@zephyr3d/scene 0.9.3 → 0.9.4

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Files changed (129) hide show
  1. package/dist/animation/spring/spring_particle.js +4 -4
  2. package/dist/animation/spring/spring_particle.js.map +1 -1
  3. package/dist/app/engine.js +119 -71
  4. package/dist/app/engine.js.map +1 -1
  5. package/dist/asset/assetmanager.js +296 -244
  6. package/dist/asset/assetmanager.js.map +1 -1
  7. package/dist/asset/loaders/gltf/gltf_loader.js +1 -0
  8. package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
  9. package/dist/asset/model.js +57 -57
  10. package/dist/asset/model.js.map +1 -1
  11. package/dist/index.d.ts +684 -33
  12. package/dist/index.js +10 -1
  13. package/dist/index.js.map +1 -1
  14. package/dist/material/material.js +1 -1
  15. package/dist/material/material.js.map +1 -1
  16. package/dist/material/msdf_text.js +180 -0
  17. package/dist/material/msdf_text.js.map +1 -0
  18. package/dist/material/msdf_text_sprite.js +64 -0
  19. package/dist/material/msdf_text_sprite.js.map +1 -0
  20. package/dist/material/pbrblueprint.js +123 -108
  21. package/dist/material/pbrblueprint.js.map +1 -1
  22. package/dist/material/shader/helper.js +277 -277
  23. package/dist/material/shader/helper.js.map +1 -1
  24. package/dist/material/sprite_sdf.js +106 -0
  25. package/dist/material/sprite_sdf.js.map +1 -0
  26. package/dist/posteffect/ssr.js +1 -0
  27. package/dist/posteffect/ssr.js.map +1 -1
  28. package/dist/render/abuffer_oit.js +1 -0
  29. package/dist/render/abuffer_oit.js.map +1 -1
  30. package/dist/render/cluster_light.js.map +1 -1
  31. package/dist/render/cull_visitor.js +28 -0
  32. package/dist/render/cull_visitor.js.map +1 -1
  33. package/dist/render/drawable.js.map +1 -1
  34. package/dist/render/drawable_mixin.js +1 -0
  35. package/dist/render/drawable_mixin.js.map +1 -1
  36. package/dist/render/fbm_wavegenerator.js +1 -0
  37. package/dist/render/fbm_wavegenerator.js.map +1 -1
  38. package/dist/render/gerstner_wavegenerator.js +1 -0
  39. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  40. package/dist/render/globalbindgroup_allocator.js +1 -0
  41. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  42. package/dist/render/render_queue.js +1 -0
  43. package/dist/render/render_queue.js.map +1 -1
  44. package/dist/scene/basesprite.js +1 -5
  45. package/dist/scene/basesprite.js.map +1 -1
  46. package/dist/scene/batchgroup.js +29 -17
  47. package/dist/scene/batchgroup.js.map +1 -1
  48. package/dist/scene/environment.js +1 -0
  49. package/dist/scene/environment.js.map +1 -1
  50. package/dist/scene/mesh.js +86 -87
  51. package/dist/scene/mesh.js.map +1 -1
  52. package/dist/scene/meshdrawable.js +96 -0
  53. package/dist/scene/meshdrawable.js.map +1 -0
  54. package/dist/scene/msdftext.js +341 -0
  55. package/dist/scene/msdftext.js.map +1 -0
  56. package/dist/scene/msdftextsprite.js +349 -0
  57. package/dist/scene/msdftextsprite.js.map +1 -0
  58. package/dist/scene/particlesys.js +1 -0
  59. package/dist/scene/particlesys.js.map +1 -1
  60. package/dist/scene/scene.js +1 -0
  61. package/dist/scene/scene.js.map +1 -1
  62. package/dist/scene/scene_node.js +234 -228
  63. package/dist/scene/scene_node.js.map +1 -1
  64. package/dist/scene/sdftextsprite.js +322 -0
  65. package/dist/scene/sdftextsprite.js.map +1 -0
  66. package/dist/scene/terrain-cm/grass.js +1 -0
  67. package/dist/scene/terrain-cm/grass.js.map +1 -1
  68. package/dist/scene/terrain-cm/grassmaterial.js +1 -0
  69. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  70. package/dist/scene/terrain-cm/terrain-cm.js +1 -0
  71. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  72. package/dist/scene/textsprite.js +120 -0
  73. package/dist/scene/textsprite.js.map +1 -0
  74. package/dist/scene/water.js +1 -0
  75. package/dist/scene/water.js.map +1 -1
  76. package/dist/shadow/shader.js +1 -0
  77. package/dist/shadow/shader.js.map +1 -1
  78. package/dist/text/font/font_asset.js +884 -0
  79. package/dist/text/font/font_asset.js.map +1 -0
  80. package/dist/text/font/sfnt_reader.js +43 -0
  81. package/dist/text/font/sfnt_reader.js.map +1 -0
  82. package/dist/text/msdf/generator.js +417 -0
  83. package/dist/text/msdf/generator.js.map +1 -0
  84. package/dist/text/msdf/shape.js +143 -0
  85. package/dist/text/msdf/shape.js.map +1 -0
  86. package/dist/text/runtime/msdf_glyph_atlas.js +146 -0
  87. package/dist/text/runtime/msdf_glyph_atlas.js.map +1 -0
  88. package/dist/text/runtime/msdf_text_atlas_manager.js +47 -0
  89. package/dist/text/runtime/msdf_text_atlas_manager.js.map +1 -0
  90. package/dist/text/runtime/text_layout.js +96 -0
  91. package/dist/text/runtime/text_layout.js.map +1 -0
  92. package/dist/utility/blueprint/material/inputs.js +1275 -1091
  93. package/dist/utility/blueprint/material/inputs.js.map +1 -1
  94. package/dist/utility/blueprint/material/ir.js +16 -1
  95. package/dist/utility/blueprint/material/ir.js.map +1 -1
  96. package/dist/utility/blueprint/material/pbr.js +32 -0
  97. package/dist/utility/blueprint/material/pbr.js.map +1 -1
  98. package/dist/utility/serialization/manager.js +321 -277
  99. package/dist/utility/serialization/manager.js.map +1 -1
  100. package/dist/utility/serialization/scene/animation.js +2 -0
  101. package/dist/utility/serialization/scene/animation.js.map +1 -1
  102. package/dist/utility/serialization/scene/batch.js +2 -0
  103. package/dist/utility/serialization/scene/batch.js.map +1 -1
  104. package/dist/utility/serialization/scene/camera.js +2 -0
  105. package/dist/utility/serialization/scene/camera.js.map +1 -1
  106. package/dist/utility/serialization/scene/light.js +2 -0
  107. package/dist/utility/serialization/scene/light.js.map +1 -1
  108. package/dist/utility/serialization/scene/material.js +1 -0
  109. package/dist/utility/serialization/scene/material.js.map +1 -1
  110. package/dist/utility/serialization/scene/mesh.js +2 -0
  111. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  112. package/dist/utility/serialization/scene/node.js +2 -0
  113. package/dist/utility/serialization/scene/node.js.map +1 -1
  114. package/dist/utility/serialization/scene/particle.js +2 -0
  115. package/dist/utility/serialization/scene/particle.js.map +1 -1
  116. package/dist/utility/serialization/scene/primitive.js +1 -0
  117. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  118. package/dist/utility/serialization/scene/sprite.js +2 -0
  119. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  120. package/dist/utility/serialization/scene/terrain.js +2 -0
  121. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  122. package/dist/utility/serialization/scene/text.js +516 -0
  123. package/dist/utility/serialization/scene/text.js.map +1 -0
  124. package/dist/utility/serialization/scene/water.js +2 -0
  125. package/dist/utility/serialization/scene/water.js.map +1 -1
  126. package/dist/utility/serialization/types.js.map +1 -1
  127. package/dist/values.js +48 -48
  128. package/dist/values.js.map +1 -1
  129. package/package.json +3 -3
@@ -1 +1 @@
1
- {"version":3,"file":"drawable.js","sources":["../../src/render/drawable.ts"],"sourcesContent":["import type { DRef, Nullable, TypedArray, Vector4 } from '@zephyr3d/base';\r\nimport type {\r\n AbstractDevice,\r\n ColorState,\r\n FaceMode,\r\n FrameBuffer,\r\n GPUDataBuffer,\r\n Texture2D,\r\n TextureFormat\r\n} from '@zephyr3d/device';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { Primitive, RenderPass } from '.';\r\nimport type { DrawableInstanceInfo, InstanceData, RenderQueue, RenderQueueRef } from './render_queue';\r\nimport type { ShadowMapParams } from '../shadow';\r\nimport type { Environment } from '../scene/environment';\r\nimport type { DirectionalLight, PunctualLight, Scene, SceneNode } from '../scene';\r\nimport type { Compositor } from '../posteffect';\r\nimport type { ClusteredLight } from './cluster_light';\r\nimport type { MeshMaterial } from '../material';\r\nimport type { GlobalBindGroupAllocator } from './globalbindgroup_allocator';\r\nimport type { OIT } from './oit';\r\nimport { getDevice } from '../app/api';\r\n\r\n/**\r\n * Picking result target container.\r\n *\r\n * Use to override/annotate which scene node (and optional label) a drawable should report\r\n * when GPU picking or raycast returns a hit.\r\n *\r\n * @public\r\n */\r\nexport type PickTarget = { node: SceneNode; label?: string };\r\n\r\n/**\r\n * Minimal render context carrying target size and device information.\r\n *\r\n * @public\r\n */\r\nexport class RenderContext {\r\n public device: AbstractDevice;\r\n public renderWidth: number;\r\n public renderHeight: number;\r\n constructor(_camera: Camera, w: number, h: number) {\r\n this.device = getDevice();\r\n this.renderWidth = w;\r\n this.renderHeight = h;\r\n }\r\n}\r\n/**\r\n * Context object passed to draw calls and render helpers.\r\n *\r\n * It aggregates all per-frame, per-pass, and per-draw state derived from the engine and renderer,\r\n * including device handles, textures, passes, flags, and post-processing links.\r\n *\r\n * Notes:\r\n * - Not all textures/fields are present for every pass; check for undefined when optional.\r\n * - Values like `HiZ`, `TAA`, `SSR` signal features the renderer has activated for the current pass.\r\n *\r\n * @public\r\n */\r\nexport interface DrawContext {\r\n /** Render device used for issuing GPU commands. */\r\n readonly device: AbstractDevice;\r\n /** Framebuffer width for rendering (in pixels). */\r\n readonly renderWidth: number;\r\n /** Framebuffer height for rendering (in pixels). */\r\n readonly renderHeight: number;\r\n /** Allocator for global (frame/pass) bind groups and descriptor resources. */\r\n readonly globalBindGroupAllocator: GlobalBindGroupAllocator;\r\n /** The camera associated with the current drawing task (may differ from primaryCamera). */\r\n readonly camera: Camera;\r\n /** Order-Independent Transparency interface for transparent passes. */\r\n oit: Nullable<OIT>;\r\n /** Whether motion vectors are being written this pass (used by TAA/MotionBlur). */\r\n readonly motionVectors: boolean;\r\n /** Motion vector texture target when motion vectors are active. */\r\n motionVectorTexture?: Nullable<Texture2D>;\r\n /** Whether hierarchical depth (Hi-Z) is enabled for the current pass. */\r\n readonly HiZ: boolean;\r\n /** Hi-Z (hierarchical Z) depth texture, when generated. */\r\n HiZTexture: Nullable<Texture2D>;\r\n /** The scene currently being drawn. */\r\n readonly scene: Scene;\r\n /** The render pass to which this drawing task belongs. */\r\n renderPass: Nullable<RenderPass>;\r\n /** Stable hash for the current pass/draw state, for render bundle or pipeline cache. */\r\n renderPassHash: Nullable<string>;\r\n /** Whether the output orientation is flipped vertically (e.g., due to framebuffer conventions). */\r\n flip: boolean;\r\n /** Whether this is the base lighting pass that draws environment lighting. */\r\n drawEnvLight: boolean;\r\n /** Scene environment (sky, IBL, exposure, etc.) used for shading. */\r\n env: Nullable<Environment>;\r\n /** Current sub-queue index within the render queue (e.g., opaque, transparent). */\r\n queue: number;\r\n /** Whether the current lighting pass is blending light accumulations. */\r\n lightBlending: boolean;\r\n /** Scene (non-linear) depth texture bound for sampling. */\r\n depthTexture?: Texture2D;\r\n /** Linearized depth texture bound for sampling. */\r\n linearDepthTexture?: Texture2D;\r\n /** Scene color texture bound for sampling (previous pass or resolved color). */\r\n sceneColorTexture?: Texture2D;\r\n /** Default depth buffer format for targets created in this pass. */\r\n readonly depthFormat: TextureFormat;\r\n /** Default color buffer format for targets created in this pass. */\r\n readonly colorFormat: TextureFormat;\r\n /** Instance data buffer/metadata for the current drawing task (instanced rendering). */\r\n instanceData?: Nullable<InstanceData>;\r\n /** Compositor used to apply post-processing effects at the end of the frame/pass. */\r\n compositor?: Nullable<Compositor>;\r\n /** @internal Map of punctual lights to their shadow map parameters for this pass. */\r\n shadowMapInfo?: Nullable<Map<PunctualLight, ShadowMapParams>>;\r\n /** @internal The punctual light currently rendering shadows (shadow pass). */\r\n currentShadowLight?: Nullable<PunctualLight>;\r\n /** Sun/directional light reference for passes that need it. */\r\n sunLight?: Nullable<DirectionalLight>;\r\n /** Clustered light index/structure for lighting in forward+, clustered shading, etc. */\r\n clusteredLight?: ClusteredLight;\r\n /** Material varying bit flags that influence shader selection. */\r\n materialFlags: number;\r\n /** Force cull mode override for special passes (optional). */\r\n forceCullMode?: Nullable<FaceMode>;\r\n /** Force color mask state override for special passes (optional). */\r\n forceColorState?: Nullable<ColorState>;\r\n /** Screen-space reflections are active this frame/pass. */\r\n readonly SSR: boolean;\r\n /** Whether SSR thickness should be computed dynamically in this pass. */\r\n SSRCalcThickness: boolean;\r\n /** SSR roughness input texture. */\r\n SSRRoughnessTexture: Texture2D;\r\n /** SSR normal input texture (usually view-space or world-space normals). */\r\n SSRNormalTexture: Texture2D;\r\n /** Final framebuffer target where the last stage renders. */\r\n finalFramebuffer: Nullable<FrameBuffer>;\r\n /** Intermediate framebuffer used by the compositor or multi-pass pipelines. */\r\n intermediateFramebuffer: Nullable<FrameBuffer>;\r\n}\r\n\r\n/**\r\n * Morph Data\r\n * @public\r\n */\r\nexport type MorphData = {\r\n width: number;\r\n height: number;\r\n data: Float32Array<ArrayBuffer>;\r\n texture?: DRef<Texture2D>;\r\n};\r\n\r\n/**\r\n * Morph information\r\n * @public\r\n */\r\nexport type MorphInfo = { data: TypedArray; buffer?: DRef<GPUDataBuffer>; names: Record<string, number> };\r\n\r\n/**\r\n * Base interface for a drawable (renderable) object.