@zephyr3d/scene 0.9.18 → 0.9.20

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Files changed (124) hide show
  1. package/dist/animation/joint_dynamics/convex_collider.js +320 -0
  2. package/dist/animation/joint_dynamics/convex_collider.js.map +1 -0
  3. package/dist/app/scriptregistry.js +124 -6
  4. package/dist/app/scriptregistry.js.map +1 -1
  5. package/dist/asset/assetmanager.js +1 -0
  6. package/dist/asset/assetmanager.js.map +1 -1
  7. package/dist/camera/camera.js +240 -201
  8. package/dist/camera/camera.js.map +1 -1
  9. package/dist/index.d.ts +458 -9
  10. package/dist/index.js +4 -2
  11. package/dist/index.js.map +1 -1
  12. package/dist/material/meshmaterial.js +2 -2
  13. package/dist/material/meshmaterial.js.map +1 -1
  14. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +11 -5
  15. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  16. package/dist/material/mixins/lit.js +10 -0
  17. package/dist/material/mixins/lit.js.map +1 -1
  18. package/dist/material/shader/helper.js +138 -10
  19. package/dist/material/shader/helper.js.map +1 -1
  20. package/dist/material/skin.js +4 -6
  21. package/dist/material/skin.js.map +1 -1
  22. package/dist/material/water.js +1 -1
  23. package/dist/material/water.js.map +1 -1
  24. package/dist/posteffect/bloom.js +177 -29
  25. package/dist/posteffect/bloom.js.map +1 -1
  26. package/dist/posteffect/compositor.js +111 -204
  27. package/dist/posteffect/compositor.js.map +1 -1
  28. package/dist/posteffect/motionblur.js +3 -0
  29. package/dist/posteffect/motionblur.js.map +1 -1
  30. package/dist/posteffect/posteffect.js +79 -0
  31. package/dist/posteffect/posteffect.js.map +1 -1
  32. package/dist/posteffect/skinsss.js.map +1 -1
  33. package/dist/posteffect/ssr.js +238 -7
  34. package/dist/posteffect/ssr.js.map +1 -1
  35. package/dist/posteffect/sss.js +16 -15
  36. package/dist/posteffect/sss.js.map +1 -1
  37. package/dist/posteffect/taa.js +121 -19
  38. package/dist/posteffect/taa.js.map +1 -1
  39. package/dist/posteffect/tonemap.js +1 -1
  40. package/dist/posteffect/tonemap.js.map +1 -1
  41. package/dist/render/abuffer_oit.js +7 -1
  42. package/dist/render/abuffer_oit.js.map +1 -1
  43. package/dist/render/cluster_light.js +52 -8
  44. package/dist/render/cluster_light.js.map +1 -1
  45. package/dist/render/dualdepthpeeling_oit.js +331 -0
  46. package/dist/render/dualdepthpeeling_oit.js.map +1 -0
  47. package/dist/render/envlight.js +6 -3
  48. package/dist/render/envlight.js.map +1 -1
  49. package/dist/render/hzb.js +11 -4
  50. package/dist/render/hzb.js.map +1 -1
  51. package/dist/render/lightpass.js +21 -12
  52. package/dist/render/lightpass.js.map +1 -1
  53. package/dist/render/renderer.js +7 -3
  54. package/dist/render/renderer.js.map +1 -1
  55. package/dist/render/rendergraph/blackboard.js +79 -0
  56. package/dist/render/rendergraph/blackboard.js.map +1 -0
  57. package/dist/render/rendergraph/device_pool_allocator.js +10 -1
  58. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  59. package/dist/render/rendergraph/executor.js +41 -11
  60. package/dist/render/rendergraph/executor.js.map +1 -1
  61. package/dist/render/rendergraph/forward_plus_builder.js +551 -201
  62. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  63. package/dist/render/rendergraph/rendergraph.js +29 -0
  64. package/dist/render/rendergraph/rendergraph.js.map +1 -1
  65. package/dist/render/rendergraph/types.js.map +1 -1
  66. package/dist/render/renderpass.js +12 -2
  67. package/dist/render/renderpass.js.map +1 -1
  68. package/dist/render/shadow_mask_pass.js +297 -0
  69. package/dist/render/shadow_mask_pass.js.map +1 -0
  70. package/dist/render/weightedblended_oit.js +5 -0
  71. package/dist/render/weightedblended_oit.js.map +1 -1
  72. package/dist/scene/basesprite.js +1 -0
  73. package/dist/scene/basesprite.js.map +1 -1
  74. package/dist/scene/batchgroup.js +1 -0
  75. package/dist/scene/batchgroup.js.map +1 -1
  76. package/dist/scene/environment.js +1 -0
  77. package/dist/scene/environment.js.map +1 -1
  78. package/dist/scene/msdftext.js +1 -0
  79. package/dist/scene/msdftext.js.map +1 -1
  80. package/dist/scene/msdftextsprite.js +1 -0
  81. package/dist/scene/msdftextsprite.js.map +1 -1
  82. package/dist/scene/particlesys.js +1 -0
  83. package/dist/scene/particlesys.js.map +1 -1
  84. package/dist/scene/scene.js +1 -0
  85. package/dist/scene/scene.js.map +1 -1
  86. package/dist/scene/terrain-cm/grass.js +1 -0
  87. package/dist/scene/terrain-cm/grass.js.map +1 -1
  88. package/dist/scene/terrain-cm/terrain-cm.js +1 -0
  89. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  90. package/dist/scene/water.js +1 -0
  91. package/dist/scene/water.js.map +1 -1
  92. package/dist/shaders/ssr.js +52 -21
  93. package/dist/shaders/ssr.js.map +1 -1
  94. package/dist/utility/misc.js +10 -1
  95. package/dist/utility/misc.js.map +1 -1
  96. package/dist/utility/serialization/manager.js +1 -0
  97. package/dist/utility/serialization/manager.js.map +1 -1
  98. package/dist/utility/serialization/scene/animation.js +1 -0
  99. package/dist/utility/serialization/scene/animation.js.map +1 -1
  100. package/dist/utility/serialization/scene/batch.js +1 -0
  101. package/dist/utility/serialization/scene/batch.js.map +1 -1
