@zephyr3d/scene 0.8.0 → 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 (387) hide show
  1. package/dist/animation/animationset.js +198 -1
  2. package/dist/animation/animationset.js.map +1 -1
  3. package/dist/animation/ik/ccd_solver.js +3 -4
  4. package/dist/animation/ik/ccd_solver.js.map +1 -1
  5. package/dist/animation/ik/fabrik_solver.js +3 -4
  6. package/dist/animation/ik/fabrik_solver.js.map +1 -1
  7. package/dist/animation/ik/ik_pole_constraint.js +7 -2
  8. package/dist/animation/ik/ik_pole_constraint.js.map +1 -1
  9. package/dist/animation/ik/ik_utils.js +0 -79
  10. package/dist/animation/ik/ik_utils.js.map +1 -1
  11. package/dist/animation/ik/two_bone_ik_solver.js +3 -4
  12. package/dist/animation/ik/two_bone_ik_solver.js.map +1 -1
  13. package/dist/animation/spring/spring_bone.js +240 -0
  14. package/dist/animation/spring/spring_bone.js.map +1 -0
  15. package/dist/animation/spring/spring_bone_collider.js +198 -0
  16. package/dist/animation/spring/spring_bone_collider.js.map +1 -0
  17. package/dist/animation/spring/spring_bone_constraint.js +170 -0
  18. package/dist/animation/spring/spring_bone_constraint.js.map +1 -0
  19. package/dist/animation/spring/spring_bone_system.js +328 -0
  20. package/dist/animation/spring/spring_bone_system.js.map +1 -0
  21. package/dist/asset/model.js +2 -2
  22. package/dist/index.d.ts +15 -0
  23. package/dist/material/mixins/pbr/common.js +20 -17
  24. package/dist/material/mixins/pbr/common.js.map +1 -1
  25. package/dist/render/gpu_picking.js +100 -0
  26. package/dist/render/gpu_picking.js.map +1 -0
  27. package/dist/render/rendergraph/device_pool_allocator.js +41 -0
  28. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -0
  29. package/dist/render/rendergraph/executor.js +146 -0
  30. package/dist/render/rendergraph/executor.js.map +1 -0
  31. package/dist/render/rendergraph/forward_plus_builder.js +414 -0
  32. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -0
  33. package/dist/render/rendergraph/rendergraph.js +306 -0
  34. package/dist/render/rendergraph/rendergraph.js.map +1 -0
  35. package/dist/render/rendergraph/types.js +57 -0
  36. package/dist/render/rendergraph/types.js.map +1 -0
  37. package/dist/render/sky_motion_vector.js +85 -0
  38. package/dist/render/sky_motion_vector.js.map +1 -0
  39. package/dist/utility/serialization/scene/animation.js +3 -3
  40. package/dist/utility/serialization/scene/node.js +1 -1
  41. package/package.json +2 -2
  42. package/dist/animation/ik/ik_chain_builder.js +0 -68
  43. package/dist/animation/ik/ik_chain_builder.js.map +0 -1
  44. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +0 -38
  45. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +0 -1
  46. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +0 -10
  47. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +0 -1
  48. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +0 -127
  49. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +0 -1
  50. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +0 -263
  51. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +0 -1
  52. package/dist/src/animation/animation.js +0 -127
  53. package/dist/src/animation/animation.js.map +0 -1
  54. package/dist/src/animation/animationset.js +0 -255
  55. package/dist/src/animation/animationset.js.map +0 -1
  56. package/dist/src/animation/animationtrack.js +0 -34
  57. package/dist/src/animation/animationtrack.js.map +0 -1
  58. package/dist/src/animation/eulerrotationtrack.js +0 -52
  59. package/dist/src/animation/eulerrotationtrack.js.map +0 -1
  60. package/dist/src/animation/morphtarget.js +0 -93
  61. package/dist/src/animation/morphtarget.js.map +0 -1
  62. package/dist/src/animation/morphtrack.js +0 -70
  63. package/dist/src/animation/morphtrack.js.map +0 -1
  64. package/dist/src/animation/proptrack.js +0 -161
  65. package/dist/src/animation/proptrack.js.map +0 -1
  66. package/dist/src/animation/rotationtrack.js +0 -51
  67. package/dist/src/animation/rotationtrack.js.map +0 -1
  68. package/dist/src/animation/scaletrack.js +0 -50
  69. package/dist/src/animation/scaletrack.js.map +0 -1
  70. package/dist/src/animation/skeleton.js +0 -204
  71. package/dist/src/animation/skeleton.js.map +0 -1
  72. package/dist/src/animation/translationtrack.js +0 -50
  73. package/dist/src/animation/translationtrack.js.map +0 -1
  74. package/dist/src/app/app.js +0 -129
  75. package/dist/src/app/app.js.map +0 -1
  76. package/dist/src/app/inputmgr.js +0 -267
  77. package/dist/src/app/inputmgr.js.map +0 -1
  78. package/dist/src/asset/assetmanager.js +0 -404
  79. package/dist/src/asset/assetmanager.js.map +0 -1
  80. package/dist/src/asset/builtin.js +0 -337
  81. package/dist/src/asset/builtin.js.map +0 -1
  82. package/dist/src/asset/loaders/dds/dds.js +0 -470
  83. package/dist/src/asset/loaders/dds/dds.js.map +0 -1
  84. package/dist/src/asset/loaders/dds/dds_loader.js +0 -28
  85. package/dist/src/asset/loaders/dds/dds_loader.js.map +0 -1
  86. package/dist/src/asset/loaders/gltf/gltf_loader.js +0 -1265
  87. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +0 -1
  88. package/dist/src/asset/loaders/gltf/helpers.js +0 -327
  89. package/dist/src/asset/loaders/gltf/helpers.js.map +0 -1
  90. package/dist/src/asset/loaders/hdr/hdr.js +0 -180
  91. package/dist/src/asset/loaders/hdr/hdr.js.map +0 -1
  92. package/dist/src/asset/loaders/image/tga_Loader.js +0 -116
  93. package/dist/src/asset/loaders/image/tga_Loader.js.map +0 -1
  94. package/dist/src/asset/loaders/image/webimage_loader.js +0 -63
  95. package/dist/src/asset/loaders/image/webimage_loader.js.map +0 -1
  96. package/dist/src/asset/loaders/loader.js +0 -45
  97. package/dist/src/asset/loaders/loader.js.map +0 -1
  98. package/dist/src/asset/model.js +0 -414
  99. package/dist/src/asset/model.js.map +0 -1
  100. package/dist/src/blitter/bilateralblur.js +0 -221
  101. package/dist/src/blitter/bilateralblur.js.map +0 -1
  102. package/dist/src/blitter/blitter.js +0 -390
  103. package/dist/src/blitter/blitter.js.map +0 -1
  104. package/dist/src/blitter/box.js +0 -118
  105. package/dist/src/blitter/box.js.map +0 -1
  106. package/dist/src/blitter/copy.js +0 -22
  107. package/dist/src/blitter/copy.js.map +0 -1
  108. package/dist/src/blitter/gaussianblur.js +0 -228
  109. package/dist/src/blitter/gaussianblur.js.map +0 -1
  110. package/dist/src/camera/base.js +0 -92
  111. package/dist/src/camera/base.js.map +0 -1
  112. package/dist/src/camera/camera.js +0 -1005
  113. package/dist/src/camera/camera.js.map +0 -1
  114. package/dist/src/camera/fps.js +0 -238
  115. package/dist/src/camera/fps.js.map +0 -1
  116. package/dist/src/camera/orbit.js +0 -245
  117. package/dist/src/camera/orbit.js.map +0 -1
  118. package/dist/src/camera/orthocamera.js +0 -167
  119. package/dist/src/camera/orthocamera.js.map +0 -1
  120. package/dist/src/camera/perspectivecamera.js +0 -141
  121. package/dist/src/camera/perspectivecamera.js.map +0 -1
  122. package/dist/src/index.js +0 -120
  123. package/dist/src/index.js.map +0 -1
  124. package/dist/src/material/blinn.js +0 -81
  125. package/dist/src/material/blinn.js.map +0 -1
