@woosh/meep-engine 3.2.0 → 3.4.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (893) hide show
  1. package/editor/process/SymbolicDisplayProcess.js +106 -106
  2. package/editor/process/symbolic/{SoundEmitterSymbolicDisplay.js → AudioEmitterSymbolicDisplay.js} +67 -57
  3. package/package.json +94 -94
  4. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +110 -102
  5. package/src/avif/encoder_worker.js +5 -18
  6. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts +54 -0
  7. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts.map +1 -1
  8. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.js +10 -3
  9. package/src/core/color/PQ/PQ_constants.d.ts +43 -0
  10. package/src/core/color/PQ/PQ_constants.d.ts.map +1 -0
  11. package/src/core/color/PQ/PQ_constants.js +50 -0
  12. package/src/core/color/PQ/PQ_to_linear.d.ts +24 -0
  13. package/src/core/color/PQ/PQ_to_linear.d.ts.map +1 -0
  14. package/src/core/color/PQ/PQ_to_linear.js +35 -0
  15. package/src/core/color/PQ/linear_to_PQ.d.ts +27 -0
  16. package/src/core/color/PQ/linear_to_PQ.d.ts.map +1 -0
  17. package/src/core/color/PQ/linear_to_PQ.js +32 -0
  18. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.d.ts +32 -0
  19. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.d.ts.map +1 -0
  20. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.js +59 -0
  21. package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.d.ts +26 -0
  22. package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.d.ts.map +1 -0
  23. package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.js +55 -0
  24. package/src/engine/EntityCreator.d.ts +19 -11
  25. package/src/engine/EntityCreator.d.ts.map +1 -1
  26. package/src/engine/EntityCreator.js +116 -94
  27. package/src/engine/achievements/AchievementManager.d.ts.map +1 -1
  28. package/src/engine/achievements/AchievementManager.js +437 -433
  29. package/src/engine/animation/AnimatedActions.d.ts +6 -1
  30. package/src/engine/animation/AnimatedActions.d.ts.map +1 -1
  31. package/src/engine/animation/AnimatedActions.js +111 -81
  32. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  33. package/src/engine/animation/AnimationUtils.js +234 -252
  34. package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +275 -269
  35. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  36. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +290 -265
  37. package/src/engine/ecs/util/hideEntityGracefully.d.ts.map +1 -1
  38. package/src/engine/ecs/util/hideEntityGracefully.js +196 -208
  39. package/src/engine/graphics3/VolumetricLightMap.d.ts +90 -0
  40. package/src/engine/graphics3/VolumetricLightMap.d.ts.map +1 -0
  41. package/src/engine/graphics3/VolumetricLightMap.js +160 -0
  42. package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.d.ts +32 -0
  43. package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.d.ts.map +1 -0
  44. package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.js +67 -0
  45. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +98 -0
  46. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -0
  47. package/src/engine/graphics3/VolumetricLightMapSystem3.js +261 -0
  48. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts +3 -1
  49. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts.map +1 -1
  50. package/src/engine/intelligence/behavior/primitive/ActionBehavior.js +4 -2
  51. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  52. package/src/engine/sound/SOUND_EMITTER_RETIREMENT_PLAN.md +536 -0
  53. package/src/engine/sound/SoundEngine.d.ts +2 -2
  54. package/src/engine/sound/SoundEngine.js +124 -124
  55. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts +20 -0
  56. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts.map +1 -1
  57. package/src/engine/sound/ecs/audio/AudioEmitter.js +25 -2
  58. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts +6 -6
  59. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts.map +1 -1
  60. package/src/engine/sound/ecs/audio/AudioEmitterSystem.js +338 -314
  61. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts +143 -0
  62. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts.map +1 -0
  63. package/src/engine/sound/ecs/trigger/AudioEventTrigger.js +191 -0
  64. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts +33 -0
  65. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts.map +1 -0
  66. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.js +81 -0
  67. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts +65 -0
  68. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts.map +1 -0
  69. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.js +184 -0
  70. package/src/engine/sound/sopra/IMPLEMENTATION_PLAN.md +999 -993
  71. package/src/engine/sound/sopra/README.md +644 -643
  72. package/src/engine/sound/sopra/SopraEngine.d.ts +2 -2
  73. package/src/engine/sound/sopra/SopraEngine.js +432 -432
  74. package/src/engine/sound/sopra/legacy/SoundAttenuationFunction.d.ts.map +1 -0
  75. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.d.ts +3 -3
  76. package/src/engine/sound/sopra/legacy/SoundController.d.ts.map +1 -0
  77. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.js +176 -176
  78. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.d.ts +11 -27
  79. package/src/engine/sound/sopra/legacy/SoundEmitter.d.ts.map +1 -0
  80. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.js +352 -382
  81. package/src/engine/sound/sopra/legacy/SoundEmitterFlags.d.ts.map +1 -0