  102. package/dist/utility/serialization/scene/camera.js +35 -2
  103. package/dist/utility/serialization/scene/camera.js.map +1 -1
  104. package/dist/utility/serialization/scene/light.js +1 -0
  105. package/dist/utility/serialization/scene/light.js.map +1 -1
  106. package/dist/utility/serialization/scene/mesh.js +1 -0
  107. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  108. package/dist/utility/serialization/scene/node.js +1 -0
  109. package/dist/utility/serialization/scene/node.js.map +1 -1
  110. package/dist/utility/serialization/scene/particle.js +1 -0
  111. package/dist/utility/serialization/scene/particle.js.map +1 -1
  112. package/dist/utility/serialization/scene/primitive.js +1 -0
  113. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  114. package/dist/utility/serialization/scene/sprite.js +1 -0
  115. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  116. package/dist/utility/serialization/scene/terrain.js +1 -0
  117. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  118. package/dist/utility/serialization/scene/text.js +1 -0
  119. package/dist/utility/serialization/scene/text.js.map +1 -1
  120. package/dist/utility/serialization/scene/water.js +1 -0
  121. package/dist/utility/serialization/scene/water.js.map +1 -1
  122. package/dist/values.js +11 -1
  123. package/dist/values.js.map +1 -1
  124. package/package.json +2 -2
@@ -1,9 +1,10 @@
1
1
  import { Vector4 } from '@zephyr3d/base';
2
- import { MAX_CLUSTERED_LIGHTS } from '../values.js';
2
+ import { MAX_CLUSTERED_LIGHTS, MAX_SHADOW_MASK_LIGHTS } from '../values.js';
3
3
  import { ShaderHelper } from '../material/shader/helper.js';
4
4
  import { getDevice } from '../app/api.js';
5
5
 
6
6
  class ClusteredLight {
7
+ /** Emit the shadow-mask overflow warning only once per session. */ static _warnedShadowMaskOverflow = false;
7
8
  _tileCountX;
8
9
  _tileCountY;
9
10
  _tileCountZ;
@@ -18,6 +19,7 @@ class ClusteredLight {
18
19
  _sizeParam;
19
20
  _countParam;
20
21
  _clusterParam;
22
+ _numShadowLights;
21
23
  constructor(){
22
24
  this._tileCountX = 16;
23
25
  this._tileCountY = 16;
@@ -33,10 +35,18 @@ class ClusteredLight {
33
35
  this._sizeParam = new Vector4();
34
36
  this._countParam = new Int32Array(4);
35
37
  this._clusterParam = new Vector4();
38
+ this._numShadowLights = 0;
36
39
  }
37
40
  get lightBuffer() {
38
41
  return this._lightBuffer;
39
42
  }
43
+ /**
44
+ * Number of shadow-casting lights placed at the head of the clustered light
45
+ * buffer (indices `1..N`), each backed by a screen-space shadow mask slot.
46
+ * Zero unless the screen-space shadow mask path is active.
47
+ */ get numShadowLights() {
48
+ return this._numShadowLights;
49
+ }
40
50
  get clusterParam() {
41
51
  return this._clusterParam;
42
52
  }
@@ -267,7 +277,7 @@ class ClusteredLight {
267
277
  ], null);
268
278
  }
269
279
  calculateLightIndex(camera, renderQueue) {
270
- const numLights = this.getVisibleLights(renderQueue, this._lights);
280
+ const numLights = this.getVisibleLights(renderQueue, this._lights, camera.screenSpaceShadowMask);
271
281
  const device = getDevice();
272
282
  if (!this._lightIndexTexture) {
273
283
  this.createLightIndexTexture(device);
@@ -319,17 +329,51 @@ class ClusteredLight {
319
329
  }
320
330
  device.popDeviceStates();
321
331
  }
322
- getVisibleLights(renderQueue, lights) {
323
- const numLights = Math.min(renderQueue.unshadowedLights.length, MAX_CLUSTERED_LIGHTS);
324
- for(let i = 1; i <= numLights; i++){
325
- const light = renderQueue.unshadowedLights[i - 1];
326
- const offset = i * 16;
332
+ getVisibleLights(renderQueue, lights, useShadowMask) {
333
+ const writeLight = (light, slot)=>{
334
+ const offset = slot * 16;
327
335
  lights.set(light.positionAndRange, offset);
328
336
  lights.set(light.directionAndCutoff, offset + 4);
329
337
  lights.set(light.diffuseAndIntensity, offset + 8);
330
338
  lights.set(light.extraParams, offset + 12);
339
+ };
340
+ // When the screen-space shadow mask is active, shadow-casting lights occupy
341
+ // the head of the buffer (slots 1..N) in the exact order of
342
+ // renderQueue.shadowedLights. The mask pass must assign layers/channels from
343
+ // the SAME list in the SAME order so that a light's buffer index maps to its
344
+ // mask slot without storing a per-light index. Keep these two in lockstep.
345
+ let numShadow = 0;
346
+ let slot = 0;
347
+ if (useShadowMask) {
348
+ numShadow = Math.min(renderQueue.shadowedLights.length, MAX_SHADOW_MASK_LIGHTS, MAX_CLUSTERED_LIGHTS);
349
+ for(let i = 1; i <= numShadow; i++){
350
+ writeLight(renderQueue.shadowedLights[i - 1], i);
351
+ }
352
+ slot = numShadow;
353
+ }
354
+ // Unshadowed lights fill the region after the mask-backed shadow lights.
355
+ const numUnshadowed = Math.min(renderQueue.unshadowedLights.length, MAX_CLUSTERED_LIGHTS - slot);
356
+ for(let j = 0; j < numUnshadowed; j++){
357
+ writeLight(renderQueue.unshadowedLights[j], slot + j + 1);
358
+ }
359
+ slot += numUnshadowed;
360
+ // Shadow-casting lights beyond the mask capacity (MAX_SHADOW_MASK_LIGHTS) have
361
+ // no mask slot. Rather than dropping them silently, place them past index N so
362
+ // they are still lit — without a mask sample, i.e. degraded to no shadow.