  126. package/dist/src/material/grassmaterial.js +0 -113
  127. package/dist/src/material/grassmaterial.js.map +0 -1
  128. package/dist/src/material/lambert.js +0 -92
  129. package/dist/src/material/lambert.js.map +0 -1
  130. package/dist/src/material/material.js +0 -301
  131. package/dist/src/material/material.js.map +0 -1
  132. package/dist/src/material/meshmaterial.js +0 -704
  133. package/dist/src/material/meshmaterial.js.map +0 -1
  134. package/dist/src/material/mixins/albedocolor.js +0 -76
  135. package/dist/src/material/mixins/albedocolor.js.map +0 -1
  136. package/dist/src/material/mixins/foliage.js +0 -47
  137. package/dist/src/material/mixins/foliage.js.map +0 -1
  138. package/dist/src/material/mixins/lightmodel/blinnphong.js +0 -112
  139. package/dist/src/material/mixins/lightmodel/blinnphong.js.map +0 -1
  140. package/dist/src/material/mixins/lightmodel/lambert.js +0 -58
  141. package/dist/src/material/mixins/lightmodel/lambert.js.map +0 -1
  142. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js +0 -178
  143. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js.map +0 -1
  144. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js +0 -139
  145. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js.map +0 -1
  146. package/dist/src/material/mixins/lit.js +0 -476
  147. package/dist/src/material/mixins/lit.js.map +0 -1
  148. package/dist/src/material/mixins/pbr/common.js +0 -918
  149. package/dist/src/material/mixins/pbr/common.js.map +0 -1
  150. package/dist/src/material/mixins/texture.js +0 -172
  151. package/dist/src/material/mixins/texture.js.map +0 -1
  152. package/dist/src/material/mixins/vertexcolor.js +0 -56
  153. package/dist/src/material/mixins/vertexcolor.js.map +0 -1
  154. package/dist/src/material/particle.js +0 -178
  155. package/dist/src/material/particle.js.map +0 -1
  156. package/dist/src/material/pbrmr.js +0 -97
  157. package/dist/src/material/pbrmr.js.map +0 -1
  158. package/dist/src/material/pbrsg.js +0 -97
  159. package/dist/src/material/pbrsg.js.map +0 -1
  160. package/dist/src/material/shader/helper.js +0 -1209
  161. package/dist/src/material/shader/helper.js.map +0 -1
  162. package/dist/src/material/terrain-cm.js +0 -606
  163. package/dist/src/material/terrain-cm.js.map +0 -1
  164. package/dist/src/material/terrainmaterial.js +0 -375
  165. package/dist/src/material/terrainmaterial.js.map +0 -1
  166. package/dist/src/material/unlit.js +0 -41
  167. package/dist/src/material/unlit.js.map +0 -1
  168. package/dist/src/material/water.js +0 -417
  169. package/dist/src/material/water.js.map +0 -1
  170. package/dist/src/posteffect/bloom.js +0 -361
  171. package/dist/src/posteffect/bloom.js.map +0 -1
  172. package/dist/src/posteffect/compositor.js +0 -226
  173. package/dist/src/posteffect/compositor.js.map +0 -1
  174. package/dist/src/posteffect/fxaa.js +0 -273
  175. package/dist/src/posteffect/fxaa.js.map +0 -1
  176. package/dist/src/posteffect/grayscale.js +0 -69
  177. package/dist/src/posteffect/grayscale.js.map +0 -1
  178. package/dist/src/posteffect/motionblur.js +0 -96
  179. package/dist/src/posteffect/motionblur.js.map +0 -1
  180. package/dist/src/posteffect/posteffect.js +0 -126
  181. package/dist/src/posteffect/posteffect.js.map +0 -1
  182. package/dist/src/posteffect/sao.js +0 -324
  183. package/dist/src/posteffect/sao.js.map +0 -1
  184. package/dist/src/posteffect/ssr.js +0 -489
  185. package/dist/src/posteffect/ssr.js.map +0 -1
  186. package/dist/src/posteffect/taa.js +0 -172
  187. package/dist/src/posteffect/taa.js.map +0 -1
  188. package/dist/src/posteffect/tonemap.js +0 -94
  189. package/dist/src/posteffect/tonemap.js.map +0 -1
  190. package/dist/src/render/abuffer_oit.js +0 -361
  191. package/dist/src/render/abuffer_oit.js.map +0 -1
  192. package/dist/src/render/clipmap.js +0 -851
  193. package/dist/src/render/clipmap.js.map +0 -1
  194. package/dist/src/render/cluster_light.js +0 -333
  195. package/dist/src/render/cluster_light.js.map +0 -1
  196. package/dist/src/render/cull_visitor.js +0 -187
  197. package/dist/src/render/cull_visitor.js.map +0 -1
  198. package/dist/src/render/depthpass.js +0 -68
  199. package/dist/src/render/depthpass.js.map +0 -1
  200. package/dist/src/render/drawable_mixin.js +0 -227
  201. package/dist/src/render/drawable_mixin.js.map +0 -1
  202. package/dist/src/render/envlight.js +0 -463
  203. package/dist/src/render/envlight.js.map +0 -1
  204. package/dist/src/render/fbm_wavegenerator.js +0 -251
  205. package/dist/src/render/fbm_wavegenerator.js.map +0 -1
  206. package/dist/src/render/fft_wavegenerator.js +0 -1006
  207. package/dist/src/render/fft_wavegenerator.js.map +0 -1
  208. package/dist/src/render/fullscreenquad.js +0 -38
  209. package/dist/src/render/fullscreenquad.js.map +0 -1
  210. package/dist/src/render/gerstner_wavegenerator.js +0 -314
  211. package/dist/src/render/gerstner_wavegenerator.js.map +0 -1
  212. package/dist/src/render/globalbindgroup_allocator.js +0 -60
  213. package/dist/src/render/globalbindgroup_allocator.js.map +0 -1
  214. package/dist/src/render/hzb.js +0 -273
  215. package/dist/src/render/hzb.js.map +0 -1
  216. package/dist/src/render/lightpass.js +0 -172
  217. package/dist/src/render/lightpass.js.map +0 -1
  218. package/dist/src/render/objectcolorpass.js +0 -51
  219. package/dist/src/render/objectcolorpass.js.map +0 -1
  220. package/dist/src/render/primitive.js +0 -364
  221. package/dist/src/render/primitive.js.map +0 -1
  222. package/dist/src/render/render_queue.js +0 -467
  223. package/dist/src/render/render_queue.js.map +0 -1
  224. package/dist/src/render/renderbundle_wrapper.js +0 -152
  225. package/dist/src/render/renderbundle_wrapper.js.map +0 -1
  226. package/dist/src/render/renderer.js +0 -455
  227. package/dist/src/render/renderer.js.map +0 -1
  228. package/dist/src/render/renderpass.js +0 -200
  229. package/dist/src/render/renderpass.js.map +0 -1
  230. package/dist/src/render/shadowmap_pass.js +0 -56
  231. package/dist/src/render/shadowmap_pass.js.map +0 -1
  232. package/dist/src/render/sky.js +0 -1103
  233. package/dist/src/render/sky.js.map +0 -1
  234. package/dist/src/render/weightedblended_oit.js +0 -168
  235. package/dist/src/render/weightedblended_oit.js.map +0 -1
  236. package/dist/src/scene/batchgroup.js +0 -162
  237. package/dist/src/scene/batchgroup.js.map +0 -1
  238. package/dist/src/scene/environment.js +0 -209
  239. package/dist/src/scene/environment.js.map +0 -1
  240. package/dist/src/scene/graph_node.js +0 -72
  241. package/dist/src/scene/graph_node.js.map +0 -1
  242. package/dist/src/scene/light.js +0 -416
  243. package/dist/src/scene/light.js.map +0 -1
  244. package/dist/src/scene/mesh.js +0 -341
  245. package/dist/src/scene/mesh.js.map +0 -1
  246. package/dist/src/scene/octree.js +0 -649
  247. package/dist/src/scene/octree.js.map +0 -1
  248. package/dist/src/scene/particlesys.js +0 -738
  249. package/dist/src/scene/particlesys.js.map +0 -1
  250. package/dist/src/scene/raycast_visitor.js +0 -103
  251. package/dist/src/scene/raycast_visitor.js.map +0 -1
  252. package/dist/src/scene/scene.js +0 -284
  253. package/dist/src/scene/scene.js.map +0 -1
