@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":"render_queue.js","sources":["../../src/render/render_queue.ts"],"sourcesContent":["import type { Nullable, Vector4 } from '@zephyr3d/base';\r\nimport { Disposable, objectKeys, Vector3 } from '@zephyr3d/base';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { BatchDrawable, Drawable } from './drawable';\r\nimport type { DirectionalLight, PunctualLight } from '../scene/light';\r\nimport type { RenderPass } from '.';\r\nimport { QUEUE_TRANSPARENT } from '../values';\r\nimport type { BindGroup, BindGroupLayout } from '@zephyr3d/device';\r\nimport { ProgramBuilder } from '@zephyr3d/device';\r\nimport type { Material } from '../material';\r\nimport { ShaderHelper } from '../material';\r\nimport { RenderBundleWrapper } from './renderbundle_wrapper';\r\nimport { getDevice } from '../app/api';\r\n\r\n/** @public */\r\nexport type CachedBindGroup = {\r\n bindGroup: BindGroup;\r\n buffer: Float32Array;\r\n offset: number;\r\n dirty: boolean;\r\n};\r\n\r\nconst maxBufferSizeInFloats = 65536 / 4;\r\n\r\n/**\r\n * Instance bind group allocator\r\n * @public\r\n */\r\nexport class InstanceBindGroupAllocator {\r\n private static _instanceBindGroupLayout: Nullable<BindGroupLayout> = null;\r\n _bindGroupList: CachedBindGroup[] = [];\r\n private _allocFrameStamp: number;\r\n constructor() {\r\n this._allocFrameStamp = -1;\r\n this._bindGroupList = [];\r\n }\r\n allocateInstanceBindGroup(framestamp: number, sizeInFloats: number) {\r\n // Reset if render frame changed\r\n if (this._allocFrameStamp !== framestamp) {\r\n this._allocFrameStamp = framestamp;\r\n for (const k of this._bindGroupList) {\r\n k.offset = 0;\r\n }\r\n }\r\n for (const k of this._bindGroupList) {\r\n if (k.offset + sizeInFloats <= maxBufferSizeInFloats) {\r\n k.dirty = true;\r\n return k;\r\n }\r\n }\r\n if (!InstanceBindGroupAllocator._instanceBindGroupLayout) {\r\n const buildInfo = new ProgramBuilder(getDevice()).buildRender({\r\n vertex(pb) {\r\n this[ShaderHelper.getInstanceDataUniformName()] = pb.vec4[65536 >> 4]().uniformBuffer(3);\r\n pb.main(function () {});\r\n },\r\n fragment(pb) {\r\n pb.main(function () {});\r\n }\r\n });\r\n InstanceBindGroupAllocator._instanceBindGroupLayout = buildInfo[2][3];\r\n }\r\n const bindGroup = {\r\n bindGroup: getDevice().createBindGroup(InstanceBindGroupAllocator._instanceBindGroupLayout),\r\n buffer: new Float32Array(maxBufferSizeInFloats),\r\n offset: 0,\r\n dirty: true\r\n };\r\n this._bindGroupList.push(bindGroup);\r\n return bindGroup;\r\n }\r\n}\r\n\r\nconst defaultInstanceBindGroupAlloator = new InstanceBindGroupAllocator();\r\nconst tmpDrawablePos = new Vector3();\r\n\r\n/**\r\n * Instance data\r\n * @public\r\n */\r\nexport interface InstanceData {\r\n bindGroup: CachedBindGroup;\r\n stride: number;\r\n offset: number;\r\n numInstances: number;\r\n}\r\n\r\n/**\r\n * Render queue item\r\n * @public\r\n */\r\nexport interface RenderQueueItem {\r\n drawable: Drawable;\r\n sortDistance: number;\r\n instanceColor?: Vector4;\r\n instanceData: Nullable<InstanceData>;\r\n}\r\n\r\n/**\r\n * Render item list information\r\n * @public\r\n */\r\nexport interface RenderItemListInfo {\r\n itemList: RenderQueueItem[];\r\n renderBundle?: RenderBundleWrapper;\r\n skinItemList: RenderQueueItem[];\r\n skinRenderBundle?: RenderBundleWrapper;\r\n morphItemList: RenderQueueItem[];\r\n morphRenderBundle?: RenderBundleWrapper;\r\n skinAndMorphItemList: RenderQueueItem[];\r\n skinAndMorphRenderBundle?: RenderBundleWrapper;\r\n instanceItemList: RenderQueueItem[];\r\n instanceRenderBundle?: RenderBundleWrapper;\r\n instanceList: Record<string, BatchDrawable[]>;\r\n materialList: Set<Material>;\r\n renderQueue: RenderQueue;\r\n}\r\n\r\n/**\r\n * Render item list bundle\r\n * @public\r\n */\r\nexport interface RenderItemListBundle {\r\n lit: RenderItemListInfo[];\r\n unlit: RenderItemListInfo[];\r\n}\r\n\r\n/**\r\n * Item list of render queue\r\n * @public\r\n */\r\nexport interface RenderItemList {\r\n opaque: RenderItemListBundle;\r\n transmission: RenderItemListBundle;\r\n transparent: RenderItemListBundle;\r\n transmission_trans: RenderItemListBundle;\r\n}\r\n\r\n/**\r\n * Render queue reference\r\n * @public\r\n */\r\nexport interface RenderQueueRef {\r\n ref: RenderQueue;\r\n}\r\n\r\n/**\r\n * Drawable instance information\r\n * @public\r\n */\r\nexport interface DrawableInstanceInfo {\r\n bindGroup: CachedBindGroup;\r\n offset: number;\r\n}\r\n\r\n/**\r\n * A queue that contains the items to be rendered\r\n * @public\r\n */\r\nexport class RenderQueue extends Disposable {\r\n /** @internal */\r\n private _itemList: Nullable<RenderItemList>;\r\n /** @internal */\r\n private readonly _renderPass: RenderPass;\r\n /** @internal */\r\n private _shadowedLightList: PunctualLight[];\r\n /** @internal */\r\n private _unshadowedLightList: PunctualLight[];\r\n /** @internal */\r\n private _sunLight: Nullable<DirectionalLight>;\r\n /** @internal */\r\n private readonly _bindGroupAllocator: InstanceBindGroupAllocator;\r\n /** @internal */\r\n private readonly _ref: RenderQueueRef;\r\n /** @internal */\r\n private readonly _instanceInfo: Map<Drawable, DrawableInstanceInfo>;\r\n /** @internal */\r\n private _needSceneColor: boolean;\r\n private _needSceneDepth: boolean;\r\n private _needSceneColorWithDepth: boolean;\r\n /** @internal */\r\n private _drawTransparent: boolean;\r\n /** @internal */\r\n private readonly _objectColorMaps: Map<number, Drawable>[];\r\n /**\r\n * Creates an instance of a render queue\r\n * @param renderPass - The render pass to which the render queue belongs\r\n */\r\n constructor(renderPass: RenderPass, bindGroupAllocator?: InstanceBindGroupAllocator) {\r\n super();\r\n this._bindGroupAllocator = bindGroupAllocator ?? defaultInstanceBindGroupAlloator;\r\n this._itemList = null;\r\n this._renderPass = renderPass;\r\n this._shadowedLightList = [];\r\n this._unshadowedLightList = [];\r\n this._sunLight = null;\r\n this._ref = { ref: this };\r\n this._instanceInfo = new Map();\r\n this._needSceneColor = false;\r\n this._needSceneDepth = false;\r\n this._needSceneColorWithDepth = false;\r\n this._drawTransparent = false;\r\n this._objectColorMaps = [new Map()];\r\n }\r\n /** The sun light */\r\n get sunLight() {\r\n return this._sunLight;\r\n }\r\n set sunLight(light) {\r\n this._sunLight = light;\r\n }\r\n /** @internal */\r\n needSceneColor() {\r\n return this._needSceneColor;\r\n }\r\n /** @internal */\r\n needSceneDepth() {\r\n return this._needSceneDepth;\r\n }\r\n /** @internal */\r\n needSceneColorWithDepth() {\r\n return this._needSceneColorWithDepth;\r\n }\r\n /** Whether this render queue has transparent objects to be drawn */\r\n get drawTransparent() {\r\n return this._drawTransparent;\r\n }\r\n /** The render pass to which the render queue belongs */\r\n get renderPass() {\r\n return this._renderPass;\r\n }\r\n /**\r\n * Gets the items of the render queue\r\n */\r\n get itemList() {\r\n return this._itemList;\r\n }\r\n /**\r\n * Gets the shadowed lights\r\n */\r\n get shadowedLights() {\r\n return this._shadowedLightList;\r\n }\r\n /**\r\n * Gets the unshadowed lights\r\n */\r\n get unshadowedLights() {\r\n return this._unshadowedLightList;\r\n }\r\n /**\r\n * Gets the indirect reference of this\r\n */\r\n get ref() {\r\n return this._ref;\r\n }\r\n /**\r\n * Gets the instance information for given drawable object\r\n * @param drawable - The drawable object\r\n * @returns The instane information for given drawable object, null if no exists\r\n */\r\n getInstanceInfo(drawable: Drawable) {\r\n return this._instanceInfo.get(drawable);\r\n }\r\n /**\r\n * Gets the maximum batch size of a given device\r\n * @returns The maximum batch size of the device\r\n *\r\n * @internal\r\n */\r\n getMaxBatchSize() {\r\n return getDevice().getDeviceCaps().shaderCaps.maxUniformBufferSize / 64;\r\n }\r\n /**\r\n * Push a punctual light\r\n * @param light - The light to be pushed\r\n */\r\n pushLight(light: PunctualLight) {\r\n if (light.castShadow) {\r\n this._shadowedLightList.push(light);\r\n } else {\r\n this._unshadowedLightList.push(light);\r\n }\r\n if (light.isDirectionLight() && light.sunLight) {\r\n this.sunLight = light;\r\n }\r\n }\r\n /**\r\n * Push items from another render queue\r\n * @param queue - The render queue to be pushed\r\n */\r\n pushRenderQueue(queue: RenderQueue) {\r\n const newItemLists = queue._itemList;\r\n if (!newItemLists) {\r\n return;\r\n }\r\n if (!this._itemList) {\r\n this._itemList = this.newRenderItemList();\r\n }\r\n this._itemList.opaque.lit.push(...newItemLists.opaque.lit);\r\n this._itemList.opaque.unlit.push(...newItemLists.opaque.unlit);\r\n this._itemList.transmission.lit.push(...newItemLists.transmission.lit);\r\n this._itemList.transmission.unlit.push(...newItemLists.transmission.unlit);\r\n this._itemList.transparent.lit.push(...newItemLists.transparent.lit);\r\n