@zephyr3d/editor 0.3.0 → 0.3.1
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 +143 -0
- package/dist/assets/{index-BaUzUcND.js → index-IISR7uQv.js} +1 -1
- package/dist/assistant/zephyr-types-index.json +1 -1
- package/dist/index.html +2 -2
- package/dist/modules/zephyr3d_backend-webgpu.js.map +1 -1
- package/dist/modules/zephyr3d_imgui.js +3 -3
- package/dist/modules/zephyr3d_imgui.js.map +1 -1
- package/dist/modules/zephyr3d_scene.js +1439 -1439
- package/dist/modules/zephyr3d_scene.js.map +1 -1
- package/dist/vendor/zephyr3d/backend-webgpu/dist/bindgroup_webgpu.js.map +1 -1
- package/dist/vendor/zephyr3d/backend-webgpu/dist/buffer_webgpu.js.map +1 -1
- package/dist/vendor/zephyr3d/backend-webgpu/dist/commandqueue.js.map +1 -1
- package/dist/vendor/zephyr3d/backend-webgpu/dist/uploadringbuffer.js.map +1 -1
- package/dist/vendor/zephyr3d/imgui/dist/imgui_impl.js.map +1 -1
- package/dist/vendor/zephyr3d/imgui/dist/renderer.js +3 -3
- package/dist/vendor/zephyr3d/imgui/dist/renderer.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/animation/animationset.js +135 -135
- package/dist/vendor/zephyr3d/scene/dist/animation/animationset.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/animation/joint_dynamics/controller.js +146 -146
- package/dist/vendor/zephyr3d/scene/dist/animation/joint_dynamics/controller.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/animation/spring/spring_system.js +75 -75
- package/dist/vendor/zephyr3d/scene/dist/animation/spring/spring_system.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/camera/camera.js +184 -184
- package/dist/vendor/zephyr3d/scene/dist/camera/camera.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/material/material.js +288 -288
- package/dist/vendor/zephyr3d/scene/dist/material/material.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/history_resource_manager.js +93 -93
- package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/history_resource_manager.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/history_resources.js +3 -3
- package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/history_resources.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/types.js +22 -22
- package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/types.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/blueprint/material/ir.js +489 -489
- package/dist/vendor/zephyr3d/scene/dist/utility/blueprint/material/ir.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/common.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/light.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/material.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/mesh.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/node.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/particle.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/primitive.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/scene.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/terrain.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/types.js +4 -4
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/types.js.map +1 -1
- package/package.json +1 -1
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@@ -4,99 +4,99 @@ import { RenderBundleWrapper } from '../render/renderbundle_wrapper.js';
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import { Disposable } from '@zephyr3d/base';
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import { getEngine } from '../app/api.js';
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/**
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* Base class for all materials.
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*
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* Responsibilities:
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* - Defines a multi-pass rendering interface (`numPasses`, `apply`, `bind`, `draw`, `drawPrimitive`).
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* - Builds and caches GPU shader programs per pass and per-render-context hash.
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* - Manages a per-material bind group (typically at index 2) for uniforms and resources.
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* - Updates render states per pass (`updateRenderStates`) and uploads uniforms (`_applyUniforms`).
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* - Tracks "option" changes that affect shader variant hashing and render bundles.
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*
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* Caching and hashing:
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* - `createHash(pass)` produces a stable hash representing shader variant options for a pass.
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* Override `_createHash()` in subclasses to encode feature toggles (defines, keywords, macros).
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* - The global hash used to key `MaterialState` also includes `ctx.materialFlags` and
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* `ctx.renderPassHash`, allowing context-sensitive variants (e.g., MSAA, MRT layout).
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* - GPU programs are additionally memoized in a global static `_programCache` across materials
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* by `constructor.name` + hash, to avoid recompilation of identical variants.
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*
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* Bind groups and uniforms:
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* - If a program declares a bind group layout at index 2 (i.e., `bindGroupLayouts.length > 2`),
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* `apply()` will allocate the group and keep it in the state. Subclasses should fill it in
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* `_applyUniforms()`.
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* - `applyUniforms()` only calls `_applyUniforms()` when `needUpdate` is true, based on
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* `_optionTag` changes (see `optionChanged()`).