  254. package/dist/src/scene/scene_node.js +0 -732
  255. package/dist/src/scene/scene_node.js.map +0 -1
  256. package/dist/src/scene/terrain/grass.js +0 -278
  257. package/dist/src/scene/terrain/grass.js.map +0 -1
  258. package/dist/src/scene/terrain/heightfield.js +0 -475
  259. package/dist/src/scene/terrain/heightfield.js.map +0 -1
  260. package/dist/src/scene/terrain/patch.js +0 -530
  261. package/dist/src/scene/terrain/patch.js.map +0 -1
  262. package/dist/src/scene/terrain/quadtree.js +0 -461
  263. package/dist/src/scene/terrain/quadtree.js.map +0 -1
  264. package/dist/src/scene/terrain/terrain.js +0 -246
  265. package/dist/src/scene/terrain/terrain.js.map +0 -1
  266. package/dist/src/scene/terrain-cm/grass.js +0 -594
  267. package/dist/src/scene/terrain-cm/grass.js.map +0 -1
  268. package/dist/src/scene/terrain-cm/grassmaterial.js +0 -159
  269. package/dist/src/scene/terrain-cm/grassmaterial.js.map +0 -1
  270. package/dist/src/scene/terrain-cm/terrain-cm.js +0 -538
  271. package/dist/src/scene/terrain-cm/terrain-cm.js.map +0 -1
  272. package/dist/src/scene/water.js +0 -374
  273. package/dist/src/scene/water.js.map +0 -1
  274. package/dist/src/shaders/atmosphere.js +0 -957
  275. package/dist/src/shaders/atmosphere.js.map +0 -1
  276. package/dist/src/shaders/fog.js +0 -112
  277. package/dist/src/shaders/fog.js.map +0 -1
  278. package/dist/src/shaders/misc.js +0 -266
  279. package/dist/src/shaders/misc.js.map +0 -1
  280. package/dist/src/shaders/noise.js +0 -222
  281. package/dist/src/shaders/noise.js.map +0 -1
  282. package/dist/src/shaders/pbr.js +0 -51
  283. package/dist/src/shaders/pbr.js.map +0 -1
  284. package/dist/src/shaders/shadow.js +0 -636
  285. package/dist/src/shaders/shadow.js.map +0 -1
  286. package/dist/src/shaders/ssr.js +0 -490
  287. package/dist/src/shaders/ssr.js.map +0 -1
  288. package/dist/src/shaders/temporal.js +0 -215
  289. package/dist/src/shaders/temporal.js.map +0 -1
  290. package/dist/src/shaders/water.js +0 -756
  291. package/dist/src/shaders/water.js.map +0 -1
  292. package/dist/src/shadow/esm.js +0 -237
  293. package/dist/src/shadow/esm.js.map +0 -1
  294. package/dist/src/shadow/pcf_opt.js +0 -181
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  296. package/dist/src/shadow/pcf_pd.js +0 -189
  297. package/dist/src/shadow/pcf_pd.js.map +0 -1
  298. package/dist/src/shadow/shader.js +0 -37
  299. package/dist/src/shadow/shader.js.map +0 -1
  300. package/dist/src/shadow/shadow_impl.js +0 -15
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  302. package/dist/src/shadow/shadowmapper.js +0 -790
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  304. package/dist/src/shadow/ssm.js +0 -159
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  308. package/dist/src/shapes/box.js +0 -386
  309. package/dist/src/shapes/box.js.map +0 -1
  310. package/dist/src/shapes/cylinder.js +0 -125
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  312. package/dist/src/shapes/plane.js +0 -88
  313. package/dist/src/shapes/plane.js.map +0 -1
  314. package/dist/src/shapes/shape.js +0 -87
  315. package/dist/src/shapes/shape.js.map +0 -1
  316. package/dist/src/shapes/sphere.js +0 -114
  317. package/dist/src/shapes/sphere.js.map +0 -1
  318. package/dist/src/shapes/tetrahedron.js +0 -188
  319. package/dist/src/shapes/tetrahedron.js.map +0 -1
  320. package/dist/src/shapes/torus.js +0 -111
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  322. package/dist/src/utility/aabbtree.js +0 -400
  323. package/dist/src/utility/aabbtree.js.map +0 -1
  324. package/dist/src/utility/bounding_volume.js +0 -29
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  326. package/dist/src/utility/debug.js +0 -28
  327. package/dist/src/utility/debug.js.map +0 -1
  328. package/dist/src/utility/draco/decoder.js +0 -116
  329. package/dist/src/utility/draco/decoder.js.map +0 -1
  330. package/dist/src/utility/misc.js +0 -105
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  332. package/dist/src/utility/panorama.js +0 -163
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  334. package/dist/src/utility/pmrem.js +0 -354
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  336. package/dist/src/utility/rendermipmap.js +0 -115
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@@ -1,273 +0,0 @@
1
- import { drawFullscreenQuad } from './fullscreenquad.js';
2
- import { Application } from '../app/app.js';
3
- import '@zephyr3d/base';
4
- import '@zephyr3d/device';
5
- import { CopyBlitter } from '../blitter/copy.js';
6
- import { fetchSampler } from '../utility/misc.js';
7
-
8
- let hzbProgram = null;
9
- let hzbBindGroup = null;
10
- let blitter = null;
11
- let srcSize = null;
12
- /*
13
- vec3 trace_ray(vec3 ray_start, vec3 ray_dir)
14
- {
15
-
16
- if (ray_dir.z < 0.0) {
17
- return vec3(0);
18
- }
19
-
20
- ray_dir = normalize(ray_dir);
21
- ivec2 work_size = SCREEN_SIZE_INT;
22
-
23
- const int loop_max = 150;
24
- int mipmap = 0;
25
- int max_iter = loop_max;
26
-
27
- vec3 pos = ray_start;
28
-
29
- // Move pos by a small bias
30
- pos += ray_dir * 0.008;
31
-
32
- float hit_bias = 0.0017;
33
-
34
- while (mipmap > -1 && max_iter --> 0)
35
- {
36
-
37
- // Check if we are out of screen bounds, if so, return
38
- if (pos.x < 0.0 || pos.y < 0.0 || pos.x > 1.0 || pos.y > 1.0 || pos.z < 0.0 || pos.z > 1.0)
39
- {
40
- return vec3(0,0,0);
41
- }
42
-
43
- // Fetch the current minimum cell plane height
44
- float cell_z = textureLod(DownscaledDepth, pos.xy, mipmap).x;
45
-
46
- // Compute the fractional part of the coordinate (scaled by the working size)
47
- // so the values will be between 0.0 and 1.0
48
- vec2 fract_coord = mod(pos.xy * work_size, 1.0);
49
-
50
- // Modify fract coord based on which direction we are stepping in.
51
- // Fract coord now contains the percentage how far we moved already in
52
- // the current cell in each direction.
53
- fract_coord.x = ray_dir.x > 0.0 ? fract_coord.x : 1.0 - fract_coord.x;
54
- fract_coord.y = ray_dir.y > 0.0 ? fract_coord.y : 1.0 - fract_coord.y;
55
-
56
- // Compute maximum k and minimum k for which the ray would still be
57
- // inside of the cell.
58
- vec2 max_k_v = (1.0 / abs(ray_dir.xy)) / work_size.xy;
59
- vec2 min_k_v = -max_k_v * fract_coord.xy;
60
-
61
- // Scale the maximum k by the percentage we already processed in the current cell,
62
- // since e.g. if we already moved 50%, we can only move another 50%.
63
- max_k_v *= 1.0 - fract_coord.xy;
64
-
65
- // The maximum k is the minimum of the both sub-k's since if one component-maximum
66
- // is reached, the ray is out of the cell
67
- float max_k = min(max_k_v.x, max_k_v.y);
68
-
69
- // Same applies to the min_k, but because min_k is negative we have to use max()
70
- float min_k = max(min_k_v.x, min_k_v.y);
71
-
72
- // Check if the ray intersects with the cell plane. We have the following
73
- // equation:
74
- // pos.z + k * ray_dir.z = cell.z
75
- // So k is:
76
- float k = (cell_z - pos.z) / ray_dir.z;
77
-
78
- // Optional: Abort when ray didn't exactly intersect:
79
- // if (k < min_k && mipmap <= 0) {
80
- // return vec3(0);
81
- // }
82
-
83
