@zephyr3d/scene 0.9.2 → 0.9.4

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 (513) hide show
  1. package/dist/animation/animationset.js +135 -135
  2. package/dist/animation/animationset.js.map +1 -1
  3. package/dist/animation/ik/ik_chain_builder.js +68 -0
  4. package/dist/animation/ik/ik_chain_builder.js.map +1 -0
  5. package/dist/animation/ik/ik_pole_constraint.js +2 -7
  6. package/dist/animation/ik/ik_pole_constraint.js.map +1 -1
  7. package/dist/animation/joint_dynamics/controller.js +146 -146
  8. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  9. package/dist/animation/joint_dynamics/math.js +16 -0
  10. package/dist/animation/joint_dynamics/math.js.map +1 -0
  11. package/dist/animation/spring/spring_system.js +75 -75
  12. package/dist/animation/spring/spring_system.js.map +1 -1
  13. package/dist/animation/spring2/constraints.js.map +1 -1
  14. package/dist/animation/spring2/controller.js +64 -64
  15. package/dist/animation/spring2/controller.js.map +1 -1
  16. package/dist/animation/spring2/math.js.map +1 -1
  17. package/dist/animation/spring2/spring_system.js +8 -8
  18. package/dist/animation/spring2/spring_system.js.map +1 -1
  19. package/dist/app/engine.js +119 -71
  20. package/dist/app/engine.js.map +1 -1
  21. package/dist/asset/assetmanager.js +296 -244
  22. package/dist/asset/assetmanager.js.map +1 -1
  23. package/dist/asset/loaders/gltf/gltf_loader.js +1 -0
  24. package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
  25. package/dist/camera/camera.js +184 -184
  26. package/dist/camera/camera.js.map +1 -1
  27. package/dist/index.d.ts +685 -38
  28. package/dist/index.js +11 -2
  29. package/dist/index.js.map +1 -1
  30. package/dist/material/material.js +290 -290
  31. package/dist/material/material.js.map +1 -1
  32. package/dist/material/msdf_text.js +180 -0
  33. package/dist/material/msdf_text.js.map +1 -0
  34. package/dist/material/msdf_text_sprite.js +64 -0
  35. package/dist/material/msdf_text_sprite.js.map +1 -0
  36. package/dist/material/pbrblueprint.js +123 -108
  37. package/dist/material/pbrblueprint.js.map +1 -1
  38. package/dist/material/shader/helper.js +6 -3
  39. package/dist/material/shader/helper.js.map +1 -1
  40. package/dist/material/sprite_sdf.js +106 -0
  41. package/dist/material/sprite_sdf.js.map +1 -0
  42. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +38 -0
  43. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +1 -0
  44. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +10 -0
  45. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +1 -0
  46. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +127 -0
  47. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +1 -0
  48. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +263 -0
  49. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +1 -0
  50. package/dist/posteffect/ssr.js +1 -0
  51. package/dist/posteffect/ssr.js.map +1 -1
  52. package/dist/render/abuffer_oit.js +1 -0
  53. package/dist/render/abuffer_oit.js.map +1 -1
  54. package/dist/render/cluster_light.js +3 -4
  55. package/dist/render/cluster_light.js.map +1 -1
  56. package/dist/render/cull_visitor.js +28 -0
  57. package/dist/render/cull_visitor.js.map +1 -1
  58. package/dist/render/drawable.js.map +1 -1
  59. package/dist/render/drawable_mixin.js +1 -0
  60. package/dist/render/drawable_mixin.js.map +1 -1
  61. package/dist/render/fbm_wavegenerator.js +1 -0
  62. package/dist/render/fbm_wavegenerator.js.map +1 -1
  63. package/dist/render/gerstner_wavegenerator.js +1 -0
  64. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  65. package/dist/render/globalbindgroup_allocator.js +1 -0
  66. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  67. package/dist/render/render_queue.js +1 -0
  68. package/dist/render/render_queue.js.map +1 -1
  69. package/dist/render/rendergraph/history_resource_manager.js +93 -93
  70. package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
  71. package/dist/render/rendergraph/history_resources.js +3 -3
  72. package/dist/render/rendergraph/history_resources.js.map +1 -1
  73. package/dist/render/rendergraph/types.js +22 -22
  74. package/dist/render/rendergraph/types.js.map +1 -1
  75. package/dist/scene/basesprite.js +1 -5
  76. package/dist/scene/basesprite.js.map +1 -1
  77. package/dist/scene/batchgroup.js +29 -17
  78. package/dist/scene/batchgroup.js.map +1 -1
  79. package/dist/scene/environment.js +1 -0
  80. package/dist/scene/environment.js.map +1 -1
  81. package/dist/scene/mesh.js +8 -9
  82. package/dist/scene/mesh.js.map +1 -1
  83. package/dist/scene/meshdrawable.js +96 -0
  84. package/dist/scene/meshdrawable.js.map +1 -0
  85. package/dist/scene/msdftext.js +341 -0
  86. package/dist/scene/msdftext.js.map +1 -0
  87. package/dist/scene/msdftextsprite.js +349 -0
  88. package/dist/scene/msdftextsprite.js.map +1 -0
  89. package/dist/scene/particlesys.js +1 -0
  90. package/dist/scene/particlesys.js.map +1 -1
  91. package/dist/scene/scene.js +1 -0
  92. package/dist/scene/scene.js.map +1 -1
  93. package/dist/scene/scene_node.js +6 -0
  94. package/dist/scene/scene_node.js.map +1 -1
  95. package/dist/scene/sdftextsprite.js +322 -0
  96. package/dist/scene/sdftextsprite.js.map +1 -0
  97. package/dist/scene/terrain-cm/grass.js +1 -0
  98. package/dist/scene/terrain-cm/grass.js.map +1 -1
  99. package/dist/scene/terrain-cm/grassmaterial.js +1 -0
  100. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  101. package/dist/scene/terrain-cm/terrain-cm.js +1 -0
  102. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  103. package/dist/scene/textsprite.js +120 -0
  104. package/dist/scene/textsprite.js.map +1 -0
  105. package/dist/scene/water.js +1 -0
  106. package/dist/scene/water.js.map +1 -1
  107. package/dist/shadow/shader.js +1 -0
  108. package/dist/shadow/shader.js.map +1 -1
  109. package/dist/shapes/torus.js +90 -59
  110. package/dist/shapes/torus.js.map +1 -1
  111. package/dist/src/animation/animation.js +127 -0
  112. package/dist/src/animation/animation.js.map +1 -0
  113. package/dist/src/animation/animationset.js +255 -0
  114. package/dist/src/animation/animationset.js.map +1 -0
  115. package/dist/src/animation/animationtrack.js +34 -0
  116. package/dist/src/animation/animationtrack.js.map +1 -0
  117. package/dist/src/animation/eulerrotationtrack.js +52 -0
  118. package/dist/src/animation/eulerrotationtrack.js.map +1 -0
  119. package/dist/src/animation/morphtarget.js +93 -0
  120. package/dist/src/animation/morphtarget.js.map +1 -0
