@woosh/meep-engine 3.53.0 → 3.55.0
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.
- package/package.json +1 -1
- package/src/core/math/noise/worley_noise_2d.d.ts +14 -0
- package/src/core/math/noise/worley_noise_2d.d.ts.map +1 -0
- package/src/core/math/noise/worley_noise_2d.js +74 -0
- package/src/engine/graphics/texture/atlas/CachingTextureAtlas.d.ts +6 -1
- package/src/engine/graphics/texture/atlas/CachingTextureAtlas.d.ts.map +1 -1
- package/src/engine/graphics/texture/atlas/CachingTextureAtlas.js +363 -325
- package/src/engine/graphics/texture/atlas/ManagedTextureAtlas.d.ts +93 -14
- package/src/engine/graphics/texture/atlas/ManagedTextureAtlas.d.ts.map +1 -1
- package/src/engine/graphics/texture/atlas/ManagedTextureAtlas.js +322 -183
- package/src/engine/graphics/texture/atlas/ReferencedTextureAtlas.d.ts +9 -0
- package/src/engine/graphics/texture/atlas/ReferencedTextureAtlas.d.ts.map +1 -1
- package/src/engine/graphics/texture/atlas/ReferencedTextureAtlas.js +110 -83
- package/src/engine/graphics/texture/atlas/SpriteAtlas.d.ts +42 -0
- package/src/engine/graphics/texture/atlas/SpriteAtlas.d.ts.map +1 -0
- package/src/engine/{graphics3/decal/DecalAtlas.js → graphics/texture/atlas/SpriteAtlas.js} +202 -194
- package/src/engine/{graphics3/decal/DecalAtlasFill.d.ts → graphics/texture/atlas/SpriteAtlasFill.d.ts} +4 -4
- package/src/engine/graphics/texture/atlas/SpriteAtlasFill.d.ts.map +1 -0
- package/src/engine/graphics/texture/atlas/SpriteAtlasFill.js +30 -0
- package/src/engine/graphics/texture/atlas/TextureAtlas.d.ts +7 -0
- package/src/engine/graphics/texture/atlas/TextureAtlas.d.ts.map +1 -1
- package/src/engine/graphics/texture/atlas/TextureAtlas.js +11 -1
- package/src/engine/{graphics3/decal/decal_atlas_border.d.ts → graphics/texture/atlas/sprite_atlas_border.d.ts} +12 -12
- package/src/engine/graphics/texture/atlas/sprite_atlas_border.d.ts.map +1 -0
- package/src/engine/{graphics3/decal/decal_atlas_border.js → graphics/texture/atlas/sprite_atlas_border.js} +69 -69
- package/src/engine/graphics3/DecalSystem.d.ts.map +1 -1
- package/src/engine/graphics3/DecalSystem.js +447 -450
- package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +9 -22
- package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/GPUParticleEmitterSystem.js +892 -951
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/generation/foliage/FOLIAGE_DESIGN.md +2 -1
- package/src/generation/foliage/config/BarkMaterialConfig.d.ts +4 -3
- package/src/generation/foliage/config/BarkMaterialConfig.d.ts.map +1 -1
- package/src/generation/foliage/config/BarkMaterialConfig.js +6 -6
- package/src/generation/foliage/config/FoliageBarkType.d.ts +11 -0
- package/src/generation/foliage/config/FoliageBarkType.d.ts.map +1 -0
- package/src/generation/foliage/config/FoliageBarkType.js +16 -0
- package/src/generation/foliage/config/FoliageMaterialConfig.d.ts +58 -5
- package/src/generation/foliage/config/FoliageMaterialConfig.d.ts.map +1 -1
- package/src/generation/foliage/config/FoliageMaterialConfig.js +279 -181
- package/src/generation/foliage/index.d.ts +2 -1
- package/src/generation/foliage/index.js +44 -43
- package/src/generation/foliage/material/make_bark_material.d.ts.map +1 -1
- package/src/generation/foliage/material/make_bark_material.js +23 -95
- package/src/generation/foliage/material/make_foliage_material.d.ts +29 -3
- package/src/generation/foliage/material/make_foliage_material.d.ts.map +1 -1
- package/src/generation/foliage/material/make_foliage_material.js +605 -359
- package/src/generation/foliage/mesh/branch_collar_project.d.ts.map +1 -1
- package/src/generation/foliage/mesh/branch_collar_project.js +205 -203
- package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts +15 -0
- package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts.map +1 -1
- package/src/generation/foliage/mesh/foliage_collect_attachments.js +569 -502
- package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
- package/src/generation/foliage/mesh/tree_mesh_build_bark.js +1049 -1047
- package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts +2 -1
- package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts.map +1 -1
- package/src/generation/foliage/mesh/tree_mesh_build_foliage.js +454 -415
- package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -1
- package/src/generation/foliage/presets/make_tree_species_preset.js +870 -837
- package/src/generation/foliage/skeleton/crown_envelope_evaluate.js +121 -121
- package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.d.ts +10 -7
- package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.d.ts.map +1 -1
- package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.js +206 -179
- package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -1
- package/src/generation/foliage/skeleton/tree_skeleton_grow.js +1871 -1104
- package/src/shade/RENDERER_CONTRACT.md +5 -2
- package/src/shade/device/SHADE_DEVICE_FLOOR.d.ts.map +1 -1
- package/src/shade/device/SHADE_DEVICE_FLOOR.js +2 -0
- package/src/shade/playground/foliage_wind/foliage_world.d.ts +6 -0
- package/src/shade/playground/foliage_wind/foliage_world.d.ts.map +1 -1
- package/src/shade/playground/foliage_wind/foliage_world.js +602 -593
- package/src/shade/playground/foliage_wind/index.html +260 -254
- package/src/shade/playground/foliage_wind/main.js +275 -263
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +1 -1