- // Check if we intersected the cell
84
- if (k < max_k + hit_bias)
85
- {
86
- // Clamp k
87
- k = max(min_k, k);
88
-
89
- if (mipmap < 1) {
90
- pos += k * ray_dir;
91
- return pos;
92
- }
93
-
94
- // If we hit anything at a higher mipmap, step up to a higher detailed
95
- // mipmap:
96
- mipmap -= 2;
97
- work_size *= 4;
98
- } else {
99
-
100
- // If we hit nothing, move to the next cell, with a small bias
101
- pos += max_k * ray_dir * 1.04;
102
- }
103
-
104
- mipmap += 1;
105
- work_size /= 2;
106
- }
107
-
108
- return vec3(0);
109
- }
110
- */ /*
111
- float2 cell(float2 ray, float2 cell_count, uint camera) {
112
- return floor(ray.xy * cell_count);
113
- }
114
-
115
- float2 cell_count(float level) {
116
- return input_texture2_size / (level == 0.0 ? 1.0 : exp2(level));
117
- }
118
-
119
- float3 intersect_cell_boundary(float3 pos, float3 dir, float2 cell_id, float2 cell_count, float2 cross_step, float2 cross_offset, uint camera) {
120
- float2 cell_size = 1.0 / cell_count;
121
- float2 planes = cell_id/cell_count + cell_size * cross_step;
122
-
123
- float2 solutions = (planes - pos)/dir.xy;
124
- float3 intersection_pos = pos + dir * min(solutions.x, solutions.y);
125
-
126
- intersection_pos.xy += (solutions.x < solutions.y) ? float2(cross_offset.x, 0.0) : float2(0.0, cross_offset.y);
127
-
128
- return intersection_pos;
129
- }
130
-
131
- bool crossed_cell_boundary(float2 cell_id_one, float2 cell_id_two) {
132
- return (int)cell_id_one.x != (int)cell_id_two.x || (int)cell_id_one.y != (int)cell_id_two.y;
133
- }
134
-
135
- float minimum_depth_plane(float2 ray, float level, float2 cell_count, uint camera) {
136
- return input_texture2.Load(int3(vr_stereo_to_mono(ray.xy, camera) * cell_count, level)).r;
137
- }
138
-
139
- float3 hi_z_trace(float3 p, float3 v, in uint camera, out uint iterations) {
140
- float level = HIZ_START_LEVEL;
141
- float3 v_z = v/v.z;
142
- float2 hi_z_size = cell_count(level);
143
- float3 ray = p;
144
-
145
- float2 cross_step = float2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0);
146
- float2 cross_offset = cross_step * 0.00001;
147
- cross_step = saturate(cross_step);
148
-
149
- float2 ray_cell = cell(ray.xy, hi_z_size.xy, camera);
150
- ray = intersect_cell_boundary(ray, v, ray_cell, hi_z_size, cross_step, cross_offset, camera);
151
-
152
- iterations = 0;
153
- while(level >= HIZ_STOP_LEVEL && iterations < MAX_ITERATIONS) {
154
- // get the cell number of the current ray
155
- float2 current_cell_count = cell_count(level);
156
- float2 old_cell_id = cell(ray.xy, current_cell_count, camera);
157
-
158
- // get the minimum depth plane in which the current ray resides
159
- float min_z = minimum_depth_plane(ray.xy, level, current_cell_count, camera);
160
-
161
- // intersect only if ray depth is below the minimum depth plane
162
- float3 tmp_ray = ray;
163
- if(v.z > 0) {
164
- float min_minus_ray = min_z - ray.z;
165
- tmp_ray = min_minus_ray > 0 ? ray + v_z*min_minus_ray : tmp_ray;
166
- float2 new_cell_id = cell(tmp_ray.xy, current_cell_count, camera);
167
- if(crossed_cell_boundary(old_cell_id, new_cell_id)) {
168
- tmp_ray = intersect_cell_boundary(ray, v, old_cell_id, current_cell_count, cross_step, cross_offset, camera);
169
- level = min(HIZ_MAX_LEVEL, level + 2.0f);
170
- }else{
171
- if(level == 1 && abs(min_minus_ray) > 0.0001) {
172
- tmp_ray = intersect_cell_boundary(ray, v, old_cell_id, current_cell_count, cross_step, cross_offset, camera);
173
- level = 2;
174
- }
175
- }
176
- } else if(ray.z < min_z) {
177
- tmp_ray = intersect_cell_boundary(ray, v, old_cell_id, current_cell_count, cross_step, cross_offset, camera);
178
- level = min(HIZ_MAX_LEVEL, level + 2.0f);
179
- }
180
-
181
- ray.xyz = tmp_ray.xyz;
182
- --level;
183
-
184
- ++iterations;
185
- }
186
- return ray;
187
- }
188
- */ function buildHZBProgram(device) {
189
- return device.buildRenderProgram({
190
- label: 'HZBBuilder',
191
- vertex (pb) {
192
- this.$inputs.pos = pb.vec2().attrib('position');
193
- this.$outputs.uv = pb.vec2();
194
- pb.main(function() {
195
- this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);
196
- this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));
197
- if (device.type === 'webgpu') {
198
- this.$builtins.position.y = pb.neg(this.$builtins.position.y);
199
- }
200
- });
201
- },
202
- fragment (pb) {
203
- this.$outputs.color = pb.vec4();
204
- this.srcTex = pb.tex2D().sampleType('unfilterable-float').uniform(0);
205
- this.srcSize = pb.ivec2().uniform(0);
206
- if (device.type !== 'webgpu') {
207
- this.srcMipLevel = pb.int().uniform(0);
208
- }
209
- pb.main(function() {
210
- this.$l.coord = pb.mul(pb.ivec2(this.$builtins.fragCoord.xy), 2);
211
- this.$l.minCoord = pb.ivec2(0, 0);
212
- this.$l.maxCoord = pb.sub(this.srcSize, pb.ivec2(1, 1));
213
- for(let i = 0; i < 4; i++){
214
- this.$l[`d${i}`] = pb.textureLoad(this.srcTex, pb.clamp(pb.add(this.coord, pb.ivec2(i >> 1, i & 1)), this.minCoord, this.maxCoord), device.type === 'webgpu' ? 0 : this.srcMipLevel).r;
215
- }
216
- this.$l.d = pb.min(pb.min(this.d0, this.d1), pb.min(this.d2, this.d3));
217
- this.$outputs.color = pb.vec4(this.d, 0, 0, 1);
218
- });
219
- }
220
- });
221
- }
222
- function buildHiZLevel(device, miplevel, srcTexture, dstTexture) {
223
- const sampler = fetchSampler('clamp_nearest');
224
- const framebuffer = device.pool.fetchTemporalFramebuffer(false, 0, 0, [
225
- dstTexture
226
- ], null, false, 1, true, miplevel + 1);
227
- framebuffer.setColorAttachmentGenerateMipmaps(0, false);
228
- srcSize[0] = Math.max(srcTexture.width >> miplevel, 1);
229
- srcSize[1] = Math.max(srcTexture.height >> miplevel, 1);
230
- hzbBindGroup.setValue('srcSize', srcSize);
231
- if (device.type === 'webgpu') {
232
- hzbBindGroup.setTextureView('srcTex', srcTexture, miplevel, 0, 1, sampler);
233
- } else {
234
- hzbBindGroup.setTexture('srcTex', srcTexture, sampler);
235
- hzbBindGroup.setValue('srcMipLevel', miplevel);
236
- }
237
- device.setProgram(hzbProgram);
238
- device.setBindGroup(0, hzbBindGroup);
239
- device.setFramebuffer(framebuffer);
240
- drawFullscreenQuad();
241
- if (srcTexture !== dstTexture) {
242
- device.copyFramebufferToTexture2D(framebuffer, 0, srcTexture, miplevel + 1);
243
- }
244
- device.pool.releaseFrameBuffer(framebuffer);
245
- }
246
- function buildHiZ(sourceTex, HiZFrameBuffer) {
247
- const device = Application.instance.device;
248
- if (!hzbProgram) {
249
- hzbProgram = buildHZBProgram(device);
250
- hzbBindGroup = device.createBindGroup(hzbProgram.bindGroupLayouts[0]);
251
- blitter = new CopyBlitter();
252
- srcSize = new Int32Array(2);
253
- }
254
- blitter.blit(sourceTex, HiZFrameBuffer, fetchSampler('clamp_nearest'));
255
- device.pushDeviceStates();
256
- const srcTex = HiZFrameBuffer.getColorAttachments()[0];
257
- if (device.type === 'webgpu') {
258
- for(let i = 0; i < srcTex.mipLevelCount - 1; i++){
259
- buildHiZLevel(device, i, srcTex, srcTex);
260
- }
261
- } else {
262
- const tmpFramebuffer = device.pool.fetchTemporalFramebuffer(false, HiZFrameBuffer.getWidth(), HiZFrameBuffer.getHeight(), HiZFrameBuffer.getColorAttachments()[0].format, null, true);
263
- const dstTex = tmpFramebuffer.getColorAttachments()[0];
