@woosh/meep-engine 3.13.1 → 3.14.1
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.
- package/README.md +209 -109
- package/editor/prototypeEditorShell.js +26 -2
- package/package.json +4 -3
- package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts +47 -0
- package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts.map +1 -0
- package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js +109 -0
- package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts +28 -16
- package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts.map +1 -1
- package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js +111 -92
- package/src/engine/graphics3/FogOfWarSystem.d.ts +1 -1
- package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -1
- package/src/engine/graphics3/FogOfWarSystem.js +1 -1
- package/src/engine/graphics3/HighlightOutlineSystem.d.ts +99 -0
- package/src/engine/graphics3/HighlightOutlineSystem.d.ts.map +1 -0
- package/src/engine/graphics3/HighlightOutlineSystem.js +240 -0
- package/src/engine/graphics3/HighlightSystem.d.ts +14 -77
- package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -1
- package/src/engine/graphics3/HighlightSystem.js +19 -233
- package/src/engine/graphics3/HighlightSystem3.d.ts +7 -4
- package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/HighlightSystem3.js +15 -10
- package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +13 -8
- package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
- package/src/engine/graphics3/highlight/pack_highlight_table.js +14 -8
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/shade/RENDERER_CONTRACT.md +579 -568
- package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.js +1 -1
- package/src/engine/graphics/ecs/highlight/plugin/HighlightRenderElementSource.d.ts +0 -9
- package/src/engine/graphics/ecs/highlight/plugin/HighlightRenderElementSource.d.ts.map +0 -1
- package/src/engine/graphics/ecs/highlight/plugin/HighlightRenderElementSource.js +0 -12
- package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderElement.d.ts +0 -16
- package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderElement.d.ts.map +0 -1
- package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderElement.js +0 -44
- package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderGroup.d.ts +0 -20
- package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderGroup.d.ts.map +0 -1
- package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderGroup.js +0 -29
- package/src/engine/graphics/ecs/highlight/renderer/makeGaussianBlurShader.d.ts +0 -8
- package/src/engine/graphics/ecs/highlight/renderer/makeGaussianBlurShader.d.ts.map +0 -1
- package/src/engine/graphics/ecs/highlight/renderer/makeGaussianBlurShader.js +0 -58
- package/src/engine/graphics/ecs/highlight/renderer/traverseThreeObject.d.ts +0 -8
- package/src/engine/graphics/ecs/highlight/renderer/traverseThreeObject.d.ts.map +0 -1
- package/src/engine/graphics/ecs/highlight/renderer/traverseThreeObject.js +0 -18
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1.mag.xy.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1.mag.xz.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_0.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_1.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_10.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_11.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_12.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_13.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_14.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_15.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_16.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_17.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_18.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_19.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_2.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_20.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_21.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_22.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_23.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_24.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_25.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_26.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_27.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_28.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_29.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_3.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_30.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_31.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_32.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_33.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_34.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_35.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_36.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_37.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_38.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_39.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_4.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_40.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_41.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_42.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_43.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_44.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_45.png +0 -0
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- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_49.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_5.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_50.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_51.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_52.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_53.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_54.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_55.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_56.png +0 -0
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- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_59.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_6.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_60.png +0 -0
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- package/src/shade/renderer/texture/noise/stbn/images/stbn_unitvec1_2Dx1D_128x128x64_19.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_unitvec1_2Dx1D_128x128x64_2.png +0 -0
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/**
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* Outlines a highlighted model.
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* **The rows come from `MeshSystem`, because a model's nodes are its.** An `SGMesh` is a file, and
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* what a file becomes in the scene is several nodes — instanced ones the mesh system holds, plus the
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* primitives of an expanded model, which are components on descendant entities. `traverse_meshes`
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* answers for both, so this system asks one question per highlight and does not care which kind of
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* model it got.