  121. package/dist/src/animation/morphtrack.js +70 -0
  122. package/dist/src/animation/morphtrack.js.map +1 -0
  123. package/dist/src/animation/proptrack.js +161 -0
  124. package/dist/src/animation/proptrack.js.map +1 -0
  125. package/dist/src/animation/rotationtrack.js +51 -0
  126. package/dist/src/animation/rotationtrack.js.map +1 -0
  127. package/dist/src/animation/scaletrack.js +50 -0
  128. package/dist/src/animation/scaletrack.js.map +1 -0
  129. package/dist/src/animation/skeleton.js +204 -0
  130. package/dist/src/animation/skeleton.js.map +1 -0
  131. package/dist/src/animation/translationtrack.js +50 -0
  132. package/dist/src/animation/translationtrack.js.map +1 -0
  133. package/dist/src/app/app.js +129 -0
  134. package/dist/src/app/app.js.map +1 -0
  135. package/dist/src/app/inputmgr.js +267 -0
  136. package/dist/src/app/inputmgr.js.map +1 -0
  137. package/dist/src/asset/assetmanager.js +404 -0
  138. package/dist/src/asset/assetmanager.js.map +1 -0
  139. package/dist/src/asset/builtin.js +337 -0
  140. package/dist/src/asset/builtin.js.map +1 -0
  141. package/dist/src/asset/loaders/dds/dds.js +470 -0
  142. package/dist/src/asset/loaders/dds/dds.js.map +1 -0
  143. package/dist/src/asset/loaders/dds/dds_loader.js +28 -0
  144. package/dist/src/asset/loaders/dds/dds_loader.js.map +1 -0
  145. package/dist/src/asset/loaders/gltf/gltf_loader.js +1265 -0
  146. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +1 -0
  147. package/dist/src/asset/loaders/gltf/helpers.js +327 -0
  148. package/dist/src/asset/loaders/gltf/helpers.js.map +1 -0
  149. package/dist/src/asset/loaders/hdr/hdr.js +180 -0
  150. package/dist/src/asset/loaders/hdr/hdr.js.map +1 -0
  151. package/dist/src/asset/loaders/image/tga_Loader.js +116 -0
  152. package/dist/src/asset/loaders/image/tga_Loader.js.map +1 -0
  153. package/dist/src/asset/loaders/image/webimage_loader.js +63 -0
  154. package/dist/src/asset/loaders/image/webimage_loader.js.map +1 -0
  155. package/dist/src/asset/loaders/loader.js +45 -0
  156. package/dist/src/asset/loaders/loader.js.map +1 -0
  157. package/dist/src/asset/model.js +414 -0
  158. package/dist/src/asset/model.js.map +1 -0
  159. package/dist/src/blitter/bilateralblur.js +221 -0
  160. package/dist/src/blitter/bilateralblur.js.map +1 -0
  161. package/dist/src/blitter/blitter.js +390 -0
  162. package/dist/src/blitter/blitter.js.map +1 -0
  163. package/dist/src/blitter/box.js +118 -0
  164. package/dist/src/blitter/box.js.map +1 -0
  165. package/dist/src/blitter/copy.js +22 -0
  166. package/dist/src/blitter/copy.js.map +1 -0
  167. package/dist/src/blitter/gaussianblur.js +228 -0
  168. package/dist/src/blitter/gaussianblur.js.map +1 -0
  169. package/dist/src/camera/base.js +92 -0
  170. package/dist/src/camera/base.js.map +1 -0
  171. package/dist/src/camera/camera.js +1005 -0
  172. package/dist/src/camera/camera.js.map +1 -0
  173. package/dist/src/camera/fps.js +238 -0
  174. package/dist/src/camera/fps.js.map +1 -0
  175. package/dist/src/camera/orbit.js +245 -0
  176. package/dist/src/camera/orbit.js.map +1 -0
  177. package/dist/src/camera/orthocamera.js +167 -0
  178. package/dist/src/camera/orthocamera.js.map +1 -0
  179. package/dist/src/camera/perspectivecamera.js +141 -0
  180. package/dist/src/camera/perspectivecamera.js.map +1 -0
  181. package/dist/src/index.js +120 -0
  182. package/dist/src/index.js.map +1 -0
  183. package/dist/src/material/blinn.js +81 -0
  184. package/dist/src/material/blinn.js.map +1 -0
  185. package/dist/src/material/grassmaterial.js +113 -0
  186. package/dist/src/material/grassmaterial.js.map +1 -0
  187. package/dist/src/material/lambert.js +92 -0
  188. package/dist/src/material/lambert.js.map +1 -0
  189. package/dist/src/material/material.js +301 -0
  190. package/dist/src/material/material.js.map +1 -0
  191. package/dist/src/material/meshmaterial.js +704 -0
  192. package/dist/src/material/meshmaterial.js.map +1 -0
  193. package/dist/src/material/mixins/albedocolor.js +76 -0
  194. package/dist/src/material/mixins/albedocolor.js.map +1 -0
  195. package/dist/src/material/mixins/foliage.js +47 -0
  196. package/dist/src/material/mixins/foliage.js.map +1 -0
  197. package/dist/src/material/mixins/lightmodel/blinnphong.js +112 -0
  198. package/dist/src/material/mixins/lightmodel/blinnphong.js.map +1 -0
  199. package/dist/src/material/mixins/lightmodel/lambert.js +58 -0
  200. package/dist/src/material/mixins/lightmodel/lambert.js.map +1 -0
  201. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js +178 -0
  202. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -0
  203. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js +139 -0
  204. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -0
  205. package/dist/src/material/mixins/lit.js +476 -0
  206. package/dist/src/material/mixins/lit.js.map +1 -0
  207. package/dist/src/material/mixins/pbr/common.js +918 -0
  208. package/dist/src/material/mixins/pbr/common.js.map +1 -0
  209. package/dist/src/material/mixins/texture.js +172 -0
  210. package/dist/src/material/mixins/texture.js.map +1 -0
  211. package/dist/src/material/mixins/vertexcolor.js +56 -0
  212. package/dist/src/material/mixins/vertexcolor.js.map +1 -0
  213. package/dist/src/material/particle.js +178 -0
  214. package/dist/src/material/particle.js.map +1 -0
  215. package/dist/src/material/pbrmr.js +97 -0
  216. package/dist/src/material/pbrmr.js.map +1 -0
  217. package/dist/src/material/pbrsg.js +97 -0
  218. package/dist/src/material/pbrsg.js.map +1 -0
  219. package/dist/src/material/shader/helper.js +1209 -0
  220. package/dist/src/material/shader/helper.js.map +1 -0
  221. package/dist/src/material/terrain-cm.js +606 -0
  222. package/dist/src/material/terrain-cm.js.map +1 -0
  223. package/dist/src/material/terrainmaterial.js +375 -0
  224. package/dist/src/material/terrainmaterial.js.map +1 -0
  225. package/dist/src/material/unlit.js +41 -0
  226. package/dist/src/material/unlit.js.map +1 -0
  227. package/dist/src/material/water.js +417 -0
  228. package/dist/src/material/water.js.map +1 -0
  229. package/dist/src/posteffect/bloom.js +361 -0
  230. package/dist/src/posteffect/bloom.js.map +1 -0
  231. package/dist/src/posteffect/compositor.js +226 -0
  232. package/dist/src/posteffect/compositor.js.map +1 -0
  233. package/dist/src/posteffect/fxaa.js +273 -0
  234. package/dist/src/posteffect/fxaa.js.map +1 -0
  235. package/dist/src/posteffect/grayscale.js +69 -0
  236. package/dist/src/posteffect/grayscale.js.map +1 -0
  237. package/dist/src/posteffect/motionblur.js +96 -0
