@zephyr3d/scene 0.7.0 → 0.8.0
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/dist/animation/animation.js +4 -33
- package/dist/animation/animation.js.map +1 -1
- package/dist/animation/animationset.js +24 -11
- package/dist/animation/animationset.js.map +1 -1
- package/dist/animation/animationtrack.js +1 -0
- package/dist/animation/animationtrack.js.map +1 -1
- package/dist/animation/eulerrotationtrack.js +0 -1
- package/dist/animation/eulerrotationtrack.js.map +1 -1
- package/dist/animation/ik/ccd_solver.js +372 -0
- package/dist/animation/ik/ccd_solver.js.map +1 -0
- package/dist/animation/ik/fabrik_solver.js +399 -0
- package/dist/animation/ik/fabrik_solver.js.map +1 -0
- package/dist/animation/ik/ik_angle_constraint.js +181 -0
- package/dist/animation/ik/ik_angle_constraint.js.map +1 -0
- package/dist/animation/ik/ik_chain.js +163 -0
- package/dist/animation/ik/ik_chain.js.map +1 -0
- package/dist/animation/ik/ik_chain_builder.js +68 -0
- package/dist/animation/ik/ik_chain_builder.js.map +1 -0
- package/dist/animation/ik/ik_constraint.js +25 -0
- package/dist/animation/ik/ik_constraint.js.map +1 -0
- package/dist/animation/ik/ik_pole_constraint.js +123 -0
- package/dist/animation/ik/ik_pole_constraint.js.map +1 -0
- package/dist/animation/ik/ik_solver.js +48 -0
- package/dist/animation/ik/ik_solver.js.map +1 -0
- package/dist/animation/ik/ik_track.js +96 -0
- package/dist/animation/ik/ik_track.js.map +1 -0
- package/dist/animation/ik/ik_utils.js +270 -0
- package/dist/animation/ik/ik_utils.js.map +1 -0
- package/dist/animation/ik/two_bone_ik_solver.js +332 -0
- package/dist/animation/ik/two_bone_ik_solver.js.map +1 -0
- package/dist/animation/ik_modifier.js +61 -0
- package/dist/animation/ik_modifier.js.map +1 -0
- package/dist/animation/ik_postprocessor.js +71 -0
- package/dist/animation/ik_postprocessor.js.map +1 -0
- package/dist/animation/manual_transform_processor.js +156 -0
- package/dist/animation/manual_transform_processor.js.map +1 -0
- package/dist/animation/morphtarget.js +7 -1
- package/dist/animation/morphtarget.js.map +1 -1
- package/dist/animation/morphtrack.js +3 -3
- package/dist/animation/morphtrack.js.map +1 -1
- package/dist/animation/proptrack.js +37 -41
- package/dist/animation/proptrack.js.map +1 -1
- package/dist/animation/rotationtrack.js +0 -1
- package/dist/animation/rotationtrack.js.map +1 -1
- package/dist/animation/scaletrack.js +0 -1
- package/dist/animation/scaletrack.js.map +1 -1
- package/dist/animation/skeleton.js +57 -60
- package/dist/animation/skeleton.js.map +1 -1
- package/dist/animation/skeleton_modifier.js +38 -0
- package/dist/animation/skeleton_modifier.js.map +1 -0
- package/dist/animation/skeleton_postprocessor.js +50 -0
- package/dist/animation/skeleton_postprocessor.js.map +1 -0
- package/dist/animation/spring/multi_chain_spring_system.js +503 -0
- package/dist/animation/spring/multi_chain_spring_system.js.map +1 -0
- package/dist/animation/spring/spring_chain.js +103 -0
- package/dist/animation/spring/spring_chain.js.map +1 -0
- package/dist/animation/spring/spring_collider.js +247 -0
- package/dist/animation/spring/spring_collider.js.map +1 -0
- package/dist/animation/spring/spring_constraint.js +21 -0
- package/dist/animation/spring/spring_constraint.js.map +1 -0
- package/dist/animation/spring/spring_particle.js +20 -0
- package/dist/animation/spring/spring_particle.js.map +1 -0
- package/dist/animation/spring/spring_system.js +526 -0
- package/dist/animation/spring/spring_system.js.map +1 -0
- package/dist/animation/spring_modifier.js +45 -0
- package/dist/animation/spring_modifier.js.map +1 -0
- package/dist/animation/spring_postprocessor.js +54 -0
- package/dist/animation/spring_postprocessor.js.map +1 -0
- package/dist/animation/translationtrack.js +0 -1
- package/dist/animation/translationtrack.js.map +1 -1
- package/dist/app/api.js +13 -4
- package/dist/app/api.js.map +1 -1
- package/dist/app/app.js +13 -1
- package/dist/app/app.js.map +1 -1
- package/dist/app/engine.js +33 -45
- package/dist/app/engine.js.map +1 -1
- package/dist/app/inputmgr.js.map +1 -1
- package/dist/app/runtimescript.js.map +1 -1
- package/dist/app/screen.js +318 -0
- package/dist/app/screen.js.map +1 -0
- package/dist/app/scriptingsystem.js +10 -6
- package/dist/app/scriptingsystem.js.map +1 -1
- package/dist/app/scriptregistry.js +11 -22
- package/dist/app/scriptregistry.js.map +1 -1
- package/dist/asset/assetmanager.js +79 -58
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/builtin.js +5 -5
- package/dist/asset/builtin.js.map +1 -1
- package/dist/asset/loaders/dds/dds.js +6 -2
- package/dist/asset/loaders/dds/dds.js.map +1 -1
- package/dist/asset/loaders/dds/dds_loader.js +1 -1
- package/dist/asset/loaders/dds/dds_loader.js.map +1 -1
- package/dist/asset/loaders/gltf/gltf_loader.js +14 -6
- package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
- package/dist/asset/loaders/gltf/helpers.js +6 -2
- package/dist/asset/loaders/gltf/helpers.js.map +1 -1
- package/dist/asset/loaders/hdr/hdr.js +22 -15
- package/dist/asset/loaders/hdr/hdr.js.map +1 -1
- package/dist/asset/loaders/image/tga_Loader.js +2 -1
- package/dist/asset/loaders/image/tga_Loader.js.map +1 -1
- package/dist/asset/loaders/image/webimage_loader.js.map +1 -1
- package/dist/asset/loaders/loader.js +2 -2
- package/dist/asset/loaders/loader.js.map +1 -1
- package/dist/asset/model.js +9 -5
- package/dist/asset/model.js.map +1 -1
- package/dist/blitter/bilateralblur.js.map +1 -1
- package/dist/blitter/blitter.js +9 -11
- package/dist/blitter/blitter.js.map +1 -1
- package/dist/blitter/box.js +0 -1
- package/dist/blitter/box.js.map +1 -1
- package/dist/blitter/copy.js.map +1 -1
- package/dist/blitter/gaussianblur.js.map +1 -1
- package/dist/camera/base.js +1 -3
- package/dist/camera/base.js.map +1 -1
- package/dist/camera/camera.js +121 -37
- package/dist/camera/camera.js.map +1 -1
- package/dist/camera/fps.js +19 -17
- package/dist/camera/fps.js.map +1 -1
- package/dist/camera/orbit.js +45 -43
- package/dist/camera/orbit.js.map +1 -1
- package/dist/camera/orthocamera.js +27 -21
- package/dist/camera/orthocamera.js.map +1 -1
- package/dist/camera/perspectivecamera.js +28 -19
- package/dist/camera/perspectivecamera.js.map +1 -1
- package/dist/index.d.ts +15802 -15577
- package/dist/index.js +33 -11
- package/dist/index.js.map +1 -1
- package/dist/material/blinn.js.map +1 -1
- package/dist/material/grassmaterial.js.map +1 -1
- package/dist/material/lambert.js.map +1 -1
- package/dist/material/material.js +11 -5
- package/dist/material/material.js.map +1 -1
- package/dist/material/meshmaterial.js +10 -9
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/mixins/albedocolor.js.map +1 -1
- package/dist/material/mixins/foliage.js.map +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js +66 -4
- package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
- package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +7 -0
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
- package/dist/material/mixins/lit.js +3 -3
- package/dist/material/mixins/lit.js.map +1 -1
- package/dist/material/mixins/pbr/brdf.js.map +1 -1
- package/dist/material/mixins/pbr/common.js.map +1 -1
- package/dist/material/mixins/texture.js +3 -0
- package/dist/material/mixins/texture.js.map +1 -1
- package/dist/material/mixins/vertexcolor.js.map +1 -1
- package/dist/material/particle.js.map +1 -1
- package/dist/material/pbrblueprint.js +180 -22
- package/dist/material/pbrblueprint.js.map +1 -1
- package/dist/material/pbrmr.js.map +1 -1
- package/dist/material/pbrsg.js.map +1 -1
- package/dist/material/shader/helper.js +41 -56
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/sprite.js +301 -0
- package/dist/material/sprite.js.map +1 -0
- package/dist/material/sprite3d.js +301 -0
- package/dist/material/sprite3d.js.map +1 -0
- package/dist/material/sprite3d_std.js +116 -0
- package/dist/material/sprite3d_std.js.map +1 -0
- package/dist/material/sprite3dblueprint.js +235 -0
- package/dist/material/sprite3dblueprint.js.map +1 -0
- package/dist/material/sprite_std.js +116 -0
- package/dist/material/sprite_std.js.map +1 -0
- package/dist/material/spriteblueprint.js +235 -0
- package/dist/material/spriteblueprint.js.map +1 -0
- package/dist/material/terrain-cm.js +0 -1
- package/dist/material/terrain-cm.js.map +1 -1
- package/dist/material/unlit.js.map +1 -1
- package/dist/material/water.js.map +1 -1
- package/dist/posteffect/bloom.js.map +1 -1
- package/dist/posteffect/compositor.js.map +1 -1
- package/dist/posteffect/fxaa.js.map +1 -1
- package/dist/posteffect/grayscale.js.map +1 -1
- package/dist/posteffect/motionblur.js.map +1 -1
- package/dist/posteffect/posteffect.js.map +1 -1
- package/dist/posteffect/sao.js.map +1 -1
- package/dist/posteffect/ssr.js +7 -5
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/taa.js.map +1 -1
- package/dist/posteffect/tonemap.js.map +1 -1
- package/dist/render/abuffer_oit.js +8 -6
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/clipmap.js +0 -10
- package/dist/render/clipmap.js.map +1 -1
- package/dist/render/cluster_light.js +4 -4
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/cull_visitor.js +15 -17
- package/dist/render/cull_visitor.js.map +1 -1
- package/dist/render/depthpass.js +3 -4
- package/dist/render/depthpass.js.map +1 -1
- package/dist/render/drawable.js +15 -0
- package/dist/render/drawable.js.map +1 -0
- package/dist/render/drawable_mixin.js +8 -4
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/envlight.js.map +1 -1
- package/dist/render/fbm_wavegenerator.js +3 -1
- package/dist/render/fbm_wavegenerator.js.map +1 -1
- package/dist/render/fft_wavegenerator.js +67 -64
- package/dist/render/fft_wavegenerator.js.map +1 -1
- package/dist/render/fullscreenquad.js.map +1 -1
- package/dist/render/gerstner_wavegenerator.js +3 -1
- package/dist/render/gerstner_wavegenerator.js.map +1 -1
- package/dist/render/globalbindgroup_allocator.js +3 -1
- package/dist/render/globalbindgroup_allocator.js.map +1 -1
- package/dist/render/hzb.js +1 -2
- package/dist/render/hzb.js.map +1 -1
- package/dist/render/lightpass.js +13 -13
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/objectcolorpass.js +4 -7
- package/dist/render/objectcolorpass.js.map +1 -1
- package/dist/render/primitive.js +4 -5
- package/dist/render/primitive.js.map +1 -1
- package/dist/render/render_queue.js +10 -5
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/renderer.js +16 -22
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/renderpass.js +27 -52
- package/dist/render/renderpass.js.map +1 -1
- package/dist/render/rendertarget.js +5 -0
- package/dist/render/rendertarget.js.map +1 -0
- package/dist/render/screenrendertarget.js +56 -0
- package/dist/render/screenrendertarget.js.map +1 -0
- package/dist/render/shadowmap_pass.js +4 -5
- package/dist/render/shadowmap_pass.js.map +1 -1
- package/dist/render/sky.js +16 -14
- package/dist/render/sky.js.map +1 -1
- package/dist/render/weightedblended_oit.js.map +1 -1
- package/dist/scene/basesprite.js +296 -0
- package/dist/scene/basesprite.js.map +1 -0
- package/dist/scene/batchgroup.js +4 -2
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +9 -10
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/graph_node.js.map +1 -1
- package/dist/scene/light.js +22 -4
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/mesh.js +96 -26
- package/dist/scene/mesh.js.map +1 -1
- package/dist/scene/octree.js.map +1 -1
- package/dist/scene/particlesys.js +25 -22
- package/dist/scene/particlesys.js.map +1 -1
- package/dist/scene/raycast_visitor.js +0 -16
- package/dist/scene/raycast_visitor.js.map +1 -1
- package/dist/scene/scene.js +7 -4
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/scene_node.js +20 -35
- package/dist/scene/scene_node.js.map +1 -1
- package/dist/scene/sprite.js +18 -0
- package/dist/scene/sprite.js.map +1 -0
- package/dist/scene/sprite3d.js +18 -0
- package/dist/scene/sprite3d.js.map +1 -0
- package/dist/scene/terrain-cm/grass.js +5 -4
- package/dist/scene/terrain-cm/grass.js.map +1 -1
- package/dist/scene/terrain-cm/grassmaterial.js +3 -1
- package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
- package/dist/scene/terrain-cm/terrain-cm.js +65 -48
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
- package/dist/scene/water.js +35 -30
- package/dist/scene/water.js.map +1 -1
- package/dist/shaders/atmosphere.js +17 -29
- package/dist/shaders/atmosphere.js.map +1 -1
- package/dist/shaders/fog.js.map +1 -1
- package/dist/shaders/misc.js.map +1 -1
- package/dist/shaders/noise.js.map +1 -1
