@weft-js/plugin-surface-keel 0.1.1 → 0.1.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +312 -3
- package/package.json +12 -3
- package/src/index.d.ts +5 -1
- package/src/index.mjs +20 -5
- package/src/runtime.mjs +6 -2
- package/vendor/README.md +7 -4
- package/vendor/keel-render/core-primitives.mjs +478 -0
- package/vendor/keel-render/effects-world.mjs +439 -0
- package/vendor/keel-render/indexed-render.mjs +516 -0
- package/vendor/keel-render/pixel-raster.mjs +512 -0
- package/vendor/keel-render/render-passes.mjs +530 -0
- package/vendor/keel-render/renderer-api.mjs +121 -0
- package/vendor/keel-render.mjs +1 -2268
- package/vendor/keel-theme/codec-runtime.mjs +549 -0
- package/vendor/keel-theme/collection-codecs.mjs +360 -0
- package/vendor/keel-theme/color-font.mjs +471 -0
- package/vendor/keel-theme/glyph-theme.mjs +529 -0
- package/vendor/keel-theme/icon-schema.mjs +540 -0
- package/vendor/keel-theme/scalar-codecs.mjs +535 -0
- package/vendor/keel-theme/schema-codec.mjs +515 -0
- package/vendor/keel-theme/schema-theme.mjs +533 -0
- package/vendor/keel-theme.mjs +1 -3571
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@@ -0,0 +1,516 @@
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import './pixel-raster.mjs';
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import {
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cameraBasis,
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} from './core-primitives.mjs';
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import {
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FAR,
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FULLSCREEN_VS,
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MAX_BOXES,
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MAX_CAPS,
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MAX_RAMPS,
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MAX_WEDGES,
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SCREEN_TILE,
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fxUniforms,
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resolveFx,
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screenTile,
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} from './effects-world.mjs';
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import {
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BAKE_WORLD_FS,
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DEPTH_OUT_FS,
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HEIGHT_FS,
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INDEX_FS,
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RASTER_FLOATS,
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RASTER_FS,
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RASTER_VS,
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boxTemplate,
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capsuleTemplate,
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smoothDepthOutFs,
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} from './pixel-raster.mjs';
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var RESOLVE_FS = `#version 300 es
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precision highp float;
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uniform sampler2D uColour;
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uniform int uSS;
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out vec4 outColor;
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void main() {
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ivec2 p = ivec2(gl_FragCoord.xy) * uSS;
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vec3 acc = vec3(0.0);
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for (int y = 0; y < 4; y++) {
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if (y >= uSS) break;
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for (int x = 0; x < 4; x++) {
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if (x >= uSS) break;
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vec3 c = texelFetch(uColour, p + ivec2(x, y), 0).rgb;
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acc += c * c;
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}
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}
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outColor = vec4(sqrt(acc / float(uSS * uSS)), 1.0);
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}`;
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function supersampleFor(width, height, asked = "auto", budget = 11e5) {
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if (asked !== "auto") return Math.max(1, Math.min(4, Math.round(asked)));