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*
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* Lifecycle:
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* - Constructed materials register a persistent ID into a global registry for serialization.
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* - `apply(ctx)` prepares all passes: creates/gets state, programs, bind groups, render states,
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* and uploads uniforms as needed.
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* - `bind(device, pass)` binds the program, bind group (index 2), and render states.
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* - `draw(primitive, ctx, numInstances)` runs all passes, calling `bind()` and `drawPrimitive()`.
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* - `onDispose()` releases bind groups and registry entries.
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*
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* Extending:
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* - Override `_createProgram(pb, ctx, pass)` to build a shader.
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* - Override `_applyUniforms(bindGroup, ctx, pass)` to upload uniforms and resources.
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* - Override `updateRenderStates(pass, renderStates, ctx)` to set depth, blend, cull, etc.
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* - Override `_createHash()` to encode options that affect program compilation.
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* - Override `supportLighting`, `supportInstancing`, `isTransparentPass`, `getQueueType`, etc.
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*
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* Thread-safety:
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* - Intended for main-thread use in a renderer driving WebGPU/WebGL-like devices.
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*
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* @public
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/**
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* Base class for all materials.
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*
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* Responsibilities:
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* - Defines a multi-pass rendering interface (`numPasses`, `apply`, `bind`, `draw`, `drawPrimitive`).
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* - Builds and caches GPU shader programs per pass and per-render-context hash.
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* - Manages a per-material bind group (typically at index 2) for uniforms and resources.
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* - Updates render states per pass (`updateRenderStates`) and uploads uniforms (`_applyUniforms`).
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* - Tracks "option" changes that affect shader variant hashing and render bundles.
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*
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* Caching and hashing:
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* - `createHash(pass)` produces a stable hash representing shader variant options for a pass.
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* Override `_createHash()` in subclasses to encode feature toggles (defines, keywords, macros).
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* - The global hash used to key `MaterialState` also includes `ctx.materialFlags` and
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* `ctx.renderPassHash`, allowing context-sensitive variants (e.g., MSAA, MRT layout).
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* - GPU programs are additionally memoized in a global static `_programCache` across materials
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* by `constructor.name` + hash, to avoid recompilation of identical variants.
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*
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* Bind groups and uniforms:
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* - If a program declares a bind group layout at index 2 (i.e., `bindGroupLayouts.length > 2`),
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* `apply()` will allocate the group and keep it in the state. Subclasses should fill it in
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* `_applyUniforms()`.
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* - `applyUniforms()` only calls `_applyUniforms()` when `needUpdate` is true, based on
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* `_optionTag` changes (see `optionChanged()`).
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*
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* Lifecycle:
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* - Constructed materials register a persistent ID into a global registry for serialization.
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* - `apply(ctx)` prepares all passes: creates/gets state, programs, bind groups, render states,
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* and uploads uniforms as needed.
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* - `bind(device, pass)` binds the program, bind group (index 2), and render states.
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* - `draw(primitive, ctx, numInstances)` runs all passes, calling `bind()` and `drawPrimitive()`.
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* - `onDispose()` releases bind groups and registry entries.
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*
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* Extending:
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* - Override `_createProgram(pb, ctx, pass)` to build a shader.
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* - Override `_applyUniforms(bindGroup, ctx, pass)` to upload uniforms and resources.
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* - Override `updateRenderStates(pass, renderStates, ctx)` to set depth, blend, cull, etc.
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* - Override `_createHash()` to encode options that affect program compilation.
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* - Override `supportLighting`, `supportInstancing`, `isTransparentPass`, `getQueueType`, etc.
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*
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* Thread-safety:
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* - Intended for main-thread use in a renderer driving WebGPU/WebGL-like devices.
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*
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* @public
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*/ class Material extends Disposable {
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/**
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* Monotonic instance ID counter.
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* @internal
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/**
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* Monotonic instance ID counter.
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* @internal
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*/ static _nextId = 0;
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/**
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* Global program cache keyed by global hash
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/**
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* Global program cache keyed by global hash
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*/ static _programCache = {};
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/**
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* Per-material state cache keyed by global hash (material + context + pass).
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* @internal
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/**
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* Per-material state cache keyed by global hash (material + context + pass).
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* @internal
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*/ _states;
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/**
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* Number of rendering passes.