264
- for(let i = 0; i < srcTex.mipLevelCount - 1; i++){
265
- buildHiZLevel(device, i, srcTex, dstTex);
266
- }
267
- device.pool.releaseFrameBuffer(tmpFramebuffer);
268
- }
269
- device.popDeviceStates();
270
- }
271
-
272
- export { buildHiZ };
273
- //# sourceMappingURL=hzb.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"hzb.js","sources":["../../../src/render/hzb.ts"],"sourcesContent":["import type { AbstractDevice, BindGroup, FrameBuffer, GPUProgram, Texture2D } from '@zephyr3d/device';\nimport { drawFullscreenQuad } from './fullscreenquad';\nimport { Application } from '../app/app';\nimport { CopyBlitter } from '../blitter';\nimport { fetchSampler } from '../utility/misc';\n\nlet hzbProgram: GPUProgram = null;\nlet hzbBindGroup: BindGroup = null;\nlet blitter: CopyBlitter = null;\nlet srcSize: Int32Array<ArrayBuffer> = null;\n\n/*\nvec3 trace_ray(vec3 ray_start, vec3 ray_dir)\n{\n\n if (ray_dir.z < 0.0) {\n return vec3(0);\n }\n\n ray_dir = normalize(ray_dir);\n ivec2 work_size = SCREEN_SIZE_INT;\n\n const int loop_max = 150;\n int mipmap = 0;\n int max_iter = loop_max;\n\n vec3 pos = ray_start;\n\n // Move pos by a small bias\n pos += ray_dir * 0.008;\n\n float hit_bias = 0.0017;\n\n while (mipmap > -1 && max_iter --> 0)\n {\n\n // Check if we are out of screen bounds, if so, return\n if (pos.x < 0.0 || pos.y < 0.0 || pos.x > 1.0 || pos.y > 1.0 || pos.z < 0.0 || pos.z > 1.0)\n {\n return vec3(0,0,0);\n }\n\n // Fetch the current minimum cell plane height\n float cell_z = textureLod(DownscaledDepth, pos.xy, mipmap).x;\n\n // Compute the fractional part of the coordinate (scaled by the working size)\n // so the values will be between 0.0 and 1.0\n vec2 fract_coord = mod(pos.xy * work_size, 1.0);\n\n // Modify fract coord based on which direction we are stepping in.\n // Fract coord now contains the percentage how far we moved already in\n // the current cell in each direction.\n fract_coord.x = ray_dir.x > 0.0 ? fract_coord.x : 1.0 - fract_coord.x;\n fract_coord.y = ray_dir.y > 0.0 ? fract_coord.y : 1.0 - fract_coord.y;\n\n // Compute maximum k and minimum k for which the ray would still be\n // inside of the cell.\n vec2 max_k_v = (1.0 / abs(ray_dir.xy)) / work_size.xy;\n vec2 min_k_v = -max_k_v * fract_coord.xy;\n\n // Scale the maximum k by the percentage we already processed in the current cell,\n // since e.g. if we already moved 50%, we can only move another 50%.\n max_k_v *= 1.0 - fract_coord.xy;\n\n // The maximum k is the minimum of the both sub-k's since if one component-maximum\n // is reached, the ray is out of the cell\n float max_k = min(max_k_v.x, max_k_v.y);\n\n // Same applies to the min_k, but because min_k is negative we have to use max()\n float min_k = max(min_k_v.x, min_k_v.y);\n\n // Check if the ray intersects with the cell plane. We have the following\n // equation:\n // pos.z + k * ray_dir.z = cell.z\n // So k is:\n float k = (cell_z - pos.z) / ray_dir.z;\n\n // Optional: Abort when ray didn't exactly intersect:\n // if (k < min_k && mipmap <= 0) {\n // return vec3(0);\n // }\n\n // Check if we intersected the cell\n if (k < max_k + hit_bias)\n {\n // Clamp k\n k = max(min_k, k);\n\n if (mipmap < 1) {\n pos += k * ray_dir;\n return pos;\n }\n\n // If we hit anything at a higher mipmap, step up to a higher detailed\n // mipmap:\n mipmap -= 2;\n work_size *= 4;\n } else {\n\n // If we hit nothing, move to the next cell, with a small bias\n pos += max_k * ray_dir * 1.04;\n }\n\n mipmap += 1;\n work_size /= 2;\n }\n\n return vec3(0);\n}\n*/\n/*\nfloat2 cell(float2 ray, float2 cell_count, uint camera) {\n return floor(ray.xy * cell_count);\n}\n\nfloat2 cell_count(float level) {\n return input_texture2_size / (level == 0.0 ? 1.0 : exp2(level));\n}\n\nfloat3 intersect_cell_boundary(float3 pos, float3 dir, float2 cell_id, float2 cell_count, float2 cross_step, float2 cross_offset, uint camera) {\n float2 cell_size = 1.0 / cell_count;\n float2 planes = cell_id/cell_count + cell_size * cross_step;\n\n float2 solutions = (planes - pos)/dir.xy;\n float3 intersection_pos = pos + dir * min(solutions.x, solutions.y);\n\n intersection_pos.xy += (solutions.x < solutions.y) ? float2(cross_offset.x, 0.0) : float2(0.0, cross_offset.y);\n\n return intersection_pos;\n}\n\nbool crossed_cell_boundary(float2 cell_id_one, float2 cell_id_two) {\n return (int)cell_id_one.x != (int)cell_id_two.x || (int)cell_id_one.y != (int)cell_id_two.y;\n}\n\nfloat minimum_depth_plane(float2 ray, float level, float2 cell_count, uint camera) {\n return input_texture2.Load(int3(vr_stereo_to_mono(ray.xy, camera) * cell_count, level)).r;\n}\n\nfloat3 hi_z_trace(float3 p, float3 v, in uint camera, out uint iterations) {\n float level = HIZ_START_LEVEL;\n float3 v_z = v/v.z;\n float2 hi_z_size = cell_count(level);\n float3 ray = p;\n\n float2 cross_step = float2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0);\n float2 cross_offset = cross_step * 0.00001;\n cross_step = saturate(cross_step);\n\n float2 ray_cell = cell(ray.xy, hi_z_size.xy, camera);\n ray = intersect_cell_boundary(ray, v, ray_cell, hi_z_size, cross_step, cross_offset, camera);\n\n iterations = 0;\n while(level >= HIZ_STOP_LEVEL && iterations < MAX_ITERATIONS) {\n // get the cell number of the current ray\n float2 current_cell_count = cell_count(level);\n float2 old_cell_id = cell(ray.xy, current_cell_count, camera);\n\n // get the minimum depth plane in which the current ray resides\n float min_z = minimum_depth_plane(ray.xy, level, current_cell_count, camera);\n\n // intersect only if ray depth is below the minimum depth plane\n float3 tmp_ray = ray;\n if(v.z > 0) {\n float min_minus_ray = min_z - ray.z;\n tmp_ray = min_minus_ray > 0 ? ray + v_z*min_minus_ray : tmp_ray;\n float2 new_cell_id = cell(tmp_ray.xy, current_cell_count, camera);\n if(crossed_cell_boundary(old_cell_id, new_cell_id)) {\n tmp_ray = intersect_cell_boundary(ray, v, old_cell_id, current_cell_count, cross_step, cross_offset, camera);\n level = min(HIZ_MAX_LEVEL, level + 2.0f);\n }else{\n if(level == 1 && abs(min_minus_ray) > 0.0001) {\n tmp_ray = intersect_cell_boundary(ray, v, old_cell_id, current_cell_count, cross_step, cross_offset, camera);\n level = 2;\n }\n }\n } else if(ray.z < min_z) {\n tmp_ray = intersect_cell_boundary(ray, v, old_cell_id, current_cell_count, cross_step, cross_offset, camera);\n level = min(HIZ_MAX_LEVEL, level + 2.0f);\n }\n\n ray.xyz = tmp_ray.xyz;\n --level;\n\n ++iterations;\n }\n return ray;\n}\n*/\n\nfunction buildHZBProgram(device: AbstractDevice): GPUProgram {\n return device.buildRenderProgram({\n label: 'HZBBuilder',\n vertex(pb) {\n this.$inputs.pos = pb.vec2().attrib('position');\n this.$outputs.uv = pb.vec2();\n pb.main(function () {\n this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\n if (device.type === 'webgpu') {\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\n }\n });\n },\n fragment(pb) {\n this.$outputs.color = pb.vec4();\n this.srcTex = pb.tex2D().sampleType('unfilterable-float').uniform(0);\n this.srcSize = pb.ivec2().uniform(0);\n if (device.type !== 'webgpu') {\n this.srcMipLevel = pb.int().uniform(0);\n }\n pb.main(function () {\n this.