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for (const k of [3, 2]) if (width * height * k * k <= budget) return k;
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return 1;
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}
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// packages/render/src/link-program.ts
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function linkProgram(gl, vertex, fragment, name = "Program") {
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const shaders = [];
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const attached = [];
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let program2 = null;
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let linked = false;
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try {
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for (const [type, source] of [[gl.VERTEX_SHADER, vertex], [gl.FRAGMENT_SHADER, fragment]]) {
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const shader = gl.createShader(type);
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if (!shader) throw new Error(`${name}: shader allocation failed`);
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shaders.push(shader);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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}
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program2 = gl.createProgram();
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if (!program2) throw new Error(`${name}: program allocation failed`);
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for (const shader of shaders) {
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gl.attachShader(program2, shader);
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attached.push(shader);
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}
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gl.linkProgram(program2);
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if (!gl.getProgramParameter(program2, gl.LINK_STATUS)) {
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const errors = [];
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for (const shader of shaders) {
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) errors.push(gl.getShaderInfoLog(shader) || "shader compile failed");
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}
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throw new Error(`${name}: ${errors.join("; ") || gl.getProgramInfoLog(program2) || "program link failed"}`);
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}
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linked = true;
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return program2;
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} finally {
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if (program2) for (const shader of attached) gl.detachShader(program2, shader);
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for (const shader of shaders) gl.deleteShader(shader);
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if (program2 && !linked) gl.deleteProgram(program2);
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}
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}
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// packages/render/src/program.ts
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function program(gl, vs, fs) {
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const p = linkProgram(gl, vs, fs, "Pixel renderer");
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try {
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const loc = {};
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const n = gl.getProgramParameter(p, gl.ACTIVE_UNIFORMS);
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for (let i = 0; i < n; i += 1) {
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const u = gl.getActiveUniform(p, i);
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if (u) loc[u.name.replace(/\[0\]$/, "")] = gl.getUniformLocation(p, u.name);
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}
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return { p, loc };
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} catch (error) {
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gl.deleteProgram(p);
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throw error;
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}
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}
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// packages/render/src/indexed-pass.ts
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var norm2 = (a) => {
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const l = Math.hypot(a[0], a[1], a[2]) || 1;