this._itemList.transparent.unlit.push(...newItemLists.transparent.unlit);\r\n this._itemList.transmission_trans.lit.push(...newItemLists.transmission_trans.lit);\r\n this._itemList.transmission_trans.unlit.push(...newItemLists.transmission_trans.unlit);\r\n this._needSceneColor ||= queue._needSceneColor;\r\n this._needSceneDepth ||= queue._needSceneDepth;\r\n this._needSceneColorWithDepth ||= queue._needSceneColorWithDepth;\r\n this._drawTransparent ||= queue._drawTransparent;\r\n this._objectColorMaps.push(...queue._objectColorMaps);\r\n }\r\n /**\r\n * Push an item to the render queue\r\n * @param camera - The camera for drawing the item\r\n * @param drawable - The object to be drawn\r\n */\r\n push(camera: Camera, drawable: Drawable) {\r\n if (drawable) {\r\n drawable.pushRenderQueueRef(this._ref);\r\n if (!this._itemList) {\r\n this._itemList = this.newRenderItemList();\r\n }\r\n const trans = drawable.getQueueType() === QUEUE_TRANSPARENT;\r\n const unlit = drawable.isUnlit();\r\n const needDepth = !!drawable.needSceneDepth();\r\n const transmission = !!drawable.needSceneColor() || needDepth;\r\n this._needSceneColor ||= transmission;\r\n this._needSceneDepth ||= drawable.needSceneDepth();\r\n this._needSceneColorWithDepth ||= transmission && needDepth;\r\n this._drawTransparent ||= trans;\r\n if (camera.getPickResultResolveFunc()) {\r\n drawable.getMaterial()!.objectColor = drawable.getObjectColor();\r\n this._objectColorMaps[0].set(drawable.getDrawableId(), drawable);\r\n }\r\n if (drawable.isBatchable()) {\r\n const instanceList = trans\r\n ? transmission\r\n ? unlit\r\n ? this._itemList.transmission_trans.unlit[0].instanceList\r\n : this._itemList.transmission_trans.lit[0].instanceList\r\n : unlit\r\n ? this._itemList.transparent.unlit[0].instanceList\r\n : this._itemList.transparent.lit[0].instanceList\r\n : transmission\r\n ? unlit\r\n ? this._itemList.transmission.unlit[0].instanceList\r\n : this._itemList.transmission.lit[0].instanceList\r\n : unlit\r\n ? this._itemList.opaque.unlit[0].instanceList\r\n : this._itemList.opaque.lit[0].instanceList;\r\n const hash = drawable.getInstanceId(this._renderPass);\r\n let drawableList = instanceList[hash];\r\n if (!drawableList) {\r\n drawableList = [];\r\n instanceList[hash] = drawableList;\r\n }\r\n drawableList.push(drawable);\r\n } else {\r\n const list = trans\r\n ? transmission\r\n ? unlit\r\n ? this._itemList.transmission_trans.unlit[0]\r\n : this._itemList.transmission_trans.lit[0]\r\n : unlit\r\n ? this._itemList.transparent.unlit[0]\r\n : this._itemList.transparent.lit[0]\r\n : transmission\r\n ? unlit\r\n ? this._itemList.transmission.unlit[0]\r\n : this._itemList.transmission.lit[0]\r\n : unlit\r\n ? this._itemList.opaque.unlit[0]\r\n : this._itemList.opaque.lit[0];\r\n const skinAnimation = !!drawable.getBoneMatrices();\r\n const morphAnimation = !!drawable.getMorphData();\r\n let queue: RenderQueueItem[];\r\n if (skinAnimation && morphAnimation) {\r\n queue = list.skinAndMorphItemList;\r\n } else if (skinAnimation) {\r\n queue = list.skinItemList;\r\n } else if (morphAnimation) {\r\n queue = list.morphItemList;\r\n } else {\r\n queue = list.itemList;\r\n }\r\n this.binaryInsert(queue, {\r\n drawable,\r\n sortDistance: drawable.getSortDistance(camera),\r\n instanceData: null\r\n });\r\n const mat = drawable.getMaterial();\r\n if (mat) {\r\n list.materialList.add(mat.coreMaterial);\r\n }\r\n drawable.applyTransformUniforms(this);\r\n }\r\n }\r\n }\r\n /** @internal */\r\n getDrawableByColor(c: Uint8Array<ArrayBuffer>) {\r\n const id = (c[0] << 24) + (c[1] << 16) + (c[2] << 8) + c[3];\r\n for (const m of this._objectColorMaps) {\r\n const drawable = m.get(id);\r\n if (drawable) {\r\n return drawable;\r\n }\r\n }\r\n return null;\r\n }\r\n /**\r\n * Removes all items in the render queue\r\n */\r\n reset() {\r\n if (this._itemList) {\r\n // Release all render bundles\r\n for (const k of objectKeys(this._itemList)) {\r\n const itemListBundle: RenderItemListBundle = this._itemList[k];\r\n for (const l of objectKeys(itemListBundle)) {\r\n const listInfo: RenderItemListInfo[] = itemListBundle[l];\r\n for (const info of listInfo) {\r\n if (info.renderQueue === this) {\r\n if (info.renderBundle) {\r\n info.renderBundle.dispose();\r\n }\r\n if (info.skinRenderBundle) {\r\n info.skinRenderBundle.dispose();\r\n }\r\n if (info.morphRenderBundle) {\r\n info.morphRenderBundle.dispose();\r\n }\r\n if (info.skinAndMorphRenderBundle) {\r\n info.skinAndMorphRenderBundle.dispose();\r\n }\r\n if (info.instanceRenderBundle) {\r\n info.instanceRenderBundle.dispose();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n this._itemList = null;\r\n }\r\n this._shadowedLightList = [];\r\n this._unshadowedLightList = [];\r\n this._sunLight = null;\r\n this._needSceneColor = false;\r\n this._needSceneDepth = false;\r\n this._needSceneColorWithDepth = false;\r\n this._drawTransparent = false;\r\n }\r\n /** @internal */\r\n end(camera: Camera, createRenderBundles?: boolean) {\r\n const frameCounter = getDevice().frameInfo.frameCounter;\r\n const itemList = this._itemList!;\r\n if (!this.itemList) {\r\n return this;\r\n }\r\n const lists = [\r\n itemList.opaque.lit,\r\n itemList.opaque.unlit,\r\n itemList.transmission.lit,\r\n itemList.transmission.unlit,\r\n itemList.transparent.lit,\r\n itemList.transparent.unlit,\r\n itemList.transmission_trans.lit,\r\n itemList.transmission_trans.unlit\r\n ];\r\n for (let i = 0; i < lists.length; i++) {\r\n const list = lists[i];\r\n for (const info of list) {\r\n if (info.renderQueue !== this) {\r\n continue;\r\n }\r\n const instanceList = info.instanceList;\r\n for (const x in instanceList) {\r\n const drawables = instanceList[x];\r\n let bindGroup: Nullable<CachedBindGroup> = null;\r\n let item: Nullable<RenderQueueItem> = null;\r\n for (let i = 0; i < drawables.length; i++) {\r\n const drawable = drawables[i];\r\n const instanceUniforms = drawable.getInstanceUniforms();\r\n const instanceUniformsSize = instanceUniforms?.length ?? 0;\r\n const stride = ShaderHelper.MATERIAL_INSTANCE_DATA_OFFSET * 4 + instanceUniformsSize;\r\n if (!bindGroup || bindGroup.offset + stride > maxBufferSizeInFloats) {\r\n bindGroup = this._bindGroupAllocator.allocateInstanceBindGroup(frameCounter, stride);\r\n item = {\r\n drawable,\r\n sortDistance: drawable.getSortDistance(camera),\r\n instanceData: {\r\n bindGroup,\r\n offset: bindGroup.offset,\r\n numInstances: 0,\r\n stride\r\n }\r\n };\r\n this.binaryInsert(info.instanceItemList, item);\r\n drawable.applyInstanceOffsetAndStride(this, stride, bindGroup.offset);\r\n }\r\n const instanceInfo = { bindGroup, offset: bindGroup.offset };\r\n this._instanceInfo.set(drawable, instanceInfo);\r\n drawable.applyTransformUniforms(this);\r\n drawable.applyMaterialUniforms(instanceInfo);\r\n bindGroup.offset += stride;\r\n item!.instanceData!.numInstances++;\r\n const mat = drawable.getMaterial();\r\n if (mat) {\r\n info.materialList.add(mat.coreMaterial);\r\n }\r\n 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boolean;\r\n};\r\n\r\nconst maxBufferSizeInFloats = 65536 / 4;\r\n\r\n/**\r\n * Instance bind group allocator\r\n * @public\r\n */\r\nexport class InstanceBindGroupAllocator {\r\n private static _instanceBindGroupLayout: Nullable<BindGroupLayout> = null;\r\n _bindGroupList: CachedBindGroup[] = [];\r\n private _allocFrameStamp: number;\r\n constructor() {\r\n this._allocFrameStamp = -1;\r\n this._bindGroupList = [];\r\n }\r\n allocateInstanceBindGroup(framestamp: number, sizeInFloats: number) {\r\n // Reset if render frame changed\r\n if (this._allocFrameStamp !