363
+ if (useShadowMask && renderQueue.shadowedLights.length > numShadow) {
364
+ const overflow = renderQueue.shadowedLights.length - numShadow;
365
+ const numOverflow = Math.min(overflow, MAX_CLUSTERED_LIGHTS - slot);
366
+ for(let k = 0; k < numOverflow; k++){
367
+ writeLight(renderQueue.shadowedLights[numShadow + k], slot + k + 1);
368
+ }
369
+ slot += numOverflow;
370
+ if (!ClusteredLight._warnedShadowMaskOverflow) {
371
+ ClusteredLight._warnedShadowMaskOverflow = true;
372
+ console.warn(`ClusteredLight: ${renderQueue.shadowedLights.length} shadow-casting lights exceed the ` + `screen-space shadow mask capacity (${MAX_SHADOW_MASK_LIGHTS}); ${overflow} light(s) are ` + `lit without shadows${numOverflow < overflow ? `, and ${overflow - numOverflow} dropped` : ''}.`);
373
+ }
331
374
  }
332
- return numLights;
375
+ this._numShadowLights = numShadow;
376
+ return slot;
333
377
  }
334
378
  }
335
379
 
@@ -1 +1 @@
1
- {"version":3,"file":"cluster_light.js","sources":["../../src/render/cluster_light.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport { MAX_CLUSTERED_LIGHTS } from '../values';\r\nimport type {\r\n AbstractDevice,\r\n BindGroup,\r\n FrameBuffer,\r\n GPUProgram,\r\n PBStructTypeInfo,\r\n RenderStateSet,\r\n StructuredBuffer,\r\n Texture2D,\r\n VertexLayout\r\n} from '@zephyr3d/device';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { RenderQueue } from './render_queue';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { getDevice } from '../app/api';\r\n\r\nexport class ClusteredLight {\r\n private readonly _tileCountX: number;\r\n private readonly _tileCountY: number;\r\n private readonly _tileCountZ: number;\r\n private readonly _lights: Float32Array<ArrayBuffer>;\r\n private _lightIndexTexture: Nullable<Texture2D>;\r\n private _lightIndexFramebuffer: Nullable<FrameBuffer>;\r\n private _lightIndexProgram: Nullable<GPUProgram>;\r\n private _bindGroup: Nullable<BindGroup>;\r\n private _lightIndexVertexLayout: Nullable<VertexLayout>;\r\n private _lightIndexRenderStates: Nullable<RenderStateSet>;\r\n private _lightBuffer: Nullable<StructuredBuffer>;\r\n private readonly _sizeParam: Vector4;\r\n private _countParam: Int32Array<ArrayBuffer>;\r\n private readonly _clusterParam: Vector4;\r\n constructor() {\r\n this._tileCountX = 16;\r\n this._tileCountY = 16;\r\n this._tileCountZ = 32;\r\n this._lights = new Float32Array(16 * (MAX_CLUSTERED_LIGHTS + 1));\r\n this._lightIndexTexture = null;\r\n this._lightIndexFramebuffer = null;\r\n this._lightIndexProgram = null;\r\n this._lightBuffer = null;\r\n this._bindGroup = null;\r\n this._lightIndexVertexLayout = null;\r\n this._lightIndexRenderStates = null;\r\n this._sizeParam = new Vector4();\r\n this._countParam = new Int32Array(4);\r\n this._clusterParam = new Vector4();\r\n }\r\n get lightBuffer() {\r\n return this._lightBuffer;\r\n }\r\n get clusterParam() {\r\n return this._clusterParam;\r\n }\r\n get countParam() {\r\n return this._countParam;\r\n }\r\n get lightIndexTexture() {\r\n return this._lightIndexTexture;\r\n }\r\n private createVertexLayout(device: AbstractDevice, textureWidth: number, textureHeight: number) {\r\n let vb: StructuredBuffer;\r\n if (device.type === 'webgl') {\r\n const vertices = new Float32Array(this._tileCountX * this._tileCountY * this._tileCountZ * 3);\r\n for (let i = 0; i < vertices.length; i++) {\r\n const ix = i % textureWidth;\r\n const iy = Math.floor(i / textureWidth);\r\n vertices[i * 3 + 0] = (2 * (ix + 0.5)) / textureWidth - 1;\r\n vertices[i * 3 + 1] = (2 * (iy + 0.5)) / textureHeight - 1;\r\n vertices[i * 3 + 2] = i;\r\n }\r\n vb = device.createVertexBuffer('position_f32x3', vertices)!;\r\n } else {\r\n const vertices = new Float32Array(this._tileCountX * this._tileCountY * this._tileCountZ * 2);\r\n for (let i = 0; i < vertices.length; i++) {\r\n const ix = i % textureWidth;\r\n const iy = Math.floor(i / textureWidth);\r\n vertices[i * 2 + 0] = (2 * (ix + 0.5)) / textureWidth - 1;\r\n vertices[i * 2 + 1] = (2 * (iy + 0.5)) / textureHeight - 1;\r\n }\r\n vb = device.createVertexBuffer('position_f32x2', vertices)!;\r\n }\r\n this._lightIndexVertexLayout = device.createVertexLayout({\r\n vertexBuffers: [{ buffer: vb }]\r\n });\r\n }\r\n private createRenderState(device: AbstractDevice) {\r\n this._lightIndexRenderStates = device.createRenderStateSet();\r\n this._lightIndexRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n this._lightIndexRenderStates.useRasterizerState().setCullMode('none');\r\n }\r\n private createProgram(device: AbstractDevice) {\r\n const webgl1 = device.type === 'webgl';\r\n this._lightIndexProgram = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = (webgl1 ? pb.vec3() : pb.vec2()).attrib('position');\r\n this.$outputs.value = webgl1 ? pb.vec4() : pb.uvec4();\r\n this.invProjMatrix = pb.mat4().uniform(0);\r\n this.viewMatrix = pb.mat4().uniform(0);\r\n this.sizeParam = pb.vec4().uniform(0);\r\n this.countParam = pb.ivec4().uniform(0);\r\n this[ShaderHelper.getLightBufferUniformName()] =\r\n pb.vec4[(MAX_CLUSTERED_LIGHTS + 1) * 4]().uniformBuffer(0);\r\n pb.func('lineIntersectionToZPlane', [pb.vec3('a'), pb.vec3('b'), pb.float('zDistance')], function () {\r\n this.