;
274
+ }
275
+ this.disposed = true;
276
+ this.signal.removeEventListener("abort", this.onAbort);
277
+ for (const [id, entry] of this.entries) {
278
+ this.release(id, entry);
279
+ }
280
+ this.images.dispose();
281
+ this.loadedSlots.clear();
282
+ }
283
+ }
284
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,14 @@
1
+ import * as THREE from "three";
2
+ import type { GameHeightFog3D as GameHeightFogSettings3D, GameVector3 } from "@nodetool-ai/protocol";
3
+ /** Analytic segment integral. Using its lower endpoint avoids subtracting two large exponentials. */
4
+ export declare function heightFogOpacity3D(settings: GameHeightFogSettings3D, start: GameVector3, end: GameVector3): number;
5
+ /** Owns reversible shader hooks. Configure after particle material creation and before the scene pass. */
6
+ export declare class GameHeightFog3D {
7
+ private readonly materials;
8
+ private readonly uniforms;
9
+ configure(scene: THREE.Scene, camera: THREE.Camera, settings: GameHeightFogSettings3D | undefined): void;
10
+ private attach;
11
+ private restore;
12
+ dispose(): void;
13
+ }
14
+ //# sourceMappingURL=height-fog.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"height-fog.d.ts","sourceRoot":"","sources":["../../../src/renderer3d/environment/height-fog.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,KAAK,EAAE,eAAe,IAAI,uBAAuB,EAAE,WAAW,EAAE,MAAM,uBAAuB,CAAC;AAGrG,qGAAqG;AACrG,wBAAgB,kBAAkB,CAAC,QAAQ,EAAE,uBAAuB,EAAE,KAAK,EAAE,WAAW,EAAE,GAAG,EAAE,WAAW,GAAG,MAAM,CAOlH;AAmCD,0GAA0G;AAC1G,qBAAa,eAAe;IAC1B,OAAO,CAAC,QAAQ,CAAC,SAAS,CAA6B;IACvD,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAOvB;IAEF,SAAS,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,QAAQ,EAAE,uBAAuB,GAAG,SAAS,GAAG,IAAI,CAuBvG;IAED,OAAO,CAAC,MAAM;IAed,OAAO,CAAC,OAAO;IAKf,OAAO,IAAI,IAAI,CAEd;CACF"}
@@ -0,0 +1,114 @@
1
+ import * as THREE from "three";
2
+ import { removeGameMaterialHook, setGameMaterialHook } from "../material-hooks.js";
3
+ /** Analytic segment integral. Using its lower endpoint avoids subtracting two large exponentials. */
4
+ export function heightFogOpacity3D(settings, start, end) {
5
+ const distance = Math.hypot(end.x - start.x, end.y - start.y, end.z - start.z);
6
+ const heightDelta = settings.heightFalloff * Math.abs(end.y - start.y);
7
+ const average = heightDelta < 0.001 ? 1 - heightDelta / 2 + heightDelta * heightDelta / 6 : -Math.expm1(-heightDelta) / heightDelta;
8
+ const exponent = Math.max(-60, Math.min(60, -settings.heightFalloff * (Math.min(start.y, end.y) - settings.baseHeight)));
9
+ const opticalDepth = Math.min(80, settings.density * distance * Math.exp(exponent) * average);
10
+ return Math.min(settings.maxOpacity, -Math.expm1(-opticalDepth));
11
+ }
12
+ const VERTEX_DECLARATIONS = `
13
+ uniform mat4 gameHeightFogCameraWorld;
14
+ varying vec3 vGameHeightFogPosition;
15
+ `;
16
+ const FRAGMENT_DECLARATIONS = `
17
+ uniform vec3 gameHeightFogOrigin;
18
+ uniform vec3 gameHeightFogDirection;
19