- package/dist/shaders/pbr.js.map +1 -1
- package/dist/shaders/shadow.js.map +1 -1
- package/dist/shaders/ssr.js.map +1 -1
- package/dist/shaders/temporal.js.map +1 -1
- package/dist/shaders/water.js.map +1 -1
- package/dist/shadow/esm.js +1 -1
- package/dist/shadow/esm.js.map +1 -1
- package/dist/shadow/pcf_opt.js.map +1 -1
- package/dist/shadow/pcf_pd.js.map +1 -1
- package/dist/shadow/shader.js +3 -1
- package/dist/shadow/shader.js.map +1 -1
- package/dist/shadow/shadow_impl.js.map +1 -1
- package/dist/shadow/shadowmapper.js +6 -18
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shadow/ssm.js.map +1 -1
- package/dist/shadow/vsm.js.map +1 -1
- package/dist/shapes/box.js +9 -3
- package/dist/shapes/box.js.map +1 -1
- package/dist/shapes/cylinder.js +2 -2
- package/dist/shapes/cylinder.js.map +1 -1
- package/dist/shapes/plane.js +2 -2
- package/dist/shapes/plane.js.map +1 -1
- package/dist/shapes/shape.js +2 -1
- package/dist/shapes/shape.js.map +1 -1
- package/dist/shapes/sphere.js +2 -2
- package/dist/shapes/sphere.js.map +1 -1
- package/dist/shapes/tetrahedron.js +5 -6
- package/dist/shapes/tetrahedron.js.map +1 -1
- package/dist/shapes/torus.js +2 -2
- package/dist/shapes/torus.js.map +1 -1
- package/dist/utility/aabbtree.js +1 -1
- package/dist/utility/aabbtree.js.map +1 -1
- package/dist/utility/blueprint/common/constants.js +578 -104
- package/dist/utility/blueprint/common/constants.js.map +1 -1
- package/dist/utility/blueprint/common/math.js +471 -9
- package/dist/utility/blueprint/common/math.js.map +1 -1
- package/dist/utility/blueprint/common.js +1 -1
- package/dist/utility/blueprint/common.js.map +1 -1
- package/dist/utility/blueprint/material/func.js +9 -5
- package/dist/utility/blueprint/material/func.js.map +1 -1
- package/dist/utility/blueprint/material/inputs.js.map +1 -1
- package/dist/utility/blueprint/material/ir.js +288 -80
- package/dist/utility/blueprint/material/ir.js.map +1 -1
- package/dist/utility/blueprint/material/pbr.js +92 -4
- package/dist/utility/blueprint/material/pbr.js.map +1 -1
- package/dist/utility/blueprint/material/texture.js +62 -45
- package/dist/utility/blueprint/material/texture.js.map +1 -1
- package/dist/utility/blueprint/node.js +28 -1
- package/dist/utility/blueprint/node.js.map +1 -1
- package/dist/utility/bounding_volume.js.map +1 -1
- package/dist/utility/debug.js.map +1 -1
- package/dist/utility/draco/decoder.js.map +1 -1
- package/dist/utility/misc.js +1 -1
- package/dist/utility/misc.js.map +1 -1
- package/dist/utility/panorama.js.map +1 -1
- package/dist/utility/pmrem.js.map +1 -1
- package/dist/utility/rendermipmap.js.map +1 -1
- package/dist/utility/serialization/json.js +19 -15
- package/dist/utility/serialization/json.js.map +1 -1
- package/dist/utility/serialization/manager.js +89 -22
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +44 -41
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/batch.js +4 -3
- package/dist/utility/serialization/scene/batch.js.map +1 -1
- package/dist/utility/serialization/scene/camera.js +97 -9
- package/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/utility/serialization/scene/common.js +102 -28
- package/dist/utility/serialization/scene/common.js.map +1 -1
- package/dist/utility/serialization/scene/light.js +14 -12
- package/dist/utility/serialization/scene/light.js.map +1 -1
- package/dist/utility/serialization/scene/material.js +216 -26
- package/dist/utility/serialization/scene/material.js.map +1 -1
- package/dist/utility/serialization/scene/mesh.js +71 -100
- package/dist/utility/serialization/scene/mesh.js.map +1 -1
- package/dist/utility/serialization/scene/misc.js +3 -2
- package/dist/utility/serialization/scene/misc.js.map +1 -1
- package/dist/utility/serialization/scene/node.js +42 -9
- package/dist/utility/serialization/scene/node.js.map +1 -1
- package/dist/utility/serialization/scene/particle.js +7 -5
- package/dist/utility/serialization/scene/particle.js.map +1 -1
- package/dist/utility/serialization/scene/primitive.js +18 -15
- package/dist/utility/serialization/scene/primitive.js.map +1 -1
- package/dist/utility/serialization/scene/scene.js +3 -2
- package/dist/utility/serialization/scene/scene.js.map +1 -1
- package/dist/utility/serialization/scene/sprite.js +164 -0
- package/dist/utility/serialization/scene/sprite.js.map +1 -0
- package/dist/utility/serialization/scene/terrain.js +8 -6
- package/dist/utility/serialization/scene/terrain.js.map +1 -1
- package/dist/utility/serialization/scene/water.js +11 -9
- package/dist/utility/serialization/scene/water.js.map +1 -1
- package/dist/utility/serialization/types.js +6 -0
- package/dist/utility/serialization/types.js.map +1 -0
- package/dist/utility/shprojector.js.map +1 -1
- package/dist/utility/textures/ggxlut.js.map +1 -1
- package/dist/utility/textures/gradientnoise.js.map +1 -1
- package/dist/utility/textures/randomnoise.js.map +1 -1
- package/dist/values.js +14 -14
- package/dist/values.js.map +1 -1
- package/package.json +80 -80
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{"version":3,"file":"cluster_light.js","sources":["../../src/render/cluster_light.ts"],"sourcesContent":["import { Matrix4x4, Vector4 } from '@zephyr3d/base';\r\nimport { MAX_CLUSTERED_LIGHTS } from '../values';\r\nimport type {\r\n AbstractDevice,\r\n BindGroup,\r\n FrameBuffer,\r\n GPUProgram,\r\n PBStructTypeInfo,\r\n RenderStateSet,\r\n StructuredBuffer,\r\n Texture2D,\r\n VertexLayout\r\n} from '@zephyr3d/device';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { RenderQueue } from './render_queue';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { getDevice } from '../app/api';\r\n\r\nexport class ClusteredLight {\r\n private readonly _tileCountX: number;\r\n private readonly _tileCountY: number;\r\n private readonly _tileCountZ: number;\r\n private readonly _lights: Float32Array<ArrayBuffer>;\r\n private _lightIndexTexture: Texture2D;\r\n private _lightIndexFramebuffer: FrameBuffer;\r\n private _lightIndexProgram: GPUProgram;\r\n private _bindGroup: BindGroup;\r\n private _lightIndexVertexLayout: VertexLayout;\r\n private _lightIndexRenderStates: RenderStateSet;\r\n private _lightBuffer: StructuredBuffer;\r\n private readonly _sizeParam: Vector4;\r\n private _countParam: Int32Array<ArrayBuffer>;\r\n private readonly _clusterParam: Vector4;\r\n constructor() {\r\n this._tileCountX = 16;\r\n this._tileCountY = 16;\r\n this._tileCountZ = 32;\r\n this._lights = new Float32Array(12 * (MAX_CLUSTERED_LIGHTS + 1));\r\n this._lightIndexTexture = null;\r\n this._lightIndexFramebuffer = null;\r\n this._lightIndexProgram = null;\r\n this._lightBuffer = null;\r\n this._bindGroup = null;\r\n this._lightIndexVertexLayout = null;\r\n this._lightIndexRenderStates = null;\r\n this._sizeParam = new Vector4();\r\n this._countParam = new Int32Array(4);\r\n this._clusterParam = new Vector4();\r\n }\r\n get lightBuffer() {\r\n return this._lightBuffer;\r\n }\r\n get clusterParam() {\r\n return this._clusterParam;\r\n }\r\n get countParam() {\r\n return this._countParam;\r\n }\r\n get lightIndexTexture() {\r\n return this._lightIndexTexture;\r\n }\r\n private createVertexLayout(device: AbstractDevice, textureWidth: number, textureHeight: number) {\r\n let vb: StructuredBuffer;\r\n if (device.type === 'webgl') {\r\n const vertices = new Float32Array(this._tileCountX * this._tileCountY * this._tileCountZ * 3);\r\n for (let i = 0; i < vertices.length; i++) {\r\n const ix = i % textureWidth;\r\n const iy = Math.floor(i / textureWidth);\r\n vertices[i * 3 + 0] = (2 * (ix + 0.5)) / textureWidth - 1;\r\n vertices[i * 3 + 1] = (2 * (iy + 0.5)) / textureHeight - 1;\r\n vertices[i * 3 + 2] = i;\r\n }\r\n vb = device.createVertexBuffer('position_f32x3', vertices);\r\n } else {\r\n const vertices = new Float32Array(this._tileCountX * this._tileCountY * this._tileCountZ * 2);\r\n for (let i = 0; i < vertices.length; i++) {\r\n const ix = i % textureWidth;\r\n const iy = Math.floor(i / textureWidth);\r\n vertices[i * 2 + 0] = (2 * (ix + 0.5)) / textureWidth - 1;\r\n vertices[i * 2 + 1] = (2 * (iy + 0.5)) / textureHeight - 1;\r\n }\r\n vb = device.createVertexBuffer('position_f32x2', vertices);\r\n }\r\n this._lightIndexVertexLayout = device.createVertexLayout({\r\n vertexBuffers: [{ buffer: vb }]\r\n });\r\n }\r\n private createRenderState(device: AbstractDevice) {\r\n this._lightIndexRenderStates = device.createRenderStateSet();\r\n this._lightIndexRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n this._lightIndexRenderStates.useRasterizerState().setCullMode('none');\r\n }\r\n private createProgram(device: AbstractDevice) {\r\n const webgl1 = device.type === 'webgl';\r\n this._lightIndexProgram = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = (webgl1 ? pb.vec3() : pb.vec2()).attrib('position');\r\n this.$outputs.value = webgl1 ? pb.vec4() : pb.uvec4();\r\n this.invProjMatrix = pb.mat4().uniform(0);\r\n this.viewMatrix = pb.mat4().uniform(0);\r\n this.sizeParam = pb.vec4().uniform(0);\r\n this.countParam = pb.ivec4().uniform(0);\r\n this[ShaderHelper.getLightBufferUniformName()] =\r\n pb.vec4[(MAX_CLUSTERED_LIGHTS + 1) * 3]().uniformBuffer(0);\r\n pb.func('lineIntersectionToZPlane', [pb.vec3('a'), pb.vec3('b'), pb.float('zDistance')], function () {\r\n this.$l.normal = pb.vec3(0, 0, 1);\r\n this.$l.ab = pb.sub(this.b, this.a);\r\n this.$l.t = pb.div(\r\n pb.sub(this.zDistance, pb.dot(this.normal, this.a)),\r\n pb.dot(this.normal, this.ab)\r\n );\r\n this.$return(pb.add(this.a, pb.mul(this.t, this.ab)));\r\n });\r\n pb.func('clipToView', [pb.vec4('clip')], function () {\r\n this.$l.view = pb.mul(this.invProjMatrix, this.clip);\r\n this.$return(pb.div(this.view, this.view.w));\r\n });\r\n pb.func('screenToView', [pb.vec4('screen')], function () {\r\n this.$l.texCoord = pb.div(this.screen.xy, this.sizeParam.xy);\r\n this.$l.clip = pb.vec4(\r\n pb.sub(pb.mul(pb.vec2(this.texCoord.x, pb.sub(1, this.texCoord.y)), 2), pb.vec2(1)),\r\n this.screen.z,\r\n this.screen.w\r\n );\r\n this.$return(this.clipToView(this.clip));\r\n });\r\n pb.func(\r\n 'sphereIntersectsAABB',\r\n [pb.vec4('sphere'), pb.vec3('aabbMin'), pb.vec3('aabbMax')],\r\n function () {\r\n this.$l.dmin = pb.float(0);\r\n this.$if(pb.lessThanEqual(this.sphere.w, 0), function () {\r\n this.$return(true);\r\n });\r\n this.$for(pb.int('i'), 0, 3, function () {\r\n this.$if(pb.lessThan(this.sphere.at(this.i), this.aabbMin.at(this.i)), function () {\r\n this.$l.delta = pb.sub(this.sphere.at(this.i), this.aabbMin.at(this.i));\r\n this.dmin = pb.add(this.dmin, pb.mul(this.delta, this.delta));\r\n }).$elseif(pb.greaterThan(this.sphere.at(this.i), this.aabbMax.at(this.i)), function () {\r\n this.$l.delta = pb.sub(this.sphere.at(this.i), this.aabbMax.at(this.i));\r\n this.dmin = pb.add(this.dmin, pb.mul(this.delta, this.delta));\r\n });\r\n });\r\n this.$if(pb.lessThanEqual(this.dmin, pb.mul(this.sphere.w, this.sphere.w)), function () {\r\n this.$return(true);\r\n });\r\n this.$return(false);\r\n }\r\n );\r\n pb.main(function () {\r\n if (pb.getDevice().type !== 'webgpu') {\r\n this.$builtins.pointSize = 1;\r\n }\r\n this.$builtins.position = pb.vec4(this.$inputs.pos.xy, 0, 1);\r\n if (pb.getDevice().type === 'webgpu') {\r\n this.$builtins.position = pb.mul(this.$builtins.position, pb.vec4(1, -1, 1, 1));\r\n }\r\n this.$l.tileIndex = webgl1 ? pb.int(this.$inputs.pos.z) : pb.int(this.$builtins.vertexIndex);\r\n this.$l.tileSize = pb.div(this.sizeParam.xy, pb.vec2(this.countParam.xy));\r\n this.$l.zIndex = pb.div(this.tileIndex, pb.mul(this.countParam.x, this.countParam.y));\r\n this.$l.yIndex = pb.div(\r\n pb.sub(this.tileIndex, pb.mul(this.zIndex, this.countParam.x, this.countParam.y)),\r\n this.countParam.x\r\n );\r\n this.$l.xIndex = pb.sub(\r\n this.tileIndex,\r\n pb.add(\r\n pb.mul(this.zIndex, this.countParam.x, this.countParam.y),\r\n pb.mul(this.yIndex, this.countParam.x)\r\n )\r\n );\r\n this.$l.maxPoint_sS = pb.vec4(\r\n pb.mul(\r\n pb.vec2(pb.float(pb.add(this.xIndex, 1)), pb.float(pb.add(this.yIndex, 1))),\r\n this.tileSize\r\n ),\r\n 0.0,\r\n 1.0\r\n );\r\n this.$l.minPoint_sS = pb.vec4(\r\n pb.mul(pb.vec2(pb.float(this.xIndex), pb.float(this.yIndex)), this.tileSize),\r\n 0.0,\r\n 1.0\r\n );\r\n this.$l.maxPoint_vS = this.screenToView(this.maxPoint_sS).xyz;\r\n this.$l.minPoint_vS = this.screenToView(this.minPoint_sS).xyz;\r\n this.$l.tileNear = pb.mul(\r\n pb.neg(this.sizeParam.z),\r\n pb.pow(\r\n pb.div(this.sizeParam.w, this.sizeParam.z),\r\n pb.div(pb.float(this.zIndex), pb.float(this.countParam.z))\r\n )\r\n );\r\n this.