\r\n *\r\n * A drawable encapsulates geometry, material, and GPU-resident data required to be rendered.\r\n * Implementations integrate with render queues, batching, and instancing.\r\n *\r\n * @public\r\n */\r\nexport interface Drawable {\r\n /** Gets the display name of the drawable object (for debugging/UI). */\r\n getName(): string;\r\n /** Unique, stable identifier for the drawable, used in caches and picking. */\r\n getDrawableId(): number;\r\n /** Returns the owning scene node (transform and hierarchy). */\r\n getNode(): SceneNode;\r\n /**\r\n * Returns the pick target override to be reported when this object is picked.\r\n *\r\n * If not set, a default target derived from the node/material may be used.\r\n */\r\n getPickTarget(): PickTarget;\r\n /** Returns the texture containing bone matrices for skinned meshes. */\r\n getBoneMatrices(): Nullable<Texture2D>;\r\n /** Returns the unique color used for GPU picking (object ID in color). */\r\n getObjectColor(): Vector4;\r\n /** Returns the morph target data texture (if morphing is used). */\r\n getMorphData(): Nullable<MorphData>;\r\n /** Returns the morph information buffer (weights, ranges, etc.). */\r\n getMorphInfo(): Nullable<MorphInfo>;\r\n /**\r\n * Computes the distance used for sorting (e.g., transparent draw order).\r\n *\r\n * @param camera - Camera from which to compute distance (usually camera -\\> object).\r\n */\r\n getSortDistance(camera: Camera): number;\r\n /** Returns the type/category of render queue this object belongs to. */\r\n getQueueType(): number;\r\n /** Whether the object requires access to the scene color buffer. */\r\n needSceneColor(): boolean;\r\n /** Whether the object requires access to the scene depth (linear or non-linear). */\r\n needSceneDepth(): boolean;\r\n /** True if shading is unlit (does not depend on scene lighting). */\r\n isUnlit(): boolean;\r\n /** Returns the bound material driving shading for this drawable. */\r\n getMaterial(): Nullable<MeshMaterial>;\r\n /** Returns the geometry primitive to be drawn. */\r\n getPrimitive(): Nullable<Primitive>;\r\n /**\r\n * Pushes a reference to the current render queue for cleanup or back-references.\r\n *\r\n * Useful for batching or deferred state application.\r\n */\r\n pushRenderQueueRef(ref: RenderQueueRef): void;\r\n /**\r\n * Applies transform-related uniforms to the active bind group or pipeline.\r\n *\r\n * @param renderQueue - The current render queue issuing this draw.\r\n */\r\n applyTransformUniforms(renderQueue: RenderQueue): void;\r\n /**\r\n * Issues draw commands for this object.\r\n *\r\n * @param ctx - Full draw context for the current pass.\r\n * @param renderQueue - The current render queue issuing this draw.\r\n * @param hash - Optional hash key for render bundle or pipeline caching.\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>, hash?: string): void;\r\n /**\r\n * Updates internal state or GPU resources for this drawable, if needed.\r\n */\r\n updateState(): void;\r\n /**\r\n * Returns true if the object supports instanced rendering.\r\n *\r\n * When true, the object should also implement the {@link BatchDrawable} methods.\r\n */\r\n isBatchable(): this is BatchDrawable;\r\n /** Releases all GPU resources and detaches from the renderer. */\r\n dispose(): void;\r\n}\r\n\r\n/**\r\n * Interface for drawables that support hardware instancing.\r\n *\r\n * Instanced drawables supply instance-specific uniforms, offsets, and strides\r\n * to allow a single draw call to render many instances efficiently.\r\n *\r\n * @public\r\n */\r\nexport interface BatchDrawable extends Drawable {\r\n /**\r\n * Returns a stable instance ID string for use with the given render pass.\r\n *\r\n * Used to group compatible instances into batches within a pass.\r\n *\r\n * @param renderPass - The render pass to which current drawing task belongs.\r\n * @internal\r\n */\r\n getInstanceId(renderPass: RenderPass): string;\r\n /**\r\n * Returns a tightly-packed float array of instance uniforms for GPU upload.\r\n *\r\n * The returned memory should be compatible with ArrayBuffer views used by the renderer.\r\n *\r\n * @internal\r\n */\r\n getInstanceUniforms(): Float32Array<ArrayBuffer>;\r\n /**\r\n * Applies instance stride and starting offset to the active bind group.\r\n *\r\n * This informs the shader how to index into the instance buffer for this batch.\r\n *\r\n * @param renderQueue - Render queue associated with the bind group or pipeline.\r\n * @param stride - Per-instance stride in bytes or floats (renderer-defined).\r\n * @param offset - Starting instance offset within the instance buffer.\r\n * @internal\r\n */\r\n applyInstanceOffsetAndStride(renderQueue: RenderQueue, stride: number, offset: number): void;\r\n /**\r\n * Applies material uniforms for a single instance group.\r\n *\r\n * @param instanceInfo - Instance data information for this batch.\r\n * @internal\r\n */\r\n applyMaterialUniforms(instanceInfo: DrawableInstanceInfo): void;\r\n /**\r\n * Applies material uniforms across all grouped instance informations belonging to this material.\r\n *\r\n * Useful when batching merges multiple instance groups sharing the same material.\r\n *\r\n * @internal\r\n */\r\n applyMaterialUniformsAll(): void;\r\n}\r\n"],"names":["RenderContext","device","renderWidth","renderHeight","_camera","w","h","getDevice"],"mappings":";;AAiCA;;;;AAIC,IACM,MAAMA,aAAAA,CAAAA;IACJC,MAAuB;IACvBC,WAAoB;IACpBC,YAAqB;AAC5B,IAAA,WAAA,CAAYC,OAAe,EAAEC,CAAS,EAAEC,CAAS,CAAE;QACjD,IAAI,CAACL,MAAM,GAAGM,SAAAA,EAAAA;QACd,IAAI,CAACL,WAAW,GAAGG,CAAAA;QACnB,IAAI,CAACF,YAAY,GAAGG,CAAAA;AACtB;AACF;;;;"}
1
+ {"version":3,"file":"drawable.js","sources":["../../src/render/drawable.ts"],"sourcesContent":["import type { DRef, Nullable, TypedArray, Vector4 } from '@zephyr3d/base';\r\nimport type {\r\n AbstractDevice,\r\n ColorState,\r\n FaceMode,\r\n FrameBuffer,\r\n GPUDataBuffer,\r\n Texture2D,\r\n TextureFormat\r\n} from '@zephyr3d/device';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { Primitive, RenderPass } from '.';\r\nimport type { DrawableInstanceInfo, InstanceData, RenderQueue, RenderQueueRef } from './render_queue';\r\nimport type { ShadowMapParams } from '../shadow';\r\nimport type { Environment } from '../scene/environment';\r\nimport type { DirectionalLight, PunctualLight, Scene, SceneNode } from '../scene';\r\nimport type { Compositor } from '../posteffect';\r\nimport type { ClusteredLight } from './cluster_light';\r\nimport type { MeshMaterial } from '../material';\r\nimport type { GlobalBindGroupAllocator } from './globalbindgroup_allocator';\r\nimport type { OIT } from './oit';\r\nimport { getDevice } from '../app/api';\r\n\r\n/**\r\n * Picking result target container.\r\n *\r\n * Use to override/annotate which scene node (and optional label) a drawable should report\r\n * when GPU picking or raycast returns a hit.\r\n *\r\n * @public\r\n */\r\nexport type PickTarget = { node: SceneNode; label?: string };\r\n\r\n/**\r\n * Minimal render context carrying target size and device information.\r\n *\r\n * @public\r\n */\r\nexport class RenderContext {\r\n public device: AbstractDevice;\r\n public renderWidth: number;\r\n public renderHeight: number;\r\n constructor(_camera: Camera, w: number, h: number) {\r\n this.device = getDevice();\r\n this.renderWidth = w;\r\n this.renderHeight = h;\r\n }\r\n}\r\n/**\r\n * Context object passed to draw calls and render helpers.\r\n *\r\n * It aggregates all per-frame, per-pass, and per-draw state derived from the engine and renderer,\r\n * including device handles, textures, passes, flags, and post-processing links.\r\n *\r\n * Notes:\r\n * - Not all textures/fields are present for every pass; check for undefined when optional.\r\n * - Values like `HiZ`, `TAA`, `SSR` signal features the renderer has activated for the current pass.\r\n *\r\n * @public\r\n */\r\nexport interface DrawContext {\r\n /** Render device used for issuing GPU commands. */\r\n readonly device: AbstractDevice;\r\n /** Framebuffer width for rendering (in pixels). */\r\n readonly renderWidth: number;\r\n /** Framebuffer height for rendering (in pixels). */\r\n readonly renderHeight: number;\r\n /** Allocator for global (frame/pass) bind groups and descriptor resources. */\r\n readonly globalBindGroupAllocator: GlobalBindGroupAllocator;\r\n /** The camera associated with the current drawing task (may differ from primaryCamera). */\r\n readonly camera: Camera;\r\n /** Order-Independent Transparency interface for transparent passes. */\r\n oit: Nullable<OIT>;\r\n /** Whether motion vectors are being written this pass (used by TAA/MotionBlur). */\r\n readonly motionVectors: boolean;\r\n /** Motion vector texture target when motion vectors are active. */\r\n motionVectorTexture?: Nullable<Texture2D>;\r\n /** Whether hierarchical depth (Hi-Z) is enabled for the current pass. */\r\n readonly HiZ: boolean;\r\n /** Hi-Z (hierarchical Z) depth texture, when generated. */\r\n HiZTexture: Nullable<Texture2D>;\r\n /** The scene currently being drawn. */\r\n readonly scene: Scene;\r\n /** The render pass to which this drawing task belongs. */\r\n renderPass: Nullable<RenderPass>;\r\n /** Stable hash for the current pass/draw state, for render bundle or pipeline cache. */\r\n renderPassHash: Nullable<string>;\r\n /** Whether the output orientation is flipped vertically (e.g., due to framebuffer conventions). */\r\n flip: boolean;\r\n /** Whether this is the base lighting pass that draws environment lighting. */\r\n drawEnvLight: boolean;\r\n /** Scene environment (sky, IBL, exposure, etc.) used for shading. */\r\n env: Nullable<Environment>;\r\n /** Current sub-queue index within the render queue (e.g., opaque, transparent). */\r\n queue: number;\r\n /** Whether the current lighting pass is blending light accumulations. */\r\n lightBlending: boolean;\r\n /** Scene (non-linear) depth texture bound for sampling. */\r\n depthTexture?: Texture2D;\r\n /** Linearized depth texture bound for sampling. */\r\n linearDepthTexture?: Texture2D;\r\n /** Scene color texture bound for sampling (previous pass or resolved color). */\r\n sceneColorTexture?: Texture2D;\r\n /** Default depth buffer format for targets created in this pass. */\r\n readonly depthFormat: TextureFormat;\r\n /** Default color buffer format for targets created in this pass. */\r\n readonly colorFormat: TextureFormat;\r\n /** Instance data buffer/metadata for the current drawing task (instanced rendering). */\r\n instanceData?: Nullable<InstanceData>;\r\n /** Compositor used to apply post-processing effects at the end of the frame/pass. */\r\n compositor?: Nullable<Compositor>;\r\n /** @internal Map of punctual lights to their shadow map parameters for this pass. */\r\n shadowMapInfo?: Nullable<Map<PunctualLight, ShadowMapParams>>;\r\n /** @internal The punctual light currently rendering shadows (shadow pass). */\r\n currentShadowLight?: Nullable<PunctualLight>;\r\n /** Sun/directional light reference for passes that need it. */\r\n sunLight?: Nullable<DirectionalLight>;\r\n /** Clustered light index/structure for lighting in forward+, clustered shading, etc. */\r\n clusteredLight?: ClusteredLight;\r\n /** Material varying bit flags that influence shader selection. */\r\n materialFlags: number;\r\n /** Force cull mode override for special passes (optional). */\r\n forceCullMode?: Nullable<FaceMode>;\r\n /** Force color mask state override for special passes (optional). */\r\n forceColorState?: Nullable<ColorState>;\r\n /** Screen-space reflections are active this frame/pass. */\r\n readonly SSR: boolean;\r\n /** Whether SSR thickness should be computed dynamically in this pass. */\r\n SSRCalcThickness: boolean;\r\n /** SSR roughness input texture. */\r\n SSRRoughnessTexture: Texture2D;\r\n /** SSR normal input texture (usually view-space or world-space normals). */\r\n SSRNormalTexture: Texture2D;\r\n /** Final framebuffer target where the last stage renders. */\r\n finalFramebuffer: Nullable<FrameBuffer>;\r\n /** Intermediate framebuffer used by the compositor or multi-pass pipelines. */\r\n intermediateFramebuffer: Nullable<FrameBuffer>;\r\n}\r\n\r\n/**\r\n * Morph Data\r\n * @public\r\n */\r\nexport type MorphData = {\r\n width: number;\r\n height: number;\r\n data: Float32Array<ArrayBuffer>;\r\n texture?: DRef<Texture2D>;\r\n};\r\n\r\n/**\r\n * Morph information\r\n * @public\r\n */\r\nexport type MorphInfo = { data: TypedArray; buffer?: DRef<GPUDataBuffer>; names: Record<string, number> };\r\n\r\n/**\r\n * Base interface for a drawable (renderable) object.