- package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
- package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
- package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
- package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +1 -1
- package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts +3 -3
- package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts.map +1 -1
- package/src/shade/renderer/hiz/HierarchicalZBuffer.js +350 -294
- package/src/shade/renderer/hiz/generate_downsampler_code.d.ts +0 -2
- package/src/shade/renderer/hiz/generate_downsampler_code.d.ts.map +1 -1
- package/src/shade/renderer/hiz/generate_downsampler_code.js +99 -100
- package/src/shade/renderer/hiz/hzb_pick_alignment.d.ts +15 -0
- package/src/shade/renderer/hiz/hzb_pick_alignment.d.ts.map +1 -0
- package/src/shade/renderer/hiz/hzb_pick_alignment.js +148 -0
- package/src/shade/renderer/hiz/hzb_plan_reduction_steps.d.ts +28 -0
- package/src/shade/renderer/hiz/hzb_plan_reduction_steps.d.ts.map +1 -0
- package/src/shade/renderer/hiz/hzb_plan_reduction_steps.js +58 -0
- package/src/shade/renderer/hiz/shader_hzb_reduce_any.d.ts +5 -5
- package/src/shade/renderer/hiz/shader_hzb_reduce_any.d.ts.map +1 -1
- package/src/shade/renderer/hiz/shader_hzb_reduce_any.js +57 -67
- package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.d.ts +3 -3
- package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.d.ts.map +1 -1
- package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.js +111 -112
- package/src/shade/renderer/hiz/shader_hzb_spd.d.ts +5 -0
- package/src/shade/renderer/hiz/shader_hzb_spd.d.ts.map +1 -0
- package/src/shade/renderer/hiz/shader_hzb_spd.js +160 -0
- package/src/shade/renderer/light/GPULightCollection.d.ts +8 -0
- package/src/shade/renderer/light/GPULightCollection.d.ts.map +1 -1
- package/src/shade/renderer/light/GPULightCollection.js +67 -0
- package/src/shade/renderer/light/environment/FAR_FIELD_IRRADIANCE_SH_RESOURCE.d.ts +7 -0
- package/src/shade/renderer/light/environment/FAR_FIELD_IRRADIANCE_SH_RESOURCE.d.ts.map +1 -0
- package/src/shade/renderer/light/environment/FAR_FIELD_IRRADIANCE_SH_RESOURCE.js +13 -0
- package/src/shade/renderer/light/environment/shader_project_far_field_irradiance_sh.d.ts +10 -0
- package/src/shade/renderer/light/environment/shader_project_far_field_irradiance_sh.d.ts.map +1 -0
- package/src/shade/renderer/light/environment/shader_project_far_field_irradiance_sh.js +72 -0
- package/src/shade/renderer/light/world_cluster/WORLD_LIGHT_CLUSTER.d.ts +39 -0
- package/src/shade/renderer/light/world_cluster/WORLD_LIGHT_CLUSTER.d.ts.map +1 -0
- package/src/shade/renderer/light/world_cluster/WORLD_LIGHT_CLUSTER.js +90 -0
- package/src/shade/renderer/light/world_cluster/chunk_world_light_cluster_lookup.d.ts +12 -0
- package/src/shade/renderer/light/world_cluster/chunk_world_light_cluster_lookup.d.ts.map +1 -0
- package/src/shade/renderer/light/world_cluster/chunk_world_light_cluster_lookup.js +56 -0
- package/src/shade/renderer/light/world_cluster/graph_build_world_light_clusters.d.ts +31 -0
- package/src/shade/renderer/light/world_cluster/graph_build_world_light_clusters.d.ts.map +1 -0
- package/src/shade/renderer/light/world_cluster/graph_build_world_light_clusters.js +196 -0
- package/src/shade/renderer/light/world_cluster/shader_world_cluster_assign_lights.d.ts +10 -0
- package/src/shade/renderer/light/world_cluster/shader_world_cluster_assign_lights.d.ts.map +1 -0
- package/src/shade/renderer/light/world_cluster/shader_world_cluster_assign_lights.js +163 -0
- package/src/shade/renderer/light/world_cluster/shader_world_cluster_cull_lights.d.ts +4 -0
- package/src/shade/renderer/light/world_cluster/shader_world_cluster_cull_lights.d.ts.map +1 -0
- package/src/shade/renderer/light/world_cluster/shader_world_cluster_cull_lights.js +137 -0
- package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
- package/src/shade/renderer/particles/GPUParticleSystem.d.ts.map +1 -1
- package/src/shade/renderer/particles/GPUParticleSystem.js +4 -3
- package/src/shade/renderer/particles/graph_particles_avboit.d.ts +4 -3
- package/src/shade/renderer/particles/graph_particles_avboit.d.ts.map +1 -1
- package/src/shade/renderer/particles/graph_particles_avboit.js +28 -11
- package/src/shade/renderer/particles/shaders/chunk_particle_lighting.d.ts +9 -13
- package/src/shade/renderer/particles/shaders/chunk_particle_lighting.d.ts.map +1 -1
- package/src/shade/renderer/particles/shaders/chunk_particle_lighting.js +25 -20
- package/src/shade/renderer/particles/shaders/shader_particle_avboit_draw.d.ts.map +1 -1
- package/src/shade/renderer/particles/shaders/shader_particle_avboit_draw.js +21 -38
- package/src/shade/renderer/postprocess/denoise/fragment_shader_denoise_ao.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/denoise/fragment_shader_denoise_ao.js +154 -147
- package/src/shade/renderer/postprocess/gtao/GTAO.d.ts +2 -1
- package/src/shade/renderer/postprocess/gtao/GTAO.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/gtao/GTAO.js +5 -1
- package/src/shade/renderer/postprocess/gtao/GTAO_CONSTANTS.d.ts +8 -0
- package/src/shade/renderer/postprocess/gtao/GTAO_CONSTANTS.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/gtao/GTAO_CONSTANTS.js +10 -1
- package/src/shade/renderer/postprocess/gtao/ao_reproject_shader.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/gtao/ao_reproject_shader.js +5 -0