$l.coord = pb.mul(pb.ivec2(this.$builtins.fragCoord.xy), 2);\n this.$l.minCoord = pb.ivec2(0, 0);\n this.$l.maxCoord = pb.sub(this.srcSize, pb.ivec2(1, 1));\n for (let i = 0; i < 4; i++) {\n this.$l[`d${i}`] = pb.textureLoad(\n this.srcTex,\n pb.clamp(pb.add(this.coord, pb.ivec2(i >> 1, i & 1)), this.minCoord, this.maxCoord),\n device.type === 'webgpu' ? 0 : this.srcMipLevel\n ).r;\n }\n this.$l.d = pb.min(pb.min(this.d0, this.d1), pb.min(this.d2, this.d3));\n this.$outputs.color = pb.vec4(this.d, 0, 0, 1);\n });\n }\n });\n}\n\nfunction buildHiZLevel(\n device: AbstractDevice,\n miplevel: number,\n srcTexture: Texture2D,\n dstTexture: Texture2D\n): void {\n const sampler = fetchSampler('clamp_nearest');\n const framebuffer = device.pool.fetchTemporalFramebuffer(\n false,\n 0,\n 0,\n [dstTexture],\n null,\n false,\n 1,\n true,\n miplevel + 1\n );\n framebuffer.setColorAttachmentGenerateMipmaps(0, false);\n srcSize[0] = Math.max(srcTexture.width >> miplevel, 1);\n srcSize[1] = Math.max(srcTexture.height >> miplevel, 1);\n hzbBindGroup.setValue('srcSize', srcSize);\n if (device.type === 'webgpu') {\n hzbBindGroup.setTextureView('srcTex', srcTexture, miplevel, 0, 1, sampler);\n } else {\n hzbBindGroup.setTexture('srcTex', srcTexture, sampler);\n hzbBindGroup.setValue('srcMipLevel', miplevel);\n }\n device.setProgram(hzbProgram);\n device.setBindGroup(0, hzbBindGroup);\n device.setFramebuffer(framebuffer);\n drawFullscreenQuad();\n if (srcTexture !== dstTexture) {\n device.copyFramebufferToTexture2D(framebuffer, 0, srcTexture, miplevel + 1);\n }\n device.pool.releaseFrameBuffer(framebuffer);\n}\n\nexport function buildHiZ(sourceTex: Texture2D, HiZFrameBuffer: FrameBuffer) {\n const device = Application.instance.device;\n if (!hzbProgram) {\n hzbProgram = buildHZBProgram(device);\n hzbBindGroup = device.createBindGroup(hzbProgram.bindGroupLayouts[0]);\n blitter = new CopyBlitter();\n srcSize = new Int32Array(2);\n }\n blitter.blit(sourceTex, HiZFrameBuffer, fetchSampler('clamp_nearest'));\n device.pushDeviceStates();\n const srcTex = HiZFrameBuffer.getColorAttachments()[0] as Texture2D;\n if (device.type === 'webgpu') {\n for (let i = 0; i < srcTex.mipLevelCount - 1; i++) {\n buildHiZLevel(device, i, srcTex, srcTex);\n }\n } else {\n const tmpFramebuffer = device.pool.fetchTemporalFramebuffer(\n false,\n HiZFrameBuffer.getWidth(),\n HiZFrameBuffer.getHeight(),\n HiZFrameBuffer.getColorAttachments()[0].format,\n null,\n true\n );\n const dstTex = tmpFramebuffer.getColorAttachments()[0] as Texture2D;\n for (let i = 0; i < srcTex.mipLevelCount - 1; i++) {\n buildHiZLevel(device, i, srcTex, dstTex);\n }\n device.pool.releaseFrameBuffer(tmpFramebuffer);\n }\n 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@@ -1,172 +0,0 @@
1
- import { RenderPass } from './renderpass.js';
2
- import { RENDER_PASS_TYPE_LIGHT, MaterialVaryingFlags, QUEUE_OPAQUE, QUEUE_TRANSPARENT } from '../values.js';
3
- import { Vector4 } from '@zephyr3d/base';
4
- import { ShaderHelper } from '../material/shader/helper.js';
5
- import { PostEffectLayer } from '../posteffect/posteffect.js';
6
-
7
- /**
8
- * Forward render pass
9
- * @internal
10
- */ class LightPass extends RenderPass {
11
- /** @internal */ _shadowMapHash;
12
- /** @internal */ _transmission;
13
- /**
14
- * Creates an instance of ForwardRenderPass
15
- */ constructor(){
16
- super(RENDER_PASS_TYPE_LIGHT);
17
- this._shadowMapHash = null;
18
- this._clearColor = Vector4.zero();
19
- }
20
- /** @internal */ get transmission() {
21
- return this._transmission;
22
- }
23
- set transmission(val) {
24
- this._transmission = val;
25
- }
26
- /** @internal */ _getGlobalBindGroupHash(ctx) {
27
- return `${this._shadowMapHash}:${ctx.oit?.calculateHash() ?? ''}:${ctx.env.getHash(ctx)}:${ctx.materialFlags}:${ctx.linearDepthTexture?.uid ?? 0}:${ctx.sceneColorTexture?.uid ?? 0}:${ctx.HiZTexture?.uid ?? 0}`;
28
- }
29
- /** @internal */ renderLightPass(ctx, itemList, lights, flags) {
30
- const baseLightPass = !ctx.lightBlending;
31
- ctx.drawEnvLight = baseLightPass && ctx.env.light.type !== 'none' && (ctx.env.light.envLight.hasRadiance() || ctx.env.light.envLight.hasIrradiance());
32
- ctx.renderPassHash = this.getGlobalBindGroupHash(ctx);
33
- const bindGroup = ctx.globalBindGroupAllocator.getGlobalBindGroup(ctx);
34
- if (!flags.cameraSet[ctx.renderPassHash]) {
35
- ShaderHelper.setCameraUniforms(bindGroup, ctx, !!ctx.device.getFramebuffer());
36
- flags.cameraSet[ctx.renderPassHash] = 1;
37
- }
38
- if (ctx.currentShadowLight) {
39
- ShaderHelper.setLightUniformsShadow(bindGroup, ctx, lights[0]);
40
- } else {
41
- if (!flags.lightSet[ctx.renderPassHash]) {
42
- ShaderHelper.setLightUniforms(bindGroup, ctx, ctx.clusteredLight.clusterParam, ctx.clusteredLight.countParam, ctx.clusteredLight.lightBuffer, ctx.clusteredLight.lightIndexTexture);
43
- flags.lightSet[ctx.renderPassHash] = 1;
44
- }
45
- }
46
- if (ctx.materialFlags & MaterialVaryingFlags.APPLY_FOG && !flags.fogSet[ctx.renderPassHash]) {
47
- ShaderHelper.setFogUniforms(bindGroup, ctx.env.sky.skyType === 'scatter' ? 1 : 0, ctx.env.sky.mappedFogType, baseLightPass ? 0 : 1, ctx.env.sky.atmosphereParams, ctx.env.sky.heightFogParams, ctx.env.sky.getAerialPerspectiveLUT(ctx), ctx.env.sky.getSkyDistantLightLUT(ctx));
48
- flags.fogSet[ctx.renderPassHash] = 1;
49
- }
50
- ctx.device.setBindGroup(0, bindGroup);
51
- const reverseWinding = ctx.camera.worldMatrixDet < 0;
52
- for (const lit of itemList.lit){
53
- this.drawItemList(lit, ctx, reverseWinding);
54
- }
55
- if (!ctx.lightBlending) {
56
- for (const unlit of itemList.unlit){
57
- this.drawItemList(unlit, ctx, reverseWinding);
58
- }
59
- }
60
- }
61
- /** @internal */ renderItems(ctx, renderQueue) {
62
- ctx.fogFlags = 0;
63
- ctx.renderPassHash = null;
64
- ctx.env = ctx.scene.env;
65
- ctx.drawEnvLight = false;
66
- ctx.flip = this.isAutoFlip(ctx);
67
- const ssr = !!(ctx.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS);
68
- const tmpFramebuffer = ssr ? ctx.device.pool.fetchTemporalFramebuffer(false, ctx.device.getDrawingBufferWidth(), ctx.device.getDrawingBufferHeight(), ctx.device.getFramebuffer().getColorAttachments()[0], ctx.device.getFramebuffer().getDepthAttachment()) : null;
69
- const oit = renderQueue.drawTransparent && ctx.primaryCamera.oit && ctx.primaryCamera.oit.supportDevice(ctx.device.type) ? ctx.primaryCamera.oit : null;
70
- if (!oit && renderQueue.drawTransparent) {
71
- renderQueue.sortTransparentItems(ctx.primaryCamera.getWorldPosition());
72
- }
73
- const flags = {
74
- lightSet: {},
75
- cameraSet: {},
76
- fogSet: {}
77
- };
78
- const items = renderQueue.itemList;
79
- const lists = this._transmission ? [
80
- items?.transmission,
81
- items?.transmission_trans,
82
- items?.transparent
83
- ] : [
84
- items?.opaque,
85
- items?.transparent
86
- ];
87
- const transparentPass = lists.length - 1;
88
- for(let i = 0; i < lists.length; i++){
89
- if (lists[i]) {
90
- ctx.queue = i === 0 ? QUEUE_OPAQUE : QUEUE_TRANSPARENT;
91
- ctx.oit = i === 0 || !items ? null : oit;
92
- if (ctx.queue === QUEUE_TRANSPARENT && ctx.scene.env.sky.fogPresents) {
93
- ctx.materialFlags |= MaterialVaryingFlags.APPLY_FOG;
94
- }
95