\r\n *\r\n * A drawable encapsulates geometry, material, and GPU-resident data required to be rendered.\r\n * Implementations integrate with render queues, batching, and instancing.\r\n *\r\n * @public\r\n */\r\nexport interface Drawable {\r\n /** Unique, stable identifier for the drawable, used in caches and picking. */\r\n getDrawableId(): number;\r\n /** Returns the owning scene node (transform and hierarchy). */\r\n getNode(): SceneNode;\r\n /**\r\n * Returns the pick target override to be reported when this object is picked.\r\n *\r\n * If not set, a default target derived from the node/material may be used.\r\n */\r\n getPickTarget(): PickTarget;\r\n /** Returns the texture containing bone matrices for skinned meshes. */\r\n getBoneMatrices(): Nullable<Texture2D>;\r\n /** Returns the unique color used for GPU picking (object ID in color). */\r\n getObjectColor(): Vector4;\r\n /** Returns the morph target data texture (if morphing is used). */\r\n getMorphData(): Nullable<MorphData>;\r\n /** Returns the morph information buffer (weights, ranges, etc.). */\r\n getMorphInfo(): Nullable<MorphInfo>;\r\n /**\r\n * Computes the distance used for sorting (e.g., transparent draw order).\r\n *\r\n * @param camera - Camera from which to compute distance (usually camera -\\> object).\r\n */\r\n getSortDistance(camera: Camera): number;\r\n /** Returns the type/category of render queue this object belongs to. */\r\n getQueueType(): number;\r\n /** Whether the object requires access to the scene color buffer. */\r\n needSceneColor(): boolean;\r\n /** Whether the object requires access to the scene depth (linear or non-linear). */\r\n needSceneDepth(): boolean;\r\n /** True if shading is unlit (does not depend on scene lighting). */\r\n isUnlit(): boolean;\r\n /** Returns the bound material driving shading for this drawable. */\r\n getMaterial(): Nullable<MeshMaterial>;\r\n /** Returns the geometry primitive to be drawn. */\r\n getPrimitive(): Nullable<Primitive>;\r\n /**\r\n * Pushes a reference to the current render queue for cleanup or back-references.\r\n *\r\n * Useful for batching or deferred state application.\r\n */\r\n pushRenderQueueRef(ref: RenderQueueRef): void;\r\n /**\r\n * Applies transform-related uniforms to the active bind group or pipeline.\r\n *\r\n * @param renderQueue - The current render queue issuing this draw.\r\n */\r\n applyTransformUniforms(renderQueue: RenderQueue): void;\r\n /**\r\n * Issues draw commands for this object.\r\n *\r\n * @param ctx - Full draw context for the current pass.\r\n * @param renderQueue - The current render queue issuing this draw.\r\n * @param hash - Optional hash key for render bundle or pipeline caching.\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>, hash?: string): void;\r\n /**\r\n * Updates internal state or GPU resources for this drawable, if needed.\r\n */\r\n updateState(): void;\r\n /**\r\n * Returns true if the object supports instanced rendering.\r\n *\r\n * When true, the object should also implement the {@link BatchDrawable} methods.\r\n */\r\n isBatchable(): this is BatchDrawable;\r\n /** Releases all GPU resources and detaches from the renderer. */\r\n dispose(): void;\r\n}\r\n\r\n/**\r\n * Interface for drawables that support hardware instancing.\r\n *\r\n * Instanced drawables supply instance-specific uniforms, offsets, and strides\r\n * to allow a single draw call to render many instances efficiently.\r\n *\r\n * @public\r\n */\r\nexport interface BatchDrawable extends Drawable {\r\n /**\r\n * Returns a stable instance ID string for use with the given render pass.\r\n *\r\n * Used to group compatible instances into batches within a pass.\r\n *\r\n * @param renderPass - The render pass to which current drawing task belongs.\r\n * @internal\r\n */\r\n getInstanceId(renderPass: RenderPass): string;\r\n /**\r\n * Returns a tightly-packed float array of instance uniforms for GPU upload.\r\n *\r\n * The returned memory should be compatible with ArrayBuffer views used by the renderer.\r\n *\r\n * @internal\r\n */\r\n getInstanceUniforms(): Float32Array<ArrayBuffer>;\r\n /**\r\n * Applies instance stride and starting offset to the active bind group.\r\n *\r\n * This informs the shader how to index into the instance buffer for this batch.\r\n *\r\n * @param renderQueue - Render queue associated with the bind group or pipeline.\r\n * @param stride - Per-instance stride in bytes or floats (renderer-defined).\r\n * @param offset - Starting instance offset within the instance buffer.\r\n * @internal\r\n */\r\n applyInstanceOffsetAndStride(renderQueue: RenderQueue, stride: number, offset: number): void;\r\n /**\r\n * Applies material uniforms for a single instance group.\r\n *\r\n * @param instanceInfo - Instance data information for this batch.\r\n * @internal\r\n */\r\n applyMaterialUniforms(instanceInfo: DrawableInstanceInfo): void;\r\n /**\r\n * Applies material uniforms across all grouped instance informations belonging to this material.\r\n *\r\n * Useful when batching merges multiple instance groups sharing the same material.\r\n *\r\n * @internal\r\n */\r\n applyMaterialUniformsAll(): void;\r\n}\r\n"],"names":["RenderContext","device","renderWidth","renderHeight","_camera","w","h","getDevice"],"mappings":";;AAiCA;;;;AAIC,IACM,MAAMA,aAAAA,CAAAA;IACJC,MAAuB;IACvBC,WAAoB;IACpBC,YAAqB;AAC5B,IAAA,WAAA,CAAYC,OAAe,EAAEC,CAAS,EAAEC,CAAS,CAAE;QACjD,IAAI,CAACL,MAAM,GAAGM,SAAAA,EAAAA;QACd,IAAI,CAACL,WAAW,GAAGG,CAAAA;QACnB,IAAI,CAACF,YAAY,GAAGG,CAAAA;AACtB;AACF;;;;"}
@@ -15,6 +15,7 @@ import '../material/pbrsg.js';
15
15
  import '../material/pbrblueprint.js';
16
16
  import '../material/sprite.js';
17
17
  import '../material/sprite_std.js';
18
+ import '../material/msdf_text.js';
18
19
  import '../utility/blueprint/material/texture.js';
19
20
 
20
21
  let _drawableId = 0;
@@ -1 +1 @@
1
- {"version":3,"file":"drawable_mixin.js","sources":["../../src/render/drawable_mixin.ts"],"sourcesContent":["import type { Disposable, GenericConstructor, Immutable, Nullable } from '@zephyr3d/base';\r\nimport { Vector2, Vector4 } from '@zephyr3d/base';\r\nimport type { AbstractDevice } from '@zephyr3d/device';\r\nimport type { BindGroup } from '@zephyr3d/device';\r\nimport type { BatchDrawable, DrawContext, Drawable } from './drawable';\r\nimport { ShaderHelper } from '../material';\r\nimport type { DrawableInstanceInfo, RenderQueue, RenderQueueRef } from './render_queue';\r\nimport type { Mesh, SceneNode } from '../scene';\r\nimport { MaterialVaryingFlags } from '../values';\r\nimport { getDevice } from '../app/api';\r\n\r\nexport interface IMixinDrawable {\r\n readonly objectColor: Vector4;\r\n getDrawableId(): number;\r\n pushRenderQueueRef(ref: RenderQueueRef): void;\r\n applyInstanceOffsetAndStride(renderQueue: RenderQueue, stride: number, offset: number): void;\r\n applyTransformUniforms(renderQueue: RenderQueue): void;\r\n applyMaterialUniforms(instanceInfo: DrawableInstanceInfo): void;\r\n applyMaterialUniformsAll(): void;\r\n getObjectColor(): Vector4;\r\n updateState(): void;\r\n bind(ctx: DrawContext, renderQueue: Nullable<RenderQueue>): void;\r\n}\r\n\r\nlet _drawableId = 0;\r\nconst boneTextureSize = new Vector2();\r\n\r\nconst instanceBindGroupTransfromTags = new WeakMap<DrawableInstanceInfo, number>();\r\nconst drawableBindGroupTransfromTags = new WeakMap<BindGroup, number>();\r\n\r\nconst bindGroupCache: Record<string, BindGroup[]> = {};\r\nconst usedBindGroups: WeakMap<BindGroup, string> = new WeakMap();\r\n\r\nfunction fetchBindGroup(skinning: boolean, morphing: boolean, instancing: boolean) {\r\n const hash = `${instancing}:${morphing}:${skinning}`;\r\n const bindGroups = bindGroupCache[hash];\r\n let bindGroup: Nullable<BindGroup> = null;\r\n if (bindGroups && bindGroups.length > 0) {\r\n bindGroup = bindGroups.pop()!;\r\n } else {\r\n const layout = ShaderHelper.getDrawableBindGroupLayout(skinning, morphing, instancing);\r\n bindGroup = getDevice().createBindGroup(layout);\r\n }\r\n usedBindGroups.set(bindGroup, hash);\r\n return bindGroup;\r\n}\r\n\r\nfunction releaseBindGroup(bindGroup: Nullable<BindGroup>) {\r\n if (bindGroup) {\r\n const hash = usedBindGroups.get(bindGroup);\r\n if (hash) {\r\n usedBindGroups.delete(bindGroup);\r\n drawableBindGroupTransfromTags.delete(bindGroup);\r\n const bindGroups = bindGroupCache[hash];\r\n if (bindGroups) {\r\n bindGroups.push(bindGroup);\r\n } else {\r\n bindGroupCache[hash] = [bindGroup];\r\n }\r\n } else {\r\n bindGroup.dispose();\r\n }\r\n }\r\n}\r\n\r\nexport function mixinDrawable<\r\n T extends GenericConstructor<\r\n {\r\n getNode(): SceneNode;\r\n } & Disposable\r\n >\r\n>(baseCls: T): T & { new (...args: any[]): IMixinDrawable } {\r\n const cls = class extends baseCls {\r\n private readonly _mdRenderQueueRef: RenderQueueRef[];\r\n private _mdDrawableBindGroup: Nullable<BindGroup>;\r\n private readonly _mdDrawableBindGroupInstanced: Map<RenderQueue, BindGroup>;\r\n private _mdDrawableBindGroupSkin: Nullable<BindGroup>;\r\n private _mdDrawableBindGroupMorph: Nullable<BindGroup>;\r\n private _mdDrawableBindGroupSkinMorph: Nullable<BindGroup>;\r\n private readonly _worldMatrixBuffer: Float32Array<ArrayBuffer>;\r\n private _framestampBuffer: Int32Array<ArrayBuffer>;\r\n private readonly _currentWorldMatrixBuffer: Float32Array<ArrayBuffer>;\r\n private readonly _prevWorldMatrixBuffer: Float32Array<ArrayBuffer>;\r\n private readonly _drawableId: number;\r\n private _objectColor: Nullable<Vector4>;\r\n private _nodeTransformTag: number;\r\n constructor(...args: any[]) {\r\n super(...args);\r\n this._drawableId = ++_drawableId;\r\n this._objectColor = null;\r\n this._mdRenderQueueRef = [];\r\n this._mdDrawableBindGroup = null;\r\n this._mdDrawableBindGroupInstanced = new Map();\r\n this._mdDrawableBindGroupSkin = null;\r\n this._mdDrawableBindGroupMorph = null;\r\n this._mdDrawableBindGroupSkinMorph = null;\r\n this._worldMatrixBuffer = new Float32Array(4 * 9);\r\n this._framestampBuffer = new Int32Array(this._worldMatrixBuffer.buffer, 4 * 16);\r\n this._currentWorldMatrixBuffer = this._worldMatrixBuffer.subarray(0, 16);\r\n this._prevWorldMatrixBuffer = this._worldMatrixBuffer.subarray(20, 36);\r\n this._currentWorldMatrixBuffer.set(this.getNode().worldMatrix);\r\n this._framestampBuffer[0] = getDevice().frameInfo.frameCounter;\r\n this._framestampBuffer[1] = this._framestampBuffer[0];\r\n this._prevWorldMatrixBuffer.set(this.getNode().worldMatrix);\r\n this._nodeTransformTag = -1;\r\n this.getNode().on('transformchanged', () => {\r\n this.getNode().scene?.queueUpdateDrawable(this as unknown as Drawable);\r\n });\r\n }\r\n getDrawableId() {\r\n return this._drawableId;\r\n }\r\n getObjectColor(): Immutable<Vector4> {\r\n if (!this._objectColor) {\r\n const a = (this._drawableId & 0xff) / 255;\r\n const b = ((this._drawableId >>> 8) & 0xff) / 255;\r\n const g = ((this._drawableId >>> 16) & 0xff) / 255;\r\n const r = ((this._drawableId >>> 24) & 0xff) / 255;\r\n this._objectColor = new Vector4(r, g, b, a);\r\n }\r\n return this._objectColor;\r\n }\r\n pushRenderQueueRef(ref: RenderQueueRef) {\r\n this.renderQueueRefPrune();\r\n this._mdRenderQueueRef.push(ref);\r\n }\r\n renderQueueRefPrune(force = false) {\r\n for (let i = this._mdRenderQueueRef.length - 1; i >= 0; i--) {\r\n const ref = this._mdRenderQueueRef[i].ref;\r\n if (force || ref.disposed) {\r\n this._mdRenderQueueRef.splice(i, 1);\r\n const bindGroup = this._mdDrawableBindGroupInstanced.get(ref);\r\n if (bindGroup) {\r\n releaseBindGroup(bindGroup);\r\n this._mdDrawableBindGroupInstanced.delete(ref);\r\n }\r\n }\r\n }\r\n }\r\n applyInstanceOffsetAndStride(renderQueue: RenderQueue, stride: number, offset: number) {\r\n const drawableBindGroup = this.getDrawableBindGroup(getDevice(), true, renderQueue);\r\n drawableBindGroup.setValue(ShaderHelper.getInstanceDataStrideUniformName(), stride >> 2);\r\n drawableBindGroup.setValue(ShaderHelper.getInstanceDataOffsetUniformName(), offset >> 2);\r\n }\r\n applyTransformUniforms(renderQueue: RenderQueue) {\r\n const instanceInfo = renderQueue.getInstanceInfo(this as unknown as Drawable);\r\n const currentTag = this.getNode().transformTag;\r\n if (instanceInfo) {\r\n const tag = instanceBindGroupTransfromTags.get(instanceInfo) ?? -1;\r\n if (tag !