  82. package/src/engine/sound/sopra/legacy/SoundEmitterSerializationAdapter.d.ts.map +1 -0
  83. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts.map +1 -1
  84. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts.map +1 -1
  85. package/src/engine/sound/sopra/legacy/SoundPanningModelType.d.ts.map +1 -0
  86. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.d.ts +11 -55
  87. package/src/engine/sound/sopra/legacy/SoundTrack.d.ts.map +1 -0
  88. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.js +278 -357
  89. package/src/engine/sound/sopra/legacy/SoundTrackFlags.d.ts.map +1 -0
  90. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts +34 -0
  91. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts.map +1 -0
  92. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.js +279 -0
  93. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts +3 -3
  94. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts.map +1 -1
  95. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.js +122 -122
  96. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  97. package/src/shade/device/mock/SoftwareGPUDevice.js +7 -1
  98. package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
  99. package/src/shade/device/timing/GPUTimerArray.js +10 -0
  100. package/src/shade/playground/add_random_meshes.d.ts +19 -3
  101. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  102. package/src/shade/playground/add_random_meshes.js +132 -84
  103. package/src/shade/playground/bvh_repro/README.md +57 -0
  104. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts +33 -0
  105. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts.map +1 -0
  106. package/src/shade/playground/bvh_repro/bvh_repro_device.js +90 -0
  107. package/src/shade/playground/bvh_repro/index.html +124 -0
  108. package/src/shade/playground/bvh_repro/main.d.ts.map +1 -0
  109. package/src/shade/playground/bvh_repro/main.js +254 -0
  110. package/src/shade/playground/load_default_environment.d.ts +10 -1
  111. package/src/shade/playground/load_default_environment.d.ts.map +1 -1
  112. package/src/shade/playground/load_default_environment.js +44 -20
  113. package/src/shade/playground/make_playground_asset_manager.d.ts +16 -0
  114. package/src/shade/playground/make_playground_asset_manager.d.ts.map +1 -0
  115. package/src/shade/playground/make_playground_asset_manager.js +33 -0
  116. package/src/shade/playground/skinned_blas_refit/README.md +103 -0
  117. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts +47 -0
  118. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts.map +1 -0
  119. package/src/shade/playground/skinned_blas_refit/add_floor.js +71 -0
  120. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts +28 -0
  121. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts.map +1 -0
  122. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.js +745 -0
  123. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts +30 -0
  124. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts.map +1 -0
  125. package/src/shade/playground/skinned_blas_refit/flat_environment.js +67 -0
  126. package/src/shade/playground/skinned_blas_refit/index.html +168 -0
  127. package/src/shade/playground/skinned_blas_refit/main.d.ts +8 -0
  128. package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -0
  129. package/src/shade/playground/skinned_blas_refit/main.js +502 -0
  130. package/src/shade/playground/skinned_blas_refit/place_character.d.ts +81 -0
  131. package/src/shade/playground/skinned_blas_refit/place_character.d.ts.map +1 -0
  132. package/src/shade/playground/skinned_blas_refit/place_character.js +116 -0
  133. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +21 -0
  134. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -0
  135. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +104 -0
  136. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts +23 -0
  137. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -0
  138. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +94 -0
  139. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +26 -0
  140. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -0
  141. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +134 -0
  142. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts +40 -0
  143. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -0
  144. package/src/shade/playground/skinned_blas_refit/sweep_views.js +135 -0
  145. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts +31 -0
  146. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts.map +1 -0
  147. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.js +240 -0
  148. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +20 -0
  149. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -0
  150. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -0
  151. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +50 -0
  152. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -0
  153. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +366 -0
  154. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +17 -0
  155. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -0
  156. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -0
  157. package/src/shade/playground/sponza_path_trace/README.md +57 -0
  158. package/src/shade/playground/sponza_path_trace/index.html +164 -0
  159. package/src/shade/playground/sponza_path_trace/main.d.ts +8 -0
  160. package/src/shade/playground/sponza_path_trace/main.d.ts.map +1 -0
  161. package/src/shade/playground/sponza_path_trace/main.js +363 -0