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*
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* **What it no longer does is push the component downwards.** The system this replaces copied the
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* `[Highlight, ShadedGeometry]` would find them — the walk existed because nothing else could see a
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* model whole. `MeshSystem.traverse_meshes` can, so the propagation buys nothing, and the
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* `SGMesh.__node` / `SGMeshEvents.AssetLoaded` pair it was driven by has had nothing writing to it
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* since `SGMeshSystem`. The name and the tuple are the same; the mechanism underneath is Shade's.
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*
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* The drawing is not here — see {@link HighlightOutlineSystem}, which this contributes entries to
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* alongside {@link ShadedGeometryHighlightSystem}. One outline pass reads the whole visibility
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*/
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export class SGMeshHighlightSystem extends System<any> {
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constructor();
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dependencies: (typeof SGMesh | typeof Highlight)[];
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*
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*/
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private __apply_highlight;
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* @private
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* @param {HighlightOutlineSystem} outline the system that owns the outline pass
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* @param {MeshSystem} meshes resolves an entity to the nodes its model has in the scene
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constructor(outline: HighlightOutlineSystem, meshes: MeshSystem);
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dependencies: (typeof SGMesh | typeof Highlight)[];
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startup(entityManager: any): Promise<void>;
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shutdown(entityManager: any): Promise<void>;
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link(highlight: Highlight, mesh: SGMesh, entity: number): void;
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unlink(highlight: Highlight, mesh: SGMesh, entity: number): void;
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#private;
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}
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import { System } from "../../../../ecs/System.js";
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import { SGMesh } from "./SGMesh.js";
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{"version":3,"file":"SGMeshHighlightSystem.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js"],"names":[],"mappings":"AAKA
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{"version":3,"file":"SGMeshHighlightSystem.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAsBI;;;OAGG;IACH,iEAQC;IAjCD,mDAAmC;IAmCnC,2CAEC;IAED,4CAWC;IAED;;;;OAIG;IACH,gBAJW,SAAS,QACT,MAAM,UACN,MAAM,QAUhB;IAED;;;;OAIG;IACH,kBAJW,SAAS,QACT,MAAM,UACN,MAAM,QAYhB;;CACJ;uBA7GsB,2BAA2B;uBAE3B,aAAa;sBADd,8BAA8B"}
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this.
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import { assert } from "../../../../../core/assert.js";
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import { System } from "../../../../ecs/System.js";
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import Highlight from "../../highlight/Highlight.js";
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import { SGMesh } from "./SGMesh.js";
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/**
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* Outlines a highlighted model.
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*
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* **The rows come from `MeshSystem`, because a model's nodes are its.** An `SGMesh` is a file, and
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* what a file becomes in the scene is several nodes — instanced ones the mesh system holds, plus the
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* primitives of an expanded model, which are components on descendant entities. `traverse_meshes`
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* answers for both, so this system asks one question per highlight and does not care which kind of
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* model it got.
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*
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* **What it no longer does is push the component downwards.** The system this replaces copied the
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* `Highlight` onto every entity the model expanded into, so that the system watching
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* `[Highlight, ShadedGeometry]` would find them — the walk existed because nothing else could see a
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* model whole. `MeshSystem.traverse_meshes` can, so the propagation buys nothing, and the
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* `SGMesh.__node` / `SGMeshEvents.AssetLoaded` pair it was driven by has had nothing writing to it
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* since `SGMeshSystem`. The name and the tuple are the same; the mechanism underneath is Shade's.
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*
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* The drawing is not here — see {@link HighlightOutlineSystem}, which this contributes entries to
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* alongside {@link ShadedGeometryHighlightSystem}. One outline pass reads the whole visibility
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* buffer, so a pass per kind of highlighted thing would read it once per kind and the last would
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* paint over the rest.