== currentTag) {\r\n instanceInfo.bindGroup.bindGroup.setRawData(\r\n ShaderHelper.getInstanceDataUniformName(),\r\n instanceInfo.offset * 4,\r\n this._worldMatrixBuffer,\r\n 0,\r\n 36\r\n );\r\n instanceBindGroupTransfromTags.set(instanceInfo, currentTag);\r\n }\r\n } else {\r\n const drawableBindGroup = this.getDrawableBindGroup(getDevice(), false, renderQueue);\r\n const tag = drawableBindGroupTransfromTags.get(drawableBindGroup) ?? -1;\r\n if (tag !== currentTag) {\r\n drawableBindGroup.setValue(\r\n ShaderHelper.getWorldMatrixUniformName(),\r\n this._currentWorldMatrixBuffer\r\n );\r\n drawableBindGroup.setValue(\r\n ShaderHelper.getPrevWorldMatrixUniformName(),\r\n this._prevWorldMatrixBuffer\r\n );\r\n drawableBindGroup.setValue(\r\n ShaderHelper.getPrevWorldMatrixFrameUniformName(),\r\n this._framestampBuffer[0]\r\n );\r\n if ((this as unknown as Drawable).getBoneMatrices()) {\r\n drawableBindGroup.setValue(\r\n ShaderHelper.getBoneInvBindMatrixUniformName(),\r\n (this as unknown as Mesh).invWorldMatrix\r\n );\r\n }\r\n drawableBindGroupTransfromTags.set(drawableBindGroup, currentTag);\r\n }\r\n }\r\n }\r\n applyMaterialUniformsAll() {\r\n for (const ref of this._mdRenderQueueRef) {\r\n if (ref.ref) {\r\n const instanceInfo = ref.ref.getInstanceInfo(this as unknown as Drawable);\r\n if (instanceInfo) {\r\n this.applyMaterialUniforms(instanceInfo);\r\n }\r\n }\r\n }\r\n }\r\n applyMaterialUniforms(instanceInfo: DrawableInstanceInfo) {\r\n const uniforms = (this as unknown as BatchDrawable).getInstanceUniforms();\r\n if (uniforms) {\r\n instanceInfo.bindGroup.bindGroup.setRawData(\r\n ShaderHelper.getInstanceDataUniformName(),\r\n (instanceInfo.offset + ShaderHelper.MATERIAL_INSTANCE_DATA_OFFSET * 4) * 4,\r\n uniforms,\r\n 0,\r\n uniforms.length\r\n );\r\n }\r\n }\r\n updateState() {\r\n const currentTag = this.getNode().transformTag;\r\n if (this._nodeTransformTag !== currentTag) {\r\n this._nodeTransformTag = currentTag;\r\n const frame = getDevice().frameInfo.frameCounter;\r\n if (frame !== this._framestampBuffer[1]) {\r\n this._prevWorldMatrixBuffer.set(this._currentWorldMatrixBuffer);\r\n this._framestampBuffer[0] = frame;\r\n this._framestampBuffer[1] = frame;\r\n }\r\n this._currentWorldMatrixBuffer.set(this.getNode().worldMatrix);\r\n for (const ref of this._mdRenderQueueRef) {\r\n if (ref.ref) {\r\n this.applyTransformUniforms(ref.ref);\r\n }\r\n }\r\n }\r\n }\r\n /** @internal */\r\n bind(ctx: DrawContext, renderQueue: Nullable<RenderQueue>) {\r\n const device = ctx.device;\r\n const drawableBindGroup = this.getDrawableBindGroup(device, !!ctx.instanceData, renderQueue!);\r\n device.setBindGroup(1, drawableBindGroup);\r\n if (ctx.instanceData) {\r\n device.setBindGroup(3, ctx.instanceData.bindGroup.bindGroup);\r\n }\r\n if (ctx.materialFlags & MaterialVaryingFlags.SKIN_ANIMATION) {\r\n const boneTexture = (this as unknown as Mesh).getBoneMatrices()!;\r\n drawableBindGroup.setTexture(ShaderHelper.getBoneMatricesUniformName(), boneTexture);\r\n drawableBindGroup.setValue(\r\n ShaderHelper.getBoneInvBindMatrixUniformName(),\r\n (this as unknown as Mesh).invWorldMatrix\r\n );\r\n boneTextureSize.setXY(boneTexture.width, boneTexture.height);\r\n drawableBindGroup.setValue(ShaderHelper.getBoneTextureSizeUniformName(), boneTextureSize);\r\n }\r\n if (ctx.materialFlags & MaterialVaryingFlags.MORPH_ANIMATION) {\r\n const morphData = (this as unknown as Mesh).getMorphData()!;\r\n const morphInfo = (this as unknown as Mesh).getMorphInfo()!;\r\n drawableBindGroup.setTexture(ShaderHelper.getMorphDataUniformName(), morphData.texture!.get()!);\r\n drawableBindGroup.setBuffer(ShaderHelper.getMorphInfoUniformName(), morphInfo.buffer!.get()!);\r\n }\r\n }\r\n /** @internal */\r\n getDrawableBindGroup(device: AbstractDevice, instancing: boolean, renderQueue: RenderQueue) {\r\n const skinning = !!(this as unknown as Drawable).getBoneMatrices();\r\n const morphing = !!(this as unknown as Drawable).getMorphData();\r\n let bindGroup = instancing\r\n ? this._mdDrawableBindGroupInstanced.get(renderQueue)\r\n : skinning && morphing\r\n ? this._mdDrawableBindGroupSkinMorph\r\n : skinning\r\n ? this._mdDrawableBindGroupSkin\r\n : morphing\r\n ? this._mdDrawableBindGroupMorph\r\n : this._mdDrawableBindGroup;\r\n if (!bindGroup) {\r\n bindGroup = fetchBindGroup(skinning, morphing, instancing);\r\n if (instancing) {\r\n this._mdDrawableBindGroupInstanced.set(renderQueue, bindGroup);\r\n } else if (skinning && morphing) {\r\n this._mdDrawableBindGroupSkinMorph = bindGroup;\r\n } else if (skinning) {\r\n this._mdDrawableBindGroupSkin = bindGroup;\r\n } else if (morphing) {\r\n this._mdDrawableBindGroupMorph = bindGroup;\r\n } else {\r\n this._mdDrawableBindGroup = bindGroup;\r\n }\r\n if (!instancing) {\r\n bindGroup.setValue(ShaderHelper.getObjectColorUniformName(), this.getObjectColor());\r\n }\r\n }\r\n return bindGroup;\r\n }\r\n onDispose() {\r\n super.onDispose();\r\n this.renderQueueRefPrune(true);\r\n releaseBindGroup(this._mdDrawableBindGroup);\r\n releaseBindGroup(this._mdDrawableBindGroupSkin);\r\n releaseBindGroup(this._mdDrawableBindGroupMorph);\r\n }\r\n };\r\n return cls as unknown as T & { new (...args: any[]): IMixinDrawable 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applyTransformUniforms(renderQueue: RenderQueue): void;\r\n applyMaterialUniforms(instanceInfo: DrawableInstanceInfo): void;\r\n applyMaterialUniformsAll(): void;\r\n getObjectColor(): Vector4;\r\n updateState(): void;\r\n bind(ctx: DrawContext, renderQueue: Nullable<RenderQueue>): void;\r\n}\r\n\r\nlet _drawableId = 0;\r\nconst boneTextureSize = new Vector2();\r\n\r\nconst instanceBindGroupTransfromTags = new WeakMap<DrawableInstanceInfo, number>();\r\nconst drawableBindGroupTransfromTags = new WeakMap<BindGroup, number>();\r\n\r\nconst bindGroupCache: Record<string, BindGroup[]> = {};\r\nconst usedBindGroups: WeakMap<BindGroup, string> = new WeakMap();\r\n\r\nfunction fetchBindGroup(skinning: boolean, morphing: boolean, instancing: boolean) {\r\n const hash = `${instancing}:${morphing}:${skinning}`;\r\n const bindGroups = bindGroupCache[hash];\r\n let bindGroup: Nullable<BindGroup> = null;\r\n if (bindGroups && bindGroups.length > 0) {\r\n bindGroup = bindGroups.pop()!;\r\n } else {\r\n const layout = ShaderHelper.getDrawableBindGroupLayout(skinning, morphing, instancing);\r\n bindGroup = getDevice().createBindGroup(layout);\r\n }\r\n usedBindGroups.set(bindGroup, hash);\r\n return bindGroup;\r\n}\r\n\r\nfunction releaseBindGroup(bindGroup: Nullable<BindGroup>) {\r\n if (bindGroup) {\r\n const hash = usedBindGroups.get(bindGroup);\r\n if (hash) {\r\n usedBindGroups.delete(bindGroup);\r\n drawableBindGroupTransfromTags.delete(bindGroup);\r\n const bindGroups = bindGroupCache[hash];\r\n if (bindGroups) {\r\n bindGroups.push(bindGroup);\r\n } else {\r\n bindGroupCache[hash] = [bindGroup];\r\n }\r\n } else {\r\n bindGroup.dispose();\r\n }\r\n }\r\n}\r\n\r\nexport function mixinDrawable<\r\n T extends GenericConstructor<\r\n {\r\n getNode(): SceneNode;\r\n } & Disposable\r\n >\r\n>(baseCls: T): T & { new (...args: any[]): IMixinDrawable } {\r\n const cls = class extends baseCls {\r\n private readonly _mdRenderQueueRef: RenderQueueRef[];\r\n private _mdDrawableBindGroup: Nullable<BindGroup>;\r\n private readonly _mdDrawableBindGroupInstanced: Map<RenderQueue, BindGroup>;\r\n private _mdDrawableBindGroupSkin: Nullable<BindGroup>;\r\n private _mdDrawableBindGroupMorph: Nullable<BindGroup>;\r\n private _mdDrawableBindGroupSkinMorph: Nullable<BindGroup>;\r\n private readonly _worldMatrixBuffer: Float32Array<ArrayBuffer>;\r\n private _framestampBuffer: Int32Array<ArrayBuffer>;\r\n private readonly _currentWorldMatrixBuffer: Float32Array<ArrayBuffer>;\r\n private readonly _prevWorldMatrixBuffer: Float32Array<ArrayBuffer>;\r\n private readonly _drawableId: number;\r\n private _objectColor: Nullable<Vector4>;\r\n private _nodeTransformTag: number;\r\n constructor(...args: any[]) {\r\n super(...args);\r\n this._drawableId = ++_drawableId;\r\n this._objectColor = null;\r\n this._mdRenderQueueRef = [];\r\n this._mdDrawableBindGroup = null;\r\n this._mdDrawableBindGroupInstanced = new Map();\r\n this._mdDrawableBindGroupSkin = null;\r\n this._mdDrawableBindGroupMorph = null;\r\n this._mdDrawableBindGroupSkinMorph = null;\r\n this._worldMatrixBuffer = new Float32Array(4 * 9);\r\n this._framestampBuffer = new Int32Array(this._worldMatrixBuffer.buffer, 4 * 16);\r\n this._currentWorldMatrixBuffer = this._worldMatrixBuffer.subarray(0, 16);\r\n this._prevWorldMatrixBuffer = this._worldMatrixBuffer.subarray(20, 36);\r\n this._currentWorldMatrixBuffer.set(this.getNode().worldMatrix);\r\n this._framestampBuffer[0] = getDevice().frameInfo.frameCounter;\r\n this._framestampBuffer[1] = this._framestampBuffer[0];\r\n this._prevWorldMatrixBuffer.set(this.getNode().worldMatrix);\r\n this._nodeTransformTag = -1;\r\n this.getNode().on('transformchanged', () => {\r\n this.getNode().scene?.queueUpdateDrawable(this as unknown as Drawable);\r\n });\r\n }\r\n getDrawableId() {\r\n return this._drawableId;\r\n }\r\n getObjectColor(): Immutable<Vector4> {\r\n if (!this._objectColor) {\r\n const a = (this._drawableId & 0xff) / 255;\r\n const b = ((this._drawableId >>> 8) & 0xff) / 255;\r\n const g = ((this._drawableId >>> 16) & 0xff) / 255;\r\n const r = ((this._drawableId >>> 24) & 0xff) / 255;\r\n this._objectColor = new Vector4(r, g, b, a);\r\n }\r\n return this._objectColor;\r\n }\r\n pushRenderQueueRef(ref: RenderQueueRef) {\r\n this.renderQueueRefPrune();\r\n this._mdRenderQueueRef.push(ref);\r\n }\r\n renderQueueRefPrune(force = false) {\r\n for (let i = this._mdRenderQueueRef.length - 1; i >= 0; i--) {\r\n const ref = this._mdRenderQueueRef[i].ref;\r\n if (force || ref.disposed) {\r\n this._mdRenderQueueRef.splice(i, 1);\r\n const bindGroup = this._mdDrawableBindGroupInstanced.get(ref);\r\n if (bindGroup) {\r\n releaseBindGroup(bindGroup);\r\n this._mdDrawableBindGroupInstanced.delete(ref);\r\n }\r\n }\r\n }\r\n }\r\n applyInstanceOffsetAndStride(renderQueue: RenderQueue, stride: number, offset: number) {\r\n const drawableBindGroup = this.getDrawableBindGroup(getDevice(), true, renderQueue);\r\n drawableBindGroup.setValue(ShaderHelper.getInstanceDataStrideUniformName(), stride >> 2);\r\n drawableBindGroup.setValue(ShaderHelper.getInstanceDataOffsetUniformName(), offset >> 2);\r\n }\r\n applyTransformUniforms(renderQueue: RenderQueue) {\r\n const instanceInfo = renderQueue.getInstanceInfo(this as unknown as Drawable);\r\n const currentTag = this.getNode().transformTag;\r\n if (instanceInfo) {\r\n const tag = instanceBindGroupTransfromTags.get(instanceInfo) ?? -1;\r\n if (tag !== currentTag) {\r\n instanceInfo.bindGroup.bindGroup.setRawData(\r\n ShaderHelper.getInstanceDataUniformName(),\r\n instanceInfo.offset * 4,\r\n this._worldMatrixBuffer,\r\n 0,\r\n 36\r\n );\r\n instanceBindGroupTransfromTags.set(instanceInfo, currentTag);\r\n }\r\n } else {\r\n const drawableBindGroup = this.getDrawableBindGroup(getDevice(), false, renderQueue);\r\n const tag = drawableBindGroupTransfromTags.get(drawableBindGroup) ?? -1;\r\n if (tag !== currentTag) {\r\n drawableBindGroup.setValue(\r\n ShaderHelper.getWorldMatrixUniformName(),\r\n this._currentWorldMatrixBuffer\r\n );\r\n drawableBindGroup.setValue(\r\n ShaderHelper.getPrevWorldMatrixUniformName(),\r\n this._prevWorldMatrixBuffer\r\n );\r\n drawableBindGroup.setValue(\r\n ShaderHelper.getPrevWorldMatrixFrameUniformName(),\r\n this._framestampBuffer[0]\r\n );\r\n if ((this as unknown as Drawable).getBoneMatrices()) {\r\n drawableBindGroup.setValue(\r\n ShaderHelper.getBoneInvBindMatrixUniformName(),\r\n (this as unknown as Mesh).invWorldMatrix\r\n );\r\n }\r\n drawableBindGroupTransfromTags.set(drawableBindGroup, currentTag);\r\n }\r\n }\r\n }\r\n applyMaterialUniformsAll() {\r\n for (const ref of this._mdRenderQueueRef) {\r\n if (ref.ref) {\r\n const instanceInfo = ref.ref.getInstanceInfo(this as unknown as Drawable);\r\n if (instanceInfo) {\r\n this.applyMaterialUniforms(instanceInfo);\r\n }\r\n }\r\n }\r\n }\r\n applyMaterialUniforms(instanceInfo: DrawableInstanceInfo) {\r\n const uniforms = (this as unknown as BatchDrawable).getInstanceUniforms();\r\n if (uniforms) {\r\n instanceInfo.bindGroup.bindGroup.setRawData(\r\n ShaderHelper.getInstanceDataUniformName(),\r\n (instanceInfo.offset + ShaderHelper.MATERIAL_INSTANCE_DATA_OFFSET * 4) * 4,\r\n uniforms,\r\n 0,\r\n uniforms.length\r\n );\r\n }\r\n }\r\n updateState() {\r\n const currentTag = this.getNode().transformTag;\r\n if (this._nodeTransformTag !== currentTag) {\r\n this._nodeTransformTag = currentTag;\r\n const frame = getDevice().frameInfo.frameCounter;\r\n if (frame !== this._framestampBuffer[1]) {\r\n this._prevWorldMatrixBuffer.set(this._currentWorldMatrixBuffer);\r\n this._framestampBuffer[0] = frame;\r\n this._framestampBuffer[1] = frame;\r\n }\r\n this._currentWorldMatrixBuffer.set(this.getNode().worldMatrix);\r\n for (const ref of this._mdRenderQueueRef) {\r\n if (ref.ref) {\r\n this.applyTransformUniforms(ref.ref);\r\n }\r\n }\r\n }\r\n }\r\n /** @internal */\r\n bind(ctx: DrawContext, renderQueue: Nullable<RenderQueue>) {\r\n const device = ctx.device;\r\n const drawableBindGroup = this.getDrawableBindGroup(device, !!ctx.instanceData, renderQueue!);\r\n device.setBindGroup(1, drawableBindGroup);\r\n if (ctx.instanceData) {\r\n device.setBindGroup(3, ctx.instanceData.bindGroup.bindGroup);\r\n }\r\n if (ctx.materialFlags & MaterialVaryingFlags.SKIN_ANIMATION) {\r\n const boneTexture = (this as unknown as Mesh).getBoneMatrices()!;\r\n drawableBindGroup.setTexture(ShaderHelper.getBoneMatricesUniformName(), boneTexture);\r\n drawableBindGroup.setValue(\r\n ShaderHelper.getBoneInvBindMatrixUniformName(),\r\n (this as unknown as Mesh).invWorldMatrix\r\n );\r\n boneTextureSize.setXY(boneTexture.width, boneTexture.height);\r\n drawableBindGroup.setValue(ShaderHelper.getBoneTextureSizeUniformName(), boneTextureSize);\r\n }\r\n if (ctx.materialFlags & MaterialVaryingFlags.MORPH_ANIMATION) {\r\n const morphData = (this as unknown as Mesh).getMorphData()!;\r\n const morphInfo = (this as unknown as 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@@ -16,6 +16,7 @@ import '../material/pbrsg.js';