== framestamp) {\r\n this._allocFrameStamp = framestamp;\r\n for (const k of this._bindGroupList) {\r\n k.offset = 0;\r\n }\r\n }\r\n for (const k of this._bindGroupList) {\r\n if (k.offset + sizeInFloats <= maxBufferSizeInFloats) {\r\n k.dirty = true;\r\n return k;\r\n }\r\n }\r\n if (!InstanceBindGroupAllocator._instanceBindGroupLayout) {\r\n const buildInfo = new ProgramBuilder(getDevice()).buildRender({\r\n vertex(pb) {\r\n this[ShaderHelper.getInstanceDataUniformName()] = pb.vec4[65536 >> 4]().uniformBuffer(3);\r\n pb.main(function () {});\r\n },\r\n fragment(pb) {\r\n pb.main(function () {});\r\n }\r\n });\r\n InstanceBindGroupAllocator._instanceBindGroupLayout = buildInfo[2][3];\r\n }\r\n const bindGroup = {\r\n bindGroup: getDevice().createBindGroup(InstanceBindGroupAllocator._instanceBindGroupLayout),\r\n buffer: new Float32Array(maxBufferSizeInFloats),\r\n offset: 0,\r\n dirty: true\r\n };\r\n this._bindGroupList.push(bindGroup);\r\n return bindGroup;\r\n }\r\n}\r\n\r\nconst defaultInstanceBindGroupAlloator = new InstanceBindGroupAllocator();\r\nconst tmpDrawablePos = new Vector3();\r\n\r\n/**\r\n * Instance data\r\n * @public\r\n */\r\nexport interface InstanceData {\r\n bindGroup: CachedBindGroup;\r\n stride: number;\r\n offset: number;\r\n numInstances: number;\r\n}\r\n\r\n/**\r\n * Render queue item\r\n * @public\r\n */\r\nexport interface RenderQueueItem {\r\n drawable: Drawable;\r\n sortDistance: number;\r\n instanceColor?: Vector4;\r\n instanceData: Nullable<InstanceData>;\r\n}\r\n\r\n/**\r\n * Render item list information\r\n * @public\r\n */\r\nexport interface RenderItemListInfo {\r\n itemList: RenderQueueItem[];\r\n renderBundle?: RenderBundleWrapper;\r\n skinItemList: RenderQueueItem[];\r\n skinRenderBundle?: RenderBundleWrapper;\r\n morphItemList: RenderQueueItem[];\r\n morphRenderBundle?: RenderBundleWrapper;\r\n skinAndMorphItemList: RenderQueueItem[];\r\n skinAndMorphRenderBundle?: RenderBundleWrapper;\r\n instanceItemList: RenderQueueItem[];\r\n instanceRenderBundle?: RenderBundleWrapper;\r\n instanceList: Record<string, BatchDrawable[]>;\r\n materialList: Set<Material>;\r\n renderQueue: RenderQueue;\r\n}\r\n\r\n/**\r\n * Render item list bundle\r\n * @public\r\n */\r\nexport interface RenderItemListBundle {\r\n lit: RenderItemListInfo[];\r\n unlit: RenderItemListInfo[];\r\n}\r\n\r\n/**\r\n * Item list of render queue\r\n * @public\r\n */\r\nexport interface RenderItemList {\r\n opaque: RenderItemListBundle;\r\n transmission: RenderItemListBundle;\r\n transparent: RenderItemListBundle;\r\n transmission_trans: RenderItemListBundle;\r\n}\r\n\r\n/**\r\n * Render queue reference\r\n * @public\r\n */\r\nexport interface RenderQueueRef {\r\n ref: RenderQueue;\r\n}\r\n\r\n/**\r\n * Drawable instance information\r\n * @public\r\n */\r\nexport interface DrawableInstanceInfo {\r\n bindGroup: CachedBindGroup;\r\n offset: number;\r\n}\r\n\r\n/**\r\n * A queue that contains the items to be rendered\r\n * @public\r\n */\r\nexport class RenderQueue extends Disposable {\r\n /** @internal */\r\n private _itemList: Nullable<RenderItemList>;\r\n /** @internal */\r\n private readonly _renderPass: RenderPass;\r\n /** @internal */\r\n private _shadowedLightList: PunctualLight[];\r\n /** @internal */\r\n private _unshadowedLightList: PunctualLight[];\r\n /** @internal */\r\n private _sunLight: Nullable<DirectionalLight>;\r\n /** @internal */\r\n private readonly _bindGroupAllocator: InstanceBindGroupAllocator;\r\n /** @internal */\r\n private readonly _ref: RenderQueueRef;\r\n /** @internal */\r\n private readonly _instanceInfo: Map<Drawable, DrawableInstanceInfo>;\r\n /** @internal */\r\n private _needSceneColor: boolean;\r\n private _needSceneDepth: boolean;\r\n private _needSceneColorWithDepth: boolean;\r\n /** @internal */\r\n private _drawTransparent: boolean;\r\n /** @internal */\r\n private readonly _objectColorMaps: Map<number, Drawable>[];\r\n /**\r\n * Creates an instance of a render queue\r\n * @param renderPass - The render pass to which the render queue belongs\r\n */\r\n constructor(renderPass: RenderPass, bindGroupAllocator?: InstanceBindGroupAllocator) {\r\n super();\r\n this._bindGroupAllocator = bindGroupAllocator ?? defaultInstanceBindGroupAlloator;\r\n this._itemList = null;\r\n this._renderPass = renderPass;\r\n this._shadowedLightList = [];\r\n this._unshadowedLightList = [];\r\n this._sunLight = null;\r\n this._ref = { ref: this };\r\n this._instanceInfo = new Map();\r\n this._needSceneColor = false;\r\n this._needSceneDepth = false;\r\n this._needSceneColorWithDepth = false;\r\n this._drawTransparent = false;\r\n this._objectColorMaps = [new Map()];\r\n }\r\n /** The sun light */\r\n get sunLight() {\r\n return this._sunLight;\r\n }\r\n set sunLight(light) {\r\n this._sunLight = light;\r\n }\r\n /** @internal */\r\n needSceneColor() {\r\n return this._needSceneColor;\r\n }\r\n /** @internal */\r\n needSceneDepth() {\r\n return this._needSceneDepth;\r\n }\r\n /** @internal */\r\n needSceneColorWithDepth() {\r\n return this._needSceneColorWithDepth;\r\n }\r\n /** Whether this render queue has transparent objects to be drawn */\r\n get drawTransparent() {\r\n return this._drawTransparent;\r\n }\r\n /** The render pass to which the render queue belongs */\r\n get renderPass() {\r\n return this._renderPass;\r\n }\r\n /**\r\n * Gets the items of the render queue\r\n */\r\n get itemList() {\r\n return this._itemList;\r\n }\r\n /**\r\n * Gets the shadowed lights\r\n */\r\n get shadowedLights() {\r\n return this._shadowedLightList;\r\n }\r\n /**\r\n * Gets the unshadowed lights\r\n */\r\n get unshadowedLights() {\r\n return this._unshadowedLightList;\r\n }\r\n /**\r\n * Gets the indirect reference of this\r\n */\r\n get ref() {\r\n return this._ref;\r\n }\r\n /**\r\n * Gets the instance information for given drawable object\r\n * @param drawable - The drawable object\r\n * @returns The instane information for given drawable object, null if no exists\r\n */\r\n getInstanceInfo(drawable: Drawable) {\r\n return this._instanceInfo.get(drawable);\r\n }\r\n /**\r\n * Gets the maximum batch size of a given device\r\n * @returns The maximum batch size of the device\r\n *\r\n * @internal\r\n */\r\n getMaxBatchSize() {\r\n return getDevice().getDeviceCaps().shaderCaps.maxUniformBufferSize / 64;\r\n }\r\n /**\r\n * Push a punctual light\r\n * @param light - The light to be pushed\r\n */\r\n pushLight(light: PunctualLight) {\r\n if (light.castShadow) {\r\n this._shadowedLightList.push(light);\r\n } else {\r\n this._unshadowedLightList.push(light);\r\n }\r\n if (light.isDirectionLight() && light.sunLight) {\r\n this.sunLight = light;\r\n }\r\n }\r\n /**\r\n * Push items from another render queue\r\n * @param queue - The render queue to be pushed\r\n */\r\n pushRenderQueue(queue: RenderQueue) {\r\n const newItemLists = queue._itemList;\r\n if (!newItemLists) {\r\n return;\r\n }\r\n if (!this._itemList) {\r\n this._itemList = this.newRenderItemList();\r\n }\r\n this._itemList.opaque.lit.push(...newItemLists.opaque.lit);\r\n this._itemList.opaque.unlit.push(...newItemLists.opaque.unlit);\r\n this._itemList.transmission.lit.push(...newItemLists.transmission.lit);\r\n this._itemList.transmission.unlit.push(...newItemLists.transmission.unlit);\r\n this._itemList.transparent.lit.push(...newItemLists.transparent.lit);\r\n this._itemList.transparent.unlit.push(...newItemLists.transparent.unlit);\r\n this._itemList.transmission_trans.lit.push(...newItemLists.transmission_trans.lit);\r\n this._itemList.transmission_trans.unlit.push(...newItemLists.transmission_trans.unlit);\r\n this._needSceneColor ||= queue._needSceneColor;\r\n this._needSceneDepth ||= queue._needSceneDepth;\r\n this._needSceneColorWithDepth ||= queue._needSceneColorWithDepth;\r\n this._drawTransparent ||= queue._drawTransparent;\r\n this._objectColorMaps.push(...queue._objectColorMaps);\r\n }\r\n /**\r\n * Push an item to the render queue\r\n * @param camera - The camera for drawing the item\r\n * @param drawable - The object to be drawn\r\n */\r\n push(camera: Camera, drawable: Drawable) {\r\n if (drawable) {\r\n drawable.pushRenderQueueRef(this._ref);\r\n if (!this._itemList) {\r\n this._itemList = this.newRenderItemList();\r\n }\r\n const trans = drawable.getQueueType() === QUEUE_TRANSPARENT;\r\n const unlit = drawable.isUnlit();\r\n const needDepth = !!drawable.needSceneDepth();\r\n const transmission = !!drawable.needSceneColor() || needDepth;\r\n this._needSceneColor ||= transmission;\r\n this._needSceneDepth ||= drawable.needSceneDepth();\r\n this._needSceneColorWithDepth ||= transmission && needDepth;\r\n this._drawTransparent ||= trans;\r\n if (camera.getPickResultResolveFunc()) {\r\n drawable.getMaterial()!.objectColor = drawable.getObjectColor();\r\n this._objectColorMaps[0].set(drawable.getDrawableId(), drawable);\r\n }\r\n if (drawable.isBatchable()) {\r\n const instanceList = trans\r\n ? transmission\r\n ? unlit\r\n ? this._itemList.transmission_trans.unlit[0].instanceList\r\n : this._itemList.transmission_trans.lit[0].instanceList\r\n : unlit\r\n ? this._itemList.transparent.unlit[0].instanceList\r\n : this._itemList.transparent.lit[0].instanceList\r\n : transmission\r\n ? unlit\r\n ? this._itemList.transmission.unlit[0].instanceList\r\n : this._itemList.transmission.lit[0].instanceList\r\n : unlit\r\n ? this._itemList.opaque.unlit[0].instanceList\r\n : this._itemList.opaque.lit[0].instanceList;\r\n const hash = drawable.getInstanceId(this._renderPass);\r\n let drawableList = instanceList[hash];\r\n if (!drawableList) {\r\n drawableList = [];\r\n instanceList[hash] = drawableList;\r\n }\r\n drawableList.push(drawable);\r\n } else {\r\n const list = trans\r\n ? transmission\r\n ? unlit\r\n ? this._itemList.transmission_trans.unlit[0]\r\n : this._itemList.transmission_trans.lit[0]\r\n : unlit\r\n ? this._itemList.transparent.unlit[0]\r\n : this._itemList.transparent.lit[0]\r\n : transmission\r\n ? unlit\r\n ? this._itemList.transmission.unlit[0]\r\n : this._itemList.transmission.lit[0]\r\n : unlit\r\n ? this._itemList.opaque.unlit[0]\r\n : this._itemList.opaque.lit[0];\r\n const