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* Subclasses can increase this to implement multi-pass rendering.
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* @internal
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/**
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* Number of rendering passes.
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* Subclasses can increase this to implement multi-pass rendering.
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* @internal
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*/ _numPasses;
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/**
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* Per-pass hash cached results. Length scales with `numPasses`.
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* @internal
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/**
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* Per-pass hash cached results. Length scales with `numPasses`.
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* @internal
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*/ _hash;
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/**
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* Incremented each time options change (via `optionChanged`), used to decide whether
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* uniforms need update on next `apply()`.
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* @internal
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/**
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* Incremented each time options change (via `optionChanged`), used to decide whether
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* uniforms need update on next `apply()`.
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* @internal
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*/ _optionTag;
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/**
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* Unique runtime instance ID.
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* @internal
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* Unique runtime instance ID.
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* @internal
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*/ _id;
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/**
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* Latest computed global hash per pass, set during `apply()`, read in `bind()`.
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* @internal
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* Latest computed global hash per pass, set during `apply()`, read in `bind()`.
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* @internal
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*/ _currentHash;
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/**
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* Incremented when material states affecting render bundles change (e.g., bind group id changes
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* or `optionChanged(true)`), used to trigger re-recording of render bundles.
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* @internal
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/**
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* Incremented when material states affecting render bundles change (e.g., bind group id changes
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* or `optionChanged(true)`), used to trigger re-recording of render bundles.
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* @internal
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*/ _changeTag;
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* Unique program id counter for naming compiled programs.
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* Unique program id counter for naming compiled programs.
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* @internal
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*/ _nextProgramId = 0;
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*/ constructor(){
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this._id = ++Material._nextId;
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this._changeTag = 0;
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this._currentHash = [];
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}
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other.copyFrom(this);
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}
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*/ copyFrom(other) {
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this.clearCache();
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this._numPasses = other._numPasses;
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getEngine().resourceManager.setAssetId(this, getEngine().resourceManager.getAssetId(other.coreMaterial));
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}
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*/ get changeTag() {
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return this._changeTag;
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}
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* Runtime-unique numeric identifier for the material instance.
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* Runtime-unique numeric identifier for the material instance.
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*/ get instanceId() {
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}
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* Number of rendering passes this material uses.
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* `createHash(pass)`, `_createProgram(pb, ctx, pass)`, and `updateRenderStates(pass, ...)`
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* accordingly for each pass.
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/**
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* Number of rendering passes this material uses.
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*
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* accordingly for each pass.
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*/ get numPasses() {
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/**
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*
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/**
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* Get or compute the per-pass shader hash used for program caching.
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*
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*/ getHash(pass) {
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}
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/**
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*
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*
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/**
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* Whether the given pass is transparent.
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*
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* Used to place draw calls into appropriate render queues and set blending states.
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*
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* Used to place draw calls into appropriate render queues and set blending states.
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}
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/**
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* Whether this material's shading is affected by scene lights.
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*
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* Override and return `false` for unlit materials.
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/**
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* Whether this material's shading is affected by scene lights.
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*
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* Override and return `false` for unlit materials.
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*/ supportLighting() {
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}
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/**
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* Whether this material supports hardware instancing.
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*
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* Override and return `false` if per-instance data is not supported in the shader.
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*
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}
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/** Returns true if this is a instance of material */ isBatchable() {
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/**
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* Whether this material requires the scene color texture (e.g., for refraction).
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/**
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* Whether this material requires the scene color texture (e.g., for refraction).
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}
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/**
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* Whether this material requires the linear scene depth texture (e.g., for depth-aware effects).
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/**
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* Whether this material requires the linear scene depth texture (e.g., for depth-aware effects).
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*/ needSceneDepth() {
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}
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/**
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* Create a material instance (instance-uniform-driven variant).
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*
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/**
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* Create a material instance (instance-uniform-driven variant).
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*
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* Base returns `null`. Subclasses that support instancing can return a lightweight instance.
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*/ createInstance() {
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throw new Error('Abstract function call');
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}
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/**
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* Returns the core material that owns GPU state.
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*
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* Instances may delegate to a shared core to reuse compiled programs and caches.
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* @public
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/**
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* Returns the core material that owns GPU state.
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*
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* Instances may delegate to a shared core to reuse compiled programs and caches.