$l.normal = pb.vec3(0, 0, 1);\r\n this.$l.ab = pb.sub(this.b, this.a);\r\n this.$l.t = pb.div(\r\n pb.sub(this.zDistance, pb.dot(this.normal, this.a)),\r\n pb.dot(this.normal, this.ab)\r\n );\r\n this.$return(pb.add(this.a, pb.mul(this.t, this.ab)));\r\n });\r\n pb.func('clipToView', [pb.vec4('clip')], function () {\r\n this.$l.view = pb.mul(this.invProjMatrix, this.clip);\r\n this.$return(pb.div(this.view, this.view.w));\r\n });\r\n pb.func('screenToView', [pb.vec4('screen')], function () {\r\n this.$l.texCoord = pb.div(this.screen.xy, this.sizeParam.xy);\r\n this.$l.clip = pb.vec4(\r\n pb.sub(pb.mul(pb.vec2(this.texCoord.x, pb.sub(1, this.texCoord.y)), 2), pb.vec2(1)),\r\n this.screen.z,\r\n this.screen.w\r\n );\r\n this.$return(this.clipToView(this.clip));\r\n });\r\n pb.func(\r\n 'sphereIntersectsAABB',\r\n [pb.vec4('sphere'), pb.vec3('aabbMin'), pb.vec3('aabbMax')],\r\n function () {\r\n this.$l.dmin = pb.float(0);\r\n this.$if(pb.lessThanEqual(this.sphere.w, 0), function () {\r\n this.$return(true);\r\n });\r\n this.$for(pb.int('i'), 0, 3, function () {\r\n this.$if(pb.lessThan(this.sphere.at(this.i), this.aabbMin.at(this.i)), function () {\r\n this.$l.delta = pb.sub(this.sphere.at(this.i), this.aabbMin.at(this.i));\r\n this.dmin = pb.add(this.dmin, pb.mul(this.delta, this.delta));\r\n }).$elseif(pb.greaterThan(this.sphere.at(this.i), this.aabbMax.at(this.i)), function () {\r\n this.$l.delta = pb.sub(this.sphere.at(this.i), this.aabbMax.at(this.i));\r\n this.dmin = pb.add(this.dmin, pb.mul(this.delta, this.delta));\r\n });\r\n });\r\n this.$if(pb.lessThanEqual(this.dmin, pb.mul(this.sphere.w, this.sphere.w)), function () {\r\n this.$return(true);\r\n });\r\n this.$return(false);\r\n }\r\n );\r\n pb.main(function () {\r\n if (pb.getDevice().type !== 'webgpu') {\r\n this.$builtins.pointSize = 1;\r\n }\r\n this.$builtins.position = pb.vec4(this.$inputs.pos.xy, 0, 1);\r\n if (pb.getDevice().type === 'webgpu') {\r\n this.$builtins.position = pb.mul(this.$builtins.position, pb.vec4(1, -1, 1, 1));\r\n }\r\n this.$l.tileIndex = webgl1 ? pb.int(this.$inputs.pos.z) : pb.int(this.$builtins.vertexIndex);\r\n this.$l.tileSize = pb.div(this.sizeParam.xy, pb.vec2(this.countParam.xy));\r\n this.$l.zIndex = pb.div(this.tileIndex, pb.mul(this.countParam.x, this.countParam.y));\r\n this.$l.yIndex = pb.div(\r\n pb.sub(this.tileIndex, pb.mul(this.zIndex, this.countParam.x, this.countParam.y)),\r\n this.countParam.x\r\n );\r\n this.$l.xIndex = pb.sub(\r\n this.tileIndex,\r\n pb.add(\r\n pb.mul(this.zIndex, this.countParam.x, this.countParam.y),\r\n pb.mul(this.yIndex, this.countParam.x)\r\n )\r\n );\r\n this.$l.maxPoint_sS = pb.vec4(\r\n pb.mul(\r\n pb.vec2(pb.float(pb.add(this.xIndex, 1)), pb.float(pb.add(this.yIndex, 1))),\r\n this.tileSize\r\n ),\r\n 0.0,\r\n 1.0\r\n );\r\n this.$l.minPoint_sS = pb.vec4(\r\n pb.mul(pb.vec2(pb.float(this.xIndex), pb.float(this.yIndex)), this.tileSize),\r\n 0.0,\r\n 1.0\r\n );\r\n this.$l.maxPoint_vS = this.screenToView(this.maxPoint_sS).xyz;\r\n this.$l.minPoint_vS = this.screenToView(this.minPoint_sS).xyz;\r\n this.$l.tileNear = pb.mul(\r\n pb.neg(this.sizeParam.z),\r\n pb.pow(\r\n pb.div(this.sizeParam.w, this.sizeParam.z),\r\n pb.div(pb.float(this.zIndex), pb.float(this.countParam.z))\r\n )\r\n );\r\n this.$l.tileFar = pb.mul(\r\n pb.neg(this.sizeParam.z),\r\n pb.pow(\r\n pb.div(this.sizeParam.w, this.sizeParam.z),\r\n pb.div(pb.add(pb.float(this.zIndex), 1), pb.float(this.countParam.z))\r\n )\r\n );\r\n this.$l.eyePos = pb.vec3(0);\r\n this.$l.minPointNear = this.lineIntersectionToZPlane(this.eyePos, this.minPoint_vS, this.tileNear);\r\n this.$l.minPointFar = this.lineIntersectionToZPlane(this.eyePos, this.minPoint_vS, this.tileFar);\r\n this.$l.maxPointNear = this.lineIntersectionToZPlane(this.eyePos, this.maxPoint_vS, this.tileNear);\r\n this.$l.maxPointFar = this.lineIntersectionToZPlane(this.eyePos, this.maxPoint_vS, this.tileFar);\r\n this.$l.aabbMin = pb.min(\r\n pb.min(this.minPointNear, this.minPointFar),\r\n pb.min(this.maxPointNear, this.maxPointFar)\r\n );\r\n this.$l.aabbMax = pb.max(\r\n pb.max(this.minPointNear, this.minPointFar),\r\n pb.max(this.maxPointNear, this.maxPointFar)\r\n );\r\n this.$l.n = pb.int(0);\r\n if (webgl1) {\r\n this.$l.lightIndices = pb.float[8]();\r\n this.$for(pb.int('i'), 0, 8, function () {\r\n this.lightIndices.setAt(this.i, 0);\r\n });\r\n this.$for(pb.int('i'), 1, 256, function () {\r\n this.$if(pb.equal(this.i, this.countParam.w), function () {\r\n this.$break();\r\n });\r\n this.$l.light = this[ShaderHelper.getLightBufferUniformName()].at(pb.mul(this.i, 4));\r\n this.$l.lightPos = pb.mul(this.viewMatrix, pb.vec4(this.light.xyz, 1));\r\n this.$l.lightPos.w = this.light.w;\r\n this.$if(this.sphereIntersectsAABB(this.lightPos, this.aabbMin, this.aabbMax), function () {\r\n this.$for(pb.int('j'), 0, 8, function () {\r\n this.$if(pb.equal(this.j, this.n), function () {\r\n this.lightIndices.setAt(this.j, pb.float(this.i));\r\n this.n = pb.add(this.n, 1);\r\n this.$break();\r\n });\r\n });\r\n this.$if(pb.equal(this.n, 8), function () {\r\n this.