skinAnimation = !!drawable.getBoneMatrices();\r\n const morphAnimation = !!drawable.getMorphData();\r\n let queue: RenderQueueItem[];\r\n if (skinAnimation && morphAnimation) {\r\n queue = list.skinAndMorphItemList;\r\n } else if (skinAnimation) {\r\n queue = list.skinItemList;\r\n } else if (morphAnimation) {\r\n queue = list.morphItemList;\r\n } else {\r\n queue = list.itemList;\r\n }\r\n this.binaryInsert(queue, {\r\n drawable,\r\n sortDistance: drawable.getSortDistance(camera),\r\n instanceData: null\r\n });\r\n const mat = drawable.getMaterial();\r\n if (mat) {\r\n list.materialList.add(mat.coreMaterial);\r\n }\r\n drawable.applyTransformUniforms(this);\r\n }\r\n }\r\n }\r\n /** @internal */\r\n getDrawableByColor(c: Uint8Array<ArrayBuffer>) {\r\n const id = (c[0] << 24) + (c[1] << 16) + (c[2] << 8) + c[3];\r\n for (const m of this._objectColorMaps) {\r\n const drawable = m.get(id);\r\n if (drawable) {\r\n return drawable;\r\n }\r\n }\r\n return null;\r\n }\r\n /**\r\n * Removes all items in the render queue\r\n */\r\n reset() {\r\n if (this._itemList) {\r\n // Release all render bundles\r\n for (const k of objectKeys(this._itemList)) {\r\n const itemListBundle: RenderItemListBundle = this._itemList[k];\r\n for (const l of objectKeys(itemListBundle)) {\r\n const listInfo: RenderItemListInfo[] = itemListBundle[l];\r\n for (const info of listInfo) {\r\n if (info.renderQueue === this) {\r\n if (info.renderBundle) {\r\n info.renderBundle.dispose();\r\n }\r\n if (info.skinRenderBundle) {\r\n info.skinRenderBundle.dispose();\r\n }\r\n if (info.morphRenderBundle) {\r\n info.morphRenderBundle.dispose();\r\n }\r\n if (info.skinAndMorphRenderBundle) {\r\n info.skinAndMorphRenderBundle.dispose();\r\n }\r\n if (info.instanceRenderBundle) {\r\n info.instanceRenderBundle.dispose();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n this._itemList = null;\r\n }\r\n this._shadowedLightList = [];\r\n this._unshadowedLightList = [];\r\n this._sunLight = null;\r\n this._needSceneColor = false;\r\n this._needSceneDepth = false;\r\n this._needSceneColorWithDepth = false;\r\n this._drawTransparent = false;\r\n }\r\n /** @internal */\r\n end(camera: Camera, createRenderBundles?: boolean) {\r\n const frameCounter = getDevice().frameInfo.frameCounter;\r\n const itemList = this._itemList!;\r\n if (!this.itemList) {\r\n return this;\r\n }\r\n const lists = [\r\n itemList.opaque.lit,\r\n itemList.opaque.unlit,\r\n itemList.transmission.lit,\r\n itemList.transmission.unlit,\r\n itemList.transparent.lit,\r\n itemList.transparent.unlit,\r\n itemList.transmission_trans.lit,\r\n itemList.transmission_trans.unlit\r\n ];\r\n for (let i = 0; i < lists.length; i++) {\r\n const list = lists[i];\r\n for (const info of list) {\r\n if (info.renderQueue !== this) {\r\n continue;\r\n }\r\n const instanceList = info.instanceList;\r\n for (const x in instanceList) {\r\n const drawables = instanceList[x];\r\n let bindGroup: Nullable<CachedBindGroup> = null;\r\n let item: Nullable<RenderQueueItem> = null;\r\n for (let i = 0; i < drawables.length; i++) {\r\n const drawable = drawables[i];\r\n const instanceUniforms = drawable.getInstanceUniforms();\r\n const instanceUniformsSize = instanceUniforms?.length ?? 0;\r\n const stride = ShaderHelper.MATERIAL_INSTANCE_DATA_OFFSET * 4 + instanceUniformsSize;\r\n if (!bindGroup || bindGroup.offset + stride > maxBufferSizeInFloats) {\r\n bindGroup = this._bindGroupAllocator.allocateInstanceBindGroup(frameCounter, stride);\r\n item = {\r\n drawable,\r\n sortDistance: drawable.getSortDistance(camera),\r\n instanceData: {\r\n bindGroup,\r\n offset: bindGroup.offset,\r\n numInstances: 0,\r\n stride\r\n }\r\n };\r\n this.binaryInsert(info.instanceItemList, item);\r\n drawable.applyInstanceOffsetAndStride(this, stride, bindGroup.offset);\r\n }\r\n const instanceInfo = { bindGroup, offset: bindGroup.offset };\r\n this._instanceInfo.set(drawable, instanceInfo);\r\n drawable.applyTransformUniforms(this);\r\n drawable.applyMaterialUniforms(instanceInfo);\r\n bindGroup.offset += stride;\r\n item!.instanceData!.numInstances++;\r\n const mat = drawable.getMaterial();\r\n if (mat) {\r\n info.materialList.add(mat.coreMaterial);\r\n }\r\n }\r\n }\r\n info.instanceList = {};\r\n if (createRenderBundles) {\r\n if (info.itemList.length > 0) {\r\n info.renderBundle = new RenderBundleWrapper();\r\n }\r\n if (info.skinItemList.length > 0) {\r\n info.skinRenderBundle = new RenderBundleWrapper();\r\n }\r\n if (info.morphItemList.length > 0) {\r\n info.morphRenderBundle = new RenderBundleWrapper();\r\n }\r\n if (info.skinAndMorphItemList.length > 0) {\r\n info.skinAndMorphRenderBundle = new RenderBundleWrapper();\r\n }\r\n if (info.instanceItemList.length > 0) {\r\n info.instanceRenderBundle = new RenderBundleWrapper();\r\n }\r\n }\r\n }\r\n }\r\n return this;\r\n }\r\n binaryInsert(itemList: RenderQueueItem[], item: RenderQueueItem) {\r\n let left = 0;\r\n let right = itemList.length - 1;\r\n const newInstanceId = item.drawable.getMaterial()!.instanceId;\r\n while (left <= right) {\r\n const mid = Math.floor((left + right) / 2);\r\n const instanceId = itemList[mid].drawable.getMaterial()!.instanceId;\r\n if (instanceId === newInstanceId) {\r\n itemList.splice(mid + 1, 0, item);\r\n return;\r\n } else if (instanceId < newInstanceId) {\r\n left = mid + 1;\r\n } else {\r\n right = mid - 1;\r\n }\r\n }\r\n itemList.splice(left, 0, item);\r\n }\r\n /**\r\n * Sorts the items in the render queue for rendering\r\n */\r\n sortTransparentItems(cameraPos: Vector3) {\r\n if (this._itemList) {\r\n this._itemList.transparent.lit[0].itemList.sort(\r\n (a, b) =>\r\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\r\n this.drawableDistanceToCamera(a.drawable, cameraPos)\r\n );\r\n this._itemList.transparent.lit[0].skinItemList.sort(\r\n (a, b) =>\r\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\r\n this.drawableDistanceToCamera(a.drawable, cameraPos)\r\n );\r\n this._itemList.transparent.lit[0].morphItemList.sort(\r\n (a, b) =>\r\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\r\n this.drawableDistanceToCamera(a.drawable, cameraPos)\r\n );\r\n this._itemList.transparent.lit[0].skinAndMorphItemList.sort(\r\n (a, b) =>\r\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\r\n this.drawableDistanceToCamera(a.drawable, cameraPos)\r\n );\r\n this._itemList.transparent.unlit[0].itemList.sort(\r\n (a, b) =>\r\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\r\n this.drawableDistanceToCamera(a.drawable, cameraPos)\r\n );\r\n this._itemList.transparent.unlit[0].skinItemList.sort(\r\n (a, b) =>\r\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\r\n this.drawableDistanceToCamera(a.drawable, cameraPos)\r\n );\r\n this._itemList.transparent.unlit[0].morphItemList.sort(\r\n (a, b) =>\r\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\r\n this.drawableDistanceToCamera(a.drawable, cameraPos)\r\n );\r\n this._itemList.transparent.unlit[0].skinAndMorphItemList.sort(\r\n (a, b) =>\r\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\r\n this.drawableDistanceToCamera(a.drawable, cameraPos)\r\n );\r\n }\r\n }\r\n /** Disposes the render queue */\r\n protected onDispose() {\r\n super.onDispose();\r\n this.reset();\r\n }\r\n\r\n private drawableDistanceToCamera(drawable: Drawable, cameraPos: Vector3) {\r\n const drawablePos = drawable.getNode().getWorldPosition(tmpDrawablePos);\r\n return Vector3.distanceSq(drawablePos, cameraPos);\r\n }\r\n private newRenderItemListInfo() {\r\n return {\r\n itemList: [],\r\n skinItemList: [],\r\n morphItemList: [],\r\n skinAndMorphItemList: [],\r\n instanceItemList: [],\r\n materialList: new Set(),\r\n instanceList: {},\r\n renderQueue: this\r\n } as RenderItemListInfo;\r\n }\r\n private newRenderItemListBundle() {\r\n return {\r\n lit: [this.newRenderItemListInfo()],\r\n unlit: [this.newRenderItemListInfo()]\r\n };\r\n }\r\n private newRenderItemList() {\r\n return {\r\n opaque: this.newRenderItemListBundle(),\r\n transmission: this.newRenderItemListBundle(),\r\n transparent: this.newRenderItemListBundle(),\r\n transmission_trans: this.newRenderItemListBundle()\r\n };\r\n 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@@ -19,6 +19,7 @@ import '../material/pbrsg.js';
19
19
  import '../material/pbrblueprint.js';
20
20
  import { SpriteMaterial } from '../material/sprite.js';
21
21
  import '../material/sprite_std.js';
22
+ import '../material/msdf_text.js';
22
23
  import '../utility/blueprint/material/texture.js';
23
24
  import '../render/rendergraph/forward_plus_builder.js';
24
25
  import '../render/sky.js';
@@ -59,11 +60,6 @@ import { mixinDrawable } from '../render/drawable_mixin.js';
59
60
  this._materialChangeTag = null;
60
61
  }
61
62
  /**
62
- * {@inheritDoc Drawable.getName}
63
- */ getName() {
64
- return this._name;
65
- }
66
- /**
67
63
  * Returns the batch instance ID for the current render pass.
