@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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@@ -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
+ }
14
+ /**
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();
22
+ const fb = ctx.device.pool.fetchTemporalFramebuffer(false, 1, 1, isWebGL1 ? [
23
+ 'rgba8unorm',
24
+ 'rgba8unorm'
25
+ ] : [
26
+ 'rgba8unorm',
27
+ 'rgba32f'
28
+ ], ctx.depthFormat, false);
29
+ ctx.device.setViewport(camera.viewport);
30
+ const vp = ctx.device.getViewport();
31
+ 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;
36
+ 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();
43
+ const width = right - left;
44
+ const height = top - bottom;
45
+ left += width * windowX;
46
+ bottom += height * windowY;
47
+ right = left + width * windowW;
48
+ top = bottom + height * windowH;
49
+ 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;
51
+ const ray = isWebGL1 ? camera.constructRay(camera.getPickPosX(), camera.getPickPosY()) : null;
52
+ 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];
60
+ const distanceTex = fb.getColorAttachments()[1];
61
+ 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: 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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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