  162. package/src/shade/renderer/Renderer.d.ts +16 -0
  163. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  164. package/src/shade/renderer/Renderer.js +23 -4
  165. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +5 -1
  166. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  167. package/src/shade/renderer/animation/GPUAnimationManager.js +28 -3
  168. package/src/shade/renderer/animation/Skin.d.ts +9 -7
  169. package/src/shade/renderer/animation/Skin.d.ts.map +1 -1
  170. package/src/shade/renderer/animation/Skin.js +9 -7
  171. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +35 -0
  172. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +1 -0
  173. package/src/shade/renderer/animation/compute_skin_world_bounds.js +146 -0
  174. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  175. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +41 -0
  176. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  177. package/src/shade/renderer/geometry/GPUGeometryManager.js +65 -15
  178. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +78 -7
  179. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  180. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +302 -77
  181. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +18 -6
  182. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
  183. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +19 -6
  184. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts +51 -0
  185. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts.map +1 -0
  186. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.js +260 -0
  187. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +23 -0
  188. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +1 -0
  189. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +82 -0
  190. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts +25 -0
  191. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts.map +1 -0
  192. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -0
  193. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts +30 -0
  194. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -0
  195. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +122 -0
  196. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.d.ts +23 -0
  197. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.d.ts.map +1 -0
  198. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.js +34 -0
  199. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +55 -0
  200. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts.map +1 -0
  201. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -0
  202. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +37 -0
  203. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -0
  204. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +45 -0
  205. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -0
  206. package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +201 -0
  207. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts +88 -0
  208. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts.map +1 -0
  209. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.js +233 -0
  210. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +18 -0
  211. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -0
  212. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +38 -0
  213. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +16 -0
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  216. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +16 -0
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  218. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +49 -0
  219. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +43 -0
  220. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -0
  221. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -0
  222. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +24 -0
  223. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -0
  224. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +143 -0
  225. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +17 -0
  226. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -0
  227. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +83 -0
  228. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts +24 -0
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  230. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +141 -0
  231. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +31 -0
  232. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts.map +1 -0
  233. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +422 -0
  234. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.d.ts.map +1 -1
  235. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js +1 -2
  236. package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.d.ts +9 -0
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  238. package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.js +23 -0
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  888. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.js +0 -0
  889. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.d.ts +0 -0
  890. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.js +0 -0