$break();\r\n });\r\n });\r\n });\r\n this.$outputs.value.r = pb.add(pb.mul(this.lightIndices[0], 256), this.lightIndices[1]);\r\n this.$outputs.value.g = pb.add(pb.mul(this.lightIndices[2], 256), this.lightIndices[3]);\r\n this.$outputs.value.b = pb.add(pb.mul(this.lightIndices[4], 256), this.lightIndices[5]);\r\n this.$outputs.value.a = pb.add(pb.mul(this.lightIndices[6], 256), this.lightIndices[7]);\r\n } else {\r\n this.$l.lightIndex = [\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0)\r\n ];\r\n this.$for(pb.uint('i'), 1, pb.uint(this.countParam.w), function () {\r\n this.$l.light = this[ShaderHelper.getLightBufferUniformName()].at(pb.mul(this.i, 4));\r\n this.$l.lightPos = pb.mul(this.viewMatrix, pb.vec4(this.light.xyz, 1));\r\n this.$l.lightPos.w = this.light.w;\r\n this.$if(this.sphereIntersectsAABB(this.lightPos, this.aabbMin, this.aabbMax), function () {\r\n this.lightIndex.setAt(this.n, this.i);\r\n this.n = pb.add(this.n, 1);\r\n this.$if(pb.equal(this.n, 16), function () {\r\n this.$break();\r\n });\r\n });\r\n });\r\n this.$l.r = pb.add(\r\n pb.sal(this.lightIndex[0], 24),\r\n pb.sal(this.lightIndex[1], 16),\r\n pb.sal(this.lightIndex[2], 8),\r\n this.lightIndex[3]\r\n );\r\n this.$l.g = pb.add(\r\n pb.sal(this.lightIndex[4], 24),\r\n pb.sal(this.lightIndex[5], 16),\r\n pb.sal(this.lightIndex[6], 8),\r\n this.lightIndex[7]\r\n );\r\n this.$l.b = pb.add(\r\n pb.sal(this.lightIndex[8], 24),\r\n pb.sal(this.lightIndex[9], 16),\r\n pb.sal(this.lightIndex[10], 8),\r\n this.lightIndex[11]\r\n );\r\n this.$l.a = pb.add(\r\n pb.sal(this.lightIndex[12], 24),\r\n pb.sal(this.lightIndex[13], 16),\r\n pb.sal(this.lightIndex[14], 8),\r\n this.lightIndex[15]\r\n );\r\n this.$outputs.value = pb.uvec4(this.r, this.g, this.b, this.a);\r\n }\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.color = webgl1 ? pb.vec4() : pb.uvec4();\r\n pb.main(function () {\r\n this.$outputs.color = this.$inputs.value;\r\n });\r\n }\r\n })!;\r\n this._lightIndexProgram.name = '@ClusteredLight_Index';\r\n this._bindGroup = device.createBindGroup(this._lightIndexProgram.bindGroupLayouts[0]);\r\n this._lightBuffer?.dispose();\r\n const lightBufferType = 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+ {"version":3,"file":"cluster_light.js","sources":["../../src/render/cluster_light.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport { MAX_CLUSTERED_LIGHTS, MAX_SHADOW_MASK_LIGHTS } from '../values';\r\nimport type {\r\n AbstractDevice,\r\n BindGroup,\r\n FrameBuffer,\r\n GPUProgram,\r\n PBStructTypeInfo,\r\n RenderStateSet,\r\n StructuredBuffer,\r\n Texture2D,\r\n VertexLayout\r\n} from '@zephyr3d/device';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { RenderQueue } from './render_queue';\r\nimport type { PunctualLight } from '../scene/light';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { getDevice } from '../app/api';\r\n\r\nexport class ClusteredLight {\r\n /** Emit the shadow-mask overflow warning only once per session. */\r\n private static _warnedShadowMaskOverflow = false;\r\n private readonly _tileCountX: number;\r\n private readonly _tileCountY: number;\r\n private readonly _tileCountZ: number;\r\n private readonly _lights: Float32Array<ArrayBuffer>;\r\n private _lightIndexTexture: Nullable<Texture2D>;\r\n private _lightIndexFramebuffer: Nullable<FrameBuffer>;\r\n private _lightIndexProgram: Nullable<GPUProgram>;\r\n private _bindGroup: Nullable<BindGroup>;\r\n private _lightIndexVertexLayout: Nullable<VertexLayout>;\r\n private _lightIndexRenderStates: Nullable<RenderStateSet>;\r\n private _lightBuffer: Nullable<StructuredBuffer>;\r\n private readonly _sizeParam: Vector4;\r\n private _countParam: Int32Array<ArrayBuffer>;\r\n private readonly _clusterParam: Vector4;\r\n private _numShadowLights: number;\r\n constructor() {\r\n this._tileCountX = 16;\r\n this._tileCountY = 16;\r\n this._tileCountZ = 32;\r\n this._lights = new Float32Array(16 * (MAX_CLUSTERED_LIGHTS + 1));\r\n this._lightIndexTexture = null;\r\n this._lightIndexFramebuffer = null;\r\n this._lightIndexProgram = null;\r\n this._lightBuffer = null;\r\n this._bindGroup = null;\r\n this._lightIndexVertexLayout = null;\r\n this._lightIndexRenderStates = null;\r\n this._sizeParam = new Vector4();\r\n this._countParam = new Int32Array(4);\r\n this._clusterParam = new Vector4();\r\n this._numShadowLights = 0;\r\n }\r\n get lightBuffer() {\r\n return this._lightBuffer;\r\n }\r\n /**\r\n * Number of shadow-casting lights placed at the head of the clustered light\r\n * buffer (indices `1..N`), each backed by a screen-space shadow mask slot.\r\n * Zero unless the screen-space shadow mask path is active.