$l.tileFar = pb.mul(\r\n pb.neg(this.sizeParam.z),\r\n pb.pow(\r\n pb.div(this.sizeParam.w, this.sizeParam.z),\r\n pb.div(pb.add(pb.float(this.zIndex), 1), pb.float(this.countParam.z))\r\n )\r\n );\r\n this.$l.eyePos = pb.vec3(0);\r\n this.$l.minPointNear = this.lineIntersectionToZPlane(this.eyePos, this.minPoint_vS, this.tileNear);\r\n this.$l.minPointFar = this.lineIntersectionToZPlane(this.eyePos, this.minPoint_vS, this.tileFar);\r\n this.$l.maxPointNear = this.lineIntersectionToZPlane(this.eyePos, this.maxPoint_vS, this.tileNear);\r\n this.$l.maxPointFar = this.lineIntersectionToZPlane(this.eyePos, this.maxPoint_vS, this.tileFar);\r\n this.$l.aabbMin = pb.min(\r\n pb.min(this.minPointNear, this.minPointFar),\r\n pb.min(this.maxPointNear, this.maxPointFar)\r\n );\r\n this.$l.aabbMax = pb.max(\r\n pb.max(this.minPointNear, this.minPointFar),\r\n pb.max(this.maxPointNear, this.maxPointFar)\r\n );\r\n this.$l.n = pb.int(0);\r\n if (webgl1) {\r\n this.$l.lightIndices = pb.float[8]();\r\n this.$for(pb.int('i'), 0, 8, function () {\r\n this.lightIndices.setAt(this.i, 0);\r\n });\r\n this.$for(pb.int('i'), 1, 256, function () {\r\n this.$if(pb.equal(this.i, this.countParam.w), function () {\r\n this.$break();\r\n });\r\n this.$l.light = this[ShaderHelper.getLightBufferUniformName()].at(pb.mul(this.i, 3));\r\n this.$l.lightPos = pb.mul(this.viewMatrix, pb.vec4(this.light.xyz, 1));\r\n this.$l.lightPos.w = this.light.w;\r\n this.$if(this.sphereIntersectsAABB(this.lightPos, this.aabbMin, this.aabbMax), function () {\r\n this.$for(pb.int('j'), 0, 8, function () {\r\n this.$if(pb.equal(this.j, this.n), function () {\r\n this.lightIndices.setAt(this.j, pb.float(this.i));\r\n this.n = pb.add(this.n, 1);\r\n this.$break();\r\n });\r\n });\r\n this.$if(pb.equal(this.n, 8), function () {\r\n this.$break();\r\n });\r\n });\r\n });\r\n this.$outputs.value.r = pb.add(pb.mul(this.lightIndices[0], 256), this.lightIndices[1]);\r\n this.$outputs.value.g = pb.add(pb.mul(this.lightIndices[2], 256), this.lightIndices[3]);\r\n this.$outputs.value.b = pb.add(pb.mul(this.lightIndices[4], 256), this.lightIndices[5]);\r\n this.$outputs.value.a = pb.add(pb.mul(this.lightIndices[6], 256), this.lightIndices[7]);\r\n } else {\r\n this.$l.lightIndex = [\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0)\r\n ];\r\n this.$for(pb.uint('i'), 1, pb.uint(this.countParam.w), function () {\r\n this.$l.light = this[ShaderHelper.getLightBufferUniformName()].at(pb.mul(this.i, 3));\r\n this.$l.lightPos = pb.mul(this.viewMatrix, pb.vec4(this.light.xyz, 1));\r\n this.$l.lightPos.w = this.light.w;\r\n this.$if(this.sphereIntersectsAABB(this.lightPos, this.aabbMin, this.aabbMax), function () {\r\n this.lightIndex.setAt(this.n, this.i);\r\n this.n = pb.add(this.n, 1);\r\n this.$if(pb.equal(this.n, 16), function () {\r\n this.$break();\r\n });\r\n });\r\n });\r\n this.$l.r = pb.add(\r\n pb.sal(this.lightIndex[0], 24),\r\n pb.sal(this.lightIndex[1], 16),\r\n pb.sal(this.lightIndex[2], 8),\r\n this.lightIndex[3]\r\n );\r\n this.$l.g = pb.add(\r\n pb.sal(this.lightIndex[4], 24),\r\n pb.sal(this.lightIndex[5], 16),\r\n pb.sal(this.lightIndex[6], 8),\r\n this.lightIndex[7]\r\n );\r\n this.$l.b = pb.add(\r\n pb.sal(this.lightIndex[8], 24),\r\n pb.sal(this.lightIndex[9], 16),\r\n pb.sal(this.lightIndex[10], 8),\r\n this.lightIndex[11]\r\n );\r\n this.$l.a = pb.add(\r\n pb.sal(this.lightIndex[12], 24),\r\n pb.sal(this.lightIndex[13], 16),\r\n pb.sal(this.lightIndex[14], 8),\r\n this.lightIndex[15]\r\n );\r\n this.$outputs.value = pb.uvec4(this.r, this.g, this.b, this.a);\r\n }\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.color = webgl1 ? pb.vec4() : pb.uvec4();\r\n pb.main(function () {\r\n this.$outputs.color = this.$inputs.value;\r\n });\r\n }\r\n });\r\n this._lightIndexProgram.name = '@ClusteredLight_Index';\r\n this._bindGroup = device.createBindGroup(this._lightIndexProgram.bindGroupLayouts[0]);\r\n this._lightBuffer?.dispose();\r\n const lightBufferType = this._lightIndexProgram.getBindingInfo(\r\n ShaderHelper.getLightBufferUniformName()\r\n ).type;\r\n this._lightBuffer = device.createStructuredBuffer(lightBufferType as PBStructTypeInfo, {\r\n usage: 'uniform'\r\n });\r\n }\r\n private createLightIndexTexture(device: AbstractDevice) {\r\n const exp = Math.log2(this._tileCountX * this._tileCountY * this._tileCountZ);\r\n const a = (exp + 1) >>> 1;\r\n const b = exp - a;\r\n const textureWidth = 2 << (a - 1);\r\n const textureHeight = 2 << (b - 1);\r\n if (textureWidth * textureHeight !== this._tileCountX * this._tileCountY * this._tileCountZ) {\r\n throw new Error('Internal error');\r\n }\r\n this._lightIndexTexture = device.createTexture2D(\r\n device.type === 'webgl' ? 'rgba32f' : 'rgba32ui',\r\n textureWidth,\r\n textureHeight,\r\n { mipmapping: false }\r\n );\r\n this._lightIndexTexture.name = 'ClusterLightIndex';\r\n this._lightIndexFramebuffer?.dispose();\r\n this._lightIndexFramebuffer = device.createFrameBuffer([this._lightIndexTexture], null);\r\n }\r\n calculateLightIndex(camera: Camera, renderQueue: RenderQueue) {\r\n const numLights = this.getVisibleLights(renderQueue, this._lights);\r\n const device = getDevice();\r\n if (!this._lightIndexTexture) {\r\n this.createLightIndexTexture(device);\r\n }\r\n if (!this._lightIndexProgram) {\r\n this.createProgram(device);\r\n }\r\n if (!this._lightIndexVertexLayout) {\r\n this.createVertexLayout(device, this._lightIndexTexture.width, this._lightIndexTexture.height);\r\n }\r\n if (!this._lightIndexRenderStates) {\r\n this.createRenderState(device);\r\n }\r\n const viewport = device.getViewport();\r\n const vw = device.screenToDevice(viewport.width);\r\n const vh = device.screenToDevice(viewport.height);\r\n const scale = this._tileCountZ / Math.log2(camera.getFarPlane() / camera.getNearPlane());\r\n const bias = -(\r\n (this._tileCountZ * Math.log2(camera.getNearPlane())) /\r\n Math.log2(camera.getFarPlane() / camera.getNearPlane())\r\n );\r\n this._clusterParam.setXYZW(vw, vh, scale, bias);\r\n device.pushDeviceStates();\r\n device.setFramebuffer(this._lightIndexFramebuffer);\r\n if (numLights > 0) {\r\n if (this._lightBuffer.disposed) {\r\n this._lightBuffer.reload();\r\n }\r\n this._lightBuffer.bufferSubData(0, this._lights);\r\n this._sizeParam.setXYZW(vw, vh, camera.getNearPlane(), camera.getFarPlane());\r\n this._countParam[0] = this._tileCountX;\r\n this._countParam[1] = this._tileCountY;\r\n this._countParam[2] = this._tileCountZ;\r\n this._countParam[3] = numLights + 1;\r\n this._bindGroup.setValue('invProjMatrix', Matrix4x4.invert(camera.getProjectionMatrix()));\r\n this._bindGroup.setValue('viewMatrix', camera.viewMatrix);\r\n this._bindGroup.setValue('sizeParam', this._sizeParam);\r\n this._bindGroup.setValue('countParam', this._countParam);\r\n this._bindGroup.setBuffer(ShaderHelper.getLightBufferUniformName(), this._lightBuffer);\r\n device.setProgram(this._lightIndexProgram);\r\n device.setVertexLayout(this._lightIndexVertexLayout);\r\n device.setBindGroup(0, this._bindGroup);\r\n const savedRS = device.getRenderStates();\r\n device.setRenderStates(this._lightIndexRenderStates);\r\n device.draw('point-list', 0, this._tileCountX * this._tileCountY * this._tileCountZ);\r\n device.setRenderStates(savedRS);\r\n } else {\r\n device.clearFrameBuffer(new Vector4(0, 0, 0, 0), 1, 0);\r\n }\r\n device.popDeviceStates();\r\n }\r\n private getVisibleLights(renderQueue: RenderQueue, lights: Float32Array): number {\r\n const numLights = Math.min(renderQueue.unshadowedLights.length, MAX_CLUSTERED_LIGHTS);\r\n for (let i = 1; i <= numLights; i++) {\r\n const light = renderQueue.unshadowedLights[i - 1];\r\n lights.set(light.positionAndRange, i * 12);\r\n lights.set(light.directionAndCutoff, i * 12 + 4);\r\n lights.set(light.diffuseAndIntensity, i * 12 + 8);\r\n }\r\n return numLights;\r\n 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{"version":3,"file":"cluster_light.js","sources":["../../src/render/cluster_light.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport { MAX_CLUSTERED_LIGHTS } from '../values';\r\nimport type {\r\n AbstractDevice,\r\n BindGroup,\r\n FrameBuffer,\r\n GPUProgram,\r\n PBStructTypeInfo,\r\n RenderStateSet,\r\n StructuredBuffer,\r\n Texture2D,\r\n VertexLayout\r\n} from '@zephyr3d/device';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { RenderQueue } from './render_queue';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { getDevice } from '../app/api';\r\n\r\nexport class ClusteredLight {\r\n private readonly _tileCountX: number;\r\n private readonly _tileCountY: number;\r\n private readonly _tileCountZ: number;\r\n private readonly _lights: Float32Array<ArrayBuffer>;\r\n private _lightIndexTexture: Nullable<Texture2D>;\r\n private _lightIndexFramebuffer: Nullable<FrameBuffer>;\r\n private _lightIndexProgram: Nullable<GPUProgram>;\r\n private _bindGroup: Nullable<BindGroup>;\r\n private _lightIndexVertexLayout: Nullable<VertexLayout>;\r\n private _lightIndexRenderStates: Nullable<RenderStateSet>;\r\n private _lightBuffer: Nullable<StructuredBuffer>;\r\n private readonly _sizeParam: Vector4;\r\n private _countParam: Int32Array<ArrayBuffer>;\r\n private readonly _clusterParam: Vector4;\r\n constructor() {\r\n this._tileCountX = 16;\r\n this._tileCountY = 16;\r\n this._tileCountZ = 32;\r\n this._lights = new Float32Array(12 * (MAX_CLUSTERED_LIGHTS + 1));\r\n this._lightIndexTexture = null;\r\n this._lightIndexFramebuffer = null;\r\n this._lightIndexProgram = null;\r\n this._lightBuffer = null;\r\n this._bindGroup = null;\r\n this._lightIndexVertexLayout = null;\r\n this._lightIndexRenderStates = null;\r\n this._sizeParam = new Vector4();\r\n this._countParam = new Int32Array(4);\r\n this._clusterParam = new Vector4();\r\n }\r\n get lightBuffer() {\r\n return this._lightBuffer;\r\n }\r\n get clusterParam() {\r\n return this._clusterParam;\r\n }\r\n get countParam() {\r\n return this._countParam;\r\n }\r\n get lightIndexTexture() {\r\n return this._lightIndexTexture;\r\n }\r\n private createVertexLayout(device: AbstractDevice, textureWidth: number, textureHeight: number) {\r\n let vb: StructuredBuffer;\r\n if (device.type === 'webgl') {\r\n const vertices = new Float32Array(this._tileCountX * this._tileCountY * this._tileCountZ * 3);\r\n for (let i = 0; i < vertices.length; i++) {\r\n const ix = i % textureWidth;\r\n const iy = Math.floor(i / textureWidth);\r\n vertices[i * 3 + 0] = (2 * (ix + 0.5)) / textureWidth - 1;\r\n vertices[i * 3 + 1] = (2 * (iy + 0.5)) / textureHeight - 1;\r\n vertices[i * 3 + 2] = i;\r\n }\r\n vb = device.createVertexBuffer('position_f32x3', vertices)!;\r\n } else {\r\n const vertices = new Float32Array(this._tileCountX * this._tileCountY * this._tileCountZ * 2);\r\n for (let i = 0; i < vertices.length; i++) {\r\n const ix = i % textureWidth;\r\n const iy = Math.floor(i / textureWidth);\r\n vertices[i * 2 + 0] = (2 * (ix + 0.5)) / textureWidth - 1;\r\n vertices[i * 2 + 1] = (2 * (iy + 0.5)) / textureHeight - 1;\r\n }\r\n vb = device.createVertexBuffer('position_f32x2', vertices)!;\r\n }\r\n this._lightIndexVertexLayout = device.createVertexLayout({\r\n vertexBuffers: [{ buffer: vb }]\r\n });\r\n }\r\n private createRenderState(device: AbstractDevice) {\r\n this._lightIndexRenderStates = device.createRenderStateSet();\r\n this._lightIndexRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n this._lightIndexRenderStates.useRasterizerState().setCullMode('none');\r\n }\r\n private createProgram(device: AbstractDevice) {\r\n const webgl1 = device.type === 'webgl';\r\n this._lightIndexProgram = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = (webgl1 ? pb.vec3() : pb.vec2()).attrib('position');\r\n this.$outputs.value = webgl1 ? pb.vec4() : pb.uvec4();\r\n this.invProjMatrix = pb.mat4().uniform(0);\r\n this.viewMatrix = pb.mat4().uniform(0);\r\n this.sizeParam = pb.vec4().uniform(0);\r\n this.countParam = pb.ivec4().uniform(0);\r\n this[ShaderHelper.getLightBufferUniformName()] =\r\n pb.vec4[(MAX_CLUSTERED_LIGHTS + 1) * 3]().uniformBuffer(0);\r\n pb.func('lineIntersectionToZPlane', [pb.vec3('a'), pb.vec3('b'), pb.float('zDistance')], function () {\r\n this.$l.normal = pb.vec3(0, 0, 1);\r\n this.$l.ab = pb.sub(this.b, this.a);\r\n this.$l.t = pb.div(\r\n pb.sub(this.zDistance, pb.dot(this.normal, this.a)),\r\n pb.dot(this.normal, this.ab)\r\n );\r\n this.$return(pb.add(this.a, pb.mul(this.t, this.ab)));\r\n });\r\n pb.func('clipToView', [pb.vec4('clip')], function () {\r\n this.$l.view = pb.mul(this.invProjMatrix, this.clip);\r\n this.$return(pb.div(this.view, this.view.w));\r\n });\r\n pb.func('screenToView', [pb.vec4('screen')], function () {\r\n this.