- const numOitPasses = ctx.oit ? ctx.oit.begin(ctx) : 1;
96
- for(let p = 0; p < numOitPasses; p++){
97
- if (ctx.oit) {
98
- if (!ctx.oit.beginPass(ctx, p)) {
99
- continue;
100
- }
101
- }
102
- let lightIndex = 0;
103
- if (ctx.shadowMapInfo) {
104
- for (const k of ctx.shadowMapInfo.keys()){
105
- ctx.currentShadowLight = k;
106
- ctx.lightBlending = lightIndex > 0;
107
- this._shadowMapHash = ctx.shadowMapInfo.get(k).shaderHash;
108
- this.renderLightPass(ctx, lists[i], [
109
- k
110
- ], flags);
111
- lightIndex++;
112
- }
113
- }
114
- if (lightIndex === 0 || renderQueue.unshadowedLights.length > 0) {
115
- ctx.currentShadowLight = null;
116
- ctx.lightBlending = lightIndex > 0;
117
- this._shadowMapHash = '';
118
- if (ctx.lightBlending && tmpFramebuffer) {
119
- ctx.materialFlags &= ~MaterialVaryingFlags.SSR_STORE_ROUGHNESS;
120
- ctx.device.pushDeviceStates();
121
- ctx.device.setFramebuffer(tmpFramebuffer);
122
- }
123
- this.renderLightPass(ctx, lists[i], renderQueue.unshadowedLights, flags);
124
- if (ctx.lightBlending && tmpFramebuffer) {
125
- ctx.materialFlags |= MaterialVaryingFlags.SSR_STORE_ROUGHNESS;
126
- ctx.device.popDeviceStates();
127
- }
128
- }
129
- if (ctx.oit) {
130
- ctx.oit.endPass(ctx, p);
131
- }
132
- }
133
- if (ctx.oit) {
134
- ctx.oit.end(ctx);
135
- }
136
- ctx.materialFlags &= ~MaterialVaryingFlags.APPLY_FOG;
137
- }
138
- if (i === 0 && !ctx.sceneColorTexture) {
139
- if (tmpFramebuffer) {
140
- ctx.device.pushDeviceStates();
141
- ctx.device.setFramebuffer(tmpFramebuffer);
142
- }
143
- ctx.env.sky.skyWorldMatrix = ctx.scene.rootNode.worldMatrix;
144
- ctx.env.sky.renderSky(ctx);
145
- if (tmpFramebuffer) {
146
- ctx.device.popDeviceStates();
147
- }
148
- }
149
- if (!renderQueue.needSceneColor() || ctx.sceneColorTexture) {
150
- if (i === 0) {
151
- if (tmpFramebuffer) {
152
- ctx.device.pushDeviceStates();
153
- ctx.device.setFramebuffer(tmpFramebuffer);
154
- }
155
- ctx.env.sky.renderFog(ctx);
156
- if (tmpFramebuffer) {
157
- ctx.device.popDeviceStates();
158
- }
159
- }
160
- if (i === 0 || i === transparentPass) {
161
- ctx.compositor?.drawPostEffects(ctx, i === 0 ? PostEffectLayer.opaque : PostEffectLayer.transparent, ctx.linearDepthTexture);
162
- }
163
- }
164
- }
165
- if (tmpFramebuffer) {
166
- ctx.device.pool.releaseFrameBuffer(tmpFramebuffer);
167
- }
168
- }
169
- }
170
-
171
- export { LightPass };
172
- //# sourceMappingURL=lightpass.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"lightpass.js","sources":["../../../src/render/lightpass.ts"],"sourcesContent":["import { RenderPass } from './renderpass';\r\nimport { MaterialVaryingFlags, QUEUE_OPAQUE, QUEUE_TRANSPARENT, RENDER_PASS_TYPE_LIGHT } from '../values';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport type { RenderItemListBundle, RenderQueue } from './render_queue';\r\nimport type { PunctualLight } from '../scene/light';\r\nimport type { DrawContext } from './drawable';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { PostEffectLayer } from '../posteffect/posteffect';\r\n\r\n/**\r\n * Forward render pass\r\n * @internal\r\n */\r\nexport class LightPass extends RenderPass {\r\n /** @internal */\r\n protected _shadowMapHash: string;\r\n /** @internal */\r\n protected _transmission: boolean;\r\n /**\r\n * Creates an instance of ForwardRenderPass\r\n */\r\n constructor() {\r\n super(RENDER_PASS_TYPE_LIGHT);\r\n this._shadowMapHash = null;\r\n this._clearColor = Vector4.zero();\r\n }\r\n /** @internal */\r\n get transmission(): boolean {\r\n return this._transmission;\r\n }\r\n set transmission(val: boolean) {\r\n this._transmission = val;\r\n }\r\n /** @internal */\r\n protected _getGlobalBindGroupHash(ctx: DrawContext) {\r\n return `${this._shadowMapHash}:${ctx.oit?.calculateHash() ?? ''}:${ctx.env.getHash(ctx)}:${\r\n ctx.materialFlags\r\n }:${ctx.linearDepthTexture?.uid ?? 0}:${ctx.sceneColorTexture?.uid ?? 0}:${ctx.HiZTexture?.uid ?? 0}`;\r\n }\r\n /** @internal */\r\n protected renderLightPass(\r\n ctx: DrawContext,\r\n itemList: RenderItemListBundle,\r\n lights: PunctualLight[],\r\n flags: any\r\n ) {\r\n const baseLightPass = !ctx.lightBlending;\r\n ctx.drawEnvLight =\r\n baseLightPass &&\r\n ctx.env.light.type !== 'none' &&\r\n (ctx.env.light.envLight.hasRadiance() || ctx.env.light.envLight.hasIrradiance());\r\n ctx.renderPassHash = this.getGlobalBindGroupHash(ctx);\r\n const bindGroup = ctx.globalBindGroupAllocator.getGlobalBindGroup(ctx);\r\n if (!flags.cameraSet[ctx.renderPassHash]) {\r\n ShaderHelper.setCameraUniforms(bindGroup, ctx, !!ctx.device.getFramebuffer());\r\n flags.cameraSet[ctx.renderPassHash] = 1;\r\n }\r\n if (ctx.currentShadowLight) {\r\n ShaderHelper.setLightUniformsShadow(bindGroup, ctx, lights[0]);\r\n } else {\r\n if (!flags.lightSet[ctx.renderPassHash]) {\r\n ShaderHelper.setLightUniforms(\r\n bindGroup,\r\n ctx,\r\n ctx.clusteredLight.clusterParam,\r\n ctx.clusteredLight.countParam,\r\n ctx.clusteredLight.lightBuffer,\r\n ctx.clusteredLight.lightIndexTexture\r\n );\r\n flags.lightSet[ctx.renderPassHash] = 1;\r\n }\r\n }\r\n if (ctx.materialFlags & MaterialVaryingFlags.APPLY_FOG && !flags.fogSet[ctx.renderPassHash]) {\r\n ShaderHelper.setFogUniforms(\r\n bindGroup,\r\n ctx.env.sky.skyType === 'scatter' ? 1 : 0,\r\n ctx.env.sky.mappedFogType,\r\n baseLightPass ? 0 : 1,\r\n ctx.env.sky.atmosphereParams,\r\n ctx.env.sky.heightFogParams,\r\n ctx.env.sky.getAerialPerspectiveLUT(ctx),\r\n ctx.env.sky.getSkyDistantLightLUT(ctx)\r\n );\r\n flags.fogSet[ctx.renderPassHash] = 1;\r\n }\r\n ctx.device.setBindGroup(0, bindGroup);\r\n const reverseWinding = ctx.camera.worldMatrixDet < 0;\r\n for (const lit of itemList.lit) {\r\n this.drawItemList(lit, ctx, reverseWinding);\r\n }\r\n if (!ctx.lightBlending) {\r\n for (const unlit of itemList.unlit) {\r\n this.drawItemList(unlit, ctx, reverseWinding);\r\n }\r\n }\r\n }\r\n /** @internal */\r\n protected renderItems(ctx: DrawContext, renderQueue: RenderQueue) {\r\n ctx.fogFlags = 0;\r\n ctx.renderPassHash = null;\r\n ctx.env = ctx.scene.env;\r\n ctx.drawEnvLight = false;\r\n ctx.flip = this.isAutoFlip(ctx);\r\n const ssr = !!(ctx.