+ uniform bool gameHeightFogOrthographic;
20
+ uniform float gameHeightFogDensity;
21
+ uniform float gameHeightFogBase;
22
+ uniform float gameHeightFogFalloff;
23
+ uniform float gameHeightFogMaxOpacity;
24
+ varying vec3 vGameHeightFogPosition;
25
+ `;
26
+ const FOG_FRAGMENT = `
27
+ #ifdef USE_FOG
28
+ vec3 gameFogStart = gameHeightFogOrigin;
29
+ if (gameHeightFogOrthographic) {
30
+ float gameFogDepth = max(0.0, dot(vGameHeightFogPosition - gameHeightFogOrigin, gameHeightFogDirection));
31
+ gameFogStart = vGameHeightFogPosition - gameHeightFogDirection * gameFogDepth;
32
+ }
33
+ float gameFogDistance = length(vGameHeightFogPosition - gameFogStart);
34
+ float gameFogDelta = gameHeightFogFalloff * abs(vGameHeightFogPosition.y - gameFogStart.y);
35
+ float gameFogAverage = gameFogDelta < 0.001
36
+ ? 1.0 - 0.5 * gameFogDelta + gameFogDelta * gameFogDelta / 6.0
37
+ : (1.0 - exp(-min(60.0, gameFogDelta))) / gameFogDelta;
38
+ float gameFogExponent = clamp(-gameHeightFogFalloff * (min(gameFogStart.y, vGameHeightFogPosition.y) - gameHeightFogBase), -60.0, 60.0);
39
+ float gameFogOpticalDepth = min(80.0, gameHeightFogDensity * gameFogDistance * exp(gameFogExponent) * gameFogAverage);
40
+ float gameFogOpacity = min(gameHeightFogMaxOpacity, 1.0 - exp(-gameFogOpticalDepth));
41
+ gl_FragColor.rgb = mix(gl_FragColor.rgb, fogColor, gameFogOpacity);
42
+ #endif
43
+ `;
44
+ /** Owns reversible shader hooks. Configure after particle material creation and before the scene pass. */
45
+ export class GameHeightFog3D {
46
+ materials = new Set();
47
+ uniforms = {
48
+ gameHeightFogCameraWorld: { value: new THREE.Matrix4() },
49
+ gameHeightFogOrigin: { value: new THREE.Vector3() },
50
+ gameHeightFogDirection: { value: new THREE.Vector3() },
51
+ gameHeightFogOrthographic: { value: false },
52
+ gameHeightFogDensity: { value: 0 }, gameHeightFogBase: { value: 0 },
53
+ gameHeightFogFalloff: { value: 1 }, gameHeightFogMaxOpacity: { value: 1 }
54
+ };
55
+ configure(scene, camera, settings) {
56
+ if (!settings) {
57
+ this.dispose();
58
+ return;
59
+ }
60
+ this.uniforms.gameHeightFogCameraWorld.value.copy(camera.matrixWorld);
61
+ camera.getWorldPosition(this.uniforms.gameHeightFogOrigin.value);
62
+ camera.getWorldDirection(this.uniforms.gameHeightFogDirection.value);
63
+ this.uniforms.gameHeightFogOrthographic.value = camera instanceof THREE.OrthographicCamera;
64
+ this.uniforms.gameHeightFogDensity.value = settings.density;
65
+ this.uniforms.gameHeightFogBase.value = settings.baseHeight;
66
+ this.uniforms.gameHeightFogFalloff.value = settings.heightFalloff;
67
+ this.uniforms.gameHeightFogMaxOpacity.value = settings.maxOpacity;
68
+ const present = new Set();
69
+ scene.traverse((object) => {
70
+ if (!(object instanceof THREE.Mesh || object instanceof THREE.Points || object instanceof THREE.Line)) {
71
+ return;
72
+ }
73
+ const materials = Array.isArray(object.material) ? object.material : [object.material];
74
+ for (const material of materials) {
75