$l.texCoord = pb.div(this.screen.xy, this.sizeParam.xy);\r\n this.$l.clip = pb.vec4(\r\n pb.sub(pb.mul(pb.vec2(this.texCoord.x, pb.sub(1, this.texCoord.y)), 2), pb.vec2(1)),\r\n this.screen.z,\r\n this.screen.w\r\n );\r\n this.$return(this.clipToView(this.clip));\r\n });\r\n pb.func(\r\n 'sphereIntersectsAABB',\r\n [pb.vec4('sphere'), pb.vec3('aabbMin'), pb.vec3('aabbMax')],\r\n function () {\r\n this.$l.dmin = pb.float(0);\r\n this.$if(pb.lessThanEqual(this.sphere.w, 0), function () {\r\n this.$return(true);\r\n });\r\n this.$for(pb.int('i'), 0, 3, function () {\r\n this.$if(pb.lessThan(this.sphere.at(this.i), this.aabbMin.at(this.i)), function () {\r\n this.$l.delta = pb.sub(this.sphere.at(this.i), this.aabbMin.at(this.i));\r\n this.dmin = pb.add(this.dmin, pb.mul(this.delta, this.delta));\r\n }).$elseif(pb.greaterThan(this.sphere.at(this.i), this.aabbMax.at(this.i)), function () {\r\n this.$l.delta = pb.sub(this.sphere.at(this.i), this.aabbMax.at(this.i));\r\n this.dmin = pb.add(this.dmin, pb.mul(this.delta, this.delta));\r\n });\r\n });\r\n this.$if(pb.lessThanEqual(this.dmin, pb.mul(this.sphere.w, this.sphere.w)), function () {\r\n this.$return(true);\r\n });\r\n this.$return(false);\r\n }\r\n );\r\n pb.main(function () {\r\n if (pb.getDevice().type !== 'webgpu') {\r\n this.$builtins.pointSize = 1;\r\n }\r\n this.$builtins.position = pb.vec4(this.$inputs.pos.xy, 0, 1);\r\n if (pb.getDevice().type === 'webgpu') {\r\n this.$builtins.position = pb.mul(this.$builtins.position, pb.vec4(1, -1, 1, 1));\r\n }\r\n this.$l.tileIndex = webgl1 ? pb.int(this.$inputs.pos.z) : pb.int(this.$builtins.vertexIndex);\r\n this.$l.tileSize = pb.div(this.sizeParam.xy, pb.vec2(this.countParam.xy));\r\n this.$l.zIndex = pb.div(this.tileIndex, pb.mul(this.countParam.x, this.countParam.y));\r\n this.$l.yIndex = pb.div(\r\n pb.sub(this.tileIndex, pb.mul(this.zIndex, this.countParam.x, this.countParam.y)),\r\n this.countParam.x\r\n );\r\n this.$l.xIndex = pb.sub(\r\n this.tileIndex,\r\n pb.add(\r\n pb.mul(this.zIndex, this.countParam.x, this.countParam.y),\r\n pb.mul(this.yIndex, this.countParam.x)\r\n )\r\n );\r\n this.$l.maxPoint_sS = pb.vec4(\r\n pb.mul(\r\n pb.vec2(pb.float(pb.add(this.xIndex, 1)), pb.float(pb.add(this.yIndex, 1))),\r\n this.tileSize\r\n ),\r\n 0.0,\r\n 1.0\r\n );\r\n this.$l.minPoint_sS = pb.vec4(\r\n pb.mul(pb.vec2(pb.float(this.xIndex), pb.float(this.yIndex)), this.tileSize),\r\n 0.0,\r\n 1.0\r\n );\r\n this.$l.maxPoint_vS = this.screenToView(this.maxPoint_sS).xyz;\r\n this.$l.minPoint_vS = this.screenToView(this.minPoint_sS).xyz;\r\n this.$l.tileNear = pb.mul(\r\n pb.neg(this.sizeParam.z),\r\n pb.pow(\r\n pb.div(this.sizeParam.w, this.sizeParam.z),\r\n pb.div(pb.float(this.zIndex), pb.float(this.countParam.z))\r\n )\r\n );\r\n this.$l.tileFar = pb.mul(\r\n pb.neg(this.sizeParam.z),\r\n pb.pow(\r\n pb.div(this.sizeParam.w, this.sizeParam.z),\r\n pb.div(pb.add(pb.float(this.zIndex), 1), pb.float(this.countParam.z))\r\n )\r\n );\r\n this.$l.eyePos = pb.vec3(0);\r\n this.$l.minPointNear = this.lineIntersectionToZPlane(this.eyePos, this.minPoint_vS, this.tileNear);\r\n this.$l.minPointFar = this.lineIntersectionToZPlane(this.eyePos, this.minPoint_vS, this.tileFar);\r\n this.$l.maxPointNear = this.lineIntersectionToZPlane(this.eyePos, this.maxPoint_vS, this.tileNear);\r\n this.$l.maxPointFar = this.lineIntersectionToZPlane(this.eyePos, this.maxPoint_vS, this.tileFar);\r\n this.$l.aabbMin = pb.min(\r\n pb.min(this.minPointNear, this.minPointFar),\r\n pb.min(this.maxPointNear, this.maxPointFar)\r\n );\r\n this.$l.aabbMax = pb.max(\r\n pb.max(this.minPointNear, this.minPointFar),\r\n pb.max(this.maxPointNear, this.maxPointFar)\r\n );\r\n this.$l.n = pb.int(0);\r\n if (webgl1) {\r\n this.$l.lightIndices = pb.float[8]();\r\n this.$for(pb.int('i'), 0, 8, function () {\r\n this.lightIndices.setAt(this.i, 0);\r\n });\r\n this.$for(pb.int('i'), 1, 256, function () {\r\n this.$if(pb.equal(this.i, this.countParam.w), function () {\r\n this.$break();\r\n });\r\n this.$l.light = this[ShaderHelper.getLightBufferUniformName()].at(pb.mul(this.i, 3));\r\n this.$l.lightPos = pb.mul(this.viewMatrix, pb.vec4(this.light.xyz, 1));\r\n this.$l.lightPos.w = this.light.w;\r\n this.$if(this.sphereIntersectsAABB(this.lightPos, this.aabbMin, this.aabbMax), function () {\r\n this.$for(pb.int('j'), 0, 8, function () {\r\n this.$if(pb.equal(this.j, this.n), function () {\r\n this.lightIndices.setAt(this.j, pb.float(this.i));\r\n this.n = pb.add(this.n, 1);\r\n this.$break();\r\n });\r\n });\r\n this.$if(pb.equal(this.n, 8), function () {\r\n this.$break();\r\n });\r\n });\r\n });\r\n this.$outputs.value.r = pb.add(pb.mul(this.lightIndices[0], 256), this.lightIndices[1]);\r\n this.$outputs.value.g = pb.add(pb.mul(this.lightIndices[2], 256), this.lightIndices[3]);\r\n this.$outputs.value.b = pb.add(pb.mul(this.lightIndices[4], 256), this.lightIndices[5]);\r\n this.$outputs.value.a = pb.add(pb.mul(this.lightIndices[6], 256), this.lightIndices[7]);\r\n } else {\r\n this.$l.lightIndex = [\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0)\r\n ];\r\n this.$for(pb.uint('i'), 1, pb.uint(this.countParam.w), function () {\r\n this.$l.light = this[ShaderHelper.getLightBufferUniformName()].at(pb.mul(this.i, 3));\r\n this.$l.lightPos = pb.mul(this.viewMatrix, pb.vec4(this.light.xyz, 1));\r\n this.$l.lightPos.w = this.light.w;\r\n this.$if(this.sphereIntersectsAABB(this.lightPos, this.aabbMin, this.aabbMax), function () {\r\n this.lightIndex.setAt(this.n, this.i);\r\n this.n = pb.add(this.n, 1);\r\n this.$if(pb.equal(this.n, 16), function () {\r\n this.$break();\r\n });\r\n });\r\n });\r\n this.$l.r = pb.add(\r\n pb.sal(this.lightIndex[0], 24),\r\n pb.sal(this.lightIndex[1], 16),\r\n pb.sal(this.lightIndex[2], 8),\r\n this.lightIndex[3]\r\n );\r\n this.$l.g = pb.add(\r\n pb.sal(this.lightIndex[4], 24),\r\n pb.sal(this.lightIndex[5], 16),\r\n pb.sal(this.lightIndex[6], 8),\r\n this.lightIndex[7]\r\n );\r\n this.$l.b = pb.add(\r\n pb.sal(this.lightIndex[8], 24),\r\n pb.sal(this.lightIndex[9], 16),\r\n pb.sal(this.lightIndex[10], 8),\r\n this.lightIndex[11]\r\n );\r\n this.$l.a = pb.add(\r\n pb.sal(this.lightIndex[12], 24),\r\n pb.sal(this.lightIndex[13], 16),\r\n pb.sal(this.lightIndex[14], 8),\r\n this.lightIndex[15]\r\n );\r\n this.$outputs.value = pb.uvec4(this.r, this.g, this.b, this.a);\r\n }\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.color = webgl1 ? pb.vec4() : pb.uvec4();\r\n pb.main(function () {\r\n this.$outputs.color = this.$inputs.value;\r\n });\r\n }\r\n })!;\r\n this._lightIndexProgram.name = '@ClusteredLight_Index';\r\n this._bindGroup = device.createBindGroup(this._lightIndexProgram.bindGroupLayouts[0]);\r\n this._lightBuffer?.dispose();\r\n const lightBufferType = this._lightIndexProgram.getBindingInfo(\r\n ShaderHelper.getLightBufferUniformName()!\r\n )!.type;\r\n this._lightBuffer = device.createStructuredBuffer(lightBufferType as PBStructTypeInfo, {\r\n usage: 'uniform'\r\n });\r\n }\r\n private createLightIndexTexture(device: AbstractDevice) {\r\n const exp = Math.log2(this._tileCountX * this._tileCountY * this._tileCountZ);\r\n const a = (exp + 1) >>> 1;\r\n const b = exp - a;\r\n const textureWidth = 2 << (a - 1);\r\n const textureHeight = 2 << (b - 1);\r\n if (textureWidth * textureHeight !== this._tileCountX * this._tileCountY * this._tileCountZ) {\r\n throw new Error('Internal error');\r\n }\r\n this._lightIndexTexture = device.createTexture2D(\r\n device.type === 'webgl' ? 'rgba32f' : 'rgba32ui',\r\n textureWidth,\r\n textureHeight,\r\n { mipmapping: false }\r\n )!;\r\n this._lightIndexTexture.name = 'ClusterLightIndex';\r\n this._lightIndexFramebuffer?.dispose();\r\n this._lightIndexFramebuffer = device.createFrameBuffer([this._lightIndexTexture], null);\r\n }\r\n calculateLightIndex(camera: Camera, renderQueue: RenderQueue) {\r\n const numLights = this.getVisibleLights(renderQueue, this._lights);\r\n const device = getDevice();\r\n if (!this._lightIndexTexture) {\r\n this.createLightIndexTexture(device);\r\n }\r\n if (!this._lightIndexProgram) {\r\n this.createProgram(device);\r\n }\r\n if (!this._lightIndexVertexLayout) {\r\n this.createVertexLayout(device, this._lightIndexTexture!.width, this._lightIndexTexture!.height);\r\n }\r\n if (!this._lightIndexRenderStates) {\r\n this.createRenderState(device);\r\n }\r\n const viewport = device.getViewport();\r\n const vw = device.screenXToDevice(viewport.width);\r\n const vh = device.screenYToDevice(viewport.height);\r\n const scale = this._tileCountZ / Math.log2(camera.getFarPlane() / camera.getNearPlane());\r\n const bias = -(\r\n (this._tileCountZ * Math.log2(camera.getNearPlane())) /\r\n Math.log2(camera.getFarPlane() / camera.getNearPlane())\r\n );\r\n this._clusterParam.setXYZW(vw, vh, scale, bias);\r\n device.pushDeviceStates();\r\n device.setFramebuffer(this._lightIndexFramebuffer);\r\n if (numLights > 0) {\r\n if (this._lightBuffer!.disposed) {\r\n this._lightBuffer!.reload();\r\n }\r\n this._lightBuffer!.bufferSubData(0, this._lights);\r\n this._sizeParam.setXYZW(vw, vh, camera.getNearPlane(), camera.getFarPlane());\r\n this._countParam[0] = this._tileCountX;\r\n this._countParam[1] = this._tileCountY;\r\n this._countParam[2] = this._tileCountZ;\r\n this._countParam[3] = numLights + 1;\r\n this._bindGroup!.setValue('invProjMatrix', camera.getInvProjectionMatrix());\r\n this._bindGroup!.setValue('viewMatrix', camera.viewMatrix);\r\n this._bindGroup!.setValue('sizeParam', this._sizeParam);\r\n this._bindGroup!.setValue('countParam', this._countParam);\r\n this._bindGroup!.setBuffer(ShaderHelper.getLightBufferUniformName(), this._lightBuffer!);\r\n device.setProgram(this._lightIndexProgram);\r\n device.setVertexLayout(this._lightIndexVertexLayout);\r\n device.setBindGroup(0, this._bindGroup!);\r\n const savedRS = device.getRenderStates();\r\n device.setRenderStates(this._lightIndexRenderStates);\r\n device.draw('point-list', 0, this._tileCountX * this._tileCountY * this._tileCountZ);\r\n device.setRenderStates(savedRS);\r\n } else {\r\n device.clearFrameBuffer(new Vector4(0, 0, 0, 0), 1, 0);\r\n }\r\n device.popDeviceStates();\r\n }\r\n private getVisibleLights(renderQueue: RenderQueue, lights: Float32Array) {\r\n const numLights = Math.min(renderQueue.unshadowedLights.length, MAX_CLUSTERED_LIGHTS);\r\n for (let i = 1; i <= numLights; i++) {\r\n const light = renderQueue.unshadowedLights[i - 1];\r\n lights.set(light.positionAndRange, i * 12);\r\n lights.set(light.directionAndCutoff, i * 12 + 4);\r\n lights.set(light.diffuseAndIntensity, i * 12 + 8);\r\n }\r\n return numLights;\r\n 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AA,CAAA,CAAA;AAC9C4K,YAAAA,MAAAA,CAAOE,GAAG,CAAC/D,KAAAA,CAAMkE,mBAAmB,EAAEjL,IAAI,EAAK,GAAA,CAAA,CAAA;AACjD;QACA,OAAO4I,SAAAA;AACT;AACF;;;;"}
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@@ -6,7 +6,6 @@ import { RENDER_PASS_TYPE_OBJECT_COLOR, RENDER_PASS_TYPE_SHADOWMAP } from '../va
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6
6
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* Node visitor for culling
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7
7
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* @public
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8
8
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*/ class CullVisitor {
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9
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-
/** @internal */ _primaryCamera;
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10
9
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/** @internal */ _camera;
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11
10
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/** @internal */ _skipClipTest;
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12
11
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/** @internal */ _renderQueue;
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@@ -19,8 +18,7 @@ import { RENDER_PASS_TYPE_OBJECT_COLOR, RENDER_PASS_TYPE_SHADOWMAP } from '../va
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19
18
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* @param camera - Camera that will be used for culling
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20
19
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* @param rendeQueue - RenderQueue
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21
20
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* @param viewPoint - Camera position of the primary render pass