- package/src/shade/renderer/postprocess/gtao/chunk_gtao_compute_mip_level.d.ts +22 -0
- package/src/shade/renderer/postprocess/gtao/chunk_gtao_compute_mip_level.d.ts.map +1 -0
- package/src/shade/renderer/postprocess/gtao/chunk_gtao_compute_mip_level.js +33 -0
- package/src/shade/renderer/postprocess/gtao/chunk_gtao_resolve_hzb_depth.d.ts +22 -0
- package/src/shade/renderer/postprocess/gtao/chunk_gtao_resolve_hzb_depth.d.ts.map +1 -0
- package/src/shade/renderer/postprocess/gtao/chunk_gtao_resolve_hzb_depth.js +56 -0
- package/src/shade/renderer/postprocess/gtao/chunk_gtao_sample_depth.d.ts +13 -0
- package/src/shade/renderer/postprocess/gtao/chunk_gtao_sample_depth.d.ts.map +1 -0
- package/src/shade/renderer/postprocess/gtao/chunk_gtao_sample_depth.js +42 -0
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao.d.ts +2 -1
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao.js +382 -357
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao_with_irradiance.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao_with_irradiance.js +414 -410
- package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
- package/src/shade/renderer/postprocess/ssr/prefilter/NOTES.md +0 -7
- package/src/shade/renderer/shader/chunk/depth/chunk_query_depth_from_screen_space_bb.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/depth/chunk_query_depth_from_screen_space_bb.js +62 -62
- package/src/shade/renderer/shader/chunk/random/lowbias/chunk_hash_lowbias32_vec2u.d.ts +6 -0
- package/src/shade/renderer/shader/chunk/random/lowbias/chunk_hash_lowbias32_vec2u.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/random/lowbias/chunk_hash_lowbias32_vec2u.js +19 -0
- package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_get_mip_resolution.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_get_mip_resolution.js +16 -10
- package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_hierarchical_raymarch.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_hierarchical_raymarch.js +118 -117
- package/src/shade/renderer/texture/atlas/GPUTileAtlas3D.d.ts +41 -7
- package/src/shade/renderer/texture/atlas/GPUTileAtlas3D.d.ts.map +1 -1
- package/src/shade/renderer/texture/atlas/GPUTileAtlas3D.js +162 -58
- package/src/shade/renderer/volumetrics/GPUSceneVolumetrics.js +1 -1
- package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts +10 -12
- package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +583 -606
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts +1 -1
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +640 -640
- package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.d.ts +113 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.js +484 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP.d.ts +50 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP.js +60 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP_STRUCT.d.ts +25 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP_STRUCT.js +47 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/IrradianceCascadePlacement.d.ts +74 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/IrradianceCascadePlacement.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/IrradianceCascadePlacement.js +173 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.d.ts +26 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.js +83 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_local_light.d.ts +36 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_local_light.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_local_light.js +129 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_sample.d.ts +121 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_sample.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_sample.js +370 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/shader_irradiance_clipmap_build.d.ts +16 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/shader_irradiance_clipmap_build.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/shader_irradiance_clipmap_build.js +191 -0
- package/src/shade/renderer/wind/GPUSceneWind.d.ts +1 -1
- package/src/shade/renderer/wind/GPUSceneWind.js +1 -1
- package/src/engine/graphics3/decal/DecalAtlas.d.ts +0 -43
- package/src/engine/graphics3/decal/DecalAtlas.d.ts.map +0 -1
- package/src/engine/graphics3/decal/DecalAtlasFill.d.ts.map +0 -1
- package/src/engine/graphics3/decal/DecalAtlasFill.js +0 -32
- package/src/engine/graphics3/decal/decal_atlas_border.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/gtao/graph_build_depth_mipmap.d.ts +0 -26
- package/src/shade/renderer/postprocess/gtao/graph_build_depth_mipmap.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/gtao/graph_build_depth_mipmap.js +0 -268
- package/src/shade/renderer/postprocess/ssr/copy_shader_f32.d.ts +0 -3
- package/src/shade/renderer/postprocess/ssr/copy_shader_f32.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/copy_shader_f32.js +0 -32
- package/src/shade/renderer/postprocess/ssr/depth_max_shader.d.ts +0 -17
- package/src/shade/renderer/postprocess/ssr/depth_max_shader.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/depth_max_shader.js +0 -98
- package/src/shade/renderer/postprocess/ssr/graph_build_depth_max_pyramid.d.ts +0 -23
- package/src/shade/renderer/postprocess/ssr/graph_build_depth_max_pyramid.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/graph_build_depth_max_pyramid.js +0 -118