16
16
  import '../material/pbrblueprint.js';
17
17
  import '../material/sprite.js';
18
18
  import '../material/sprite_std.js';
19
+ import '../material/msdf_text.js';
19
20
  import '../utility/blueprint/material/texture.js';
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21
 
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22
  const MAX_NUM_OCTAVES = 16;
@@ -1 +1 @@
1
- {"version":3,"file":"fbm_wavegenerator.js","sources":["../../src/render/fbm_wavegenerator.ts"],"sourcesContent":["import type { AABB, Immutable } from '@zephyr3d/base';\r\nimport { Disposable, Vector2 } from '@zephyr3d/base';\r\nimport type { WaveGenerator } from './wavegenerator';\r\nimport type { BindGroup, PBGlobalScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { valueNoise } from '../shaders';\r\nimport { ShaderHelper } from '../material';\r\n\r\nconst MAX_NUM_OCTAVES = 16;\r\n\r\n/**\r\n * FBM wave generator.\r\n * @public\r\n */\r\nexport class FBMWaveGenerator extends Disposable implements WaveGenerator {\r\n private _version: number;\r\n private readonly _windVelocity: Vector2;\r\n private _numOctaves: number;\r\n private _amplitude: number;\r\n private _frequency: number;\r\n private readonly _lacunarity: number;\r\n private readonly _gain: number;\r\n /**\r\n * Creates a new Gerstner wave generator.\r\n */\r\n constructor() {\r\n super();\r\n this._version = 0;\r\n this._numOctaves = 4;\r\n this._windVelocity = new Vector2(0.1, 0);\r\n this._amplitude = 0.3;\r\n this._frequency = 3;\r\n this._lacunarity = 1.83;\r\n this._gain = 0.57;\r\n }\r\n clone() {\r\n const other = new FBMWaveGenerator();\r\n other.numOctaves = this.numOctaves;\r\n other.wind = this.wind;\r\n other.amplitude = this.amplitude;\r\n other.frequency = this.frequency;\r\n return other as this;\r\n }\r\n get version() {\r\n return this._version;\r\n }\r\n /** Number of octaves */\r\n get numOctaves() {\r\n return this._numOctaves;\r\n }\r\n set numOctaves(val) {\r\n if (val !== this.numOctaves) {\r\n this._numOctaves = val;\r\n this._version++;\r\n }\r\n }\r\n /** Wave amplitude */\r\n get amplitude() {\r\n return this._amplitude;\r\n }\r\n set amplitude(val) {\r\n if (val !== this._amplitude) {\r\n this._amplitude = val;\r\n this._version++;\r\n }\r\n }\r\n /** Wave frequency */\r\n get frequency() {\r\n return this._frequency;\r\n }\r\n set frequency(val) {\r\n if (val !== this._frequency) {\r\n this._frequency = val;\r\n this._version++;\r\n }\r\n }\r\n /** Wind velocity */\r\n get wind(): Immutable<Vector2> {\r\n return this._windVelocity;\r\n }\r\n set wind(val: Immutable<Vector2>) {\r\n if (!val.equalsTo(this._windVelocity)) {\r\n this._windVelocity.set(val);\r\n this._version++;\r\n }\r\n }\r\n /** @internal */\r\n private calcWaveNormal(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n time: PBShaderExp,\r\n windVelocity: PBShaderExp,\r\n amplitude: PBShaderExp,\r\n frequency: PBShaderExp,\r\n gain: PBShaderExp,\r\n lacunarity: PBShaderExp,\r\n numOctaves: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'calcWaveNormal';\r\n const that = this;\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec2('worldPos'),\r\n pb.float('time'),\r\n pb.vec2('windVelocity'),\r\n pb.float('amplitude'),\r\n pb.float('frequency'),\r\n pb.float('gain'),\r\n pb.float('lacunarity'),\r\n pb.int('numOctaves')\r\n ],\r\n function () {\r\n this.$l.epsilon = pb.float(0.1);\r\n this.$l.hr = that.calcWaveHeight(\r\n this,\r\n pb.add(this.worldPos, pb.vec2(this.epsilon, 0)),\r\n this.windVelocity,\r\n this.amplitude,\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n );\r\n this.$l.hl = that.calcWaveHeight(\r\n this,\r\n pb.sub(this.worldPos, pb.vec2(this.epsilon, 0)),\r\n this.windVelocity,\r\n this.amplitude,\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n );\r\n this.$l.hu = that.calcWaveHeight(\r\n this,\r\n pb.add(this.worldPos, pb.vec2(0, this.epsilon)),\r\n this.windVelocity,\r\n this.amplitude,\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n );\r\n this.$l.hd = that.calcWaveHeight(\r\n this,\r\n pb.sub(this.worldPos, pb.vec2(0, this.epsilon)),\r\n this.windVelocity,\r\n this.amplitude,\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n );\r\n this.$l.dHdx = pb.div(pb.sub(this.hr, this.hl), pb.mul(this.epsilon, 2));\r\n this.$l.dHdz = pb.div(pb.sub(this.hu, this.hd), pb.mul(this.epsilon, 2));\r\n this.$l.normal = pb.normalize(pb.vec3(pb.neg(this.dHdx), 1, pb.neg(this.dHdz)));\r\n this.$return(this.normal);\r\n }\r\n );\r\n return scope[funcName](\r\n worldPos,\r\n time,\r\n windVelocity,\r\n amplitude,\r\n frequency,\r\n gain,\r\n lacunarity,\r\n numOctaves\r\n ) as PBShaderExp;\r\n }\r\n /** @internal */\r\n private calcWaveHeight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n windVelocity: PBShaderExp,\r\n amplitude: PBShaderExp,\r\n frequency: PBShaderExp,\r\n gain: PBShaderExp,\r\n lacunarity: PBShaderExp,\r\n numOctaves: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'calcWaveHeight';\r\n const that = this;\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec2('worldPos'),\r\n pb.vec2('windVelocity'),\r\n pb.float('amplitude'),\r\n pb.float('frequency'),\r\n pb.float('gain'),\r\n pb.float('lacunarity'),\r\n pb.int('numOctaves')\r\n ],\r\n function () {\r\n this.$l.windOffset = pb.mul(this.windVelocity, ShaderHelper.getElapsedTime(this));\r\n this.$l.height = that.fbm(\r\n this,\r\n pb.add(pb.mul(this.worldPos, 0.01), this.windOffset),\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n );\r\n this.height = pb.add(\r\n this.height,\r\n pb.mul(\r\n 0.3,\r\n that.fbm(\r\n this,\r\n pb.add(pb.mul(this.worldPos, 0.05), pb.mul(this.windOffset, 1.5)),\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n )\r\n )\r\n );\r\n this.height = pb.add(\r\n this.height,\r\n pb.mul(\r\n 0.1,\r\n that.fbm(\r\n this,\r\n pb.add(pb.mul(this.worldPos, 0.1), pb.mul(this.windOffset, 2)),\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n )\r\n )\r\n );\r\n this.$return(pb.mul(this.height, this.amplitude));\r\n }\r\n );\r\n return scope[funcName](\r\n worldPos,\r\n windVelocity,\r\n amplitude,\r\n frequency,\r\n gain,\r\n lacunarity,\r\n numOctaves\r\n ) as PBShaderExp;\r\n }\r\n /** @internal */\r\n private fbm(\r\n scope: PBInsideFunctionScope,\r\n st: PBShaderExp,\r\n frequency: PBShaderExp,\r\n gain: PBShaderExp,\r\n lacunarity: PBShaderExp,\r\n numOctaves: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'FBM';\r\n pb.func(\r\n funcName,\r\n [pb.vec2('st'), pb.float('frequency'), pb.float('gain'), pb.float('lacunarity'), pb.int('numOctaves')],\r\n function () {\r\n this.$l.m2 = pb.mat2(0.8, 0.6, -0.6, 0.8);\r\n this.$l.p = this.st; //pb.mul(this.st, 0.05);\r\n this.$l.a = pb.float(0);\r\n this.$l.b = pb.float(1);\r\n this.$l.c = pb.float(0);\r\n this.$for(\r\n pb.int('i'),\r\n 0,\r\n pb.getDevice().type === 'webgl' ? MAX_NUM_OCTAVES : this.numOctaves,\r\n function () {\r\n if (pb.getDevice().type === 'webgl') {\r\n this.$if(pb.greaterThanEqual(this.i, this.numOctaves), function () {\r\n this.$break();\r\n });\r\n }\r\n this.$l.n = pb.sub(valueNoise(this, this.p), 0.5);\r\n this.a = pb.add(this.a, pb.mul(this.n, this.b));\r\n this.c = pb.add(this.c, this.b);\r\n this.b = pb.mul(this.b, this.gain);\r\n this.p = pb.mul(this.m2, this.p, this.frequency);\r\n }\r\n );\r\n this.$return(pb.div(this.a, this.c));\r\n }\r\n );\r\n return scope[funcName](st, frequency, gain, lacunarity, numOctaves) as PBShaderExp;\r\n }\r\n /** {@inheritDoc WaveGenerator.update} */\r\n update() {}\r\n /** {@inheritDoc WaveGenerator.needUpdate} */\r\n needUpdate() {\r\n return false;\r\n }\r\n /** {@inheritDoc WaveGenerator.calcClipmapTileAABB} */\r\n calcClipmapTileAABB(minX: number, maxX: number, minZ: number, maxZ: number, y: number, outAABB: AABB) {\r\n const maxHeight = 1.5 * this._amplitude;\r\n outAABB.minPoint.setXYZ(minX, y - maxHeight, minZ);\r\n outAABB.maxPoint.setXYZ(maxX, y + maxHeight, maxZ);\r\n }\r\n /** {@inheritDoc WaveGenerator.calcFragmentNormal} */\r\n calcFragmentNormal(scope: PBInsideFunctionScope, xz: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func('calcFragmentNormal', [pb.vec2('xz')], function () {\r\n this.$l.normal = that.calcWaveNormal(\r\n this,\r\n this.xz,\r\n ShaderHelper.getElapsedTime(this),\r\n this.windVelocity,\r\n this.waveAmplitude,\r\n this.waveFrequency,\r\n this.waveGain,\r\n this.waveLacunarity,\r\n this.numOctaves\r\n );\r\n this.$return(this.normal);\r\n });\r\n return scope.calcFragmentNormal(xz) as PBShaderExp;\r\n }\r\n /** {@inheritDoc WaveGenerator.calcFragmentNormalAndFoam} */\r\n calcFragmentNormalAndFoam(scope: PBInsideFunctionScope, xz: PBShaderExp) {\r\n return scope.$builder.vec4(this.calcFragmentNormal(scope, xz), 0);\r\n }\r\n /** {@inheritDoc WaveGenerator.setupUniforms} */\r\n setupUniforms(scope: PBGlobalScope, uniformGroup: number) {\r\n const pb = scope.$builder;\r\n scope.numOctaves = pb.int().uniform(uniformGroup);\r\n scope.windVelocity = pb.vec2().uniform(uniformGroup);\r\n scope.waveAmplitude = pb.float().uniform(uniformGroup);\r\n scope.waveFrequency = pb.float().uniform(uniformGroup);\r\n scope.waveGain = pb.float().uniform(uniformGroup);\r\n scope.waveLacunarity = pb.float().uniform(uniformGroup);\r\n }\r\n /** @internal */\r\n private calcNormalAndPos(\r\n scope: PBInsideFunctionScope,\r\n inPos: PBShaderExp,\r\n outPos: PBShaderExp,\r\n outNormal: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n 'calcPositionAndNormal',\r\n [pb.vec3('inPos'), pb.vec3('outPos').out(), pb.vec3('outNormal').out()],\r\n function () {\r\n this.outNormal = that.calcWaveNormal(\r\n this,\r\n this.inPos.xz,\r\n ShaderHelper.getElapsedTime(this),\r\n this.windVelocity,\r\n this.waveAmplitude,\r\n this.waveFrequency,\r\n this.waveGain,\r\n this.waveLacunarity,\r\n this.numOctaves\r\n );\r\n this.$l.h = that.calcWaveHeight(\r\n this,\r\n this.inPos.xz,\r\n this.windVelocity,\r\n this.waveAmplitude,\r\n this.waveFrequency,\r\n this.waveGain,\r\n this.waveLacunarity,\r\n this.numOctaves\r\n );\r\n this.outPos = pb.add(this.inPos, pb.vec3(0, this.h, 0));\r\n }\r\n );\r\n scope.calcPositionAndNormal(inPos, outPos, outNormal);\r\n }\r\n /** {@inheritDoc WaveGenerator.calcVertexPositionAndNormal} */\r\n calcVertexPositionAndNormal(\r\n scope: PBInsideFunctionScope,\r\n inPos: PBShaderExp,\r\n outPos: PBShaderExp,\r\n outNormal: PBShaderExp\r\n ) {\r\n this.calcNormalAndPos(scope, inPos, outPos, outNormal);\r\n }\r\n /** {@inheritDoc WaveGenerator.applyWaterBindGroup} */\r\n applyWaterBindGroup(bindGroup: BindGroup) {\r\n bindGroup.setValue('numOctaves', this._numOctaves);\r\n bindGroup.setValue('windVelocity', this._windVelocity);\r\n bindGroup.setValue('waveAmplitude', this._amplitude);\r\n 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+ {"version":3,"file":"fbm_wavegenerator.js","sources":["../../src/render/fbm_wavegenerator.ts"],"sourcesContent":["import type { AABB, Immutable } from '@zephyr3d/base';\r\nimport { Disposable, Vector2 } from '@zephyr3d/base';\r\nimport type { WaveGenerator } from './wavegenerator';\r\nimport type { BindGroup, PBGlobalScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { valueNoise } from '../shaders';\r\nimport { ShaderHelper } from '../material';\r\n\r\nconst MAX_NUM_OCTAVES = 16;\r\n\r\n/**\r\n * FBM wave generator.\r\n * @public\r\n */\r\nexport class FBMWaveGenerator extends Disposable implements WaveGenerator {\r\n private _version: number;\r\n private readonly _windVelocity: Vector2;\r\n private _numOctaves: number;\r\n private _amplitude: number;\r\n private _frequency: number;\r\n private readonly _lacunarity: number;\r\n private readonly _gain: number;\r\n /**\r\n * Creates a new Gerstner wave generator.