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22
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-
*/ constructor(renderPass, camera, renderQueue
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23
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-
this._primaryCamera = primaryCamera;
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21
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+
*/ constructor(renderPass, camera, renderQueue){
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24
22
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this._camera = camera;
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25
23
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this._renderQueue = renderQueue;
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|
26
24
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this._skipClipTest = false;
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@@ -40,9 +38,6 @@ import { RENDER_PASS_TYPE_OBJECT_COLOR, RENDER_PASS_TYPE_SHADOWMAP } from '../va
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40
38
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set frustumCulling(val) {
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41
39
|
this._skipClipTest = !val;
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42
40
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}
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43
|
-
/** The camera position of the primary render pass */ get primaryCamera() {
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44
|
-
return this._primaryCamera;
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|
45
|
-
}
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|
46
41
|
/** Render pass for the culling task */ get renderPass() {
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|
47
42
|
return this._renderPass;
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|
48
43
|
}
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@@ -69,18 +64,20 @@ import { RENDER_PASS_TYPE_OBJECT_COLOR, RENDER_PASS_TYPE_SHADOWMAP } from '../va
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69
64
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return this.visitOctreeNode(target);
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|
70
65
|
} else if (target.isMesh()) {
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71
66
|
return this.visitMesh(target);
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67
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+
} else if (target.isSprite()) {
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68
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+
return this.visitSprite(target);
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72
69
|
} else if (target.isWater()) {
|
|
73
70
|
return this.visitWater(target);
|
|
74
71
|
} else if (target.isParticleSystem()) {
|
|
75
72
|
return this.visitParticleSystem(target);
|
|
76
|
-
} else if (target.isTerrain()) {
|
|
77
|
-
return this.visitTerrain(target);
|
|
78
73
|
} else if (target.isClipmapTerrain()) {
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79
74
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return this.visitClipmapTerrain(target);
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80
75
|
} else if (target.isPunctualLight()) {
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81
76
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return this.visitPunctualLight(target);
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82
77
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} else if (target.isBatchGroup()) {
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83
78
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return this.visitBatchGroup(target);
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79
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} else {
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80
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return false;
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84
81
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}
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85
82
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}
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86
83
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/** @internal */ visitPunctualLight(node) {
|
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@@ -93,15 +90,6 @@ import { RENDER_PASS_TYPE_OBJECT_COLOR, RENDER_PASS_TYPE_SHADOWMAP } from '../va
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93
90
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}
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94
91
|
return false;
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95
92
|
}
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96
|
-
/** @internal */ visitTerrain(node) {
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97
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-
if (!node.hidden && (node.castShadow || !this._isShadowMapping) && (node.gpuPickable || !this._isGPUPicking)) {
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98
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-
const clipState = this.getClipStateWithNode(node);
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99
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-
if (clipState !== ClipState.NOT_CLIPPED) {
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100
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-
return node.cull(this) > 0;
|
|
101
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-
}
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102
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-
}
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103
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-
return false;
|
|
104
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-
}
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105
93
|
/** @internal */ visitClipmapTerrain(node) {
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106
94
|
if (!node.hidden && (node.castShadow || !this._isShadowMapping) && (node.gpuPickable || !this._isGPUPicking)) {
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107
95
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const clipState = this.getClipStateWithNode(node);
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@@ -132,6 +120,16 @@ import { RENDER_PASS_TYPE_OBJECT_COLOR, RENDER_PASS_TYPE_SHADOWMAP } from '../va
|
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132
120
|
}
|
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133
121
|
return false;
|
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134
122
|
}
|
|
123
|
+
visitSprite(node) {
|
|
124
|
+
if (!node.hidden && !this._isShadowMapping && (node.gpuPickable || !this._isGPUPicking)) {
|
|
125
|
+
const clipState = this.getClipStateWithNode(node);
|
|
126
|
+
if (clipState !== ClipState.NOT_CLIPPED) {
|
|
127
|
+
this.push(this._camera, node);
|
|
128
|
+
return true;
|
|
129
|
+
}
|
|
130
|
+
}
|
|
131
|
+
return false;
|
|
132
|
+
}
|
|
135
133
|
/** @internal */ visitMesh(node) {
|
|
136
134
|
if (!node.hidden && (node.castShadow || !this._isShadowMapping) && (node.gpuPickable || !this._isGPUPicking)) {
|
|
137
135
|
const clipState = this.getClipStateWithNode(node);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"cull_visitor.js","sources":["../../src/render/cull_visitor.ts"],"sourcesContent":["import type { AABB } from '@zephyr3d/base';\r\nimport { ClipState } from '@zephyr3d/base';\r\nimport { OctreeNode } from '../scene/octree';\r\nimport { RENDER_PASS_TYPE_OBJECT_COLOR, RENDER_PASS_TYPE_SHADOWMAP } from '../values';\r\nimport type { GraphNode } from '../scene/graph_node';\r\nimport type { RenderQueue } from './render_queue';\r\nimport type { RenderPass, Drawable } from '.';\r\nimport type { Mesh } from '../scene/mesh';\r\nimport type { Terrain } from '../scene/terrain';\r\nimport type { ClipmapTerrain } from '../scene/terrain-cm';\r\nimport type { PunctualLight } from '../scene/light';\r\nimport type { Visitor } from '../scene/visitor';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { SceneNode } from '../scene/scene_node';\r\nimport type { BatchGroup } from '../scene/batchgroup';\r\nimport type { ParticleSystem } from '../scene';\r\nimport type { Water } from '../scene/water';\r\n\r\n/**\r\n * Node visitor for culling\r\n * @public\r\n */\r\nexport class CullVisitor implements Visitor<SceneNode | OctreeNode> {\r\n /** @internal */\r\n private readonly _primaryCamera: Camera;\r\n /** @internal */\r\n private _camera: Camera;\r\n /** @internal */\r\n private _skipClipTest: boolean;\r\n /** @internal */\r\n private _renderQueue: RenderQueue;\r\n /** @internal */\r\n private readonly _renderPass: RenderPass;\r\n /** @internal */\r\n private readonly _isGPUPicking: boolean;\r\n /** @internal */\r\n private readonly _isShadowMapping: boolean;\r\n /**\r\n * Creates an instance of CullVisitor\r\n * @param renderPass - Render pass for the culling task\r\n * @param camera - Camera that will be used for culling\r\n * @param rendeQueue - RenderQueue\r\n * @param viewPoint - Camera position of the primary render pass\r\n */\r\n constructor(renderPass: RenderPass, camera: Camera, renderQueue: RenderQueue, primaryCamera: Camera) {\r\n this._primaryCamera = primaryCamera;\r\n this._camera = camera;\r\n this._renderQueue = renderQueue;\r\n this._skipClipTest = false;\r\n this._renderPass = renderPass;\r\n this._isGPUPicking = this._renderPass.type === RENDER_PASS_TYPE_OBJECT_COLOR;\r\n this._isShadowMapping = this._renderPass.type === RENDER_PASS_TYPE_SHADOWMAP;\r\n }\r\n /** The camera that will be used for culling */\r\n get camera() {\r\n return this._camera;\r\n }\r\n set camera(camera: Camera) {\r\n this._camera = camera || null;\r\n }\r\n /** true if cull with frustum culling, otherwise false. default is true */\r\n get frustumCulling(): boolean {\r\n return !this._skipClipTest;\r\n }\r\n set frustumCulling(val: boolean) {\r\n this._skipClipTest = !val;\r\n }\r\n /** The camera position of the primary render pass */\r\n get primaryCamera() {\r\n return this._primaryCamera;\r\n }\r\n /** Render pass for the culling task */\r\n get renderPass(): RenderPass {\r\n return this._renderPass;\r\n }\r\n /** The result of culling */\r\n get renderQueue() {\r\n return this._renderQueue;\r\n }\r\n set renderQueue(renderQueue: RenderQueue) {\r\n this._renderQueue = renderQueue;\r\n }\r\n /** Frustum for culling */\r\n get frustum() {\r\n return this._camera?.frustum || null;\r\n }\r\n /** @internal */\r\n push(camera: Camera, drawable: Drawable) {\r\n this.renderQueue.push(camera, drawable);\r\n }\r\n /** @internal */\r\n pushRenderQueue(renderQueue: RenderQueue) {\r\n this.renderQueue.pushRenderQueue(renderQueue);\r\n }\r\n /**\r\n * Visits a node\r\n * @param target - The node to be visit\r\n */\r\n visit(target: SceneNode | OctreeNode): unknown {\r\n if (target instanceof OctreeNode) {\r\n return this.visitOctreeNode(target);\r\n } else if (target.isMesh()) {\r\n return this.visitMesh(target);\r\n } else if (target.isWater()) {\r\n return this.visitWater(target);\r\n } else if (target.isParticleSystem()) {\r\n return this.visitParticleSystem(target);\r\n } else if (target.isTerrain()) {\r\n return this.visitTerrain(target);\r\n } else if (target.isClipmapTerrain()) {\r\n return this.visitClipmapTerrain(target);\r\n } else if (target.isPunctualLight()) {\r\n return this.visitPunctualLight(target);\r\n } else if (target.isBatchGroup()) {\r\n return this.visitBatchGroup(target);\r\n }\r\n }\r\n /** @internal */\r\n visitPunctualLight(node: PunctualLight) {\r\n if (!node.hidden) {\r\n const clipState = this.getClipStateWithNode(node);\r\n if (clipState !== ClipState.NOT_CLIPPED) {\r\n this.renderQueue.pushLight(node);\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n /** @internal */\r\n visitTerrain(node: Terrain) {\r\n if (\r\n !node.hidden &&\r\n (node.castShadow || !this._isShadowMapping) &&\r\n (node.gpuPickable || !this._isGPUPicking)\r\n ) {\r\n const clipState = this.getClipStateWithNode(node);\r\n if (clipState !== ClipState.NOT_CLIPPED) {\r\n return node.cull(this) > 0;\r\n }\r\n }\r\n return false;\r\n }\r\n /** @internal */\r\n visitClipmapTerrain(node: ClipmapTerrain) {\r\n if (\r\n !node.hidden &&\r\n (node.castShadow || !this._isShadowMapping) &&\r\n (node.gpuPickable || !this._isGPUPicking)\r\n ) {\r\n const clipState = this.getClipStateWithNode(node);\r\n if (clipState !