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS);\r\n const tmpFramebuffer = ssr\r\n ? ctx.device.pool.fetchTemporalFramebuffer(\r\n false,\r\n ctx.device.getDrawingBufferWidth(),\r\n ctx.device.getDrawingBufferHeight(),\r\n ctx.device.getFramebuffer().getColorAttachments()[0],\r\n ctx.device.getFramebuffer().getDepthAttachment()\r\n )\r\n : null;\r\n const oit =\r\n renderQueue.drawTransparent &&\r\n ctx.primaryCamera.oit &&\r\n ctx.primaryCamera.oit.supportDevice(ctx.device.type)\r\n ? ctx.primaryCamera.oit\r\n : null;\r\n if (!oit && renderQueue.drawTransparent) {\r\n renderQueue.sortTransparentItems(ctx.primaryCamera.getWorldPosition());\r\n }\r\n const flags: any = {\r\n lightSet: {},\r\n cameraSet: {},\r\n fogSet: {}\r\n };\r\n const items = renderQueue.itemList;\r\n const lists = this._transmission\r\n ? [items?.transmission, items?.transmission_trans, items?.transparent]\r\n : [items?.opaque, items?.transparent];\r\n const transparentPass = lists.length - 1;\r\n for (let i = 0; i < lists.length; i++) {\r\n if (lists[i]) {\r\n ctx.queue = i === 0 ? QUEUE_OPAQUE : QUEUE_TRANSPARENT;\r\n ctx.oit = i === 0 || !items ? null : oit;\r\n if (ctx.queue === QUEUE_TRANSPARENT && ctx.scene.env.sky.fogPresents) {\r\n ctx.materialFlags |= MaterialVaryingFlags.APPLY_FOG;\r\n }\r\n const numOitPasses = ctx.oit ? ctx.oit.begin(ctx) : 1;\r\n for (let p = 0; p < numOitPasses; p++) {\r\n if (ctx.oit) {\r\n if (!ctx.oit.beginPass(ctx, p)) {\r\n continue;\r\n }\r\n }\r\n let lightIndex = 0;\r\n if (ctx.shadowMapInfo) {\r\n for (const k of ctx.shadowMapInfo.keys()) {\r\n ctx.currentShadowLight = k;\r\n ctx.lightBlending = lightIndex > 0;\r\n this._shadowMapHash = ctx.shadowMapInfo.get(k).shaderHash;\r\n this.renderLightPass(ctx, lists[i], [k], flags);\r\n lightIndex++;\r\n }\r\n }\r\n if (lightIndex === 0 || renderQueue.unshadowedLights.length > 0) {\r\n ctx.currentShadowLight = null;\r\n ctx.lightBlending = lightIndex > 0;\r\n this._shadowMapHash = '';\r\n if (ctx.lightBlending && tmpFramebuffer) {\r\n ctx.materialFlags &= ~MaterialVaryingFlags.SSR_STORE_ROUGHNESS;\r\n ctx.device.pushDeviceStates();\r\n ctx.device.setFramebuffer(tmpFramebuffer);\r\n }\r\n this.renderLightPass(ctx, lists[i], renderQueue.unshadowedLights, flags);\r\n if (ctx.lightBlending && tmpFramebuffer) {\r\n ctx.materialFlags |= MaterialVaryingFlags.SSR_STORE_ROUGHNESS;\r\n ctx.device.popDeviceStates();\r\n }\r\n }\r\n if (ctx.oit) {\r\n ctx.oit.endPass(ctx, p);\r\n }\r\n }\r\n if (ctx.oit) {\r\n ctx.oit.end(ctx);\r\n }\r\n ctx.materialFlags &= ~MaterialVaryingFlags.APPLY_FOG;\r\n }\r\n if (i === 0 && !ctx.sceneColorTexture) {\r\n if (tmpFramebuffer) {\r\n ctx.device.pushDeviceStates();\r\n ctx.device.setFramebuffer(tmpFramebuffer);\r\n }\r\n ctx.env.sky.skyWorldMatrix = ctx.scene.rootNode.worldMatrix;\r\n ctx.env.sky.renderSky(ctx);\r\n if (tmpFramebuffer) {\r\n ctx.device.popDeviceStates();\r\n }\r\n }\r\n if (!renderQueue.needSceneColor() || ctx.sceneColorTexture) {\r\n if (i === 0) {\r\n if (tmpFramebuffer) {\r\n ctx.device.pushDeviceStates();\r\n ctx.device.setFramebuffer(tmpFramebuffer);\r\n }\r\n ctx.env.sky.renderFog(ctx);\r\n if (tmpFramebuffer) {\r\n ctx.device.popDeviceStates();\r\n }\r\n }\r\n if (i === 0 || i === transparentPass) {\r\n ctx.compositor?.drawPostEffects(\r\n ctx,\r\n i === 0 ? 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@@ -1,51 +0,0 @@
1
- import { RenderPass } from './renderpass.js';
2
- import { RENDER_PASS_TYPE_OBJECT_COLOR } from '../values.js';
3
- import { ShaderHelper } from '../material/shader/helper.js';
4
-
5
- /**
6
- * Object color render pass
7
- * @internal
8
- */ class ObjectColorPass extends RenderPass {
9
- /**
10
- * Creates an instance of ForwardRenderPass
11
- */ constructor(){
12
- super(RENDER_PASS_TYPE_OBJECT_COLOR);
13
- }
14
- /** @internal */ _getGlobalBindGroupHash(_ctx) {
15
- return '';
16
- }
17
- /** @internal */ renderItems(ctx, renderQueue) {
18
- const items = renderQueue.itemList;
19
- if (items) {
20
- ctx.fogFlags = 0;
21
- ctx.drawEnvLight = false;
22
- ctx.env = null;
23
- ctx.picking = true;
24
- ctx.flip = this.isAutoFlip(ctx);
25
- ctx.renderPassHash = this.getGlobalBindGroupHash(ctx);
26
- const bindGroup = ctx.globalBindGroupAllocator.getGlobalBindGroup(ctx);
27
- ctx.device.setBindGroup(0, bindGroup);
28
- ShaderHelper.setCameraUniforms(bindGroup, ctx, true);
29
- const reverseWinding = ctx.camera.worldMatrixDet < 0;
30
- for (const list of [
31
- items.opaque,
32
- items.transmission,
33
- items.transparent,
34
- items.transmission_trans
35
- ]){
36
- if (list) {
37
- for (const lit of list.lit){
38
- this.drawItemList(lit, ctx, reverseWinding);
39
- }
40
- for (const unlit of list.unlit){
41
- this.drawItemList(unlit, ctx, reverseWinding);
42
- }
43
- }
44
- }
45
- ctx.picking = false;
46
- }
47
- }
48
- }
49
-
50
- export { ObjectColorPass };
51
- //# sourceMappingURL=objectcolorpass.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"objectcolorpass.js","sources":["../../../src/render/objectcolorpass.ts"],"sourcesContent":["import { RenderPass } from './renderpass';\r\nimport { RENDER_PASS_TYPE_OBJECT_COLOR } 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 * Object color render pass\r\n * @internal\r\n */\r\nexport class ObjectColorPass extends RenderPass {\r\n /**\r\n * Creates an instance of ForwardRenderPass\r\n */\r\n constructor() {\r\n super(RENDER_PASS_TYPE_OBJECT_COLOR);\r\n }\r\n /** @internal */\r\n protected _getGlobalBindGroupHash(_ctx: DrawContext) {\r\n return '';\r\n }\r\n /** @internal */\r\n protected renderItems(ctx: DrawContext, renderQueue: RenderQueue) {\r\n const items = renderQueue.itemList;\r\n if (items) {\r\n ctx.fogFlags = 0;\r\n ctx.drawEnvLight = false;\r\n ctx.env = null;\r\n ctx.picking = true;\r\n ctx.flip = this.isAutoFlip(ctx);\r\n ctx.renderPassHash = this.getGlobalBindGroupHash(ctx);\r\n const bindGroup = ctx.globalBindGroupAllocator.getGlobalBindGroup(ctx);\r\n ctx.device.setBindGroup(0, bindGroup);\r\n ShaderHelper.setCameraUniforms(bindGroup, ctx, true);\r\n const reverseWinding = ctx.camera.worldMatrixDet < 0;\r\n for (const list of [items.opaque, items.transmission, items.transparent, items.transmission_trans]) {\r\n if (list) {\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 ctx.picking = false;\r\n }\r\n }\r\n}\r\n"],"names":["ObjectColorPass","RenderPass","RENDER_PASS_TYPE_OBJECT_COLOR","_getGlobalBindGroupHash","_ctx","renderItems","ctx","renderQueue","items","itemList","fogFlags","drawEnvLight","env","picking","flip","isAutoFlip","renderPassHash","getGlobalBindGroupHash","bindGroup","globalBindGroupAllocator","getGlobalBindGroup","device","setBindGroup","ShaderHelper","setCameraUniforms","reverseWinding","camera","worldMatrixDet","list","opaque","transmission","transparent","transmission_trans","lit","drawItemList","unlit"],"mappings":";;;;AAMA;;;IAIO,MAAMA,eAAwBC,SAAAA,UAAAA,CAAAA;AACnC;;AAEC,MACD,WAAc,EAAA;AACZ,QAAA,KAAK,CAACC,6BAAAA,CAAAA;AACR;AACA,qBACUC,uBAAwBC,CAAAA,IAAiB,EAAE;QACnD,OAAO,EAAA;AACT;AACA,qBACA,WAAUC,CAAYC,GAAgB,EAAEC,WAAwB,EAAE;QAChE,MAAMC,KAAAA,GAAQD,YAAYE,QAAQ;AAClC,QAAA,IAAID,KAAO,EAAA;AACTF,YAAAA,GAAAA,CAAII,QAAQ,GAAG,CAAA;AACfJ,YAAAA,GAAAA,CAAIK,YAAY,GAAG,KAAA;AACnBL,YAAAA,GAAAA,CAAIM,GAAG,GAAG,IAAA;AACVN,YAAAA,GAAAA,CAAIO,OAAO,GAAG,IAAA;AACdP,YAAAA,GAAAA,CAAIQ,IAAI,GAAG,IAAI,CAACC,UAAU,CAACT,GAAAA,CAAAA;AAC3BA,YAAAA,GAAAA,CAAIU,cAAc,GAAG,IAAI,CAACC,sBAAsB,CAACX,GAAAA,CAAAA;AACjD,YAAA,MAAMY,SAAYZ,GAAAA,GAAAA,CAAIa,wBAAwB,CAACC,kBAAkB,CAACd,GAAAA,CAAAA;AAClEA,YAAAA,GAAAA,CAAIe,MAAM,CAACC,YAAY,CAAC,CAAGJ,EAAAA,SAAAA,CAAAA;YAC3BK,YAAaC,CAAAA,iBAAiB,CAACN,SAAAA,EAAWZ,GAAK,EAAA,IAAA,CAAA;AAC/C,YAAA,MAAMmB,cAAiBnB,GAAAA,GAAAA,CAAIoB,MAAM,CAACC,cAAc,GAAG,CAAA;AACnD,YAAA,KAAK,MAAMC,IAAQ,IAAA;AAACpB,gBAAAA,KAAAA,CAAMqB,MAAM;AAAErB,gBAAAA,KAAAA,CAAMsB,YAAY;AAAEtB,gBAAAA,KAAAA,CAAMuB,WAAW;AAAEvB,gBAAAA,KAAAA,CAAMwB;aAAmB,CAAE;AAClG,gBAAA,IAAIJ,IAAM,EAAA;AACR,oBAAA,KAAK,MAAMK,GAAAA,IAAOL,IAAKK,CAAAA,GAAG,CAAE;AAC1B,wBAAA,IAAI,CAACC,YAAY,CAACD,GAAAA,EAAK3B,GAAKmB,EAAAA,cAAAA,CAAAA;AAC9B;AACA,oBAAA,KAAK,MAAMU,KAAAA,IAASP,IAAKO,CAAAA,KAAK,CAAE;AAC9B,wBAAA,IAAI,CAACD,YAAY,CAACC,KAAAA,EAAO7B,GAAKmB,EAAAA,cAAAA,CAAAA;AAChC;AACF;AACF;AACAnB,YAAAA,GAAAA,CAAIO,OAAO,GAAG,KAAA;AAChB;AACF;AACF;;;;"}