+ if (!("fog" in material) || material.fog !== true) {
76
+ continue;
77
+ }
78
+ present.add(material);
79
+ if (!this.materials.has(material)) {
80
+ this.attach(material);
81
+ }
82
+ }
83
+ });
84
+ for (const material of this.materials) {
85
+ if (!present.has(material)) {
86
+ this.restore(material);
87
+ }
88
+ }
89
+ }
90
+ attach(material) {
91
+ this.materials.add(material);
92
+ setGameMaterialHook(material, "heightFog", (shader) => {
93
+ if (!shader.vertexShader.includes("#include <fog_vertex>") || !shader.vertexShader.includes("#include <fog_pars_vertex>")
94
+ || !shader.fragmentShader.includes("#include <fog_fragment>") || !shader.fragmentShader.includes("#include <fog_pars_fragment>")) {
95
+ throw new Error("Height fog requires the game material fog shader hooks");
96
+ }
97
+ Object.assign(shader.uniforms, this.uniforms);
98
+ shader.vertexShader = shader.vertexShader.replace("#include <fog_pars_vertex>", `#include <fog_pars_vertex>${VERTEX_DECLARATIONS}`)
99
+ .replace("#include <fog_vertex>", "#include <fog_vertex>\nvGameHeightFogPosition = (gameHeightFogCameraWorld * mvPosition).xyz;");
100
+ shader.fragmentShader = shader.fragmentShader.replace("#include <fog_pars_fragment>", `#include <fog_pars_fragment>${FRAGMENT_DECLARATIONS}`)
101
+ .replace("#include <fog_fragment>", FOG_FRAGMENT);
102
+ }, ":nodetool-height-fog-1");
103
+ }
104
+ restore(material) {
105
+ removeGameMaterialHook(material, "heightFog");
106
+ this.materials.delete(material);
107
+ }
108
+ dispose() {
109
+ for (const material of this.materials) {
110
+ this.restore(material);
111
+ }
112
+ }
113
+ }
114
+ //# sourceMappingURL=height-fog.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"height-fog.js","sourceRoot":"","sources":["../../../src/renderer3d/environment/height-fog.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAE/B,OAAO,EAAE,sBAAsB,EAAE,mBAAmB,EAAE,MAAM,sBAAsB,CAAC;AAEnF,qGAAqG;AACrG,MAAM,UAAU,kBAAkB,CAAC,QAAiC,EAAE,KAAkB,EAAE,GAAgB;IACxG,MAAM,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC;IAC/E,MAAM,WAAW,GAAG,QAAQ,CAAC,aAAa,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC;IACvE,MAAM,OAAO,GAAG,WAAW,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,WAAW,GAAG,CAAC,GAAG,WAAW,GAAG,WAAW,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,WAAW,CAAC,GAAG,WAAW,CAAC;IACpI,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,EAAE,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,QAAQ,CAAC,aAAa,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,GAAG,QAAQ,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;IACzH,MAAM,YAAY,GAAG,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,QAAQ,CAAC,OAAO,GAAG,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,QAAQ,CAAC,GAAG,OAAO,CAAC,CAAC;IAC9F,OAAO,IAAI,CAAC,GAAG,CAAC,QAAQ,CAAC,UAAU,EAAE,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC;AACnE,CAAC;AAED,MAAM,mBAAmB,GAAG;;;CAG3B,CAAC;AACF,MAAM,qBAAqB,GAAG;;;;;;;;;CAS7B,CAAC;AACF,MAAM,YAAY,GAAG;;;;;;;;;;;;;;;;;CAiBpB,CAAC;AAEF,0