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*/
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export class SGMeshHighlightSystem extends System {
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dependencies = [Highlight, SGMesh];
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/**
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* @type {HighlightOutlineSystem}
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*/
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#outline;
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/**
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* @type {MeshSystem}
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*/
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#meshes;
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/**
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* The entry each highlighted model has with {@link #outline}, which is the only handle on it: an
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* entity that is both a model and a primitive has an entry from each contributing system, so the
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* shared list cannot be keyed by entity and each contributor remembers its own.
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*
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* @type {Map<number, object>}
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*/
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#entries = new Map();
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/**
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* @param {HighlightOutlineSystem} outline the system that owns the outline pass
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* @param {MeshSystem} meshes resolves an entity to the nodes its model has in the scene
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*/
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constructor(outline, meshes) {
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super();
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assert.defined(outline, 'outline');
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assert.defined(meshes, 'meshes');
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this.#outline = outline;
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this.#meshes = meshes;
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}
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async startup(entityManager) {
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this.entityManager = entityManager;
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}
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async shutdown(entityManager) {
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/*
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Handing every entry back rather than trusting the outline system to have cleared its list
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makes shutdown order between the two free — and `remove_entry` tolerates an entry that is
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already gone, which is the case when the outline system went down first.
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*/
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for (const entry of this.#entries.values()) {
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this.#outline.remove_entry(entry);
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}
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this.#entries.clear();
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}
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/**
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* @param {Highlight} highlight
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* @param {SGMesh} mesh
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* @param {number} entity
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*/
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link(highlight, mesh, entity) {
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const entry = this.#outline.add_entry(
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entity,
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highlight,
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visitor => this.#meshes.traverse_meshes(entity, visitor)
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);
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this.#entries.set(entity, entry);
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}
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/**
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* @param {Highlight} highlight
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* @param {SGMesh} mesh
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* @param {number} entity
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*/
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unlink(highlight, mesh, entity) {
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const entry = this.#entries.get(entity);
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if (entry === undefined) {
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return;
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}
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this.#entries.delete(entity);
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this.#outline.remove_entry(entry);
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}
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}
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@@ -67,7 +67,7 @@ import { System } from "../ecs/System.js";
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import Terrain from "../ecs/terrain/ecs/Terrain.js";
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import { FogOfWar } from "../ecs/fow/FogOfWar.js";
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import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
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import { HighlightExtension } from "./
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import { HighlightExtension } from "./HighlightOutlineSystem.js";
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import { ParticleExtension } from "./ParticleEmitterSystem.js";
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import { PathDisplayExtension } from "./PathDisplaySystem.js";
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import { TrailExtension } from "./Trail3DSystem.js";
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@@ -1 +1 @@