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* @public
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*/ get coreMaterial() {
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return this;
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}
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/**
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* Prepare the material for drawing across all passes for the given draw context.
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*
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* Steps per pass:
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* - Compute global hash (material variant + context).
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* - Retrieve or build the GPU program, cache in `_programCache`.
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* - Create per-material bind group (index 2) if the program exposes it.
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* - Update uniforms if `_optionTag` indicates changes since last apply.
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* - Update and cache render states for the pass.
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* - Detect bind group GPU ID changes to bump `changeTag` and notify `RenderBundleWrapper`.
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*
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* @param ctx - Draw context (device, flags, pass hash, instance data, etc.).
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* @returns `true` if successful; `false` if any pass lacks a valid program.
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/**
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* Prepare the material for drawing across all passes for the given draw context.
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*
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* Steps per pass:
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* - Compute global hash (material variant + context).
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* - Retrieve or build the GPU program, cache in `_programCache`.
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* - Create per-material bind group (index 2) if the program exposes it.
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* - Update uniforms if `_optionTag` indicates changes since last apply.
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+
* - Update and cache render states for the pass.
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+
* - Detect bind group GPU ID changes to bump `changeTag` and notify `RenderBundleWrapper`.
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+
*
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+
* @param ctx - Draw context (device, flags, pass hash, instance data, etc.).
|
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|
+
* @returns `true` if successful; `false` if any pass lacks a valid program.
|
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|
*/ apply(ctx) {
|
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|
for(let pass = 0; pass < this._numPasses; pass++){
|
|
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|
const hash = this.calcGlobalHash(ctx, pass);
|
|
@@ -280,15 +280,15 @@ import { getEngine } from '../app/api.js';
|
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|
}
|
|
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|
return true;
|
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|
}
|
|
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|
-
/**
|
|
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|
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* Bind the program, bind group, and render states for the specified pass.
|
|
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|
-
*
|
|
286
|
-
* Must be called after `apply(ctx)` for the same pass.
|
|
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|
-
*
|
|
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|
-
* @param device - Rendering device.
|
|
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|
-
* @param pass - Pass index to bind.
|
|
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|
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* @returns `true` on success; `false` if state or program missing.
|
|
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|
-
* @internal
|
|
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|
+
/**
|
|
284
|
+
* Bind the program, bind group, and render states for the specified pass.
|
|
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|
+
*
|
|
286
|
+
* Must be called after `apply(ctx)` for the same pass.
|
|
287
|
+
*
|
|
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|
+
* @param device - Rendering device.
|
|
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|
+
* @param pass - Pass index to bind.
|
|
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|
+
* @returns `true` on success; `false` if state or program missing.
|
|
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|
+
* @internal
|
|
292
292
|
*/ bind(device, pass) {
|
|
293
293
|
const hash = this._currentHash[pass];
|
|
294
294
|
const state = this._states[hash];
|
|
@@ -306,56 +306,56 @@ import { getEngine } from '../app/api.js';
|
|
|
306
306
|
device.setRenderStates(state.renderStateSet);
|
|
307
307
|
return true;
|
|
308
308
|
}
|
|
309
|
-
/**
|
|
310
|
-
* Compute the global hash for the given pass and draw context.
|
|
311
|
-
*
|
|
312
|
-
* Includes:
|
|
313
|
-
* - Per-pass material hash from `getHash(pass)`.
|
|
314
|
-
* - `ctx.materialFlags` for context-dependent toggles.
|
|
315
|
-
* - `ctx.renderPassHash` for framebuffer/attachment layout variants.
|
|
316
|
-
* @internal
|
|
309
|
+
/**
|
|
310
|
+
* Compute the global hash for the given pass and draw context.
|
|
311
|
+
*
|
|
312
|
+
* Includes:
|
|
313
|
+
* - Per-pass material hash from `getHash(pass)`.
|
|
314
|
+
* - `ctx.materialFlags` for context-dependent toggles.
|
|
315
|
+
* - `ctx.renderPassHash` for framebuffer/attachment layout variants.
|
|
316
|
+
* @internal
|
|
317
317
|
*/ calcGlobalHash(ctx, pass) {
|
|
318
318
|
return `${this.getHash(pass)}:${ctx.materialFlags}:${ctx.renderPassHash}`;
|
|
319
319
|
}
|
|
320
|
-
/**
|
|
321
|
-
* Draw a primitive for all passes using this material.