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_froxel_centre_ws.d.ts +0 -15
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_froxel_centre_ws.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_froxel_centre_ws.js +0 -49
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.d.ts +0 -17
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.js +0 -50
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.d.ts +0 -35
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.js +0 -105
- package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.d.ts +0 -35
- package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.js +0 -80
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.js +0 -51
- package/src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.d.ts +0 -28
- package/src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.js +0 -39
- package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.d.ts +0 -48
- package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.js +0 -121
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.d.ts +0 -28
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.js +0 -237
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this.#system.record(frame);
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}
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}
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1
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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 { GameAssetType } from "../asset/GameAssetType.js";
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import { ImageRGBADataLoader } from "../asset/loaders/image/ImageRGBADataLoader.js";
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import { System } from "../ecs/System.js";
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import { Transform64 } from "../ecs/transform/Transform64.js";
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import { Decal } from "../graphics/ecs/decal/v2/Decal.js";
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import { ManagedAtlas } from "../graphics/texture/atlas/ManagedTextureAtlas.js";
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import { SpriteAtlas } from "../graphics/texture/atlas/SpriteAtlas.js";
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import { SpriteAtlasFill } from "../graphics/texture/atlas/SpriteAtlasFill.js";
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import { sprite_atlas_max_lod } from "../graphics/texture/atlas/sprite_atlas_border.js";
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import { sampler2d_ensure_uint8_RGBA } from "../graphics/texture/sampler/sampler2d_ensure_uint8_RGBA.js";
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import {
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decal_identity_normal,
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decal_identity_orm,
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decal_pack_orm
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} from "./decal/decal_material_samplers.js";
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import { DECAL_RECORD_WORD_COUNT } from "./decal/DECAL_GPU_RECORD.js";
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import { sort_decals_by_priority, write_decal_record } from "./decal/decal_gpu_records.js";
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import { GPUDecalRenderer } from "./decal/GPUDecalRenderer.js";
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|
+
/**
|
|
24
|
+
* Paints the game's decals into the G-buffer under Shade.
|
|
25
|
+
*
|
|
26
|
+
* **A decal is a surface override, not a tint** (D22): it carries albedo, a tangent-space normal,
|
|
27
|
+
* roughness, metalness and emission, and it writes them into the G-buffer before anything is lit —
|
|
28
|
+
* so ambient occlusion, screen-space reflection and shading all see a decal exactly as they see the
|
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29
|
+
* surface it is painted on. The renderer this replaces could only lerp diffuse colour inside a
|
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30
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+
* forward shader.
|
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31
|
+
*
|
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32
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+
* **Decals reach opaque surfaces only, by construction.** The G-buffer is all they touch and
|
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33
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+
* transparency composites later, so a decal will never appear on water.
|
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34
|
+
*
|
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35
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+
* The records are rebuilt every frame. That sounds wasteful and is the cheaper arrangement: the
|
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36
|
+
* froxel binning depends on the camera and so has to run every frame regardless, and rebuilding the
|
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37
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+
* records alongside it means nothing has to watch a decal's colour for changes — which matters,
|
|
38
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+
* because the signal that would be watched does not fire for alpha-only edits.