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return [a[0] / l, a[1] / l, a[2] / l];
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};
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function makeIndexedRender(env, gl, bakeMode, pass) {
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return function renderIndexed({ eye, target: look, fov = 1.2, time = 0, sun = [0.4, 0.8, 0.3], waterY = 0, fogNear = 25, fogFar = 110, gap = 0.56, split, ortho = 0 }) {
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const x = bakeMode();
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const { forward: fwd, right, up } = cameraBasis(eye, look);
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gl.bindFramebuffer(gl.FRAMEBUFFER, env.fbo);
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gl.viewport(0, 0, env.width, env.height);
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gl.enable(gl.DEPTH_TEST);
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gl.depthFunc(gl.ALWAYS);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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const BW = x.world.loc;
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gl.useProgram(x.world.p);
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gl.uniform2f(BW.uRes, env.width, env.height);
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gl.uniform3fv(BW.uEye, eye);
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gl.uniform3fv(BW.uFwd, fwd);
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gl.uniform3fv(BW.uRight, right);
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gl.uniform3fv(BW.uUp, up);
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gl.uniform1f(BW.uTan, Math.tan(fov / 2));
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gl.uniform1f(BW.uTime, time);
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gl.uniform1i(BW.uBoxes, env.counts.boxes);
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gl.uniform1i(BW.uWedges, env.counts.wedges);
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gl.uniform1i(BW.uCaps, env.counts.capsules);
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for (const blk of env.blocks) gl.bindBufferBase(gl.UNIFORM_BUFFER, blk.i, blk.buf);
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gl.activeTexture(gl.TEXTURE1);
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gl.bindTexture(gl.TEXTURE_2D, env.matTex);
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gl.uniform1i(BW.uMats, 1);
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gl.uniform3fv(BW.uSun, norm2(sun));
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gl.uniform1f(BW.uWaterY, waterY);
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gl.uniform1f(BW.uFogNear, fogNear);
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gl.uniform1f(BW.uFogFar, fogFar);
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gl.uniform4f(BW.uSplit, split?.[0] ?? 0, split?.[1] ?? 0, split?.[2] ?? 0, split ? 1 : 0);
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gl.uniform1f(BW.uOrthoH, ortho);
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gl.bindBuffer(gl.ARRAY_BUFFER, env.quad);
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const aw = gl.getAttribLocation(x.world.p, "aPos");
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gl.enableVertexAttribArray(aw);
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gl.vertexAttribPointer(aw, 2, gl.FLOAT, false, 0, 0);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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gl.disable(gl.DEPTH_TEST);
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gl.useProgram(x.index.p);
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gl.uniform1f(x.index.loc.uGap, gap / FAR);
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pass(x.index.p, x.fb, [[env.dataTex, x.index.loc.uData], [env.data2Tex, x.index.loc.uData2], [env.depthTex, x.index.loc.uDepth]]);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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return x.fb;
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};
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}
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function makeIndexedHeights(env, gl, bakeMode, pass) {
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return function renderIndexedHeights({ eye, target: look, fov = 1.2, pixelsPerMetre, eps = 0, ortho = 0 }) {
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const x = bakeMode();
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if (!x.height) {
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x.height = program(gl, FULLSCREEN_VS, HEIGHT_FS);
