@zephyr3d/scene 0.9.21 → 0.9.23
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.
- package/dist/animation/joint_dynamics/collision.js +1 -7
- package/dist/animation/joint_dynamics/collision.js.map +1 -1
- package/dist/animation/joint_dynamics/constraints.js +2 -17
- package/dist/animation/joint_dynamics/constraints.js.map +1 -1
- package/dist/animation/joint_dynamics/controller.js +2 -20
- package/dist/animation/joint_dynamics/controller.js.map +1 -1
- package/dist/animation/joint_dynamics/joint_dynamics_system.js +1 -3
- package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
- package/dist/animation/joint_dynamics/solver.js +14 -60
- package/dist/animation/joint_dynamics/solver.js.map +1 -1
- package/dist/animation/joint_dynamics/types.js +3 -3
- package/dist/animation/joint_dynamics/types.js.map +1 -1
- package/dist/app/app.js +23 -0
- package/dist/app/app.js.map +1 -1
- package/dist/app/scriptregistry.js +16 -53
- package/dist/app/scriptregistry.js.map +1 -1
- package/dist/asset/assetmanager.js +2 -0
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/model.js +22 -0
- package/dist/asset/model.js.map +1 -1
- package/dist/blitter/bilateralblur.js +3 -1
- package/dist/blitter/bilateralblur.js.map +1 -1
- package/dist/blitter/blitter.js +3 -3
- package/dist/blitter/blitter.js.map +1 -1
- package/dist/camera/camera.js +398 -45
- package/dist/camera/camera.js.map +1 -1
- package/dist/camera/perspectivecamera.js +69 -2
- package/dist/camera/perspectivecamera.js.map +1 -1
- package/dist/index.d.ts +9100 -8712
- package/dist/index.js +9 -1
- package/dist/index.js.map +1 -1
- package/dist/material/blinn.js +1 -1
- package/dist/material/blinn.js.map +1 -1
- package/dist/material/lambert.js +3 -3
- package/dist/material/lambert.js.map +1 -1
- package/dist/material/material.js +8 -5
- package/dist/material/material.js.map +1 -1
- package/dist/material/meshmaterial.js +17 -10
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
- package/dist/material/mixins/lightmodel/lambert.js +1 -1
- package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +21 -6
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +1 -1
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
- package/dist/material/mixins/lit.js +33 -11
- package/dist/material/mixins/lit.js.map +1 -1
- package/dist/material/mixins/pbr/brdf.js +44 -12
- package/dist/material/mixins/pbr/brdf.js.map +1 -1
- package/dist/material/mixins/pbr/common.js +149 -14
- package/dist/material/mixins/pbr/common.js.map +1 -1
- package/dist/material/mtoon.js +7 -4
- package/dist/material/mtoon.js.map +1 -1
- package/dist/material/pbrblueprint.js +5 -1
- package/dist/material/pbrblueprint.js.map +1 -1
- package/dist/material/pbrmr.js +1 -1
- package/dist/material/pbrmr.js.map +1 -1
- package/dist/material/pbrsg.js +1 -1
- package/dist/material/pbrsg.js.map +1 -1
- package/dist/material/shader/helper.js +186 -11
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/skin.js +2 -2
- package/dist/material/skin.js.map +1 -1
- package/dist/material/terrain-cm.js +5 -5
- package/dist/material/terrain-cm.js.map +1 -1
- package/dist/material/water.js +6 -4
- package/dist/material/water.js.map +1 -1
- package/dist/posteffect/bloom.js +54 -4
- package/dist/posteffect/bloom.js.map +1 -1
- package/dist/posteffect/compositor.js +41 -0
- package/dist/posteffect/compositor.js.map +1 -1
- package/dist/posteffect/posteffect.js +51 -0
- package/dist/posteffect/posteffect.js.map +1 -1
- package/dist/posteffect/sao.js +7 -6
- package/dist/posteffect/sao.js.map +1 -1
- package/dist/posteffect/skinsss.js +3 -3
- package/dist/posteffect/skinsss.js.map +1 -1
- package/dist/posteffect/ssgi.js +1196 -0
- package/dist/posteffect/ssgi.js.map +1 -0
- package/dist/posteffect/ssr.js +83 -45
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/sss.js +137 -49
- package/dist/posteffect/sss.js.map +1 -1
- package/dist/posteffect/taa.js +5 -4
- package/dist/posteffect/taa.js.map +1 -1
- package/dist/posteffect/tonemap.js +15 -3
- package/dist/posteffect/tonemap.js.map +1 -1
- package/dist/render/abuffer_oit.js +2 -2
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/cluster_light.js +12 -6
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/drawable_mixin.js +8 -5
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/dualdepthpeeling_oit.js +10 -5
- package/dist/render/dualdepthpeeling_oit.js.map +1 -1
- package/dist/render/envlight.js +298 -5
- package/dist/render/envlight.js.map +1 -1
- package/dist/render/gpu_picking.js +7 -5
- package/dist/render/gpu_picking.js.map +1 -1
- package/dist/render/hzb.js +28 -19
- package/dist/render/hzb.js.map +1 -1
- package/dist/render/lightpass.js +18 -4
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/render_queue.js +37 -4
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/renderer.js +8 -3
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/rendergraph/blackboard.js +20 -48
- package/dist/render/rendergraph/blackboard.js.map +1 -1
- package/dist/render/rendergraph/device_pool_allocator.js +18 -58
- package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
- package/dist/render/rendergraph/executor.js +89 -115
- package/dist/render/rendergraph/executor.js.map +1 -1
- package/dist/render/rendergraph/forward_plus_builder.js +1003 -715
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/render/rendergraph/frame_graph_context.js +41 -0
- package/dist/render/rendergraph/frame_graph_context.js.map +1 -0
- package/dist/render/rendergraph/frame_resource_requirements.js +14 -0
- package/dist/render/rendergraph/frame_resource_requirements.js.map +1 -0
- package/dist/render/rendergraph/history_resource_manager.js +74 -140
- package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
- package/dist/render/rendergraph/history_resources.js +7 -5
- package/dist/render/rendergraph/history_resources.js.map +1 -1
- package/dist/render/rendergraph/render_context.js +19 -0
- package/dist/render/rendergraph/render_context.js.map +1 -0
- package/dist/render/rendergraph/render_pipeline.js +315 -0
- package/dist/render/rendergraph/render_pipeline.js.map +1 -0
- package/dist/render/rendergraph/rendergraph.js +158 -141
- package/dist/render/rendergraph/rendergraph.js.map +1 -1
- package/dist/render/rendergraph/scene_render_context.js +267 -0
- package/dist/render/rendergraph/scene_render_context.js.map +1 -0
- package/dist/render/rendergraph/texture_affinity_cache.js +19 -0
- package/dist/render/rendergraph/texture_affinity_cache.js.map +1 -0
- package/dist/render/rendergraph/types.js +19 -31
- package/dist/render/rendergraph/types.js.map +1 -1
- package/dist/render/renderpass.js +3 -3
- package/dist/render/renderpass.js.map +1 -1
- package/dist/render/shadow_mask_pass.js +10 -6
- package/dist/render/shadow_mask_pass.js.map +1 -1
- package/dist/render/sky.js +197 -35
- package/dist/render/sky.js.map +1 -1
- package/dist/render/weightedblended_oit.js +4 -3
- package/dist/render/weightedblended_oit.js.map +1 -1
- package/dist/scene/basesprite.js +2 -0
- package/dist/scene/basesprite.js.map +1 -1
- package/dist/scene/batchgroup.js +10 -0
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +61 -2
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/light.js +178 -10
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/meshdrawable.js +89 -2
- package/dist/scene/meshdrawable.js.map +1 -1
- package/dist/scene/msdftext.js +2 -0
- package/dist/scene/msdftext.js.map +1 -1
- package/dist/scene/msdftextsprite.js +2 -0
- package/dist/scene/msdftextsprite.js.map +1 -1
- package/dist/scene/particlesys.js +2 -0
- package/dist/scene/particlesys.js.map +1 -1
- package/dist/scene/scene.js +34 -1
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/terrain-cm/grass.js +2 -1
- package/dist/scene/terrain-cm/grass.js.map +1 -1
- package/dist/scene/terrain-cm/terrain-cm.js +2 -0
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
- package/dist/scene/water.js +2 -0
- package/dist/scene/water.js.map +1 -1
- package/dist/shaders/atmosphere.js +5 -4
- package/dist/shaders/atmosphere.js.map +1 -1
- package/dist/shaders/fog.js +10 -3
- package/dist/shaders/fog.js.map +1 -1
- package/dist/shaders/shadow.js +96 -29
- package/dist/shaders/shadow.js.map +1 -1
- package/dist/shaders/ssgi.js +63 -0
- package/dist/shaders/ssgi.js.map +1 -0
- package/dist/shaders/ssgi_reprojection.js +118 -0
- package/dist/shaders/ssgi_reprojection.js.map +1 -0
- package/dist/shaders/ssr.js +322 -154
- package/dist/shaders/ssr.js.map +1 -1
- package/dist/shadow/esm.js +13 -8
- package/dist/shadow/esm.js.map +1 -1
- package/dist/shadow/pcf_opt.js +15 -12
- package/dist/shadow/pcf_opt.js.map +1 -1
- package/dist/shadow/pcf_pd.js +15 -12
- package/dist/shadow/pcf_pd.js.map +1 -1
- package/dist/shadow/pcss.js +17 -11
- package/dist/shadow/pcss.js.map +1 -1
- package/dist/shadow/shadow_impl.js +20 -2
- package/dist/shadow/shadow_impl.js.map +1 -1
- package/dist/shadow/shadowmapper.js +10 -3
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shadow/ssm.js +16 -13
- package/dist/shadow/ssm.js.map +1 -1
- package/dist/shadow/vsm.js +10 -8
- package/dist/shadow/vsm.js.map +1 -1
- package/dist/utility/physical.js +74 -0
- package/dist/utility/physical.js.map +1 -0
- package/dist/utility/rendermipmap.js +2 -2
- package/dist/utility/rendermipmap.js.map +1 -1
- package/dist/utility/serialization/manager.js +3 -1
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +3 -1
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/batch.js +3 -1
- package/dist/utility/serialization/scene/batch.js.map +1 -1
- package/dist/utility/serialization/scene/camera.js +598 -2
- package/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/utility/serialization/scene/light.js +180 -9
- package/dist/utility/serialization/scene/light.js.map +1 -1
- package/dist/utility/serialization/scene/material.js +43 -3
- package/dist/utility/serialization/scene/material.js.map +1 -1
- package/dist/utility/serialization/scene/mesh.js +3 -1
- package/dist/utility/serialization/scene/mesh.js.map +1 -1
- package/dist/utility/serialization/scene/node.js +3 -1
- package/dist/utility/serialization/scene/node.js.map +1 -1
- package/dist/utility/serialization/scene/particle.js +3 -1
- package/dist/utility/serialization/scene/particle.js.map +1 -1
- package/dist/utility/serialization/scene/primitive.js +2 -0
- package/dist/utility/serialization/scene/primitive.js.map +1 -1
- package/dist/utility/serialization/scene/scene.js +70 -0
- package/dist/utility/serialization/scene/scene.js.map +1 -1
- package/dist/utility/serialization/scene/sprite.js +3 -1
- package/dist/utility/serialization/scene/sprite.js.map +1 -1
- package/dist/utility/serialization/scene/terrain.js +3 -1
- package/dist/utility/serialization/scene/terrain.js.map +1 -1
- package/dist/utility/serialization/scene/text.js +3 -0
- package/dist/utility/serialization/scene/text.js.map +1 -1
- package/dist/utility/serialization/scene/water.js +3 -1
- package/dist/utility/serialization/scene/water.js.map +1 -1
- package/dist/values.js +2 -3
- package/dist/values.js.map +1 -1
- package/package.json +3 -3
- package/dist/animation/joint_dynamics/convex_collider.js +0 -320
- package/dist/animation/joint_dynamics/convex_collider.js.map +0 -1
package/dist/render/lightpass.js
CHANGED
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@@ -3,8 +3,8 @@ import { MaterialVaryingFlags, RENDER_PASS_TYPE_LIGHT, QUEUE_OPAQUE, QUEUE_TRANS
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import { Vector4 } from '@zephyr3d/base';
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import { ShaderHelper } from '../material/shader/helper.js';
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const SURFACE_MRT_FLAGS = MaterialVaryingFlags.
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const ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS = MaterialVaryingFlags.
