@zephyr3d/scene 0.7.1 → 0.8.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (441) hide show
  1. package/dist/animation/animation.js +0 -18
  2. package/dist/animation/animation.js.map +1 -1
  3. package/dist/animation/animationset.js +200 -3
  4. package/dist/animation/animationset.js.map +1 -1
  5. package/dist/animation/ik/ccd_solver.js +371 -0
  6. package/dist/animation/ik/ccd_solver.js.map +1 -0
  7. package/dist/animation/ik/fabrik_solver.js +398 -0
  8. package/dist/animation/ik/fabrik_solver.js.map +1 -0
  9. package/dist/animation/ik/ik_angle_constraint.js +181 -0
  10. package/dist/animation/ik/ik_angle_constraint.js.map +1 -0
  11. package/dist/animation/ik/ik_chain.js +163 -0
  12. package/dist/animation/ik/ik_chain.js.map +1 -0
  13. package/dist/animation/ik/ik_constraint.js +25 -0
  14. package/dist/animation/ik/ik_constraint.js.map +1 -0
  15. package/dist/animation/ik/ik_pole_constraint.js +128 -0
  16. package/dist/animation/ik/ik_pole_constraint.js.map +1 -0
  17. package/dist/animation/ik/ik_solver.js +48 -0
  18. package/dist/animation/ik/ik_solver.js.map +1 -0
  19. package/dist/animation/ik/ik_track.js +96 -0
  20. package/dist/animation/ik/ik_track.js.map +1 -0
  21. package/dist/animation/ik/ik_utils.js +191 -0
  22. package/dist/animation/ik/ik_utils.js.map +1 -0
  23. package/dist/animation/ik/two_bone_ik_solver.js +331 -0
  24. package/dist/animation/ik/two_bone_ik_solver.js.map +1 -0
  25. package/dist/animation/ik_modifier.js +61 -0
  26. package/dist/animation/ik_modifier.js.map +1 -0
  27. package/dist/animation/ik_postprocessor.js +71 -0
  28. package/dist/animation/ik_postprocessor.js.map +1 -0
  29. package/dist/animation/manual_transform_processor.js +156 -0
  30. package/dist/animation/manual_transform_processor.js.map +1 -0
  31. package/dist/animation/skeleton.js +55 -51
  32. package/dist/animation/skeleton.js.map +1 -1
  33. package/dist/animation/skeleton_modifier.js +38 -0
  34. package/dist/animation/skeleton_modifier.js.map +1 -0
  35. package/dist/animation/skeleton_postprocessor.js +50 -0
  36. package/dist/animation/skeleton_postprocessor.js.map +1 -0
  37. package/dist/animation/spring/multi_chain_spring_system.js +503 -0
  38. package/dist/animation/spring/multi_chain_spring_system.js.map +1 -0
  39. package/dist/animation/spring/spring_bone.js +240 -0
  40. package/dist/animation/spring/spring_bone.js.map +1 -0
  41. package/dist/animation/spring/spring_bone_collider.js +198 -0
  42. package/dist/animation/spring/spring_bone_collider.js.map +1 -0
  43. package/dist/animation/spring/spring_bone_constraint.js +170 -0
  44. package/dist/animation/spring/spring_bone_constraint.js.map +1 -0
  45. package/dist/animation/spring/spring_bone_system.js +328 -0
  46. package/dist/animation/spring/spring_bone_system.js.map +1 -0
  47. package/dist/animation/spring/spring_chain.js +103 -0
  48. package/dist/animation/spring/spring_chain.js.map +1 -0
  49. package/dist/animation/spring/spring_collider.js +247 -0
  50. package/dist/animation/spring/spring_collider.js.map +1 -0
  51. package/dist/animation/spring/spring_constraint.js +21 -0
  52. package/dist/animation/spring/spring_constraint.js.map +1 -0
  53. package/dist/animation/spring/spring_particle.js +20 -0
  54. package/dist/animation/spring/spring_particle.js.map +1 -0
  55. package/dist/animation/spring/spring_system.js +526 -0
  56. package/dist/animation/spring/spring_system.js.map +1 -0
  57. package/dist/animation/spring_modifier.js +45 -0
  58. package/dist/animation/spring_modifier.js.map +1 -0
  59. package/dist/animation/spring_postprocessor.js +54 -0
  60. package/dist/animation/spring_postprocessor.js.map +1 -0
  61. package/dist/app/screen.js +1 -1
  62. package/dist/app/screen.js.map +1 -1
  63. package/dist/asset/model.js +10 -6
  64. package/dist/asset/model.js.map +1 -1
  65. package/dist/camera/perspectivecamera.js +3 -3
  66. package/dist/camera/perspectivecamera.js.map +1 -1
  67. package/dist/index.d.ts +1400 -4
  68. package/dist/index.js +16 -0
  69. package/dist/index.js.map +1 -1
  70. package/dist/material/mixins/lightmodel/blinnphong.js +66 -4
  71. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  72. package/dist/material/mixins/pbr/common.js +20 -17
  73. package/dist/material/mixins/pbr/common.js.map +1 -1
  74. package/dist/material/shader/helper.js +5 -3
  75. package/dist/material/shader/helper.js.map +1 -1
  76. package/dist/render/gpu_picking.js +100 -0
  77. package/dist/render/gpu_picking.js.map +1 -0
  78. package/dist/render/rendergraph/device_pool_allocator.js +41 -0
  79. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -0
  80. package/dist/render/rendergraph/executor.js +146 -0
  81. package/dist/render/rendergraph/executor.js.map +1 -0
  82. package/dist/render/rendergraph/forward_plus_builder.js +414 -0
  83. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -0
  84. package/dist/render/rendergraph/rendergraph.js +306 -0
  85. package/dist/render/rendergraph/rendergraph.js.map +1 -0
  86. package/dist/render/rendergraph/types.js +57 -0
  87. package/dist/render/rendergraph/types.js.map +1 -0
  88. package/dist/render/sky_motion_vector.js +85 -0
  89. package/dist/render/sky_motion_vector.js.map +1 -0
  90. package/dist/scene/mesh.js +15 -23
  91. package/dist/scene/mesh.js.map +1 -1
  92. package/dist/utility/serialization/scene/animation.js +24 -23
  93. package/dist/utility/serialization/scene/animation.js.map +1 -1
  94. package/dist/utility/serialization/scene/material.js +62 -0
  95. package/dist/utility/serialization/scene/material.js.map +1 -1
  96. package/dist/utility/serialization/scene/node.js +1 -1
  97. package/package.json +3 -3
  98. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +0 -38
  99. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +0 -1
  100. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +0 -10