|
|
322
|
-
*
|
|
323
|
-
* Calls `bind()` then `drawPrimitive()` per pass. If `numInstances` is zero,
|
|
324
|
-
* and `ctx.instanceData` exists, uses `ctx.instanceData.numInstances`.
|
|
325
|
-
*
|
|
326
|
-
* @param primitive - Geometry to draw.
|
|
327
|
-
* @param ctx - Draw context.
|
|
328
|
-
* @param numInstances - Instance count; 0 means auto-detect from context.
|
|
329
|
-
* @internal
|
|
320
|
+
/**
|
|
321
|
+
* Draw a primitive for all passes using this material.
|
|
322
|
+
*
|
|
323
|
+
* Calls `bind()` then `drawPrimitive()` per pass. If `numInstances` is zero,
|
|
324
|
+
* and `ctx.instanceData` exists, uses `ctx.instanceData.numInstances`.
|
|
325
|
+
*
|
|
326
|
+
* @param primitive - Geometry to draw.
|
|
327
|
+
* @param ctx - Draw context.
|
|
328
|
+
* @param numInstances - Instance count; 0 means auto-detect from context.
|
|
329
|
+
* @internal
|
|
330
330
|
*/ draw(primitive, ctx, numInstances = 0) {
|
|
331
331
|
for(let pass = 0; pass < this._numPasses; pass++){
|
|
332
332
|
this.bind(ctx.device, pass);
|
|
333
333
|
this.drawPrimitive(pass, primitive, ctx, numInstances);
|
|
334
334
|
}
|
|
335
335
|
}
|
|
336
|
-
/**
|
|
337
|
-
* Conditionally update uniforms/resources into the material bind group.
|
|
338
|
-
*
|
|
339
|
-
* Delegates to `_applyUniforms()` when `needUpdate` is true (based on `_optionTag` check).
|
|
340
|
-
*
|
|
341
|
-
* @param bindGroup - Material bind group at index 2 (may be `null` if program has no layout).
|
|
342
|
-
* @param ctx - Draw context.
|
|
343
|
-
* @param needUpdate - Whether uniforms need to be refreshed.
|
|
344
|
-
* @param pass - Pass index.
|
|
336
|
+
/**
|
|
337
|
+
* Conditionally update uniforms/resources into the material bind group.
|
|
338
|
+
*
|
|
339
|
+
* Delegates to `_applyUniforms()` when `needUpdate` is true (based on `_optionTag` check).
|
|
340
|
+
*
|
|
341
|
+
* @param bindGroup - Material bind group at index 2 (may be `null` if program has no layout).
|
|
342
|
+
* @param ctx - Draw context.
|
|
343
|
+
* @param needUpdate - Whether uniforms need to be refreshed.
|
|
344
|
+
* @param pass - Pass index.
|
|
345
345
|
*/ applyUniforms(bindGroup, ctx, needUpdate, pass) {
|
|
346
346
|
if (needUpdate) {
|
|
347
347
|
this._applyUniforms(bindGroup, ctx, pass);
|
|
348
348
|
}
|
|
349
349
|
}
|
|
350
|
-
/**
|
|
351
|
-
* Notify the material that some option changed.
|
|
352
|
-
*
|
|
353
|
-
* - Always increments `_optionTag`. This will trigger uniforms update on next `apply()`.
|
|
354
|
-
* - If `changeHash` is true, clears per-pass hashes so programs/states will be rebuilt,
|
|
355
|
-
* increments `_changeTag`, and notifies `RenderBundleWrapper` to regenerate recorded bundles.
|
|
356
|
-
*
|
|
357
|
-
* @param changeHash - Set true if the change affects shader compilation or render states.
|
|
358
|
-
* @internal
|
|
350
|
+
/**
|
|
351
|
+
* Notify the material that some option changed.
|
|
352
|
+
*
|
|
353
|
+
* - Always increments `_optionTag`. This will trigger uniforms update on next `apply()`.
|
|
354
|
+
* - If `changeHash` is true, clears per-pass hashes so programs/states will be rebuilt,
|
|
355
|
+
* increments `_changeTag`, and notifies `RenderBundleWrapper` to regenerate recorded bundles.