\r\n */\r\n constructor() {\r\n super();\r\n this._version = 0;\r\n this._numOctaves = 4;\r\n this._windVelocity = new Vector2(0.1, 0);\r\n this._amplitude = 0.3;\r\n this._frequency = 3;\r\n this._lacunarity = 1.83;\r\n this._gain = 0.57;\r\n }\r\n clone() {\r\n const other = new FBMWaveGenerator();\r\n other.numOctaves = this.numOctaves;\r\n other.wind = this.wind;\r\n other.amplitude = this.amplitude;\r\n other.frequency = this.frequency;\r\n return other as this;\r\n }\r\n get version() {\r\n return this._version;\r\n }\r\n /** Number of octaves */\r\n get numOctaves() {\r\n return this._numOctaves;\r\n }\r\n set numOctaves(val) {\r\n if (val !== this.numOctaves) {\r\n this._numOctaves = val;\r\n this._version++;\r\n }\r\n }\r\n /** Wave amplitude */\r\n get amplitude() {\r\n return this._amplitude;\r\n }\r\n set amplitude(val) {\r\n if (val !== this._amplitude) {\r\n this._amplitude = val;\r\n this._version++;\r\n }\r\n }\r\n /** Wave frequency */\r\n get frequency() {\r\n return this._frequency;\r\n }\r\n set frequency(val) {\r\n if (val !== this._frequency) {\r\n this._frequency = val;\r\n this._version++;\r\n }\r\n }\r\n /** Wind velocity */\r\n get wind(): Immutable<Vector2> {\r\n return this._windVelocity;\r\n }\r\n set wind(val: Immutable<Vector2>) {\r\n if (!val.equalsTo(this._windVelocity)) {\r\n this._windVelocity.set(val);\r\n this._version++;\r\n }\r\n }\r\n /** @internal */\r\n private calcWaveNormal(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n time: PBShaderExp,\r\n windVelocity: PBShaderExp,\r\n amplitude: PBShaderExp,\r\n frequency: PBShaderExp,\r\n gain: PBShaderExp,\r\n lacunarity: PBShaderExp,\r\n numOctaves: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'calcWaveNormal';\r\n const that = this;\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec2('worldPos'),\r\n pb.float('time'),\r\n pb.vec2('windVelocity'),\r\n pb.float('amplitude'),\r\n pb.float('frequency'),\r\n pb.float('gain'),\r\n pb.float('lacunarity'),\r\n pb.int('numOctaves')\r\n ],\r\n function () {\r\n this.$l.epsilon = pb.float(0.1);\r\n this.$l.hr = that.calcWaveHeight(\r\n this,\r\n pb.add(this.worldPos, pb.vec2(this.epsilon, 0)),\r\n this.windVelocity,\r\n this.amplitude,\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n );\r\n this.$l.hl = that.calcWaveHeight(\r\n this,\r\n pb.sub(this.worldPos, pb.vec2(this.epsilon, 0)),\r\n this.windVelocity,\r\n this.amplitude,\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n );\r\n this.$l.hu = that.calcWaveHeight(\r\n this,\r\n pb.add(this.worldPos, pb.vec2(0, this.epsilon)),\r\n this.windVelocity,\r\n this.amplitude,\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n );\r\n this.$l.hd = that.calcWaveHeight(\r\n this,\r\n pb.sub(this.worldPos, pb.vec2(0, this.epsilon)),\r\n this.windVelocity,\r\n this.amplitude,\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n );\r\n this.$l.dHdx = pb.div(pb.sub(this.hr, this.hl), pb.mul(this.epsilon, 2));\r\n this.$l.dHdz = pb.div(pb.sub(this.hu, this.hd), pb.mul(this.epsilon, 2));\r\n this.$l.normal = pb.normalize(pb.vec3(pb.neg(this.dHdx), 1, pb.neg(this.dHdz)));\r\n this.$return(this.normal);\r\n }\r\n );\r\n return scope[funcName](\r\n worldPos,\r\n time,\r\n windVelocity,\r\n amplitude,\r\n frequency,\r\n gain,\r\n lacunarity,\r\n numOctaves\r\n ) as PBShaderExp;\r\n }\r\n /** @internal */\r\n private calcWaveHeight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n windVelocity: PBShaderExp,\r\n amplitude: PBShaderExp,\r\n frequency: PBShaderExp,\r\n gain: PBShaderExp,\r\n lacunarity: PBShaderExp,\r\n numOctaves: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'calcWaveHeight';\r\n const that = this;\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec2('worldPos'),\r\n pb.vec2('windVelocity'),\r\n pb.float('amplitude'),\r\n pb.float('frequency'),\r\n pb.float('gain'),\r\n pb.float('lacunarity'),\r\n pb.int('numOctaves')\r\n ],\r\n function () {\r\n this.$l.windOffset = pb.mul(this.windVelocity, ShaderHelper.getElapsedTime(this));\r\n this.$l.height = that.fbm(\r\n this,\r\n pb.add(pb.mul(this.worldPos, 0.01), this.windOffset),\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n );\r\n this.height = pb.add(\r\n this.height,\r\n pb.mul(\r\n 0.3,\r\n that.fbm(\r\n this,\r\n pb.add(pb.mul(this.worldPos, 0.05), pb.mul(this.windOffset, 1.5)),\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n )\r\n )\r\n );\r\n this.height = pb.add(\r\n this.height,\r\n pb.mul(\r\n 0.1,\r\n that.fbm(\r\n this,\r\n pb.add(pb.mul(this.worldPos, 0.1), pb.mul(this.windOffset, 2)),\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n )\r\n )\r\n );\r\n this.$return(pb.mul(this.height, this.amplitude));\r\n }\r\n );\r\n return scope[funcName](\r\n worldPos,\r\n windVelocity,\r\n amplitude,\r\n frequency,\r\n gain,\r\n lacunarity,\r\n numOctaves\r\n ) as PBShaderExp;\r\n }\r\n /** @internal */\r\n private fbm(\r\n scope: PBInsideFunctionScope,\r\n st: PBShaderExp,\r\n frequency: PBShaderExp,\r\n gain: PBShaderExp,\r\n lacunarity: PBShaderExp,\r\n numOctaves: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'FBM';\r\n pb.func(\r\n funcName,\r\n [pb.vec2('st'), pb.float('frequency'), pb.float('gain'), pb.float('lacunarity'), pb.int('numOctaves')],\r\n function () {\r\n this.$l.m2 = pb.mat2(0.8, 0.6, -0.6, 0.8);\r\n this.$l.p = this.st; //pb.mul(this.st, 0.05);\r\n this.$l.a = pb.float(0);\r\n this.$l.b = pb.float(1);\r\n this.$l.c = pb.float(0);\r\n this.$for(\r\n pb.int('i'),\r\n 0,\r\n pb.getDevice().type === 'webgl' ? MAX_NUM_OCTAVES : this.numOctaves,\r\n function () {\r\n if (pb.getDevice().type === 'webgl') {\r\n this.$if(pb.greaterThanEqual(this.i, this.numOctaves), function () {\r\n this.$break();\r\n });\r\n }\r\n this.$l.n = pb.sub(valueNoise(this, this.p), 0.5);\r\n this.a = pb.add(this.a, pb.mul(this.n, this.b));\r\n this.c = pb.add(this.c, this.b);\r\n this.b = pb.mul(this.b, this.gain);\r\n this.p = pb.mul(this.m2, this.p, this.frequency);\r\n }\r\n );\r\n this.$return(pb.div(this.a, this.c));\r\n }\r\n );\r\n return scope[funcName](st, frequency, gain, lacunarity, numOctaves) as PBShaderExp;\r\n }\r\n /** {@inheritDoc WaveGenerator.update} */\r\n update() {}\r\n /** {@inheritDoc WaveGenerator.needUpdate} */\r\n needUpdate() {\r\n return false;\r\n }\r\n /** {@inheritDoc WaveGenerator.calcClipmapTileAABB} */\r\n calcClipmapTileAABB(minX: number, maxX: number, minZ: number, maxZ: number, y: number, outAABB: AABB) {\r\n const maxHeight = 1.5 * this._amplitude;\r\n outAABB.minPoint.setXYZ(minX, y - maxHeight, minZ);\r\n outAABB.maxPoint.setXYZ(maxX, y + maxHeight, maxZ);\r\n }\r\n /** {@inheritDoc WaveGenerator.calcFragmentNormal} */\r\n calcFragmentNormal(scope: PBInsideFunctionScope, xz: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func('calcFragmentNormal', [pb.vec2('xz')], function () {\r\n this.$l.normal = that.calcWaveNormal(\r\n this,\r\n this.xz,\r\n ShaderHelper.getElapsedTime(this),\r\n this.windVelocity,\r\n this.waveAmplitude,\r\n this.waveFrequency,\r\n this.waveGain,\r\n this.waveLacunarity,\r\n this.numOctaves\r\n );\r\n this.$return(this.normal);\r\n });\r\n return scope.calcFragmentNormal(xz) as PBShaderExp;\r\n }\r\n /** {@inheritDoc WaveGenerator.calcFragmentNormalAndFoam} */\r\n calcFragmentNormalAndFoam(scope: PBInsideFunctionScope, xz: PBShaderExp) {\r\n return scope.$builder.vec4(this.calcFragmentNormal(scope, xz), 0);\r\n }\r\n /** {@inheritDoc WaveGenerator.setupUniforms} */\r\n setupUniforms(scope: PBGlobalScope, uniformGroup: number) {\r\n const pb = scope.$builder;\r\n scope.numOctaves = pb.int().uniform(uniformGroup);\r\n scope.windVelocity = pb.vec2().uniform(uniformGroup);\r\n scope.waveAmplitude = pb.float().uniform(uniformGroup);\r\n scope.waveFrequency = pb.float().uniform(uniformGroup);\r\n scope.waveGain = pb.float().uniform(uniformGroup);\r\n scope.waveLacunarity = pb.float().uniform(uniformGroup);\r\n }\r\n /** @internal */\r\n private calcNormalAndPos(\r\n scope: PBInsideFunctionScope,\r\n inPos: PBShaderExp,\r\n outPos: PBShaderExp,\r\n outNormal: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n 'calcPositionAndNormal',\r\n [pb.vec3('inPos'), pb.vec3('outPos').out(), pb.vec3('outNormal').out()],\r\n function () {\r\n this.outNormal = that.calcWaveNormal(\r\n this,\r\n this.inPos.xz,\r\n ShaderHelper.getElapsedTime(this),\r\n this.windVelocity,\r\n this.waveAmplitude,\r\n this.waveFrequency,\r\n this.waveGain,\r\n this.waveLacunarity,\r\n this.numOctaves\r\n );\r\n this.$l.h = that.calcWaveHeight(\r\n this,\r\n this.inPos.xz,\r\n this.windVelocity,\r\n this.waveAmplitude,\r\n this.waveFrequency,\r\n this.waveGain,\r\n this.waveLacunarity,\r\n this.numOctaves\r\n );\r\n this.outPos = pb.add(this.inPos, pb.vec3(0, this.h, 0));\r\n }\r\n );\r\n scope.calcPositionAndNormal(inPos, outPos, outNormal);\r\n }\r\n /** {@inheritDoc WaveGenerator.calcVertexPositionAndNormal} */\r\n calcVertexPositionAndNormal(\r\n scope: PBInsideFunctionScope,\r\n inPos: PBShaderExp,\r\n outPos: PBShaderExp,\r\n outNormal: PBShaderExp\r\n ) {\r\n this.calcNormalAndPos(scope, inPos, outPos, outNormal);\r\n }\r\n /** {@inheritDoc WaveGenerator.applyWaterBindGroup} */\r\n applyWaterBindGroup(bindGroup: BindGroup) {\r\n bindGroup.setValue('numOctaves', this._numOctaves);\r\n bindGroup.setValue('windVelocity', this._windVelocity);\r\n bindGroup.setValue('waveAmplitude', this._amplitude);\r\n bindGroup.setValue('waveFrequency', this._frequency);\r\n bindGroup.setValue('waveGain', this._gain);\r\n bindGroup.setValue('waveLacunarity', this._lacunarity);\r\n }\r\n /** {@inheritDoc WaveGenerator.isOk} */\r\n isOk() {\r\n return true;\r\n }\r\n /** {@inheritDoc WaveGenerator.getHash} */\r\n getHash() {\r\n return 'FBMWaveGenerator';\r\n 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@@ -14,6 +14,7 @@ import '../material/pbrsg.js';
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  import '../material/pbrblueprint.js';
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  import '../material/sprite.js';
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  import '../material/sprite_std.js';
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+ import '../material/msdf_text.js';
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  import '../utility/blueprint/material/texture.js';
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  /**
@@ -1 +1 @@
1
- {"version":3,"file":"gerstner_wavegenerator.js","sources":["../../src/render/gerstner_wavegenerator.ts"],"sourcesContent":["import { Disposable, type AABB } from '@zephyr3d/base';\r\nimport type { WaveGenerator } from './wavegenerator';\r\nimport type { BindGroup, PBGlobalScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { ShaderHelper } from '../material';\r\nimport { MAX_GERSTNER_WAVE_COUNT } from '../values';\r\n\r\n/**\r\n * Gerstner wave generator.\r\n * @public\r\n */\r\nexport class GerstnerWaveGenerator extends Disposable implements WaveGenerator {\r\n private _version: number;\r\n private _waveParams: Float32Array<ArrayBuffer>;\r\n private _numWaves: number;\r\n /**\r\n * Creates a new Gerstner wave generator.\r\n */\r\n constructor() {\r\n super();\r\n this._waveParams = new Float32Array(8 * MAX_GERSTNER_WAVE_COUNT);\r\n this.randomWave(0);\r\n this.randomWave(1);\r\n this.randomWave(2);\r\n this.randomWave(3);\r\n this._numWaves = 4;\r\n this._version = 0;\r\n }\r\n /** @internal */\r\n static randomWaveData(array: Float32Array, offset: number) {\r\n array[offset + 0] = Math.random() * Math.PI * 2;\r\n array[offset + 1] = Math.random() * 0.5 + 0.5;\r\n array[offset + 2] = Math.random() * 0.1;\r\n array[offset + 3] = Math.random() * 10;\r\n array[offset + 4] = Math.random() * 100 - 50;\r\n array[offset + 5] = 0;\r\n array[offset + 6] = Math.random() * 100 - 50;\r\n array[offset + 7] = 0;\r\n }\r\n /** @internal */\r\n setRaw(data: Float32Array, index: number) {\r\n this._waveParams.set(data, index * 8);\r\n }\r\n clone() {\r\n const other = new GerstnerWaveGenerator();\r\n other.numWaves = this.numWaves;\r\n other._waveParams.set(this._waveParams);\r\n return other as this;\r\n }\r\n get version() {\r\n return this._version;\r\n }\r\n /** Gets the number of waves. */\r\n get numWaves() {\r\n return this._numWaves;\r\n }\r\n set numWaves(val) {\r\n if (!Number.isInteger(val) || val <= 0 || val > MAX_GERSTNER_WAVE_COUNT) {\r\n console.error(`Invalid wave number: ${val}`);\r\n return;\r\n }\r\n if (val !== this._numWaves) {\r\n for (let i = this._numWaves; i < val; i++) {\r\n this.randomWave(i);\r\n }\r\n this._numWaves = val;\r\n this._version++;\r\n }\r\n }\r\n /** Delete wave at index */\r\n deleteWave(index: number) {\r\n for (let i = index; i < this._numWaves - 1; i++) {\r\n for (let j = 0; j < 8; j++) {\r\n this._waveParams[i * 8 + j] = this._waveParams[(i + 1) * 8 + j];\r\n }\r\n }\r\n this._numWaves--;\r\n }\r\n /** Delete wave at index */\r\n insertWave(index: number) {\r\n for (let i = index; i < this._numWaves - 1; i++) {\r\n for (let j = 0; j < 8; j++) {\r\n this._waveParams[(i + 1) * 8 + j] = this._waveParams[i * 8 + j];\r\n }\r\n }\r\n this._numWaves++;\r\n }\r\n /**\r\n * Sets the angle of the wave direction in radians.\r\n * @param waveIndex - index of the wave to set.\r\n * @param angle - angle of the wave direction in radians.