  101. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +0 -1
  102. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +0 -127
  103. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +0 -1
  104. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +0 -263
  105. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +0 -1
  106. package/dist/src/animation/animation.js +0 -127
  107. package/dist/src/animation/animation.js.map +0 -1
  108. package/dist/src/animation/animationset.js +0 -255
  109. package/dist/src/animation/animationset.js.map +0 -1
  110. package/dist/src/animation/animationtrack.js +0 -34
  111. package/dist/src/animation/animationtrack.js.map +0 -1
  112. package/dist/src/animation/eulerrotationtrack.js +0 -52
  113. package/dist/src/animation/eulerrotationtrack.js.map +0 -1
  114. package/dist/src/animation/morphtarget.js +0 -93
  115. package/dist/src/animation/morphtarget.js.map +0 -1
  116. package/dist/src/animation/morphtrack.js +0 -70
  117. package/dist/src/animation/morphtrack.js.map +0 -1
  118. package/dist/src/animation/proptrack.js +0 -161
  119. package/dist/src/animation/proptrack.js.map +0 -1
  120. package/dist/src/animation/rotationtrack.js +0 -51
  121. package/dist/src/animation/rotationtrack.js.map +0 -1
  122. package/dist/src/animation/scaletrack.js +0 -50
  123. package/dist/src/animation/scaletrack.js.map +0 -1
  124. package/dist/src/animation/skeleton.js +0 -204
  125. package/dist/src/animation/skeleton.js.map +0 -1
  126. package/dist/src/animation/translationtrack.js +0 -50
  127. package/dist/src/animation/translationtrack.js.map +0 -1
  128. package/dist/src/app/app.js +0 -129
  129. package/dist/src/app/app.js.map +0 -1
  130. package/dist/src/app/inputmgr.js +0 -267
  131. package/dist/src/app/inputmgr.js.map +0 -1
  132. package/dist/src/asset/assetmanager.js +0 -404
  133. package/dist/src/asset/assetmanager.js.map +0 -1
  134. package/dist/src/asset/builtin.js +0 -337
  135. package/dist/src/asset/builtin.js.map +0 -1
  136. package/dist/src/asset/loaders/dds/dds.js +0 -470
  137. package/dist/src/asset/loaders/dds/dds.js.map +0 -1
  138. package/dist/src/asset/loaders/dds/dds_loader.js +0 -28
  139. package/dist/src/asset/loaders/dds/dds_loader.js.map +0 -1
  140. package/dist/src/asset/loaders/gltf/gltf_loader.js +0 -1265
  141. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +0 -1
  142. package/dist/src/asset/loaders/gltf/helpers.js +0 -327
  143. package/dist/src/asset/loaders/gltf/helpers.js.map +0 -1
  144. package/dist/src/asset/loaders/hdr/hdr.js +0 -180
  145. package/dist/src/asset/loaders/hdr/hdr.js.map +0 -1
  146. package/dist/src/asset/loaders/image/tga_Loader.js +0 -116
  147. package/dist/src/asset/loaders/image/tga_Loader.js.map +0 -1
  148. package/dist/src/asset/loaders/image/webimage_loader.js +0 -63
  149. package/dist/src/asset/loaders/image/webimage_loader.js.map +0 -1
  150. package/dist/src/asset/loaders/loader.js +0 -45
  151. package/dist/src/asset/loaders/loader.js.map +0 -1
  152. package/dist/src/asset/model.js +0 -414
  153. package/dist/src/asset/model.js.map +0 -1
  154. package/dist/src/blitter/bilateralblur.js +0 -221
  155. package/dist/src/blitter/bilateralblur.js.map +0 -1
  156. package/dist/src/blitter/blitter.js +0 -390
  157. package/dist/src/blitter/blitter.js.map +0 -1
  158. package/dist/src/blitter/box.js +0 -118
  159. package/dist/src/blitter/box.js.map +0 -1
  160. package/dist/src/blitter/copy.js +0 -22
  161. package/dist/src/blitter/copy.js.map +0 -1
  162. package/dist/src/blitter/gaussianblur.js +0 -228
  163. package/dist/src/blitter/gaussianblur.js.map +0 -1
  164. package/dist/src/camera/base.js +0 -92
  165. package/dist/src/camera/base.js.map +0 -1
  166. package/dist/src/camera/camera.js +0 -1005
  167. package/dist/src/camera/camera.js.map +0 -1
  168. package/dist/src/camera/fps.js +0 -238
  169. package/dist/src/camera/fps.js.map +0 -1
  170. package/dist/src/camera/orbit.js +0 -245
  171. package/dist/src/camera/orbit.js.map +0 -1
  172. package/dist/src/camera/orthocamera.js +0 -167
  173. package/dist/src/camera/orthocamera.js.map +0 -1
  174. package/dist/src/camera/perspectivecamera.js +0 -141
  175. package/dist/src/camera/perspectivecamera.js.map +0 -1
  176. package/dist/src/index.js +0 -120
  177. package/dist/src/index.js.map +0 -1
  178. package/dist/src/material/blinn.js +0 -81
  179. package/dist/src/material/blinn.js.map +0 -1
  180. package/dist/src/material/grassmaterial.js +0 -113
  181. package/dist/src/material/grassmaterial.js.map +0 -1
  182. package/dist/src/material/lambert.js +0 -92
  183. package/dist/src/material/lambert.js.map +0 -1
  184. package/dist/src/material/material.js +0 -301
  185. package/dist/src/material/material.js.map +0 -1
  186. package/dist/src/material/meshmaterial.js +0 -704
  187. package/dist/src/material/meshmaterial.js.map +0 -1
  188. package/dist/src/material/mixins/albedocolor.js +0 -76
  189. package/dist/src/material/mixins/albedocolor.js.map +0 -1
  190. package/dist/src/material/mixins/foliage.js +0 -47
  191. package/dist/src/material/mixins/foliage.js.map +0 -1
  192. package/dist/src/material/mixins/lightmodel/blinnphong.js +0 -112
  193. package/dist/src/material/mixins/lightmodel/blinnphong.js.map +0 -1
  194. package/dist/src/material/mixins/lightmodel/lambert.js +0 -58
  195. package/dist/src/material/mixins/lightmodel/lambert.js.map +0 -1
  196. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js +0 -178
  197. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js.map +0 -1
  198. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js +0 -139
  199. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js.map +0 -1
  200. package/dist/src/material/mixins/lit.js +0 -476
  201. package/dist/src/material/mixins/lit.js.map +0 -1
  202. package/dist/src/material/mixins/pbr/common.js +0 -918