  238. package/dist/src/posteffect/motionblur.js.map +1 -0
  239. package/dist/src/posteffect/posteffect.js +126 -0
  240. package/dist/src/posteffect/posteffect.js.map +1 -0
  241. package/dist/src/posteffect/sao.js +324 -0
  242. package/dist/src/posteffect/sao.js.map +1 -0
  243. package/dist/src/posteffect/ssr.js +489 -0
  244. package/dist/src/posteffect/ssr.js.map +1 -0
  245. package/dist/src/posteffect/taa.js +172 -0
  246. package/dist/src/posteffect/taa.js.map +1 -0
  247. package/dist/src/posteffect/tonemap.js +94 -0
  248. package/dist/src/posteffect/tonemap.js.map +1 -0
  249. package/dist/src/render/abuffer_oit.js +361 -0
  250. package/dist/src/render/abuffer_oit.js.map +1 -0
  251. package/dist/src/render/clipmap.js +851 -0
  252. package/dist/src/render/clipmap.js.map +1 -0
  253. package/dist/src/render/cluster_light.js +333 -0
  254. package/dist/src/render/cluster_light.js.map +1 -0
  255. package/dist/src/render/cull_visitor.js +187 -0
  256. package/dist/src/render/cull_visitor.js.map +1 -0
  257. package/dist/src/render/depthpass.js +68 -0
  258. package/dist/src/render/depthpass.js.map +1 -0
  259. package/dist/src/render/drawable_mixin.js +227 -0
  260. package/dist/src/render/drawable_mixin.js.map +1 -0
  261. package/dist/src/render/envlight.js +463 -0
  262. package/dist/src/render/envlight.js.map +1 -0
  263. package/dist/src/render/fbm_wavegenerator.js +251 -0
  264. package/dist/src/render/fbm_wavegenerator.js.map +1 -0
  265. package/dist/src/render/fft_wavegenerator.js +1006 -0
  266. package/dist/src/render/fft_wavegenerator.js.map +1 -0
  267. package/dist/src/render/fullscreenquad.js +38 -0
  268. package/dist/src/render/fullscreenquad.js.map +1 -0
  269. package/dist/src/render/gerstner_wavegenerator.js +314 -0
  270. package/dist/src/render/gerstner_wavegenerator.js.map +1 -0
  271. package/dist/src/render/globalbindgroup_allocator.js +60 -0
  272. package/dist/src/render/globalbindgroup_allocator.js.map +1 -0
  273. package/dist/src/render/hzb.js +273 -0
  274. package/dist/src/render/hzb.js.map +1 -0
  275. package/dist/src/render/lightpass.js +172 -0
  276. package/dist/src/render/lightpass.js.map +1 -0
  277. package/dist/src/render/objectcolorpass.js +51 -0
  278. package/dist/src/render/objectcolorpass.js.map +1 -0
  279. package/dist/src/render/primitive.js +364 -0
  280. package/dist/src/render/primitive.js.map +1 -0
  281. package/dist/src/render/render_queue.js +467 -0
  282. package/dist/src/render/render_queue.js.map +1 -0
  283. package/dist/src/render/renderbundle_wrapper.js +152 -0
  284. package/dist/src/render/renderbundle_wrapper.js.map +1 -0
  285. package/dist/src/render/renderer.js +455 -0
  286. package/dist/src/render/renderer.js.map +1 -0
  287. package/dist/src/render/renderpass.js +200 -0
  288. package/dist/src/render/renderpass.js.map +1 -0
  289. package/dist/src/render/shadowmap_pass.js +56 -0
  290. package/dist/src/render/shadowmap_pass.js.map +1 -0
  291. package/dist/src/render/sky.js +1103 -0
  292. package/dist/src/render/sky.js.map +1 -0
  293. package/dist/src/render/weightedblended_oit.js +168 -0
  294. package/dist/src/render/weightedblended_oit.js.map +1 -0
  295. package/dist/src/scene/batchgroup.js +162 -0
  296. package/dist/src/scene/batchgroup.js.map +1 -0
  297. package/dist/src/scene/environment.js +209 -0
  298. package/dist/src/scene/environment.js.map +1 -0
  299. package/dist/src/scene/graph_node.js +72 -0
  300. package/dist/src/scene/graph_node.js.map +1 -0
  301. package/dist/src/scene/light.js +416 -0
  302. package/dist/src/scene/light.js.map +1 -0
  303. package/dist/src/scene/mesh.js +341 -0
  304. package/dist/src/scene/mesh.js.map +1 -0
  305. package/dist/src/scene/octree.js +649 -0
  306. package/dist/src/scene/octree.js.map +1 -0
  307. package/dist/src/scene/particlesys.js +738 -0
  308. package/dist/src/scene/particlesys.js.map +1 -0
  309. package/dist/src/scene/raycast_visitor.js +103 -0
  310. package/dist/src/scene/raycast_visitor.js.map +1 -0
  311. package/dist/src/scene/scene.js +284 -0
  312. package/dist/src/scene/scene.js.map +1 -0
  313. package/dist/src/scene/scene_node.js +732 -0
  314. package/dist/src/scene/scene_node.js.map +1 -0
  315. package/dist/src/scene/terrain/grass.js +278 -0
  316. package/dist/src/scene/terrain/grass.js.map +1 -0
  317. package/dist/src/scene/terrain/heightfield.js +475 -0
  318. package/dist/src/scene/terrain/heightfield.js.map +1 -0
  319. package/dist/src/scene/terrain/patch.js +530 -0
  320. package/dist/src/scene/terrain/patch.js.map +1 -0
  321. package/dist/src/scene/terrain/quadtree.js +461 -0
  322. package/dist/src/scene/terrain/quadtree.js.map +1 -0
  323. package/dist/src/scene/terrain/terrain.js +246 -0
  324. package/dist/src/scene/terrain/terrain.js.map +1 -0
  325. package/dist/src/scene/terrain-cm/grass.js +594 -0
  326. package/dist/src/scene/terrain-cm/grass.js.map +1 -0
  327. package/dist/src/scene/terrain-cm/grassmaterial.js +159 -0
  328. package/dist/src/scene/terrain-cm/grassmaterial.js.map +1 -0
  329. package/dist/src/scene/terrain-cm/terrain-cm.js +538 -0
  330. package/dist/src/scene/terrain-cm/terrain-cm.js.map +1 -0
  331. package/dist/src/scene/water.js +374 -0
  332. package/dist/src/scene/water.js.map +1 -0
  333. package/dist/src/shaders/atmosphere.js +957 -0
  334. package/dist/src/shaders/atmosphere.js.map +1 -0
  335. package/dist/src/shaders/fog.js +112 -0
  336. package/dist/src/shaders/fog.js.map +1 -0
  337. package/dist/src/shaders/misc.js +266 -0
  338. package/dist/src/shaders/misc.js.map +1 -0
  339. package/dist/src/shaders/noise.js +222 -0
  340. package/dist/src/shaders/noise.js.map +1 -0
  341. package/dist/src/shaders/pbr.js +51 -0
  342. package/dist/src/shaders/pbr.js.map +1 -0
  343. package/dist/src/shaders/shadow.js +636 -0
  344. package/dist/src/shaders/shadow.js.map +1 -0
  345. package/dist/src/shaders/ssr.js +490 -0
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@@ -0,0 +1,467 @@
1
+ import { Application } from '../app/app.js';
2
+ import { Vector3 } from '@zephyr3d/base';
3
+ import { QUEUE_TRANSPARENT } from '../values.js';
4
+ import { ProgramBuilder } from '@zephyr3d/device';
5
+ import { ShaderHelper } from '../material/shader/helper.js';
6
+ import '../material/lambert.js';
7
+ import '../material/blinn.js';
8
+ import '../material/unlit.js';
9
+ import '../material/particle.js';
10
+ import { RenderBundleWrapper } from './renderbundle_wrapper.js';
11
+ import '../material/meshmaterial.js';
12