|
|
356
|
+
*
|
|
357
|
+
* @param changeHash - Set true if the change affects shader compilation or render states.
|
|
358
|
+
* @internal
|
|
359
359
|
*/ optionChanged(changeHash) {
|
|
360
360
|
this._optionTag++;
|
|
361
361
|
if (changeHash) {
|
|
@@ -374,39 +374,39 @@ import { getEngine } from '../app/api.js';
|
|
|
374
374
|
}
|
|
375
375
|
this._states = {};
|
|
376
376
|
}
|
|
377
|
-
/**
|
|
378
|
-
* Convert a pass index to a hash seed string.
|
|
379
|
-
*
|
|
380
|
-
* Subclasses may override to encode per-pass role (e.g., "depth", "forward", "shadow").
|
|
381
|
-
*
|
|
382
|
-
* @param pass - Pass number.
|
|
383
|
-
* @returns String used when building full hash.
|
|
377
|
+
/**
|
|
378
|
+
* Convert a pass index to a hash seed string.
|
|
379
|
+
*
|
|
380
|
+
* Subclasses may override to encode per-pass role (e.g., "depth", "forward", "shadow").
|
|
381
|
+
*
|
|
382
|
+
* @param pass - Pass number.
|
|
383
|
+
* @returns String used when building full hash.
|
|
384
384
|
*/ passToHash(pass) {
|
|
385
385
|
return String(pass);
|
|
386
386
|
}
|
|
387
|
-
/**
|
|
388
|
-
* Build the material hash for a pass (excluding context-dependent parts).
|
|
389
|
-
*
|
|
390
|
-
* Default formula: `${constructor.name}|${pass}|${_createHash()}`
|
|
391
|
-
*
|
|
392
|
-
* @param pass - Pass number.
|
|
393
|
-
* @returns Hash string used in program caching.
|
|
394
|
-
* @internal
|
|
387
|
+
/**
|
|
388
|
+
* Build the material hash for a pass (excluding context-dependent parts).
|
|
389
|
+
*
|
|
390
|
+
* Default formula: `${constructor.name}|${pass}|${_createHash()}`
|
|
391
|
+
*
|
|
392
|
+
* @param pass - Pass number.
|
|
393
|
+
* @returns Hash string used in program caching.
|
|
394
|
+
* @internal
|
|
395
395
|
*/ createHash(pass) {
|
|
396
396
|
return `${this.constructor.name}|${pass}|${this._createHash()}`;
|
|
397
397
|
}
|
|
398
|
-
/**
|
|
399
|
-
* Issue the actual draw call for a pass.
|
|
400
|
-
*
|
|
401
|
-
* Override for custom per-pass draw behavior if necessary. The default implementation:
|
|
402
|
-
* - Draws instanced if `numInstances > 0`.
|
|
403
|
-
* - Else uses `ctx.instanceData.numInstances` if available.
|
|
404
|
-
* - Else issues a non-instanced draw.
|
|
405
|
-
*
|
|
406
|
-
* @param pass - Pass number.
|
|
407
|
-
* @param primitive - Primitive to draw.
|
|
408
|
-
* @param ctx - Draw context.
|
|
409
|
-
* @param numInstances - Explicit instance count (0 = auto).
|
|
398
|
+
/**
|
|
399
|
+
* Issue the actual draw call for a pass.
|
|
400
|
+
*
|
|
401
|
+
* Override for custom per-pass draw behavior if necessary. The default implementation:
|
|
402
|
+
* - Draws instanced if `numInstances > 0`.
|
|
403
|
+
* - Else uses `ctx.instanceData.numInstances` if available.
|
|
404
|
+
* - Else issues a non-instanced draw.
|
|
405
|
+
*
|
|
406
|
+
* @param pass - Pass number.
|
|
407
|
+
* @param primitive - Primitive to draw.
|
|
408
|
+
* @param ctx - Draw context.
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409
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+
* @param numInstances - Explicit instance count (0 = auto).
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410
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*/ drawPrimitive(pass, primitive, ctx, numInstances) {
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if (numInstances > 0) {
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primitive.drawInstanced(numInstances);
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@@ -416,88 +416,88 @@ import { getEngine } from '../app/api.js';
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primitive.draw();
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}
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}
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419
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-
/**
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420
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* Dispose the material and release GPU-side resource references.