  203. package/dist/src/material/mixins/pbr/common.js.map +0 -1
  204. package/dist/src/material/mixins/texture.js +0 -172
  205. package/dist/src/material/mixins/texture.js.map +0 -1
  206. package/dist/src/material/mixins/vertexcolor.js +0 -56
  207. package/dist/src/material/mixins/vertexcolor.js.map +0 -1
  208. package/dist/src/material/particle.js +0 -178
  209. package/dist/src/material/particle.js.map +0 -1
  210. package/dist/src/material/pbrmr.js +0 -97
  211. package/dist/src/material/pbrmr.js.map +0 -1
  212. package/dist/src/material/pbrsg.js +0 -97
  213. package/dist/src/material/pbrsg.js.map +0 -1
  214. package/dist/src/material/shader/helper.js +0 -1209
  215. package/dist/src/material/shader/helper.js.map +0 -1
  216. package/dist/src/material/terrain-cm.js +0 -606
  217. package/dist/src/material/terrain-cm.js.map +0 -1
  218. package/dist/src/material/terrainmaterial.js +0 -375
  219. package/dist/src/material/terrainmaterial.js.map +0 -1
  220. package/dist/src/material/unlit.js +0 -41
  221. package/dist/src/material/unlit.js.map +0 -1
  222. package/dist/src/material/water.js +0 -417
  223. package/dist/src/material/water.js.map +0 -1
  224. package/dist/src/posteffect/bloom.js +0 -361
  225. package/dist/src/posteffect/bloom.js.map +0 -1
  226. package/dist/src/posteffect/compositor.js +0 -226
  227. package/dist/src/posteffect/compositor.js.map +0 -1
  228. package/dist/src/posteffect/fxaa.js +0 -273
  229. package/dist/src/posteffect/fxaa.js.map +0 -1
  230. package/dist/src/posteffect/grayscale.js +0 -69
  231. package/dist/src/posteffect/grayscale.js.map +0 -1
  232. package/dist/src/posteffect/motionblur.js +0 -96
  233. package/dist/src/posteffect/motionblur.js.map +0 -1
  234. package/dist/src/posteffect/posteffect.js +0 -126
  235. package/dist/src/posteffect/posteffect.js.map +0 -1
  236. package/dist/src/posteffect/sao.js +0 -324
  237. package/dist/src/posteffect/sao.js.map +0 -1
  238. package/dist/src/posteffect/ssr.js +0 -489
  239. package/dist/src/posteffect/ssr.js.map +0 -1
  240. package/dist/src/posteffect/taa.js +0 -172
  241. package/dist/src/posteffect/taa.js.map +0 -1
  242. package/dist/src/posteffect/tonemap.js +0 -94
  243. package/dist/src/posteffect/tonemap.js.map +0 -1
  244. package/dist/src/render/abuffer_oit.js +0 -361
  245. package/dist/src/render/abuffer_oit.js.map +0 -1
  246. package/dist/src/render/clipmap.js +0 -851
  247. package/dist/src/render/clipmap.js.map +0 -1
  248. package/dist/src/render/cluster_light.js +0 -333
  249. package/dist/src/render/cluster_light.js.map +0 -1
  250. package/dist/src/render/cull_visitor.js +0 -187
  251. package/dist/src/render/cull_visitor.js.map +0 -1
  252. package/dist/src/render/depthpass.js +0 -68
  253. package/dist/src/render/depthpass.js.map +0 -1
  254. package/dist/src/render/drawable_mixin.js +0 -227
  255. package/dist/src/render/drawable_mixin.js.map +0 -1
  256. package/dist/src/render/envlight.js +0 -463
  257. package/dist/src/render/envlight.js.map +0 -1
  258. package/dist/src/render/fbm_wavegenerator.js +0 -251
  259. package/dist/src/render/fbm_wavegenerator.js.map +0 -1
  260. package/dist/src/render/fft_wavegenerator.js +0 -1006
  261. package/dist/src/render/fft_wavegenerator.js.map +0 -1
  262. package/dist/src/render/fullscreenquad.js +0 -38
  263. package/dist/src/render/fullscreenquad.js.map +0 -1
  264. package/dist/src/render/gerstner_wavegenerator.js +0 -314
  265. package/dist/src/render/gerstner_wavegenerator.js.map +0 -1
  266. package/dist/src/render/globalbindgroup_allocator.js +0 -60
  267. package/dist/src/render/globalbindgroup_allocator.js.map +0 -1
  268. package/dist/src/render/hzb.js +0 -273
  269. package/dist/src/render/hzb.js.map +0 -1
  270. package/dist/src/render/lightpass.js +0 -172
  271. package/dist/src/render/lightpass.js.map +0 -1
  272. package/dist/src/render/objectcolorpass.js +0 -51
  273. package/dist/src/render/objectcolorpass.js.map +0 -1
  274. package/dist/src/render/primitive.js +0 -364
  275. package/dist/src/render/primitive.js.map +0 -1
  276. package/dist/src/render/render_queue.js +0 -467
  277. package/dist/src/render/render_queue.js.map +0 -1
  278. package/dist/src/render/renderbundle_wrapper.js +0 -152
  279. package/dist/src/render/renderbundle_wrapper.js.map +0 -1
  280. package/dist/src/render/renderer.js +0 -455
  281. package/dist/src/render/renderer.js.map +0 -1
  282. package/dist/src/render/renderpass.js +0 -200
  283. package/dist/src/render/renderpass.js.map +0 -1
  284. package/dist/src/render/shadowmap_pass.js +0 -56
  285. package/dist/src/render/shadowmap_pass.js.map +0 -1
  286. package/dist/src/render/sky.js +0 -1103
  287. package/dist/src/render/sky.js.map +0 -1
  288. package/dist/src/render/weightedblended_oit.js +0 -168
  289. package/dist/src/render/weightedblended_oit.js.map +0 -1
  290. package/dist/src/scene/batchgroup.js +0 -162
  291. package/dist/src/scene/batchgroup.js.map +0 -1
  292. package/dist/src/scene/environment.js +0 -209
  293. package/dist/src/scene/environment.js.map +0 -1
  294. package/dist/src/scene/graph_node.js +0 -72
  295. package/dist/src/scene/graph_node.js.map +0 -1
  296. package/dist/src/scene/light.js +0 -416
  297. package/dist/src/scene/light.js.map +0 -1
  298. package/dist/src/scene/mesh.js +0 -341
  299. package/dist/src/scene/mesh.js.map +0 -1
  300. package/dist/src/scene/octree.js +0 -649
  301. package/dist/src/scene/octree.js.map +0 -1
  302. package/dist/src/scene/particlesys.js +0 -738
  303. package/dist/src/scene/particlesys.js.map +0 -1
  304. package/dist/src/scene/raycast_visitor.js +0 -103
  305. package/dist/src/scene/raycast_visitor.js.map +0 -1
  306. package/dist/src/scene/scene.js +0 -284
  307. package/dist/src/scene/scene.js.map +0 -1
  308. package/dist/src/scene/scene_node.js +0 -732
  309. package/dist/src/scene/scene_node.js.map +0 -1