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["Boxes", "Wedges", "Capsules"].forEach((name, i) => gl.uniformBlockBinding(x.height.p, gl.getUniformBlockIndex(x.height.p, name), i));
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}
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const hp = x.height;
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const { forward: fwd, right, up } = cameraBasis(eye, look);
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gl.disable(gl.DEPTH_TEST);
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gl.useProgram(hp.p);
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const L = hp.loc;
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gl.uniform2f(L.uRes, env.width, env.height);
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gl.uniform3fv(L.uEye, eye);
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gl.uniform3fv(L.uFwd, fwd);
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gl.uniform3fv(L.uRight, right);
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gl.uniform3fv(L.uUp, up);
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gl.uniform1f(L.uTan, Math.tan(fov / 2));
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gl.uniform1f(L.uScale, pixelsPerMetre);
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gl.uniform1f(L.uEps, eps);
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gl.uniform1f(L.uOrthoH, ortho);
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gl.uniform1i(L.uBoxes, env.counts.boxes);
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gl.uniform1i(L.uWedges, env.counts.wedges);
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gl.uniform1i(L.uCaps, env.counts.capsules);
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for (const blk of env.blocks) gl.bindBufferBase(gl.UNIFORM_BUFFER, blk.i, blk.buf);
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pass(hp.p, x.fb, [[env.dataTex, L.uData], [env.depthTex, L.uDepth]]);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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return x.fb;
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};
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}
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function createIndexedPass(env, createDepth) {
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const gl = env.gl;
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const nearest = () => {
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for (const [k, v] of [[gl.TEXTURE_MIN_FILTER, gl.NEAREST], [gl.TEXTURE_MAG_FILTER, gl.NEAREST], [gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE], [gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE]]) gl.texParameteri(gl.TEXTURE_2D, k, v);
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};
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let extra = null;
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function bakeMode() {
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if (!extra) {
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const bw = program(gl, FULLSCREEN_VS, BAKE_WORLD_FS);
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["Boxes", "Wedges", "Capsules"].forEach((name, i) => gl.uniformBlockBinding(bw.p, gl.getUniformBlockIndex(bw.p, name), i));
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extra = { world: bw, index: program(gl, FULLSCREEN_VS, INDEX_FS), depth: createDepth?.() ?? null, height: null, fb: gl.createFramebuffer(), tex: gl.createTexture(), w: 0, h: 0 };
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}
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if (extra.w !== env.width || extra.h !== env.height) {
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gl.bindTexture(gl.TEXTURE_2D, extra.tex);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, env.width, env.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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nearest();
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gl.bindFramebuffer(gl.FRAMEBUFFER, extra.fb);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, extra.tex, 0);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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extra.w = env.width;
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extra.h = env.height;
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}
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return extra;
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}
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function pass(prog, fb, textures) {
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gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