\r\n */\r\n get numShadowLights() {\r\n return this._numShadowLights;\r\n }\r\n get clusterParam() {\r\n return this._clusterParam;\r\n }\r\n get countParam() {\r\n return this._countParam;\r\n }\r\n get lightIndexTexture() {\r\n return this._lightIndexTexture;\r\n }\r\n private createVertexLayout(device: AbstractDevice, textureWidth: number, textureHeight: number) {\r\n let vb: StructuredBuffer;\r\n if (device.type === 'webgl') {\r\n const vertices = new Float32Array(this._tileCountX * this._tileCountY * this._tileCountZ * 3);\r\n for (let i = 0; i < vertices.length; i++) {\r\n const ix = i % textureWidth;\r\n const iy = Math.floor(i / textureWidth);\r\n vertices[i * 3 + 0] = (2 * (ix + 0.5)) / textureWidth - 1;\r\n vertices[i * 3 + 1] = (2 * (iy + 0.5)) / textureHeight - 1;\r\n vertices[i * 3 + 2] = i;\r\n }\r\n vb = device.createVertexBuffer('position_f32x3', vertices)!;\r\n } else {\r\n const vertices = new Float32Array(this._tileCountX * this._tileCountY * this._tileCountZ * 2);\r\n for (let i = 0; i < vertices.length; i++) {\r\n const ix = i % textureWidth;\r\n const iy = Math.floor(i / textureWidth);\r\n vertices[i * 2 + 0] = (2 * (ix + 0.5)) / textureWidth - 1;\r\n vertices[i * 2 + 1] = (2 * (iy + 0.5)) / textureHeight - 1;\r\n }\r\n vb = device.createVertexBuffer('position_f32x2', vertices)!;\r\n }\r\n this._lightIndexVertexLayout = device.createVertexLayout({\r\n vertexBuffers: [{ buffer: vb }]\r\n });\r\n }\r\n private createRenderState(device: AbstractDevice) {\r\n this._lightIndexRenderStates = device.createRenderStateSet();\r\n this._lightIndexRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n this._lightIndexRenderStates.useRasterizerState().setCullMode('none');\r\n }\r\n private createProgram(device: AbstractDevice) {\r\n const webgl1 = device.type === 'webgl';\r\n this._lightIndexProgram = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = (webgl1 ? pb.vec3() : pb.vec2()).attrib('position');\r\n this.$outputs.value = webgl1 ? pb.vec4() : pb.uvec4();\r\n this.invProjMatrix = pb.mat4().uniform(0);\r\n this.viewMatrix = pb.mat4().uniform(0);\r\n this.sizeParam = pb.vec4().uniform(0);\r\n this.countParam = pb.ivec4().uniform(0);\r\n this[ShaderHelper.getLightBufferUniformName()] =\r\n pb.vec4[(MAX_CLUSTERED_LIGHTS + 1) * 4]().uniformBuffer(0);\r\n pb.func('lineIntersectionToZPlane', [pb.vec3('a'), pb.vec3('b'), pb.float('zDistance')], function () {\r\n this.$l.normal = pb.vec3(0, 0, 1);\r\n this.$l.ab = pb.sub(this.b, this.a);\r\n this.$l.t = pb.div(\r\n pb.sub(this.zDistance, pb.dot(this.normal, this.a)),\r\n pb.dot(this.normal, this.ab)\r\n );\r\n this.$return(pb.add(this.a, pb.mul(this.t, this.ab)));\r\n });\r\n pb.func('clipToView', [pb.vec4('clip')], function () {\r\n this.$l.view = pb.mul(this.invProjMatrix, this.clip);\r\n this.$return(pb.div(this.view, this.view.w));\r\n });\r\n pb.func('screenToView', [pb.vec4('screen')], function () {\r\n this.$l.texCoord = pb.div(this.screen.xy, this.sizeParam.xy);\r\n this.$l.clip = pb.vec4(\r\n pb.sub(pb.mul(pb.vec2(this.texCoord.x, pb.sub(1, this.texCoord.y)), 2), pb.vec2(1)),\r\n this.screen.z,\r\n this.screen.w\r\n );\r\n this.$return(this.clipToView(this.clip));\r\n });\r\n pb.func(\r\n 'sphereIntersectsAABB',\r\n [pb.vec4('sphere'), pb.vec3('aabbMin'), pb.vec3('aabbMax')],\r\n function () {\r\n this.$l.dmin = pb.float(0);\r\n this.$if(pb.lessThanEqual(this.sphere.w, 0), function () {\r\n this.$return(true);\r\n });\r\n this.$for(pb.int('i'), 0, 3, function () {\r\n this.$if(pb.lessThan(this.sphere.at(this.i), this.aabbMin.at(this.i)), function () {\r\n this.$l.delta = pb.sub(this.sphere.at(this.i), this.aabbMin.at(this.i));\r\n this.dmin = pb.add(this.dmin, pb.mul(this.delta, this.delta));\r\n }).$elseif(pb.greaterThan(this.sphere.at(this.i), this.aabbMax.at(this.i)), function () {\r\n this.$l.delta = pb.sub(this.sphere.at(this.i), this.aabbMax.at(this.i));\r\n this.dmin = pb.add(this.dmin, pb.mul(this.delta, this.delta));\r\n });\r\n });\r\n this.$if(pb.lessThanEqual(this.dmin, pb.mul(this.sphere.w, this.sphere.w)), function () {\r\n this.$return(true);\r\n });\r\n this.$return(false);\r\n }\r\n );\r\n pb.main(function () {\r\n if (pb.getDevice().type !== 'webgpu') {\r\n this.$builtins.pointSize = 1;\r\n }\r\n this.$builtins.position = pb.vec4(this.$inputs.pos.xy, 0, 1);\r\n if (pb.getDevice().type === 'webgpu') {\r\n this.$builtins.position = pb.mul(this.$builtins.position, pb.vec4(1, -1, 1, 1));\r\n }\r\n this.$l.tileIndex = webgl1 ? pb.int(this.$inputs.pos.z) : pb.int(this.$builtins.vertexIndex);\r\n this.$l.tileSize = pb.div(this.sizeParam.xy, pb.vec2(this.countParam.xy));\r\n this.$l.zIndex = pb.div(this.tileIndex, pb.mul(this.countParam.x, this.countParam.y));\r\n this.$l.yIndex = pb.div(\r\n pb.sub(this.tileIndex, pb.mul(this.zIndex, this.countParam.x, this.countParam.y)),\r\n this.countParam.x\r\n );\r\n this.$l.xIndex = pb.sub(\r\n this.tileIndex,\r\n pb.add(\r\n pb.mul(this.zIndex, this.countParam.x, this.countParam.y),\r\n pb.mul(this.yIndex, this.countParam.x)\r\n )\r\n );\r\n this.$l.maxPoint_sS = pb.vec4(\r\n pb.mul(\r\n pb.vec2(pb.float(pb.add(this.xIndex, 1)), pb.float(pb.add(this.yIndex, 1))),\r\n this.tileSize\r\n ),\r\n 0.0,\r\n 1.0\r\n );\r\n this.$l.minPoint_sS = pb.vec4(\r\n pb.mul(pb.vec2(pb.float(this.xIndex), pb.float(this.yIndex)), this.tileSize),\r\n 0.0,\r\n 1.0\r\n );\r\n this.$l.maxPoint_vS = this.screenToView(this.maxPoint_sS).xyz;\r\n this.$l.minPoint_vS = this.screenToView(this.minPoint_sS).xyz;\r\n this.$l.tileNear = pb.mul(\r\n pb.neg(this.sizeParam.z),\r\n pb.pow(\r\n pb.div(this.sizeParam.w, this.sizeParam.z),\r\n pb.div(pb.float(this.zIndex), pb.float(this.countParam.z))\r\n )\r\n );\r\n this.