  310. package/dist/src/scene/terrain/grass.js +0 -278
  311. package/dist/src/scene/terrain/grass.js.map +0 -1
  312. package/dist/src/scene/terrain/heightfield.js +0 -475
  313. package/dist/src/scene/terrain/heightfield.js.map +0 -1
  314. package/dist/src/scene/terrain/patch.js +0 -530
  315. package/dist/src/scene/terrain/patch.js.map +0 -1
  316. package/dist/src/scene/terrain/quadtree.js +0 -461
  317. package/dist/src/scene/terrain/quadtree.js.map +0 -1
  318. package/dist/src/scene/terrain/terrain.js +0 -246
  319. package/dist/src/scene/terrain/terrain.js.map +0 -1
  320. package/dist/src/scene/terrain-cm/grass.js +0 -594
  321. package/dist/src/scene/terrain-cm/grass.js.map +0 -1
  322. package/dist/src/scene/terrain-cm/grassmaterial.js +0 -159
  323. package/dist/src/scene/terrain-cm/grassmaterial.js.map +0 -1
  324. package/dist/src/scene/terrain-cm/terrain-cm.js +0 -538
  325. package/dist/src/scene/terrain-cm/terrain-cm.js.map +0 -1
  326. package/dist/src/scene/water.js +0 -374
  327. package/dist/src/scene/water.js.map +0 -1
  328. package/dist/src/shaders/atmosphere.js +0 -957
  329. package/dist/src/shaders/atmosphere.js.map +0 -1
  330. package/dist/src/shaders/fog.js +0 -112
  331. package/dist/src/shaders/fog.js.map +0 -1
  332. package/dist/src/shaders/misc.js +0 -266
  333. package/dist/src/shaders/misc.js.map +0 -1
  334. package/dist/src/shaders/noise.js +0 -222
  335. package/dist/src/shaders/noise.js.map +0 -1
  336. package/dist/src/shaders/pbr.js +0 -51
  337. package/dist/src/shaders/pbr.js.map +0 -1
  338. package/dist/src/shaders/shadow.js +0 -636
  339. package/dist/src/shaders/shadow.js.map +0 -1
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@@ -0,0 +1,100 @@
1
+ import { Matrix4x4, Vector3, Vector4 } from '@zephyr3d/base';
2
+ import { Camera } from '../camera/camera.js';
3
+ import { ObjectColorPass } from './objectcolorpass.js';
4
+
5
+ const _pickCamera = new Camera(null);
6
+ const _objectColorPass = new ObjectColorPass();
7
+ function decodeNormalizedFloat(rgba) {
8
+ const a = rgba[0] / 255;
9
+ const b = rgba[1] / 255;
10
+ const c = rgba[2] / 255;
11
+ const d = rgba[3] / 255;
12
+ return a / (256 * 256 * 256) + b / (256 * 256) + c / 256 + d;
13
+ }
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+ /**
15
+ * Perform GPU-based object picking by rendering object IDs to a 1x1 framebuffer.
16
+ * @internal
17
+ */ function renderObjectColors(ctx, pickResolveFunc, renderQueue) {
18
+ const camera = ctx.camera;
19
+ const isWebGL1 = ctx.device.type === 'webgl';
20
+ ctx.renderPass = _objectColorPass;
21
+ ctx.device.pushDeviceStates();
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+ const fb = ctx.device.pool.fetchTemporalFramebuffer(false, 1, 1, isWebGL1 ? [
23
+ 'rgba8unorm',
24
+ 'rgba8unorm'
25
+ ] : [
26
+ 'rgba8unorm',
27
+ 'rgba32f'
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+ ], ctx.depthFormat, false);
29
+ ctx.device.setViewport(camera.viewport);
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+ const vp = ctx.device.getViewport();
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+ const windowX = camera.getPickPosX() / vp.width;
32
+ const windowY = (vp.height - camera.getPickPosY() - 1) / vp.height;
33
+ const windowW = 1 / vp.width;
34
+ const windowH = 1 / vp.height;
35
+ const pickCamera = _pickCamera;
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+ camera.worldMatrix.decompose(pickCamera.scale, pickCamera.rotation, pickCamera.position);
37
+ let left = camera.getProjectionMatrix().getLeftPlane();
38
+ let right = camera.getProjectionMatrix().getRightPlane();
39
+ let bottom = camera.getProjectionMatrix().getBottomPlane();
40
+ let top = camera.getProjectionMatrix().getTopPlane();
41
+ const near = camera.getProjectionMatrix().getNearPlane();
42
+ const far = camera.getProjectionMatrix().getFarPlane();
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+ const width = right - left;
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+ const height = top - bottom;
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+ left += width * windowX;
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+ bottom += height * windowY;
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+ right = left + width * windowW;
48
+ top = bottom + height * windowH;
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+ pickCamera.setProjectionMatrix(camera.isPerspective() ? Matrix4x4.frustum(left, right, bottom, top, near, far) : Matrix4x4.ortho(left, right, bottom, top, near, far));
50
+ const cameraPos = isWebGL1 ? new Vector3(pickCamera.position) : null;
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+ const ray = isWebGL1 ? camera.constructRay(camera.getPickPosX(), camera.getPickPosY()) : null;
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+ ctx.device.setFramebuffer(fb);
53
+ _objectColorPass.clearColor = Vector4.zero();
54
+ _objectColorPass.clearDepth = 1;
55
+ const rq = _objectColorPass.cullScene(ctx, pickCamera);
56
+ _objectColorPass.render(ctx, pickCamera, null, rq);
57
+ rq.dispose();
58
+ ctx.device.popDeviceStates();
59
+ const colorTex = fb.getColorAttachments()[0];
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+ const distanceTex = fb.getColorAttachments()[1];
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+ const colorPixels = new Uint8Array(4);
62
+ const distancePixels = isWebGL1 ? new Uint8Array(4) : new Float32Array(4);
63
+ const device = ctx.device;
64
+ let fence;
65
+ if (ctx.device.type === 'webgl') {
66
+ fence = Promise.all([
67
+ ctx.device.runNextFrameAsync(()=>colorTex.readPixels(0, 0, 1, 1, 0, 0, colorPixels)),
68
+ ctx.device.runNextFrameAsync(()=>distanceTex.readPixels(0, 0, 1, 1, 0, 0, distancePixels))
69
+ ]);
70
+ } else {
71
+ fence = Promise.all([
72
+ colorTex.readPixels(0, 0, 1, 1, 0, 0, colorPixels),
73
+ distanceTex.readPixels(0, 0, 1, 1, 0, 0, distancePixels)