+ import '../material/grassmaterial.js';
13
+ import '../material/terrainmaterial.js';
14
+ import '../material/terrain-cm.js';
15
+ import '../material/pbrmr.js';
16
+ import '../material/pbrsg.js';
17
+
18
+ const maxBufferSizeInFloats = 65536 / 4;
19
+ /** @internal */ class InstanceBindGroupAllocator {
20
+ static _instanceBindGroupLayout = null;
21
+ _bindGroupList = [];
22
+ _allocFrameStamp;
23
+ constructor(){
24
+ this._allocFrameStamp = -1;
25
+ this._bindGroupList = [];
26
+ }
27
+ allocateInstanceBindGroup(framestamp, sizeInFloats) {
28
+ // Reset if render frame changed
29
+ if (this._allocFrameStamp !== framestamp) {
30
+ this._allocFrameStamp = framestamp;
31
+ for (const k of this._bindGroupList){
32
+ k.offset = 0;
33
+ }
34
+ }
35
+ for (const k of this._bindGroupList){
36
+ if (k.offset + sizeInFloats <= maxBufferSizeInFloats) {
37
+ k.dirty = true;
38
+ return k;
39
+ }
40
+ }
41
+ if (!InstanceBindGroupAllocator._instanceBindGroupLayout) {
42
+ const buildInfo = new ProgramBuilder(Application.instance.device).buildRender({
43
+ vertex (pb) {
44
+ this[ShaderHelper.getInstanceDataUniformName()] = pb.vec4[65536 >> 4]().uniformBuffer(3);
45
+ pb.main(function() {});
46
+ },
47
+ fragment (pb) {
48
+ pb.main(function() {});
49
+ }
50
+ });
51
+ InstanceBindGroupAllocator._instanceBindGroupLayout = buildInfo[2][3];
52
+ }
53
+ const bindGroup = {
54
+ bindGroup: Application.instance.device.createBindGroup(InstanceBindGroupAllocator._instanceBindGroupLayout),
55
+ buffer: new Float32Array(maxBufferSizeInFloats),
56
+ offset: 0,
57
+ dirty: true
58
+ };
59
+ this._bindGroupList.push(bindGroup);
60
+ return bindGroup;
61
+ }
62
+ }
63
+ const defaultInstanceBindGroupAlloator = new InstanceBindGroupAllocator();
64
+ /**
65
+ * A queue that contains the items to be rendered
66
+ * @public
67
+ */ class RenderQueue {
68
+ /** @internal */ _itemList;
69
+ /** @internal */ _renderPass;
70
+ /** @internal */ _shadowedLightList;
71
+ /** @internal */ _unshadowedLightList;
72
+ /** @internal */ _sunLight;
73
+ /** @internal */ _bindGroupAllocator;
74
+ /** @internal */ _ref;
75
+ /** @internal */ _instanceInfo;
76
+ /** @internal */ _needSceneColor;
77
+ _needSceneDepth;
78
+ _needSceneColorWithDepth;
79
+ /** @internal */ _drawTransparent;
80
+ /** @internal */ _objectColorMaps;
81
+ /** @internal */ _disposed;
82
+ /**
83
+ * Creates an instance of a render queue
84
+ * @param renderPass - The render pass to which the render queue belongs
85
+ */ constructor(renderPass, bindGroupAllocator){
86
+ this._bindGroupAllocator = bindGroupAllocator ?? defaultInstanceBindGroupAlloator;
87
+ this._itemList = null;
88
+ this._renderPass = renderPass;
89
+ this._shadowedLightList = [];
90
+ this._unshadowedLightList = [];
91
+ this._sunLight = null;
92
+ this._ref = {
93
+ ref: this
94
+ };
95
+ this._instanceInfo = new Map();
96
+ this._needSceneColor = false;
97
+ this._needSceneDepth = false;
98
+ this._needSceneColorWithDepth = false;
99
+ this._drawTransparent = false;
100
+ this._disposed = false;
101
+ this._objectColorMaps = [
102
+ new Map()
103
+ ];
104
+ }
105
+ /** Whether this is disposed */ get disposed() {
106
+ return this._disposed;
107
+ }
108
+ /** The sun light */ get sunLight() {
109
+ return this._sunLight;
110
+ }
111
+ set sunLight(light) {
112
+ this._sunLight = light;
113
+ }
114
+ /** @internal */ needSceneColor() {
115
+ return this._needSceneColor;
116
+ }
117
+ /** @internal */ needSceneDepth() {
118
+ return this._needSceneDepth;
119
+ }
120
+ /** @internal */ needSceneColorWithDepth() {
121
+ return this._needSceneColorWithDepth;
122
+ }
123
+ /** Whether this render queue has transparent objects to be drawn */ get drawTransparent() {
124
+ return this._drawTransparent;
125
+ }
126
+ /** The render pass to which the render queue belongs */ get renderPass() {
127
+ return this._renderPass;
128
+ }
129
+ /**
130
+ * Gets the items of the render queue
131
+ */ get itemList() {
132
+ return this._itemList;
133
+ }
134
+ /**
135
+ * Gets the shadowed lights
136
+ */ get shadowedLights() {
137
+ return this._shadowedLightList;
138
+ }
139
+ /**
140
+ * Gets the unshadowed lights
141
+ */ get unshadowedLights() {
142
+ return this._unshadowedLightList;
143
+ }
144
+ /**
145
+ * Gets the indirect reference of this
146
+ */ get ref() {
147
+ return this._ref;
148
+ }
149
+ /**
150
+ * Gets the instance information for given drawable object
151
+ * @param drawable - The drawable object
152
+ * @returns The instane information for given drawable object, null if no exists
153
+ */ getInstanceInfo(drawable) {
154
+ return this._instanceInfo.get(drawable);
155
+ }
156
+ /**
157
+ * Gets the maximum batch size of a given device
158
+ * @returns The maximum batch size of the device
159
+ *
160
+ * @internal
161
+ */ getMaxBatchSize() {
162
+ return Application.instance.device.getDeviceCaps().shaderCaps.maxUniformBufferSize / 64;
163
+ }
164
+ /**
165
+ * Push a punctual light
166
+ * @param light - The light to be pushed
167
+ */ pushLight(light) {
168
+ if (light.castShadow) {
169
+ this._shadowedLightList.push(light);
170
+ } else {
171
+ this._unshadowedLightList.push(light);
172
+ }
173
+ if (light.isDirectionLight() && light.sunLight) {
174
+ this.sunLight = light;
175
+ }
176
+ }
177
+ /**
178
+ * Push items from another render queue
179
+ * @param queue - The render queue to be pushed
180
+ */ pushRenderQueue(queue) {
181
+ const newItemLists = queue._itemList;
182
+ if (!newItemLists) {
183
+ return;
184
+ }
185
+ if (!this._itemList) {
186
+ this._itemList = this.newRenderItemList();
187
+ }
188
+ this._itemList.opaque.lit.push(...newItemLists.opaque.lit);
189
+ this._itemList.opaque.unlit.push(...newItemLists.opaque.unlit);
190
+ this._itemList.transmission.lit.push(...newItemLists.transmission.lit);
191
+ this._itemList.transmission.unlit.push(...newItemLists.transmission.unlit);
192
+ this._itemList.transparent.lit.push(...newItemLists.transparent.lit);
193
+ this._itemList.transparent.unlit.push(...newItemLists.transparent.unlit);
194
+ this._itemList.transmission_trans.lit.push(...newItemLists.transmission_trans.lit);
195
+ this._itemList.transmission_trans.unlit.push(...newItemLists.transmission_trans.unlit);
196
+ this._needSceneColor ||= queue._needSceneColor;
197
+ this._needSceneDepth ||= queue._needSceneDepth;
198
+ this._needSceneColorWithDepth ||= queue._needSceneColorWithDepth;
199
+ this._drawTransparent ||= queue._drawTransparent;
200
+ this._objectColorMaps.push(...queue._objectColorMaps);
201
+ }
202
+ /**
203
+ * Push an item to the render queue