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gl.viewport(0, 0, env.width, env.height);
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gl.useProgram(prog);
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textures.forEach(([t, loc], i) => {
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gl.activeTexture(gl.TEXTURE0 + i);
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gl.bindTexture(gl.TEXTURE_2D, t);
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gl.uniform1i(loc, i);
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});
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gl.bindBuffer(gl.ARRAY_BUFFER, env.quad);
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const a = gl.getAttribLocation(prog, "aPos");
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gl.enableVertexAttribArray(a);
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gl.vertexAttribPointer(a, 2, gl.FLOAT, false, 0, 0);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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}
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function readTarget(fb, attachment) {
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const out = new Uint8Array(env.width * env.height * 4);
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gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
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if (fb) gl.readBuffer(attachment);
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gl.readPixels(0, 0, env.width, env.height, gl.RGBA, gl.UNSIGNED_BYTE, out);
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if (fb) gl.readBuffer(gl.COLOR_ATTACHMENT0);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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return out;
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}
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const api = {
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renderIndexed: makeIndexedRender(env, gl, bakeMode, pass),
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readIndexed() {
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return readTarget(bakeMode().fb, gl.COLOR_ATTACHMENT0);
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},
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renderIndexedHeights: makeIndexedHeights(env, gl, bakeMode, pass)
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};
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return {
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...api,
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mode: bakeMode,
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pass,
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readTarget,
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dispose() {
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if (!extra) return;
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for (const p of [extra.world, extra.index, extra.depth, extra.height]) if (p) gl.deleteProgram(p.p);
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gl.deleteTexture(extra.tex);
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gl.deleteFramebuffer(extra.fb);
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extra = null;
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}
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};
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}
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// packages/render/src/world-buffers.ts
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260
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function uploadWorld(gl, blocks, { boxes = [], wedges = [], capsules = [] }) {
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261
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const [boxBlock, wedgeBlock, capBlock] = blocks;
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262
|
+
let nBoxes = 0, nWedges = 0, nCaps = 0;
|
|
263
|
+
const bx = [];
|
|
264
|
+
const wd = [...wedges];
|
|
265
|
+
for (const b of boxes) (b.kind === "wedge" ? wd : bx).push(b);
|
|
266
|
+
nBoxes = Math.min(MAX_BOXES, bx.length);
|
|
267
|
+
for (let i = 0; i < nBoxes; i += 1) {
|
|
268
|
+
const b = bx[i];
|
|
269
|
+
boxBlock.data.set([b.c[0], b.c[1], b.c[2], b.mat ?? 0, b.h[0], b.h[1], b.h[2], b.yaw ?? 0], i * 8);
|
|
270
|
+
}
|
|
271
|
+
nWedges = Math.min(MAX_WEDGES, wd.length);
|
|
272
|
+
for (let i = 0; i < nWedges; i += 1) {
|
|
273
|
+
const w = wd[i];
|
|
274
|
+
wedgeBlock.data.set([w.c[0], w.c[1], w.c[2], w.mat ?? 0, w.h[0], w.h[1], w.h[2], w.yaw ?? 0, Math.max(0, Math.min(0.98, w.lo ?? 0)), Math.max(0, w.skin ?? 0), Math.max(-1, Math.min(1, w.top?.[0] ?? -1)), Math.max(-1, Math.min(1, w.top?.[1] ?? 1))], i * 12);