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- export const FP_SHADER_CHUNK_DECODE_PARS: "\n#ifndef FP_SHADER_CHUNK_DECODE_PARS\n #define FP_SHADER_CHUNK_DECODE_PARS\n\n // don't rely on three.js light number define to ensure that point light calculations are available\n #if NUM_POINT_LIGHTS < 1\n struct PointLight {\n vec3 position;\n vec3 color;\n float distance;\n float decay;\n };\n #endif\n \n // directLight is an out parameter as having it as a return value caused compiler errors on some devices\n void fp_getPointDirectLightIrradiance( const in PointLight pointLight, out IncidentLight directLight, vec3 viewPosition ) {\n \n // TODO consider moving light position transformation to view-space over to CPU\n vec3 lVector = (viewMatrix*vec4(pointLight.position,1.0)).xyz + viewPosition;\n \n directLight.direction = normalize( lVector );\n \n float lightDistance = length( lVector );\n \n directLight.color = pointLight.color;\n directLight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n directLight.visible = ( directLight.color != vec3( 0.0 ) );\n }\n \n float convert_depth_to_linear(in float d){\n float d_n = 2.0*d - 1.0;\n \n float f = fp_f_camera_far;\n float n = fp_f_camera_near;\n \n float fn = f*n;\n \n float z_diff = f - n;\n \n float denominator = (f + n - d_n * z_diff );\n \n float z_view = (2.0*fn) / denominator;\n \n return (z_view - n) / z_diff;\n }\n \n ivec2 address_to_data_texture_coordinates(uint address){\n // Lookup texture has 128 width\n uint lookup_index_x = address % 128u;\n uint lookup_index_y = address >> 7;\n \n return ivec2(int(lookup_index_x),int(lookup_index_y));\n }\n#endif\n";
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- //# sourceMappingURL=FP_SHADER_CHUNK_DECODE_PARS.d.ts.map
@@ -1 +0,0 @@
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- {"version":3,"file":"FP_SHADER_CHUNK_DECODE_PARS.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/render/forward_plus/materials/FP_SHADER_CHUNK_DECODE_PARS.js"],"names":[],"mappings":"AAAA,63DAsDE"}
@@ -1,55 +0,0 @@
1
- export const FP_SHADER_CHUNK_DECODE_PARS = `
2
- #ifndef FP_SHADER_CHUNK_DECODE_PARS
3
- #define FP_SHADER_CHUNK_DECODE_PARS
4
-
5
- // don't rely on three.js light number define to ensure that point light calculations are available
6
- #if NUM_POINT_LIGHTS < 1
7
- struct PointLight {
8
- vec3 position;
9
- vec3 color;
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- float distance;
11
- float decay;
12
- };
13
- #endif
14
-
15
- // directLight is an out parameter as having it as a return value caused compiler errors on some devices
16
- void fp_getPointDirectLightIrradiance( const in PointLight pointLight, out IncidentLight directLight, vec3 viewPosition ) {
17
-
18
- // TODO consider moving light position transformation to view-space over to CPU
19
- vec3 lVector = (viewMatrix*vec4(pointLight.position,1.0)).xyz + viewPosition;
20
-
21
- directLight.direction = normalize( lVector );
22
-
23
- float lightDistance = length( lVector );
24
-
25
- directLight.color = pointLight.color;
26
- directLight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );
27
- directLight.visible = ( directLight.color != vec3( 0.0 ) );
28
- }
29
-
30
- float convert_depth_to_linear(in float d){
31
- float d_n = 2.0*d - 1.0;
32
-
33
- float f = fp_f_camera_far;
34
- float n = fp_f_camera_near;
35
-
36
- float fn = f*n;
37
-
38
- float z_diff = f - n;
39
-
40
- float denominator = (f + n - d_n * z_diff );
41
-
42
- float z_view = (2.0*fn) / denominator;
43
-
44
- return (z_view - n) / z_diff;
45
- }
46
-
47
- ivec2 address_to_data_texture_coordinates(uint address){
48
- // Lookup texture has 128 width
49
- uint lookup_index_x = address % 128u;
50
- uint lookup_index_y = address >> 7;
51
-
52
- return ivec2(int(lookup_index_x),int(lookup_index_y));
53
- }
54
- #endif
55
- `;
@@ -1,2 +0,0 @@
1
- export const FP_SHADER_CHUNK_LOAD_METADATA: "\n#ifndef FP_SHADER_CHUNK_LOAD_METADATA\n #define FP_SHADER_CHUNK_LOAD_METADATA\n\n ivec3 v3_cluster_resolution = textureSize(fp_t_light_tiles, 0);\n ivec3 v3_cluster_position = ivec3( clip_v.x * float(v3_cluster_resolution.x), clip_v.y*float(v3_cluster_resolution.y), (clip_v.z)*float(v3_cluster_resolution.z) );\n\n uvec4 fp_cluster_metadata = texelFetch( fp_t_light_tiles, v3_cluster_position, 0 ).rgba;\n \n#endif\n";
2
- //# sourceMappingURL=FP_SHADER_CHUNK_LOAD_METADATA.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"FP_SHADER_CHUNK_LOAD_METADATA.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/render/forward_plus/materials/FP_SHADER_CHUNK_LOAD_METADATA.js"],"names":[],"mappings":"AAAA,meAUE"}
@@ -1,11 +0,0 @@
1
- export const FP_SHADER_CHUNK_LOAD_METADATA = `
2
- #ifndef FP_SHADER_CHUNK_LOAD_METADATA
3
- #define FP_SHADER_CHUNK_LOAD_METADATA
4
-
5
- ivec3 v3_cluster_resolution = textureSize(fp_t_light_tiles, 0);
6
- ivec3 v3_cluster_position = ivec3( clip_v.x * float(v3_cluster_resolution.x), clip_v.y*float(v3_cluster_resolution.y), (clip_v.z)*float(v3_cluster_resolution.z) );
7
-
8
- uvec4 fp_cluster_metadata = texelFetch( fp_t_light_tiles, v3_cluster_position, 0 ).rgba;
9
-
10
- #endif
11
- `;
@@ -1,2 +0,0 @@
1
- export const FP_SHADER_CHUNK_PREAMBLE: "\n #ifndef FP_SHADER_CHUNK_PREAMBLE\n #define FP_SHADER_CHUNK_PREAMBLE\n \n precision mediump usampler3D;\n precision mediump usampler2D;\n \n uniform usampler3D fp_t_light_tiles;\n \n uniform usampler2D fp_t_light_lookup;\n uniform sampler2D fp_t_light_data;\n uniform sampler2D fp_t_decal_atlas;\n uniform vec2 fp_t_decal_atlas_resolution; \n \n uniform vec3 fp_v3_light_cluster_resolution;\n \n uniform float fp_f_camera_near;\n uniform float fp_f_camera_far;\n \n #define gl_FragDepthEXT gl_FragDepth\n #define texture2D texture\n #define textureCube texture\n #define texture2DProj textureProj\n #define texture2DLodEXT textureLod\n #define texture2DProjLodEXT textureProjLod\n #define textureCubeLodEXT textureLod\n #define texture2DGradEXT textureGrad\n #define texture2DProjGradEXT textureProjGrad\n #define textureCubeGradEXT textureGrad\n \n uniform vec2 fp_resolution; \n \n #endif\n";