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const SURFACE_MRT_FLAGS = MaterialVaryingFlags.SCENE_STORE_ROUGHNESS | MaterialVaryingFlags.SSS_STORE_PROFILE | MaterialVaryingFlags.SSS_STORE_DIFFUSE | MaterialVaryingFlags.SCENE_STORE_NORMAL | MaterialVaryingFlags.SSS_STORE_TRANSMISSION | MaterialVaryingFlags.SKIN_SSS_STORE;
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const ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS = MaterialVaryingFlags.SCENE_STORE_ROUGHNESS | MaterialVaryingFlags.SSS_STORE_PROFILE | MaterialVaryingFlags.SCENE_STORE_NORMAL;
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/**
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* Forward render pass
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* @internal
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@@ -13,6 +13,7 @@ const ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS = MaterialVaryingFlags.SSR_STORE_ROUGHN
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/** @internal */ _transmission;
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/** @internal */ _renderOpaque;
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/** @internal */ _renderTransparent;
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/** @internal */ _renderSky;
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/**
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* Creates an instance of ForwardRenderPass
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*/ constructor(){
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@@ -21,6 +22,7 @@ const ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS = MaterialVaryingFlags.SSR_STORE_ROUGHN
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this._transmission = false;
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this._renderOpaque = true;
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this._renderTransparent = true;
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this._renderSky = true;
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this._clearColor = Vector4.zero();
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}
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/** @internal */ get transmission() {
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@@ -41,6 +43,12 @@ const ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS = MaterialVaryingFlags.SSR_STORE_ROUGHN
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set renderTransparent(val) {
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this._renderTransparent = !!val;
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}
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/** @internal */ get renderSky() {
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return this._renderSky;
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}
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set renderSky(val) {
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this._renderSky = !!val;
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}
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/** @internal */ getAdditiveLightPassColorAttachments(ctx, materialFlags) {
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const framebuffer = ctx.device.getFramebuffer();
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if (!framebuffer) {
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@@ -79,12 +87,17 @@ const ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS = MaterialVaryingFlags.SSR_STORE_ROUGHN
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return shadowMapInfo.keys().next().value ?? null;
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}
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/** @internal */ _getGlobalBindGroupHash(ctx, camera) {
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-
return `${this._shadowMapHash}:${ctx.currentShadowLight?.runtimeId ?? 0}:${ctx.lightBlending ? 1 : 0}:${camera.oit?.calculateHash() ?? ''}:${ctx.env.getHash(ctx)}:${ctx.materialFlags}:${ctx.linearDepthTexture?.uid ?? 0}:${ctx.sceneColorTexture?.uid ?? 0}:${ctx.HiZTexture?.uid ?? 0}:${ctx.screenSpaceShadowMask ? 1 : 0}`;
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return `${this._shadowMapHash}:${ctx.currentShadowLight?.runtimeId ?? 0}:${ctx.lightBlending ? 1 : 0}:${camera.oit?.calculateHash() ?? ''}:${ctx.env.getHash(ctx)}:${ctx.materialFlags}:${ctx.linearDepthTexture?.uid ?? 0}:${ctx.sceneColorTexture?.uid ?? 0}:${ctx.HiZTexture?.uid ?? 0}:${ctx.screenSpaceShadowMask ? 1 : 0}:${ctx.scene.lightingMode}`;
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}
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/** @internal */ _getShaderVariantHash(ctx, camera) {
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const textureVariant = (texture)=>texture ? `1:${texture.format}` : '0';
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return `LightPassShaderVariant:${this._shadowMapHash}:${ctx.currentShadowLight?.runtimeId ?? 0}:${ctx.lightBlending ? 1 : 0}:${camera.oit?.calculateHash() ?? ''}:${ctx.env.getHash(ctx)}:${ctx.materialFlags}:${textureVariant(ctx.linearDepthTexture)}:${textureVariant(ctx.sceneColorTexture)}:${textureVariant(ctx.HiZTexture)}:${ctx.screenSpaceShadowMask ? 1 : 0}:${ctx.scene.lightingMode}`;
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}
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/** @internal */ renderLightPass(ctx, camera, itemList, lights, flags) {
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const baseLightPass = !ctx.lightBlending;
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ctx.drawEnvLight = baseLightPass && ctx.env.light.type !== 'none' && (ctx.env.light.envLight.hasRadiance() || ctx.env.light.envLight.hasIrradiance());
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ctx.renderPassHash = this.getGlobalBindGroupHash(ctx, camera);
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ctx.shaderVariantHash = this._getShaderVariantHash(ctx, camera);
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const bindGroup = ctx.globalBindGroupAllocator.getGlobalBindGroup(ctx);
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if (!flags.cameraSet[ctx.renderPassHash]) {
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ShaderHelper.setCameraUniforms(bindGroup, ctx, camera, !!ctx.device.getFramebuffer());
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@@ -121,6 +134,7 @@ const ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS = MaterialVaryingFlags.SSR_STORE_ROUGHN
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}
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/** @internal */ renderItems(ctx, camera, renderQueue) {
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ctx.renderPassHash = null;
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ctx.shaderVariantHash = null;
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ctx.env = ctx.scene.env;
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ctx.drawEnvLight = false;
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ctx.flip = this.isAutoFlip(ctx);
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@@ -237,7 +251,7 @@ const ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS = MaterialVaryingFlags.SSR_STORE_ROUGHN
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}
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ctx.materialFlags &= ~MaterialVaryingFlags.APPLY_FOG;
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}
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if (i === 0 && !ctx.sceneColorTexture) {
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if (i === 0 && !ctx.sceneColorTexture && this._renderSky) {
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if (tmpFramebuffer) {
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ctx.device.pushDeviceStates();
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ctx.device.setFramebuffer(tmpFramebuffer);
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"lightpass.js","sources":["../../src/render/lightpass.ts"],"sourcesContent":["import { RenderPass } from './renderpass';\r\nimport { MaterialVaryingFlags, QUEUE_OPAQUE, QUEUE_TRANSPARENT, RENDER_PASS_TYPE_LIGHT } from '../values';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport type { RenderItemListBundle, RenderQueue } from './render_queue';\r\nimport type { PunctualLight } from '../scene/light';\r\nimport type { DrawContext } from './drawable';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport type { Camera } from '../camera';\r\n\r\nconst SURFACE_MRT_FLAGS =\r\n MaterialVaryingFlags.SSR_STORE_ROUGHNESS |\r\n MaterialVaryingFlags.SSS_STORE_PROFILE |\r\n MaterialVaryingFlags.SSS_STORE_DIFFUSE |\r\n MaterialVaryingFlags.SSS_STORE_NORMAL |\r\n MaterialVaryingFlags.SSS_STORE_TRANSMISSION |\r\n MaterialVaryingFlags.SKIN_SSS_STORE;\r\nconst ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS =\r\n MaterialVaryingFlags.SSR_STORE_ROUGHNESS |\r\n MaterialVaryingFlags.SSS_STORE_PROFILE |\r\n MaterialVaryingFlags.SSS_STORE_NORMAL;\r\n\r\n/**\r\n * Forward render pass\r\n * @internal\r\n */\r\nexport class LightPass extends RenderPass {\r\n /** @internal */\r\n protected _shadowMapHash: Nullable<string>;\r\n /** @internal */\r\n protected _transmission: boolean;\r\n /** @internal */\r\n protected _renderOpaque: boolean;\r\n /** @internal */\r\n protected _renderTransparent: boolean;\r\n /**\r\n * Creates an instance of ForwardRenderPass\r\n */\r\n constructor() {\r\n super(RENDER_PASS_TYPE_LIGHT);\r\n this._shadowMapHash = null;\r\n this._transmission = false;\r\n this._renderOpaque = true;\r\n this._renderTransparent = true;\r\n this._clearColor = Vector4.zero();\r\n }\r\n /** @internal */\r\n get transmission() {\r\n return this._transmission;\r\n }\r\n set transmission(val) {\r\n this._transmission = val;\r\n }\r\n /** @internal */\r\n get renderOpaque() {\r\n return this._renderOpaque;\r\n }\r\n set renderOpaque(val: boolean) {\r\n this._renderOpaque = !!val;\r\n }\r\n /** @internal */\r\n get renderTransparent() {\r\n return this._renderTransparent;\r\n }\r\n set renderTransparent(val: boolean) {\r\n this._renderTransparent = !!val;\r\n }\r\n /** @internal */\r\n protected getAdditiveLightPassColorAttachments(ctx: DrawContext, materialFlags: number) {\r\n const framebuffer = ctx.device.getFramebuffer();\r\n if (!framebuffer) {\r\n return null;\r\n }\r\n const attachments: any[] = [framebuffer.getColorAttachments()[0]];\r\n if (materialFlags & MaterialVaryingFlags.SSS_STORE_DIFFUSE) {\r\n attachments.push(ctx.SSSDiffuseTexture!);\r\n }\r\n if (materialFlags & MaterialVaryingFlags.SSS_STORE_TRANSMISSION) {\r\n attachments.push(ctx.SSSTransmissionTexture!);\r\n }\r\n if (materialFlags & MaterialVaryingFlags.SKIN_SSS_STORE) {\r\n attachments.push(ctx.SkinSSSTexture!);\r\n }\r\n return attachments.length === 1 ? attachments[0] : attachments;\r\n }\r\n /** @internal */\r\n protected selectTransparentOITShadowLight(ctx: DrawContext, renderQueue: RenderQueue) {\r\n const shadowMapInfo = ctx.shadowMapInfo;\r\n if (!shadowMapInfo || shadowMapInfo.size === 0) {\r\n return null;\r\n }\r\n if (renderQueue.primaryDirectionalLight && shadowMapInfo.has(renderQueue.primaryDirectionalLight)) {\r\n return renderQueue.primaryDirectionalLight;\r\n }\r\n if (renderQueue.primaryTransmissionLight && shadowMapInfo.has(renderQueue.primaryTransmissionLight)) {\r\n return renderQueue.primaryTransmissionLight;\r\n }\r\n for (const light of renderQueue.shadowedLights) {\r\n if (shadowMapInfo.has(light)) {\r\n return light;\r\n }\r\n }\r\n return shadowMapInfo.keys().next().value ?? null;\r\n }\r\n /** @internal */\r\n protected _getGlobalBindGroupHash(ctx: DrawContext, camera: Camera) {\r\n return `${this._shadowMapHash}:${ctx.currentShadowLight?.runtimeId ?? 0}:${\r\n ctx.lightBlending ? 1 : 0\r\n }:${camera.oit?.calculateHash() ?? ''}:${ctx.env!.getHash(\r\n ctx\r\n )}:${ctx.materialFlags}:${ctx.linearDepthTexture?.uid ?? 0}:${ctx.sceneColorTexture?.uid ?? 0}:${\r\n ctx.HiZTexture?.uid ?? 0\r\n }:${ctx.screenSpaceShadowMask ? 1 : 0}`;\r\n }\r\n /** @internal */\r\n protected renderLightPass(\r\n ctx: DrawContext,\r\n camera: Camera,\r\n itemList: RenderItemListBundle,\r\n lights: PunctualLight[],\r\n flags: any\r\n ) {\r\n const baseLightPass = !ctx.lightBlending;\r\n ctx.drawEnvLight =\r\n baseLightPass &&\r\n ctx.env!.light.type !