74
+ ]);
75
+ }
76
+ fence.then(()=>{
77
+ const drawable = renderQueue.getDrawableByColor(colorPixels);
78
+ let d = isWebGL1 ? decodeNormalizedFloat(distancePixels) * far : distancePixels[0];
79
+ const intersectedPoint = new Vector3(distancePixels[0], distancePixels[1], distancePixels[2]);
80
+ if (isWebGL1) {
81
+ intersectedPoint.x = cameraPos.x + ray.direction.x * d;
82
+ intersectedPoint.y = cameraPos.y + ray.direction.y * d;
83
+ intersectedPoint.z = cameraPos.z + ray.direction.z * d;
84
+ d = Vector3.distance(intersectedPoint, cameraPos);
85
+ }
86
+ pickResolveFunc(drawable ? {
87
+ distance: d,
88
+ intersectedPoint,
89
+ drawable,
90
+ target: drawable.getPickTarget()
91
+ } : null);
92
+ device.pool.releaseFrameBuffer(fb);
93
+ }).catch((_err)=>{
94
+ camera.getPickResultResolveFunc()?.(null);
95
+ device.pool.releaseFrameBuffer(fb);
96
+ });
97
+ }
98
+
99
+ export { renderObjectColors };
100
+ //# sourceMappingURL=gpu_picking.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gpu_picking.js","sources":["../../src/render/gpu_picking.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { Matrix4x4, Vector3, Vector4 } from '@zephyr3d/base';\r\nimport type { DrawContext } from './drawable';\r\nimport type { RenderQueue } from './render_queue';\r\nimport { type PickResult, Camera } from '../camera';\r\nimport { ObjectColorPass } from './objectcolorpass';\r\n\r\nconst _pickCamera = new Camera(null);\r\nconst _objectColorPass = new ObjectColorPass();\r\n\r\nfunction decodeNormalizedFloat(rgba: Uint8Array<ArrayBuffer>): number {\r\n const a = rgba[0] / 255;\r\n const b = rgba[1] / 255;\r\n const c = rgba[2] / 255;\r\n const d = rgba[3] / 255;\r\n return a / (256 * 256 * 256) + b / (256 * 256) + c / 256 + d;\r\n}\r\n\r\n/**\r\n * Perform GPU-based object picking by rendering object IDs to a 1x1 framebuffer.\r\n * @internal\r\n */\r\nexport function renderObjectColors(\r\n ctx: DrawContext,\r\n pickResolveFunc: (result: Nullable<PickResult>) => void,\r\n renderQueue: RenderQueue\r\n): void {\r\n const camera = ctx.camera;\r\n const isWebGL1 = ctx.device.type === 'webgl';\r\n ctx.renderPass = _objectColorPass;\r\n ctx.device.pushDeviceStates();\r\n const fb = ctx.device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 1,\r\n 1,\r\n isWebGL1 ? ['rgba8unorm', 'rgba8unorm'] : ['rgba8unorm', 'rgba32f'],\r\n ctx.depthFormat,\r\n false\r\n );\r\n ctx.device.setViewport(camera.viewport);\r\n const vp = ctx.device.getViewport();\r\n const windowX = camera.getPickPosX() / vp.width;\r\n const windowY = (vp.height - camera.getPickPosY() - 1) / vp.height;\r\n const windowW = 1 / vp.width;\r\n const windowH = 1 / vp.height;\r\n const pickCamera = _pickCamera;\r\n camera.worldMatrix.decompose(pickCamera.scale, pickCamera.rotation, pickCamera.position);\r\n let left = camera.getProjectionMatrix().getLeftPlane();\r\n let right = camera.getProjectionMatrix().getRightPlane();\r\n let bottom = camera.getProjectionMatrix().getBottomPlane();\r\n let top = camera.getProjectionMatrix().getTopPlane();\r\n const near = camera.getProjectionMatrix().getNearPlane();\r\n const far = camera.getProjectionMatrix().getFarPlane();\r\n const width = right - left;\r\n const height = top - bottom;\r\n left += width * windowX;\r\n bottom += height * windowY;\r\n right = left + width * windowW;\r\n top = bottom + height * windowH;\r\n pickCamera.setProjectionMatrix(\r\n camera.isPerspective()\r\n ? Matrix4x4.frustum(left, right, bottom, top, near, far)\r\n : Matrix4x4.ortho(left, right, bottom, top, near, far)\r\n );\r\n const cameraPos = isWebGL1 ? new Vector3(pickCamera.position) : null;\r\n const ray = isWebGL1 ? camera.constructRay(camera.getPickPosX(), camera.getPickPosY()) : null;\r\n ctx.device.setFramebuffer(fb);\r\n _objectColorPass.clearColor = Vector4.zero();\r\n _objectColorPass.clearDepth = 1;\r\n const rq = _objectColorPass.cullScene(ctx, pickCamera);\r\n _objectColorPass.render(ctx, pickCamera, null, rq);\r\n rq.dispose();\r\n ctx.device.popDeviceStates();\r\n const colorTex = fb.getColorAttachments()[0];\r\n const distanceTex = fb.getColorAttachments()[1];\r\n const colorPixels = new Uint8Array(4);\r\n const distancePixels = isWebGL1 ? new Uint8Array(4) : new Float32Array(4);\r\n const device = ctx.device;\r\n let fence: Promise<void[]>;\r\n if (ctx.device.type === 'webgl') {\r\n fence = Promise.all([\r\n ctx.device.runNextFrameAsync(() => colorTex.readPixels(0, 0, 1, 1, 0, 0, colorPixels)),\r\n ctx.device.runNextFrameAsync(() => distanceTex.readPixels(0, 0, 1, 1, 0, 0, distancePixels))\r\n ]);\r\n } else {\r\n fence = Promise.all([\r\n colorTex.readPixels(0, 0, 1, 1, 0, 0, colorPixels),\r\n distanceTex.readPixels(0, 0, 1, 1, 0, 0, distancePixels)\r\n ]);\r\n }\r\n fence\r\n .then(() => {\r\n const drawable = renderQueue.getDrawableByColor(colorPixels);\r\n let d = isWebGL1\r\n ? decodeNormalizedFloat(distancePixels as Uint8Array<ArrayBuffer>) * far\r\n : distancePixels[0];\r\n const intersectedPoint = new Vector3(distancePixels[0], distancePixels[1], distancePixels[2]);\r\n if (isWebGL1) {\r\n intersectedPoint.x = cameraPos!.x + ray!.direction.x * d;\r\n intersectedPoint.y = cameraPos!.y + ray!.direction.y * d;\r\n intersectedPoint.z = cameraPos!.z + ray!.direction.z * d;\r\n d = Vector3.distance(intersectedPoint, cameraPos!);\r\n }\r\n pickResolveFunc(\r\n drawable\r\n ? {\r\n distance: d,\r\n intersectedPoint,\r\n drawable,\r\n target: drawable.getPickTarget()\r\n }\r\n : null\r\n );\r\n device.pool.releaseFrameBuffer(fb);\r\n })\r\n .catch((_err) => {\r\n camera.getPickResultResolveFunc()?.(null);\r\n device.pool.releaseFrameBuffer(fb);\r\n 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@@ -0,0 +1,41 @@
1
+ import { getDevice } from '../../app/api.js';
2
+
3
+ /**
4
+ * Bridges the render graph's {@link RGTextureAllocator} interface to the
5
+ * engine's device resource pool (`device.pool`).