|
|
275
|
+
}
|
|
276
|
+
nCaps = Math.min(MAX_CAPS, capsules.length);
|
|
277
|
+
for (let i = 0; i < nCaps; i += 1) {
|
|
278
|
+
const c = capsules[i];
|
|
279
|
+
capBlock.data.set([c.a[0], c.a[1], c.a[2], c.r, c.b[0], c.b[1], c.b[2], c.mat ?? 0], i * 8);
|
|
280
|
+
}
|
|
281
|
+
for (const [blk, n] of [[boxBlock, nBoxes * 8], [wedgeBlock, nWedges * 12], [capBlock, nCaps * 8]]) {
|
|
282
|
+
gl.bindBuffer(gl.UNIFORM_BUFFER, blk.buf);
|
|
283
|
+
if (n) gl.bufferSubData(gl.UNIFORM_BUFFER, 0, blk.data, 0, n);
|
|
284
|
+
}
|
|
285
|
+
return { boxes: nBoxes, wedges: nWedges, capsules: nCaps, dropped: bx.length - nBoxes + wd.length - nWedges + capsules.length - nCaps };
|
|
286
|
+
}
|
|
287
|
+
|
|
288
|
+
// packages/render/src/pixel-renderer.ts
|
|
289
|
+
var norm3 = (a) => {
|
|
290
|
+
const l = Math.hypot(a[0], a[1], a[2]) || 1;
|
|
291
|
+
return [a[0] / l, a[1] / l, a[2] / l];
|
|
292
|
+
};
|
|
293
|
+
var dot2 = (a, b) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
|
|
294
|
+
function targetImpl(__state, w, h) {
|
|
295
|
+
__state.W2 = w;
|
|
296
|
+
__state.H = h;
|
|
297
|
+
__state.canvas.width = __state.W2;
|
|
298
|
+
__state.canvas.height = __state.H;
|
|
299
|
+
for (const t of [__state.dataTex, __state.data2Tex, __state.depthTex]) if (t) __state.gl.deleteTexture(t);
|
|
300
|
+
if (__state.fbo) __state.gl.deleteFramebuffer(__state.fbo);
|
|
301
|
+
const rgba8 = () => {
|
|
302
|
+
const t = __state.gl.createTexture();
|
|
303
|
+
__state.gl.bindTexture(__state.gl.TEXTURE_2D, t);
|
|
304
|
+
__state.gl.texImage2D(__state.gl.TEXTURE_2D, 0, __state.gl.RGBA8, __state.W2, __state.H, 0, __state.gl.RGBA, __state.gl.UNSIGNED_BYTE, null);
|
|
305
|
+
__state.nearest();
|
|
306
|
+
return t;
|
|
307
|
+
};
|
|
308
|
+
__state.dataTex = rgba8();
|
|
309
|
+
__state.data2Tex = rgba8();
|
|
310
|
+
__state.depthTex = __state.gl.createTexture();
|
|
311
|
+
__state.gl.bindTexture(__state.gl.TEXTURE_2D, __state.depthTex);
|
|
312
|
+
__state.gl.texImage2D(__state.gl.TEXTURE_2D, 0, __state.gl.DEPTH_COMPONENT24, __state.W2, __state.H, 0, __state.gl.DEPTH_COMPONENT, __state.gl.UNSIGNED_INT, null);
|
|
313
|
+
__state.nearest();
|
|
314
|
+
__state.fbo = __state.gl.createFramebuffer();
|
|
315
|
+
__state.gl.bindFramebuffer(__state.gl.FRAMEBUFFER, __state.fbo);
|
|
316
|
+
__state.gl.framebufferTexture2D(__state.gl.FRAMEBUFFER, __state.gl.COLOR_ATTACHMENT0, __state.gl.TEXTURE_2D, __state.dataTex, 0);
|
|
317
|
+
__state.gl.framebufferTexture2D(__state.gl.FRAMEBUFFER, __state.gl.COLOR_ATTACHMENT1, __state.gl.TEXTURE_2D, __state.data2Tex, 0);
|
|
318
|
+
__state.gl.framebufferTexture2D(__state.gl.FRAMEBUFFER, __state.gl.DEPTH_ATTACHMENT, __state.gl.TEXTURE_2D, __state.depthTex, 0);
|
|
319
|
+
__state.gl.drawBuffers([__state.gl.COLOR_ATTACHMENT0, __state.gl.COLOR_ATTACHMENT1]);
|
|
320
|
+
__state.fxDirty = true;
|
|
321
|
+
}
|
|
322
|
+
|
|
323
|
+
function uploadRampsImpl(__state) {
|
|
324
|
+
__state.rampRows.fill(0);
|
|
325
|
+
__state.rampList.forEach(([base, len2], i) => {
|
|
326
|
+
__state.rampRows.set([base, len2, 0, 0], i * 4);
|
|
327
|
+
});
|
|
328
|
+
for (let i = 0; i < MAX_RAMPS; i += 1) __state.rampRows[(MAX_RAMPS + i) * 4] = -1;
|
|
329
|
+
if (__state.fxU) {
|
|
330
|
+
for (const [r, from, speed] of __state.fxU.ramps.cycle) {
|
|
331
|
+
__state.rampRows[r * 4 + 2] = from;
|
|
332
|
+
__state.rampRows[r * 4 + 3] = speed;
|
|
333
|
+
}
|
|
334
|
+
for (const [r, to] of __state.fxU.ramps.grade) __state.rampRows[(MAX_RAMPS + r) * 4] = to;
|
|
335
|
+
}
|
|
336
|
+
__state.gl.bindTexture(__state.gl.TEXTURE_2D, __state.rampTex);
|
|
337
|
+
__state.gl.texSubImage2D(__state.gl.TEXTURE_2D, 0, 0, 0, MAX_RAMPS, 2, __state.gl.RGBA, __state.gl.FLOAT, __state.rampRows);
|
|
338
|
+
}
|
|
339
|
+
|
|
340
|
+
function refreshFxImpl(__state) {
|
|
341
|
+
__state.fxResolved = resolveFx(__state.fxList, { width: __state.W2, height: __state.H });
|
|
342
|
+
const u = fxUniforms(__state.fxResolved, { ramp: (n) => __state.rampIndex.get(n) ?? -1, rampOf: (i) => __state.rampList[i] ?? [0, 1], style: __state.style, far: FAR });
|
|
343
|
+
__state.fxU = u;
|
|
344
|
+
if (u.screen && u.screen !== __state.screenLoaded) {
|
|
345
|
+
__state.gl.bindTexture(__state.gl.TEXTURE_2D, __state.screenTex);
|
|
346
|
+
__state.gl.pixelStorei(__state.gl.UNPACK_ALIGNMENT, 1);
|
|
347
|
+
__state.gl.texSubImage2D(__state.gl.TEXTURE_2D, 0, 0, 0, SCREEN_TILE, SCREEN_TILE, __state.gl.RED, __state.gl.UNSIGNED_BYTE, screenTile(u.screen, SCREEN_TILE));
|
|
348
|
+
__state.screenLoaded = u.screen;
|
|
349
|
+
}
|
|
350
|
+
__state.uploadRamps();
|
|
351
|
+
__state.fxDirty = false;
|