2
- //# sourceMappingURL=FP_SHADER_CHUNK_PREAMBLE.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"FP_SHADER_CHUNK_PREAMBLE.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/render/forward_plus/materials/FP_SHADER_CHUNK_PREAMBLE.js"],"names":[],"mappings":"AAAA,soCAiCE"}
@@ -1,34 +0,0 @@
1
- export const FP_SHADER_CHUNK_PREAMBLE = `
2
- #ifndef FP_SHADER_CHUNK_PREAMBLE
3
- #define FP_SHADER_CHUNK_PREAMBLE
4
-
5
- precision mediump usampler3D;
6
- precision mediump usampler2D;
7
-
8
- uniform usampler3D fp_t_light_tiles;
9
-
10
- uniform usampler2D fp_t_light_lookup;
11
- uniform sampler2D fp_t_light_data;
12
- uniform sampler2D fp_t_decal_atlas;
13
- uniform vec2 fp_t_decal_atlas_resolution;
14
-
15
- uniform vec3 fp_v3_light_cluster_resolution;
16
-
17
- uniform float fp_f_camera_near;
18
- uniform float fp_f_camera_far;
19
-
20
- #define gl_FragDepthEXT gl_FragDepth
21
- #define texture2D texture
22
- #define textureCube texture
23
- #define texture2DProj textureProj
24
- #define texture2DLodEXT textureLod
25
- #define texture2DProjLodEXT textureProjLod
26
- #define textureCubeLodEXT textureLod
27
- #define texture2DGradEXT textureGrad
28
- #define texture2DProjGradEXT textureProjGrad
29
- #define textureCubeGradEXT textureGrad
30
-
31
- uniform vec2 fp_resolution;
32
-
33
- #endif
34
- `;
@@ -1,7 +0,0 @@
1
- /**
2
- *
3
- * @param {string} base
4
- * @returns {string}
5
- */
6
- export function fp_build_fragment_shader(base: string): string;
7
- //# sourceMappingURL=fp_build_fragment_shader.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"fp_build_fragment_shader.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/render/forward_plus/materials/fp_build_fragment_shader.js"],"names":[],"mappings":"AAsBA;;;;GAIG;AACH,+CAHW,MAAM,GACJ,MAAM,CAkClB"}
@@ -1,60 +0,0 @@
1
- import { insert_after } from "../../../../../core/primitives/strings/insert_after.js";
2
- import { insert_after_or_replace } from "../../../../../core/primitives/strings/insert_after_or_replace.js";
3
- import { FP_SHADER_CHUNK_ACCUMULATION } from "./FP_SHADER_CHUNK_ACCUMULATION.js";
4
- import { FP_SHADER_CHUNK_DECODE_PARS } from "./FP_SHADER_CHUNK_DECODE_PARS.js";
5
- import { FP_INJECTION_POINT_ACCUMULATION } from "./FP_INJECTION_POINT_ACCUMULATION.js";
6
- import { FP_SHADER_CHUNK_PREAMBLE } from "./FP_SHADER_CHUNK_PREAMBLE.js";
7
- import { insert_before } from "../../../../../core/primitives/strings/insert_before.js";
8
- import { FP_SHADER_CHUNK_APPLY_DECALS } from "./FP_SHADER_CHUNK_APPLY_DECALS.js";
9
- import { FP_SHADER_CHUNK_LOAD_METADATA } from "./FP_SHADER_CHUNK_LOAD_METADATA.js";
10
-
11
- const three_chunk_accummulation_mark = '#include <lights_fragment_begin>';
12
-
13
- const accumulation_pars = `
14
- vec3 clip_v = vec3( vec2(gl_FragCoord.x, gl_FragCoord.y) / fp_resolution, convert_depth_to_linear(gl_FragCoord.z));
15
- clip_v.x = 1.0 - clip_v.x;
16
- ${FP_SHADER_CHUNK_LOAD_METADATA}
17
- `;
18
-
19
- const preamble = `
20
- ${FP_SHADER_CHUNK_PREAMBLE}
21
- `;
22
-
23
- /**
24
- *
25
- * @param {string} base
26
- * @returns {string}
27
- */
28
- export function fp_build_fragment_shader(base) {
29
- let result = preamble;
30
-
31
- if (base.indexOf('v_world_position') === -1) {
32
- result = result + `
33
- varying vec3 v_world_position;
34
- `;
35
- }
36
-
37
- if (base.indexOf('#define gl_FragColor') === -1 && base.indexOf('pc_fragColor') === -1) {
38
- result = result + `
39
- out highp vec4 pc_fragColor;
40
- #define gl_FragColor pc_fragColor
41
- `;
42
- }
43
-
44
- result = result + base;
45
-
46
- result = insert_after(result, 'void main() {', accumulation_pars);
47
-
48
- result = insert_after(result, '#include <lights_pars_begin>', FP_SHADER_CHUNK_DECODE_PARS);
49
-
50
- result = insert_before(result, '#include <lights_fragment_begin>', FP_SHADER_CHUNK_APPLY_DECALS);
51
-
52
- result = insert_after_or_replace(
53
- result,
54
- three_chunk_accummulation_mark,
55
- FP_INJECTION_POINT_ACCUMULATION,
56
- FP_SHADER_CHUNK_ACCUMULATION
57
- );
58
-
59
- return result;
60
- }
@@ -1,7 +0,0 @@
1
- /**
2
- *
3
- * @param {string} base
4
- * @returns {string}
5
- */
6
- export function fp_build_vertex_lighting_shared(base: string): string;
7
- //# sourceMappingURL=fp_build_vertex_lighting_shared.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"fp_build_vertex_lighting_shared.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/render/forward_plus/materials/fp_build_vertex_lighting_shared.js"],"names":[],"mappings":"AAgBA;;;;GAIG;AACH,sDAHW,MAAM,GACJ,MAAM,CAkBlB"}
@@ -1,38 +0,0 @@
1
- import { insert_after } from "../../../../../core/primitives/strings/insert_after.js";
2
- import { insert_after_or_replace } from "../../../../../core/primitives/strings/insert_after_or_replace.js";
3
- import { FP_INJECTION_POINT_ACCUMULATION } from "./FP_INJECTION_POINT_ACCUMULATION.js";
4
- import { FP_SHADER_CHUNK_ACCUMULATION } from "./FP_SHADER_CHUNK_ACCUMULATION.js";
5
- import { FP_SHADER_CHUNK_PREAMBLE } from "./FP_SHADER_CHUNK_PREAMBLE.js";
6
- import { FP_SHADER_CHUNK_DECODE_PARS } from "./FP_SHADER_CHUNK_DECODE_PARS.js";
7
- import { FP_SHADER_CHUNK_LOAD_METADATA } from "./FP_SHADER_CHUNK_LOAD_METADATA.js";
8
-
9
- const accumulation_pars = `
10
- vec3 fp_normalized_screen_position = ((gl_Position.xyz / gl_Position.w)+vec3(1.0))*0.5;