\r\n */\r\n setWaveDirection(waveIndex: number, angle: number) {\r\n if (waveIndex < MAX_GERSTNER_WAVE_COUNT) {\r\n this._waveParams[waveIndex * 8 + 0] = angle;\r\n this._version++;\r\n }\r\n }\r\n /**\r\n * Gets the angle of the wave direction in radians.\r\n * @param waveIndex - index of the wave to get.\r\n * @returns Angle of the wave direction in radians.\r\n */\r\n getWaveDirection(waveIndex: number) {\r\n return waveIndex < MAX_GERSTNER_WAVE_COUNT ? this._waveParams[waveIndex * 8 + 0] : 0;\r\n }\r\n /**\r\n * Sets the steepness of the wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @param steepness - Steepness of the wave.\r\n */\r\n setWaveSteepness(waveIndex: number, steepness: number) {\r\n if (waveIndex < MAX_GERSTNER_WAVE_COUNT) {\r\n this._waveParams[waveIndex * 8 + 1] = steepness;\r\n this._version++;\r\n }\r\n }\r\n /**\r\n * Gets the steepness of the wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @returns Steepness of the wave.\r\n */\r\n getWaveSteepness(waveIndex: number) {\r\n return waveIndex < MAX_GERSTNER_WAVE_COUNT ? this._waveParams[waveIndex * 8 + 1] : 0;\r\n }\r\n /**\r\n * Sets the amplitude of the wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @param val - Amplitude of the wave.\r\n */\r\n setWaveAmplitude(waveIndex: number, val: number) {\r\n if (waveIndex < MAX_GERSTNER_WAVE_COUNT) {\r\n this._waveParams[waveIndex * 8 + 2] = val;\r\n this._version++;\r\n }\r\n }\r\n /**\r\n * Gets the amplitude of the wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @returns Amplitude of the wave.\r\n */\r\n getWaveAmplitude(waveIndex: number) {\r\n return waveIndex < MAX_GERSTNER_WAVE_COUNT ? this._waveParams[waveIndex * 8 + 2] : 0;\r\n }\r\n /**\r\n * Sets the length of the wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @param val - Length of the wave.\r\n */\r\n setWaveLength(waveIndex: number, val: number) {\r\n if (waveIndex < MAX_GERSTNER_WAVE_COUNT) {\r\n this._waveParams[waveIndex * 8 + 3] = val;\r\n this._version++;\r\n }\r\n }\r\n /**\r\n * Gets the length of the wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @returns Length of the wave.\r\n */\r\n getWaveLength(waveIndex: number) {\r\n return waveIndex < MAX_GERSTNER_WAVE_COUNT ? this._waveParams[waveIndex * 8 + 3] : 0;\r\n }\r\n /**\r\n * Query if the wave is an omni-directional wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @returns true if the wave is an omni-directional wave, false otherwise.\r\n */\r\n isOmniWave(waveIndex: number) {\r\n return waveIndex < MAX_GERSTNER_WAVE_COUNT ? this._waveParams[waveIndex * 8 + 7] !== 0 : false;\r\n }\r\n /**\r\n * Sets whether the wave is an omni-directional wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @param isOmni - true if the wave is an omni-directional wave, false otherwise.\r\n */\r\n setOmniWave(waveIndex: number, isOmni: boolean) {\r\n if (waveIndex < MAX_GERSTNER_WAVE_COUNT) {\r\n this._waveParams[waveIndex * 8 + 7] = isOmni ? 1 : 0;\r\n this._version++;\r\n }\r\n }\r\n /**\r\n * Gets the X coordinate of the wave origin if it is an omni-directional wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @returns X coordinate of the wave origin if it is an omni-directional wave, 0 otherwise.\r\n */\r\n getOriginX(waveIndex: number) {\r\n return waveIndex < MAX_GERSTNER_WAVE_COUNT ? this._waveParams[waveIndex * 8 + 4] : 0;\r\n }\r\n /**\r\n * Gets the Z coordinate of the wave origin if it is an omni-directional wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @returns Z coordinate of the wave origin if it is an omni-directional wave, 0 otherwise.\r\n */\r\n getOriginZ(waveIndex: number) {\r\n return waveIndex < MAX_GERSTNER_WAVE_COUNT ? this._waveParams[waveIndex * 8 + 6] : 0;\r\n }\r\n /**\r\n * Sets the X and Z coordinates of the wave origin if it is an omni-directional wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @param x - X coordinate of the wave origin\r\n * @param z - Z coordinate of the wave origin\r\n */\r\n setOrigin(waveIndex: number, x: number, z: number) {\r\n if (waveIndex < MAX_GERSTNER_WAVE_COUNT) {\r\n this._waveParams[waveIndex * 8 + 4] = x;\r\n this._waveParams[waveIndex * 8 + 6] = z;\r\n this._version++;\r\n }\r\n }\r\n /** @internal */\r\n randomWave(i: number) {\r\n GerstnerWaveGenerator.randomWaveData(this._waveParams, i * 8);\r\n }\r\n /** {@inheritDoc WaveGenerator.update} */\r\n update() {}\r\n /** {@inheritDoc WaveGenerator.needUpdate} */\r\n needUpdate() {\r\n return false;\r\n }\r\n /** {@inheritDoc WaveGenerator.calcClipmapTileAABB} */\r\n calcClipmapTileAABB(minX: number, maxX: number, minZ: number, maxZ: number, y: number, outAABB: AABB) {\r\n let maxHeight = 0;\r\n for (let i = 0; i < this._numWaves; i++) {\r\n const h = this._waveParams[i * 8 + 2];\r\n if (h > maxHeight) {\r\n maxHeight = h;\r\n }\r\n }\r\n outAABB.minPoint.setXYZ(minX, y, minZ);\r\n outAABB.maxPoint.setXYZ(maxX, y + maxHeight, maxZ);\r\n }\r\n /** {@inheritDoc WaveGenerator.calcFragmentNormal} */\r\n calcFragmentNormal(scope: PBInsideFunctionScope, xz: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func('calcFragmentNormal', [pb.vec2('xz')], function () {\r\n this.$l.inPos = pb.vec3(this.xz.x, 0, this.xz.y);\r\n this.$l.outPos = pb.vec3();\r\n this.$l.outNormal = pb.vec3();\r\n that.calcNormalAndPos(this, this.inPos, this.outPos, this.outNormal);\r\n this.$return(this.outNormal);\r\n });\r\n return scope.calcFragmentNormal(xz) as PBShaderExp;\r\n }\r\n /** {@inheritDoc WaveGenerator.calcFragmentNormalAndFoam} */\r\n calcFragmentNormalAndFoam(scope: PBInsideFunctionScope, xz: PBShaderExp) {\r\n return scope.$builder.vec4(this.calcFragmentNormal(scope, xz), 0);\r\n }\r\n /** {@inheritDoc WaveGenerator.setupUniforms} */\r\n setupUniforms(scope: PBGlobalScope, uniformGroup: number) {\r\n const pb = scope.$builder;\r\n scope.numWaves = pb.float().uniform(uniformGroup);\r\n scope.waveParams = pb.vec4[MAX_GERSTNER_WAVE_COUNT * 2]().uniform(uniformGroup);\r\n }\r\n /** @internal */\r\n private gerstnerWave(\r\n scope: PBInsideFunctionScope,\r\n waveParam: PBShaderExp,\r\n omniParam: PBShaderExp,\r\n inPos: PBShaderExp,\r\n outNormal: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n pb.func(\r\n 'gerstnerWave',\r\n [pb.vec4('waveParam'), pb.vec4('omniParam'), pb.vec3('inPos'), pb.vec3('outNormal').out()],\r\n function () {\r\n this.$l.amplitude = pb.max(this.waveParam.z, 0.01);\r\n this.$l.wavelength = this.waveParam.w;\r\n this.$l.omniPos = this.omniParam.xz;\r\n this.$l.omni = this.omniParam.w;\r\n this.$l.direction = pb.vec2(pb.sin(this.waveParam.x), pb.cos(this.waveParam.x));\r\n this.$l.w = pb.max(0.001, pb.div(Math.PI * 2, this.wavelength));\r\n this.$l.wSpeed = pb.sqrt(pb.mul(9.8, this.w));\r\n this.$l.peak = this.waveParam.y;\r\n this.$l.qi = pb.div(this.peak, pb.mul(this.amplitude, this.w, this.numWaves));\r\n this.$l.dirWaveInput = pb.mul(this.direction, pb.sub(1, this.omni));\r\n this.$l.omniWaveInput = pb.mul(pb.sub(this.inPos.xz, this.omniPos), this.omni);\r\n this.$l.windDir = pb.normalize(pb.add(this.dirWaveInput, this.omniWaveInput));\r\n this.$l.dir = pb.dot(this.windDir, pb.sub(this.inPos.xz, pb.mul(this.omniPos, this.omni)));\r\n this.$l.calc = pb.sub(\r\n pb.mul(this.dir, this.w),\r\n pb.mul(this.wSpeed, ShaderHelper.getElapsedTime(this))\r\n );\r\n this.$l.cosCalc = pb.cos(this.calc);\r\n this.$l.sinCalc = pb.sin(this.calc);\r\n this.$l.waveXZ = pb.mul(this.windDir.xy, this.qi, this.amplitude, this.cosCalc);\r\n this.$l.waveY = pb.div(pb.mul(this.sinCalc, this.amplitude), this.numWaves);\r\n this.$l.wave = pb.vec3(this.waveXZ.x, this.waveY, this.waveXZ.y);\r\n this.$l.wa = pb.mul(this.w, this.amplitude);\r\n this.$l.n = pb.vec3(\r\n pb.neg(pb.mul(this.windDir.xy, this.wa, this.cosCalc)),\r\n pb.sub(1, pb.mul(this.qi, this.wa, this.sinCalc))\r\n );\r\n this.outNormal = pb.div(this.n.xzy, this.numWaves);\r\n this.$return(pb.mul(this.wave, pb.clamp(pb.mul(this.amplitude, 10000), 0, 1)));\r\n }\r\n );\r\n return scope.gerstnerWave(waveParam, omniParam, inPos, outNormal) as PBShaderExp;\r\n }\r\n /** @internal */\r\n private calcNormalAndPos(\r\n scope: PBInsideFunctionScope,\r\n inPos: PBShaderExp,\r\n outPos: PBShaderExp,\r\n outNormal: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n 'calcPositionAndNormal',\r\n [pb.vec3('inPos'), pb.vec3('outPos').out(), pb.vec3('outNormal').out()],\r\n function () {\r\n this.outPos = this.inPos;\r\n this.outNormal = pb.vec3(0);\r\n this.$for(\r\n pb.float('i'),\r\n 0,\r\n pb.getDevice().type === 'webgl' ? MAX_GERSTNER_WAVE_COUNT : this.numWaves,\r\n function () {\r\n if (pb.getDevice().type === 'webgl') {\r\n this.$if(pb.greaterThanEqual(this.i, this.numWaves), function () {\r\n this.$break();\r\n });\r\n }\r\n this.$l.waveNormal = pb.vec3();\r\n this.$l.wavePos = that.gerstnerWave(\r\n this,\r\n this.waveParams.at(pb.mul(this.i, 2)),\r\n this.waveParams.at(pb.add(pb.mul(this.i, 2), 1)),\r\n this.inPos,\r\n this.waveNormal\r\n );\r\n this.outPos = pb.add(this.outPos, this.wavePos);\r\n this.outNormal = pb.add(this.outNormal, this.waveNormal);\r\n }\r\n );\r\n }\r\n );\r\n scope.calcPositionAndNormal(inPos, outPos, outNormal);\r\n }\r\n /** {@inheritDoc WaveGenerator.calcVertexPositionAndNormal} */\r\n calcVertexPositionAndNormal(\r\n scope: PBInsideFunctionScope,\r\n inPos: PBShaderExp,\r\n outPos: PBShaderExp,\r\n outNormal: PBShaderExp\r\n ) {\r\n this.calcNormalAndPos(scope, inPos, outPos, outNormal);\r\n }\r\n /** {@inheritDoc WaveGenerator.applyWaterBindGroup} */\r\n 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+ {"version":3,"file":"gerstner_wavegenerator.js","sources":["../../src/render/gerstner_wavegenerator.ts"],"sourcesContent":["import { Disposable, type AABB } from '@zephyr3d/base';\r\nimport type { WaveGenerator } from './wavegenerator';\r\nimport type { BindGroup, PBGlobalScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { ShaderHelper } from '../material';\r\nimport { MAX_GERSTNER_WAVE_COUNT } from '../values';\r\n\r\n/**\r\n * Gerstner wave generator.\r\n * @public\r\n */\r\nexport class GerstnerWaveGenerator extends Disposable implements WaveGenerator {\r\n private _version: number;\r\n private _waveParams: Float32Array<ArrayBuffer>;\r\n private _numWaves: number;\r\n /**\r\n * Creates a new Gerstner wave generator.\r\n */\r\n constructor() {\r\n super();\r\n this._waveParams = new Float32Array(8 * MAX_GERSTNER_WAVE_COUNT);\r\n this.randomWave(0);\r\n this.randomWave(1);\r\n this.randomWave(2);\r\n this.randomWave(3);\r\n this._numWaves = 4;\r\n this._version = 0;\r\n }\r\n /** @internal */\r\n static randomWaveData(array: Float32Array, offset: number) {\r\n array[offset + 0] = Math.random() * Math.PI * 2;\r\n array[offset + 1] = Math.random() * 0.5 + 0.5;\r\n array[offset + 2] = Math.random() * 0.1;\r\n array[offset + 3] = Math.random() * 10;\r\n array[offset + 4] = Math.random() * 100 - 50;\r\n array[offset + 5] = 0;\r\n array[offset + 6] = Math.random() * 100 - 50;\r\n array[offset + 7] = 0;\r\n }\r\n /** @internal */\r\n setRaw(data: Float32Array, index: number) {\r\n this._waveParams.set(data, index * 8);\r\n }\r\n clone() {\r\n const other = new GerstnerWaveGenerator();\r\n other.numWaves = this.numWaves;\r\n other._waveParams.set(this._waveParams);\r\n return other as this;\r\n }\r\n get version() {\r\n return this._version;\r\n }\r\n /** Gets the number of waves. */\r\n get numWaves() {\r\n return this._numWaves;\r\n }\r\n set numWaves(val) {\r\n if (!Number.isInteger(val) || val <= 0 || val > MAX_GERSTNER_WAVE_COUNT) {\r\n console.error(`Invalid wave number: ${val}`);\r\n return;\r\n }\r\n if (val !== this._numWaves) {\r\n for (let i = this._numWaves; i < val; i++) {\r\n this.randomWave(i);\r\n }\r\n this._numWaves = val;\r\n this._version++;\r\n }\r\n }\r\n /** Delete wave at index */\r\n deleteWave(index: number) {\r\n for (let i = index; i < this._numWaves - 1; i++) {\r\n for (let j = 0; j < 8; j++) {\r\n this._waveParams[i * 8 + j] = this._waveParams[(i + 1) * 8 + j];\r\n }\r\n }\r\n this._numWaves--;\r\n }\r\n /** Delete wave at index */\r\n insertWave(index: number) {\r\n for (let i = index; i < this._numWaves - 1; i++) {\r\n for (let j = 0; j < 8; j++) {\r\n this._waveParams[(i + 1) * 8 + j] = this._waveParams[i * 8 + j];\r\n }\r\n }\r\n this._numWaves++;\r\n }\r\n /**\r\n * Sets the angle of the wave direction in radians.\r\n * @param waveIndex - index of the wave to set.\r\n * @param angle - angle of the wave direction in radians.\r\n */\r\n setWaveDirection(waveIndex: number, angle: number) {\r\n if (waveIndex < MAX_GERSTNER_WAVE_COUNT) {\r\n this._waveParams[waveIndex * 8 + 0] = angle;\r\n this._version++;\r\n }\r\n }\r\n /**\r\n * Gets the angle of the wave direction in radians.\r\n * @param waveIndex - index of the wave to get.\r\n * @returns Angle of the wave direction in radians.\r\n */\r\n getWaveDirection(waveIndex: number) {\r\n return waveIndex < MAX_GERSTNER_WAVE_COUNT ? this._waveParams[waveIndex * 8 + 0] : 0;\r\n }\r\n /**\r\n * Sets the steepness of the wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @param steepness - Steepness of the wave.