|
352
|
+
return u;
|
|
353
|
+
}
|
|
354
|
+
|
|
355
|
+
function fineBuffersImpl(__state, k) {
|
|
356
|
+
if (__state.fine && __state.fine.k === k && __state.fine.w === __state.W2 * k && __state.fine.h === __state.H * k) return __state.fine;
|
|
357
|
+
if (__state.fine) {
|
|
358
|
+
for (const t of [__state.fine.data, __state.fine.data2, __state.fine.depth, __state.fine.colour]) __state.gl.deleteTexture(t);
|
|
359
|
+
__state.gl.deleteFramebuffer(__state.fine.fbo);
|
|
360
|
+
__state.gl.deleteFramebuffer(__state.fine.colourFbo);
|
|
361
|
+
}
|
|
362
|
+
const w = __state.W2 * k, h = __state.H * k;
|
|
363
|
+
const tex = (internal, format, type) => {
|
|
364
|
+
const t = __state.gl.createTexture();
|
|
365
|
+
__state.gl.bindTexture(__state.gl.TEXTURE_2D, t);
|
|
366
|
+
__state.gl.texImage2D(__state.gl.TEXTURE_2D, 0, internal, w, h, 0, format, type, null);
|
|
367
|
+
__state.nearest();
|
|
368
|
+
return t;
|
|
369
|
+
};
|
|
370
|
+
const data = tex(__state.gl.RGBA8, __state.gl.RGBA, __state.gl.UNSIGNED_BYTE), data2 = tex(__state.gl.RGBA8, __state.gl.RGBA, __state.gl.UNSIGNED_BYTE), depth = tex(__state.gl.DEPTH_COMPONENT24, __state.gl.DEPTH_COMPONENT, __state.gl.UNSIGNED_INT);
|
|
371
|
+
const fb = __state.gl.createFramebuffer();
|
|
372
|
+
__state.gl.bindFramebuffer(__state.gl.FRAMEBUFFER, fb);
|
|
373
|
+
__state.gl.framebufferTexture2D(__state.gl.FRAMEBUFFER, __state.gl.COLOR_ATTACHMENT0, __state.gl.TEXTURE_2D, data, 0);
|
|
374
|
+
__state.gl.framebufferTexture2D(__state.gl.FRAMEBUFFER, __state.gl.COLOR_ATTACHMENT1, __state.gl.TEXTURE_2D, data2, 0);
|
|
375
|
+
__state.gl.framebufferTexture2D(__state.gl.FRAMEBUFFER, __state.gl.DEPTH_ATTACHMENT, __state.gl.TEXTURE_2D, depth, 0);
|
|
376
|
+
__state.gl.drawBuffers([__state.gl.COLOR_ATTACHMENT0, __state.gl.COLOR_ATTACHMENT1]);
|
|
377
|
+
const colour2 = tex(__state.gl.RGBA8, __state.gl.RGBA, __state.gl.UNSIGNED_BYTE), colourFbo = __state.gl.createFramebuffer();
|
|
378
|
+
__state.gl.bindFramebuffer(__state.gl.FRAMEBUFFER, colourFbo);
|
|
379
|
+
__state.gl.framebufferTexture2D(__state.gl.FRAMEBUFFER, __state.gl.COLOR_ATTACHMENT0, __state.gl.TEXTURE_2D, colour2, 0);
|
|
380
|
+
__state.fine = { k, w, h, fbo: fb, data, data2, depth, colourFbo, colour: colour2 };
|
|
381
|
+
return __state.fine;
|
|
382
|
+
}
|
|
383
|
+
|
|
384
|
+
function rasterModeImpl(__state) {
|
|
385
|
+
if (__state.rasterState) return __state.rasterState;
|
|
386
|
+
const prog = program(__state.gl, RASTER_VS, RASTER_FS);
|
|
387
|
+
const depthOut = program(__state.gl, FULLSCREEN_VS, DEPTH_OUT_FS);
|
|
388
|
+
const kind = (t) => {
|
|
389
|
+
const vao = __state.gl.createVertexArray();
|
|
390
|
+
__state.gl.bindVertexArray(vao);
|
|
391
|
+
const vb = __state.gl.createBuffer();
|
|
392
|
+
__state.gl.bindBuffer(__state.gl.ARRAY_BUFFER, vb);
|
|
393
|
+
__state.gl.bufferData(__state.gl.ARRAY_BUFFER, t.verts, __state.gl.STATIC_DRAW);
|
|
394
|
+
__state.gl.enableVertexAttribArray(0);
|
|
395
|
+
__state.gl.vertexAttribPointer(0, 3, __state.gl.FLOAT, false, 0, 0);
|
|
396
|
+
const nb = __state.gl.createBuffer();
|
|
397
|
+
__state.gl.bindBuffer(__state.gl.ARRAY_BUFFER, nb);
|
|
398
|
+
__state.gl.bufferData(__state.gl.ARRAY_BUFFER, t.norms, __state.gl.STATIC_DRAW);
|
|
399
|
+
__state.gl.enableVertexAttribArray(1);
|
|
400
|
+
__state.gl.vertexAttribPointer(1, 3, __state.gl.FLOAT, false, 0, 0);
|
|
401
|
+
const ib = __state.gl.createBuffer();
|
|
402
|
+
__state.gl.bindBuffer(__state.gl.ELEMENT_ARRAY_BUFFER, ib);
|
|
403
|
+
__state.gl.bufferData(__state.gl.ELEMENT_ARRAY_BUFFER, t.index, __state.gl.STATIC_DRAW);
|
|
404
|
+
const inst = __state.gl.createBuffer();
|
|
405
|
+
__state.gl.bindBuffer(__state.gl.ARRAY_BUFFER, inst);
|
|
406
|
+
__state.gl.bufferData(__state.gl.ARRAY_BUFFER, 1024 * RASTER_FLOATS * 4, __state.gl.DYNAMIC_DRAW);
|
|
407
|
+
for (let k = 0; k < 4; k += 1) {
|
|
408
|
+
__state.gl.enableVertexAttribArray(2 + k);
|
|
409
|
+
__state.gl.vertexAttribPointer(2 + k, 4, __state.gl.FLOAT, false, RASTER_FLOATS * 4, k * 16);
|
|
410
|
+
__state.gl.vertexAttribDivisor(2 + k, 1);
|
|
411
|
+
}
|
|
412
|
+
__state.gl.bindVertexArray(null);
|
|
413
|
+
return { vao, inst, cap: 1024, count: t.index.length };
|
|
414
|
+
};
|
|
415
|
+
const box2 = kind(boxTemplate());
|
|
416
|
+
__state.rasterState = { prog, depthOut, box: box2, wedge: kind(boxTemplate()), capsule: kind(capsuleTemplate(8, 2)), meshes: /* @__PURE__ */ new Map() };
|
|
417
|
+
return __state.rasterState;
|
|
418
|
+
}
|
|
419
|
+
|
|
420
|
+
function drawRasterImpl(__state, frame, eye, fwd, right, up, tanF, sunN, waterY, fogNear, fogFar, time) {
|
|
421
|
+
const R = __state.rasterMode();
|
|
422
|
+
const RU = R.prog.loc;
|
|
423