11
- vec3 clip_v = vec3( vec2(fp_normalized_screen_position.x, fp_normalized_screen_position.y), convert_depth_to_linear(fp_normalized_screen_position.z));
12
- ${FP_SHADER_CHUNK_LOAD_METADATA}
13
- `;
14
-
15
- const three_chunk_accummulation_mark = '#include <lights_fragment_end>';
16
-
17
- /**
18
- *
19
- * @param {string} base
20
- * @returns {string}
21
- */
22
- export function fp_build_vertex_lighting_shared(base) {
23
-
24
- let result = FP_SHADER_CHUNK_PREAMBLE + base;
25
-
26
- result = insert_after(result, 'void main() {', accumulation_pars);
27
-
28
- result = insert_after(result, '#include <lights_pars_begin>', FP_SHADER_CHUNK_DECODE_PARS);
29
-
30
- result = insert_after_or_replace(
31
- result,
32
- three_chunk_accummulation_mark,
33
- FP_INJECTION_POINT_ACCUMULATION,
34
- FP_SHADER_CHUNK_ACCUMULATION
35
- );
36
-
37
- return result;
38
- }
@@ -1,7 +0,0 @@
1
- /**
2
- *
3
- * @param {string} base
4
- * @returns {string}
5
- */
6
- export function fp_build_vertex_shader(base: string): string;
7
- //# sourceMappingURL=fp_build_vertex_shader.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"fp_build_vertex_shader.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/render/forward_plus/materials/fp_build_vertex_shader.js"],"names":[],"mappings":"AAEA;;;;GAIG;AACH,6CAHW,MAAM,GACJ,MAAM,CAwBlB"}
@@ -1,30 +0,0 @@
1
- import { insert_after } from "../../../../../core/primitives/strings/insert_after.js";
2
-
3
- /**
4
- *
5
- * @param {string} base
6
- * @returns {string}
7
- */
8
- export function fp_build_vertex_shader(base) {
9
-
10
-
11
- const a = `
12
- #define attribute in
13
- #define varying out
14
- #define texture2D texture
15
-
16
- varying vec3 v_world_position;
17
- ` + base;
18
-
19
-
20
- const v1 = insert_after(a, '#include <worldpos_vertex>', `
21
- #if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )
22
- // worldPosition comes from 'worldpos_vertex' shader chunk
23
- v_world_position = worldPosition.xyz;
24
- #else
25
- v_world_position = ( modelMatrix * vec4( transformed, 1.0 )).xyz;
26
- #endif
27
- `);
28
-
29
- return v1;
30
- }
@@ -1,51 +0,0 @@
1
- export class Decal extends AbstractLight {
2
- /**
3
- * Transform matrix, initial volume is a unit cube
4
- * @type {number[]|Float32Array|mat4[]}
5
- */
6
- transform: number[] | Float32Array | mat4[];
7
- transform_inverse: Float32Array;
8
- uv: Float32Array;
9
- /**
10
- *
11
- * @type {Sampler2D}
12
- */
13
- texture_diffuse: Sampler2D;
14
- /**
15
- * Order in which decal should be applied, higher priority decals will be drawn first
16
- * NOTE: not implemented yet
17
- * @type {number}
18
- */
19
- draw_priority: number;
20
- color: Float32Array;
21
- __signal_transfom_changed: Signal;
22
- /**
23
- *
24
- * @param {number[]|Float32Array|ArrayLike<number>} m
25
- */
26
- setTransform(m: number[] | Float32Array | ArrayLike<number>): void;
27
- handleUvPositionChange(x: any, y: any): void;
28
- handleUvSizeChange(x: any, y: any): void;
29
- compare(other: any): number;
30
- onDimensionChanged(f: any, thisArg: any): void;
31
- offDimensionChanged(f: any, thisArg: any): void;
32
- /**
33
- * Appearance data (color, uv) is stored in raw arrays without change signals; uv only shifts when the
34
- * texture atlas re-packs, which happens alongside decal addition/removal where the encoded data is
35
- * invalidated anyway
36
- */
37
- onAppearanceChanged(f: any, thisArg: any): void;
38
- offAppearanceChanged(f: any, thisArg: any): void;
39
- getCenter(result: any): void;
40
- getAABB(result: any): void;
41
- toArray(destination: any, address: any): number;
42
- /**
43
- * @readonly
44
- * @type {boolean}
45
- */
46
- readonly isDecal: boolean;
47
- ENCODED_SLOT_COUNT: number;
48
- }
49
- import { AbstractLight } from "./AbstractLight.js";
50
- import Signal from "../../../../../core/events/signal/Signal.js";
51
- //# sourceMappingURL=Decal.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"Decal.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/render/forward_plus/model/Decal.js"],"names":[],"mappings":"AASA;IACI;;;OAGG;IACH,WAFU,MAAM,EAAE,GAAC,YAAY,GAAC,MAAM,CAEL;IAEjC,gCAAyC;IACzC,iBAAyB;IAEzB;;;OAGG;IACH,2BAAuB;IAEvB;;;;OAIG;IACH,eAFU,MAAM,CAEE;IAKd,oBAAgC;IAIhC,kCAA6C;IAGjD;;;OAGG;IACH,gBAFW,MAAM,EAAE,GAAC,YAAY,GAAC,UAAU,MAAM,CAAC,QAOjD;IAED,6CAGC;IAED,yCAGC;IAED,4BAUC;IAED,+CAGC;IAED,gDAGC;IAED;;;;OAIG;IACH,gDACC;IAED,iDACC;IAED,6BAKC;IAED,2BAIC;IAED,gDAcC;IAGL;;;OAGG;IACH,kBAFU,OAAO,CAEM;IAEvB,2BAAkC;CARjC;8BA5H6B,oBAAoB;mBAK/B,6CAA6C"}
@@ -1,133 +0,0 @@
1
- import { AbstractLight } from "./AbstractLight.js";
2
- import { aabb3_matrix4_project_by_corners } from "../../../../../core/geom/3d/aabb/aabb3_matrix4_project_by_corners.js";
3
- import { aabb3_build_corners } from "../../../../../core/geom/3d/aabb/aabb3_build_corners.js";
4
- import { array_copy } from "../../../../../core/collection/array/array_copy.js";
5
- import { m4_invert } from "../../../../../core/geom/3d/mat4/m4_invert.js";
6
- import Signal from "../../../../../core/events/signal/Signal.js";
7
-
8
- const corners = [];
9
-
10
- export class Decal extends AbstractLight {
11
- /**
12
- * Transform matrix, initial volume is a unit cube
13
- * @type {number[]|Float32Array|mat4[]}
14
- */
15
- transform = new Float32Array(16);
16
-
17
- transform_inverse = new Float32Array(16);
18
- uv = new Float32Array(4);
19
-
20
- /**
21
- *
22
- * @type {Sampler2D}
23
- */
24
- texture_diffuse = null;
25
-
26
- /**
27
- * Order in which decal should be applied, higher priority decals will be drawn first