== ClipState.NOT_CLIPPED) {\r\n this.push(this._camera, node);\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n /** @internal */\r\n visitBatchGroup(node: BatchGroup) {\r\n if (!node.hidden) {\r\n const clipState = this.getClipStateWithNode(node);\r\n if (clipState !== ClipState.NOT_CLIPPED) {\r\n node.cull(this);\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n /** @internal */\r\n visitParticleSystem(node: ParticleSystem) {\r\n if (!node.hidden && !this._isShadowMapping && (node.gpuPickable || !this._isGPUPicking)) {\r\n const clipState = this.getClipStateWithNode(node);\r\n if (clipState !== ClipState.NOT_CLIPPED) {\r\n this.push(this._camera, node);\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n /** @internal */\r\n visitMesh(node: Mesh) {\r\n if (\r\n !node.hidden &&\r\n (node.castShadow || !this._isShadowMapping) &&\r\n (node.gpuPickable || !this._isGPUPicking)\r\n ) {\r\n const clipState = this.getClipStateWithNode(node);\r\n if (clipState !== ClipState.NOT_CLIPPED) {\r\n this.push(this._camera, node);\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n /** @internal */\r\n visitWater(node: Water) {\r\n if (!node.hidden && !this._isShadowMapping && (node.gpuPickable || !this._isGPUPicking)) {\r\n const clipState = this.getClipStateWithNode(node);\r\n if (clipState !== ClipState.NOT_CLIPPED) {\r\n this.push(this._camera, node);\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n /** @internal */\r\n visitOctreeNode(node: OctreeNode) {\r\n const clipState =\r\n node.getLevel() > 0 ? this.getClipStateWithAABB(node.getBoxLoosed()) : ClipState.CLIPPED;\r\n if (clipState !== ClipState.NOT_CLIPPED) {\r\n const saveSkipFlag = this._skipClipTest;\r\n this._skipClipTest = this._skipClipTest || clipState === 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{"version":3,"file":"cull_visitor.js","sources":["../../src/render/cull_visitor.ts"],"sourcesContent":["import type { AABB } from '@zephyr3d/base';\r\nimport { ClipState } from '@zephyr3d/base';\r\nimport { OctreeNode } from '../scene/octree';\r\nimport { RENDER_PASS_TYPE_OBJECT_COLOR, RENDER_PASS_TYPE_SHADOWMAP } from '../values';\r\nimport type { GraphNode } from '../scene/graph_node';\r\nimport type { RenderQueue } from './render_queue';\r\nimport type { RenderPass, Drawable } from '.';\r\nimport type { Mesh } from '../scene/mesh';\r\nimport type { ClipmapTerrain } from '../scene/terrain-cm';\r\nimport type { PunctualLight } from '../scene/light';\r\nimport type { Visitor } from '../scene/visitor';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { SceneNode } from '../scene/scene_node';\r\nimport type { BatchGroup } from '../scene/batchgroup';\r\nimport type { ParticleSystem, Sprite } from '../scene';\r\nimport type { Water } from '../scene/water';\r\n\r\n/**\r\n * Node visitor for culling\r\n * @public\r\n */\r\nexport class CullVisitor implements Visitor<SceneNode | OctreeNode> {\r\n /** @internal */\r\n private _camera: Camera;\r\n /** @internal */\r\n private _skipClipTest: boolean;\r\n /** @internal */\r\n private _renderQueue: RenderQueue;\r\n /** @internal */\r\n private readonly _renderPass: RenderPass;\r\n /** @internal */\r\n private readonly _isGPUPicking: boolean;\r\n /** @internal */\r\n private readonly _isShadowMapping: boolean;\r\n /**\r\n * Creates an instance of CullVisitor\r\n * @param renderPass - Render pass for the culling task\r\n * @param camera - Camera that will be used for culling\r\n * @param rendeQueue - RenderQueue\r\n * @param viewPoint - Camera position of the primary render pass\r\n */\r\n constructor(renderPass: RenderPass, camera: Camera, renderQueue: RenderQueue) {\r\n this._camera = camera;\r\n this._renderQueue = renderQueue;\r\n this._skipClipTest = false;\r\n this._renderPass = renderPass;\r\n this._isGPUPicking = this._renderPass.type === RENDER_PASS_TYPE_OBJECT_COLOR;\r\n this._isShadowMapping = this._renderPass.type === RENDER_PASS_TYPE_SHADOWMAP;\r\n }\r\n /** The camera that will be used for culling */\r\n get camera() {\r\n return this._camera;\r\n }\r\n set camera(camera: Camera) {\r\n this._camera = camera || null;\r\n }\r\n /** true if cull with frustum culling, otherwise false. default is true */\r\n get frustumCulling() {\r\n return !this._skipClipTest;\r\n }\r\n set frustumCulling(val) {\r\n this._skipClipTest = !val;\r\n }\r\n /** Render pass for the culling task */\r\n get renderPass() {\r\n return this._renderPass;\r\n }\r\n /** The result of culling */\r\n get renderQueue() {\r\n return this._renderQueue;\r\n }\r\n set renderQueue(renderQueue: RenderQueue) {\r\n this._renderQueue = renderQueue;\r\n }\r\n /** Frustum for culling */\r\n get frustum() {\r\n return this._camera?.frustum || null;\r\n }\r\n /** @internal */\r\n push(camera: Camera, drawable: Drawable) {\r\n this.renderQueue.push(camera, drawable);\r\n }\r\n /** @internal */\r\n pushRenderQueue(renderQueue: RenderQueue) {\r\n this.renderQueue.pushRenderQueue(renderQueue);\r\n }\r\n /**\r\n * Visits a node\r\n * @param target - The node to be visit\r\n */\r\n visit(target: SceneNode | OctreeNode) {\r\n if (target instanceof OctreeNode) {\r\n return this.visitOctreeNode(target);\r\n } else if (target.isMesh()) {\r\n return this.visitMesh(target);\r\n } else if (target.isSprite()) {\r\n return this.visitSprite(target);\r\n } else if (target.isWater()) {\r\n return this.visitWater(target);\r\n } else if (target.isParticleSystem()) {\r\n return this.visitParticleSystem(target);\r\n } else if (target.isClipmapTerrain()) {\r\n return this.visitClipmapTerrain(target);\r\n } else if (target.isPunctualLight()) {\r\n return this.visitPunctualLight(target);\r\n } else if (target.isBatchGroup()) {\r\n return this.visitBatchGroup(target);\r\n } else {\r\n return false;\r\n }\r\n }\r\n /** @internal */\r\n visitPunctualLight(node: PunctualLight) {\r\n if (!node.hidden) {\r\n const clipState = this.getClipStateWithNode(node);\r\n if (clipState !== ClipState.NOT_CLIPPED) {\r\n this.renderQueue.pushLight(node);\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n /** @internal */\r\n visitClipmapTerrain(node: ClipmapTerrain) {\r\n if (\r\n !node.hidden &&\r\n (node.castShadow || !this._isShadowMapping) &&\r\n (node.gpuPickable || !this._isGPUPicking)\r\n ) {\r\n const clipState = this.getClipStateWithNode(node);\r\n if (clipState !== ClipState.NOT_CLIPPED) {\r\n this.push(this._camera, node);\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n /** @internal */\r\n visitBatchGroup(node: BatchGroup) {\r\n if (!node.hidden) {\r\n const clipState = this.getClipStateWithNode(node);\r\n if (clipState !== ClipState.NOT_CLIPPED) {\r\n node.cull(this);\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n /** @internal */\r\n visitParticleSystem(node: ParticleSystem) {\r\n if (!node.hidden && !this._isShadowMapping && (node.gpuPickable || !this._isGPUPicking)) {\r\n const clipState = this.getClipStateWithNode(node);\r\n if (clipState !== ClipState.NOT_CLIPPED) {\r\n this.push(this._camera, node);\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n visitSprite(node: Sprite) {\r\n if (!node.hidden && !this._isShadowMapping && (node.gpuPickable || !this._isGPUPicking)) {\r\n const clipState = this.getClipStateWithNode(node);\r\n if (clipState !== ClipState.NOT_CLIPPED) {\r\n this.push(this._camera, node);\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n /** @internal */\r\n visitMesh(node: Mesh) {\r\n if (\r\n !node.hidden &&\r\n (node.castShadow || !this._isShadowMapping) &&\r\n (node.gpuPickable || !this._isGPUPicking)\r\n ) {\r\n const clipState = this.getClipStateWithNode(node);\r\n if (clipState !== ClipState.NOT_CLIPPED) {\r\n this.push(this._camera, node);\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n /** @internal */\r\n visitWater(node: Water) {\r\n if (!node.hidden && !this._isShadowMapping && (node.gpuPickable || !this._isGPUPicking)) {\r\n const clipState = this.getClipStateWithNode(node);\r\n if (clipState !== ClipState.NOT_CLIPPED) {\r\n this.push(this._camera, node);\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n /** @internal */\r\n visitOctreeNode(node: OctreeNode) {\r\n const clipState =\r\n node.getLevel() > 0 ? this.getClipStateWithAABB(node.getBoxLoosed()) : ClipState.CLIPPED;\r\n if (clipState !== ClipState.NOT_CLIPPED) {\r\n const saveSkipFlag = this._skipClipTest;\r\n this._skipClipTest = this._skipClipTest || clipState === ClipState.A_INSIDE_B;\r\n const nodes = node.getNodes();\r\n for (let i = 0; i < nodes.length; i++) {\r\n this.visit(nodes[i]);\r\n }\r\n this._skipClipTest = saveSkipFlag;\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** @internal */\r\n protected getClipStateWithNode(node: GraphNode) {\r\n let clipState: ClipState;\r\n if (this._skipClipTest) {\r\n clipState = ClipState.A_INSIDE_B;\r\n } else if (!node.clipTestEnabled) {\r\n clipState = ClipState.CLIPPED;\r\n } else {\r\n const bv = node.getWorldBoundingVolume();\r\n clipState = bv ? this.getClipStateWithAABB(bv.toAABB()) : ClipState.CLIPPED;\r\n }\r\n return clipState;\r\n }\r\n /** @internal */\r\n protected getClipStateWithAABB(aabb: AABB) {\r\n return this.camera.clipMask\r\n ? aabb.getClipStateWithFrustumMask(this.frustum, this.camera.clipMask)\r\n : aabb.getClipStateWithFrustum(this.frustum);\r\n }\r\n}\r\n"],"names":["CullVisitor","renderPass","camera","renderQueue","_camera","_renderQueue","_skipClipTest","_renderPass","_isGPUPicking","type","RENDER_PASS_TYPE_OBJECT_COLOR","_isShadowMapping","RENDER_PASS_TYPE_SHADOWMAP","frustumCulling","val","frustum","push","drawable","pushRenderQueue","visit","target","OctreeNode","visitOctreeNode","isMesh","visitMesh","isSprite","visitSprite","isWater","visitWater","isParticleSystem","visitParticleSystem","isClipmapTerrain","visitClipmapTerrain","isPunctualLight","visitPunctualLight","isBatchGroup","visitBatchGroup","node","hidden","clipState","getClipStateWithNode","ClipState","NOT_CLIPPED","pushLight","castShadow","gpuPickable","cull","getLevel","getClipStateWithAABB","getBoxLoosed","CLIPPED","saveSkipFlag","A_INSIDE_B","nodes","getNodes","i","length","clipTestEnabled","bv","getWorldBoundingVolume","toAABB","aabb","clipMask","getClipStateWithFrustumMask","getClipStateWithFrustum"],"mappings":";;;;AAiBA;;;AAGC,IACM,MAAMA,WAAAA,CAAAA;qBAEX,OAAwB;qBAExB,aAA+B;qBAE/B,YAAkC;qBAElC,WAAyC;qBAEzC,aAAwC;qBAExC,gBAA2C;AAC3C;;;;;;AAMC,MACD,YAAYC,UAAsB,EAAEC,MAAc,EAAEC,WAAwB,CAAE;QAC5E,IAAI,CAACC,OAAO,GAAGF,MAAAA;QACf,IAAI,CAACG,YAAY,GAAGF,WAAAA;QACpB,IAAI,CAACG,aAAa,GAAG,KAAA;QACrB,IAAI,CAACC,WAAW,GAAGN,UAAAA;QACnB,IAAI,CAACO,aAAa,GAAG,IAAI,CAACD,WAAW,CAACE,IAAI,KAAKC,6BAAAA;QAC/C,IAAI,CAACC,gBAAgB,GAAG,IAAI,CAACJ,WAAW,CAACE,IAAI,KAAKG,0BAAAA;AACpD;oDAEA,IAAIV,MAAS,GAAA;QACX,OAAO,IAAI,CAACE,OAAO;AACrB;IACA,IAAIF,MAAAA,CAAOA,MAAc,EAAE;QACzB,IAAI,CAACE,OAAO,GAAGF,MAAU,IAAA,IAAA;AAC3B;+EAEA,IAAIW,cAAiB,GAAA;QACnB,OAAO,CAAC,IAAI,CAACP,aAAa;AAC5B;IACA,IAAIO,cAAAA,CAAeC,GAAG,EAAE;QACtB,IAAI,CAACR,aAAa,GAAG,CAACQ,GAAAA;AACxB;4CAEA,IAAIb,UAAa,GAAA;QACf,OAAO,IAAI,CAACM,WAAW;AACzB;iCAEA,IAAIJ,WAAc,GAAA;QAChB,OAAO,IAAI,CAACE,YAAY;AAC1B;IACA,IAAIF,WAAAA,CAAYA,WAAwB,EAAE;QACxC,IAAI,CAACE,YAAY,GAAGF,WAAAA;AACtB;+BAEA,IAAIY,OAAU,GAAA;AACZ,QAAA,OAAO,IAAI,CAACX,OAAO,EAAEW,OAAW,IAAA,IAAA;AAClC;AACA,qBACAC,IAAAA,CAAKd,MAAc,EAAEe,QAAkB,EAAE;AACvC,QAAA,IAAI,CAACd,WAAW,CAACa,IAAI,CAACd,MAAQe,EAAAA,QAAAA,CAAAA;AAChC;qBAEAC,eAAgBf,CAAAA,WAAwB,EAAE;AACxC,QAAA,IAAI,CAACA,WAAW,CAACe,eAAe,CAACf,WAAAA,CAAAA;AACnC;AACA;;;MAIAgB,KAAAA,CAAMC,MAA8B,EAAE;AACpC,QAAA,IAAIA,kBAAkBC,UAAY,EAAA;YAChC,OAAO,IAAI,CAACC,eAAe,CAACF,MAAAA,CAAAA;SACvB,MAAA,IAAIA,MAAOG,CAAAA,MAAM,EAAI,EAAA;YAC1B,OAAO,IAAI,CAACC,SAAS,CAACJ,MAAAA,CAAAA;SACjB,MAAA,IAAIA,MAAOK,CAAAA,QAAQ,EAAI,EAAA;YAC5B,OAAO,IAAI,CAACC,WAAW,CAACN,MAAAA,CAAAA;SACnB,MAAA,IAAIA,MAAOO,CAAAA,OAAO,EAAI,EAAA;YAC3B,OAAO,IAAI,CAACC,UAAU,CAACR,MAAAA,CAAAA;SAClB,MAAA,IAAIA,MAAOS,CAAAA,gBAAgB,EAAI,EAAA;YACpC,OAAO,IAAI,CAACC,mBAAmB,CAACV,MAAAA,CAAAA;SAC3B,MAAA,IAAIA,MAAOW,CAAAA,gBAAgB,EAAI,EAAA;YACpC,OAAO,IAAI,CAACC,mBAAmB,CAACZ,MAAAA,CAAAA;SAC3B,MAAA,IAAIA,MAAOa,CAAAA,eAAe,EAAI,EAAA;YACnC,OAAO,IAAI,CAACC,kBAAkB,CAACd,MAAAA,CAAAA;SAC1B,MAAA,IAAIA,MAAOe,CAAAA,YAAY,EAAI,EAAA;YAChC,OAAO,IAAI,CAACC,eAAe,CAAChB,MAAAA,CAAAA;SACvB,MAAA;YACL,OAAO,KAAA;AACT;AACF;qBAEAc,kBAAmBG,CAAAA,IAAmB,EAAE;QACtC,IAAI,CAACA,IAAKC,CAAAA,MAAM,EAAE;AAChB,YAAA,MAAMC,SAAY,GAAA,IAAI,CAACC,oBAAoB,CAACH,IAAAA,CAAAA;YAC5C,IAAIE,SAAAA,KAAcE,SAAUC,CAAAA,WAAW,EAAE;AACvC,gBAAA,IAAI,CAACvC,WAAW,CAACwC,SAAS,CAACN,IAAAA,CAAAA;gBAC3B,OAAO,IAAA;AACT;AACF;QACA,OAAO,KAAA;AACT;qBAEAL,mBAAoBK,CAAAA,IAAoB,EAAE;QACxC,IACE,CAACA,KAAKC,MAAM,KACXD,IAAKO,CAAAA,UAAU,IAAI,CAAC,IAAI,CAACjC,gBAAgB,CAAD,KACxC0B,IAAAA,CAAKQ,WAAW,IAAI,CAAC,IAAI,CAACrC,aAAY,CACvC,EAAA;AACA,YAAA,MAAM+B,SAAY,GAAA,IAAI,CAACC,oBAAoB,CAACH,IAAAA,CAAAA;YAC5C,IAAIE,SAAAA,KAAcE,SAAUC,CAAAA,WAAW,EAAE;AACvC,gBAAA,IAAI,CAAC1B,IAAI,CAAC,IAAI,CAACZ,OAAO,EAAEiC,IAAAA,CAAAA;gBACxB,OAAO,IAAA;AACT;AACF;QACA,OAAO,KAAA;AACT;qBAEAD,eAAgBC,CAAAA,IAAgB,EAAE;QAChC,IAAI,CAACA,IAAKC,CAAAA,MAAM,EAAE;AAChB,YAAA,MAAMC,SAAY,GAAA,IAAI,CAACC,oBAAoB,CAACH,IAAAA,CAAAA;YAC5C,IAAIE,SAAAA,KAAcE,SAAUC,CAAAA,WAAW,EAAE;gBACvCL,IAAKS,CAAAA,IAAI,CAAC,IAAI,CAAA;gBACd,OAAO,IAAA;AACT;AACF;QACA,OAAO,KAAA;AACT;qBAEAhB,mBAAoBO,CAAAA,IAAoB,EAAE;AACxC,QAAA,IAAI,CAACA,IAAKC,CAAAA,MAAM,IAAI,CAAC,IAAI,CAAC3B,gBAAgB,KAAK0B,IAAAA,CAAKQ,WAAW,IAAI,CAAC,IAAI,CAACrC,aAAa,CAAG,EAAA;AACvF,YAAA,MAAM+B,SAAY,GAAA,IAAI,CAACC,oBAAoB,CAACH,IAAAA,CAAAA;YAC5C,IAAIE,SAAAA,KAAcE,SAAUC,CAAAA,WAAW,EAAE;AACvC,gBAAA,IAAI,CAAC1B,IAAI,CAAC,IAAI,CAACZ,OAAO,EAAEiC,IAAAA,CAAAA;gBACxB,OAAO,IAAA;AACT;AACF;QACA,OAAO,KAAA;AACT;AACAX,IAAAA,WAAAA,CAAYW,IAAY,EAAE;AACxB,QAAA,IAAI,CAACA,IAAKC,CAAAA,MAAM,IAAI,CAAC,IAAI,CAAC3B,gBAAgB,KAAK0B,IAAAA,CAAKQ,WAAW,IAAI,CAAC,IAAI,CAACrC,aAAa,CAAG,EAAA;AACvF,YAAA,MAAM+B,SAAY,GAAA,IAAI,CAACC,oBAAoB,CAACH,IAAAA,CAAAA;YAC5C,IAAIE,SAAAA,KAAcE,SAAUC,CAAAA,WAAW,EAAE;AACvC,gBAAA,IAAI,CAAC1B,IAAI,CAAC,IAAI,CAACZ,OAAO,EAAEiC,IAAAA,CAAAA;gBACxB,OAAO,IAAA;AACT;AACF;QACA,OAAO,KAAA;AACT;qBAEAb,SAAUa,CAAAA,IAAU,EAAE;QACpB,IACE,CAACA,KAAKC,MAAM,KACXD,IAAKO,CAAAA,UAAU,IAAI,CAAC,IAAI,CAACjC,gBAAgB,CAAD,KACxC0B,IAAAA,CAAKQ,WAAW,IAAI,CAAC,IAAI,CAACrC,aAAY,CACvC,EAAA;AACA,YAAA,MAAM+B,SAAY,GAAA,IAAI,CAACC,oBAAoB,CAACH,IAAAA,CAAAA;YAC5C,IAAIE,SAAAA,KAAcE,SAAUC,CAAAA,WAAW,EAAE;AACvC,gBAAA,IAAI,CAAC1B,IAAI,CAAC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|