GAA0G;AAC1G,MAAM,OAAO,eAAe;IACT,SAAS,GAAG,IAAI,GAAG,EAAkB,CAAC;IACtC,QAAQ,GAAG;QAC1B,wBAAwB,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,EAAE;QACxD,mBAAmB,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,EAAE;QACnD,sBAAsB,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,EAAE;QACtD,yBAAyB,EAAE,EAAE,KAAK,EAAE,KAAK,EAAE;QAC3C,oBAAoB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;QACnE,oBAAoB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,uBAAuB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;KAC1E,CAAC;IAEF,SAAS,CAAC,KAAkB,EAAE,MAAoB,EAAE,QAA6C;QAC/F,IAAI,CAAC,QAAQ,EAAE,CAAC;YAAC,IAAI,CAAC,OAAO,EAAE,CAAC;YAAC,OAAO;QAAC,CAAC;QAC1C,IAAI,CAAC,QAAQ,CAAC,wBAAwB,CAAC,KAAK,CAAC,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,CAAC;QACtE,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,QAAQ,CAAC,mBAAmB,CAAC,KAAK,CAAC,CAAC;QACjE,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,QAAQ,CAAC,sBAAsB,CAAC,KAAK,CAAC,CAAC;QACrE,IAAI,CAAC,QAAQ,CAAC,yBAAyB,CAAC,KAAK,GAAG,MAAM,YAAY,KAAK,CAAC,kBAAkB,CAAC;QAC3F,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;QAC5D,IAAI,CAAC,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,UAAU,CAAC;QAC5D,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC,KAAK,GAAG,QAAQ,CAAC,aAAa,CAAC;QAClE,IAAI,CAAC,QAAQ,CAAC,uBAAuB,CAAC,KAAK,GAAG,QAAQ,CAAC,UAAU,CAAC;QAClE,MAAM,OAAO,GAAG,IAAI,GAAG,EAAkB,CAAC;QAC1C,KAAK,CAAC,QAAQ,CAAC,CAAC,MAAM,EAAE,EAAE;YACxB,IAAI,CAAC,CAAC,MAAM,YAAY,KAAK,CAAC,IAAI,IAAI,MAAM,YAAY,KAAK,CAAC,MAAM,IAAI,MAAM,YAAY,KAAK,CAAC,IAAI,CAAC,EAAE,CAAC;gBAAC,OAAO;YAAC,CAAC;YAClH,MAAM,SAAS,GAAG,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;YACvF,KAAK,MAAM,QAAQ,IAAI,SAAS,EAAE,CAAC;gBACjC,IAAI,CAAC,CAAC,KAAK,IAAI,QAAQ,CAAC,IAAI,QAAQ,CAAC,GAAG,KAAK,IAAI,EAAE,CAAC;oBAAC,SAAS;gBAAC,CAAC;gBAChE,OAAO,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;gBACtB,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,QAAQ,CAAC,EAAE,CAAC;oBAAC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;gBAAC,CAAC;YAC/D,CAAC;QACH,CAAC,CAAC,CAAC;QACH,KAAK,MAAM,QAAQ,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACtC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,QAAQ,CAAC,EAAE,CAAC;gBAAC,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;YAAC,CAAC;QACzD,CAAC;IACH,CAAC;IAEO,MAAM,CAAC,QAAwB;QACrC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;QAC7B,mBAAmB,CAAC,QAAQ,EAAE,WAAW,EAAE,CAAC,MAAM,EAAE,EAAE;YACpD,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,QAAQ,CAAC,uBAAuB,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,QAAQ,CAAC,4BAA4B,CAAC;mBACpH,CAAC,MAAM,CAAC,cAAc,CAAC,QAAQ,CAAC,yBAAyB,CAAC,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,QAAQ,CAAC,8BAA8B,CAAC,EAAE,CAAC;gBACnI,MAAM,IAAI,KAAK,CAAC,wDAAwD,CAAC,CAAC;YAC5E,CAAC;YACD,MAAM,CAAC,MAAM,CAAC,MAAM,CAAC,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YAC9C,MAAM,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC,OAAO,CAAC,4BAA4B,EAAE,6BAA6B,mBAAmB,EAAE,CAAC;iBAChI,OAAO,CAAC,uBAAuB,EAAE,8