204
+ * @param camera - The camera for drawing the item
205
+ * @param drawable - The object to be drawn
206
+ */ push(camera, drawable) {
207
+ if (drawable) {
208
+ drawable.pushRenderQueueRef(this._ref);
209
+ if (!this._itemList) {
210
+ this._itemList = this.newRenderItemList();
211
+ }
212
+ const trans = drawable.getQueueType() === QUEUE_TRANSPARENT;
213
+ const unlit = drawable.isUnlit();
214
+ const needDepth = !!drawable.needSceneDepth();
215
+ const transmission = !!drawable.needSceneColor() || needDepth;
216
+ this._needSceneColor ||= transmission;
217
+ this._needSceneDepth ||= drawable.needSceneDepth();
218
+ this._needSceneColorWithDepth ||= transmission && needDepth;
219
+ this._drawTransparent ||= trans;
220
+ if (camera.getPickResultResolveFunc()) {
221
+ drawable.getMaterial().objectColor = drawable.getObjectColor();
222
+ this._objectColorMaps[0].set(drawable.getDrawableId(), drawable);
223
+ }
224
+ if (drawable.isBatchable()) {
225
+ const instanceList = trans ? transmission ? unlit ? this._itemList.transmission_trans.unlit[0].instanceList : this._itemList.transmission_trans.lit[0].instanceList : unlit ? this._itemList.transparent.unlit[0].instanceList : this._itemList.transparent.lit[0].instanceList : transmission ? unlit ? this._itemList.transmission.unlit[0].instanceList : this._itemList.transmission.lit[0].instanceList : unlit ? this._itemList.opaque.unlit[0].instanceList : this._itemList.opaque.lit[0].instanceList;
226
+ const hash = drawable.getInstanceId(this._renderPass);
227
+ let drawableList = instanceList[hash];
228
+ if (!drawableList) {
229
+ drawableList = [];
230
+ instanceList[hash] = drawableList;
231
+ }
232
+ drawableList.push(drawable);
233
+ } else {
234
+ const list = trans ? transmission ? unlit ? this._itemList.transmission_trans.unlit[0] : this._itemList.transmission_trans.lit[0] : unlit ? this._itemList.transparent.unlit[0] : this._itemList.transparent.lit[0] : transmission ? unlit ? this._itemList.transmission.unlit[0] : this._itemList.transmission.lit[0] : unlit ? this._itemList.opaque.unlit[0] : this._itemList.opaque.lit[0];
235
+ const skinAnimation = !!drawable.getBoneMatrices();
236
+ const morphAnimation = !!drawable.getMorphData();
237
+ let queue;
238
+ if (skinAnimation && morphAnimation) {
239
+ queue = list.skinAndMorphItemList;
240
+ } else if (skinAnimation) {
241
+ queue = list.skinItemList;
242
+ } else if (morphAnimation) {
243
+ queue = list.morphItemList;
244
+ } else {
245
+ queue = list.itemList;
246
+ }
247
+ this.binaryInsert(queue, {
248
+ drawable,
249
+ sortDistance: drawable.getSortDistance(camera),
250
+ instanceData: null
251
+ });
252
+ const mat = drawable.getMaterial();
253
+ if (mat) {
254
+ list.materialList.add(mat.coreMaterial);
255
+ }
256
+ drawable.applyTransformUniforms(this);
257
+ }
258
+ }
259
+ }
260
+ /** @internal */ getDrawableByColor(c) {
261
+ const id = (c[0] << 24) + (c[1] << 16) + (c[2] << 8) + c[3];
262
+ for (const m of this._objectColorMaps){
263
+ const drawable = m.get(id);
264
+ if (drawable) {
265
+ return drawable;
266
+ }
267
+ }
268
+ return null;
269
+ }
270
+ /**
271
+ * Removes all items in the render queue
272
+ */ reset() {
273
+ if (this._itemList) {
274
+ // Release all render bundles
275
+ for(const k in this._itemList){
276
+ const itemListBundle = this._itemList[k];
277
+ for(const l in itemListBundle){
278
+ const listInfo = itemListBundle[l];
279
+ for (const info of listInfo){
280
+ if (info.renderQueue === this) {
281
+ if (info.renderBundle) {
282
+ info.renderBundle.dispose();
283
+ }
284
+ if (info.skinRenderBundle) {
285
+ info.skinRenderBundle.dispose();
286
+ }
287
+ if (info.morphRenderBundle) {
288
+ info.morphRenderBundle.dispose();
289
+ }
290
+ if (info.skinAndMorphRenderBundle) {
291
+ info.skinAndMorphRenderBundle.dispose();
292
+ }
293
+ if (info.instanceRenderBundle) {
294
+ info.instanceRenderBundle.dispose();
295
+ }
296
+ }
297
+ }
298
+ }
299
+ }
300
+ this._itemList = null;
301
+ }
302
+ this._shadowedLightList = [];
303
+ this._unshadowedLightList = [];
304
+ this._sunLight = null;
305
+ this._needSceneColor = false;
306
+ this._needSceneDepth = false;
307
+ this._needSceneColorWithDepth = false;
308
+ this._drawTransparent = false;
309
+ }
310
+ /** @internal */ dispose() {
311
+ this.reset();
312
+ this._disposed = true;
313
+ }
314
+ /** @internal */ end(camera, createRenderBundles) {
315
+ const frameCounter = Application.instance.device.frameInfo.frameCounter;
316
+ const itemList = this._itemList;
317
+ if (!this.itemList) {
318
+ return this;
319
+ }
320
+ const lists = [
321
+ itemList.opaque.lit,
322
+ itemList.opaque.unlit,
323
+ itemList.transmission.lit,
324
+ itemList.transmission.unlit,
325
+ itemList.transparent.lit,
326
+ itemList.transparent.unlit,
327
+ itemList.transmission_trans.lit,
328
+ itemList.transmission_trans.unlit
329
+ ];
330
+ for(let i = 0; i < lists.length; i++){
331
+ const list = lists[i];
332
+ for (const info of list){
333
+ if (info.renderQueue !== this) {
334
+ continue;
335
+ }
336
+ const instanceList = info.instanceList;
337
+ for(const x in instanceList){
338
+ const drawables = instanceList[x];
339
+ let bindGroup = null;
340
+ let item = null;
341
+ for(let i = 0; i < drawables.length; i++){
342
+ const drawable = drawables[i];
343
+ const instanceUniforms = drawable.getInstanceUniforms();
344
+ const instanceUniformsSize = instanceUniforms?.length ?? 0;
345
+ const stride = ShaderHelper.MATERIAL_INSTANCE_DATA_OFFSET * 4 + instanceUniformsSize;
346
+ if (!bindGroup || bindGroup.offset + stride > maxBufferSizeInFloats) {
347
+ bindGroup = this._bindGroupAllocator.allocateInstanceBindGroup(frameCounter, stride);
348
+ item = {
349
+ drawable,
350
+ sortDistance: drawable.getSortDistance(camera),
351
+ instanceData: {
352
+ bindGroup,
353
+ offset: bindGroup.offset,
354
+ numInstances: 0,
355
+ stride
356
+ }
357
+ };
358
+ this.binaryInsert(info.instanceItemList, item);
359
+ drawable.applyInstanceOffsetAndStride(this, stride, bindGroup.offset);
360
+ }
361
+ const instanceInfo = {
362
+ bindGroup,
363
+ offset: bindGroup.offset
364
+ };
365
+ this._instanceInfo.set(drawable, instanceInfo);
366
+ drawable.applyTransformUniforms(this);
367
+ drawable.applyMaterialUniforms(instanceInfo);
368
+ bindGroup.offset += stride;
369
+ item.instanceData.numInstances++;
370
+ const mat = drawable.getMaterial();
371
+ if (mat) {
372
+ info.materialList.add(mat.coreMaterial);
373
+ }
374
+ }
375
+ }
376
+ info.instanceList = {};
377
+ if (createRenderBundles) {