|
|
39
|
+
*/
|
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40
|
+
export class DecalSystem extends System {
|
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41
|
+
dependencies = [Decal, Transform64];
|
|
42
|
+
|
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43
|
+
/**
|
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44
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+
* @type {GraphicsEngine}
|
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45
|
+
*/
|
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+
#graphics;
|
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+
|
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48
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+
/**
|
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+
* @type {AssetManager}
|
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50
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+
*/
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51
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+
#assets;
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|
+
|
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+
/**
|
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54
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+
* @type {GPUDecalRenderer}
|
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55
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+
*/
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+
#renderer = new GPUDecalRenderer();
|
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57
|
+
|
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58
|
+
/**
|
|
59
|
+
* Three atlases, because their contents want different mip filters and different border fills —
|
|
60
|
+
* and because albedo is sRGB while the other two are not.
|
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61
|
+
*
|
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62
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+
* @type {SpriteAtlas}
|
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+
*/
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64
|
+
#atlas_albedo = new SpriteAtlas(SpriteAtlasFill.PremultipliedCoverage);
|
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65
|
+
|
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66
|
+
/**
|
|
67
|
+
* @type {SpriteAtlas}
|
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68
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+
*/
|
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69
|
+
#atlas_normal = new SpriteAtlas(SpriteAtlasFill.EdgeExtend);
|
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70
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+
|
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71
|
+
/**
|
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72
|
+
* @type {SpriteAtlas}
|
|
73
|
+
*/
|
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74
|
+
#atlas_orm = new SpriteAtlas(SpriteAtlasFill.EdgeExtend);
|
|
75
|
+
|
|
76
|
+
/**
|
|
77
|
+
* @type {ManagedAtlas}
|
|
78
|
+
*/
|
|
79
|
+
#managed_albedo;
|
|
80
|
+
|
|
81
|
+
/**
|
|
82
|
+
* @type {ManagedAtlas}
|
|
83
|
+
*/
|
|
84
|
+
#managed_normal;
|
|
85
|
+
|
|
86
|
+
/**
|
|
87
|
+
* @type {ManagedAtlas}
|
|
88
|
+
*/
|
|
89
|
+
#managed_orm;
|
|
90
|
+
|
|
91
|
+
/**
|
|
92
|
+
* What every decal authoring no maps of its own shares. One patch each, packed once.
|
|
93
|
+
*
|
|
94
|
+
* @type {Sampler2D}
|
|
95
|
+
*/
|
|
96
|
+
#identity_normal = decal_identity_normal();
|
|
97
|
+
|
|
98
|
+
/**
|
|
99
|
+
* @type {Sampler2D}
|
|
100
|
+
*/
|
|
101
|
+
#identity_orm = decal_identity_orm();
|
|
102
|
+
|
|
103
|
+
/**
|
|
104
|
+
* The decals to draw, in link order until {@link update} sorts them into draw order.
|
|
105
|
+
*
|
|
106
|
+
* @type {Array<{entity: number, decal: Decal, transform: Transform, patches: object, listener: Function}>}
|
|
107
|
+
*/
|
|
108
|
+
#entries = [];
|
|
109
|
+
|
|
110
|
+
/**
|
|
111
|
+
* @type {Map<number, object>}
|
|
112
|
+
*/
|
|
113
|
+
#by_entity = new Map();
|
|
114
|
+
|
|
115
|
+
/**
|
|
116
|
+
* @type {Float32Array}
|
|
117
|
+
*/
|
|
118
|
+
#records = new Float32Array(0);
|
|
119
|
+
|
|
120
|
+
/**
|
|
121
|
+
* @type {number}
|
|
122
|
+
*/
|
|
123
|
+
#record_count = 0;
|
|
124
|
+
|
|
125
|
+
/**
|
|
126
|
+
* @type {RenderExtension|null}
|
|
127
|
+
*/
|
|
128
|
+
#extension = null;
|
|
129
|
+
|
|
130
|
+
/**
|
|
131
|
+
* What the pass draws. Read-only — the decals follow the entities.
|
|
132
|
+
*
|
|
133
|
+
* @returns {Array}
|
|
134
|
+
*/
|
|
135
|
+
get decals() {
|
|
136
|
+
return this.#entries;
|
|
137
|
+
}
|
|
138
|
+
|
|
139
|
+
/**
|
|
140
|
+
* @returns {number} decals packed for the GPU by the last update
|
|
141
|
+
*/
|
|
142
|
+
get record_count() {
|
|
143
|
+
return this.#record_count;
|
|
144
|
+
}
|
|
145
|
+
|
|
146
|
+
/**
|
|
147
|
+
* What was packed, for a gate that wants to see it. Read-only.