68
64
  */ getInstanceId(_renderPass) {
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65
  return `${this._instanceHash}:${this.worldMatrixDet >= 0}`;
@@ -1 +1 @@
1
- {"version":3,"file":"basesprite.js","sources":["../../src/scene/basesprite.ts"],"sourcesContent":["import type { Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, DRef, Quaternion, Vector2, Vector3 } from '@zephyr3d/base';\r\nimport { GraphNode } from './graph_node';\r\nimport type { RenderPass, BatchDrawable, DrawContext, PickTarget, RenderQueue } from '../render';\r\nimport { Primitive } from '../render';\r\nimport type { RenderBundle } from '@zephyr3d/device';\r\nimport type { Scene } from './scene';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { QUEUE_OPAQUE } from '../values';\r\nimport { mixinDrawable } from '../render/drawable_mixin';\r\nimport { RenderBundleWrapper } from '../render/renderbundle_wrapper';\r\nimport type { SceneNode } from './scene_node';\r\nimport { getDevice } from '../app/api';\r\nimport { SpriteMaterial } from '../material/sprite';\r\n\r\n/**\r\n * Mesh node\r\n * @public\r\n */\r\nexport class BaseSprite<M extends SpriteMaterial>\r\n extends applyMixins(GraphNode, mixinDrawable)\r\n implements BatchDrawable\r\n{\r\n /** @internal */\r\n private static _primitive: DRef<Primitive> = new DRef();\r\n /** @internal */\r\n private readonly _material: DRef<M>;\r\n /** @internal */\r\n protected _instanceHash: Nullable<string>;\r\n /** @internal */\r\n protected _batchable: boolean;\r\n /** @internal */\r\n protected _pickTarget: PickTarget;\r\n /** @internal */\r\n protected _renderBundle: Record<string, RenderBundle>;\r\n /** @internal */\r\n protected _useRenderBundle: boolean;\r\n /** @internal */\r\n protected _materialChangeTag: Nullable<number>;\r\n /** @internal */\r\n protected _anchor: Vector2;\r\n /** @internal */\r\n protected _rotateAngle: number;\r\n /**\r\n * Creates an instance of mesh node\r\n * @param scene - The scene to which the mesh node belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._material = new DRef();\r\n this._instanceHash = null;\r\n this._pickTarget = { node: this };\r\n this._batchable = getDevice().type !== 'webgl';\r\n this._anchor = new Vector2(0.5, 0.5);\r\n this._rotateAngle = 0;\r\n this._renderBundle = {};\r\n this._useRenderBundle = true;\r\n this._materialChangeTag = null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getName}\r\n */\r\n getName() {\r\n return this._name;\r\n }\r\n /**\r\n * Returns the batch instance ID for the current render pass.\r\n */\r\n getInstanceId(_renderPass: RenderPass) {\r\n return `${this._instanceHash}:${this.worldMatrixDet >= 0}`;\r\n }\r\n /**\r\n * Returns the packed instance-uniform buffer used for batching.\r\n */\r\n getInstanceUniforms() {\r\n return this._material.get()!.$instanceUniforms;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\r\n }\r\n setPickTarget(node: SceneNode, label?: string) {\r\n this._pickTarget = { node, label };\r\n }\r\n /** Material of the mesh */\r\n get material() {\r\n return this._material.get()!;\r\n }\r\n set material(m) {\r\n if (this._material.get() !== m && m instanceof SpriteMaterial) {\r\n this._material.set(m);\r\n if (m) {\r\n this.onSetMaterial(m);\r\n RenderBundleWrapper.materialAttached(m.coreMaterial, this);\r\n }\r\n this._instanceHash = m ? `${this.constructor.name}:${this._scene?.id ?? 0}:${m.instanceId}` : null;\r\n RenderBundleWrapper.drawableChanged(this);\r\n this._materialChangeTag = null;\r\n }\r\n }\r\n get anchorX() {\r\n return this._anchor.x;\r\n }\r\n set anchorX(value) {\r\n if (this._anchor.x !== value) {\r\n this._anchor.x = value;\r\n this.invalidateWorldBoundingVolume(false);\r\n const material = this._material.get();\r\n if (material) {\r\n material.anchorX = this._anchor.x;\r\n }\r\n }\r\n }\r\n get anchorY() {\r\n return this._anchor.y;\r\n }\r\n set anchorY(value) {\r\n if (this._anchor.y !== value) {\r\n this._anchor.y = value;\r\n this.invalidateWorldBoundingVolume(false);\r\n const material = this._material.get();\r\n if (material) {\r\n material.anchorY = this._anchor.y;\r\n }\r\n }\r\n }\r\n get uvTopLeft() {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n return new Vector2(uvinfo.x, uvinfo.y);\r\n }\r\n set uvTopLeft(value) {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n this._material.get()!.setUVInfo(value.x, value.y, uvinfo.z, uvinfo.w);\r\n }\r\n get uvBottomRight() {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n return new Vector2(uvinfo.z, uvinfo.w);\r\n }\r\n set uvBottomRight(value) {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n this._material.get()!.setUVInfo(uvinfo.x, uvinfo.y, value.x, value.y);\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphData}\r\n */\r\n getMorphData() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphInfo}\r\n */\r\n getMorphInfo() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isBatchable}\r\n */\r\n isBatchable(): this is BatchDrawable {\r\n return this._batchable && !!this._material.get() && this._material.get()!.isBatchable();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getQueueType}\r\n */\r\n getQueueType() {\r\n return this.material?.getQueueType() ?? QUEUE_OPAQUE;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isUnlit}\r\n */\r\n isUnlit() {\r\n return !this.material?.supportLighting();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneColor}\r\n */\r\n needSceneColor() {\r\n return this.material?.needSceneColor();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneDepth}\r\n */\r\n needSceneDepth() {\r\n return this.material?.needSceneDepth();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.draw}\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>, hash?: string) {\r\n const material = this.material;\r\n const primitive = this.getPrimitive();\r\n if (material && primitive) {\r\n if (this._useRenderBundle && !ctx.instanceData && hash) {\r\n if (this._materialChangeTag !== material.changeTag) {\r\n this._renderBundle = {};\r\n this._materialChangeTag = material.changeTag;\r\n }\r\n const renderBundle = this._renderBundle[hash];\r\n if (!renderBundle) {\r\n ctx.device.beginCapture();\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n this._renderBundle[hash] = ctx.device.endCapture();\r\n } else {\r\n ctx.device.executeRenderBundle(renderBundle);\r\n }\r\n } else {\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMaterial}\r\n */\r\n getMaterial() {\r\n return this.material;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPrimitive}\r\n */\r\n getPrimitive() {\r\n let primitive = BaseSprite._primitive.get();\r\n if (!primitive) {\r\n primitive = new Primitive();\r\n primitive.createAndSetVertexBuffer('position_f32', new Float32Array([0, 1, 2, 3]));\r\n primitive.createAndSetIndexBuffer(new Uint16Array([0, 1, 2, 3]));\r\n primitive.primitiveType = 'triangle-strip';\r\n BaseSprite._primitive.set(primitive);\r\n }\r\n return primitive;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getBoneMatrices}\r\n */\r\n getBoneMatrices() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getNode}\r\n */\r\n getNode() {\r\n // mesh transform should be ignored when skinned\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeBoundingVolume}\r\n */\r\n computeBoundingVolume() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeWorldBoundingVolume}\r\n */\r\n computeWorldBoundingVolume() {\r\n const p = this.worldMatrix.transformPointAffine(Vector3.zero());\r\n const scaleX = Math.hypot(this.worldMatrix[0], this.worldMatrix[1], this.worldMatrix[2]);\r\n const scaleY = Math.hypot(this.worldMatrix[4], this.worldMatrix[5], this.worldMatrix[6]);\r\n const mat = this._material?.get();\r\n if (mat) {\r\n const boundingBox = new BoundingBox();\r\n const cx = Math.max(Math.abs(this._anchor.x), Math.abs(1 - this._anchor.x)) * scaleX;\r\n const cy = Math.max(Math.abs(this._anchor.y), Math.abs(1 - this._anchor.y)) * scaleY;\r\n const size = Math.max(cx, cy);\r\n boundingBox.minPoint.setXYZ(p.x - size, p.y - size, p.z - size);\r\n boundingBox.maxPoint.setXYZ(p.x + size, p.y + size, p.z + size);\r\n return boundingBox;\r\n }\r\n return null;\r\n }\r\n calculateLocalTransform(outMatrix: Matrix4x4) {\r\n const rot = this.rotation.toEulerAngles().z;\r\n const rotationZ = Quaternion.fromAxisAngle(Vector3.axisPZ(), rot);\r\n outMatrix.compose(this._scaling, rotationZ, this._position);\r\n if (this._material?.get()) {\r\n this._rotateAngle = -rot;\r\n this._material.get()!.rotation = this._rotateAngle;\r\n }\r\n\r\n //outMatrix.scaling(this.scale).translateLeft(this._position);\r\n }\r\n calculateWorldTransform(outMatrix: Matrix4x4) {\r\n outMatrix.set(this.localMatrix);\r\n if (this.parent) {\r\n outMatrix.m03 += this.parent.worldMatrix.m03;\r\n outMatrix.m13 += this.parent.worldMatrix.m13;\r\n outMatrix.m23 += this.parent.worldMatrix.m23;\r\n }\r\n }\r\n /** Called when new material is set */\r\n protected onSetMaterial(material: M) {\r\n material.anchor = this._anchor;\r\n material.rotation = this._rotateAngle;\r\n }\r\n /** Disposes the mesh node */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._material.dispose();\r\n RenderBundleWrapper.drawableChanged(this);\r\n 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+ {"version":3,"file":"basesprite.js","sources":["../../src/scene/basesprite.ts"],"sourcesContent":["import type { Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, DRef, Quaternion, Vector2, Vector3 } from '@zephyr3d/base';\r\nimport { GraphNode } from './graph_node';\r\nimport type { RenderPass, BatchDrawable, DrawContext, PickTarget, RenderQueue } from '../render';\r\nimport { Primitive } from '../render';\r\nimport type { RenderBundle } from '@zephyr3d/device';\r\nimport type { Scene } from './scene';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { QUEUE_OPAQUE } from '../values';\r\nimport { mixinDrawable } from '../render/drawable_mixin';\r\nimport { RenderBundleWrapper } from '../render/renderbundle_wrapper';\r\nimport type { SceneNode } from './scene_node';\r\nimport { getDevice } from '../app/api';\r\nimport { SpriteMaterial } from '../material/sprite';\r\n\r\n/**\r\n * Mesh node\r\n * @public\r\n */\r\nexport class BaseSprite<M extends SpriteMaterial>\r\n extends applyMixins(GraphNode, mixinDrawable)\r\n implements BatchDrawable\r\n{\r\n /** @internal */\r\n private static _primitive: DRef<Primitive> = new DRef();\r\n /** @internal */\r\n protected readonly _material: DRef<M>;\r\n /** @internal */\r\n protected _instanceHash: Nullable<string>;\r\n /** @internal */\r\n protected _batchable: boolean;\r\n /** @internal */\r\n protected _pickTarget: PickTarget;\r\n /** @internal */\r\n protected _renderBundle: Record<string, RenderBundle>;\r\n /** @internal */\r\n protected _useRenderBundle: boolean;\r\n /** @internal */\r\n protected _materialChangeTag: Nullable<number>;\r\n /** @internal */\r\n protected _anchor: Vector2;\r\n /** @internal */\r\n protected _rotateAngle: number;\r\n /**\r\n * Creates an instance of mesh node\r\n * @param scene - The scene to which the mesh node belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._material = new DRef();\r\n this._instanceHash = null;\r\n this._pickTarget = { node: this };\r\n this._batchable = getDevice().type !