== 'none' &&\r\n (ctx.env!.light.envLight.hasRadiance() || ctx.env!.light.envLight.hasIrradiance());\r\n ctx.renderPassHash = this.getGlobalBindGroupHash(ctx, camera);\r\n const bindGroup = ctx.globalBindGroupAllocator.getGlobalBindGroup(ctx);\r\n if (!flags.cameraSet[ctx.renderPassHash]) {\r\n ShaderHelper.setCameraUniforms(bindGroup, ctx, camera, !!ctx.device.getFramebuffer());\r\n flags.cameraSet[ctx.renderPassHash] = 1;\r\n }\r\n if (ctx.currentShadowLight) {\r\n ShaderHelper.setLightUniformsShadow(bindGroup, ctx, lights[0]);\r\n } else {\r\n if (!flags.lightSet[ctx.renderPassHash]) {\r\n ShaderHelper.setLightUniforms(\r\n bindGroup,\r\n ctx,\r\n ctx.clusteredLight!.clusterParam,\r\n ctx.clusteredLight!.countParam,\r\n ctx.clusteredLight!.lightBuffer!,\r\n ctx.clusteredLight!.lightIndexTexture!\r\n );\r\n flags.lightSet[ctx.renderPassHash] = 1;\r\n }\r\n // Bind the per-queue cluster shadow-mask mode every call (not cached with\r\n // lightSet): the same clustered program/bind group may serve both the opaque\r\n // (sample mask) and transparent (skip shadow lights) queues.\r\n if (ctx.screenSpaceShadowMask) {\r\n ShaderHelper.setShadowMaskMode(bindGroup, !!ctx.shadowMaskClusterSample);\r\n }\r\n }\r\n if (ctx.materialFlags & MaterialVaryingFlags.APPLY_FOG && !flags.fogSet[ctx.renderPassHash]) {\r\n ShaderHelper.setFogUniforms(\r\n bindGroup,\r\n ctx.env!.sky.skyType === 'scatter' ? 1 : 0,\r\n ctx.env!.sky.mappedFogType,\r\n baseLightPass ? 0 : 1,\r\n ctx.env!.sky.atmosphereParams,\r\n ctx.env!.sky.heightFogParams,\r\n ctx.env!.sky.getAerialPerspectiveLUT(ctx),\r\n ctx.env!.sky.getSkyDistantLightLUT(ctx)\r\n );\r\n flags.fogSet[ctx.renderPassHash] = 1;\r\n }\r\n ctx.device.setBindGroup(0, bindGroup);\r\n const reverseWinding = camera.worldMatrixDet < 0;\r\n for (const lit of itemList.lit) {\r\n this.drawItemList(lit, ctx, reverseWinding);\r\n }\r\n if (!ctx.lightBlending) {\r\n for (const unlit of itemList.unlit) {\r\n this.drawItemList(unlit, ctx, reverseWinding);\r\n }\r\n }\r\n }\r\n /** @internal */\r\n protected renderItems(ctx: DrawContext, camera: Camera, renderQueue: RenderQueue) {\r\n ctx.renderPassHash = null;\r\n ctx.env = ctx.scene.env;\r\n ctx.drawEnvLight = false;\r\n ctx.flip = this.isAutoFlip(ctx);\r\n const surfaceMRT = ctx.materialFlags & SURFACE_MRT_FLAGS;\r\n const additiveOpaqueMaterialFlags = ctx.materialFlags & ~ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS;\r\n const additiveTransparentMaterialFlags = ctx.materialFlags & ~SURFACE_MRT_FLAGS;\r\n const tmpFramebuffer = surfaceMRT\r\n ? ctx.device.pool.fetchTemporalFramebuffer(\r\n false,\r\n ctx.device.getDrawingBufferWidth(),\r\n ctx.device.getDrawingBufferHeight(),\r\n this.getAdditiveLightPassColorAttachments(ctx, additiveOpaqueMaterialFlags)!,\r\n ctx.device.getFramebuffer()!.getDepthAttachment()\r\n )\r\n : null;\r\n const needsTransparentSingleColorFramebuffer =\r\n !!tmpFramebuffer && tmpFramebuffer.getColorAttachments().length > 1;\r\n const transparentTmpFramebuffer = needsTransparentSingleColorFramebuffer\r\n ? ctx.device.pool.fetchTemporalFramebuffer(\r\n false,\r\n ctx.device.getDrawingBufferWidth(),\r\n ctx.device.getDrawingBufferHeight(),\r\n this.getAdditiveLightPassColorAttachments(ctx, additiveTransparentMaterialFlags)!,\r\n ctx.device.getFramebuffer()!.getDepthAttachment()\r\n )\r\n : tmpFramebuffer;\r\n const oit =\r\n renderQueue.drawTransparent && camera.oit && camera.oit.supportDevice(ctx.device.type)\r\n ? camera.oit\r\n : null;\r\n // Sort only when this invocation actually draws the transparent queue.\r\n // The opaque pass (and the SSS-profile pass) run with _renderTransparent\r\n // === false; without this guard they would sort the transparent lists\r\n // pointlessly, and the real transparent pass would then sort them again.\r\n if (!oit && renderQueue.drawTransparent && this._renderTransparent) {\r\n renderQueue.sortTransparentItems(camera.getWorldPosition());\r\n }\r\n const flags: any = {\r\n lightSet: {},\r\n cameraSet: {},\r\n fogSet: {}\r\n };\r\n const items = renderQueue.itemList;\r\n const lists = this._transmission\r\n ? [items?.transmission, items?.transmission_trans, items?.transparent]\r\n : [items?.opaque, items?.transparent];\r\n for (let i = 0; i < lists.length; i++) {\r\n const isOpaquePass = i === 0;\r\n if ((isOpaquePass && !this._renderOpaque) || (!isOpaquePass && !this._renderTransparent)) {\r\n continue;\r\n }\r\n if (lists[i]) {\r\n ctx.queue = i === 0 ? QUEUE_OPAQUE : QUEUE_TRANSPARENT;\r\n // The screen-space shadow mask is only valid for the opaque depth-prepass\r\n // geometry: lists[0] in non-transmission mode. For that queue, shadow lights\r\n // are lit via the clustered pass sampling the mask (additive passes skipped).\r\n // Every other queue (transparent/OIT hair, transmission) keeps the inline\r\n // additive shadow path, where shadows are sampled per-fragment at the real\r\n // surface depth.\r\n const useShadowMaskQueue = ctx.screenSpaceShadowMask && !this._transmission && i === 0;\r\n ctx.shadowMaskClusterSample = useShadowMaskQueue;\r\n ctx.oit = i === 0 || !items ? null : oit;\r\n const isolateTransparentABufferLightPasses =\r\n !!ctx.oit && ctx.queue === QUEUE_TRANSPARENT && ctx.oit.getType() === 'ab';\r\n if ((ctx.queue === QUEUE_TRANSPARENT || this._transmission) && ctx.scene.env.sky.fogPresents) {\r\n ctx.materialFlags |= MaterialVaryingFlags.APPLY_FOG;\r\n }\r\n const numOitPasses = ctx.oit ? ctx.oit.begin(ctx) : 1;\r\n for (let p = 0; p < numOitPasses; p++) {\r\n if (ctx.oit && !isolateTransparentABufferLightPasses) {\r\n if (!ctx.oit.beginPass(ctx, p)) {\r\n continue;\r\n }\r\n }\r\n const runLightPass = (lights: PunctualLight[]) => {\r\n if (ctx.oit && isolateTransparentABufferLightPasses) {\r\n if (!ctx.oit.beginPass(ctx, p)) {\r\n return;\r\n }\r\n this.renderLightPass(ctx, camera, lists[i]!, lights, flags);\r\n ctx.oit.endPass(ctx, p);\r\n } else {\r\n this.renderLightPass(ctx, camera, lists[i]!, lights, flags);\r\n }\r\n };\r\n const runAdditiveLightPass = (lights: PunctualLight[]) => {\r\n const passFramebuffer =\r\n ctx.queue === QUEUE_TRANSPARENT ? transparentTmpFramebuffer : tmpFramebuffer;\r\n if (ctx.lightBlending && passFramebuffer && !ctx.oit) {\r\n const savedMaterialFlags = ctx.materialFlags;\r\n ctx.materialFlags =\r\n ctx.queue === QUEUE_TRANSPARENT\r\n ? savedMaterialFlags & ~SURFACE_MRT_FLAGS\r\n : savedMaterialFlags & ~ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS;\r\n ctx.device.pushDeviceStates();\r\n ctx.device.setFramebuffer(passFramebuffer);\r\n try {\r\n runLightPass(lights);\r\n } finally {\r\n ctx.materialFlags = savedMaterialFlags;\r\n ctx.device.popDeviceStates();\r\n }\r\n } else {\r\n runLightPass(lights);\r\n }\r\n };\r\n let lightIndex = 0;\r\n // Run the per-shadowed-light additive passes unless this queue uses the\r\n // screen-space shadow mask (opaque). Transparent/transmission queues keep\r\n // the inline additive shadow path even when the mask is enabled.\r\n if (!useShadowMaskQueue && ctx.shadowMapInfo) {\r\n for (const k of ctx.shadowMapInfo.keys()) {\r\n ctx.currentShadowLight = k;\r\n ctx.lightBlending = lightIndex > 0;\r\n this._shadowMapHash = ctx.shadowMapInfo.get(k)!.shaderHash;\r\n runAdditiveLightPass([k]);\r\n lightIndex++;\r\n }\r\n }\r\n if (lightIndex === 0 || renderQueue.unshadowedLights.length > 0) {\r\n ctx.currentShadowLight = null;\r\n ctx.lightBlending = lightIndex > 0;\r\n this._shadowMapHash = '';\r\n runAdditiveLightPass(renderQueue.unshadowedLights);\r\n }\r\n if (ctx.oit && !isolateTransparentABufferLightPasses) {\r\n ctx.oit.endPass(ctx, p);\r\n }\r\n }\r\n if (ctx.oit) {\r\n ctx.oit.end(ctx);\r\n }\r\n ctx.materialFlags &= ~MaterialVaryingFlags.APPLY_FOG;\r\n }\r\n if (i === 0 && !ctx.sceneColorTexture) {\r\n if (tmpFramebuffer) {\r\n ctx.device.pushDeviceStates();\r\n 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{"version":3,"file":"lightpass.js","sources":["../../src/render/lightpass.ts"],"sourcesContent":["import { RenderPass } from './renderpass';\r\nimport { MaterialVaryingFlags, QUEUE_OPAQUE, QUEUE_TRANSPARENT, RENDER_PASS_TYPE_LIGHT } from '../values';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport type { Texture2D } from '@zephyr3d/device';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport type { RenderItemListBundle, RenderQueue } from './render_queue';\r\nimport type { PunctualLight } from '../scene/light';\r\nimport type { DrawContext } from './drawable';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport type { Camera } from '../camera';\r\n\r\nconst SURFACE_MRT_FLAGS =\r\n MaterialVaryingFlags.SCENE_STORE_ROUGHNESS |\r\n MaterialVaryingFlags.SSS_STORE_PROFILE |\r\n MaterialVaryingFlags.SSS_STORE_DIFFUSE |\r\n MaterialVaryingFlags.SCENE_STORE_NORMAL |\r\n MaterialVaryingFlags.SSS_STORE_TRANSMISSION |\r\n MaterialVaryingFlags.SKIN_SSS_STORE;\r\nconst ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS =\r\n MaterialVaryingFlags.SCENE_STORE_ROUGHNESS |\r\n MaterialVaryingFlags.SSS_STORE_PROFILE |\r\n MaterialVaryingFlags.SCENE_STORE_NORMAL;\r\n\r\n/**\r\n * Forward render pass\r\n * @internal\r\n */\r\nexport class LightPass extends RenderPass {\r\n /** @internal */\r\n protected _shadowMapHash: Nullable<string>;\r\n /** @internal */\r\n protected _transmission: boolean;\r\n /** @internal */\r\n protected _renderOpaque: boolean;\r\n /** @internal */\r\n protected _renderTransparent: boolean;\r\n /** @internal */\r\n protected _renderSky: boolean;\r\n /**\r\n * Creates an instance of ForwardRenderPass\r\n */\r\n constructor() {\r\n super(RENDER_PASS_TYPE_LIGHT);\r\n this._shadowMapHash = null;\r\n this._transmission = false;\r\n this._renderOpaque = true;\r\n this._renderTransparent = true;\r\n this._renderSky = true;\r\n this._clearColor = Vector4.zero();\r\n }\r\n /** @internal */\r\n get transmission() {\r\n return this._transmission;\r\n }\r\n set transmission(val) {\r\n this._transmission = val;\r\n }\r\n /** @internal */\r\n get renderOpaque() {\r\n return this._renderOpaque;\r\n }\r\n set renderOpaque(val: boolean) {\r\n this._renderOpaque = !!val;\r\n }\r\n /** @internal */\r\n get renderTransparent() {\r\n return this._renderTransparent;\r\n }\r\n set renderTransparent(val: boolean) {\r\n this._renderTransparent = !!val;\r\n }\r\n /** @internal */\r\n get renderSky() {\r\n return this._renderSky;\r\n }\r\n set renderSky(val: boolean) {\r\n this._renderSky = !!val;\r\n }\r\n /** @internal */\r\n protected getAdditiveLightPassColorAttachments(ctx: DrawContext, materialFlags: number) {\r\n const framebuffer = ctx.device.getFramebuffer();\r\n if (!framebuffer) {\r\n return null;\r\n }\r\n const attachments: any[] = [framebuffer.getColorAttachments()[0]];\r\n if (materialFlags & MaterialVaryingFlags.SSS_STORE_DIFFUSE) {\r\n attachments.push(ctx.SSSDiffuseTexture!);\r\n }\r\n if (materialFlags & MaterialVaryingFlags.SSS_STORE_TRANSMISSION) {\r\n attachments.push(ctx.SSSTransmissionTexture!);\r\n }\r\n if (materialFlags & MaterialVaryingFlags.SKIN_SSS_STORE) {\r\n attachments.push(ctx.SkinSSSTexture!);\r\n }\r\n return attachments.length === 1 ? attachments[0] : attachments;\r\n }\r\n /** @internal */\r\n protected selectTransparentOITShadowLight(ctx: DrawContext, renderQueue: RenderQueue) {\r\n const shadowMapInfo = ctx.shadowMapInfo;\r\n if (!shadowMapInfo || shadowMapInfo.size === 0) {\r\n return null;\r\n }\r\n if (renderQueue.primaryDirectionalLight && shadowMapInfo.has(renderQueue.primaryDirectionalLight)) {\r\n return renderQueue.primaryDirectionalLight;\r\n }\r\n if (renderQueue.primaryTransmissionLight && shadowMapInfo.has(renderQueue.primaryTransmissionLight)) {\r\n return renderQueue.primaryTransmissionLight;\r\n }\r\n for (const light of renderQueue.shadowedLights) {\r\n if (shadowMapInfo.has(light)) {\r\n return light;\r\n }\r\n }\r\n return shadowMapInfo.keys().next().value ?? null;\r\n }\r\n /** @internal */\r\n protected _getGlobalBindGroupHash(ctx: DrawContext, camera: Camera) {\r\n return `${this._shadowMapHash}:${ctx.currentShadowLight?.runtimeId ?? 0}:${\r\n ctx.lightBlending ? 1 : 0\r\n }:${camera.oit?.calculateHash() ?? ''}:${ctx.env!.getHash(\r\n ctx\r\n )}:${ctx.materialFlags}:${ctx.linearDepthTexture?.uid ?? 0}:${ctx.sceneColorTexture?.uid ?? 0}:${\r\n ctx.HiZTexture?.uid ?? 0\r\n }:${ctx.screenSpaceShadowMask ? 1 : 0}:${ctx.scene.lightingMode}`;\r\n }\r\n /** @internal */\r\n protected _getShaderVariantHash(ctx: DrawContext, camera: Camera) {\r\n const textureVariant = (texture: Texture2D | null | undefined) => (texture ? `1:${texture.format}` : '0');\r\n return `LightPassShaderVariant:${this._shadowMapHash}:${ctx.currentShadowLight?.runtimeId ?? 0}:${\r\n ctx.lightBlending ? 