28
- * NOTE: not implemented yet
29
- * @type {number}
30
- */
31
- draw_priority = 0;
32
-
33
- constructor() {
34
- super();
35
-
36
- this.color = new Float32Array(4);
37
- // initialize color to full white
38
- this.color.fill(1);
39
-
40
- this.__signal_transfom_changed = new Signal();
41
- }
42
-
43
- /**
44
- *
45
- * @param {number[]|Float32Array|ArrayLike<number>} m
46
- */
47
- setTransform(m) {
48
- array_copy(m, 0, this.transform, 0, 16);
49
- m4_invert(this.transform_inverse, this.transform);
50
-
51
- this.__signal_transfom_changed.send0();
52
- }
53
-
54
- handleUvPositionChange(x, y) {
55
- this.uv[0] = x;
56
- this.uv[1] = y;
57
- }
58
-
59
- handleUvSizeChange(x, y) {
60
- this.uv[2] = x;
61
- this.uv[3] = y;
62
- }
63
-
64
- compare(other) {
65
- if (other.isDecal) {
66
- const dDraw = this.draw_priority - other.draw_priority;
67
-
68
- if (dDraw !== 0) {
69
- return dDraw;
70
- }
71
- }
72
-
73
- return super.compare(other);
74
- }
75
-
76
- onDimensionChanged(f, thisArg) {
77
-
78
- this.__signal_transfom_changed.add(f, thisArg);
79
- }
80
-
81
- offDimensionChanged(f, thisArg) {
82
-
83
- this.__signal_transfom_changed.remove(f, thisArg);
84
- }
85
-
86
- /**
87
- * Appearance data (color, uv) is stored in raw arrays without change signals; uv only shifts when the
88
- * texture atlas re-packs, which happens alongside decal addition/removal where the encoded data is
89
- * invalidated anyway
90
- */
91
- onAppearanceChanged(f, thisArg) {
92
- }
93
-
94
- offAppearanceChanged(f, thisArg) {
95
- }
96
-
97
- getCenter(result) {
98
- // extract translation portion of the matrix
99
- result[0] = this.transform[12];
100
- result[1] = this.transform[13];
101
- result[2] = this.transform[14];
102
- }
103
-
104
- getAABB(result) {
105
- aabb3_build_corners(corners, 0, -0.5, -0.5, -0.5, 0.5, 0.5, 0.5);
106
-
107
- aabb3_matrix4_project_by_corners(result, corners, this.transform);
108
- }
109
-
110
- toArray(destination, address) {
111
- array_copy(this.transform_inverse, 0, destination, address, 16);
112
- // array_copy(this.transform , 0, destination, address, 16);
113
-
114
- array_copy(this.uv, 0, destination, address + 16, 4);
115
-
116
- // required for sorting
117
- // destination[address + 20] = this.draw_priority;
118
- // destination[address + 21] = this.id;
119
-
120
- // color
121
- array_copy(this.color, 0, destination, address + 20, 4);
122
-
123
- return 24;
124
- }
125
- }
126
-
127
- /**
128
- * @readonly
129
- * @type {boolean}
130
- */
131
- Decal.prototype.isDecal = true;
132
-
133
- Decal.prototype.ENCODED_SLOT_COUNT = 24;
@@ -1,16 +0,0 @@
1
- /**
2
- * Whether `material` carries the Forward+ transformation marker, i.e. it has already
3
- * been run through a {@link MaterialTransformer}.
4
- * @param {Material} material
5
- * @returns {boolean}
6
- */
7
- export function isForwardPlusTransformed(material: Material): boolean;
8
- /**
9
- * Property key stamped onto a material once a Forward+ {@link MaterialTransformer} has
10
- * injected clustered-lighting / decal shader code into it. The value stored under the
11
- * key is the transformer instance that performed the transformation.
12
- * @readonly
13
- * @type {string}
14
- */
15
- export const FORWARD_PLUS_MATERIAL_MARKER: string;
16
- //# sourceMappingURL=forwardPlusMaterialMarker.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"forwardPlusMaterialMarker.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/render/forward_plus/plugin/forwardPlusMaterialMarker.js"],"names":[],"mappings":"AASA;;;;;GAKG;AACH,8DAFa,OAAO,CAInB;AAjBD;;;;;;GAMG;AACH,2CAFU,MAAM,CAEiE"}
@@ -1,18 +0,0 @@
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- /**
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- * Property key stamped onto a material once a Forward+ {@link MaterialTransformer} has
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- * injected clustered-lighting / decal shader code into it. The value stored under the
4
- * key is the transformer instance that performed the transformation.
5
- * @readonly
6
- * @type {string}
7
- */
8
- export const FORWARD_PLUS_MATERIAL_MARKER = '@forward-plus-material-transformer';
9
-
10
- /**
11
- * Whether `material` carries the Forward+ transformation marker, i.e. it has already
12
- * been run through a {@link MaterialTransformer}.
13
- * @param {Material} material
14
- * @returns {boolean}
15
- */
16
- export function isForwardPlusTransformed(material) {
17
- return material.hasOwnProperty(FORWARD_PLUS_MATERIAL_MARKER);
18
- }
@@ -1,7 +0,0 @@
1
- /**
2
- *
3
- * @param {Material|MeshStandardMaterial|ShaderMaterial} source
4
- * @returns {boolean}
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- */
6
- export function isLitMaterial(source: Material | MeshStandardMaterial | ShaderMaterial): boolean;
7
- //# sourceMappingURL=isLitMaterial.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"isLitMaterial.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/render/forward_plus/plugin/isLitMaterial.js"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,sCAHW,gDAA4C,GAC1C,OAAO,CAInB"}
@@ -1,8 +0,0 @@
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- /**
2
- *
3
- * @param {Material|MeshStandardMaterial|ShaderMaterial} source
4
- * @returns {boolean}
5
- */
6
- export function isLitMaterial(source) {
7
- return source.isMeshStandardMaterial || (source.isShaderMaterial && source.lights);
8
- }
@@ -1,10 +0,0 @@
1
- /**
2
- * @param {number} x Input bitmask representing two active frustum planes.