|
|
148
|
+
*
|
|
149
|
+
* @returns {Float32Array}
|
|
150
|
+
*/
|
|
151
|
+
get records() {
|
|
152
|
+
return this.#records;
|
|
153
|
+
}
|
|
154
|
+
|
|
155
|
+
/**
|
|
156
|
+
* @param {GraphicsEngine} graphics
|
|
157
|
+
* @param {AssetManager} assets
|
|
158
|
+
*/
|
|
159
|
+
constructor(graphics, assets) {
|
|
160
|
+
super();
|
|
161
|
+
|
|
162
|
+
assert.defined(graphics, 'graphics');
|
|
163
|
+
assert.defined(assets, 'assets');
|
|
164
|
+
|
|
165
|
+
this.#graphics = graphics;
|
|
166
|
+
this.#assets = assets;
|
|
167
|
+
|
|
168
|
+
this.#managed_albedo = new ManagedAtlas({
|
|
169
|
+
assetManager: this.#assets,
|
|
170
|
+
atlas: this.#atlas_albedo
|
|
171
|
+
});
|
|
172
|
+
|
|
173
|
+
this.#managed_normal = new ManagedAtlas({
|
|
174
|
+
assetManager: this.#assets,
|
|
175
|
+
atlas: this.#atlas_normal
|
|
176
|
+
});
|
|
177
|
+
|
|
178
|
+
this.#managed_orm = new ManagedAtlas({
|
|
179
|
+
atlas: this.#atlas_orm,
|
|
180
|
+
load: async (key) => {
|
|
181
|
+
const separator = key.indexOf("\0");
|
|
182
|
+
const uri_orm = key.slice(0, separator);
|
|
183
|
+
const uri_emissive = key.slice(separator + 1);
|
|
184
|
+
|
|
185
|
+
const [orm, emissive] = await Promise.all([
|
|
186
|
+
uri_orm === "" ? null : this.#load_sampler(uri_orm),
|
|
187
|
+
uri_emissive === "" ? null : this.#load_sampler(uri_emissive)
|
|
188
|
+
]);
|
|
189
|
+
|
|
190
|
+
return decal_pack_orm(orm, emissive);
|
|
191
|
+
}
|
|
192
|
+
});
|
|
193
|
+
}
|
|
194
|
+
|
|
195
|
+
/**
|
|
196
|
+
* @param {string} uri
|
|
197
|
+
* @returns {Promise<import("../graphics/texture/sampler/Sampler2D.js").Sampler2D>}
|
|
198
|
+
*/
|
|
199
|
+
async #load_sampler(uri) {
|
|
200
|
+
const asset = await this.#assets.promise(uri, GameAssetType.Image);
|
|
201
|
+
|
|
202
|
+
return sampler2d_ensure_uint8_RGBA(asset.create());
|
|
203
|
+
}
|
|
204
|
+
|
|
205
|
+
async startup(entityManager) {
|
|
206
|
+
this.entityManager = entityManager;
|
|
207
|
+
|
|
208
|
+
const assets = this.#assets;
|
|
209
|
+
|
|
210
|
+
if (!assets.hasLoaderForType(GameAssetType.Image)) {
|
|
211
|
+
await assets.registerLoader(GameAssetType.Image, new ImageRGBADataLoader());
|
|
212
|
+
}
|
|
213
|
+
|
|
214
|
+
this.#extension = this.#graphics.add_extension(new DecalExtension(this));
|
|
215
|
+
}
|
|
216
|
+
|
|
217
|
+
async shutdown(entityManager) {
|
|
218
|
+
if (this.#extension !== null) {
|
|
219
|
+
this.#graphics.remove_extension(this.#extension);
|
|
220
|
+
|
|
221
|
+
this.#extension = null;
|
|
222
|
+
}
|
|
223
|
+
|
|
224
|
+
for (let i = 0; i < this.#entries.length; i++) {
|
|
225
|
+
this.#release(this.#entries[i]);
|
|
226
|
+
}
|
|
227
|
+
|
|
228
|
+
this.#renderer.destroy();
|
|
229
|
+
|
|
230
|
+
this.#entries.length = 0;
|
|
231
|
+
this.#by_entity.clear();
|
|
232
|
+
this.#record_count = 0;
|
|
233
|
+
}
|
|
234
|
+
|
|
235
|
+
/**
|
|
236
|
+
* The `transform` IS the projection volume, and it projects along its local **+Z** — so the
|
|
237
|
+
* surface being painted faces the other way. Get the sign backwards and every pixel of the
|
|
238
|
+
* decal is rejected by the coverage fade, silently, with every CPU-side observable here
|
|
239
|
+
* reporting success.