== 'webgl';\r\n this._anchor = new Vector2(0.5, 0.5);\r\n this._rotateAngle = 0;\r\n this._renderBundle = {};\r\n this._useRenderBundle = true;\r\n this._materialChangeTag = null;\r\n }\r\n /**\r\n * Returns the batch instance ID for the current render pass.\r\n */\r\n getInstanceId(_renderPass: RenderPass) {\r\n return `${this._instanceHash}:${this.worldMatrixDet >= 0}`;\r\n }\r\n /**\r\n * Returns the packed instance-uniform buffer used for batching.\r\n */\r\n getInstanceUniforms() {\r\n return this._material.get()!.$instanceUniforms;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\r\n }\r\n setPickTarget(node: SceneNode, label?: string) {\r\n this._pickTarget = { node, label };\r\n }\r\n /** Material of the mesh */\r\n get material() {\r\n return this._material.get()!;\r\n }\r\n set material(m) {\r\n if (this._material.get() !== m && m instanceof SpriteMaterial) {\r\n this._material.set(m);\r\n if (m) {\r\n this.onSetMaterial(m);\r\n RenderBundleWrapper.materialAttached(m.coreMaterial, this);\r\n }\r\n this._instanceHash = m ? `${this.constructor.name}:${this._scene?.id ?? 0}:${m.instanceId}` : null;\r\n RenderBundleWrapper.drawableChanged(this);\r\n this._materialChangeTag = null;\r\n }\r\n }\r\n get anchorX() {\r\n return this._anchor.x;\r\n }\r\n set anchorX(value) {\r\n if (this._anchor.x !== value) {\r\n this._anchor.x = value;\r\n this.invalidateWorldBoundingVolume(false);\r\n const material = this._material.get();\r\n if (material) {\r\n material.anchorX = this._anchor.x;\r\n }\r\n }\r\n }\r\n get anchorY() {\r\n return this._anchor.y;\r\n }\r\n set anchorY(value) {\r\n if (this._anchor.y !== value) {\r\n this._anchor.y = value;\r\n this.invalidateWorldBoundingVolume(false);\r\n const material = this._material.get();\r\n if (material) {\r\n material.anchorY = this._anchor.y;\r\n }\r\n }\r\n }\r\n get uvTopLeft() {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n return new Vector2(uvinfo.x, uvinfo.y);\r\n }\r\n set uvTopLeft(value) {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n this._material.get()!.setUVInfo(value.x, value.y, uvinfo.z, uvinfo.w);\r\n }\r\n get uvBottomRight() {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n return new Vector2(uvinfo.z, uvinfo.w);\r\n }\r\n set uvBottomRight(value) {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n this._material.get()!.setUVInfo(uvinfo.x, uvinfo.y, value.x, value.y);\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphData}\r\n */\r\n getMorphData() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphInfo}\r\n */\r\n getMorphInfo() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isBatchable}\r\n */\r\n isBatchable(): this is BatchDrawable {\r\n return this._batchable && !!this._material.get() && this._material.get()!.isBatchable();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getQueueType}\r\n */\r\n getQueueType() {\r\n return this.material?.getQueueType() ?? QUEUE_OPAQUE;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isUnlit}\r\n */\r\n isUnlit() {\r\n return !this.material?.supportLighting();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneColor}\r\n */\r\n needSceneColor() {\r\n return this.material?.needSceneColor();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneDepth}\r\n */\r\n needSceneDepth() {\r\n return this.material?.needSceneDepth();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.draw}\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>, hash?: string) {\r\n const material = this.material;\r\n const primitive = this.getPrimitive();\r\n if (material && primitive) {\r\n if (this._useRenderBundle && !ctx.instanceData && hash) {\r\n if (this._materialChangeTag !== material.changeTag) {\r\n this._renderBundle = {};\r\n this._materialChangeTag = material.changeTag;\r\n }\r\n const renderBundle = this._renderBundle[hash];\r\n if (!renderBundle) {\r\n ctx.device.beginCapture();\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n this._renderBundle[hash] = ctx.device.endCapture();\r\n } else {\r\n ctx.device.executeRenderBundle(renderBundle);\r\n }\r\n } else {\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMaterial}\r\n */\r\n getMaterial() {\r\n return this.material;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPrimitive}\r\n */\r\n getPrimitive() {\r\n let primitive = BaseSprite._primitive.get();\r\n if (!primitive) {\r\n primitive = new Primitive();\r\n primitive.createAndSetVertexBuffer('position_f32', new Float32Array([0, 1, 2, 3]));\r\n primitive.createAndSetIndexBuffer(new Uint16Array([0, 1, 2, 3]));\r\n primitive.primitiveType = 'triangle-strip';\r\n BaseSprite._primitive.set(primitive);\r\n }\r\n return primitive;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getBoneMatrices}\r\n */\r\n getBoneMatrices() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getNode}\r\n */\r\n getNode() {\r\n // mesh transform should be ignored when skinned\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeBoundingVolume}\r\n */\r\n computeBoundingVolume() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeWorldBoundingVolume}\r\n */\r\n computeWorldBoundingVolume() {\r\n const p = this.worldMatrix.transformPointAffine(Vector3.zero());\r\n const scaleX = Math.hypot(this.worldMatrix[0], this.worldMatrix[1], this.worldMatrix[2]);\r\n const scaleY = Math.hypot(this.worldMatrix[4], this.worldMatrix[5], this.worldMatrix[6]);\r\n const mat = this._material?.get();\r\n if (mat) {\r\n const boundingBox = new BoundingBox();\r\n const cx = Math.max(Math.abs(this._anchor.x), Math.abs(1 - this._anchor.x)) * scaleX;\r\n const cy = Math.max(Math.abs(this._anchor.y), Math.abs(1 - this._anchor.y)) * scaleY;\r\n const size = Math.max(cx, cy);\r\n boundingBox.minPoint.setXYZ(p.x - size, p.y - size, p.z - size);\r\n boundingBox.maxPoint.setXYZ(p.x + size, p.y + size, p.z + size);\r\n return boundingBox;\r\n }\r\n return null;\r\n }\r\n calculateLocalTransform(outMatrix: Matrix4x4) {\r\n const rot = this.rotation.toEulerAngles().z;\r\n const rotationZ = Quaternion.fromAxisAngle(Vector3.axisPZ(), rot);\r\n outMatrix.compose(this._scaling, rotationZ, this._position);\r\n if (this._material?.get()) {\r\n this._rotateAngle = -rot;\r\n this._material.get()!.rotation = this._rotateAngle;\r\n }\r\n\r\n //outMatrix.scaling(this.scale).translateLeft(this._position);\r\n }\r\n calculateWorldTransform(outMatrix: Matrix4x4) {\r\n outMatrix.set(this.localMatrix);\r\n if (this.parent) {\r\n outMatrix.m03 += this.parent.worldMatrix.m03;\r\n outMatrix.m13 += this.parent.worldMatrix.m13;\r\n outMatrix.m23 += this.parent.worldMatrix.m23;\r\n }\r\n }\r\n /** Called when new material is set */\r\n protected onSetMaterial(material: M) {\r\n material.anchor = this._anchor;\r\n material.rotation = this._rotateAngle;\r\n }\r\n /** Disposes the mesh node */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._material.dispose();\r\n RenderBundleWrapper.drawableChanged(this);\r\n 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@@ -17,6 +17,7 @@ import '../material/pbrsg.js';
17
17
  import '../material/pbrblueprint.js';
18
18
  import '../material/sprite.js';
19
19
  import '../material/sprite_std.js';
20
+ import '../material/msdf_text.js';
20
21
  import '../utility/blueprint/material/texture.js';
21
22
  import '../render/rendergraph/forward_plus_builder.js';
22
23
  import '../render/sky.js';
@@ -25,32 +26,39 @@ import '../shaders/atmosphere.js';
25
26
  import { BoundingBox } from '../utility/bounding_volume.js';
26
27
 
27
28
  const tmpMatrix = new Matrix4x4();
28
- /**
29
- * Batch group node
30
- * @public
29
+ /**
30
+ * Batch group node
31
+ * @public
31
32
  */ class BatchGroup extends GraphNode {
32
33
  _renderQueueMap;
33
34
  _bindGroupAllocator;
34
35
  _changeTag;
35
36
  _staticBV;
36
- /**
37
- * Creates an instance of mesh node
38
- * @param scene - The scene to which the mesh node belongs
37
+ /**
38
+ * Creates an instance of mesh node
39
+ * @param scene - The scene to which the mesh node belongs
39
40
  */ constructor(scene){
40
41
  super(scene);
41
42
  this._renderQueueMap = new Map();
42
43
  this._changeTag = 0;
43
44
  this._bindGroupAllocator = new InstanceBindGroupAllocator();
44
45
  this._staticBV = false;
45
- const bvCallback = (function() {
46
+ const bvCallback = ()=>{
46
47
  if (!this._staticBV) {
47
48
  this.invalidateBoundingVolume();
48
49
  }
49
- }).bind(this);
50
+ };
51
+ const primitiveCallback = ()=>{
52
+ bvCallback();
53
+ this.invalidate();
54
+ };
55
+ const materialCallback = ()=>{
56
+ this.invalidate();
57
+ };
50
58
  this.on('visiblechanged', (node)=>{
51
59
  node.iterate((child)=>{
52
60
  if (child.isMesh()) {
53
- this._changeTag++;
61
+ this.invalidate();
54
62
  return true;
55
63
  }
56
64
  return false;
@@ -64,7 +72,9 @@ const tmpMatrix = new Matrix4x4();
64
72
  this.invalidateBoundingVolume();
65
73
  }
66
74
  child.on('bvchanged', bvCallback);
67
- this._changeTag++;
75
+ child.on('primitive_changed', primitiveCallback);
76
+ child.on('material_changed', materialCallback);