3
- * Bits 0-5: x0, x1, y0, y1, z0, z1
4
- * Exactly two bits are set.
5
- * @returns {number} A 6-bit number where bits 0-2 are the index of the first corner (0-7)
6
- * and bits 3-5 are the index of the second corner (0-7).
7
- * The corners lie on the intersection of the two active planes.
8
- */
9
- export function analytical_biplanar_corner_mapping(x: number): number;
10
- //# sourceMappingURL=analytical_biplanar_corner_mapping.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"analytical_biplanar_corner_mapping.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/render/forward_plus/query/analytical_biplanar_corner_mapping.js"],"names":[],"mappings":"AAcA;;;;;;;GAOG;AACH,sDAPW,MAAM,GAGJ,MAAM,CA8ClB"}
@@ -1,65 +0,0 @@
1
- // is_zero(v): Returns -1 (all bits set) if v is 0, and 0 otherwise.
2
- // Uses only bitwise operations. Assumes v is relatively small,
3
- // so propagating bits via shifts doesn't need full 32 steps.
4
- // Input v comes from (x & mask), max value is 48 (0b110000).
5
- function is_zero(v) {
6
- // Propagate any set bit down to the least significant bit (LSB).
7
- // If v was initially 0, LSB remains 0. Otherwise, LSB becomes 1.
8
- v = v | (v >> 1);
9
- v = v | (v >> 2);
10
- v = v | (v >> 4); // Sufficient for values up to 6 bits (0-63)
11
- // Result is 0 if LSB is 1 (v!=0), or -1 if LSB is 0 (v==0).
12
- return (v & 1) - 1;
13
- }
14
-
15
- /**
16
- * @param {number} x Input bitmask representing two active frustum planes.
17
- * Bits 0-5: x0, x1, y0, y1, z0, z1
18
- * Exactly two bits are set.
19
- * @returns {number} A 6-bit number where bits 0-2 are the index of the first corner (0-7)
20
- * and bits 3-5 are the index of the second corner (0-7).
21
- * The corners lie on the intersection of the two active planes.
22
- */
23
- export function analytical_biplanar_corner_mapping(x) {
24
-
25
-
26
- // Determine which plane index (0 or 1) is active for each axis pair.
27
- // px=0 if x0 (bit 0) is set, px=1 if x1 (bit 1) is set.
28
- // py=0 if y0 (bit 2) is set, py=1 if y1 (bit 3) is set.
29
- // pz=0 if z0 (bit 4) is set, pz=1 if z1 (bit 5) is set.
30
- const px = (x >> 1) & 1;
31
- const py = (x >> 3) & 1;
32
- const pz = (x >> 5) & 1;
33
-
34
- // Calculate potential results assuming XY planes are active (z bits 4,5 are 0)
35
- // Corners c = z*4 + y*2 + x*1
36
- // Based on test cases [0,1], [4,5], [2,3], [6,7] for inputs 5, 6, 9, 10
37
- const c1_xy = (py << 1) | (px << 2); // generates 0, 4, 2, 6
38
- const c2_xy = c1_xy | 1; // generates 1, 5, 3, 7
39
- const result_xy = (c2_xy << 3) | c1_xy; // Combined output: 8, 44, 26, 62
40
-
41
- // Calculate potential results assuming YZ planes are active (x bits 0,1 are 0)
42
- // Based on test cases [0,4], [2,6], [1,5], [3,7] for inputs 20, 24, 36, 40
43
- const c1_yz = (py << 1) | pz; // generates 0, 2, 1, 3
44
- const c2_yz = c1_yz | 4; // generates 4, 6, 5, 7
45
- const result_yz = (c2_yz << 3) | c1_yz; // Combined output: 32, 50, 41, 59
46
-
47
- // Calculate potential results assuming XZ planes are active (y bits 2,3 are 0)
48
- // Based on test cases [0,2], [4,6], [1,3], [5,7] for inputs 17, 18, 33, 34
49
- const c1_xz = (px << 2) | pz; // generates 0, 4, 1, 5
50
- const c2_xz = c1_xz | 2; // generates 2, 6, 3, 7
51
- const result_xz = (c2_xz << 3) | c1_xz; // Combined output: 16, 52, 25, 61
52
-
53
- // Determine which pair of axes is active by checking which pair of bits is zero.
54
- // Create masks: -1 (0xFFFFFFFF) if the condition is met, 0 otherwise.
55
- const mask_xy = is_zero(x & 0b110000); // -1 if z0 and z1 bits are 0
56
- const mask_yz = is_zero(x & 0b000011); // -1 if x0 and x1 bits are 0
57
- const mask_xz = is_zero(x & 0b001100); // -1 if y0 and y1 bits are 0
58
-
59
- // Combine the results. Only the result corresponding to the active axis pair
60
- // will be preserved, as others will be ANDed with 0.
61
- const final_result = (mask_xy & result_xy) | (mask_yz & result_yz) | (mask_xz & result_xz);
62
-
63
- return final_result;
64
-
65
- }
@@ -1,7 +0,0 @@
1
- /**
2
- *
3
- * @param {number} field
4
- * @returns {number}
5
- */
6
- export function analytical_triplanar_corner_mapping(field: number): number;
7
- //# sourceMappingURL=analytical_triplanar_corner_mapping.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"analytical_triplanar_corner_mapping.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/render/forward_plus/query/analytical_triplanar_corner_mapping.js"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,2DAHW,MAAM,GACJ,MAAM,CAIlB"}