FAA8F,CAAC,CAAC;YACpI,MAAM,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC,OAAO,CAAC,8BAA8B,EAAE,+BAA+B,qBAAqB,EAAE,CAAC;iBAC1I,OAAO,CAAC,yBAAyB,EAAE,YAAY,CAAC,CAAC;QACtD,CAAC,EAAE,wBAAwB,CAAC,CAAC;IAC/B,CAAC;IAEO,OAAO,CAAC,QAAwB;QACtC,sBAAsB,CAAC,QAAQ,EAAE,WAAW,CAAC,CAAC;QAC9C,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;IAClC,CAAC;IAED,OAAO;QACL,KAAK,MAAM,QAAQ,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YAAC,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;QAAC,CAAC;IACpE,CAAC;CACF"}
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../src/renderer3d/environment/index.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,uBAAuB,CAAC;AAC/D,wBAAgB,wBAAwB,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,CAAC,YAAY,EAAE,QAAQ,EAAE,KAAK,CAAC,aAAa,EAAE,WAAW,EAAE,iBAAiB,CAAC,aAAa,CAAC,GAAG,IAAI,CAM5K"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../src/renderer3d/environment/index.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,uBAAuB,CAAC;AAC/D,wBAAgB,wBAAwB,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,CAAC,YAAY,EAAE,QAAQ,EAAE,KAAK,CAAC,aAAa,EAAE,WAAW,EAAE,iBAAiB,CAAC,aAAa,CAAC,GAAG,IAAI,CAS5K"}
@@ -1,9 +1,12 @@
1
1
  import * as THREE from "three";
2
2
  export function configureGameEnvironment(scene, ambient, renderer, environment) {
3
3
  scene.background = new THREE.Color(environment.background);
4
+ scene.backgroundIntensity = 1;
5
+ scene.backgroundRotation.set(0, 0, 0);
4
6
  ambient.color.set(environment.ambient.color);
5
7
  ambient.intensity = environment.ambient.intensity;
6
- scene.fog = environment.fog ? new THREE.Fog(environment.fog.color, environment.fog.near, environment.fog.far) : null;
8
+ const fog = environment.fog;
9
+ scene.fog = !fog ? null : "kind" in fog ? new THREE.FogExp2(fog.color, 0) : new THREE.Fog(fog.color, fog.near, fog.far);
7
10
  renderer.shadowMap.enabled = environment.shadows.enabled;
8
11
  }
9
12
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../src/renderer3d/environment/index.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAE/B,MAAM,UAAU,wBAAwB,CAAC,KAAkB,EAAE,OAA2B,EAAE,QAA6B,EAAE,WAA6C;IAClK,KAAK,CAAC,UAAU,GAAG,IAAI,KAAK,CAAC,KAAK,CAAC,WAAW,CAAC,UAAU,CAAC,CAAC;IAC3D,OAAO,CAAC,KAAK,CAAC,GAAG,CAAC,WAAW,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;IAC7C,OAAO,CAAC,SAAS,GAAG,WAAW,CAAC,OAAO,CAAC,SAAS,CAAC;IAClD,KAAK,CAAC,GAAG,GAAG,WAAW,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,KAAK,CAAC,GAAG,CAAC,WAAW,CAAC,GAAG,CAAC,KAAK,EAAE,WAAW,CAAC,GAAG,CAAC,IAAI,EAAE,WAAW,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IACrH,QAAQ,CAAC,SAAS,CAAC,OAAO,GAAG,WAAW,CAAC,OAAO,CAAC,OAAO,CAAC;AAC7D,CAAC"}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../src/renderer3d/environment/index.