|
+
__state.gl.enable(__state.gl.DEPTH_TEST);
|
|
424
|
+
__state.gl.depthFunc(__state.gl.LESS);
|
|
425
|
+
__state.gl.depthMask(true);
|
|
426
|
+
__state.gl.useProgram(R.prog.p);
|
|
427
|
+
__state.gl.uniform3fv(RU.uEye, eye);
|
|
428
|
+
__state.gl.uniform3fv(RU.uFwd, fwd);
|
|
429
|
+
__state.gl.uniform3fv(RU.uRight, right);
|
|
430
|
+
__state.gl.uniform3fv(RU.uUp, up);
|
|
431
|
+
__state.gl.uniform1f(RU.uTan, tanF);
|
|
432
|
+
__state.gl.uniform1f(RU.uAspect, __state.RW / __state.RH);
|
|
433
|
+
__state.gl.activeTexture(__state.gl.TEXTURE1);
|
|
434
|
+
__state.gl.bindTexture(__state.gl.TEXTURE_2D, __state.matTex);
|
|
435
|
+
__state.gl.uniform1i(RU.uMats, 1);
|
|
436
|
+
__state.gl.uniform3fv(RU.uSun, sunN);
|
|
437
|
+
__state.gl.uniform1f(RU.uWaterY, frame.waterY ?? waterY);
|
|
438
|
+
__state.gl.uniform1f(RU.uFogNear, fogNear);
|
|
439
|
+
__state.gl.uniform1f(RU.uFogFar, fogFar);
|
|
440
|
+
__state.gl.uniform2f(RU.uRes, __state.RW, __state.RH);
|
|
441
|
+
__state.gl.uniform1f(RU.uTime, time);
|
|
442
|
+
let tris = 0, insts = 0, meshes = 0;
|
|
443
|
+
for (const key2 of frame.meshes ?? []) {
|
|
444
|
+
const m = R.meshes.get(key2);
|
|
445
|
+
if (!m || !m.count) continue;
|
|
446
|
+
__state.gl.uniform1i(RU.uKind, 0);
|
|
447
|
+
__state.gl.bindVertexArray(m.vao);
|
|
448
|
+
if (m.indexed) __state.gl.drawElements(__state.gl.TRIANGLES, m.count, __state.gl.UNSIGNED_INT, 0);
|
|
449
|
+
else __state.gl.drawArrays(__state.gl.TRIANGLES, 0, m.count);
|
|
450
|
+
tris += m.count / 3;
|
|
451
|
+
meshes += 1;
|
|
452
|
+
}
|
|
453
|
+
const solids = frame.solids;
|
|
454
|
+
if (solids) {
|
|
455
|
+
for (const [k, buf, id] of [[R.box, solids.boxes, 1], [R.wedge, solids.wedges, 2], [R.capsule, solids.capsules, 3]]) {
|
|
456
|
+
if (!buf.count) continue;
|
|
457
|
+
__state.gl.bindVertexArray(k.vao);
|
|
458
|
+
__state.gl.bindBuffer(__state.gl.ARRAY_BUFFER, k.inst);
|
|
459
|
+
if (buf.count > k.cap) {
|
|
460
|
+
k.cap = Math.max(buf.count, k.cap * 2);
|
|
461
|
+
__state.gl.bufferData(__state.gl.ARRAY_BUFFER, k.cap * RASTER_FLOATS * 4, __state.gl.DYNAMIC_DRAW);
|
|
462
|
+
}
|
|
463
|
+
__state.gl.bufferSubData(__state.gl.ARRAY_BUFFER, 0, buf.data, 0, buf.count * RASTER_FLOATS);
|
|
464
|
+
__state.gl.uniform1i(RU.uKind, id);
|
|
465
|
+
__state.gl.drawElementsInstanced(__state.gl.TRIANGLES, k.count, __state.gl.UNSIGNED_SHORT, 0, buf.count);
|
|
466
|
+
tris += k.count / 3 * buf.count;
|
|
467
|
+
insts += buf.count;
|
|
468
|
+
}
|
|
469
|
+
}
|
|
470
|
+
__state.gl.bindVertexArray(null);
|
|
471
|
+
__state.rasterStats.meshes = meshes;
|
|
472
|
+
__state.rasterStats.triangles = tris;
|
|
473
|
+
__state.rasterStats.instances = insts;
|
|
474
|
+
if (frame.draw) {
|
|
475
|
+
frame.draw({ gl: __state.gl, eye: [eye[0], eye[1], eye[2]], forward: fwd, right, up, tan: tanF, width: __state.RW, height: __state.RH, far: FAR, time, sun: sunN });
|
|
476
|
+
__state.gl.bindFramebuffer(__state.gl.FRAMEBUFFER, __state.rfbo);
|
|
477
|
+
__state.gl.viewport(0, 0, __state.RW, __state.RH);
|
|
478
|
+
__state.gl.drawBuffers([__state.gl.COLOR_ATTACHMENT0, __state.gl.COLOR_ATTACHMENT1]);
|
|
479
|
+
__state.gl.enable(__state.gl.DEPTH_TEST);
|
|
480
|
+
__state.gl.depthFunc(__state.gl.LESS);
|
|
481
|
+
__state.gl.depthMask(true);
|
|
482
|
+
}
|
|
483
|
+
}
|
|
484
|
+
|
|
485
|
+
function writeDepthOutImpl(__state, map) {
|
|
486
|
+
const R = __state.rasterMode();
|
|
487
|
+
const scale2 = map === true ? 1 : map.scale ?? 1, bias = map === true ? 0 : map.bias ?? 0;
|
|
488
|
+
__state.gl.enable(__state.gl.DEPTH_TEST);
|
|
489
|
+
__state.gl.depthFunc(__state.gl.ALWAYS);
|
|
490
|
+
__state.gl.depthMask(true);
|
|
491
|
+
__state.gl.colorMask(false, false, false, false);
|
|
492
|
+
const D = __state.lastK > 1 ? __state.smoothDepthOutP ??= program(__state.gl, FULLSCREEN_VS, smoothDepthOutFs(DEPTH_OUT_FS)) : R.depthOut;
|
|
493
|
+
__state.gl.useProgram(D.p);
|
|
494
|
+
__state.gl.uniform2f(D.loc.uMap, scale2, bias);
|
|
495
|
+
if (__state.lastK > 1) __state.gl.uniform1i(D.loc.uSS, __state.lastK);
|
|
496
|
+
__state.pass(D.p, null, [[__state.lastK > 1 ? __state.fine.depth : __state.depthTex, D.loc.uDepth]]);
|
|
497
|
+
__state.gl.colorMask(true, true, true, true);
|
|
498
|
+
__state.gl.disable(__state.gl.DEPTH_TEST);
|
|
499
|
+
}
|
|
500
|
+
|
|
501
|
+
export {
|
|
502
|
+
RESOLVE_FS,
|
|
503
|
+
createIndexedPass,
|
|
504
|
+
dot2,
|
|
505
|
+
drawRasterImpl,
|
|
506
|
+
fineBuffersImpl,
|
|
507
|
+
norm3,
|
|
508
|
+
program,
|
|
509
|
+
rasterModeImpl,
|
|
510
|
+
refreshFxImpl,
|
|
511
|
+
supersampleFor,
|
|
512
|
+
targetImpl,
|
|
513
|
+
uploadRampsImpl,
|
|
514
|
+
uploadWorld,
|
|
515
|
+
writeDepthOutImpl,
|
|
516
|
+
};
|