package/dist/render/depthpass.js
CHANGED
|
@@ -41,17 +41,16 @@ import { ShaderHelper } from '../material/shader/helper.js';
|
|
|
41
41
|
/** @internal */ _getGlobalBindGroupHash(ctx) {
|
|
42
42
|
return `${Number(this._renderBackface)}:${Number(this._encodeDepth)}:${Number(ctx.motionVectors)}`;
|
|
43
43
|
}
|
|
44
|
-
/** @internal */ renderItems(ctx, renderQueue) {
|
|
44
|
+
/** @internal */ renderItems(ctx, renderCamera, renderQueue) {
|
|
45
45
|
const items = renderQueue.itemList;
|
|
46
46
|
if (items) {
|
|
47
|
-
ctx.fogFlags = 0;
|
|
48
47
|
ctx.drawEnvLight = false;
|
|
49
48
|
ctx.env = null;
|
|
50
49
|
ctx.flip = this.isAutoFlip(ctx);
|
|
51
|
-
ctx.renderPassHash = this.getGlobalBindGroupHash(ctx);
|
|
50
|
+
ctx.renderPassHash = this.getGlobalBindGroupHash(ctx, renderCamera);
|
|
52
51
|
const bindGroup = ctx.globalBindGroupAllocator.getGlobalBindGroup(ctx);
|
|
53
52
|
ctx.device.setBindGroup(0, bindGroup);
|
|
54
|
-
ShaderHelper.setCameraUniforms(bindGroup, ctx, true);
|
|
53
|
+
ShaderHelper.setCameraUniforms(bindGroup, ctx, renderCamera, true);
|
|
55
54
|
const reverseWinding = ctx.camera.worldMatrixDet < 0;
|
|
56
55
|
const list = this._transmission ? items.transmission : items.opaque;
|
|
57
56
|
for (const lit of list.lit){
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"depthpass.js","sources":["../../src/render/depthpass.ts"],"sourcesContent":["import { RenderPass } from './renderpass';\r\nimport { RENDER_PASS_TYPE_DEPTH } from '../values';\r\nimport type { RenderQueue } from './render_queue';\r\nimport type { DrawContext } from './drawable';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\n\r\n/**\r\n * Depth render pass\r\n *\r\n * Scene depth render pass\r\n *\r\n * @public\r\n */\r\nexport class DepthPass extends RenderPass {\r\n private _renderBackface: boolean;\r\n private _encodeDepth: boolean;\r\n private _transmission: boolean;\r\n /**\r\n * Creates an instance of DepthRenderPass\r\n */\r\n constructor() {\r\n super(RENDER_PASS_TYPE_DEPTH);\r\n this._renderBackface = false;\r\n this._encodeDepth = false;\r\n this._transmission = false;\r\n }\r\n get transmission() {\r\n return this._transmission;\r\n }\r\n set transmission(val: boolean) {\r\n this._transmission = val;\r\n }\r\n get renderBackface()
|
|
1
|
+
{"version":3,"file":"depthpass.js","sources":["../../src/render/depthpass.ts"],"sourcesContent":["import { RenderPass } from './renderpass';\r\nimport { RENDER_PASS_TYPE_DEPTH } from '../values';\r\nimport type { RenderQueue } from './render_queue';\r\nimport type { DrawContext } from './drawable';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport type { Camera } from '../camera';\r\n\r\n/**\r\n * Depth render pass\r\n *\r\n * Scene depth render pass\r\n *\r\n * @public\r\n */\r\nexport class DepthPass extends RenderPass {\r\n private _renderBackface: boolean;\r\n private _encodeDepth: boolean;\r\n private _transmission: boolean;\r\n /**\r\n * Creates an instance of DepthRenderPass\r\n */\r\n constructor() {\r\n super(RENDER_PASS_TYPE_DEPTH);\r\n this._renderBackface = false;\r\n this._encodeDepth = false;\r\n this._transmission = false;\r\n }\r\n get transmission() {\r\n return this._transmission;\r\n }\r\n set transmission(val: boolean) {\r\n this._transmission = val;\r\n }\r\n get renderBackface() {\r\n return this._renderBackface;\r\n }\r\n set renderBackface(val) {\r\n this._renderBackface = !!val;\r\n }\r\n get encodeDepth() {\r\n return this._encodeDepth;\r\n }\r\n set encodeDepth(val) {\r\n this._encodeDepth = !!val;\r\n }\r\n /** @internal */\r\n protected _getGlobalBindGroupHash(ctx: DrawContext) {\r\n return `${Number(this._renderBackface)}:${Number(this._encodeDepth)}:${Number(ctx.motionVectors)}`;\r\n }\r\n /** @internal */\r\n protected renderItems(ctx: DrawContext, renderCamera: Camera, renderQueue: RenderQueue) {\r\n const items = renderQueue.itemList;\r\n if (items) {\r\n ctx.drawEnvLight = false;\r\n ctx.env = null;\r\n ctx.flip = this.isAutoFlip(ctx);\r\n ctx.renderPassHash = this.getGlobalBindGroupHash(ctx, renderCamera);\r\n const bindGroup = ctx.globalBindGroupAllocator.getGlobalBindGroup(ctx);\r\n ctx.device.setBindGroup(0, bindGroup);\r\n ShaderHelper.setCameraUniforms(bindGroup, ctx, renderCamera, true);\r\n const reverseWinding = ctx.camera.worldMatrixDet < 0;\r\n const list = this._transmission ? items.transmission : items.opaque;\r\n for (const lit of list.lit) {\r\n this.drawItemList(lit, ctx, reverseWinding);\r\n }\r\n for (const unlit of list.unlit) {\r\n this.drawItemList(unlit, ctx, reverseWinding);\r\n }\r\n }\r\n }\r\n}\r\n"],"names":["DepthPass","RenderPass","_renderBackface","_encodeDepth","_transmission","RENDER_PASS_TYPE_DEPTH","transmission","val","renderBackface","encodeDepth","_getGlobalBindGroupHash","ctx","Number","motionVectors","renderCamera","renderQueue","items","itemList","drawEnvLight","env","flip","isAutoFlip","renderPassHash","getGlobalBindGroupHash","bindGroup","globalBindGroupAllocator","getGlobalBindGroup","device","setBindGroup","ShaderHelper","setCameraUniforms","reverseWinding","camera","worldMatrixDet","list","opaque","lit","drawItemList","unlit"],"mappings":";;;;AAOA;;;;;;IAOO,MAAMA,SAAkBC,SAAAA,UAAAA,CAAAA;IACrBC,eAAyB;IACzBC,YAAsB;IACtBC,aAAuB;AAC/B;;AAEC,MACD,WAAc,EAAA;AACZ,QAAA,KAAK,CAACC,sBAAAA,CAAAA;QACN,IAAI,CAACH,eAAe,GAAG,KAAA;QACvB,IAAI,CAACC,YAAY,GAAG,KAAA;QACpB,IAAI,CAACC,aAAa,GAAG,KAAA;AACvB;AACA,IAAA,IAAIE,YAAe,GAAA;QACjB,OAAO,IAAI,CAACF,aAAa;AAC3B;IACA,IAAIE,YAAAA,CAAaC,GAAY,EAAE;QAC7B,IAAI,CAACH,aAAa,GAAGG,GAAAA;AACvB;AACA,IAAA,IAAIC,cAAiB,GAAA;QACnB,OAAO,IAAI,CAACN,eAAe;AAC7B;IACA,IAAIM,cAAAA,CAAeD,GAAG,EAAE;AACtB,QAAA,IAAI,CAACL,eAAe,GAAG,CAAC,CAACK,GAAAA;AAC3B;AACA,IAAA,IAAIE,WAAc,GAAA;QAChB,OAAO,IAAI,CAACN,YAAY;AAC1B;IACA,IAAIM,WAAAA,CAAYF,GAAG,EAAE;AACnB,QAAA,IAAI,CAACJ,YAAY,GAAG,CAAC,CAACI,GAAAA;AACxB;AACA,qBACUG,uBAAwBC,CAAAA,GAAgB,EAAE;AAClD,QAAA,OAAO,GAAGC,MAAO,CAAA,IAAI,CAACV,eAAe,CAAA,CAAE,CAAC,EAAEU,MAAAA,CAAO,IAAI,CAACT,YAAY,CAAE,CAAA,CAAC,EAAES,MAAOD,CAAAA,GAAAA,CAAIE,aAAa,CAAG,CAAA,CAAA;AACpG;qBAEA,WAAsBF,CAAAA,GAAgB,EAAEG,YAAoB,EAAEC,WAAwB,EAAE;QACtF,MAAMC,KAAAA,GAAQD,YAAYE,QAAQ;AAClC,QAAA,IAAID,KAAO,EAAA;AACTL,YAAAA,GAAAA,CAAIO,YAAY,GAAG,KAAA;AACnBP,YAAAA,GAAAA,CAAIQ,GAAG,GAAG,IAAA;AACVR,YAAAA,GAAAA,CAAIS,IAAI,GAAG,IAAI,CAACC,UAAU,CAACV,GAAAA,CAAAA;AAC3BA,YAAAA,GAAAA,CAAIW,cAAc,GAAG,IAAI,CAACC,sBAAsB,CAACZ,GAAKG,EAAAA,YAAAA,CAAAA;AACtD,YAAA,MAAMU,SAAYb,GAAAA,GAAAA,CAAIc,wBAAwB,CAACC,kBAAkB,CAACf,GAAAA,CAAAA;AAClEA,YAAAA,GAAAA,CAAIgB,MAAM,CAACC,YAAY,CAAC,CAAGJ,EAAAA,SAAAA,CAAAA;AAC3BK,YAAAA,YAAAA,CAAaC,iBAAiB,CAACN,SAAWb,EAAAA,GAAAA,EAAKG,YAAc,EAAA,IAAA,CAAA;AAC7D,YAAA,MAAMiB,cAAiBpB,GAAAA,GAAAA,CAAIqB,MAAM,CAACC,cAAc,GAAG,CAAA;YACnD,MAAMC,IAAAA,GAAO,IAAI,CAAC9B,aAAa,GAAGY,KAAMV,CAAAA,YAAY,GAAGU,KAAAA,CAAMmB,MAAM;AACnE,YAAA,KAAK,MAAMC,GAAAA,IAAOF,IAAKE,CAAAA,GAAG,CAAE;AAC1B,gBAAA,IAAI,CAACC,YAAY,CAACD,GAAAA,EAAKzB,GAAKoB,EAAAA,cAAAA,CAAAA;AAC9B;AACA,YAAA,KAAK,MAAMO,KAAAA,IAASJ,IAAKI,CAAAA,KAAK,CAAE;AAC9B,gBAAA,IAAI,CAACD,YAAY,CAACC,KAAAA,EAAO3B,GAAKoB,EAAAA,cAAAA,CAAAA;AAChC;AACF;AACF;AACF;;;;"}
|
|
@@ -0,0 +1,15 @@
|
|
|
1
|
+
import { getDevice } from '../app/api.js';
|
|
2
|
+
|
|
3
|
+
class RenderContext {
|
|
4
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device;
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renderWidth;
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renderHeight;
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constructor(_camera, w, h){
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this.device = getDevice();
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this.renderWidth = w;
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this.renderHeight = h;
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}
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}
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export { RenderContext };
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//# sourceMappingURL=drawable.js.map
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{"version":3,"file":"drawable.js","sources":["../../src/render/drawable.ts"],"sourcesContent":["import type { DRef, Nullable, TypedArray, Vector4 } from '@zephyr3d/base';\r\nimport type {\r\n AbstractDevice,\r\n ColorState,\r\n FaceMode,\r\n FrameBuffer,\r\n GPUDataBuffer,\r\n Texture2D,\r\n TextureFormat\r\n} from '@zephyr3d/device';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { Primitive, RenderPass } from '.';\r\nimport type { DrawableInstanceInfo, InstanceData, RenderQueue, RenderQueueRef } from './render_queue';\r\nimport type { ShadowMapParams } from '../shadow';\r\nimport type { Environment } from '../scene/environment';\r\nimport type { DirectionalLight, PunctualLight, Scene, SceneNode } from '../scene';\r\nimport type { Compositor } from '../posteffect';\r\nimport type { ClusteredLight } from './cluster_light';\r\nimport type { MeshMaterial } from '../material';\r\nimport type { GlobalBindGroupAllocator } from './globalbindgroup_allocator';\r\nimport type { OIT } from './oit';\r\nimport { getDevice } from '../app/api';\r\n\r\n/**\r\n * Picking result target container.\r\n *\r\n * Use to override/annotate which scene node (and optional label) a drawable should report\r\n * when GPU picking or raycast returns a hit.\r\n *\r\n * @public\r\n */\r\nexport type PickTarget = { node: SceneNode; label?: string };\r\n\r\nexport class RenderContext {\r\n public device: AbstractDevice;\r\n public renderWidth: number;\r\n public renderHeight: number;\r\n constructor(_camera: Camera, w: number, h: number) {\r\n this.device = getDevice();\r\n this.renderWidth = w;\r\n this.renderHeight = h;\r\n }\r\n}\r\n/**\r\n * Context object passed to draw calls and render helpers.\r\n *\r\n * It aggregates all per-frame, per-pass, and per-draw state derived from the engine and renderer,\r\n * including device handles, textures, passes, flags, and post-processing links.\r\n *\r\n * Notes:\r\n * - Not all textures/fields are present for every pass; check for undefined when optional.\r\n * - Values like `HiZ`, `TAA`, `SSR` signal features the renderer has activated for the current pass.