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAE/B,MAAM,UAAU,wBAAwB,CAAC,KAAkB,EAAE,OAA2B,EAAE,QAA6B,EAAE,WAA6C;IAClK,KAAK,CAAC,UAAU,GAAG,IAAI,KAAK,CAAC,KAAK,CAAC,WAAW,CAAC,UAAU,CAAC,CAAC;IAC3D,KAAK,CAAC,mBAAmB,GAAG,CAAC,CAAC;IAC9B,KAAK,CAAC,kBAAkB,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACtC,OAAO,CAAC,KAAK,CAAC,GAAG,CAAC,WAAW,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;IAC7C,OAAO,CAAC,SAAS,GAAG,WAAW,CAAC,OAAO,CAAC,SAAS,CAAC;IAClD,MAAM,GAAG,GAAG,WAAW,CAAC,GAAG,CAAC;IAC5B,KAAK,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,IAAI,GAAG,CAAC,CAAC,CAAC,IAAI,KAAK,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,KAAK,EAAE,GAAG,CAAC,IAAI,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;IACxH,QAAQ,CAAC,SAAS,CAAC,OAAO,GAAG,WAAW,CAAC,OAAO,CAAC,OAAO,CAAC;AAC7D,CAAC"}
@@ -30,6 +30,7 @@ export declare class GameSkyRenderer3D {
30
30
  reset(): void;
31
31
  dispose(): void;
32
32
  private generator;
33
+ private detach;
33
34
  private clear;
34
35
  private applyProcedural;
35
36
  /** Renders the sky into the retained cube and PMREM targets, allocating them only on first use. */
@@ -1 +1 @@
1
- {"version":3,"file":"sky.d.ts","sourceRoot":"","sources":["../../../src/renderer3d/environment/sky.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAE/B,OAAO,KAAK,EAAE,iBAAiB,EAAE,SAAS,EAAE,MAAM,uBAAuB,CAAC;AAC1E,OAAO,KAAK,EAAE,gBAAgB,EAAE,kBAAkB,EAAE,MAAM,4BAA4B,CAAC;AAEvF,MAAM,WAAW,gBAAgB;IAC/B,QAAQ,CAAC,WAAW,CAAC,EAAE,CAAC,SAAS,EAAE,MAAM,EAAE,MAAM,EAAE,WAAW,KAAK,OAAO,CAAC,kBAAkB,GAAG,IAAI,CAAC,CAAC;IACtG,QAAQ,CAAC,UAAU,CAAC,EAAE,gBAAgB,CAAC;CACxC;AAED,KAAK,eAAe,GAAG,OAAO,CAAC,SAAS,EAAE;IAAE,IAAI,EAAE,YAAY,CAAA;CAAE,CAAC,CAAC;AAMlE,yGAAyG;AACzG,wBAAgB,qBAAqB,CAAC,GAAG,EAAE,eAAe,EAAE,KAAK,EAAE,IAAI,CAAC,iBAAiB,EAAE,QAAQ,CAAC,GAAG,KAAK,CAAC,OAAO,CAInH;AAQD,2GAA2G;AAC3G,qBAAa,iBAAiB;IAQhB,OAAO,CAAC,QAAQ,CAAC,QAAQ;IAAuB,OAAO,CAAC,QAAQ,CAAC,OAAO;IAClF,OAAO,CAAC,QAAQ,CAAC,MAAM;IAAe,OAAO,CAAC,QAAQ,CAAC,WAAW;IARpE,OAAO,CAAC,OAAO,CAAqB;IACpC,OAAO,CAAC,KAAK,CAAmC;IAChD,OAAO,CAAC,UAAU,CAA4J;IAC9K,OAAO,CAAC,eAAe,CAA6I;IACpK,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAiD;IACvE,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAqB;IAE9C,YAA6B,QAAQ,EAAE,KAAK,CAAC,aAAa,EAAmB,OAAO,EAAE,gBAAgB,EACnF,MAAM,EAAE,WAAW,EAAmB,WAAW,EAAE,MAAM,EAAE,EAAI;IAE5E,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,EAAE,iBAAiB,GAAG,OAAO,CAAC,IAAI,CAAC,CAevE;IAED,qEAAqE;IAC/D,UAAU,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC,CAO5C;IAED,2GAA2G;IAC3G,KAAK,IAAI,IAAI,CAOZ;IAED,OAAO,IAAI,IAAI,CASd;IAED,OAAO,CAAC,SAAS;IAKjB,OAAO,CAAC,KAAK;IAWb,OAAO,CAAC,eAAe;IAevB,mGAAmG;IACnG,OAAO,CAAC,gBAAgB;IA8BxB,OAAO,CAAC,SAAS;IAWjB,OAAO,CAAC,QAAQ;YAaF,UAAU;IAoBxB,OAAO,CAAC,MAAM;IAMd,OAAO,CAAC,iBAAiB;IAMzB,OAAO,CAAC,WAAW;CAIpB"}
1
+ {"version":3,"file":"sky.d.ts","sourceRoot":"","sources":["../../../src/renderer3d/environment/sky.