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421
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-
*
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422
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-
* - Unregisters from the global registry.
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423
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-
* - Disposes the per-material bind groups kept in `_states`.
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419
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+
/**
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420
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+
* Dispose the material and release GPU-side resource references.
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421
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+
*
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422
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+
* - Unregisters from the global registry.
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423
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+
* - Disposes the per-material bind groups kept in `_states`.
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424
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*/ onDispose() {
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425
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super.onDispose();
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this.clearCache();
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}
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428
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-
/**
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429
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-
* Build the GPU program for a pass.
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430
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-
*
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431
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-
* Default creates a `ProgramBuilder` and calls `_createProgram(pb, ctx, pass)`.
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432
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-
* Subclasses should override `_createProgram` instead of this method unless
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433
|
-
* they need to replace builder instantiation.
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434
|
-
*
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435
|
-
* @param ctx - Draw context.
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436
|
-
* @param pass - Pass number.
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437
|
-
* @returns The compiled `GPUProgram`, or `null` on failure.
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|
438
|
-
* @internal
|
|
428
|
+
/**
|
|
429
|
+
* Build the GPU program for a pass.
|
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430
|
+
*
|
|
431
|
+
* Default creates a `ProgramBuilder` and calls `_createProgram(pb, ctx, pass)`.
|
|
432
|
+
* Subclasses should override `_createProgram` instead of this method unless
|
|
433
|
+
* they need to replace builder instantiation.
|
|
434
|
+
*
|
|
435
|
+
* @param ctx - Draw context.
|
|
436
|
+
* @param pass - Pass number.
|
|
437
|
+
* @returns The compiled `GPUProgram`, or `null` on failure.
|
|
438
|
+
* @internal
|
|
439
439
|
*/ createProgram(ctx, pass) {
|
|
440
440
|
const pb = new ProgramBuilder(ctx.device);
|
|
441
441
|
return this._createProgram(pb, ctx, pass);
|
|
442
442
|
}
|
|
443
|
-
/**
|
|
444
|
-
* Create and compile the shader program for this material/pass.
|
|
445
|
-
*
|
|
446
|
-
* Implement in subclasses:
|
|
447
|
-
* - Define shader stages, entry points, macros/defines, and resource layouts.
|
|
448
|
-
* - Return a compiled `GPUProgram`.
|
|
449
|
-
*
|
|
450
|
-
* @param pb - Program builder.
|
|
451
|
-
* @param ctx - Draw context.
|
|
452
|
-
* @param _pass - Pass number.
|
|
453
|
-
* @returns The created program, or `null` on failure.
|
|
443
|
+
/**
|
|
444
|
+
* Create and compile the shader program for this material/pass.
|
|
445
|
+
*
|
|
446
|
+
* Implement in subclasses:
|
|
447
|
+
* - Define shader stages, entry points, macros/defines, and resource layouts.
|
|
448
|
+
* - Return a compiled `GPUProgram`.
|
|
449
|
+
*
|
|
450
|
+
* @param pb - Program builder.
|
|
451
|
+
* @param ctx - Draw context.
|
|
452
|
+
* @param _pass - Pass number.
|
|
453
|
+
* @returns The created program, or `null` on failure.
|
|
454
454
|
*/ _createProgram(_pb, _ctx, _pass) {
|
|
455
455
|
throw new Error('Abstract function call');
|
|
456
456
|
}
|
|
457
|
-
/**
|
|
458
|
-
* Upload uniforms and bind resources to the per-material bind group (index 2).
|
|
459
|
-
*
|
|
460
|
-
* Implement in subclasses to:
|
|
461
|
-
* - Write uniform buffers/textures/samplers to the `bindGroup`.
|
|
462
|
-
* - Respect the current `pass` and `ctx`.
|
|
463
|
-
*
|
|
464
|
-
* @param _bindGroup - The bind group to populate.
|
|
465
|
-
* @param _ctx - Draw context.
|
|
466
|
-
* @param _pass - Pass number.
|
|
457
|
+
/**
|
|
458
|
+
* Upload uniforms and bind resources to the per-material bind group (index 2).