6
+ *
7
+ * Transient textures are fetched from the pool on {@link allocate} and
8
+ * returned to the pool on {@link release}, enabling automatic reuse
9
+ * across frames without manual lifecycle management.
10
+ *
11
+ * Usage:
12
+ * ```ts
13
+ * const allocator = new DevicePoolAllocator();
14
+ * const executor = new RenderGraphExecutor(allocator, width, height);
15
+ * ```
16
+ *
17
+ * @public
18
+ */ class DevicePoolAllocator {
19
+ /**
20
+ * Allocate a transient texture from the device pool.
21
+ *
22
+ * @param desc - Texture descriptor from the render graph pass.
23
+ * @param size - Resolved pixel dimensions.
24
+ * @returns A pooled Texture2D instance.
25
+ */ allocate(desc, size) {
26
+ const device = getDevice();
27
+ const mipmapping = (desc.mipLevels ?? 1) > 1;
28
+ return device.pool.fetchTemporalTexture2D(false, desc.format, size.width, size.height, mipmapping);
29
+ }
30
+ /**
31
+ * Release a transient texture back to the device pool.
32
+ *
33
+ * @param texture - The texture to release.
34
+ */ release(texture) {
35
+ const device = getDevice();
36
+ device.pool.releaseTexture(texture);
37
+ }
38
+ }
39
+
40
+ export { DevicePoolAllocator };
41
+ //# sourceMappingURL=device_pool_allocator.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"device_pool_allocator.js","sources":["../../../src/render/rendergraph/device_pool_allocator.ts"],"sourcesContent":["import type { Texture2D } from '@zephyr3d/device';\r\nimport type { RGTextureAllocator, RGTextureDesc, RGResolvedSize } from './types';\r\nimport { getDevice } from '../../app/api';\r\n\r\n/**\r\n * Bridges the render graph's {@link RGTextureAllocator} interface to the\r\n * engine's device resource pool (`device.pool`).\r\n *\r\n * Transient textures are fetched from the pool on {@link allocate} and\r\n * returned to the pool on {@link release}, enabling automatic reuse\r\n * across frames without manual lifecycle management.\r\n *\r\n * Usage:\r\n * ```ts\r\n * const allocator = new DevicePoolAllocator();\r\n * const executor = new RenderGraphExecutor(allocator, width, height);\r\n * ```\r\n *\r\n * @public\r\n */\r\nexport class DevicePoolAllocator implements RGTextureAllocator<Texture2D> {\r\n /**\r\n * Allocate a transient texture from the device pool.\r\n *\r\n * @param desc - Texture descriptor from the render graph pass.\r\n * @param size - Resolved pixel dimensions.\r\n * @returns A pooled Texture2D instance.\r\n */\r\n allocate(desc: RGTextureDesc, size: RGResolvedSize): Texture2D {\r\n const device = getDevice();\r\n const mipmapping = (desc.mipLevels ?? 1) > 1;\r\n return device.pool.fetchTemporalTexture2D(false, desc.format, size.width, size.height, mipmapping);\r\n }\r\n\r\n /**\r\n * Release a transient texture back to the device pool.\r\n *\r\n * @param texture - The texture to release.\r\n */\r\n release(texture: Texture2D): void {\r\n const device = getDevice();\r\n device.pool.releaseTexture(texture);\r\n }\r\n}\r\n"],"names":["DevicePoolAllocator","allocate","desc","size","device","getDevice","mipmapping","mipLevels","pool","fetchTemporalTexture2D","format","width","height","release","texture","releaseTexture"],"mappings":";;AAIA;;;;;;;;;;;;;;;AAeC,IACM,MAAMA,mBAAAA,CAAAA;AACX;;;;;;AAMC,MACDC,QAASC,CAAAA,IAAmB,EAAEC,IAAoB,EAAa;AAC7D,QAAA,MAAMC,MAASC,GAAAA,SAAAA,EAAAA;AACf,QAAA,MAAMC,aAAa,CAACJ,KAAKK,SAAS,IAAI,CAAA,IAAK,CAAA;AAC3C,QAAA,OAAOH,MAAOI,CAAAA,IAAI,CAACC,sBAAsB,CAAC,KAAOP,EAAAA,IAAAA,CAAKQ,MAAM,EAAEP,IAAKQ,CAAAA,KAAK,EAAER,IAAAA,CAAKS,MAAM,EAAEN,UAAAA,CAAAA;AACzF;AAEA;;;;MAKAO,OAAAA,CAAQC,OAAkB,EAAQ;AAChC,QAAA,MAAMV,MAASC,GAAAA,SAAAA,EAAAA;QACfD,MAAOI,CAAAA,IAAI,CAACO,cAAc,CAACD,OAAAA,CAAAA;AAC7B;AACF;;;;"}
@@ -0,0 +1,146 @@
1
+ /**
2
+ * Executes a compiled render graph with automatic resource lifecycle management.
3
+ *
4
+ * The executor allocates transient textures before their first use and releases
5
+ * them after their last use, using the provided {@link RGTextureAllocator}.