|
|
240
|
+
*
|
|
241
|
+
* @see Decal
|
|
242
|
+
* @see chunk_decal_surface_frame
|
|
243
|
+
*
|
|
244
|
+
* @param {Decal} decal
|
|
245
|
+
* @param {Transform64} transform
|
|
246
|
+
* @param {number} entity
|
|
247
|
+
*/
|
|
248
|
+
link(decal, transform, entity) {
|
|
249
|
+
const entry = {
|
|
250
|
+
entity,
|
|
251
|
+
decal,
|
|
252
|
+
transform,
|
|
253
|
+
/**
|
|
254
|
+
* Atlas patches, acquired as the textures arrive. A decal whose albedo has not loaded
|
|
255
|
+
* yet is not packed at all — there is nothing to draw with, and drawing it with the
|
|
256
|
+
* identity patch would put a white square on the ground until the image landed.
|
|
257
|
+
*/
|
|
258
|
+
patches: { albedo: null, normal: null, orm: null }
|
|
259
|
+
};
|
|
260
|
+
|
|
261
|
+
this.#entries.push(entry);
|
|
262
|
+
this.#by_entity.set(entity, entry);
|
|
263
|
+
|
|
264
|
+
this.#acquire(entry);
|
|
265
|
+
}
|
|
266
|
+
|
|
267
|
+
/**
|
|
268
|
+
* @param {Decal} decal
|
|
269
|
+
* @param {Transform64} transform
|
|
270
|
+
* @param {number} entity
|
|
271
|
+
*/
|
|
272
|
+
unlink(decal, transform, entity) {
|
|
273
|
+
const entry = this.#by_entity.get(entity);
|
|
274
|
+
|
|
275
|
+
if (entry === undefined) {
|
|
276
|
+
return;
|
|
277
|
+
}
|
|
278
|
+
|
|
279
|
+
this.#release(entry);
|
|
280
|
+
|
|
281
|
+
const index = this.#entries.indexOf(entry);
|
|
282
|
+
|
|
283
|
+
if (index !== -1) {
|
|
284
|
+
this.#entries.splice(index, 1);
|
|
285
|
+
}
|
|
286
|
+
|
|
287
|
+
this.#by_entity.delete(entity);
|
|
288
|
+
}
|
|
289
|
+
|
|
290
|
+
/**
|
|
291
|
+
* @param {object} entry
|
|
292
|
+
*/
|
|
293
|
+
#release(entry) {
|
|
294
|
+
const patches = entry.patches;
|
|
295
|
+
|
|
296
|
+
if (patches.albedo !== null) {
|
|
297
|
+
patches.albedo.release();
|
|
298
|
+
patches.albedo = null;
|
|
299
|
+
}
|
|
300
|
+
|
|
301
|
+
if (patches.normal !== null) {
|
|
302
|
+
patches.normal.release();
|
|
303
|
+
patches.normal = null;
|
|
304
|
+
}
|
|
305
|
+
|
|
306
|
+
if (patches.orm !== null) {
|
|
307
|
+
patches.orm.release();
|
|
308
|
+
patches.orm = null;
|
|
309
|
+
}
|
|
310
|
+
}
|
|
311
|
+
|
|
312
|
+
/**
|
|
313
|
+
* Fetch this decal's textures and take a reference on the atlas patch each lands in.
|
|
314
|
+
*
|
|
315
|
+
* Reference counted and graveyard cached through {@link ManagedAtlas}, because combat spawns a
|
|
316
|
+
* footprint decal per step and every one of them names the same file: packing or erasing a patch
|
|
317
|
+
* per footprint would repack three atlases and regenerate their mip chains several times a second.
|
|
318
|
+
*
|
|
319
|
+
* @param {object} entry
|
|
320
|
+
*/
|
|
321
|
+
#acquire(entry) {
|
|
322
|
+
const decal = entry.decal;
|
|
323
|
+
|
|
324
|
+
const albedo_uri = decal.albedo_uri;
|
|
325
|
+
|
|
326
|
+
if (albedo_uri === "") {
|
|
327
|
+
return;
|
|
328
|
+
}
|
|
329
|
+
|
|
330
|
+
entry.patches.albedo = this.#managed_albedo.acquire(albedo_uri);
|
|
331
|
+
|
|
332
|
+
entry.patches.normal = decal.uri_normal === ""
|
|
333
|
+
? this.#managed_normal.acquire_sampler(this.#identity_normal)
|
|
334
|
+
: this.#managed_normal.acquire(decal.uri_normal);
|
|
335
|
+
|
|
336
|
+
entry.patches.orm = (decal.uri_orm === "" && decal.uri_emissive === "")
|
|
337
|
+
? this.#managed_orm.acquire_sampler(this.#identity_orm)
|
|
338
|
+
: this.#managed_orm.acquire(`${decal.uri_orm}\0${decal.uri_emissive}`);
|
|
339
|
+
}
|
|
340
|
+
|
|
341
|
+
update(timeDelta) {
|
|
342
|
+
const entries = this.#entries;
|
|
343
|
+
|
|
344
|
+