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAE/B,OAAO,KAAK,EAAE,iBAAiB,EAAE,SAAS,EAAE,MAAM,uBAAuB,CAAC;AAC1E,OAAO,KAAK,EAAE,gBAAgB,EAAE,kBAAkB,EAAE,MAAM,4BAA4B,CAAC;AAEvF,MAAM,WAAW,gBAAgB;IAC/B,QAAQ,CAAC,WAAW,CAAC,EAAE,CAAC,SAAS,EAAE,MAAM,EAAE,MAAM,EAAE,WAAW,KAAK,OAAO,CAAC,kBAAkB,GAAG,IAAI,CAAC,CAAC;IACtG,QAAQ,CAAC,UAAU,CAAC,EAAE,gBAAgB,CAAC;CACxC;AAED,KAAK,eAAe,GAAG,OAAO,CAAC,SAAS,EAAE;IAAE,IAAI,EAAE,YAAY,CAAA;CAAE,CAAC,CAAC;AAMlE,yGAAyG;AACzG,wBAAgB,qBAAqB,CAAC,GAAG,EAAE,eAAe,EAAE,KAAK,EAAE,IAAI,CAAC,iBAAiB,EAAE,QAAQ,CAAC,GAAG,KAAK,CAAC,OAAO,CAInH;AAQD,2GAA2G;AAC3G,qBAAa,iBAAiB;IAShB,OAAO,CAAC,QAAQ,CAAC,QAAQ;IAAuB,OAAO,CAAC,QAAQ,CAAC,OAAO;IAClF,OAAO,CAAC,QAAQ,CAAC,MAAM;IAAe,OAAO,CAAC,QAAQ,CAAC,WAAW;IATpE,OAAO,CAAC,OAAO,CACqC;IACpD,OAAO,CAAC,KAAK,CAAmC;IAChD,OAAO,CAAC,UAAU,CAA4J;IAC9K,OAAO,CAAC,eAAe,CAA6I;IACpK,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAiD;IACvE,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAqB;IAE9C,YAA6B,QAAQ,EAAE,KAAK,CAAC,aAAa,EAAmB,OAAO,EAAE,gBAAgB,EACnF,MAAM,EAAE,WAAW,EAAmB,WAAW,EAAE,MAAM,EAAE,EAAI;IAE5E,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,EAAE,iBAAiB,GAAG,OAAO,CAAC,IAAI,CAAC,CAgBvE;IAED,qEAAqE;IAC/D,UAAU,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC,CAM5C;IAED,2GAA2G;IAC3G,KAAK,IAAI,IAAI,CAOZ;IAED,OAAO,IAAI,IAAI,CASd;IAED,OAAO,CAAC,SAAS;IAKjB,OAAO,CAAC,MAAM;IAiBd,OAAO,CAAC,KAAK;IAKb,OAAO,CAAC,eAAe;IAevB,mGAAmG;IACnG,OAAO,CAAC,gBAAgB;IA8BxB,OAAO,CAAC,SAAS;IAWjB,OAAO,CAAC,QAAQ;YAaF,UAAU;IAoBxB,OAAO,CAAC,MAAM;IAMd,OAAO,CAAC,iBAAiB;IAQzB,OAAO,CAAC,WAAW;CAKpB"}
@@ -29,6 +29,9 @@ export class GameSkyRenderer3D {
29
29
  this.diagnostics = diagnostics;
30
30
  }
31
31
  async apply(scene, frame) {
32
+ if (this.applied && this.applied.scene !== scene) {
33
+ this.detach();
34
+ }
32
35
  const sky = frame.environment.sky;
33
36
  if (sky?.kind === "procedural") {
34
37
  this.applyProcedural(scene, sky, frame);
@@ -48,7 +51,7 @@ export class GameSkyRenderer3D {
48
51
  return;
49
52
  }
50
53
  }
51
- this.clear(scene);
54
+ this.clear();
52
55
  }
53
56
  /** Drops a cached HDRI so the next frame resolves the slot again. */
54
57
  async invalidate(slot) {
@@ -59,12 +62,10 @@ export class GameSkyRenderer3D {
59
62
  if (loaded) {
60
63
  this.releaseHdri(loaded);
61
64
  }
62
- if (this.applied?.startsWith(`hdri:${slot}:`)) {
63
- this.applied = undefined;
64
- }
65
65
  }
66
66
  /** Regenerates GPU-built maps after a context restore. Decoded HDRI pixels are uploaded again by three. */
67
67
  reset() {
68
+ this.detach();
68
69
  this.releaseProcedural();
69
70
  for (const pending of this.hdris.values()) {
70
71
  void pending.then((loaded) => { if (loaded) {
@@ -74,7 +75,6 @@ export class GameSkyRenderer3D {
74
75
  this.hdris.clear();
75
76
  this.pmrem?.dispose();
76
77
  this.pmrem = undefined;
77
- this.applied = undefined;
78
78
  }
79
79
  dispose() {
80
80
  this.reset();
@@ -90,18 +90,28 @@ export class GameSkyRenderer3D {
90
90
  this.pmrem ??= new THREE.PMREMGenerator(this.renderer);
91
91
  return this.pmrem;
92
92
  }
93
- clear(scene) {
94
- if (this.applied === undefined) {
93
+ detach() {
94
+ const applied = this.applied;
95
+ if (!applied) {
95
96
  return;
96
97
  }
97
- scene.environment = null;
98
- scene.environmentIntensity = 1;
99
- scene.backgroundIntensity = 1;
100
- scene.environmentRotation.set(0, 0, 0);