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{"version":3,"file":"FogOfWarSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/FogOfWarSystem.js"],"names":[],"mappings":"AAiBA;;;;;;;;;;;;GAYG;AACH;IAwCI;;OAEG;IACH,sCAMC;IAhDD,mDAAmC;IA8BnC;;;;OAIG;IACH,yBAEC;IAaD,2CAIC;IAED,4CAeC;IAED;;OAEG;IACH,kCAwBC;IAED;;;;OAIG;IACH,UAJW,QAAQ,WACR,OAAO,UACP,MAAM,QA8BhB;IAED;;;;OAIG;IACH,YAJW,QAAQ,WACR,OAAO,UACP,MAAM,QAkBhB;IAED,6BASC;;CA4BJ;AAED;;;;;;;;;GASG;AACH;IAYI;;OAEG;IACH,oBAFW,cAAc,EAMxB;IAdD,sHAAsF;IAgBtF,yBAEC;;CACJ;uBAzPsB,kBAAkB;oBADrB,+BAA+B;yBAH1B,wBAAwB;gCAHjB,mDAAmD;mCALhD,
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{"version":3,"file":"FogOfWarSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/FogOfWarSystem.js"],"names":[],"mappings":"AAiBA;;;;;;;;;;;;GAYG;AACH;IAwCI;;OAEG;IACH,sCAMC;IAhDD,mDAAmC;IA8BnC;;;;OAIG;IACH,yBAEC;IAaD,2CAIC;IAED,4CAeC;IAED;;OAEG;IACH,kCAwBC;IAED;;;;OAIG;IACH,UAJW,QAAQ,WACR,OAAO,UACP,MAAM,QA8BhB;IAED;;;;OAIG;IACH,YAJW,QAAQ,WACR,OAAO,UACP,MAAM,QAkBhB;IAED,6BASC;;CA4BJ;AAED;;;;;;;;;GASG;AACH;IAYI;;OAEG;IACH,oBAFW,cAAc,EAMxB;IAdD,sHAAsF;IAgBtF,yBAEC;;CACJ;uBAzPsB,kBAAkB;oBADrB,+BAA+B;yBAH1B,wBAAwB;gCAHjB,mDAAmD;mCALhD,6BAA6B;kCAC9B,4BAA4B;qCACzB,wBAAwB;+BAC9B,oBAAoB"}
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@@ -1,7 +1,7 @@
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import { assert } from "../../core/assert.js";
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import { SignalBinding } from "../../core/events/signal/SignalBinding.js";
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import { GPUFogOfWarRenderer } from "../../shade/renderer/fow/GPUFogOfWarRenderer.js";
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import { HighlightExtension } from "./
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import { HighlightExtension } from "./HighlightOutlineSystem.js";
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import { ParticleExtension } from "./ParticleEmitterSystem.js";
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import { TrailExtension } from "./Trail3DSystem.js";
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@@ -0,0 +1,99 @@
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/**
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* Draws the outline, for everything that is highlighted.
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*
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* **An outline is a neighbourhood test on the visibility buffer**, which already says which mesh
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* every pixel came from. The renderer this replaces drew each highlighted object a second time into
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* an id target of its own, dilated the mask across two ping-ponged render targets, blurred it, and
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* decoded ids back to colours — five render targets and a duplicated scene graph, for a picture this
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* gets from a texture the frame was already writing.
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*
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* **Highlights no longer show through what stands in front of them (D27).** The old id pass cleared
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* the depth buffer, so a unit behind a building was outlined in full; the visibility buffer knows
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* only what was rasterized, so it is outlined where it can be seen and nowhere else. That is the
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* accepted cost of not drawing the scene twice.
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*
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* The table is rebuilt every frame, and that is the cheaper arrangement rather than a concession:
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* the game's highlights animate their colour and alpha continuously (0.2 s in, 0.7 s out), so
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* nothing would be saved by watching for changes — and a `Color`'s change signal does not fire for
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* alpha-only edits, which is exactly what this animation is.
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*
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* **It observes no entities, which is why it is one pass and not one pass per kind of highlighted
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* thing.** What an entity has in the scene depends on what kind of thing it is — a model's rows
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* come from `MeshSystem`, a primitive's from its own component — and a system per pairing is how
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* that stays legible. But there is nothing to draw twice: the outline reads the whole visibility
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* buffer once, so a second pass would read it again and paint over the first wherever the two named
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* the same row. So the pairings are systems and the drawing is here, and they meet at
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* {@link add_entry}. `SGMeshHighlightSystem` and `ShadedGeometryHighlightSystem` are the two.
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*/
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export class HighlightOutlineSystem extends System<any> {
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/**
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* @param {GraphicsEngine} graphics
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*/
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constructor(graphics: GraphicsEngine);
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/**
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* No tuple. `System` allows this and drives such a system purely from startup and shutdown,
|
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* which is exactly what owning a render pass needs — the entities are the contributing systems'
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* business.
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*
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* @type {Array}
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*/
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dependencies: any[];
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+
/**
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* How wide the outline is drawn, in pixels.
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*
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* @type {number}
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+
*/
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thickness: number;
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+
/**
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* What is highlighted. Read-only — highlights follow their entities.