6
+ *
7
+ * Usage:
8
+ * ```ts
9
+ * const executor = new RenderGraphExecutor(myAllocator, backbufferWidth, backbufferHeight);
10
+ * executor.setImportedTexture(backbufferHandle, actualBackbufferTexture);
11
+ * executor.execute(compiledGraph);
12
+ * ```
13
+ *
14
+ * @typeParam TTexture - The concrete texture type (e.g. `Texture2D`).
15
+ * @public
16
+ */ class RenderGraphExecutor {
17
+ /** @internal */ _allocator;
18
+ /** @internal */ _backbufferWidth;
19
+ /** @internal */ _backbufferHeight;
20
+ /** @internal */ _importedTextures = new Map();
21
+ /** @internal */ _allocatedTextures = new Map();
22
+ constructor(allocator, backbufferWidth, backbufferHeight){
23
+ this._allocator = allocator;
24
+ this._backbufferWidth = backbufferWidth;
25
+ this._backbufferHeight = backbufferHeight;
26
+ }
27
+ /**
28
+ * Update the backbuffer dimensions used for 'backbuffer-relative' sizing.
29
+ */ setBackbufferSize(width, height) {
30
+ this._backbufferWidth = width;
31
+ this._backbufferHeight = height;
32
+ }
33
+ /**
34
+ * Register an imported (external) texture so it can be resolved during execution.
35
+ *
36
+ * @param handle - The handle returned from {@link RenderGraph.importTexture}.
37
+ * @param texture - The actual GPU texture object.
38
+ */ setImportedTexture(handle, texture) {
39
+ this._importedTextures.set(handle._id, texture);
40
+ }
41
+ /**
42
+ * Execute the compiled graph with full resource lifecycle management.
43
+ *
44
+ * For each pass in topological order:
45
+ * 1. Allocate any transient resources whose lifetime begins at this pass
46
+ * 2. Invoke the pass's execute callback with a context that resolves handles
47
+ * 3. Release any transient resources whose lifetime ends at this pass
48
+ *
49
+ * @param compiled - The compiled graph from {@link RenderGraph.compile}.
50
+ */ execute(compiled) {
51
+ // Build per-pass allocation and release schedules
52
+ const allocateAt = new Map(); // passIndex -> resourceIds to allocate
53
+ const releaseAt = new Map(); // passIndex -> resourceIds to release
54
+ for (const [resId, lifetime] of compiled.lifetimes){
55
+ if (lifetime.resource.kind === 'transient') {
56
+ if (!allocateAt.has(lifetime.firstUse)) {
57
+ allocateAt.set(lifetime.firstUse, []);
58
+ }
59
+ allocateAt.get(lifetime.firstUse).push(resId);
60
+ if (!releaseAt.has(lifetime.lastUse)) {
61
+ releaseAt.set(lifetime.lastUse, []);
62
+ }
63
+ releaseAt.get(lifetime.lastUse).push(resId);
64
+ }
65
+ }
66
+ const ctx = this._createContext();
67
+ for(let i = 0; i < compiled.orderedPasses.length; i++){
68
+ const pass = compiled.orderedPasses[i];
69
+ // Allocate resources that start at this pass
70
+ const toAllocate = allocateAt.get(i);
71
+ if (toAllocate) {
72
+ for (const resId of toAllocate){
73
+ const lifetime = compiled.lifetimes.get(resId);
74
+ const desc = lifetime.resource.desc;
75
+ const size = this._resolveSize(desc);
76
+ const texture = this._allocator.allocate(desc, size);
77
+ this._allocatedTextures.set(resId, texture);
78
+ }
79
+ }
80
+ // Execute the pass
81
+ if (pass.executeFn) {
82
+ pass.executeFn(ctx, pass.data);
83
+ }
84
+ // Release resources that end at this pass
85
+ const toRelease = releaseAt.get(i);
86
+ if (toRelease) {
87
+ for (const resId of toRelease){
88
+ const texture = this._allocatedTextures.get(resId);
89
+ if (texture !== undefined) {
90
+ this._allocator.release(texture);
91
+ this._allocatedTextures.delete(resId);
92
+ }
93
+ }
94
+ }
95
+ }
96
+ }
97
+ /**
98
+ * Clear imported texture registrations and any leftover allocated textures.
99
+ * Call this after execution or when resetting for a new frame.
100
+ */ reset() {
101
+ // Release any textures that weren't released (shouldn't happen in normal flow)
102
+ for (const texture of this._allocatedTextures.values()){
103
+ this._allocator.release(texture);
104
+ }
105
+ this._allocatedTextures.clear();
106
+ this._importedTextures.clear();
107
+ }
108
+ // ─── Private ────────────────────────────────────────────────────────
109
+ /** @internal */ _resolveSize(desc) {
110
+ const mode = desc.sizeMode ?? 'backbuffer-relative';
111
+ if (mode === 'absolute') {
112
+ return {
113
+ width: desc.width ?? 1,
114
+ height: desc.height ?? 1
115
+ };
116
+ }
117
+ // backbuffer-relative: width/height are scale factors (default 1.0)
118
+ const scaleX = desc.width ?? 1.0;
119
+ const scaleY = desc.height ?? 1.0;
120
+ return {
121
+ width: Math.max(1, Math.floor(this._backbufferWidth * scaleX)),
122
+ height: Math.max(1, Math.floor(this._backbufferHeight * scaleY))
123
+ };
124
+ }
125
+ /** @internal */ _createContext() {
126
+ const self = this;
127
+ return {
128
+ getTexture (handle) {
129
+ // Check imported first
130
+ const imported = self._importedTextures.get(handle._id);
131
+ if (imported !== undefined) {
132
+ return imported;
133
+ }
134
+ // Check allocated transient
135
+ const allocated = self._allocatedTextures.get(handle._id);
136
+ if (allocated !== undefined) {
137
+ return allocated;
138
+ }
139
+ throw new Error(`RenderGraphExecutor: cannot resolve resource "${handle.name}" (id=${handle._id}). ` + `It may not have been allocated yet or was already released.`);
140
+ }
141
+ };
142
+ }
143
+ }
144
+
145
+ export { RenderGraphExecutor };
146