101
- scene.backgroundRotation.set(0, 0, 0);
102
- this.releaseProcedural();
98
+ const { scene, background, environment } = applied;
99
+ if (scene.environment === environment) {
100
+ scene.environment = null;
101
+ scene.environmentIntensity = 1;
102
+ scene.environmentRotation.set(0, 0, 0);
103
+ }
104
+ if (scene.background === background) {
105
+ scene.background = null;
106
+ scene.backgroundIntensity = 1;
107
+ scene.backgroundRotation.set(0, 0, 0);
108
+ }
103
109
  this.applied = undefined;
104
110
  }
111
+ clear() {
112
+ this.detach();
113
+ this.releaseProcedural();
114
+ }
105
115
  applyProcedural(scene, sky, frame) {
106
116
  const sun = gameSkySunDirection3D(sky, frame);
107
117
  const key = JSON.stringify([sky.turbidity, sky.rayleigh, sky.groundColor, sun.x, sun.y, sun.z]);
@@ -118,7 +128,7 @@ export class GameSkyRenderer3D {
118
128
  scene.backgroundIntensity = sky.intensity;
119
129
  scene.environmentRotation.set(0, 0, 0);
120
130
  scene.backgroundRotation.set(0, 0, 0);
121
- this.applied = "procedural";
131
+ this.applied = { key: "procedural", scene, background: cube.texture, environment: environment.texture };
122
132
  }
123
133
  /** Renders the sky into the retained cube and PMREM targets, allocating them only on first use. */
124
134
  renderProcedural(key, sky, sun) {
@@ -154,7 +164,7 @@ export class GameSkyRenderer3D {
154
164
  this.procedural = { key, cube, camera, environment };
155
165
  }
156
166
  applyHdri(scene, sky, loaded) {
157
- if (this.applied !== `hdri:${sky.assetId}:${loaded.digest}`) {
167
+ if (this.applied?.key !== `hdri:${sky.assetId}:${loaded.digest}`) {
158
168
  this.releaseProcedural();
159
169
  }
160
170
  scene.background = loaded.texture;
@@ -163,7 +173,7 @@ export class GameSkyRenderer3D {
163
173
  scene.backgroundIntensity = sky.intensity;
164
174
  scene.environmentRotation.set(0, sky.rotation, 0);
165
175
  scene.backgroundRotation.set(0, sky.rotation, 0);
166
- this.applied = `hdri:${sky.assetId}:${loaded.digest}`;
176
+ this.applied = { key: `hdri:${sky.assetId}:${loaded.digest}`, scene, background: loaded.texture, environment: loaded.environment.texture };
167
177
  }
168
178
  loadHdri(sky) {
169
179
  let pending = this.hdris.get(sky.assetId);
@@ -209,11 +219,18 @@ export class GameSkyRenderer3D {
209
219
  this.diagnostics.push(message);
210
220
  }
211
221
  releaseProcedural() {
222
+ if (this.procedural && (this.applied?.background === this.procedural.cube.texture
223
+ || this.applied?.environment === this.procedural.environment.texture)) {
224
+ this.detach();
225
+ }
212
226
  this.procedural?.cube.dispose();
213
227
  this.procedural?.environment.dispose();
214
228
  this.procedural = undefined;
215
229
  }
216
230
  releaseHdri(loaded) {
231
+ if (this.applied?.background === loaded.texture || this.applied?.environment === loaded.environment.texture) {
232
+ this.detach();
233
+ }
217
234
  loaded.texture.dispose();
218
235
  loaded.environment.dispose();
219
236
  }