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*
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* @returns {Array}
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*/
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get highlights(): any[];
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+
/**
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+
* @returns {Uint32Array} the table the last update packed
|
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+
*/
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+
get table(): Uint32Array;
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+
/**
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+
* @returns {number} rows of {@link table} in use
|
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+
*/
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+
get table_size(): number;
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+
startup(entityManager: any): Promise<void>;
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shutdown(entityManager: any): Promise<void>;
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+
/**
|
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+
* Outline a highlight whose rows the caller knows how to find.
|
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+
*
|
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66
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+
* @param {number} entity for reading back through {@link highlights}; nothing here resolves it
|
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+
* @param {Highlight} highlight read every frame, so its animation is followed without being watched
|
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68
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+
* @param {function(function(Mesh): void): void} traverse visits the scene nodes this highlight
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+
* covers, and visits none of them while they are still loading
|
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+
* @returns {object} the entry — hand it back to {@link remove_entry}, which is the only handle
|
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+
* on it: an entity that is both a model and a primitive contributes one entry per system, so an
|
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72
|
+
* entity is not a key here
|
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73
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+
*/
|
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74
|
+
add_entry(entity: number, highlight: Highlight, traverse: (arg0: (arg0: Mesh) => void) => void): object;
|
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75
|
+
/**
|
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76
|
+
* @param {object} entry as returned by {@link add_entry}. One this system no longer holds is not
|
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+
* an error, which is what leaves shutdown order between the contributing systems free.
|
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+
*/
|
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79
|
+
remove_entry(entry: object): void;
|
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80
|
+
/**
|
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81
|
+
* @param {FrameContext} frame
|
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82
|
+
*/
|
|
83
|
+
record(frame: FrameContext): void;
|
|
84
|
+
#private;
|
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85
|
+
}
|
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86
|
+
/**
|
|
87
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+
* The outline is drawn into the scene, so the fog of war conceals it along with what it outlines.
|
|
88
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+
*/
|
|
89
|
+
export class HighlightExtension extends RenderExtension {
|
|
90
|
+
/**
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* @param {HighlightOutlineSystem} system
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*/
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constructor(system: HighlightOutlineSystem);
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record(frame: any): void;
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#private;
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}
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import { System } from "../ecs/System.js";
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import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
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//# sourceMappingURL=HighlightOutlineSystem.d.ts.map
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{"version":3,"file":"HighlightOutlineSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/HighlightOutlineSystem.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH;IA2EI;;OAEG;IACH,sCAMC;IAnFD;;;;;;OAMG;IACH,oBAAkB;IAqClB;;;;OAIG;IACH,WAFU,MAAM,CAEwB;IAExC;;;;OAIG;IACH,wBAEC;IAED;;OAEG;IACH,yBAEC;IAED;;OAEG;IACH,yBAEC;IAaD,2CAIC;IAED,4CAWC;IAED;;;;;;;;;;OAUG;IACH,kBARW,MAAM,yDAEmB,IAAI,KAAG,IAAI,GAElC,MAAM,CAUlB;IAED;;;OAGG;IACH,oBAHW,MAAM,QAWhB;IAkBD;;OAEG;IACH,kCAmBC;;CACJ;AAED;;GAEG;AACH;IAUI;;OAEG;IACH,oBAFW,sBAAsB,EAMhC;IAED,yBAEC;;CACJ;uBA5OsB,kBAAkB;gCADT,mDAAmD"}
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import { assert } from "../../core/assert.js";
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import { FramePhase } from "../../shade/renderer/extension/FramePhase.js";
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import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
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import { System } from "../ecs/System.js";
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import { GPUHighlightRenderer } from "./highlight/GPUHighlightRenderer.js";
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import { HIGHLIGHT_OUTLINE_THICKNESS } from "./highlight/HIGHLIGHT_OUTLINE.js";
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import { pack_highlight_table } from "./highlight/pack_highlight_table.js";
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/**
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* Draws the outline, for everything that is highlighted.