+ //# sourceMappingURL=executor.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"executor.js","sources":["../../../src/render/rendergraph/executor.ts"],"sourcesContent":["import type {\r\n CompiledRenderGraph,\r\n RGTextureAllocator,\r\n RGTextureDesc,\r\n RGResolvedSize,\r\n RGExecuteContext,\r\n RGExecuteFn\r\n} from './types';\r\nimport type { RGHandle } from './types';\r\n\r\n/**\r\n * Executes a compiled render graph with automatic resource lifecycle management.\r\n *\r\n * The executor allocates transient textures before their first use and releases\r\n * them after their last use, using the provided {@link RGTextureAllocator}.\r\n *\r\n * Usage:\r\n * ```ts\r\n * const executor = new RenderGraphExecutor(myAllocator, backbufferWidth, backbufferHeight);\r\n * executor.setImportedTexture(backbufferHandle, actualBackbufferTexture);\r\n * executor.execute(compiledGraph);\r\n * ```\r\n *\r\n * @typeParam TTexture - The concrete texture type (e.g. `Texture2D`).\r\n * @public\r\n */\r\nexport class RenderGraphExecutor<TTexture = unknown> {\r\n /** @internal */\r\n private _allocator: RGTextureAllocator<TTexture>;\r\n /** @internal */\r\n private _backbufferWidth: number;\r\n /** @internal */\r\n private _backbufferHeight: number;\r\n /** @internal */\r\n private _importedTextures: Map<number, TTexture> = new Map();\r\n /** @internal */\r\n private _allocatedTextures: Map<number, TTexture> = new Map();\r\n\r\n constructor(allocator: RGTextureAllocator<TTexture>, backbufferWidth: number, backbufferHeight: number) {\r\n this._allocator = allocator;\r\n this._backbufferWidth = backbufferWidth;\r\n this._backbufferHeight = backbufferHeight;\r\n }\r\n\r\n /**\r\n * Update the backbuffer dimensions used for 'backbuffer-relative' sizing.\r\n */\r\n setBackbufferSize(width: number, height: number): void {\r\n this._backbufferWidth = width;\r\n this._backbufferHeight = height;\r\n }\r\n\r\n /**\r\n * Register an imported (external) texture so it can be resolved during execution.\r\n *\r\n * @param handle - The handle returned from {@link RenderGraph.importTexture}.\r\n * @param texture - The actual GPU texture object.\r\n */\r\n setImportedTexture(handle: RGHandle, texture: TTexture): void {\r\n this._importedTextures.set(handle._id, texture);\r\n }\r\n\r\n /**\r\n * Execute the compiled graph with full resource lifecycle management.\r\n *\r\n * For each pass in topological order:\r\n * 1. Allocate any transient resources whose lifetime begins at this pass\r\n * 2. Invoke the pass's execute callback with a context that resolves handles\r\n * 3. Release any transient resources whose lifetime ends at this pass\r\n *\r\n * @param compiled - The compiled graph from {@link RenderGraph.compile}.\r\n */\r\n execute(compiled: CompiledRenderGraph): void {\r\n // Build per-pass allocation and release schedules\r\n const allocateAt = new Map<number, number[]>(); // passIndex -> resourceIds to allocate\r\n const releaseAt = new Map<number, number[]>(); // passIndex -> resourceIds to release\r\n\r\n for (const [resId, lifetime] of compiled.lifetimes) {\r\n if (lifetime.resource.kind === 'transient') {\r\n if (!allocateAt.has(lifetime.firstUse)) {\r\n allocateAt.set(lifetime.firstUse, []);\r\n }\r\n allocateAt.get(lifetime.firstUse)!.push(resId);\r\n\r\n if (!releaseAt.has(lifetime.lastUse)) {\r\n releaseAt.set(lifetime.lastUse, []);\r\n }\r\n releaseAt.get(lifetime.lastUse)!.push(resId);\r\n }\r\n }\r\n\r\n const ctx = this._createContext();\r\n\r\n for (let i = 0; i < compiled.orderedPasses.length; i++) {\r\n const pass = compiled.orderedPasses[i];\r\n\r\n // Allocate resources that start at this pass\r\n const toAllocate = allocateAt.get(i);\r\n if (toAllocate) {\r\n for (const resId of toAllocate) {\r\n const lifetime = compiled.lifetimes.get(resId)!;\r\n const desc = lifetime.resource.desc!;\r\n const size = this._resolveSize(desc);\r\n const texture = this._allocator.allocate(desc, size);\r\n this._allocatedTextures.set(resId, texture);\r\n }\r\n }\r\n\r\n // Execute the pass\r\n if (pass.executeFn) {\r\n (pass.executeFn as RGExecuteFn<unknown>)(ctx, pass.data);\r\n }\r\n\r\n // Release resources that end at this pass\r\n const toRelease = releaseAt.get(i);\r\n if (toRelease) {\r\n for (const resId of toRelease) {\r\n const texture = this._allocatedTextures.get(resId);\r\n if (texture !== undefined) {\r\n this._allocator.release(texture);\r\n this._allocatedTextures.delete(resId);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear imported texture registrations and any leftover allocated textures.\r\n * Call this after execution or when resetting for a new frame.\r\n */\r\n reset(): void {\r\n // Release any textures that weren't released (shouldn't happen in normal flow)\r\n for (const texture of this._allocatedTextures.values()) {\r\n this._allocator.release(texture);\r\n }\r\n this._allocatedTextures.clear();\r\n this._importedTextures.clear();\r\n }\r\n\r\n // ─── Private ────────────────────────────────────────────────────────\r\n\r\n /** @internal */\r\n private _resolveSize(desc: RGTextureDesc): RGResolvedSize {\r\n const mode = desc.sizeMode ?? 'backbuffer-relative';\r\n if (mode === 'absolute') {\r\n return {\r\n width: desc.width ?? 1,\r\n height: desc.height ?? 1\r\n };\r\n }\r\n // backbuffer-relative: width/height are scale factors (default 1.0)\r\n const scaleX = desc.width ?? 1.0;\r\n const scaleY = desc.height ?? 1.0;\r\n return {\r\n width: Math.max(1, Math.floor(this._backbufferWidth * scaleX)),\r\n height: Math.max(1, Math.floor(this._backbufferHeight * scaleY))\r\n };\r\n }\r\n\r\n /** @internal */\r\n private _createContext(): RGExecuteContext {\r\n const self = this;\r\n return {\r\n getTexture<T>(handle: RGHandle): T {\r\n // Check imported first\r\n const imported = self._importedTextures.get(handle._id);\r\n if (imported !== undefined) {\r\n return imported as unknown as T;\r\n }\r\n // Check allocated transient\r\n const allocated = self._allocatedTextures.get(handle._id);\r\n if (allocated !== undefined) {\r\n return allocated as unknown as T;\r\n }\r\n throw new Error(\r\n `RenderGraphExecutor: cannot resolve resource \"${handle.name}\" (id=${handle._id}). ` +\r\n `It may not have been allocated yet or was already released.`\r\n );\r\n }\r\n };\r\n 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