77
+ this.invalidate();
68
78
  }
69
79
  });
70
80
  });
@@ -76,23 +86,25 @@ const tmpMatrix = new Matrix4x4();
76
86
  this.invalidateBoundingVolume();
77
87
  }
78
88
  child.off('bvchanged', bvCallback);
79
- this._changeTag++;
89
+ child.off('primitive_changed', primitiveCallback);
90
+ child.off('material_changed', materialCallback);
91
+ this.invalidate();
80
92
  }
81
93
  });
82
94
  });
83
95
  }
84
- /**
85
- * {@inheritDoc Drawable.getName}
96
+ /**
97
+ * {@inheritDoc Drawable.getName}
86
98
  */ getName() {
87
99
  return this._name;
88
100
  }
89
- /**
90
- * {@inheritDoc SceneNode.isBatchGroup}
101
+ /**
102
+ * {@inheritDoc SceneNode.isBatchGroup}
91
103
  */ isBatchGroup() {
92
104
  return true;
93
105
  }
94
- /**
95
- * Force the batch state to be rebuilt
106
+ /**
107
+ * Force the batch state to be rebuilt
96
108
  */ invalidate() {
97
109
  this._changeTag++;
98
110
  }
@@ -1 +1 @@
1
- {"version":3,"file":"batchgroup.js","sources":["../../src/scene/batchgroup.ts"],"sourcesContent":["import { GraphNode } from './graph_node';\r\nimport type { CullVisitor, RenderPass } from '../render';\r\nimport { RenderQueue, InstanceBindGroupAllocator } from '../render';\r\nimport type { Scene } from './scene';\r\nimport { BoundingBox, type BoundingVolume } from '../utility/bounding_volume';\r\nimport { Matrix4x4 } from '@zephyr3d/base';\r\n\r\nconst tmpMatrix = new Matrix4x4();\r\n\r\n/**\r\n * Batch group node\r\n * @public\r\n */\r\nexport class BatchGroup extends GraphNode {\r\n private readonly _renderQueueMap: Map<\r\n RenderPass,\r\n {\r\n queue: RenderQueue;\r\n tag: number;\r\n }\r\n >;\r\n private readonly _bindGroupAllocator: InstanceBindGroupAllocator;\r\n private _changeTag: number;\r\n private _staticBV: boolean;\r\n /**\r\n * Creates an instance of mesh node\r\n * @param scene - The scene to which the mesh node belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._renderQueueMap = new Map();\r\n this._changeTag = 0;\r\n this._bindGroupAllocator = new InstanceBindGroupAllocator();\r\n this._staticBV = false;\r\n const bvCallback = function (this: BatchGroup) {\r\n if (!this._staticBV) {\r\n this.invalidateBoundingVolume();\r\n }\r\n }.bind(this);\r\n this.on('visiblechanged', (node) => {\r\n node.iterate((child) => {\r\n if (child.isMesh()) {\r\n this._changeTag++;\r\n return true;\r\n }\r\n return false;\r\n });\r\n });\r\n this.on('nodeattached', (node) => {\r\n node.iterate((child) => {\r\n if (child.isMesh()) {\r\n child.placeToOctree = false;\r\n if (!this._staticBV) {\r\n this.invalidateBoundingVolume();\r\n }\r\n child.on('bvchanged', bvCallback);\r\n this._changeTag++;\r\n }\r\n });\r\n });\r\n this.on('noderemoved', (node) => {\r\n node.iterate((child) => {\r\n if (child.isMesh()) {\r\n child.placeToOctree = true;\r\n if (!this._staticBV) {\r\n this.invalidateBoundingVolume();\r\n }\r\n child.off('bvchanged', bvCallback);\r\n this._changeTag++;\r\n }\r\n });\r\n });\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getName}\r\n */\r\n getName() {\r\n return this._name;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.isBatchGroup}\r\n */\r\n isBatchGroup(): this is BatchGroup {\r\n return true;\r\n }\r\n /**\r\n * Force the batch state to be rebuilt\r\n */\r\n invalidate() {\r\n this._changeTag++;\r\n }\r\n /** @internal */\r\n protected _onDetached() {\r\n super._onDetached();\r\n // Usually the node will be garbage collected after it is detached,\r\n // We should reset the render queue to release the render bundles.\r\n this._renderQueueMap.forEach((val) => {\r\n val.queue.reset();\r\n });\r\n this.invalidate();\r\n }\r\n /** @internal */\r\n protected _onAttached() {\r\n // Reset the render queue when attached to a new scene.\r\n this.invalidate();\r\n }\r\n /** @internal */\r\n computeBoundingVolume() {\r\n const bv = new BoundingBox();\r\n const invWorldMatrix = 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+ {"version":3,"file":"batchgroup.js","sources":["../../src/scene/batchgroup.ts"],"sourcesContent":["import { GraphNode } from './graph_node';\nimport type { CullVisitor, RenderPass } from '../render';\nimport { RenderQueue, InstanceBindGroupAllocator } from '../render';\nimport type { Scene } from './scene';\nimport { BoundingBox, type BoundingVolume } from '../utility/bounding_volume';\nimport { Matrix4x4 } from '@zephyr3d/base';\n\nconst tmpMatrix = new Matrix4x4();\n\n/**\n * Batch group node\n * @public\n */\nexport class BatchGroup extends GraphNode {\n private readonly _renderQueueMap: Map<\n RenderPass,\n {\n queue: RenderQueue;\n tag: number;\n }\n >;\n private readonly _bindGroupAllocator: InstanceBindGroupAllocator;\n private _changeTag: number;\n private _staticBV: boolean;\n /**\n * Creates an instance of mesh node\n * @param scene - The scene to which the mesh node belongs\n */\n constructor(scene: Scene) {\n super(scene);\n this._renderQueueMap = new Map();\n this._changeTag = 0;\n this._bindGroupAllocator = new InstanceBindGroupAllocator();\n this._staticBV = false;\n const bvCallback = () => {\n if (!this._staticBV) {\n this.invalidateBoundingVolume();\n }\n };\n const primitiveCallback = () => {\n bvCallback();\n this.invalidate();\n };\n const materialCallback = () => {\n this.invalidate();\n };\n this.on('visiblechanged', (node) => {\n node.iterate((child) => {\n if (child.isMesh()) {\n this.invalidate();\n return true;\n }\n return false;\n });\n });\n this.on('nodeattached', (node) => {\n node.iterate((child) => {\n if (child.isMesh()) {\n child.placeToOctree = false;\n if (!this._staticBV) {\n this.invalidateBoundingVolume();\n }\n child.on('bvchanged', bvCallback);\n child.on('primitive_changed', primitiveCallback);\n child.on('material_changed', materialCallback);\n this.invalidate();\n }\n });\n });\n this.on('noderemoved', (node) => {\n node.iterate((child) => {\n if (child.isMesh()) {\n child.placeToOctree = true;\n if (!this._staticBV) {\n this.invalidateBoundingVolume();\n }\n child.off('bvchanged', bvCallback);\n child.off('primitive_changed', primitiveCallback);\n child.off('material_changed', materialCallback);\n this.invalidate();\n }\n });\n });\n }\n /**\n * {@inheritDoc Drawable.getName}\n */\n getName() {\n return this._name;\n }\n /**\n * {@inheritDoc SceneNode.isBatchGroup}\n */\n isBatchGroup(): this is BatchGroup {\n return true;\n }\n /**\n * Force the batch state to be rebuilt\n */\n invalidate() {\n this._changeTag++;\n }\n /** @internal */\n protected _onDetached() {\n super._onDetached();\n // Usually the node will be garbage collected after it is detached,\n // We should reset the render queue to release the render bundles.\n this._renderQueueMap.forEach((val) => {\n val.queue.reset();\n });\n this.invalidate();\n }\n /** @internal */\n protected _onAttached() {\n // Reset the render queue when attached to a new scene.\n this.invalidate();\n }\n /** @internal */\n 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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';
20
21
  import '../render/rendergraph/forward_plus_builder.js';
21
22
  import { SkyRenderer } from '../render/sky.js';
@@ -1 +1 @@
1
- {"version":3,"file":"environment.js","sources":["../../src/scene/environment.ts"],"sourcesContent":["import type { Immutable, Nullable, Vector4 } from '@zephyr3d/base';\r\nimport { Vector3, DRef, Disposable } from '@zephyr3d/base';\r\nimport { ObservableVector4 } from '@zephyr3d/base';\r\nimport type { DrawContext, EnvironmentLighting } from '../render';\r\nimport { EnvShIBL } from '../render';\r\nimport { EnvConstantAmbient, EnvHemisphericAmbient } from '../render';\r\nimport { SkyRenderer } from '../render/sky';\r\nimport type { FrameBuffer, GPUDataBuffer, TextureCube } from '@zephyr3d/device';\r\n\r\n/**\r\n * Wrapper for environmant lighting\r\n * @public\r\n */\r\nexport class EnvLightWrapper extends Disposable {\r\n private _envLight: Nullable<EnvironmentLighting>;\r\n private readonly _ambientColor: ObservableVector4;\r\n private readonly _ambientDown: ObservableVector4;\r\n private readonly _ambientUp: ObservableVector4;\r\n private readonly _radianceMap: DRef<TextureCube>;\r\n private readonly _irradianceMap: DRef<TextureCube>;\r\n private readonly _irradianceSH: DRef<GPUDataBuffer>;\r\n private readonly _irradianceSHFB: DRef<FrameBuffer>;\r\n private readonly _irradianceWindow: Vector3;\r\n private _strength: number;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._envLight = new EnvShIBL();\r\n this._ambientColor = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(() => {\r\n if (this.type === 'constant') {\r\n (this._envLight as EnvConstantAmbient).ambientColor.set(this._ambientColor);\r\n }\r\n });\r\n this._ambientDown = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(() => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientDown.set(this._ambientDown);\r\n }\r\n });\r\n this._ambientUp = new ObservableVector4(0.3, 0.5, 0.8, 1).setCallback(() => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientUp.set(this._ambientUp);\r\n }\r\n });\r\n this._radianceMap = new DRef();\r\n this._irradianceMap = new DRef();\r\n this._irradianceSH = new DRef();\r\n this._irradianceSHFB = new DRef();\r\n this._irradianceWindow = new Vector3();\r\n this._strength = 1;\r\n }\r\n /** @internal */\r\n getHash(ctx?: DrawContext) {\r\n const irradianceSource =\r\n this.type === 'ibl'\r\n ? this._irradianceSHFB.get()\r\n ? 'fb'\r\n : this._irradianceSH.get()\r\n ? 