1 : 0\r\n }:${camera.oit?.calculateHash() ?? ''}:${ctx.env!.getHash(\r\n ctx\r\n )}:${ctx.materialFlags}:${textureVariant(ctx.linearDepthTexture)}:${textureVariant(\r\n ctx.sceneColorTexture\r\n )}:${textureVariant(ctx.HiZTexture)}:${ctx.screenSpaceShadowMask ? 1 : 0}:${ctx.scene.lightingMode}`;\r\n }\r\n /** @internal */\r\n protected renderLightPass(\r\n ctx: DrawContext,\r\n camera: Camera,\r\n itemList: RenderItemListBundle,\r\n lights: PunctualLight[],\r\n flags: any\r\n ) {\r\n const baseLightPass = !ctx.lightBlending;\r\n ctx.drawEnvLight =\r\n baseLightPass &&\r\n ctx.env!.light.type !== 'none' &&\r\n (ctx.env!.light.envLight.hasRadiance() || ctx.env!.light.envLight.hasIrradiance());\r\n ctx.renderPassHash = this.getGlobalBindGroupHash(ctx, camera);\r\n ctx.shaderVariantHash = this._getShaderVariantHash(ctx, camera);\r\n const bindGroup = ctx.globalBindGroupAllocator.getGlobalBindGroup(ctx);\r\n if (!flags.cameraSet[ctx.renderPassHash]) {\r\n ShaderHelper.setCameraUniforms(bindGroup, ctx, camera, !!ctx.device.getFramebuffer());\r\n flags.cameraSet[ctx.renderPassHash] = 1;\r\n }\r\n if (ctx.currentShadowLight) {\r\n ShaderHelper.setLightUniformsShadow(bindGroup, ctx, lights[0]);\r\n } else {\r\n if (!flags.lightSet[ctx.renderPassHash]) {\r\n ShaderHelper.setLightUniforms(\r\n bindGroup,\r\n ctx,\r\n ctx.clusteredLight!.clusterParam,\r\n ctx.clusteredLight!.countParam,\r\n ctx.clusteredLight!.lightBuffer!,\r\n ctx.clusteredLight!.lightIndexTexture!\r\n );\r\n flags.lightSet[ctx.renderPassHash] = 1;\r\n }\r\n // Bind the per-queue cluster shadow-mask mode every call (not cached with\r\n // lightSet): the same clustered program/bind group may serve both the opaque\r\n // (sample mask) and transparent (skip shadow lights) queues.\r\n if (ctx.screenSpaceShadowMask) {\r\n ShaderHelper.setShadowMaskMode(bindGroup, !!ctx.shadowMaskClusterSample);\r\n }\r\n }\r\n if (ctx.materialFlags & MaterialVaryingFlags.APPLY_FOG && !flags.fogSet[ctx.renderPassHash]) {\r\n ShaderHelper.setFogUniforms(\r\n bindGroup,\r\n ctx.env!.sky.skyType === 'scatter' ? 1 : 0,\r\n ctx.env!.sky.mappedFogType,\r\n baseLightPass ? 0 : 1,\r\n ctx.env!.sky.atmosphereParams,\r\n ctx.env!.sky.heightFogParams,\r\n ctx.env!.sky.getAerialPerspectiveLUT(ctx),\r\n ctx.env!.sky.getSkyDistantLightLUT(ctx)\r\n );\r\n flags.fogSet[ctx.renderPassHash] = 1;\r\n }\r\n ctx.device.setBindGroup(0, bindGroup);\r\n const reverseWinding = camera.worldMatrixDet < 0;\r\n for (const lit of itemList.lit) {\r\n this.drawItemList(lit, ctx, reverseWinding);\r\n }\r\n if (!ctx.lightBlending) {\r\n for (const unlit of itemList.unlit) {\r\n this.drawItemList(unlit, ctx, reverseWinding);\r\n }\r\n }\r\n }\r\n /** @internal */\r\n protected renderItems(ctx: DrawContext, camera: Camera, renderQueue: RenderQueue) {\r\n ctx.renderPassHash = null;\r\n ctx.shaderVariantHash = null;\r\n ctx.env = ctx.scene.env;\r\n ctx.drawEnvLight = false;\r\n ctx.flip = this.isAutoFlip(ctx);\r\n const surfaceMRT = ctx.materialFlags & SURFACE_MRT_FLAGS;\r\n const additiveOpaqueMaterialFlags = ctx.materialFlags & ~ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS;\r\n const additiveTransparentMaterialFlags = ctx.materialFlags & ~SURFACE_MRT_FLAGS;\r\n const tmpFramebuffer = surfaceMRT\r\n ? ctx.device.pool.fetchTemporalFramebuffer(\r\n false,\r\n ctx.device.getDrawingBufferWidth(),\r\n ctx.device.getDrawingBufferHeight(),\r\n this.getAdditiveLightPassColorAttachments(ctx, additiveOpaqueMaterialFlags)!,\r\n ctx.device.getFramebuffer()!.getDepthAttachment()\r\n )\r\n : null;\r\n const needsTransparentSingleColorFramebuffer =\r\n !!tmpFramebuffer && tmpFramebuffer.getColorAttachments().length > 1;\r\n const transparentTmpFramebuffer = needsTransparentSingleColorFramebuffer\r\n ? ctx.device.pool.fetchTemporalFramebuffer(\r\n false,\r\n ctx.device.getDrawingBufferWidth(),\r\n ctx.device.getDrawingBufferHeight(),\r\n this.getAdditiveLightPassColorAttachments(ctx, additiveTransparentMaterialFlags)!,\r\n ctx.device.getFramebuffer()!.getDepthAttachment()\r\n )\r\n : tmpFramebuffer;\r\n const oit =\r\n renderQueue.drawTransparent && camera.oit && camera.oit.supportDevice(ctx.device.type)\r\n ? camera.oit\r\n : null;\r\n // Sort only when this invocation actually draws the transparent queue.\r\n // The opaque pass (and the SSS-profile pass) run with _renderTransparent\r\n // === false; without this guard they would sort the transparent lists\r\n // pointlessly, and the real transparent pass would then sort them again.\r\n if (!oit && renderQueue.drawTransparent && this._renderTransparent) {\r\n renderQueue.sortTransparentItems(camera.getWorldPosition());\r\n }\r\n const flags: any = {\r\n lightSet: {},\r\n cameraSet: {},\r\n fogSet: {}\r\n };\r\n const items = renderQueue.itemList;\r\n const lists = this._transmission\r\n ? [items?.transmission, items?.transmission_trans, items?.transparent]\r\n : [items?.opaque, items?.transparent];\r\n for (let i = 0; i < lists.length; i++) {\r\n const isOpaquePass = i === 0;\r\n if ((isOpaquePass && !this._renderOpaque) || (!isOpaquePass && !this._renderTransparent)) {\r\n continue;\r\n }\r\n if (lists[i]) {\r\n ctx.queue = i === 0 ? QUEUE_OPAQUE : QUEUE_TRANSPARENT;\r\n // The screen-space shadow mask is only valid for the opaque depth-prepass\r\n // geometry: lists[0] in non-transmission mode. For that queue, shadow lights\r\n // are lit via the clustered pass sampling the mask (additive passes skipped).\r\n // Every other queue (transparent/OIT hair, transmission) keeps the inline\r\n // additive shadow path, where shadows are sampled per-fragment at the real\r\n // surface depth.\r\n const useShadowMaskQueue = ctx.screenSpaceShadowMask && !this._transmission && i === 0;\r\n ctx.shadowMaskClusterSample = useShadowMaskQueue;\r\n ctx.oit = i === 0 || !items ? null : oit;\r\n const isolateTransparentABufferLightPasses =\r\n !!ctx.oit && ctx.queue === QUEUE_TRANSPARENT && ctx.oit.getType() === 'ab';\r\n if ((ctx.queue === QUEUE_TRANSPARENT || this._transmission) && ctx.scene.env.sky.fogPresents) {\r\n ctx.materialFlags |= MaterialVaryingFlags.APPLY_FOG;\r\n }\r\n const numOitPasses = ctx.oit ? ctx.oit.begin(ctx) : 1;\r\n for (let p = 0; p < numOitPasses; p++) {\r\n if (ctx.oit && !isolateTransparentABufferLightPasses) {\r\n if (!ctx.oit.beginPass(ctx, p)) {\r\n continue;\r\n }\r\n }\r\n const runLightPass = (lights: PunctualLight[]) => {\r\n if (ctx.oit && isolateTransparentABufferLightPasses) {\r\n if (!ctx.oit.beginPass(ctx, p)) {\r\n return;\r\n }\r\n this.renderLightPass(ctx, camera, lists[i]!, lights, flags);\r\n ctx.oit.endPass(ctx, p);\r\n } else {\r\n this.renderLightPass(ctx, camera, lists[i]!, lights, flags);\r\n }\r\n };\r\n const runAdditiveLightPass = (lights: PunctualLight[]) => {\r\n const passFramebuffer =\r\n ctx.queue === QUEUE_TRANSPARENT ? transparentTmpFramebuffer : tmpFramebuffer;\r\n if (ctx.lightBlending && passFramebuffer && !ctx.oit) {\r\n const savedMaterialFlags = ctx.materialFlags;\r\n ctx.materialFlags =\r\n ctx.queue === QUEUE_TRANSPARENT\r\n ? savedMaterialFlags & ~SURFACE_MRT_FLAGS\r\n : savedMaterialFlags & ~ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS;\r\n ctx.device.pushDeviceStates();\r\n ctx.device.setFramebuffer(passFramebuffer);\r\n try {\r\n runLightPass(lights);\r\n } finally {\r\n ctx.materialFlags = savedMaterialFlags;\r\n ctx.device.popDeviceStates();\r\n }\r\n } else {\r\n runLightPass(lights);\r\n }\r\n };\r\n let lightIndex = 0;\r\n // Run the per-shadowed-light additive passes unless this queue uses the\r\n // screen-space shadow mask (opaque). Transparent/transmission queues keep\r\n // the inline additive shadow path even when the mask is enabled.\r\n if (!useShadowMaskQueue && ctx.shadowMapInfo) {\r\n for (const k of ctx.shadowMapInfo.keys()) {\r\n ctx.currentShadowLight = k;\r\n ctx.lightBlending = lightIndex > 0;\r\n this._shadowMapHash = ctx.shadowMapInfo.get(k)!.shaderHash;\r\n runAdditiveLightPass([k]);\r\n lightIndex++;\r\n }\r\n }\r\n if (lightIndex === 0 || renderQueue.unshadowedLights.length > 0) {\r\n ctx.currentShadowLight = null;\r\n ctx.lightBlending = lightIndex > 0;\r\n this._shadowMapHash = '';\r\n runAdditiveLightPass(renderQueue.unshadowedLights);\r\n }\r\n if (ctx.oit && !isolateTransparentABufferLightPasses) {\r\n ctx.oit.endPass(ctx, p);\r\n }\r\n }\r\n if (ctx.oit) {\r\n ctx.oit.end(ctx);\r\n }\r\n ctx.materialFlags &= ~MaterialVaryingFlags.APPLY_FOG;\r\n }\r\n if (i === 0 && !ctx.sceneColorTexture && this._renderSky) {\r\n if (tmpFramebuffer) {\r\n ctx.device.pushDeviceStates();\r\n 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@@ -25,11 +25,12 @@ const maxBufferSizeInFloats = 65536 / 4;
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25
25
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/**
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26
26
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* Instance bind group allocator
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27
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* @public
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28
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-
*/ class InstanceBindGroupAllocator {
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28
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+
*/ class InstanceBindGroupAllocator extends Disposable {
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29
29
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static _instanceBindGroupLayout = null;
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30
30
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_bindGroupList = [];
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31
31
|
_allocFrameStamp;
|
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32
32
|
constructor(){
|
|
33
|
+
super();
|
|
33
34
|
this._allocFrameStamp = -1;
|
|
34
35
|
this._bindGroupList = [];
|
|
35
36
|
}
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@@ -68,6 +69,20 @@ const maxBufferSizeInFloats = 65536 / 4;
|
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|
68
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|
this._bindGroupList.push(bindGroup);
|
|
69
70
|
return bindGroup;
|
|
70
71
|
}
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|
72
|
+
/** Reset all allocations so the owned bind groups can be reused. */ reset() {
|
|
73
|
+
this._allocFrameStamp = -1;
|
|
74
|
+
for (const allocation of this._bindGroupList){
|
|
75
|
+
allocation.offset = 0;
|
|
76
|
+
allocation.dirty = true;
|
|
77
|
+
}
|
|
78
|
+
}
|
|
79
|
+
/** Release all bind groups owned by this allocator. */ onDispose() {
|
|
80
|
+
super.onDispose();
|
|
81
|
+
for (const allocation of this._bindGroupList){
|
|
82
|
+
allocation.bindGroup.dispose();
|
|
83
|
+
}
|
|
84
|
+
this._bindGroupList.length = 0;
|
|
85
|
+
}
|
|
71
86
|
}
|
|
72
87
|
const defaultInstanceBindGroupAlloator = new InstanceBindGroupAllocator();
|
|
73
88
|
const tmpDrawablePos = new Vector3();
|
|
@@ -104,7 +119,8 @@ const tmpDrawablePos = new Vector3();
|
|
|
104
119
|
this._primaryDirectionalLight = null;
|
|
105
120
|
this._primaryTransmissionLight = null;
|
|
106
121
|
this._ref = {
|
|
107
|
-
ref: this
|
|
122
|
+
ref: this,
|
|
123
|
+
valid: true
|
|
108
124
|
};
|
|
109
125
|
this._instanceInfo = new Map();
|
|
110
126
|
this._needSceneColor = false;
|
|
@@ -303,9 +319,10 @@ const tmpDrawablePos = new Vector3();
|
|
|
303
319
|
}
|
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}
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/** @internal */ getDrawableByColor(c) {
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/** @internal */ getDrawableByColor(c, map) {
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const id = (c[0] << 24) + (c[1] << 16) + (c[2] << 8) + c[3];
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map = map ?? this._objectColorMaps;
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for (const m of map){
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const drawable = m.get(id);
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if (drawable) {
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@@ -314,6 +331,13 @@ const tmpDrawablePos = new Vector3();
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return null;
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}
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/**
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* Capture an object-color lookup that remains valid after this queue is reset or disposed.