378
+ if (info.itemList.length > 0) {
379
+ info.renderBundle = new RenderBundleWrapper();
380
+ }
381
+ if (info.skinItemList.length > 0) {
382
+ info.skinRenderBundle = new RenderBundleWrapper();
383
+ }
384
+ if (info.morphItemList.length > 0) {
385
+ info.morphRenderBundle = new RenderBundleWrapper();
386
+ }
387
+ if (info.skinAndMorphItemList.length > 0) {
388
+ info.skinAndMorphRenderBundle = new RenderBundleWrapper();
389
+ }
390
+ if (info.instanceItemList.length > 0) {
391
+ info.instanceRenderBundle = new RenderBundleWrapper();
392
+ }
393
+ }
394
+ }
395
+ }
396
+ return this;
397
+ }
398
+ binaryInsert(itemList, item) {
399
+ let left = 0;
400
+ let right = itemList.length - 1;
401
+ const newInstanceId = item.drawable.getMaterial().instanceId;
402
+ while(left <= right){
403
+ const mid = Math.floor((left + right) / 2);
404
+ const instanceId = itemList[mid].drawable.getMaterial().instanceId;
405
+ if (instanceId === newInstanceId) {
406
+ itemList.splice(mid + 1, 0, item);
407
+ return;
408
+ } else if (instanceId < newInstanceId) {
409
+ left = mid + 1;
410
+ } else {
411
+ right = mid - 1;
412
+ }
413
+ }
414
+ itemList.splice(left, 0, item);
415
+ }
416
+ /**
417
+ * Sorts the items in the render queue for rendering
418
+ */ sortTransparentItems(cameraPos) {
419
+ if (this._itemList) {
420
+ this._itemList.transparent.lit[0].itemList.sort((a, b)=>this.drawableDistanceToCamera(b.drawable, cameraPos) - this.drawableDistanceToCamera(a.drawable, cameraPos));
421
+ this._itemList.transparent.lit[0].skinItemList.sort((a, b)=>this.drawableDistanceToCamera(b.drawable, cameraPos) - this.drawableDistanceToCamera(a.drawable, cameraPos));
422
+ this._itemList.transparent.lit[0].morphItemList.sort((a, b)=>this.drawableDistanceToCamera(b.drawable, cameraPos) - this.drawableDistanceToCamera(a.drawable, cameraPos));
423
+ this._itemList.transparent.lit[0].skinAndMorphItemList.sort((a, b)=>this.drawableDistanceToCamera(b.drawable, cameraPos) - this.drawableDistanceToCamera(a.drawable, cameraPos));
424
+ this._itemList.transparent.unlit[0].itemList.sort((a, b)=>this.drawableDistanceToCamera(b.drawable, cameraPos) - this.drawableDistanceToCamera(a.drawable, cameraPos));
425
+ this._itemList.transparent.unlit[0].skinItemList.sort((a, b)=>this.drawableDistanceToCamera(b.drawable, cameraPos) - this.drawableDistanceToCamera(a.drawable, cameraPos));
426
+ this._itemList.transparent.unlit[0].morphItemList.sort((a, b)=>this.drawableDistanceToCamera(b.drawable, cameraPos) - this.drawableDistanceToCamera(a.drawable, cameraPos));
427
+ this._itemList.transparent.unlit[0].skinAndMorphItemList.sort((a, b)=>this.drawableDistanceToCamera(b.drawable, cameraPos) - this.drawableDistanceToCamera(a.drawable, cameraPos));
428
+ }
429
+ }
430
+ drawableDistanceToCamera(drawable, cameraPos) {
431
+ const drawablePos = drawable.getNode().position;
432
+ return Vector3.distanceSq(drawablePos, cameraPos);
433
+ }
434
+ newRenderItemListInfo() {
435
+ return {
436
+ itemList: [],
437
+ skinItemList: [],
438
+ morphItemList: [],
439
+ skinAndMorphItemList: [],
440
+ instanceItemList: [],
441
+ materialList: new Set(),
442
+ instanceList: {},
443
+ renderQueue: this
444
+ };
445
+ }
446
+ newRenderItemListBundle() {
447
+ return {
448
+ lit: [
449
+ this.newRenderItemListInfo()
450
+ ],
451
+ unlit: [
452
+ this.newRenderItemListInfo()
453
+ ]
454
+ };
455
+ }
456
+ newRenderItemList() {
457
+ return {
458
+ opaque: this.newRenderItemListBundle(),
459
+ transmission: this.newRenderItemListBundle(),
460
+ transparent: this.newRenderItemListBundle(),
461
+ transmission_trans: this.newRenderItemListBundle()
462
+ };
463
+ }
464
+ }
465
+
466
+ export { InstanceBindGroupAllocator, RenderQueue };
467
+ //# sourceMappingURL=render_queue.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"render_queue.js","sources":["../../../src/render/render_queue.ts"],"sourcesContent":["import { Application } from '../app/app';\nimport type { Vector4 } from '@zephyr3d/base';\nimport { Vector3 } from '@zephyr3d/base';\nimport type { Camera } from '../camera/camera';\nimport type { BatchDrawable, Drawable } from './drawable';\nimport type { DirectionalLight, PunctualLight } from '../scene/light';\nimport type { RenderPass } from '.';\nimport { QUEUE_TRANSPARENT } from '../values';\nimport type { BindGroup, BindGroupLayout } from '@zephyr3d/device';\nimport { ProgramBuilder } from '@zephyr3d/device';\nimport type { Material } from '../material';\nimport { ShaderHelper } from '../material';\nimport { RenderBundleWrapper } from './renderbundle_wrapper';\n\n/** @internal */\nexport type CachedBindGroup = {\n bindGroup: BindGroup;\n buffer: Float32Array;\n offset: number;\n dirty: boolean;\n};\n\nconst maxBufferSizeInFloats = 65536 / 4;\n\n/** @internal */\nexport class InstanceBindGroupAllocator {\n private static _instanceBindGroupLayout: BindGroupLayout = null;\n _bindGroupList: CachedBindGroup[] = [];\n private _allocFrameStamp: number;\n constructor() {\n this._allocFrameStamp = -1;\n this._bindGroupList = [];\n }\n allocateInstanceBindGroup(framestamp: number, sizeInFloats: number): CachedBindGroup {\n // Reset if render frame changed\n if (this._allocFrameStamp !== framestamp) {\n this._allocFrameStamp = framestamp;\n for (const k of this._bindGroupList) {\n k.offset = 0;\n }\n }\n for (const k of this._bindGroupList) {\n if (k.offset + sizeInFloats <= maxBufferSizeInFloats) {\n k.dirty = true;\n return k;\n }\n }\n if (!InstanceBindGroupAllocator._instanceBindGroupLayout) {\n const buildInfo = new ProgramBuilder(Application.instance.device).buildRender({\n vertex(pb) {\n this[ShaderHelper.getInstanceDataUniformName()] = pb.vec4[65536 >> 4]().uniformBuffer(3);\n pb.main(function () {});\n },\n fragment(pb) {\n pb.main(function () {});\n }\n });\n InstanceBindGroupAllocator._instanceBindGroupLayout = buildInfo[2][3];\n }\n const bindGroup = {\n bindGroup: Application.instance.device.createBindGroup(\n InstanceBindGroupAllocator._instanceBindGroupLayout\n ),\n buffer: new Float32Array(maxBufferSizeInFloats),\n offset: 0,\n dirty: true\n };\n this._bindGroupList.push(bindGroup);\n return bindGroup;\n }\n}\n\nconst defaultInstanceBindGroupAlloator = new InstanceBindGroupAllocator();\n\n/**\n * Instance data\n * @public\n */\nexport interface InstanceData {\n bindGroup: CachedBindGroup;\n stride: number;\n offset: number;\n numInstances: number;\n}\n\n/**\n * Render queue item\n * @internal\n */\nexport interface RenderQueueItem {\n drawable: Drawable;\n sortDistance: number;\n instanceColor?: Vector4;\n