$l.tileFar = pb.mul(\r\n pb.neg(this.sizeParam.z),\r\n pb.pow(\r\n pb.div(this.sizeParam.w, this.sizeParam.z),\r\n pb.div(pb.add(pb.float(this.zIndex), 1), pb.float(this.countParam.z))\r\n )\r\n );\r\n this.$l.eyePos = pb.vec3(0);\r\n this.$l.minPointNear = this.lineIntersectionToZPlane(this.eyePos, this.minPoint_vS, this.tileNear);\r\n this.$l.minPointFar = this.lineIntersectionToZPlane(this.eyePos, this.minPoint_vS, this.tileFar);\r\n this.$l.maxPointNear = this.lineIntersectionToZPlane(this.eyePos, this.maxPoint_vS, this.tileNear);\r\n this.$l.maxPointFar = this.lineIntersectionToZPlane(this.eyePos, this.maxPoint_vS, this.tileFar);\r\n this.$l.aabbMin = pb.min(\r\n pb.min(this.minPointNear, this.minPointFar),\r\n pb.min(this.maxPointNear, this.maxPointFar)\r\n );\r\n this.$l.aabbMax = pb.max(\r\n pb.max(this.minPointNear, this.minPointFar),\r\n pb.max(this.maxPointNear, this.maxPointFar)\r\n );\r\n this.$l.n = pb.int(0);\r\n if (webgl1) {\r\n this.$l.lightIndices = pb.float[8]();\r\n this.$for(pb.int('i'), 0, 8, function () {\r\n this.lightIndices.setAt(this.i, 0);\r\n });\r\n this.$for(pb.int('i'), 1, 256, function () {\r\n this.$if(pb.equal(this.i, this.countParam.w), function () {\r\n this.$break();\r\n });\r\n this.$l.light = this[ShaderHelper.getLightBufferUniformName()].at(pb.mul(this.i, 4));\r\n this.$l.lightPos = pb.mul(this.viewMatrix, pb.vec4(this.light.xyz, 1));\r\n this.$l.lightPos.w = this.light.w;\r\n this.$if(this.sphereIntersectsAABB(this.lightPos, this.aabbMin, this.aabbMax), function () {\r\n this.$for(pb.int('j'), 0, 8, function () {\r\n this.$if(pb.equal(this.j, this.n), function () {\r\n this.lightIndices.setAt(this.j, pb.float(this.i));\r\n this.n = pb.add(this.n, 1);\r\n this.$break();\r\n });\r\n });\r\n this.$if(pb.equal(this.n, 8), function () {\r\n this.$break();\r\n });\r\n });\r\n });\r\n this.$outputs.value.r = pb.add(pb.mul(this.lightIndices[0], 256), this.lightIndices[1]);\r\n this.$outputs.value.g = pb.add(pb.mul(this.lightIndices[2], 256), this.lightIndices[3]);\r\n this.$outputs.value.b = pb.add(pb.mul(this.lightIndices[4], 256), this.lightIndices[5]);\r\n this.$outputs.value.a = pb.add(pb.mul(this.lightIndices[6], 256), this.lightIndices[7]);\r\n } else {\r\n this.$l.lightIndex = [\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0)\r\n ];\r\n this.$for(pb.uint('i'), 1, pb.uint(this.countParam.w), function () {\r\n this.$l.light = this[ShaderHelper.getLightBufferUniformName()].at(pb.mul(this.i, 4));\r\n this.$l.lightPos = pb.mul(this.viewMatrix, pb.vec4(this.light.xyz, 1));\r\n this.$l.lightPos.w = this.light.w;\r\n this.$if(this.sphereIntersectsAABB(this.lightPos, this.aabbMin, this.aabbMax), function () {\r\n this.lightIndex.setAt(this.n, this.i);\r\n this.n = pb.add(this.n, 1);\r\n this.$if(pb.equal(this.n, 16), function () {\r\n this.$break();\r\n });\r\n });\r\n });\r\n this.$l.r = pb.add(\r\n pb.sal(this.lightIndex[0], 24),\r\n pb.sal(this.lightIndex[1], 16),\r\n pb.sal(this.lightIndex[2], 8),\r\n this.lightIndex[3]\r\n );\r\n this.$l.g = pb.add(\r\n pb.sal(this.lightIndex[4], 24),\r\n pb.sal(this.lightIndex[5], 16),\r\n pb.sal(this.lightIndex[6], 8),\r\n this.lightIndex[7]\r\n );\r\n this.$l.b = pb.add(\r\n pb.sal(this.lightIndex[8], 24),\r\n pb.sal(this.lightIndex[9], 16),\r\n pb.sal(this.lightIndex[10], 8),\r\n this.lightIndex[11]\r\n );\r\n this.$l.a = pb.add(\r\n pb.sal(this.lightIndex[12], 24),\r\n pb.sal(this.lightIndex[13], 16),\r\n pb.sal(this.lightIndex[14], 8),\r\n this.lightIndex[15]\r\n );\r\n this.$outputs.value = pb.uvec4(this.r, this.g, this.b, this.a);\r\n }\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.color = webgl1 ? pb.vec4() : pb.uvec4();\r\n pb.main(function () {\r\n this.$outputs.color = this.$inputs.value;\r\n });\r\n }\r\n })!;\r\n this._lightIndexProgram.name = '@ClusteredLight_Index';\r\n this._bindGroup = device.createBindGroup(this._lightIndexProgram.bindGroupLayouts[0]);\r\n this._lightBuffer?.dispose();\r\n const lightBufferType = this._lightIndexProgram.getBindingInfo(\r\n ShaderHelper.getLightBufferUniformName()!\r\n )!.type;\r\n this._lightBuffer = device.createStructuredBuffer(lightBufferType as PBStructTypeInfo, {\r\n usage: 'uniform'\r\n });\r\n }\r\n private createLightIndexTexture(device: AbstractDevice) {\r\n const exp = Math.log2(this._tileCountX * this._tileCountY * this._tileCountZ);\r\n const a = (exp + 1) >>> 1;\r\n const b = exp - a;\r\n const textureWidth = 2 << (a - 1);\r\n const textureHeight = 2 << (b - 1);\r\n if (textureWidth * textureHeight !== this._tileCountX * this._tileCountY * this._tileCountZ) {\r\n throw new Error('Internal error');\r\n }\r\n this._lightIndexTexture = device.createTexture2D(\r\n device.type === 'webgl' ? 