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* @internal
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*/ createObjectColorLookupSnapshot() {
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const snapshot = this._objectColorMaps.slice();
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return (c)=>this.getDrawableByColor(c, snapshot);
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}
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/**
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* Removes all items in the render queue
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*/ reset() {
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if (this._itemList) {
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@@ -345,6 +369,14 @@ const tmpDrawablePos = new Vector3();
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}
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this._itemList = null;
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}
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this._ref.valid = false;
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this._ref = {
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ref: this,
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valid: true
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};
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this._instanceInfo.clear();
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this._objectColorMaps.length = 0;
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this._objectColorMaps.push(new Map());
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this._shadowedLightList = [];
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this._unshadowedLightList = [];
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this._sunLight = null;
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@@ -474,6 +506,7 @@ const tmpDrawablePos = new Vector3();
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/** Disposes the render queue */ onDispose() {
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super.onDispose();
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this.reset();
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509
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this._ref.valid = false;
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}
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drawableDistanceToCamera(drawable, cameraPos) {
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const drawablePos = drawable.getNode().getWorldPosition(tmpDrawablePos);
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"render_queue.js","sources":["../../src/render/render_queue.ts"],"sourcesContent":["import type { Nullable, Vector4 } from '@zephyr3d/base';\r\nimport { Disposable, objectKeys, Vector3 } from '@zephyr3d/base';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { BatchDrawable, Drawable } from './drawable';\r\nimport type { DirectionalLight, PunctualLight } from '../scene/light';\r\nimport type { RenderPass } from '.';\r\nimport { QUEUE_TRANSPARENT, RENDER_PASS_TYPE_SHADOWMAP } from '../values';\r\nimport type { BindGroup, BindGroupLayout } from '@zephyr3d/device';\r\nimport { ProgramBuilder } from '@zephyr3d/device';\r\nimport type { Material } from '../material';\r\nimport { ShaderHelper } from '../material';\r\nimport { RenderBundleWrapper } from './renderbundle_wrapper';\r\nimport { getDevice } from '../app/api';\r\n\r\n/** @public */\r\nexport type CachedBindGroup = {\r\n bindGroup: BindGroup;\r\n buffer: Float32Array;\r\n offset: number;\r\n dirty: boolean;\r\n};\r\n\r\nconst maxBufferSizeInFloats = 65536 / 4;\r\n\r\n/**\r\n * Instance bind group allocator\r\n * @public\r\n */\r\nexport class InstanceBindGroupAllocator {\r\n private static _instanceBindGroupLayout: Nullable<BindGroupLayout> = null;\r\n _bindGroupList: CachedBindGroup[] = [];\r\n private _allocFrameStamp: number;\r\n constructor() {\r\n this._allocFrameStamp = -1;\r\n this._bindGroupList = [];\r\n }\r\n allocateInstanceBindGroup(framestamp: number, sizeInFloats: number) {\r\n // Reset if render frame changed\r\n if (this._allocFrameStamp !== framestamp) {\r\n this._allocFrameStamp = framestamp;\r\n for (const k of this._bindGroupList) {\r\n k.offset = 0;\r\n }\r\n }\r\n for (const k of this._bindGroupList) {\r\n if (k.offset + sizeInFloats <= maxBufferSizeInFloats) {\r\n k.dirty = true;\r\n return k;\r\n }\r\n }\r\n if (!InstanceBindGroupAllocator._instanceBindGroupLayout) {\r\n const buildInfo = new ProgramBuilder(getDevice()).buildRender({\r\n vertex(pb) {\r\n this[ShaderHelper.getInstanceDataUniformName()] = pb.vec4[65536 >> 4]().uniformBuffer(3);\r\n pb.main(function () {});\r\n },\r\n fragment(pb) {\r\n pb.main(function () {});\r\n }\r\n });\r\n InstanceBindGroupAllocator._instanceBindGroupLayout = buildInfo[2][3];\r\n }\r\n const bindGroup = {\r\n bindGroup: getDevice().createBindGroup(InstanceBindGroupAllocator._instanceBindGroupLayout),\r\n buffer: new Float32Array(maxBufferSizeInFloats),\r\n offset: 0,\r\n dirty: true\r\n };\r\n this._bindGroupList.push(bindGroup);\r\n return bindGroup;\r\n }\r\n}\r\n\r\nconst defaultInstanceBindGroupAlloator = new InstanceBindGroupAllocator();\r\nconst tmpDrawablePos = new Vector3();\r\n\r\n/**\r\n * Instance data\r\n * @public\r\n */\r\nexport interface InstanceData {\r\n bindGroup: CachedBindGroup;\r\n stride: number;\r\n offset: number;\r\n numInstances: number;\r\n}\r\n\r\n/**\r\n * Render queue item\r\n * @public\r\n */\r\nexport interface RenderQueueItem {\r\n drawable: Drawable;\r\n sortDistance: number;\r\n instanceColor?: Vector4;\r\n instanceData: Nullable<InstanceData>;\r\n}\r\n\r\n/**\r\n * Render item list information\r\n * @public\r\n */\r\nexport interface RenderItemListInfo {\r\n itemList: RenderQueueItem[];\r\n renderBundle?: RenderBundleWrapper;\r\n skinItemList: RenderQueueItem[];\r\n skinRenderBundle?: RenderBundleWrapper;\r\n morphItemList: RenderQueueItem[];\r\n morphRenderBundle?: RenderBundleWrapper;\r\n skinAndMorphItemList: RenderQueueItem[];\r\n skinAndMorphRenderBundle?: RenderBundleWrapper;\r\n instanceItemList: RenderQueueItem[];\r\n instanceRenderBundle?: RenderBundleWrapper;\r\n instanceList: Record<string, BatchDrawable[]>;\r\n materialList: Set<Material>;\r\n renderQueue: RenderQueue;\r\n}\r\n\r\n/**\r\n * Render item list bundle\r\n * @public\r\n */\r\nexport interface RenderItemListBundle {\r\n lit: RenderItemListInfo[];\r\n unlit: RenderItemListInfo[];\r\n}\r\n\r\n/**\r\n * Item list of render queue\r\n * @public\r\n */\r\nexport interface RenderItemList {\r\n opaque: RenderItemListBundle;\r\n transmission: RenderItemListBundle;\r\n transparent: RenderItemListBundle;\r\n transmission_trans: RenderItemListBundle;\r\n}\r\n\r\n/**\r\n * Render queue reference\r\n * @public\r\n */\r\nexport interface RenderQueueRef {\r\n ref: RenderQueue;\r\n}\r\n\r\n/**\r\n * Drawable instance information\r\n * @public\r\n */\r\nexport interface DrawableInstanceInfo {\r\n bindGroup: CachedBindGroup;\r\n offset: number;\r\n}\r\n\r\n/**\r\n * A queue that contains the items to be rendered\r\n * @public\r\n */\r\nexport class RenderQueue extends Disposable {\r\n /** @internal */\r\n private _itemList: Nullable<RenderItemList>;\r\n /** @internal */\r\n private readonly _renderPass: RenderPass;\r\n /** @internal */\r\n private _shadowedLightList: PunctualLight[];\r\n /** @internal */\r\n private _unshadowedLightList: PunctualLight[];\r\n /** @internal */\r\n private _sunLight: Nullable<DirectionalLight>;\r\n /** @internal */\r\n private _primaryDirectionalLight: Nullable<DirectionalLight>;\r\n /** @internal */\r\n private _primaryTransmissionLight: Nullable<PunctualLight>;\r\n /** @internal */\r\n private readonly _bindGroupAllocator: InstanceBindGroupAllocator;\r\n /** @internal */\r\n private readonly _ref: RenderQueueRef;\r\n /** @internal */\r\n private readonly _instanceInfo: Map<Drawable, DrawableInstanceInfo>;\r\n /** @internal */\r\n private _needSceneColor: boolean;\r\n private _needSceneDepth: boolean;\r\n private _needSceneColorWithDepth: boolean;\r\n /** @internal */\r\n private _drawTransparent: boolean;\r\n /** @internal */\r\n private readonly _objectColorMaps: Map<number, Drawable>[];\r\n /**\r\n * Creates an instance of a render queue\r\n * @param renderPass - The render pass to which the render queue belongs\r\n */\r\n constructor(renderPass: RenderPass, bindGroupAllocator?: InstanceBindGroupAllocator) {\r\n super();\r\n this._bindGroupAllocator = bindGroupAllocator ?? defaultInstanceBindGroupAlloator;\r\n this._itemList = null;\r\n this._renderPass = renderPass;\r\n this._shadowedLightList = [];\r\n this._unshadowedLightList = [];\r\n this._sunLight = null;\r\n this._primaryDirectionalLight = null;\r\n this._primaryTransmissionLight = null;\r\n this._ref = { ref: this };\r\n this._instanceInfo = new Map();\r\n this._needSceneColor = false;\r\n this._needSceneDepth = false;\r\n this._needSceneColorWithDepth = false;\r\n this._drawTransparent = false;\r\n this._objectColorMaps = [new Map()];\r\n }\r\n /** The sun light */\r\n get sunLight() {\r\n return this._sunLight;\r\n }\r\n set sunLight(light) {\r\n this._sunLight = light;\r\n }\r\n /** Primary directional light used by effects that need a main light direction. */\r\n get primaryDirectionalLight() {\r\n return this._primaryDirectionalLight;\r\n }\r\n set primaryDirectionalLight(light) {\r\n this._primaryDirectionalLight = light;\r\n }\r\n /** Primary punctual light used by thin-transmission effects when there is no main directional light. */\r\n get primaryTransmissionLight() {\r\n return this._primaryTransmissionLight;\r\n }\r\n set primaryTransmissionLight(light) {\r\n this._primaryTransmissionLight = light;\r\n }\r\n /** @internal */\r\n private getTransmissionLightScore(light: PunctualLight) {\r\n if (light.isDirectionLight()) {\r\n return -1;\r\n }\r\n const color = light.diffuseAndIntensity;\r\n const luma = color.x * 0.2126 + color.y * 0.7152 + color.z * 0.0722;\r\n const range = Math.max(1, light.positionAndRange.w);\r\n const typeWeight = light.isSpotLight()\r\n ? 1.2\r\n : light.isPointLight()\r\n ? 1.08\r\n : light.isRectLight()\r\n ? 