|
|
459
|
+
*
|
|
460
|
+
* Implement in subclasses to:
|
|
461
|
+
* - Write uniform buffers/textures/samplers to the `bindGroup`.
|
|
462
|
+
* - Respect the current `pass` and `ctx`.
|
|
463
|
+
*
|
|
464
|
+
* @param _bindGroup - The bind group to populate.
|
|
465
|
+
* @param _ctx - Draw context.
|
|
466
|
+
* @param _pass - Pass number.
|
|
467
467
|
*/ _applyUniforms(_bindGroup, _ctx, _pass) {}
|
|
468
|
-
/**
|
|
469
|
-
* Update render states (depth/stencil, blending, rasterization) for the pass.
|
|
470
|
-
*
|
|
471
|
-
* Implement in subclasses based on transparency, double-sidedness, depth writes/tests,
|
|
472
|
-
* color mask, stencil ops, etc., and any context flags in `ctx`.
|
|
473
|
-
*
|
|
474
|
-
* @param _pass - Current pass index.
|
|
475
|
-
* @param _renderStates - Render state set to mutate.
|
|
476
|
-
* @param _ctx - Draw context.
|
|
468
|
+
/**
|
|
469
|
+
* Update render states (depth/stencil, blending, rasterization) for the pass.
|
|
470
|
+
*
|
|
471
|
+
* Implement in subclasses based on transparency, double-sidedness, depth writes/tests,
|
|
472
|
+
* color mask, stencil ops, etc., and any context flags in `ctx`.
|
|
473
|
+
*
|
|
474
|
+
* @param _pass - Current pass index.
|
|
475
|
+
* @param _renderStates - Render state set to mutate.
|
|
476
|
+
* @param _ctx - Draw context.
|
|
477
477
|
*/ updateRenderStates(_pass, _renderStates, _ctx) {}
|
|
478
|
-
/**
|
|
479
|
-
* Compute the material-specific portion of the shader hash for the current options.
|
|
480
|
-
*
|
|
481
|
-
* Subclasses should override to include macro/define sets that influence program compilation.
|
|
482
|
-
* Example return: `"USE_NORMALMAP=1;ALPHA_MODE=BLEND;RECEIVE_SHADOWS=1"`.
|
|
483
|
-
*
|
|
484
|
-
* @returns Hash fragment string (no context/pass info).
|
|
478
|
+
/**
|
|
479
|
+
* Compute the material-specific portion of the shader hash for the current options.
|
|
480
|
+
*
|
|
481
|
+
* Subclasses should override to include macro/define sets that influence program compilation.
|
|
482
|
+
* Example return: `"USE_NORMALMAP=1;ALPHA_MODE=BLEND;RECEIVE_SHADOWS=1"`.
|
|
483
|
+
*
|
|
484
|
+
* @returns Hash fragment string (no context/pass info).
|
|
485
485
|
*/ _createHash() {
|
|
486
486
|
return '';
|
|
487
487
|
}
|
|
488
|
-
/**
|
|
489
|
-
* Whether this is a lightweight instance of a core material.
|
|
490
|
-
*
|
|
491
|
-
* Instances typically share GPU programs with a core and only override instance uniforms.
|
|
492
|
-
* @internal
|
|
488
|
+
/**
|
|
489
|
+
* Whether this is a lightweight instance of a core material.
|
|
490
|
+
*
|
|
491
|
+
* Instances typically share GPU programs with a core and only override instance uniforms.
|
|
492
|
+
* @internal
|
|
493
493
|
*/ get $isInstance() {
|
|
494
494
|
return false;
|
|
495
495
|
}
|
|
496
|
-
/**
|
|
497
|
-
* Instance-uniform buffer for material instances, if supported.
|
|
498
|
-
*
|
|
499
|
-
* Returned as a typed Float32 view over a backing ArrayBuffer.
|
|
500
|
-
* @internal
|
|
496
|
+
/**
|
|
497
|
+
* Instance-uniform buffer for material instances, if supported.
|
|
498
|
+
*
|
|
499
|
+
* Returned as a typed Float32 view over a backing ArrayBuffer.
|
|
500
|
+
* @internal
|
|
501
501
|
*/ get $instanceUniforms() {
|
|
502
502
|
throw new Error('Abstract function call');
|
|
503
503
|
}
|