sort_decals_by_priority(entries);
|
|
345
|
+
|
|
346
|
+
this.#managed_albedo.update();
|
|
347
|
+
this.#managed_normal.update();
|
|
348
|
+
this.#managed_orm.update();
|
|
349
|
+
|
|
350
|
+
const required = entries.length * DECAL_RECORD_WORD_COUNT;
|
|
351
|
+
|
|
352
|
+
if (this.#records.length < required) {
|
|
353
|
+
this.#records = new Float32Array(required);
|
|
354
|
+
}
|
|
355
|
+
|
|
356
|
+
const records = this.#records;
|
|
357
|
+
|
|
358
|
+
let count = 0;
|
|
359
|
+
|
|
360
|
+
for (let i = 0; i < entries.length; i++) {
|
|
361
|
+
const entry = entries[i];
|
|
362
|
+
const patches = entry.patches;
|
|
363
|
+
|
|
364
|
+
const albedo = patches.albedo?.getValue() ?? null;
|
|
365
|
+
const normal = patches.normal?.getValue() ?? null;
|
|
366
|
+
const orm = patches.orm?.getValue() ?? null;
|
|
367
|
+
|
|
368
|
+
if (albedo === null || normal === null || orm === null) {
|
|
369
|
+
// still waiting on an image; a decal is packed once it can be drawn properly
|
|
370
|
+
continue;
|
|
371
|
+
}
|
|
372
|
+
|
|
373
|
+
write_decal_record(
|
|
374
|
+
records,
|
|
375
|
+
count * DECAL_RECORD_WORD_COUNT,
|
|
376
|
+
entry.decal,
|
|
377
|
+
entry.transform.matrix,
|
|
378
|
+
{ albedo: albedo.uv, normal: normal.uv, orm: orm.uv },
|
|
379
|
+
{
|
|
380
|
+
albedo: sprite_atlas_max_lod(albedo.padding),
|
|
381
|
+
normal: sprite_atlas_max_lod(normal.padding),
|
|
382
|
+
orm: sprite_atlas_max_lod(orm.padding)
|
|
383
|
+
}
|
|
384
|
+
);
|
|
385
|
+
|
|
386
|
+
count++;
|
|
387
|
+
}
|
|
388
|
+
|
|
389
|
+
this.#record_count = count;
|
|
390
|
+
}
|
|
391
|
+
|
|
392
|
+
/**
|
|
393
|
+
* @param {FrameContext} frame
|
|
394
|
+
*/
|
|
395
|
+
record(frame) {
|
|
396
|
+
if (this.#record_count === 0) {
|
|
397
|
+
/*
|
|
398
|
+
Nothing to paint, so the frame keeps the G-buffer it already had. Skipping is what makes
|
|
399
|
+
the replacement design free when no decal is on screen — the pass reads and rewrites
|
|
400
|
+
every pixel when it runs.
|
|
401
|
+
*/
|
|
402
|
+
return;
|
|
403
|
+
}
|
|
404
|
+
|
|
405
|
+
this.#renderer.graph_draw({
|
|
406
|
+
frame,
|
|
407
|
+
records: this.#records,
|
|
408
|
+
record_count: this.#record_count,
|
|
409
|
+
atlas_albedo: this.#atlas_albedo.sampler,
|
|
410
|
+
atlas_normal: this.#atlas_normal.sampler,
|
|
411
|
+
atlas_orm: this.#atlas_orm.sampler
|
|
412
|
+
});
|
|
413
|
+
}
|
|
414
|
+
}
|
|
415
|
+
|
|
416
|
+
/**
|
|
417
|
+
* **Late on the phase**, because a decal composites over surfaces that are already written rather
|
|
418
|
+
* than preceding them — anything another extension writes into the G-buffer at this phase. That
|
|
419
|
+
* requirement used to be met by putting a registration call above an `await` and writing a comment
|
|
420
|
+
* about it; here it is the declaration below. The textured ground no longer depends on it: terrain is
|
|
421
|
+
* shaded in the G-buffer pass itself, before any extension runs.
|
|
422
|
+
*/
|
|
423
|
+
export class DecalExtension extends RenderExtension {
|
|
424
|
+
name = "decals";
|
|
425
|
+
|
|
426
|
+
phase = FramePhase.AfterGBuffer;
|
|
427
|
+
|
|
428
|
+
relative_order = 1;
|
|
429
|
+
|
|
430
|
+
/**
|
|
431
|
+
* @type {DecalSystem}
|
|
432
|
+
*/
|
|
433
|
+
#system;
|
|
434
|
+
|
|
435
|
+
/**
|
|
436
|
+
* @param {DecalSystem} system
|
|
437
|
+
*/
|
|
438
|
+
constructor(system) {
|
|
439
|
+
super();
|
|
440
|
+
|
|
441
|
+
this.#system = system;
|
|
442
|
+
}
|
|
443
|
+
|
|
444
|
+
record(frame) {
|
|
445
|
+
this.#system.record(frame);
|
|
446
|
+
}
|
|
447
|
+
}
|