1.02\r\n : 1;\r\n return Math.max(color.w, 0) * Math.max(luma, 0) * Math.sqrt(range) * typeWeight;\r\n }\r\n /** @internal */\r\n needSceneColor() {\r\n return this._needSceneColor;\r\n }\r\n /** @internal */\r\n needSceneDepth() {\r\n return this._needSceneDepth;\r\n }\r\n /** @internal */\r\n needSceneColorWithDepth() {\r\n return this._needSceneColorWithDepth;\r\n }\r\n /** Whether this render queue has transparent objects to be drawn */\r\n get drawTransparent() {\r\n return this._drawTransparent;\r\n }\r\n /** The render pass to which the render queue belongs */\r\n get renderPass() {\r\n return this._renderPass;\r\n }\r\n /**\r\n * Gets the items of the render queue\r\n */\r\n get itemList() {\r\n return this._itemList;\r\n }\r\n /**\r\n * Gets the shadowed lights\r\n */\r\n get shadowedLights() {\r\n return this._shadowedLightList;\r\n }\r\n /**\r\n * Gets the unshadowed lights\r\n */\r\n get unshadowedLights() {\r\n return this._unshadowedLightList;\r\n }\r\n /**\r\n * Gets the indirect reference of this\r\n */\r\n get ref() {\r\n return this._ref;\r\n }\r\n /**\r\n * Gets the instance information for given drawable object\r\n * @param drawable - The drawable object\r\n * @returns The instane information for given drawable object, null if no exists\r\n */\r\n getInstanceInfo(drawable: Drawable) {\r\n return this._instanceInfo.get(drawable);\r\n }\r\n /**\r\n * Gets the maximum batch size of a given device\r\n * @returns The maximum batch size of the device\r\n *\r\n * @internal\r\n */\r\n getMaxBatchSize() {\r\n return getDevice().getDeviceCaps().shaderCaps.maxUniformBufferSize / 64;\r\n }\r\n /**\r\n * Push a punctual light\r\n * @param light - The light to be pushed\r\n */\r\n pushLight(light: PunctualLight) {\r\n if (light.castShadow) {\r\n this._shadowedLightList.push(light);\r\n } else {\r\n this._unshadowedLightList.push(light);\r\n }\r\n if (light.isDirectionLight()) {\r\n if (!this._primaryDirectionalLight || light.intensity > this._primaryDirectionalLight.intensity) {\r\n this._primaryDirectionalLight = light;\r\n }\r\n if (light.sunLight) {\r\n this.sunLight = light;\r\n }\r\n } else if (\r\n !this._primaryTransmissionLight ||\r\n this.getTransmissionLightScore(light) > this.getTransmissionLightScore(this._primaryTransmissionLight)\r\n ) {\r\n this._primaryTransmissionLight = light;\r\n }\r\n }\r\n /**\r\n * Push items from another render queue\r\n * @param queue - The render queue to be pushed\r\n */\r\n pushRenderQueue(queue: RenderQueue) {\r\n const newItemLists = queue._itemList;\r\n if (!newItemLists) {\r\n return;\r\n }\r\n if (!this._itemList) {\r\n this._itemList = this.newRenderItemList();\r\n }\r\n this._itemList.opaque.lit.push(...newItemLists.opaque.lit);\r\n this._itemList.opaque.unlit.push(...newItemLists.opaque.unlit);\r\n this._itemList.transmission.lit.push(...newItemLists.transmission.lit);\r\n this._itemList.transmission.unlit.push(...newItemLists.transmission.unlit);\r\n this._itemList.transparent.lit.push(...newItemLists.transparent.lit);\r\n this._itemList.transparent.unlit.push(...newItemLists.transparent.unlit);\r\n this._itemList.transmission_trans.lit.push(...newItemLists.transmission_trans.lit);\r\n this._itemList.transmission_trans.unlit.push(...newItemLists.transmission_trans.unlit);\r\n this._needSceneColor ||= queue._needSceneColor;\r\n this._needSceneDepth ||= queue._needSceneDepth;\r\n this._needSceneColorWithDepth ||= queue._needSceneColorWithDepth;\r\n this._drawTransparent ||= queue._drawTransparent;\r\n this._sunLight ||= queue._sunLight;\r\n if (\r\n queue._primaryDirectionalLight &&\r\n (!this._primaryDirectionalLight ||\r\n queue._primaryDirectionalLight.intensity > this._primaryDirectionalLight.intensity)\r\n ) {\r\n this._primaryDirectionalLight = queue._primaryDirectionalLight;\r\n }\r\n if (\r\n queue._primaryTransmissionLight &&\r\n (!this._primaryTransmissionLight ||\r\n this.getTransmissionLightScore(queue._primaryTransmissionLight) >\r\n this.getTransmissionLightScore(this._primaryTransmissionLight))\r\n ) {\r\n this._primaryTransmissionLight = queue._primaryTransmissionLight;\r\n }\r\n this._objectColorMaps.push(...queue._objectColorMaps);\r\n }\r\n /**\r\n * Push an item to the render queue\r\n * @param camera - The camera for drawing the item\r\n * @param drawable - The object to be drawn\r\n */\r\n push(camera: Camera, drawable: Drawable) {\r\n if (drawable) {\r\n drawable.pushRenderQueueRef(this._ref);\r\n if (!this._itemList) {\r\n this._itemList = this.newRenderItemList();\r\n }\r\n const material = drawable.getMaterial();\r\n const trans =\r\n this._renderPass.type === RENDER_PASS_TYPE_SHADOWMAP &&\r\n material?.useTransparentShadowCasterForPass?.(this._renderPass.type)\r\n ? false\r\n : drawable.getQueueType() === QUEUE_TRANSPARENT;\r\n const unlit = drawable.isUnlit();\r\n const needDepth = !!drawable.needSceneDepth();\r\n const transmission = !!drawable.needSceneColor() || needDepth;\r\n this._needSceneColor ||= transmission;\r\n this._needSceneDepth ||= drawable.needSceneDepth();\r\n this._needSceneColorWithDepth ||= transmission && needDepth;\r\n this._drawTransparent ||= trans;\r\n if (camera.getPickResultResolveFunc()) {\r\n drawable.getMaterial()!.objectColor = drawable.getObjectColor();\r\n this._objectColorMaps[0].set(drawable.getDrawableId(), drawable);\r\n }\r\n if (drawable.isBatchable()) {\r\n const instanceList = trans\r\n ? transmission\r\n ? unlit\r\n ? this._itemList.transmission_trans.unlit[0].instanceList\r\n : this._itemList.transmission_trans.lit[0].instanceList\r\n : unlit\r\n ? this._itemList.transparent.unlit[0].instanceList\r\n : this._itemList.transparent.lit[0].instanceList\r\n : transmission\r\n ? unlit\r\n ? this._itemList.transmission.unlit[0].instanceList\r\n : this._itemList.transmission.lit[0].instanceList\r\n : unlit\r\n ? this._itemList.opaque.unlit[0].instanceList\r\n : this._itemList.opaque.lit[0].instanceList;\r\n const hash = drawable.getInstanceId(this._renderPass);\r\n let drawableList = instanceList[hash];\r\n if (!drawableList) {\r\n drawableList = [];\r\n instanceList[hash] = drawableList;\r\n }\r\n drawableList.push(drawable);\r\n } else {\r\n const list = trans\r\n ? transmission\r\n ? unlit\r\n ? this._itemList.transmission_trans.unlit[0]\r\n : this._itemList.transmission_trans.lit[0]\r\n : unlit\r\n ? this._itemList.transparent.unlit[0]\r\n : this._itemList.transparent.lit[0]\r\n : transmission\r\n ? unlit\r\n ? this._itemList.transmission.unlit[0]\r\n : this._itemList.transmission.lit[0]\r\n : unlit\r\n ? this._itemList.opaque.unlit[0]\r\n : this._itemList.opaque.lit[0];\r\n const skinAnimation = !!drawable.getBoneMatrices();\r\n const morphAnimation = !!drawable.getMorphData();\r\n let queue: RenderQueueItem[];\r\n if (skinAnimation && morphAnimation) {\r\n queue = list.skinAndMorphItemList;\r\n } else if (skinAnimation) {\r\n queue = list.skinItemList;\r\n } else if (morphAnimation) {\r\n queue = list.morphItemList;\r\n } else {\r\n queue = list.itemList;\r\n }\r\n this.binaryInsert(queue, {\r\n drawable,\r\n sortDistance: drawable.getSortDistance(camera),\r\n instanceData: null\r\n });\r\n if (material) {\r\n list.materialList.add(material.coreMaterial);\r\n }\r\n drawable.applyTransformUniforms(this);\r\n }\r\n }\r\n }\r\n /** @internal */\r\n getDrawableByColor(c: Uint8Array<ArrayBuffer>) {\r\n const id = (c[0] << 24) + (c[1] << 16) + (c[2] << 8) + c[3];\r\n for (const m of this._objectColorMaps) {\r\n const drawable = m.get(id);\r\n if (drawable) {\r\n return drawable;\r\n }\r\n }\r\n return null;\r\n }\r\n /**\r\n * Removes all items in the render queue\r\n */\r\n reset() {\r\n if (this._itemList) {\r\n // Release all render bundles\r\n for (const k of objectKeys(this._itemList)) {\r\n const itemListBundle: RenderItemListBundle = this._itemList[k];\r\n for (const l of objectKeys(itemListBundle)) {\r\n const listInfo: RenderItemListInfo[] = itemListBundle[l];\r\n for (const info of listInfo) {\r\n if (info.renderQueue === this) {\r\n if (info.renderBundle) {\r\n info.renderBundle.dispose();\r\n }\r\n if (info.skinRenderBundle) {\r\n info.skinRenderBundle.dispose();\r\n }\r\n if (info.morphRenderBundle) {\r\n info.morphRenderBundle.dispose();\r\n }\r\n if (info.skinAndMorphRenderBundle) {\r\n info.skinAndMorphRenderBundle.dispose();\r\n }\r\n if (info.instanceRenderBundle) {\r\n info.instanceRenderBundle.dispose();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n this._itemList = null;\r\n }\r\n this._shadowedLightList = [];\r\n this._unshadowedLightList = [];\r\n this._sunLight = null;\r\n this._primaryDirectionalLight = null;\r\n this._primaryTransmissionLight = null;\r\n this._needSceneColor = false;\r\n this._needSceneDepth = false;\r\n this._needSceneColorWithDepth = false;\r\n this._drawTransparent = false;\r\n }\r\n /** @internal */\r\n end(camera: Camera, createRenderBundles?: boolean) {\r\n const frameCounter = getDevice().frameInfo.frameCounter;\r\n const itemList = this._itemList!;\r\n if (!this.itemList) {\r\n return this;\r\n }\r\n const lists = [\r\n itemList.opaque.lit,\r\n itemList.opaque.unlit,\r\n itemList.transmission.lit,\r\n itemList.transmission.unlit,\r\n itemList.transparent.lit,\r\n itemList.transparent.unlit,\r\n itemList.transmission_trans.lit,\r\n itemList.transmission_trans.unlit\r\n ];\r\n for (let i = 0; i < lists.length; i++) {\r\n const list = lists[i];\r\n for (const info of list) {\r\n if (info.renderQueue !== this) {\r\n continue;\r\n }\r\n const instanceList = info.instanceList;\r\n for (const x in instanceList) {\r\n const drawables = instanceList[x];\r\n let bindGroup: Nullable<CachedBindGroup> = null;\r\n let item: Nullable<RenderQueueItem> = null;\r\n for (let i = 0; i < drawables.length; i++) {\r\n const drawable = drawables[i];\r\n const instanceUniforms = drawable.getInstanceUniforms();\r\n const instanceUniformsSize = instanceUniforms?.length ?? 0;\r\n const stride = ShaderHelper.MATERIAL_INSTANCE_DATA_OFFSET * 4 + instanceUniformsSize;\r\n if (!bindGroup || bindGroup.offset + stride > maxBufferSizeInFloats) {\r\n bindGroup = this._bindGroupAllocator.allocateInstanceBindGroup(frameCounter, stride);\r\n item = {\r\n drawable,\r\n sortDistance: drawable.getSortDistance(camera),\r\n instanceData: {\r\n bindGroup,\r\n offset: bindGroup.offset,\r\n numInstances: 0,\r\n stride\r\n }\r\n };\r\n this.binaryInsert(info.instanceItemList, item);\r\n drawable.applyInstanceOffsetAndStride(this, stride, bindGroup.offset);\r\n }\r\n const instanceInfo = { bindGroup, offset: bindGroup.offset };\r\n this._instanceInfo.set(drawable, instanceInfo);\r\n drawable.applyTransformUniforms(this);\r\n drawable.applyMaterialUniforms(instanceInfo);\r\n bindGroup.offset += stride;\r\n item!.instanceData!.numInstances++;\r\n const mat = drawable.getMaterial();\r\n if (mat) {\r\n info.materialList.add(mat.coreMaterial);\r\n }\r\n }\r\n }\r\n info.instanceList = {};\r\n if (createRenderBundles) {\r\n if (info.itemList.length > 0) {\r\n info.renderBundle = new RenderBundleWrapper();\r\n }\r\n if (info.skinItemList.length > 0) {\r\n info.skinRenderBundle = new RenderBundleWrapper();\r\n }\r\n if (info.morphItemList.length > 0) {\r\n info.morphRenderBundle = new RenderBundleWrapper();\r\n }\r\n if (info.skinAndMorphItemList.length > 0) {\r\n info.skinAndMorphRenderBundle = new RenderBundleWrapper();\r\n }\r\n if (info.instanceItemList.length > 0) {\r\n info.instanceRenderBundle = new RenderBundleWrapper();\r\n }\r\n }\r\n }\r\n }\r\n return this;\r\n }\r\n binaryInsert(itemList: RenderQueueItem[], item: RenderQueueItem) {\r\n let left = 0;\r\n let right = itemList.length - 1;\r\n const newInstanceId = item.drawable.getMaterial()!.instanceId;\r\n while (left <= right) {\r\n const mid = Math.floor((left + right) / 2);\r\n const instanceId = itemList[mid].drawable.getMaterial()!.instanceId;\r\n if (instanceId === newInstanceId) {\r\n itemList.splice(mid + 1, 0, item);\r\n return;\r\n } else if (instanceId < newInstanceId) {\r\n left = mid + 1;\r\n } else {\r\n right = mid - 1;\r\n }\r\n }\r\n itemList.splice(left, 0, item);\r\n }\r\n /**\r\n * Sorts the items in the render queue for rendering\r\n */\r\n 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{"version":3,"file":"render_queue.js","sources":["../../src/render/render_queue.ts"],"sourcesContent":["import type { Nullable, Vector4 } from '@zephyr3d/base';\r\nimport { Disposable, objectKeys, Vector3 } from '@zephyr3d/base';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { BatchDrawable, Drawable } from './drawable';\r\nimport type { DirectionalLight, PunctualLight } from '../scene/light';\r\nimport type { RenderPass } from '.';\r\nimport { QUEUE_TRANSPARENT, RENDER_PASS_TYPE_SHADOWMAP } from '../values';\r\nimport type { BindGroup, BindGroupLayout } from '@zephyr3d/device';\r\nimport { ProgramBuilder } from '@zephyr3d/device';\r\nimport type { Material } from '../material';\r\nimport { ShaderHelper } from '../material';\r\nimport { RenderBundleWrapper } from './renderbundle_wrapper';\r\nimport { getDevice } from '../app/api';\r\n\r\n/** @public */\r\nexport type CachedBindGroup = {\r\n bindGroup: BindGroup;\r\n buffer: Float32Array;\r\n offset: number;\r\n dirty: boolean;\r\n};\r\n\r\nconst maxBufferSizeInFloats = 65536 / 4;\r\n\r\n/**\r\n * Instance bind group allocator\r\n * @public\r\n */\r\nexport class InstanceBindGroupAllocator extends Disposable {\r\n private static _instanceBindGroupLayout: Nullable<BindGroupLayout> = null;\r\n _bindGroupList: CachedBindGroup[] = [];\r\n private _allocFrameStamp: number;\r\n constructor() {\r\n super();\r\n this._allocFrameStamp = -1;\r\n this._bindGroupList = [];\r\n }\r\n allocateInstanceBindGroup(framestamp: number, sizeInFloats: number) {\r\n // Reset if render frame changed\r\n if (this._allocFrameStamp !