\r\n *\r\n * @public\r\n */\r\nexport interface DrawContext {\r\n /** Render device used for issuing GPU commands. */\r\n readonly device: AbstractDevice;\r\n /** Framebuffer width for rendering (in pixels). */\r\n readonly renderWidth: number;\r\n /** Framebuffer height for rendering (in pixels). */\r\n readonly renderHeight: number;\r\n /** Allocator for global (frame/pass) bind groups and descriptor resources. */\r\n readonly globalBindGroupAllocator: GlobalBindGroupAllocator;\r\n /** The camera associated with the current drawing task (may differ from primaryCamera). */\r\n readonly camera: Camera;\r\n /** Order-Independent Transparency interface for transparent passes. */\r\n oit: Nullable<OIT>;\r\n /** Whether motion vectors are being written this pass (used by TAA/MotionBlur). */\r\n readonly motionVectors: boolean;\r\n /** Motion vector texture target when motion vectors are active. */\r\n motionVectorTexture?: Nullable<Texture2D>;\r\n /** Whether hierarchical depth (Hi-Z) is enabled for the current pass. */\r\n readonly HiZ: boolean;\r\n /** Hi-Z (hierarchical Z) depth texture, when generated. */\r\n HiZTexture: Nullable<Texture2D>;\r\n /** The scene currently being drawn. */\r\n readonly scene: Scene;\r\n /** The render pass to which this drawing task belongs. */\r\n renderPass: Nullable<RenderPass>;\r\n /** Stable hash for the current pass/draw state, for render bundle or pipeline cache. */\r\n renderPassHash: Nullable<string>;\r\n /** Whether the output orientation is flipped vertically (e.g., due to framebuffer conventions). */\r\n flip: boolean;\r\n /** Whether this is the base lighting pass that draws environment lighting. */\r\n drawEnvLight: boolean;\r\n /** Scene environment (sky, IBL, exposure, etc.) used for shading. */\r\n env: Nullable<Environment>;\r\n /** Current sub-queue index within the render queue (e.g., opaque, transparent). */\r\n queue: number;\r\n /** Whether the current lighting pass is blending light accumulations. */\r\n lightBlending: boolean;\r\n /** Scene (non-linear) depth texture bound for sampling. */\r\n depthTexture?: Texture2D;\r\n /** Linearized depth texture bound for sampling. */\r\n linearDepthTexture?: Texture2D;\r\n /** Scene color texture bound for sampling (previous pass or resolved color). */\r\n sceneColorTexture?: Texture2D;\r\n /** Default depth buffer format for targets created in this pass. */\r\n readonly depthFormat: TextureFormat;\r\n /** Default color buffer format for targets created in this pass. */\r\n readonly colorFormat: TextureFormat;\r\n /** Instance data buffer/metadata for the current drawing task (instanced rendering). */\r\n instanceData?: Nullable<InstanceData>;\r\n /** Compositor used to apply post-processing effects at the end of the frame/pass. */\r\n compositor?: Nullable<Compositor>;\r\n /** @internal Map of punctual lights to their shadow map parameters for this pass. */\r\n shadowMapInfo?: Nullable<Map<PunctualLight, ShadowMapParams>>;\r\n /** @internal The punctual light currently rendering shadows (shadow pass). */\r\n currentShadowLight?: Nullable<PunctualLight>;\r\n /** Sun/directional light reference for passes that need it. */\r\n sunLight?: Nullable<DirectionalLight>;\r\n /** Clustered light index/structure for lighting in forward+, clustered shading, etc. */\r\n clusteredLight?: ClusteredLight;\r\n /** Material varying bit flags that influence shader selection. */\r\n materialFlags: number;\r\n /** Force cull mode override for special passes (optional). */\r\n forceCullMode?: Nullable<FaceMode>;\r\n /** Force color mask state override for special passes (optional). */\r\n forceColorState?: Nullable<ColorState>;\r\n /** Screen-space reflections are active this frame/pass. */\r\n readonly SSR: boolean;\r\n /** Whether SSR thickness should be computed dynamically in this pass. */\r\n SSRCalcThickness: boolean;\r\n /** SSR roughness input texture. */\r\n SSRRoughnessTexture: Texture2D;\r\n /** SSR normal input texture (usually view-space or world-space normals). */\r\n SSRNormalTexture: Texture2D;\r\n /** Final framebuffer target where the last stage renders. */\r\n finalFramebuffer: Nullable<FrameBuffer>;\r\n /** Intermediate framebuffer used by the compositor or multi-pass pipelines. */\r\n intermediateFramebuffer: Nullable<FrameBuffer>;\r\n}\r\n\r\n/**\r\n * Morph Data\r\n * @public\r\n */\r\nexport type MorphData = {\r\n width: number;\r\n height: number;\r\n data: Float32Array<ArrayBuffer>;\r\n texture?: DRef<Texture2D>;\r\n};\r\n\r\n/**\r\n * Morph information\r\n * @public\r\n */\r\nexport type MorphInfo = { data: TypedArray; buffer?: DRef<GPUDataBuffer>; names: Record<string, number> };\r\n\r\n/**\r\n * Base interface for a drawable (renderable) object.\r\n *\r\n * A drawable encapsulates geometry, material, and GPU-resident data required to be rendered.\r\n * Implementations integrate with render queues, batching, and instancing.\r\n *\r\n * @public\r\n */\r\nexport interface Drawable {\r\n /** Gets the display name of the drawable object (for debugging/UI). */\r\n getName(): string;\r\n /** Unique, stable identifier for the drawable, used in caches and picking. */\r\n getDrawableId(): number;\r\n /** Returns the owning scene node (transform and hierarchy). */\r\n getNode(): SceneNode;\r\n /**\r\n * Returns the pick target override to be reported when this object is picked.\r\n *\r\n * If not set, a default target derived from the node/material may be used.\r\n */\r\n getPickTarget(): PickTarget;\r\n /** Returns the texture containing bone matrices for skinned meshes. */\r\n getBoneMatrices(): Nullable<Texture2D>;\r\n /** Returns the unique color used for GPU picking (object ID in color). */\r\n getObjectColor(): Vector4;\r\n /** Returns the morph target data texture (if morphing is used). */\r\n getMorphData(): Nullable<MorphData>;\r\n /** Returns the morph information buffer (weights, ranges, etc.). */\r\n getMorphInfo(): Nullable<MorphInfo>;\r\n /**\r\n * Computes the distance used for sorting (e.g., transparent draw order).\r\n *\r\n * @param camera - Camera from which to compute distance (usually camera -\\> object).\r\n */\r\n getSortDistance(camera: Camera): number;\r\n /** Returns the type/category of render queue this object belongs to. */\r\n getQueueType(): number;\r\n /** Whether the object requires access to the scene color buffer. */\r\n needSceneColor(): boolean;\r\n /** Whether the object requires access to the scene depth (linear or non-linear). */\r\n needSceneDepth(): boolean;\r\n /** True if shading is unlit (does not depend on scene lighting). */\r\n isUnlit(): boolean;\r\n /** Returns the bound material driving shading for this drawable. */\r\n getMaterial(): Nullable<MeshMaterial>;\r\n /** Returns the geometry primitive to be drawn. */\r\n getPrimitive(): Nullable<Primitive>;\r\n /**\r\n * Pushes a reference to the current render queue for cleanup or back-references.\r\n *\r\n * Useful for batching or deferred state application.\r\n */\r\n pushRenderQueueRef(ref: RenderQueueRef): void;\r\n /**\r\n * Applies transform-related uniforms to the active bind group or pipeline.\r\n *\r\n * @param renderQueue - The current render queue issuing this draw.\r\n */\r\n applyTransformUniforms(renderQueue: RenderQueue): void;\r\n /**\r\n * Issues draw commands for this object.\r\n *\r\n * @param ctx - Full draw context for the current pass.\r\n * @param renderQueue - The current render queue issuing this draw.\r\n * @param hash - Optional hash key for render bundle or pipeline caching.\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>, hash?: string): void;\r\n /**\r\n * Returns true if the object supports instanced rendering.\r\n *\r\n * When true, the object should also implement the {@link BatchDrawable} methods.\r\n */\r\n isBatchable(): this is BatchDrawable;\r\n /** Releases all GPU resources and detaches from the renderer. */\r\n dispose(): void;\r\n}\r\n\r\n/**\r\n * Interface for drawables that support hardware instancing.\r\n *\r\n * Instanced drawables supply instance-specific uniforms, offsets, and strides\r\n * to allow a single draw call to render many instances efficiently.\r\n *\r\n * @public\r\n */\r\nexport interface BatchDrawable extends Drawable {\r\n /**\r\n * Returns a stable instance ID string for use with the given render pass.\r\n *\r\n * Used to group compatible instances into batches within a pass.\r\n *\r\n * @param renderPass - The render pass to which current drawing task belongs.\r\n * @internal\r\n */\r\n getInstanceId(renderPass: RenderPass): string;\r\n /**\r\n * Returns a tightly-packed float array of instance uniforms for GPU upload.\r\n *\r\n * The returned memory should be compatible with ArrayBuffer views used by the renderer.\r\n *\r\n * @internal\r\n */\r\n getInstanceUniforms(): Float32Array<ArrayBuffer>;\r\n /**\r\n * Applies instance stride and starting offset to the active bind group.\r\n *\r\n * This informs the shader how to index into the instance buffer for this batch.\r\n *\r\n * @param renderQueue - Render queue associated with the bind group or pipeline.\r\n * @param stride - Per-instance stride in bytes or floats (renderer-defined).\r\n * @param offset - Starting instance offset within the instance buffer.\r\n * @internal\r\n */\r\n applyInstanceOffsetAndStride(renderQueue: RenderQueue, stride: number, offset: number): void;\r\n /**\r\n * Applies material uniforms for a single instance group.\r\n *\r\n * @param instanceInfo - Instance data information for this batch.\r\n * @internal\r\n */\r\n applyMaterialUniforms(instanceInfo: DrawableInstanceInfo): void;\r\n /**\r\n * Applies material uniforms across all grouped instance informations belonging to this material.\r\n *\r\n * Useful when batching merges multiple instance groups sharing the same material.\r\n *\r\n * @internal\r\n */\r\n applyMaterialUniformsAll(): void;\r\n}\r\n"],"names":["RenderContext","device","renderWidth","renderHeight","_camera","w","h","getDevice"],"mappings":";;AAiCO,MAAMA,aAAAA,CAAAA;IACJC,MAAuB;IACvBC,WAAoB;IACpBC,YAAqB;AAC5B,IAAA,WAAA,CAAYC,OAAe,EAAEC,CAAS,EAAEC,CAAS,CAAE;QACjD,IAAI,CAACL,MAAM,GAAGM,SAAAA,EAAAA;QACd,IAAI,CAACL,WAAW,GAAGG,CAAAA;QACnB,IAAI,CAACF,YAAY,GAAGG,CAAAA;AACtB;AACF;;;;"}
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@@ -9,11 +9,13 @@ import { MaterialVaryingFlags } from '../values.js';
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import { getDevice } from '../app/api.js';
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import '../material/meshmaterial.js';
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import '../material/grassmaterial.js';
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import '../material/terrainmaterial.js';
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import '../material/terrain-cm.js';
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import '../material/pbrmr.js';
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import '../material/pbrsg.js';
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import '../material/pbrblueprint.js';
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import '../material/sprite.js';
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import '../material/sprite_std.js';
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import '../utility/blueprint/material/texture.js';
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let _drawableId = 0;
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const boneTextureSize = new Vector2();
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@@ -174,11 +176,13 @@ function mixinDrawable(baseCls) {
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instanceInfo.bindGroup.bindGroup.setRawData(ShaderHelper.getInstanceDataUniformName(), (instanceInfo.offset + ShaderHelper.MATERIAL_INSTANCE_DATA_OFFSET * 4) * 4, uniforms, 0, uniforms.length);
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}
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}
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/** @internal */ bind(ctx) {
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/** @internal */ bind(ctx, renderQueue) {
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const device = ctx.device;
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const drawableBindGroup = this.getDrawableBindGroup(device, !!ctx.instanceData,
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const drawableBindGroup = this.getDrawableBindGroup(device, !!ctx.instanceData, renderQueue);
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device.setBindGroup(1, drawableBindGroup);
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if (ctx.instanceData) {
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device.setBindGroup(3, ctx.instanceData.bindGroup.bindGroup);
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}
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if (ctx.materialFlags & MaterialVaryingFlags.SKIN_ANIMATION) {
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const boneTexture = this.getBoneMatrices();
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drawableBindGroup.setTexture(ShaderHelper.getBoneMatricesUniformName(), boneTexture);
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