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*
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* **An outline is a neighbourhood test on the visibility buffer**, which already says which mesh
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* every pixel came from. The renderer this replaces drew each highlighted object a second time into
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* an id target of its own, dilated the mask across two ping-ponged render targets, blurred it, and
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* decoded ids back to colours — five render targets and a duplicated scene graph, for a picture this
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* gets from a texture the frame was already writing.
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*
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* **Highlights no longer show through what stands in front of them (D27).** The old id pass cleared
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* the depth buffer, so a unit behind a building was outlined in full; the visibility buffer knows
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* only what was rasterized, so it is outlined where it can be seen and nowhere else. That is the
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* accepted cost of not drawing the scene twice.
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*
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* The table is rebuilt every frame, and that is the cheaper arrangement rather than a concession:
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* the game's highlights animate their colour and alpha continuously (0.2 s in, 0.7 s out), so
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* nothing would be saved by watching for changes — and a `Color`'s change signal does not fire for
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* alpha-only edits, which is exactly what this animation is.
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*
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* **It observes no entities, which is why it is one pass and not one pass per kind of highlighted
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* thing.** What an entity has in the scene depends on what kind of thing it is — a model's rows
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* come from `MeshSystem`, a primitive's from its own component — and a system per pairing is how
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* that stays legible. But there is nothing to draw twice: the outline reads the whole visibility
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* buffer once, so a second pass would read it again and paint over the first wherever the two named
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* the same row. So the pairings are systems and the drawing is here, and they meet at
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* {@link add_entry}. `SGMeshHighlightSystem` and `ShadedGeometryHighlightSystem` are the two.
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*/
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export class HighlightOutlineSystem extends System {
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/**
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* No tuple. `System` allows this and drives such a system purely from startup and shutdown,
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* which is exactly what owning a render pass needs — the entities are the contributing systems'
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* business.
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*
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* @type {Array}
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*/
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dependencies = [];
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/**
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* @type {GraphicsEngine}
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*/
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#graphics;
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/**
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* @type {GPUHighlightRenderer}
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*/
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#renderer = new GPUHighlightRenderer();
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/**
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* What is highlighted, in the order it was contributed. Each entry carries the walk to its own
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* rows — see {@link add_entry}.
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*
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* @type {Array<{entity: number, highlight: Highlight, traverse: function(function(Mesh): void): void}>}
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*/
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#entries = [];
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/**
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* One packed rgba8 colour per mesh row, indexed by the row the visibility buffer writes.
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*
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* @type {Uint32Array}
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*/
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#table = new Uint32Array(0);
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/**
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* @type {number}
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*/
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#table_size = 0;
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/**
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* @type {RenderExtension|null}
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*/
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#extension = null;
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/**
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* How wide the outline is drawn, in pixels.
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*
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* @type {number}
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*/
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thickness = HIGHLIGHT_OUTLINE_THICKNESS;
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/**
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* What is highlighted. Read-only — highlights follow their entities.
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*
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* @returns {Array}
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*/
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get highlights() {
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return this.#entries;
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}
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+
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/**
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* @returns {Uint32Array} the table the last update packed
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*/
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get table() {
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return this.#table;
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}
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+
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/**
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* @returns {number} rows of {@link table} in use
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*/
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get table_size() {
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return this.#table_size;
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}
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+
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/**
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* @param {GraphicsEngine} graphics
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*/
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constructor(graphics) {
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super();
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+
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assert.defined(graphics, 'graphics');
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this.#graphics = graphics;
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}
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+
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async startup(entityManager) {
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this.entityManager = entityManager;
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+
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this.#extension = this.#graphics.add_extension(new HighlightExtension(this));
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}
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+
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async shutdown(entityManager) {
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if (this.#extension !== null) {
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this.#graphics.remove_extension(this.#extension);
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this.#extension = null;
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}
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+
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this.#renderer.destroy();
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+
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this.#entries.length = 0;
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this.#table_size = 0;
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}
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+
|
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/**
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* Outline a highlight whose rows the caller knows how to find.