'rgba32f' : 'rgba32ui',\r\n textureWidth,\r\n textureHeight,\r\n { mipmapping: false }\r\n )!;\r\n this._lightIndexTexture.name = 'ClusterLightIndex';\r\n this._lightIndexFramebuffer?.dispose();\r\n this._lightIndexFramebuffer = device.createFrameBuffer([this._lightIndexTexture], null);\r\n }\r\n calculateLightIndex(camera: Camera, renderQueue: RenderQueue) {\r\n const numLights = this.getVisibleLights(renderQueue, this._lights, camera.screenSpaceShadowMask);\r\n const device = getDevice();\r\n if (!this._lightIndexTexture) {\r\n this.createLightIndexTexture(device);\r\n }\r\n if (!this._lightIndexProgram) {\r\n this.createProgram(device);\r\n }\r\n if (!this._lightIndexVertexLayout) {\r\n this.createVertexLayout(device, this._lightIndexTexture!.width, this._lightIndexTexture!.height);\r\n }\r\n if (!this._lightIndexRenderStates) {\r\n this.createRenderState(device);\r\n }\r\n const viewport = device.getViewport();\r\n const vw = device.screenXToDevice(viewport.width);\r\n const vh = device.screenYToDevice(viewport.height);\r\n const scale = this._tileCountZ / Math.log2(camera.getFarPlane() / camera.getNearPlane());\r\n const bias = -(\r\n (this._tileCountZ * Math.log2(camera.getNearPlane())) /\r\n Math.log2(camera.getFarPlane() / camera.getNearPlane())\r\n );\r\n this._clusterParam.setXYZW(vw, vh, scale, bias);\r\n this._sizeParam.setXYZW(vw, vh, camera.getNearPlane(), camera.getFarPlane());\r\n this._countParam[0] = this._tileCountX;\r\n this._countParam[1] = this._tileCountY;\r\n this._countParam[2] = this._tileCountZ;\r\n // countParam.w stores light count + 1 because clustered indices start from 1.\r\n // Keep it valid even when there are no unshadowed punctual lights so clustered\r\n // shading math stays well-defined for emissive and environment lighting paths.\r\n this._countParam[3] = numLights + 1;\r\n device.pushDeviceStates();\r\n device.setFramebuffer(this._lightIndexFramebuffer);\r\n if (numLights > 0) {\r\n if (this._lightBuffer!.disposed) {\r\n this._lightBuffer!.reload();\r\n }\r\n this._lightBuffer!.bufferSubData(0, this._lights);\r\n this._bindGroup!.setValue('invProjMatrix', camera.getInvProjectionMatrix());\r\n this._bindGroup!.setValue('viewMatrix', camera.viewMatrix);\r\n this._bindGroup!.setValue('sizeParam', this._sizeParam);\r\n this._bindGroup!.setValue('countParam', this._countParam);\r\n this._bindGroup!.setBuffer(ShaderHelper.getLightBufferUniformName(), this._lightBuffer!);\r\n device.setProgram(this._lightIndexProgram);\r\n device.setVertexLayout(this._lightIndexVertexLayout);\r\n device.setBindGroup(0, this._bindGroup!);\r\n const savedRS = device.getRenderStates();\r\n device.setRenderStates(this._lightIndexRenderStates);\r\n device.draw('point-list', 0, this._tileCountX * this._tileCountY * this._tileCountZ);\r\n device.setRenderStates(savedRS);\r\n } else {\r\n device.clearFrameBuffer(new Vector4(0, 0, 0, 0), 1, 0);\r\n }\r\n device.popDeviceStates();\r\n }\r\n private getVisibleLights(renderQueue: RenderQueue, lights: Float32Array, useShadowMask: boolean) {\r\n const writeLight = (light: PunctualLight, slot: number) => {\r\n const offset = slot * 16;\r\n lights.set(light.positionAndRange, offset);\r\n lights.set(light.directionAndCutoff, offset + 4);\r\n lights.set(light.diffuseAndIntensity, offset + 8);\r\n lights.set(light.extraParams, offset + 12);\r\n };\r\n // When the screen-space shadow mask is active, shadow-casting lights occupy\r\n // the head of the buffer (slots 1..N) in the exact order of\r\n // renderQueue.shadowedLights. The mask pass must assign layers/channels from\r\n // the SAME list in the SAME order so that a light's buffer index maps to its\r\n // mask slot without storing a per-light index. Keep these two in lockstep.\r\n let numShadow = 0;\r\n let slot = 0;\r\n if (useShadowMask) {\r\n numShadow = Math.min(renderQueue.shadowedLights.length, MAX_SHADOW_MASK_LIGHTS, MAX_CLUSTERED_LIGHTS);\r\n for (let i = 1; i <= numShadow; i++) {\r\n writeLight(renderQueue.shadowedLights[i - 1], i);\r\n }\r\n slot = numShadow;\r\n }\r\n // Unshadowed lights fill the region after the mask-backed shadow lights.\r\n const numUnshadowed = Math.min(renderQueue.unshadowedLights.length, MAX_CLUSTERED_LIGHTS - slot);\r\n for (let j = 0; j < numUnshadowed; j++) {\r\n writeLight(renderQueue.unshadowedLights[j], slot + j + 1);\r\n }\r\n slot += numUnshadowed;\r\n // Shadow-casting lights beyond the mask capacity (MAX_SHADOW_MASK_LIGHTS) have\r\n // no mask slot. Rather than dropping them silently, place them past index N so\r\n // they are still lit — without a mask sample, i.e. degraded to no shadow.\r\n if (useShadowMask && renderQueue.shadowedLights.length > numShadow) {\r\n const overflow = renderQueue.shadowedLights.length - numShadow;\r\n const numOverflow = Math.min(overflow, MAX_CLUSTERED_LIGHTS - slot);\r\n for (let k = 0; k < numOverflow; k++) {\r\n writeLight(renderQueue.shadowedLights[numShadow + k], slot + k + 1);\r\n }\r\n slot += numOverflow;\r\n if (!ClusteredLight._warnedShadowMaskOverflow) {\r\n ClusteredLight._warnedShadowMaskOverflow = true;\r\n console.warn(\r\n `ClusteredLight: ${renderQueue.shadowedLights.length} shadow-casting lights exceed the ` +\r\n `screen-space shadow mask capacity (${MAX_SHADOW_MASK_LIGHTS}); ${overflow} light(s) are ` +\r\n `lit without shadows${numOverflow < overflow ? `, and ${overflow - numOverflow} dropped` : ''}.`\r\n );\r\n }\r\n }\r\n this._numShadowLights = numShadow;\r\n return slot;\r\n 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