== framestamp) {\r\n this._allocFrameStamp = framestamp;\r\n for (const k of this._bindGroupList) {\r\n k.offset = 0;\r\n }\r\n }\r\n for (const k of this._bindGroupList) {\r\n if (k.offset + sizeInFloats <= maxBufferSizeInFloats) {\r\n k.dirty = true;\r\n return k;\r\n }\r\n }\r\n if (!InstanceBindGroupAllocator._instanceBindGroupLayout) {\r\n const buildInfo = new ProgramBuilder(getDevice()).buildRender({\r\n vertex(pb) {\r\n this[ShaderHelper.getInstanceDataUniformName()] = pb.vec4[65536 >> 4]().uniformBuffer(3);\r\n pb.main(function () {});\r\n },\r\n fragment(pb) {\r\n pb.main(function () {});\r\n }\r\n });\r\n InstanceBindGroupAllocator._instanceBindGroupLayout = buildInfo[2][3];\r\n }\r\n const bindGroup = {\r\n bindGroup: getDevice().createBindGroup(InstanceBindGroupAllocator._instanceBindGroupLayout),\r\n buffer: new Float32Array(maxBufferSizeInFloats),\r\n offset: 0,\r\n dirty: true\r\n };\r\n this._bindGroupList.push(bindGroup);\r\n return bindGroup;\r\n }\r\n /** Reset all allocations so the owned bind groups can be reused. */\r\n reset() {\r\n this._allocFrameStamp = -1;\r\n for (const allocation of this._bindGroupList) {\r\n allocation.offset = 0;\r\n allocation.dirty = true;\r\n }\r\n }\r\n /** Release all bind groups owned by this allocator. */\r\n protected onDispose() {\r\n super.onDispose();\r\n for (const allocation of this._bindGroupList) {\r\n allocation.bindGroup.dispose();\r\n }\r\n this._bindGroupList.length = 0;\r\n }\r\n}\r\n\r\nconst defaultInstanceBindGroupAlloator = new InstanceBindGroupAllocator();\r\nconst tmpDrawablePos = new Vector3();\r\n\r\n/**\r\n * Instance data\r\n * @public\r\n */\r\nexport interface InstanceData {\r\n bindGroup: CachedBindGroup;\r\n stride: number;\r\n offset: number;\r\n numInstances: number;\r\n}\r\n\r\n/**\r\n * Render queue item\r\n * @public\r\n */\r\nexport interface RenderQueueItem {\r\n drawable: Drawable;\r\n sortDistance: number;\r\n instanceColor?: Vector4;\r\n instanceData: Nullable<InstanceData>;\r\n}\r\n\r\n/**\r\n * Render item list information\r\n * @public\r\n */\r\nexport interface RenderItemListInfo {\r\n itemList: RenderQueueItem[];\r\n renderBundle?: RenderBundleWrapper;\r\n skinItemList: RenderQueueItem[];\r\n skinRenderBundle?: RenderBundleWrapper;\r\n morphItemList: RenderQueueItem[];\r\n morphRenderBundle?: RenderBundleWrapper;\r\n skinAndMorphItemList: RenderQueueItem[];\r\n skinAndMorphRenderBundle?: RenderBundleWrapper;\r\n instanceItemList: RenderQueueItem[];\r\n instanceRenderBundle?: RenderBundleWrapper;\r\n instanceList: Record<string, BatchDrawable[]>;\r\n materialList: Set<Material>;\r\n renderQueue: RenderQueue;\r\n}\r\n\r\n/**\r\n * Render item list bundle\r\n * @public\r\n */\r\nexport interface RenderItemListBundle {\r\n lit: RenderItemListInfo[];\r\n unlit: RenderItemListInfo[];\r\n}\r\n\r\n/**\r\n * Item list of render queue\r\n * @public\r\n */\r\nexport interface RenderItemList {\r\n opaque: RenderItemListBundle;\r\n transmission: RenderItemListBundle;\r\n transparent: RenderItemListBundle;\r\n transmission_trans: RenderItemListBundle;\r\n}\r\n\r\n/**\r\n * Render queue reference\r\n * @public\r\n */\r\nexport interface RenderQueueRef {\r\n ref: RenderQueue;\r\n /** False after the queue is cleared and starts a new contents generation. */\r\n valid: boolean;\r\n}\r\n\r\n/**\r\n * Drawable instance information\r\n * @public\r\n */\r\nexport interface DrawableInstanceInfo {\r\n bindGroup: CachedBindGroup;\r\n offset: number;\r\n}\r\n\r\n/**\r\n * A queue that contains the items to be rendered\r\n * @public\r\n */\r\nexport class RenderQueue extends Disposable {\r\n /** @internal */\r\n private _itemList: Nullable<RenderItemList>;\r\n /** @internal */\r\n private readonly _renderPass: RenderPass;\r\n /** @internal */\r\n private _shadowedLightList: PunctualLight[];\r\n /** @internal */\r\n private _unshadowedLightList: PunctualLight[];\r\n /** @internal */\r\n private _sunLight: Nullable<DirectionalLight>;\r\n /** @internal */\r\n private _primaryDirectionalLight: Nullable<DirectionalLight>;\r\n /** @internal */\r\n private _primaryTransmissionLight: Nullable<PunctualLight>;\r\n /** @internal */\r\n private readonly _bindGroupAllocator: InstanceBindGroupAllocator;\r\n /** @internal */\r\n private _ref: RenderQueueRef;\r\n /** @internal */\r\n private readonly _instanceInfo: Map<Drawable, DrawableInstanceInfo>;\r\n /** @internal */\r\n private _needSceneColor: boolean;\r\n private _needSceneDepth: boolean;\r\n private _needSceneColorWithDepth: boolean;\r\n /** @internal */\r\n private _drawTransparent: boolean;\r\n /** @internal */\r\n private readonly _objectColorMaps: Map<number, Drawable>[];\r\n /**\r\n * Creates an instance of a render queue\r\n * @param renderPass - The render pass to which the render queue belongs\r\n */\r\n constructor(renderPass: RenderPass, bindGroupAllocator?: InstanceBindGroupAllocator) {\r\n super();\r\n this._bindGroupAllocator = bindGroupAllocator ?? defaultInstanceBindGroupAlloator;\r\n this._itemList = null;\r\n this._renderPass = renderPass;\r\n this._shadowedLightList = [];\r\n this._unshadowedLightList = [];\r\n this._sunLight = null;\r\n this._primaryDirectionalLight = null;\r\n this._primaryTransmissionLight = null;\r\n this._ref = { ref: this, valid: true };\r\n this._instanceInfo = new Map();\r\n this._needSceneColor = false;\r\n this._needSceneDepth = false;\r\n this._needSceneColorWithDepth = false;\r\n this._drawTransparent = false;\r\n this._objectColorMaps = [new Map()];\r\n }\r\n /** The sun light */\r\n get sunLight() {\r\n return this._sunLight;\r\n }\r\n set sunLight(light) {\r\n this._sunLight = light;\r\n }\r\n /** Primary directional light used by effects that need a main light direction. */\r\n get primaryDirectionalLight() {\r\n return this._primaryDirectionalLight;\r\n }\r\n set primaryDirectionalLight(light) {\r\n this._primaryDirectionalLight = light;\r\n }\r\n /** Primary punctual light used by thin-transmission effects when there is no main directional light. */\r\n get primaryTransmissionLight() {\r\n return this._primaryTransmissionLight;\r\n }\r\n set primaryTransmissionLight(light) {\r\n this._primaryTransmissionLight = light;\r\n }\r\n /** @internal */\r\n private getTransmissionLightScore(light: PunctualLight) {\r\n if (light.isDirectionLight()) {\r\n return -1;\r\n }\r\n const color = light.diffuseAndIntensity;\r\n const luma = color.x * 0.2126 + color.y * 0.7152 + color.z * 0.0722;\r\n const range = Math.max(1, light.positionAndRange.w);\r\n const typeWeight = light.isSpotLight()\r\n ? 1.2\r\n : light.isPointLight()\r\n ? 1.08\r\n : light.isRectLight()\r\n ? 1.02\r\n : 1;\r\n return Math.max(color.w, 0) * Math.max(luma, 0) * Math.sqrt(range) * typeWeight;\r\n }\r\n /** @internal */\r\n needSceneColor() {\r\n return this._needSceneColor;\r\n }\r\n /** @internal */\r\n needSceneDepth() {\r\n return this._needSceneDepth;\r\n }\r\n /** @internal */\r\n needSceneColorWithDepth() {\r\n return this._needSceneColorWithDepth;\r\n }\r\n /** Whether this render queue has transparent objects to be drawn */\r\n get drawTransparent() {\r\n return this._drawTransparent;\r\n }\r\n /** The render pass to which the render queue belongs */\r\n get renderPass() {\r\n return this._renderPass;\r\n }\r\n /**\r\n * Gets the items of the render queue\r\n */\r\n get itemList() {\r\n return this._itemList;\r\n }\r\n /**\r\n * Gets the shadowed lights\r\n */\r\n get shadowedLights() {\r\n return this._shadowedLightList;\r\n }\r\n /**\r\n * Gets the unshadowed lights\r\n */\r\n get unshadowedLights() {\r\n return this._unshadowedLightList;\r\n }\r\n /**\r\n * Gets the indirect reference of this\r\n */\r\n get ref() {\r\n return this._ref;\r\n }\r\n /**\r\n * Gets the instance information for given drawable object\r\n * @param drawable - The drawable object\r\n * @returns The instane information for given drawable object, null if no exists\r\n */\r\n getInstanceInfo(drawable: Drawable) {\r\n return this._instanceInfo.get(drawable);\r\n }\r\n /**\r\n * Gets the maximum batch size of a given device\r\n * @returns The maximum batch size of the device\r\n *\r\n * @internal\r\n */\r\n getMaxBatchSize() {\r\n return getDevice().getDeviceCaps().shaderCaps.maxUniformBufferSize / 64;\r\n }\r\n /**\r\n * Push a punctual light\r\n * @param light - The light to be pushed\r\n */\r\n pushLight(light: PunctualLight) {\r\n if (light.castShadow) {\r\n this._shadowedLightList.push(light);\r\n } else {\r\n this._unshadowedLightList.push(light);\r\n }\r\n if (light.isDirectionLight()) {\r\n if (!this._primaryDirectionalLight || light.intensity > this._primaryDirectionalLight.intensity) {\r\n this._primaryDirectionalLight = light;\r\n }\r\n if (light.sunLight) {\r\n this.sunLight = light;\r\n }\r\n } else if (\r\n !this._primaryTransmissionLight ||\r\n this.getTransmissionLightScore(light) > this.getTransmissionLightScore(this._primaryTransmissionLight)\r\n ) {\r\n this._primaryTransmissionLight = light;\r\n }\r\n }\r\n /**\r\n * Push items from another render queue\r\n * @param queue - The render queue to be pushed\r\n */\r\n pushRenderQueue(queue: RenderQueue) {\r\n const newItemLists = queue._itemList;\r\n if (!newItemLists) {\r\n return;\r\n }\r\n if (!this._itemList) {\r\n this._itemList = this.newRenderItemList();\r\n }\r\n this._itemList.opaque.lit.push(...newItemLists.opaque.lit);\r\n this._itemList.opaque.unlit.push(...newItemLists.opaque.unlit);\r\n this._itemList.transmission.lit.push(...newItemLists.transmission.lit);\r\n this._itemList.transmission.unlit.push(...newItemLists.transmission.unlit);\r\n this._itemList.transparent.lit.push(...newItemLists.transparent.lit);\r\n this._itemList.transparent.unlit.push(...newItemLists.transparent.unlit);\r\n this._itemList.transmission_trans.lit.push(...newItemLists.transmission_trans.lit);\r\n this._itemList.transmission_trans.unlit.push(...newItemLists.transmission_trans.unlit);\r\n this._needSceneColor ||= queue._needSceneColor;\r\n this._needSceneDepth ||= queue._needSceneDepth;\r\n this._needSceneColorWithDepth ||= queue._needSceneColorWithDepth;\r\n this._drawTransparent ||= queue._drawTransparent;\r\n this._sunLight ||= queue._sunLight;\r\n if (\r\n queue._primaryDirectionalLight &&\r\n (!this._primaryDirectionalLight ||\r\n queue._primaryDirectionalLight.intensity > this._primaryDirectionalLight.intensity)\r\n ) {\r\n this._primaryDirectionalLight = queue._primaryDirectionalLight;\r\n }\r\n if (\r\n queue._primaryTransmissionLight &&\r\n (!this._primaryTransmissionLight ||\r\n this.getTransmissionLightScore(queue._primaryTransmissionLight) >\r\n this.getTransmissionLightScore(this._primaryTransmissionLight))\r\n ) {\r\n this._primaryTransmissionLight = queue._primaryTransmissionLight;\r\n }\r\n this._objectColorMaps.push(...queue._objectColorMaps);\r\n }\r\n /**\r\n * Push an item to the render queue\r\n * @param camera - The camera for drawing the item\r\n * @param drawable - The object to be drawn\r\n */\r\n push(camera: Camera, drawable: Drawable) {\r\n if (drawable) {\r\n drawable.pushRenderQueueRef(this._ref);\r\n if (!this._itemList) {\r\n this._itemList = this.newRenderItemList();\r\n }\r\n const material = drawable.getMaterial();\r\n const trans =\r\n this._renderPass.type === RENDER_PASS_TYPE_SHADOWMAP &&\r\n material?.useTransparentShadowCasterForPass?.