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+
*
|
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+
* @param {number} entity for reading back through {@link highlights}; nothing here resolves it
|
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+
* @param {Highlight} highlight read every frame, so its animation is followed without being watched
|
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+
* @param {function(function(Mesh): void): void} traverse visits the scene nodes this highlight
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* covers, and visits none of them while they are still loading
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+
* @returns {object} the entry — hand it back to {@link remove_entry}, which is the only handle
|
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+
* on it: an entity that is both a model and a primitive contributes one entry per system, so an
|
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* entity is not a key here
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*/
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add_entry(entity, highlight, traverse) {
|
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+
const entry = { entity, highlight, traverse };
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+
|
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+
this.#entries.push(entry);
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+
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+
return entry;
|
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+
}
|
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+
|
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+
/**
|
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* @param {object} entry as returned by {@link add_entry}. One this system no longer holds is not
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+
* an error, which is what leaves shutdown order between the contributing systems free.
|
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+
*/
|
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+
remove_entry(entry) {
|
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+
const index = this.#entries.indexOf(entry);
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166
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+
|
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167
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+
if (index === -1) {
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+
return;
|
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+
}
|
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170
|
+
|
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171
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+
this.#entries.splice(index, 1);
|
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+
}
|
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173
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+
|
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174
|
+
/**
|
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175
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+
* Pack this frame's table. See {@link pack_highlight_table} for why it is every frame.
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+
*
|
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+
* @param {GPUSceneContext} scene
|
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+
*/
|
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+
#pack(scene) {
|
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+
const packed = pack_highlight_table({
|
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+
entries: this.#entries,
|
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+
scene,
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+
table: this.#table
|
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+
});
|
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185
|
+
|
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186
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+
this.#table = packed.table;
|
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+
this.#table_size = packed.size;
|
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+
}
|
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189
|
+
|
|
190
|
+
/**
|
|
191
|
+
* @param {FrameContext} frame
|
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192
|
+
*/
|
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193
|
+
record(frame) {
|
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194
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+
if (this.#entries.length === 0) {
|
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195
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+
// nothing highlighted, so the frame keeps the colour it had and pays nothing
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+
return;
|
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197
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+
}
|
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198
|
+
|
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199
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+
this.#pack(frame.view.scene);
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200
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+
|
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201
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+
if (this.#table_size === 0) {
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202
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+
// highlighted entities whose models are not in the scene yet
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+
return;
|
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+
}
|
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205
|
+
|
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206
|
+
this.#renderer.graph_draw({
|
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+
frame,
|
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+
table: this.#table,
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209
|
+
table_size: this.#table_size,
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210
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+
thickness: this.thickness
|
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211
|
+
});
|
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212
|
+
}
|
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213
|
+
}
|
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214
|
+
|
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215
|
+
/**
|
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216
|
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* The outline is drawn into the scene, so the fog of war conceals it along with what it outlines.
|
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217
|
+
*/
|
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218
|
+
export class HighlightExtension extends RenderExtension {
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219
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+
name = "highlight";
|
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220
|
+
|
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221
|
+
phase = FramePhase.AfterTransparency;
|
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222
|
+
|
|
223
|
+
/**
|
|
224
|
+
* @type {HighlightOutlineSystem}
|
|
225
|
+
*/
|
|
226
|
+
#system;
|
|
227
|
+
|
|
228
|
+
/**
|
|
229
|
+
* @param {HighlightOutlineSystem} system
|
|
230
|
+
*/
|
|
231
|
+
constructor(system) {
|
|
232
|
+
super();
|
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233
|
+
|
|
234
|
+
this.#system = system;
|
|
235
|
+
}
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236
|
+
|
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237
|
+
record(frame) {
|
|
238
|
+
this.#system.record(frame);
|
|
239
|
+
}
|
|
240
|
+
}
|