\r\n */\r\n setWaveSteepness(waveIndex: number, steepness: number) {\r\n if (waveIndex < MAX_GERSTNER_WAVE_COUNT) {\r\n this._waveParams[waveIndex * 8 + 1] = steepness;\r\n this._version++;\r\n }\r\n }\r\n /**\r\n * Gets the steepness of the wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @returns Steepness of the wave.\r\n */\r\n getWaveSteepness(waveIndex: number) {\r\n return waveIndex < MAX_GERSTNER_WAVE_COUNT ? this._waveParams[waveIndex * 8 + 1] : 0;\r\n }\r\n /**\r\n * Sets the amplitude of the wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @param val - Amplitude of the wave.\r\n */\r\n setWaveAmplitude(waveIndex: number, val: number) {\r\n if (waveIndex < MAX_GERSTNER_WAVE_COUNT) {\r\n this._waveParams[waveIndex * 8 + 2] = val;\r\n this._version++;\r\n }\r\n }\r\n /**\r\n * Gets the amplitude of the wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @returns Amplitude of the wave.\r\n */\r\n getWaveAmplitude(waveIndex: number) {\r\n return waveIndex < MAX_GERSTNER_WAVE_COUNT ? this._waveParams[waveIndex * 8 + 2] : 0;\r\n }\r\n /**\r\n * Sets the length of the wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @param val - Length of the wave.\r\n */\r\n setWaveLength(waveIndex: number, val: number) {\r\n if (waveIndex < MAX_GERSTNER_WAVE_COUNT) {\r\n this._waveParams[waveIndex * 8 + 3] = val;\r\n this._version++;\r\n }\r\n }\r\n /**\r\n * Gets the length of the wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @returns Length of the wave.\r\n */\r\n getWaveLength(waveIndex: number) {\r\n return waveIndex < MAX_GERSTNER_WAVE_COUNT ? this._waveParams[waveIndex * 8 + 3] : 0;\r\n }\r\n /**\r\n * Query if the wave is an omni-directional wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @returns true if the wave is an omni-directional wave, false otherwise.\r\n */\r\n isOmniWave(waveIndex: number) {\r\n return waveIndex < MAX_GERSTNER_WAVE_COUNT ? this._waveParams[waveIndex * 8 + 7] !== 0 : false;\r\n }\r\n /**\r\n * Sets whether the wave is an omni-directional wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @param isOmni - true if the wave is an omni-directional wave, false otherwise.\r\n */\r\n setOmniWave(waveIndex: number, isOmni: boolean) {\r\n if (waveIndex < MAX_GERSTNER_WAVE_COUNT) {\r\n this._waveParams[waveIndex * 8 + 7] = isOmni ? 1 : 0;\r\n this._version++;\r\n }\r\n }\r\n /**\r\n * Gets the X coordinate of the wave origin if it is an omni-directional wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @returns X coordinate of the wave origin if it is an omni-directional wave, 0 otherwise.\r\n */\r\n getOriginX(waveIndex: number) {\r\n return waveIndex < MAX_GERSTNER_WAVE_COUNT ? this._waveParams[waveIndex * 8 + 4] : 0;\r\n }\r\n /**\r\n * Gets the Z coordinate of the wave origin if it is an omni-directional wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @returns Z coordinate of the wave origin if it is an omni-directional wave, 0 otherwise.\r\n */\r\n getOriginZ(waveIndex: number) {\r\n return waveIndex < MAX_GERSTNER_WAVE_COUNT ? this._waveParams[waveIndex * 8 + 6] : 0;\r\n }\r\n /**\r\n * Sets the X and Z coordinates of the wave origin if it is an omni-directional wave.\r\n * @param waveIndex - index of the wave to set.\r\n * @param x - X coordinate of the wave origin\r\n * @param z - Z coordinate of the wave origin\r\n */\r\n setOrigin(waveIndex: number, x: number, z: number) {\r\n if (waveIndex < MAX_GERSTNER_WAVE_COUNT) {\r\n this._waveParams[waveIndex * 8 + 4] = x;\r\n this._waveParams[waveIndex * 8 + 6] = z;\r\n this._version++;\r\n }\r\n }\r\n /** @internal */\r\n randomWave(i: number) {\r\n GerstnerWaveGenerator.randomWaveData(this._waveParams, i * 8);\r\n }\r\n /** {@inheritDoc WaveGenerator.update} */\r\n update() {}\r\n /** {@inheritDoc WaveGenerator.needUpdate} */\r\n needUpdate() {\r\n return false;\r\n }\r\n /** {@inheritDoc WaveGenerator.calcClipmapTileAABB} */\r\n calcClipmapTileAABB(minX: number, maxX: number, minZ: number, maxZ: number, y: number, outAABB: AABB) {\r\n let maxHeight = 0;\r\n for (let i = 0; i < this._numWaves; i++) {\r\n const h = this._waveParams[i * 8 + 2];\r\n if (h > maxHeight) {\r\n maxHeight = h;\r\n }\r\n }\r\n outAABB.minPoint.setXYZ(minX, y, minZ);\r\n outAABB.maxPoint.setXYZ(maxX, y + maxHeight, maxZ);\r\n }\r\n /** {@inheritDoc WaveGenerator.calcFragmentNormal} */\r\n calcFragmentNormal(scope: PBInsideFunctionScope, xz: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func('calcFragmentNormal', [pb.vec2('xz')], function () {\r\n this.$l.inPos = pb.vec3(this.xz.x, 0, this.xz.y);\r\n this.$l.outPos = pb.vec3();\r\n this.$l.outNormal = pb.vec3();\r\n that.calcNormalAndPos(this, this.inPos, this.outPos, this.outNormal);\r\n this.$return(this.outNormal);\r\n });\r\n return scope.calcFragmentNormal(xz) as PBShaderExp;\r\n }\r\n /** {@inheritDoc WaveGenerator.calcFragmentNormalAndFoam} */\r\n calcFragmentNormalAndFoam(scope: PBInsideFunctionScope, xz: PBShaderExp) {\r\n return scope.$builder.vec4(this.calcFragmentNormal(scope, xz), 0);\r\n }\r\n /** {@inheritDoc WaveGenerator.setupUniforms} */\r\n setupUniforms(scope: PBGlobalScope, uniformGroup: number) {\r\n const pb = scope.$builder;\r\n scope.numWaves = pb.float().uniform(uniformGroup);\r\n scope.waveParams = pb.vec4[MAX_GERSTNER_WAVE_COUNT * 2]().uniform(uniformGroup);\r\n }\r\n /** @internal */\r\n private gerstnerWave(\r\n scope: PBInsideFunctionScope,\r\n waveParam: PBShaderExp,\r\n omniParam: PBShaderExp,\r\n inPos: PBShaderExp,\r\n outNormal: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n pb.func(\r\n 'gerstnerWave',\r\n [pb.vec4('waveParam'), pb.vec4('omniParam'), pb.vec3('inPos'), pb.vec3('outNormal').out()],\r\n function () {\r\n this.$l.amplitude = pb.max(this.waveParam.z, 0.01);\r\n this.$l.wavelength = this.waveParam.w;\r\n this.$l.omniPos = this.omniParam.xz;\r\n this.$l.omni = this.omniParam.w;\r\n this.$l.direction = pb.vec2(pb.sin(this.waveParam.x), pb.cos(this.waveParam.x));\r\n this.$l.w = pb.max(0.001, pb.div(Math.PI * 2, this.wavelength));\r\n this.$l.wSpeed = pb.sqrt(pb.mul(9.8, this.w));\r\n this.$l.peak = this.waveParam.y;\r\n this.$l.qi = pb.div(this.peak, pb.mul(this.amplitude, this.w, this.numWaves));\r\n this.$l.dirWaveInput = pb.mul(this.direction, pb.sub(1, this.omni));\r\n this.$l.omniWaveInput = pb.mul(pb.sub(this.inPos.xz, this.omniPos), this.omni);\r\n this.$l.windDir = pb.normalize(pb.add(this.dirWaveInput, this.omniWaveInput));\r\n this.$l.dir = pb.dot(this.windDir, pb.sub(this.inPos.xz, pb.mul(this.omniPos, this.omni)));\r\n this.$l.calc = pb.sub(\r\n pb.mul(this.dir, this.w),\r\n pb.mul(this.wSpeed, ShaderHelper.getElapsedTime(this))\r\n );\r\n this.$l.cosCalc = pb.cos(this.calc);\r\n this.$l.sinCalc = pb.sin(this.calc);\r\n this.$l.waveXZ = pb.mul(this.windDir.xy, this.qi, this.amplitude, this.cosCalc);\r\n this.$l.waveY = pb.div(pb.mul(this.sinCalc, this.amplitude), this.numWaves);\r\n this.$l.wave = pb.vec3(this.waveXZ.x, this.waveY, this.waveXZ.y);\r\n this.$l.wa = pb.mul(this.w, this.amplitude);\r\n this.$l.n = pb.vec3(\r\n pb.neg(pb.mul(this.windDir.xy, this.wa, this.cosCalc)),\r\n pb.sub(1, pb.mul(this.qi, this.wa, this.sinCalc))\r\n );\r\n this.outNormal = pb.div(this.n.xzy, this.numWaves);\r\n this.$return(pb.mul(this.wave, pb.clamp(pb.mul(this.amplitude, 10000), 0, 1)));\r\n }\r\n );\r\n return scope.gerstnerWave(waveParam, omniParam, inPos, outNormal) as PBShaderExp;\r\n }\r\n /** @internal */\r\n private calcNormalAndPos(\r\n scope: PBInsideFunctionScope,\r\n inPos: PBShaderExp,\r\n outPos: PBShaderExp,\r\n outNormal: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n 'calcPositionAndNormal',\r\n [pb.vec3('inPos'), pb.vec3('outPos').out(), pb.vec3('outNormal').out()],\r\n function () {\r\n this.outPos = this.inPos;\r\n this.outNormal = pb.vec3(0);\r\n this.$for(\r\n pb.float('i'),\r\n 0,\r\n pb.getDevice().type === 'webgl' ? MAX_GERSTNER_WAVE_COUNT : this.numWaves,\r\n function () {\r\n if (pb.getDevice().type === 'webgl') {\r\n this.$if(pb.greaterThanEqual(this.i, this.numWaves), function () {\r\n this.$break();\r\n });\r\n }\r\n this.$l.waveNormal = pb.vec3();\r\n this.$l.wavePos = that.gerstnerWave(\r\n this,\r\n this.waveParams.at(pb.mul(this.i, 2)),\r\n this.waveParams.at(pb.add(pb.mul(this.i, 2), 1)),\r\n this.inPos,\r\n this.waveNormal\r\n );\r\n this.outPos = pb.add(this.outPos, this.wavePos);\r\n this.outNormal = pb.add(this.outNormal, this.waveNormal);\r\n }\r\n );\r\n }\r\n );\r\n scope.calcPositionAndNormal(inPos, outPos, outNormal);\r\n }\r\n /** {@inheritDoc WaveGenerator.calcVertexPositionAndNormal} */\r\n calcVertexPositionAndNormal(\r\n scope: PBInsideFunctionScope,\r\n inPos: PBShaderExp,\r\n outPos: PBShaderExp,\r\n outNormal: PBShaderExp\r\n ) {\r\n this.calcNormalAndPos(scope, inPos, outPos, outNormal);\r\n }\r\n /** {@inheritDoc WaveGenerator.applyWaterBindGroup} */\r\n 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@@ -14,6 +14,7 @@ import '../material/pbrsg.js';
14
14
  import '../material/pbrblueprint.js';
15
15
  import '../material/sprite.js';
16
16
  import '../material/sprite_std.js';
17
+ import '../material/msdf_text.js';
17
18
  import '../utility/blueprint/material/texture.js';
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19
 
19
20
  class GlobalBindGroupAllocator {
@@ -1 +1 @@
1
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+ {"version":3,"file":"globalbindgroup_allocator.js","sources":["../../src/render/globalbindgroup_allocator.ts"],"sourcesContent":["import type { BindGroup, BindGroupLayout } from '@zephyr3d/device';\r\nimport type { DrawContext } from './drawable';\r\nimport { ShaderHelper } from '../material';\r\n\r\nexport class GlobalBindGroupAllocator {\r\n static _layouts: Record<string, BindGroupLayout> = {};\r\n static _allocators: GlobalBindGroupAllocator[] = [];\r\n private _bindGroups: Record<string, BindGroup>;\r\n constructor() {\r\n this._bindGroups = {};\r\n }\r\n static get() {\r\n return this._allocators.pop() ?? new GlobalBindGroupAllocator();\r\n }\r\n static release(allocator: GlobalBindGroupAllocator) {\r\n this._allocators.push(allocator);\r\n }\r\n /**\r\n * Allocate global bind group according to current draw context\r\n * @param ctx - Draw context\r\n * @returns Global bind group\r\n */\r\n getGlobalBindGroup(ctx: DrawContext) {\r\n const hash = ctx.renderPassHash!;\r\n let bindGroup = this._bindGroups[hash];\r\n if (!bindGroup) {\r\n let layout = GlobalBindGroupAllocator._layouts[hash];\r\n if (!layout) {\r\n const ret = ctx.device.programBuilder.buildRender({\r\n vertex(pb) {\r\n ShaderHelper.prepareVertexShader(pb, ctx);\r\n pb.main(function () {});\r\n },\r\n fragment(pb) {\r\n ShaderHelper.prepareFragmentShader(pb, ctx);\r\n pb.main(function () {});\r\n }\r\n });\r\n layout = ret[2][0];\r\n GlobalBindGroupAllocator._layouts[hash] = layout;\r\n }\r\n bindGroup = ctx.device.createBindGroup(layout);\r\n this._bindGroups[hash] = bindGroup;\r\n }\r\n return bindGroup;\r\n }\r\n}\r\n"],"names":["GlobalBindGroupAllocator","_layouts","_allocators","_bindGroups","get","pop","release","allocator","push","getGlobalBindGroup","ctx","hash","renderPassHash","bindGroup","layout","ret","device","programBuilder","buildRender","vertex","pb","ShaderHelper","prepareVertexShader","main","fragment","prepareFragmentShader","createBindGroup"],"mappings":";;;;;;;;;;;;;;;;;;;AAIO,MAAMA,wBAAAA,CAAAA;IACX,OAAOC,QAAAA,GAA4C,EAAG;IACtD,OAAOC,WAAAA,GAA0C,EAAE;IAC3CC,WAAuC;IAC/C,WAAc,EAAA;QACZ,IAAI,CAACA,WAAW,GAAG,EAAC;AACtB;AACA,IAAA,OAAOC,GAAM,GAAA;AACX,QAAA,OAAO,IAAI,CAACF,WAAW,CAACG,GAAG,MAAM,IAAIL,wBAAAA,EAAAA;AACvC;IACA,OAAOM,OAAAA,CAAQC,SAAmC,EAAE;AAClD,QAAA,IAAI,CAACL,WAAW,CAACM,IAAI,CAACD,SAAAA,CAAAA;AACxB;AACA;;;;MAKAE,kBAAAA,CAAmBC,GAAgB,EAAE;QACnC,MAAMC,IAAAA,GAAOD,IAAIE,cAAc;AAC/B,QAAA,IAAIC,SAAY,GAAA,IAAI,CAACV,WAAW,CAACQ,IAAK,CAAA;AACtC,QAAA,IAAI,CAACE,SAAW,EAAA;AACd,YAAA,IAAIC,MAASd,GAAAA,wBAAAA,CAAyBC,QAAQ,CAACU,IAAK,CAAA;AACpD,YAAA,IAAI,CAACG,MAAQ,EAAA;AACX,gBAAA,MAAMC,MAAML,GAAIM,CAAAA,MAAM,CAACC,cAAc,CAACC,WAAW,CAAC;AAChDC,oBAAAA,MAAAA,CAAAA,CAAOC,EAAE,EAAA;wBACPC,YAAaC,CAAAA,mBAAmB,CAACF,EAAIV,EAAAA,GAAAA,CAAAA;wBACrCU,EAAGG,CAAAA,IAAI,CAAC,WAAa,EAAA,CAAA;AACvB,qBAAA;AACAC,oBAAAA,QAAAA,CAAAA,CAASJ,EAAE,EAAA;wBACTC,YAAaI,CAAAA,qBAAqB,CAACL,EAAIV,EAAAA,GAAAA,CAAAA;wBACvCU,EAAGG,CAAAA,IAAI,CAAC,WAAa,EAAA,CAAA;AACvB;AACF,iBAAA,CAAA;AACAT,gBAAAA,MAAAA,GAASC,GAAG,CAAC,CAAE,CAAA,CAAC,CAAE,CAAA;gBAClBf,wBAAyBC,CAAAA,QAAQ,CAACU,IAAAA,CAAK,GAAGG,MAAAA;AAC5C;AACAD,YAAAA,SAAAA,GAAYH,GAAIM,CAAAA,MAAM,CAACU,eAAe,CAACZ,MAAAA,CAAAA;AACvC,YAAA,IAAI,CAACX,WAAW,CAACQ,IAAAA,CAAK,GAAGE,SAAAA;AAC3B;QACA,OAAOA,SAAAA;AACT;AACF;;;;"}
@@ -16,6 +16,7 @@ import '../material/pbrsg.js';
16
16
  import '../material/pbrblueprint.js';
17
17
  import '../material/sprite.js';
18
18
  import '../material/sprite_std.js';
19
+ import '../material/msdf_text.js';
19
20
  import '../utility/blueprint/material/texture.js';
20
21
 
21
22
  const maxBufferSizeInFloats = 65536 / 4;