(this._renderPass.type)\r\n ? false\r\n : drawable.getQueueType() === QUEUE_TRANSPARENT;\r\n const unlit = drawable.isUnlit();\r\n const needDepth = !!drawable.needSceneDepth();\r\n const transmission = !!drawable.needSceneColor() || needDepth;\r\n this._needSceneColor ||= transmission;\r\n this._needSceneDepth ||= drawable.needSceneDepth();\r\n this._needSceneColorWithDepth ||= transmission && needDepth;\r\n this._drawTransparent ||= trans;\r\n if (camera.getPickResultResolveFunc()) {\r\n drawable.getMaterial()!.objectColor = drawable.getObjectColor();\r\n this._objectColorMaps[0].set(drawable.getDrawableId(), drawable);\r\n }\r\n if (drawable.isBatchable()) {\r\n const instanceList = trans\r\n ? transmission\r\n ? unlit\r\n ? this._itemList.transmission_trans.unlit[0].instanceList\r\n : this._itemList.transmission_trans.lit[0].instanceList\r\n : unlit\r\n ? this._itemList.transparent.unlit[0].instanceList\r\n : this._itemList.transparent.lit[0].instanceList\r\n : transmission\r\n ? unlit\r\n ? this._itemList.transmission.unlit[0].instanceList\r\n : this._itemList.transmission.lit[0].instanceList\r\n : unlit\r\n ? this._itemList.opaque.unlit[0].instanceList\r\n : this._itemList.opaque.lit[0].instanceList;\r\n const hash = drawable.getInstanceId(this._renderPass);\r\n let drawableList = instanceList[hash];\r\n if (!drawableList) {\r\n drawableList = [];\r\n instanceList[hash] = drawableList;\r\n }\r\n drawableList.push(drawable);\r\n } else {\r\n const list = trans\r\n ? transmission\r\n ? unlit\r\n ? this._itemList.transmission_trans.unlit[0]\r\n : this._itemList.transmission_trans.lit[0]\r\n : unlit\r\n ? this._itemList.transparent.unlit[0]\r\n : this._itemList.transparent.lit[0]\r\n : transmission\r\n ? unlit\r\n ? this._itemList.transmission.unlit[0]\r\n : this._itemList.transmission.lit[0]\r\n : unlit\r\n ? this._itemList.opaque.unlit[0]\r\n : this._itemList.opaque.lit[0];\r\n const skinAnimation = !!drawable.getBoneMatrices();\r\n const morphAnimation = !!drawable.getMorphData();\r\n let queue: RenderQueueItem[];\r\n if (skinAnimation && morphAnimation) {\r\n queue = list.skinAndMorphItemList;\r\n } else if (skinAnimation) {\r\n queue = list.skinItemList;\r\n } else if (morphAnimation) {\r\n queue = list.morphItemList;\r\n } else {\r\n queue = list.itemList;\r\n }\r\n this.binaryInsert(queue, {\r\n drawable,\r\n sortDistance: drawable.getSortDistance(camera),\r\n instanceData: null\r\n });\r\n if (material) {\r\n list.materialList.add(material.coreMaterial);\r\n }\r\n drawable.applyTransformUniforms(this);\r\n }\r\n }\r\n }\r\n /** @internal */\r\n getDrawableByColor(c: Uint8Array<ArrayBuffer>, map?: Map<number, Drawable>[]) {\r\n const id = (c[0] << 24) + (c[1] << 16) + (c[2] << 8) + c[3];\r\n map = map ?? this._objectColorMaps;\r\n for (const m of map) {\r\n const drawable = m.get(id);\r\n if (drawable) {\r\n return drawable;\r\n }\r\n }\r\n return null;\r\n }\r\n /**\r\n * Capture an object-color lookup that remains valid after this queue is reset or disposed.\r\n * @internal\r\n */\r\n createObjectColorLookupSnapshot(): (c: Uint8Array<ArrayBuffer>) => Nullable<Drawable> {\r\n const snapshot = this._objectColorMaps.slice();\r\n return (c: Uint8Array<ArrayBuffer>) => this.getDrawableByColor(c, snapshot);\r\n }\r\n /**\r\n * Removes all items in the render queue\r\n */\r\n reset() {\r\n if (this._itemList) {\r\n // Release all render bundles\r\n for (const k of objectKeys(this._itemList)) {\r\n const itemListBundle: RenderItemListBundle = this._itemList[k];\r\n for (const l of objectKeys(itemListBundle)) {\r\n const listInfo: RenderItemListInfo[] = itemListBundle[l];\r\n for (const info of listInfo) {\r\n if (info.renderQueue === this) {\r\n if (info.renderBundle) {\r\n info.renderBundle.dispose();\r\n }\r\n if (info.skinRenderBundle) {\r\n info.skinRenderBundle.dispose();\r\n }\r\n if (info.morphRenderBundle) {\r\n info.morphRenderBundle.dispose();\r\n }\r\n if (info.skinAndMorphRenderBundle) {\r\n info.skinAndMorphRenderBundle.dispose();\r\n }\r\n if (info.instanceRenderBundle) {\r\n info.instanceRenderBundle.dispose();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n this._itemList = null;\r\n }\r\n this._ref.valid = false;\r\n this._ref = { ref: this, valid: true };\r\n this._instanceInfo.clear();\r\n this._objectColorMaps.length = 0;\r\n this._objectColorMaps.push(new Map());\r\n this._shadowedLightList = [];\r\n this._unshadowedLightList = [];\r\n this._sunLight = null;\r\n this._primaryDirectionalLight = null;\r\n this._primaryTransmissionLight = null;\r\n this._needSceneColor = false;\r\n this._needSceneDepth = false;\r\n this._needSceneColorWithDepth = false;\r\n this._drawTransparent = false;\r\n }\r\n /** @internal */\r\n end(camera: Camera, createRenderBundles?: boolean) {\r\n const frameCounter = getDevice().frameInfo.frameCounter;\r\n const itemList = this._itemList!;\r\n if (!this.itemList) {\r\n return this;\r\n }\r\n const lists = [\r\n itemList.opaque.lit,\r\n itemList.opaque.unlit,\r\n itemList.transmission.lit,\r\n itemList.transmission.unlit,\r\n itemList.transparent.lit,\r\n itemList.transparent.unlit,\r\n itemList.transmission_trans.lit,\r\n itemList.transmission_trans.unlit\r\n ];\r\n for (let i = 0; i < lists.length; i++) {\r\n const list = lists[i];\r\n for (const info of list) {\r\n if (info.renderQueue !== this) {\r\n continue;\r\n }\r\n const instanceList = info.instanceList;\r\n for (const x in instanceList) {\r\n const drawables = instanceList[x];\r\n let bindGroup: Nullable<CachedBindGroup> = null;\r\n let item: Nullable<RenderQueueItem> = null;\r\n for (let i = 0; i < drawables.length; i++) {\r\n const drawable = drawables[i];\r\n const instanceUniforms = drawable.getInstanceUniforms();\r\n const instanceUniformsSize = instanceUniforms?.length ?? 0;\r\n const stride = ShaderHelper.MATERIAL_INSTANCE_DATA_OFFSET * 4 + instanceUniformsSize;\r\n if (!bindGroup || bindGroup.offset + stride > maxBufferSizeInFloats) {\r\n bindGroup = this._bindGroupAllocator.allocateInstanceBindGroup(frameCounter, stride);\r\n item = {\r\n drawable,\r\n sortDistance: drawable.getSortDistance(camera),\r\n instanceData: {\r\n bindGroup,\r\n offset: bindGroup.offset,\r\n numInstances: 0,\r\n stride\r\n }\r\n };\r\n this.binaryInsert(info.instanceItemList, item);\r\n drawable.applyInstanceOffsetAndStride(this, stride, bindGroup.offset);\r\n }\r\n const instanceInfo = { bindGroup, offset: bindGroup.offset };\r\n this._instanceInfo.set(drawable, instanceInfo);\r\n drawable.applyTransformUniforms(this);\r\n drawable.applyMaterialUniforms(instanceInfo);\r\n bindGroup.offset += stride;\r\n item!.instanceData!.numInstances++;\r\n const mat = drawable.getMaterial();\r\n if (mat) {\r\n info.materialList.add(mat.coreMaterial);\r\n }\r\n }\r\n }\r\n info.instanceList = {};\r\n if (createRenderBundles) {\r\n if (info.itemList.length > 0) {\r\n info.renderBundle = new RenderBundleWrapper();\r\n }\r\n if (info.skinItemList.length > 0) {\r\n info.skinRenderBundle = new RenderBundleWrapper();\r\n }\r\n if (info.morphItemList.length > 0) {\r\n info.morphRenderBundle = new RenderBundleWrapper();\r\n }\r\n if (info.skinAndMorphItemList.length > 0) {\r\n info.skinAndMorphRenderBundle = new RenderBundleWrapper();\r\n }\r\n if (info.instanceItemList.length > 0) {\r\n info.instanceRenderBundle = new RenderBundleWrapper();\r\n }\r\n }\r\n }\r\n }\r\n return this;\r\n }\r\n binaryInsert(itemList: RenderQueueItem[], item: RenderQueueItem) {\r\n let left = 0;\r\n let right = itemList.length - 1;\r\n const newInstanceId = item.drawable.getMaterial()!.instanceId;\r\n while (left <= right) {\r\n const mid = Math.floor((left + right) / 2);\r\n const instanceId = itemList[mid].drawable.getMaterial()!.instanceId;\r\n if (instanceId === newInstanceId) {\r\n itemList.splice(mid + 1, 0, item);\r\n return;\r\n } else if (instanceId < newInstanceId) {\r\n left = mid + 1;\r\n } else {\r\n right = mid - 1;\r\n }\r\n }\r\n itemList.splice(left, 0, item);\r\n }\r\n /**\r\n * Sorts the items in the render queue for rendering\r\n */\r\n sortTransparentItems(cameraPos: Vector3) {\r\n if (this._itemList) {\r\n this._itemList.transparent.lit[0].itemList.sort(\r\n (a, b) =>\r\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\r\n this.drawableDistanceToCamera(a.drawable, cameraPos)\r\n );\r\n this._itemList.transparent.lit[0].skinItemList.sort(\r\n (a, b) =>\r\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\r\n this.drawableDistanceToCamera(a.drawable, cameraPos)\r\n );\r\n this._itemList.transparent.lit[0].morphItemList.sort(\r\n (a, b) =>\r\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\r\n this.drawableDistanceToCamera(a.drawable, cameraPos)\r\n );\r\n this._itemList.transparent.lit[0].skinAndMorphItemList.sort(\r\n (a, b) =>\r\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\r\n this.drawableDistanceToCamera(a.drawable, cameraPos)\r\n );\r\n this._itemList.transparent.unlit[0].itemList.sort(\r\n (a, b) =>\r\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\r\n this.drawableDistanceToCamera(a.drawable, cameraPos)\r\n );\r\n this._itemList.transparent.unlit[0].skinItemList.sort(\r\n (a, b) =>\r\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\r\n this.drawableDistanceToCamera(a.drawable, cameraPos)\r\n );\r\n this._itemList.transparent.unlit[0].morphItemList.sort(\r\n (a, b) =>\r\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\r\n this.drawableDistanceToCamera(a.drawable, cameraPos)\r\n );\r\n this._itemList.transparent.unlit[0].skinAndMorphItemList.sort(\r\n (a, b) =>\r\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\r\n this.drawableDistanceToCamera(a.drawable, cameraPos)\r\n );\r\n }\r\n }\r\n /** Disposes the render queue */\r\n protected onDispose() {\r\n 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|
package/dist/render/renderer.js
CHANGED
|
@@ -38,6 +38,7 @@ import { executeForwardPlusGraph } from './rendergraph/forward_plus_builder.js';
|
|
|
38
38
|
}
|
|
39
39
|
device.clearFrameBuffer(camera.clearColor, camera.clearDepth, camera.clearStencil);
|
|
40
40
|
const SSR = camera.SSR && scene.env.light.envLight && scene.env.light.envLight.hasRadiance();
|
|
41
|
+
const SSGI = camera.SSGI && camera.HDR && camera.ssgiIntensity > 0 && scene.env.light.type === 'ibl' && !!scene.env.light.envLight?.hasRadiance() && !!scene.env.light.envLight?.hasIrradiance();
|
|
41
42
|
const SSS = camera.SSS;
|
|
42
43
|
const ctx = {
|
|
43
44
|
device,
|
|
@@ -58,6 +59,7 @@ import { executeForwardPlusGraph } from './rendergraph/forward_plus_builder.js';
|
|
|
58
59
|
lightBlending: false,
|
|
59
60
|
renderPass: null,
|
|
60
61
|
renderPassHash: null,
|
|
62
|
+
shaderVariantHash: null,
|
|
61
63
|
flip: false,
|
|
62
64
|
depthFormat,
|
|
63
65
|
colorFormat,
|
|
@@ -68,12 +70,15 @@ import { executeForwardPlusGraph } from './rendergraph/forward_plus_builder.js';
|
|
|
68
70
|
primaryTransmissionLight: null,
|
|
69
71
|
materialFlags: 0,
|
|
70
72
|
SSR,
|
|
73
|
+
SSGI,
|
|
74
|
+
SSGIIrradianceHistoryTexture: null,
|
|
75
|
+
SSGISurfaceHistoryTexture: null,
|
|
71
76
|
SSS,
|
|
72
77
|
SSRCalcThickness: SSR && camera.ssrCalcThickness,
|
|
73
|
-
//
|
|
78
|
+
// Surface roughness/normal MRT textures are render graph resources
|
|
74
79
|
// created by the LightPass; resolved into these fields at execution.
|
|
75
|
-
|
|
76
|
-
|
|
80
|
+
SceneRoughnessTexture: null,
|
|
81
|
+
SceneNormalTexture: null,
|
|
77
82
|
SSSProfileTexture: null,
|
|
78
83
|
SSSParamTexture: null,
|
|
79
84
|
SSSDiffuseTexture: null,
|