'buf'\r\n : 'none'\r\n : 'na';\r\n return !ctx || ctx.drawEnvLight\r\n ? `${this.type}:${this._envLight!.hasRadiance() ? '1' : '0'}:${\r\n this._envLight!.hasIrradiance() ? '1' : '0'\r\n }:${irradianceSource}`\r\n : 'none';\r\n }\r\n /** @internal */\r\n get envLight() {\r\n return this._envLight!;\r\n }\r\n /** The strength of environment lighting */\r\n get strength() {\r\n return this._strength;\r\n }\r\n set strength(val) {\r\n this._strength = val;\r\n }\r\n /** Ambient light color for environment light type constant */\r\n get ambientColor(): Vector4 {\r\n return this._ambientColor;\r\n }\r\n set ambientColor(val: Vector4) {\r\n this._ambientColor.set(val);\r\n }\r\n /** Up color for environment light type hemisphere */\r\n get ambientUp(): Vector4 {\r\n return this._ambientUp;\r\n }\r\n set ambientUp(val: Vector4) {\r\n this._ambientUp.set(val);\r\n }\r\n /** Down color for environment light type hemisphere */\r\n get ambientDown(): Vector4 {\r\n return this._ambientDown;\r\n }\r\n set ambientDown(val: Vector4) {\r\n this._ambientDown.set(val);\r\n }\r\n /** Radiance map for environment light type ibl */\r\n get radianceMap() {\r\n return this._radianceMap.get();\r\n }\r\n set radianceMap(tex) {\r\n this._radianceMap.set(tex);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n }\r\n }\r\n /** Irradiance SH buffer for environment light type ibl */\r\n get irradianceSH() {\r\n return this._irradianceSH.get();\r\n }\r\n set irradianceSH(value) {\r\n this._irradianceSH.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n }\r\n }\r\n /** Irradiance SH texture for environment light type ibl */\r\n get irradianceSHFB() {\r\n return this._irradianceSHFB.get();\r\n }\r\n set irradianceSHFB(value) {\r\n this._irradianceSHFB.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSHFB = this.irradianceSHFB;\r\n }\r\n }\r\n /** Irradiance SH window for environment light type ibl */\r\n get irradianceWindow(): Immutable<Vector3> {\r\n return this._irradianceWindow;\r\n }\r\n set irradianceWindow(value: Immutable<Vector3>) {\r\n this._irradianceWindow.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceWindow = this._irradianceWindow;\r\n }\r\n }\r\n /** The environment light type */\r\n get type() {\r\n return this._envLight?.getType() ?? 'none';\r\n }\r\n set type(val) {\r\n switch (val) {\r\n case 'none':\r\n this._envLight = null;\r\n break;\r\n case 'ibl':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvShIBL(this.radianceMap!, this.irradianceSH!, this.irradianceSHFB!);\r\n }\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n (this._envLight as EnvShIBL).irradianceSHFB = this.irradianceSHFB;\r\n (this._envLight as EnvShIBL).irradianceWindow = this.irradianceWindow;\r\n break;\r\n case 'constant':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvConstantAmbient(this._ambientColor);\r\n }\r\n break;\r\n case 'hemisphere':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvHemisphericAmbient(this._ambientUp, this._ambientDown);\r\n }\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n /** Disposes the environment lighting wrapper */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._envLight?.dispose();\r\n this._radianceMap.dispose();\r\n this._irradianceMap.dispose();\r\n this._irradianceSHFB.dispose();\r\n this._irradianceSH.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * Environment of scene\r\n * @public\r\n */\r\nexport class Environment extends Disposable {\r\n private readonly _sky: SkyRenderer;\r\n private readonly _light: EnvLightWrapper;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._sky = new SkyRenderer();\r\n this._light = new EnvLightWrapper();\r\n }\r\n /** The sky renderer */\r\n get sky() {\r\n return this._sky;\r\n }\r\n /** The environment lighting renderer */\r\n get light() {\r\n return this._light;\r\n }\r\n /** @internal */\r\n getHash(ctx: DrawContext) {\r\n return `${this.light?.getHash(ctx)}:${this._sky?.getHash(ctx)}`;\r\n }\r\n /** @internal */\r\n needSceneDepthTexture() {\r\n return this._sky.fogType !== 'none';\r\n }\r\n /** Disposes the environment object */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._sky.dispose();\r\n this._light.dispose();\r\n 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+ {"version":3,"file":"environment.js","sources":["../../src/scene/environment.ts"],"sourcesContent":["import type { Immutable, Nullable, Vector4 } from '@zephyr3d/base';\r\nimport { Vector3, DRef, Disposable } from '@zephyr3d/base';\r\nimport { ObservableVector4 } from '@zephyr3d/base';\r\nimport type { DrawContext, EnvironmentLighting } from '../render';\r\nimport { EnvShIBL } from '../render';\r\nimport { EnvConstantAmbient, EnvHemisphericAmbient } from '../render';\r\nimport { SkyRenderer } from '../render/sky';\r\nimport type { FrameBuffer, GPUDataBuffer, TextureCube } from '@zephyr3d/device';\r\n\r\n/**\r\n * Wrapper for environmant lighting\r\n * @public\r\n */\r\nexport class EnvLightWrapper extends Disposable {\r\n private _envLight: Nullable<EnvironmentLighting>;\r\n private readonly _ambientColor: ObservableVector4;\r\n private readonly _ambientDown: ObservableVector4;\r\n private readonly _ambientUp: ObservableVector4;\r\n private readonly _radianceMap: DRef<TextureCube>;\r\n private readonly _irradianceMap: DRef<TextureCube>;\r\n private readonly _irradianceSH: DRef<GPUDataBuffer>;\r\n private readonly _irradianceSHFB: DRef<FrameBuffer>;\r\n private readonly _irradianceWindow: Vector3;\r\n private _strength: number;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._envLight = new EnvShIBL();\r\n this._ambientColor = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(() => {\r\n if (this.type === 'constant') {\r\n (this._envLight as EnvConstantAmbient).ambientColor.set(this._ambientColor);\r\n }\r\n });\r\n this._ambientDown = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(() => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientDown.set(this._ambientDown);\r\n }\r\n });\r\n this._ambientUp = new ObservableVector4(0.3, 0.5, 0.8, 1).setCallback(() => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientUp.set(this._ambientUp);\r\n }\r\n });\r\n this._radianceMap = new DRef();\r\n this._irradianceMap = new DRef();\r\n this._irradianceSH = new DRef();\r\n this._irradianceSHFB = new DRef();\r\n this._irradianceWindow = new Vector3();\r\n this._strength = 1;\r\n }\r\n /** @internal */\r\n getHash(ctx?: DrawContext) {\r\n const irradianceSource =\r\n this.type === 'ibl'\r\n ? this._irradianceSHFB.get()\r\n ? 'fb'\r\n : this._irradianceSH.get()\r\n ? 'buf'\r\n : 'none'\r\n : 'na';\r\n return !ctx || ctx.drawEnvLight\r\n ? `${this.type}:${this._envLight!.hasRadiance() ? '1' : '0'}:${\r\n this._envLight!.hasIrradiance() ? '1' : '0'\r\n }:${irradianceSource}`\r\n : 'none';\r\n }\r\n /** @internal */\r\n get envLight() {\r\n return this._envLight!;\r\n }\r\n /** The strength of environment lighting */\r\n get strength() {\r\n return this._strength;\r\n }\r\n set strength(val) {\r\n this._strength = val;\r\n }\r\n /** Ambient light color for environment light type constant */\r\n get ambientColor(): Vector4 {\r\n return this._ambientColor;\r\n }\r\n set ambientColor(val: Vector4) {\r\n this._ambientColor.set(val);\r\n }\r\n /** Up color for environment light type hemisphere */\r\n get ambientUp(): Vector4 {\r\n return this._ambientUp;\r\n }\r\n set ambientUp(val: Vector4) {\r\n this._ambientUp.set(val);\r\n }\r\n /** Down color for environment light type hemisphere */\r\n get ambientDown(): Vector4 {\r\n return this._ambientDown;\r\n }\r\n set ambientDown(val: Vector4) {\r\n this._ambientDown.set(val);\r\n }\r\n /** Radiance map for environment light type ibl */\r\n get radianceMap() {\r\n return this._radianceMap.get();\r\n }\r\n set radianceMap(tex) {\r\n this._radianceMap.set(tex);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n }\r\n }\r\n /** Irradiance SH buffer for environment light type ibl */\r\n get irradianceSH() {\r\n return this._irradianceSH.get();\r\n }\r\n set irradianceSH(value) {\r\n this._irradianceSH.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n }\r\n }\r\n /** Irradiance SH texture for environment light type ibl */\r\n get irradianceSHFB() {\r\n return this._irradianceSHFB.get();\r\n }\r\n set irradianceSHFB(value) {\r\n this._irradianceSHFB.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSHFB = this.irradianceSHFB;\r\n }\r\n }\r\n /** Irradiance SH window for environment light type ibl */\r\n get irradianceWindow(): Immutable<Vector3> {\r\n return this._irradianceWindow;\r\n }\r\n set irradianceWindow(value: Immutable<Vector3>) {\r\n this._irradianceWindow.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceWindow = this._irradianceWindow;\r\n }\r\n }\r\n /** The environment light type */\r\n get type() {\r\n return this._envLight?.getType() ?? 'none';\r\n }\r\n set type(val) {\r\n switch (val) {\r\n case 'none':\r\n this._envLight = null;\r\n break;\r\n case 'ibl':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvShIBL(this.radianceMap!, this.irradianceSH!, this.irradianceSHFB!);\r\n }\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n (this._envLight as EnvShIBL).irradianceSHFB = this.irradianceSHFB;\r\n (this._envLight as EnvShIBL).irradianceWindow = this.irradianceWindow;\r\n break;\r\n case 'constant':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvConstantAmbient(this._ambientColor);\r\n }\r\n break;\r\n case 'hemisphere':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvHemisphericAmbient(this._ambientUp, this._ambientDown);\r\n }\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n /** Disposes the environment lighting wrapper */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._envLight?.dispose();\r\n this._radianceMap.dispose();\r\n this._irradianceMap.dispose();\r\n this._irradianceSHFB.dispose();\r\n this._irradianceSH.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * Environment of scene\r\n * @public\r\n */\r\nexport class Environment extends Disposable {\r\n private readonly _sky: SkyRenderer;\r\n private readonly _light: EnvLightWrapper;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._sky = new SkyRenderer();\r\n this._light = new EnvLightWrapper();\r\n }\r\n /** The sky renderer */\r\n get sky() {\r\n return this._sky;\r\n }\r\n /** The environment lighting renderer */\r\n get light() {\r\n return this._light;\r\n }\r\n /** @internal */\r\n getHash(ctx: DrawContext) {\r\n return `${this.light?.getHash(ctx)}:${this._sky?.getHash(ctx)}`;\r\n }\r\n /** @internal */\r\n needSceneDepthTexture() {\r\n return this._sky.fogType !== 'none';\r\n }\r\n /** Disposes the environment object */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._sky.dispose();\r\n this._light.dispose();\r\n 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