instanceData: InstanceData;\n}\n\n/** @internal */\nexport interface RenderItemListInfo {\n itemList: RenderQueueItem[];\n renderBundle?: RenderBundleWrapper;\n skinItemList: RenderQueueItem[];\n skinRenderBundle?: RenderBundleWrapper;\n morphItemList: RenderQueueItem[];\n morphRenderBundle?: RenderBundleWrapper;\n skinAndMorphItemList: RenderQueueItem[];\n skinAndMorphRenderBundle?: RenderBundleWrapper;\n instanceItemList: RenderQueueItem[];\n instanceRenderBundle?: RenderBundleWrapper;\n instanceList: Record<string, BatchDrawable[]>;\n materialList: Set<Material>;\n renderQueue: RenderQueue;\n}\n\n/** @internal */\nexport interface RenderItemListBundle {\n lit: RenderItemListInfo[];\n unlit: RenderItemListInfo[];\n}\n\n/**\n * Item list of render queue\n * @internal\n */\nexport interface RenderItemList {\n opaque: RenderItemListBundle;\n transmission: RenderItemListBundle;\n transparent: RenderItemListBundle;\n transmission_trans: RenderItemListBundle;\n}\n\n/**\n * Render queue reference\n * @internal\n */\nexport interface RenderQueueRef {\n ref: RenderQueue;\n}\n\n/**\n * Drawable instance information\n * @internal\n */\nexport interface DrawableInstanceInfo {\n bindGroup: CachedBindGroup;\n offset: number;\n}\n\n/**\n * A queue that contains the items to be rendered\n * @public\n */\nexport class RenderQueue {\n /** @internal */\n private _itemList: RenderItemList;\n /** @internal */\n private readonly _renderPass: RenderPass;\n /** @internal */\n private _shadowedLightList: PunctualLight[];\n /** @internal */\n private _unshadowedLightList: PunctualLight[];\n /** @internal */\n private _sunLight: DirectionalLight;\n /** @internal */\n private readonly _bindGroupAllocator: InstanceBindGroupAllocator;\n /** @internal */\n private readonly _ref: RenderQueueRef;\n /** @internal */\n private readonly _instanceInfo: Map<Drawable, DrawableInstanceInfo>;\n /** @internal */\n private _needSceneColor: boolean;\n private _needSceneDepth: boolean;\n private _needSceneColorWithDepth: boolean;\n /** @internal */\n private _drawTransparent: boolean;\n /** @internal */\n private readonly _objectColorMaps: Map<number, Drawable>[];\n /** @internal */\n private _disposed: boolean;\n /**\n * Creates an instance of a render queue\n * @param renderPass - The render pass to which the render queue belongs\n */\n constructor(renderPass: RenderPass, bindGroupAllocator?: InstanceBindGroupAllocator) {\n this._bindGroupAllocator = bindGroupAllocator ?? defaultInstanceBindGroupAlloator;\n this._itemList = null;\n this._renderPass = renderPass;\n this._shadowedLightList = [];\n this._unshadowedLightList = [];\n this._sunLight = null;\n this._ref = { ref: this };\n this._instanceInfo = new Map();\n this._needSceneColor = false;\n this._needSceneDepth = false;\n this._needSceneColorWithDepth = false;\n this._drawTransparent = false;\n this._disposed = false;\n this._objectColorMaps = [new Map()];\n }\n /** Whether this is disposed */\n get disposed() {\n return this._disposed;\n }\n /** The sun light */\n get sunLight(): DirectionalLight {\n return this._sunLight;\n }\n set sunLight(light: DirectionalLight) {\n this._sunLight = light;\n }\n /** @internal */\n needSceneColor(): boolean {\n return this._needSceneColor;\n }\n /** @internal */\n needSceneDepth(): boolean {\n return this._needSceneDepth;\n }\n /** @internal */\n needSceneColorWithDepth(): boolean {\n return this._needSceneColorWithDepth;\n }\n /** Whether this render queue has transparent objects to be drawn */\n get drawTransparent(): boolean {\n return this._drawTransparent;\n }\n /** The render pass to which the render queue belongs */\n get renderPass(): RenderPass {\n return this._renderPass;\n }\n /**\n * Gets the items of the render queue\n */\n get itemList() {\n return this._itemList;\n }\n /**\n * Gets the shadowed lights\n */\n get shadowedLights() {\n return this._shadowedLightList;\n }\n /**\n * Gets the unshadowed lights\n */\n get unshadowedLights() {\n return this._unshadowedLightList;\n }\n /**\n * Gets the indirect reference of this\n */\n get ref(): RenderQueueRef {\n return this._ref;\n }\n /**\n * Gets the instance information for given drawable object\n * @param drawable - The drawable object\n * @returns The instane information for given drawable object, null if no exists\n */\n getInstanceInfo(drawable: Drawable) {\n return this._instanceInfo.get(drawable);\n }\n /**\n * Gets the maximum batch size of a given device\n * @returns The maximum batch size of the device\n *\n * @internal\n */\n getMaxBatchSize() {\n return Application.instance.device.getDeviceCaps().shaderCaps.maxUniformBufferSize / 64;\n }\n /**\n * Push a punctual light\n * @param light - The light to be pushed\n */\n pushLight(light: PunctualLight) {\n if (light.castShadow) {\n this._shadowedLightList.push(light);\n } else {\n this._unshadowedLightList.push(light);\n }\n if (light.isDirectionLight() && light.sunLight) {\n this.sunLight = light;\n }\n }\n /**\n * Push items from another render queue\n * @param queue - The render queue to be pushed\n */\n pushRenderQueue(queue: RenderQueue) {\n const newItemLists = queue._itemList;\n if (!newItemLists) {\n return;\n }\n if (!this._itemList) {\n this._itemList = this.newRenderItemList();\n }\n this._itemList.opaque.lit.push(...newItemLists.opaque.lit);\n this._itemList.opaque.unlit.push(...newItemLists.opaque.unlit);\n this._itemList.transmission.lit.push(...newItemLists.transmission.lit);\n this._itemList.transmission.unlit.push(...newItemLists.transmission.unlit);\n this._itemList.transparent.lit.push(...newItemLists.transparent.lit);\n this._itemList.transparent.unlit.push(...newItemLists.transparent.unlit);\n this._itemList.transmission_trans.lit.push(...newItemLists.transmission_trans.lit);\n this._itemList.transmission_trans.unlit.push(...newItemLists.transmission_trans.unlit);\n this._needSceneColor ||= queue._needSceneColor;\n this._needSceneDepth ||= queue._needSceneDepth;\n this._needSceneColorWithDepth ||= queue._needSceneColorWithDepth;\n this._drawTransparent ||= queue._drawTransparent;\n this._objectColorMaps.push(...queue._objectColorMaps);\n }\n /**\n * Push an item to the render queue\n * @param camera - The camera for drawing the item\n * @param drawable - The object to be drawn\n */\n push(camera: Camera, drawable: Drawable): void {\n if (drawable) {\n drawable.pushRenderQueueRef(this._ref);\n if (!this._itemList) {\n this._itemList = this.newRenderItemList();\n }\n const trans = drawable.getQueueType() === QUEUE_TRANSPARENT;\n const unlit = drawable.isUnlit();\n const needDepth = !!drawable.needSceneDepth();\n const transmission = !!drawable.needSceneColor() || needDepth;\n this._needSceneColor ||= transmission;\n this._needSceneDepth ||= drawable.needSceneDepth();\n this._needSceneColorWithDepth ||= transmission && needDepth;\n this._drawTransparent ||= trans;\n if (camera.getPickResultResolveFunc()) {\n drawable.getMaterial().objectColor = drawable.getObjectColor();\n this._objectColorMaps[0].set(drawable.getDrawableId(), drawable);\n }\n if (drawable.isBatchable()) {\n const instanceList = trans\n ? transmission\n ? unlit\n ? this._itemList.transmission_trans.unlit[0].instanceList\n : this._itemList.transmission_trans.lit[0].instanceList\n : unlit\n ? this._itemList.transparent.unlit[0].instanceList\n : this._itemList.transparent.lit[0].instanceList\n : transmission\n ? unlit\n ? this._itemList.transmission.unlit[0].instanceList\n : this._itemList.transmission.lit[0].instanceList\n : unlit\n ? this._itemList.opaque.unlit[0].instanceList\n : this._itemList.opaque.lit[0].instanceList;\n const hash = drawable.getInstanceId(this._renderPass);\n let drawableList = instanceList[hash];\n if (!drawableList) {\n drawableList = [];\n instanceList[hash] = drawableList;\n }\n drawableList.push(drawable);\n } else {\n const list = trans\n ? transmission\n ? unlit\n ? this._itemList.transmission_trans.unlit[0]\n : this._itemList.transmission_trans.lit[0]\n : unlit\n ? this._itemList.transparent.unlit[0]\n : this._itemList.transparent.lit[0]\n : transmission\n ? unlit\n ? this._itemList.transmission.unlit[0]\n : this._itemList.transmission.lit[0]\n : unlit\n ? this._itemList.opaque.unlit[0]\n : this._itemList.opaque.lit[0];\n const skinAnimation = !!drawable.getBoneMatrices();\n const morphAnimation = !!drawable.getMorphData();\n let queue: RenderQueueItem[];\n if (skinAnimation && morphAnimation) {\n queue = list.skinAndMorphItemList;\n } else if (skinAnimation) {\n queue = list.skinItemList;\n } else if (morphAnimation) {\n queue = list.morphItemList;\n } else {\n queue = list.itemList;\n }\n this.binaryInsert(queue, {\n drawable,\n sortDistance: drawable.getSortDistance(camera),\n instanceData: null\n });\n const mat = drawable.getMaterial();\n if (mat) {\n list.materialList.add(mat.coreMaterial);\n }\n drawable.applyTransformUniforms(this);\n }\n }\n }\n /** @internal */\n getDrawableByColor(c: Uint8Array<ArrayBuffer>) {\n const id = (c[0] << 24) + (c[1] << 16) + (c[2] << 8) + c[3];\n for (const m of this._objectColorMaps) {\n const drawable = m.get(id);\n if (drawable) {\n return drawable;\n }\n }\n return null;\n }\n /**\n * Removes all items in the render queue\n */\n reset() {\n if (this._itemList) {\n // Release all render bundles\n for (const k in this._itemList) {\n const itemListBundle: RenderItemListBundle = this._itemList[k];\n for (const l in itemListBundle) {\n const listInfo: RenderItemListInfo[] = itemListBundle[l];\n for (const info of listInfo) {\n if (info.renderQueue === this) {\n if (info.renderBundle) {\n info.renderBundle.dispose();\n }\n if (info.skinRenderBundle) {\n info.skinRenderBundle.dispose();\n }\n if (info.morphRenderBundle) {\n info.morphRenderBundle.dispose();\n }\n if (info.skinAndMorphRenderBundle) {\n info.skinAndMorphRenderBundle.dispose();\n }\n if (info.instanceRenderBundle) {\n info.instanceRenderBundle.dispose();\n }\n }\n }\n }\n }\n this._itemList = null;\n }\n this._shadowedLightList = [];\n this._unshadowedLightList = [];\n this._sunLight = null;\n this._needSceneColor = false;\n this._needSceneDepth = false;\n this._needSceneColorWithDepth = false;\n this._drawTransparent = false;\n }\n /** @internal */\n dispose() {\n this.reset();\n this._disposed = true;\n }\n /** @internal */\n end(camera: Camera, createRenderBundles?: boolean): this {\n const frameCounter = Application.instance.device.frameInfo.frameCounter;\n const itemList = this._itemList;\n if (!this.itemList) {\n return this;\n }\n const lists = [\n itemList.opaque.lit,\n itemList.opaque.unlit,\n itemList.transmission.lit,\n itemList.transmission.unlit,\n itemList.transparent.lit,\n itemList.transparent.unlit,\n itemList.transmission_trans.lit,\n itemList.transmission_trans.unlit\n ];\n for (let i = 0; i < lists.length; i++) {\n const list = lists[i];\n for (const info of list) {\n if (info.renderQueue !== this) {\n continue;\n }\n const instanceList = info.instanceList;\n for (const x in instanceList) {\n const drawables = instanceList[x];\n let bindGroup: CachedBindGroup = null;\n let item: RenderQueueItem = null;\n for (let i = 0; i < drawables.length; i++) {\n const drawable = drawables[i];\n const instanceUniforms = drawable.getInstanceUniforms();\n const instanceUniformsSize = instanceUniforms?.length ?? 0;\n const stride = ShaderHelper.MATERIAL_INSTANCE_DATA_OFFSET * 4 + instanceUniformsSize;\n if (!bindGroup || bindGroup.offset + stride > maxBufferSizeInFloats) {\n bindGroup = this._bindGroupAllocator.allocateInstanceBindGroup(frameCounter, stride);\n item = {\n drawable,\n sortDistance: drawable.getSortDistance(camera),\n instanceData: {\n bindGroup,\n offset: bindGroup.offset,\n numInstances: 0,\n stride\n }\n };\n this.binaryInsert(info.instanceItemList, item);\n drawable.applyInstanceOffsetAndStride(this, stride, bindGroup.offset);\n }\n const instanceInfo = { bindGroup, offset: bindGroup.offset };\n this._instanceInfo.set(drawable, instanceInfo);\n drawable.applyTransformUniforms(this);\n drawable.applyMaterialUniforms(instanceInfo);\n bindGroup.offset += stride;\n item.instanceData.numInstances++;\n const mat = drawable.getMaterial();\n if (mat) {\n info.materialList.add(mat.coreMaterial);\n }\n }\n }\n info.instanceList = {};\n if (createRenderBundles) {\n if (info.itemList.length > 0) {\n info.renderBundle = new RenderBundleWrapper();\n }\n if (info.skinItemList.length > 0) {\n info.skinRenderBundle = new RenderBundleWrapper();\n }\n if (info.morphItemList.length > 0) {\n info.morphRenderBundle = new RenderBundleWrapper();\n }\n if (info.skinAndMorphItemList.length > 0) {\n info.skinAndMorphRenderBundle = new RenderBundleWrapper();\n }\n if (info.instanceItemList.length > 0) {\n info.instanceRenderBundle = new RenderBundleWrapper();\n }\n }\n }\n }\n return this;\n }\n binaryInsert(itemList: RenderQueueItem[], item: RenderQueueItem) {\n let left = 0;\n let right = itemList.length - 1;\n const newInstanceId = item.drawable.getMaterial().instanceId;\n while (left <= right) {\n const mid = Math.floor((left + right) / 2);\n const instanceId = 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