@zephyr3d/scene 0.9.3 → 0.9.4
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/animation/spring/spring_particle.js +4 -4
- package/dist/animation/spring/spring_particle.js.map +1 -1
- package/dist/app/engine.js +119 -71
- package/dist/app/engine.js.map +1 -1
- package/dist/asset/assetmanager.js +296 -244
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/loaders/gltf/gltf_loader.js +1 -0
- package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
- package/dist/asset/model.js +57 -57
- package/dist/asset/model.js.map +1 -1
- package/dist/index.d.ts +684 -33
- package/dist/index.js +10 -1
- package/dist/index.js.map +1 -1
- package/dist/material/material.js +1 -1
- package/dist/material/material.js.map +1 -1
- package/dist/material/msdf_text.js +180 -0
- package/dist/material/msdf_text.js.map +1 -0
- package/dist/material/msdf_text_sprite.js +64 -0
- package/dist/material/msdf_text_sprite.js.map +1 -0
- package/dist/material/pbrblueprint.js +123 -108
- package/dist/material/pbrblueprint.js.map +1 -1
- package/dist/material/shader/helper.js +277 -277
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/sprite_sdf.js +106 -0
- package/dist/material/sprite_sdf.js.map +1 -0
- package/dist/posteffect/ssr.js +1 -0
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/render/abuffer_oit.js +1 -0
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/cull_visitor.js +28 -0
- package/dist/render/cull_visitor.js.map +1 -1
- package/dist/render/drawable.js.map +1 -1
- package/dist/render/drawable_mixin.js +1 -0
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/fbm_wavegenerator.js +1 -0
- package/dist/render/fbm_wavegenerator.js.map +1 -1
- package/dist/render/gerstner_wavegenerator.js +1 -0
- package/dist/render/gerstner_wavegenerator.js.map +1 -1
- package/dist/render/globalbindgroup_allocator.js +1 -0
- package/dist/render/globalbindgroup_allocator.js.map +1 -1
- package/dist/render/render_queue.js +1 -0
- package/dist/render/render_queue.js.map +1 -1
- package/dist/scene/basesprite.js +1 -5
- package/dist/scene/basesprite.js.map +1 -1
- package/dist/scene/batchgroup.js +29 -17
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +1 -0
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/mesh.js +86 -87
- package/dist/scene/mesh.js.map +1 -1
- package/dist/scene/meshdrawable.js +96 -0
- package/dist/scene/meshdrawable.js.map +1 -0
- package/dist/scene/msdftext.js +341 -0
- package/dist/scene/msdftext.js.map +1 -0
- package/dist/scene/msdftextsprite.js +349 -0
- package/dist/scene/msdftextsprite.js.map +1 -0
- package/dist/scene/particlesys.js +1 -0
- package/dist/scene/particlesys.js.map +1 -1
- package/dist/scene/scene.js +1 -0
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/scene_node.js +234 -228
- package/dist/scene/scene_node.js.map +1 -1
- package/dist/scene/sdftextsprite.js +322 -0
- package/dist/scene/sdftextsprite.js.map +1 -0
- package/dist/scene/terrain-cm/grass.js +1 -0
- package/dist/scene/terrain-cm/grass.js.map +1 -1
- package/dist/scene/terrain-cm/grassmaterial.js +1 -0
- package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
- package/dist/scene/terrain-cm/terrain-cm.js +1 -0
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
- package/dist/scene/textsprite.js +120 -0
- package/dist/scene/textsprite.js.map +1 -0
- package/dist/scene/water.js +1 -0
- package/dist/scene/water.js.map +1 -1
- package/dist/shadow/shader.js +1 -0
- package/dist/shadow/shader.js.map +1 -1
- package/dist/text/font/font_asset.js +884 -0
- package/dist/text/font/font_asset.js.map +1 -0
- package/dist/text/font/sfnt_reader.js +43 -0
- package/dist/text/font/sfnt_reader.js.map +1 -0
- package/dist/text/msdf/generator.js +417 -0
- package/dist/text/msdf/generator.js.map +1 -0
- package/dist/text/msdf/shape.js +143 -0
- package/dist/text/msdf/shape.js.map +1 -0
- package/dist/text/runtime/msdf_glyph_atlas.js +146 -0
- package/dist/text/runtime/msdf_glyph_atlas.js.map +1 -0
- package/dist/text/runtime/msdf_text_atlas_manager.js +47 -0
- package/dist/text/runtime/msdf_text_atlas_manager.js.map +1 -0
- package/dist/text/runtime/text_layout.js +96 -0
- package/dist/text/runtime/text_layout.js.map +1 -0
- package/dist/utility/blueprint/material/inputs.js +1275 -1091
- package/dist/utility/blueprint/material/inputs.js.map +1 -1
- package/dist/utility/blueprint/material/ir.js +16 -1
- package/dist/utility/blueprint/material/ir.js.map +1 -1
- package/dist/utility/blueprint/material/pbr.js +32 -0
- package/dist/utility/blueprint/material/pbr.js.map +1 -1
- package/dist/utility/serialization/manager.js +321 -277
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +2 -0
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/batch.js +2 -0
- package/dist/utility/serialization/scene/batch.js.map +1 -1
- package/dist/utility/serialization/scene/camera.js +2 -0
- package/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/utility/serialization/scene/light.js +2 -0
- package/dist/utility/serialization/scene/light.js.map +1 -1
- package/dist/utility/serialization/scene/material.js +1 -0
- package/dist/utility/serialization/scene/material.js.map +1 -1
- package/dist/utility/serialization/scene/mesh.js +2 -0
- package/dist/utility/serialization/scene/mesh.js.map +1 -1
- package/dist/utility/serialization/scene/node.js +2 -0
- package/dist/utility/serialization/scene/node.js.map +1 -1
- package/dist/utility/serialization/scene/particle.js +2 -0
- package/dist/utility/serialization/scene/particle.js.map +1 -1
- package/dist/utility/serialization/scene/primitive.js +1 -0
- package/dist/utility/serialization/scene/primitive.js.map +1 -1
- package/dist/utility/serialization/scene/sprite.js +2 -0
- package/dist/utility/serialization/scene/sprite.js.map +1 -1
- package/dist/utility/serialization/scene/terrain.js +2 -0
- package/dist/utility/serialization/scene/terrain.js.map +1 -1
- package/dist/utility/serialization/scene/text.js +516 -0
- package/dist/utility/serialization/scene/text.js.map +1 -0
- package/dist/utility/serialization/scene/water.js +2 -0
- package/dist/utility/serialization/scene/water.js.map +1 -1
- package/dist/utility/serialization/types.js.map +1 -1
- package/dist/values.js +48 -48
- package/dist/values.js.map +1 -1
- package/package.json +3 -3
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{"version":3,"file":"terrain-cm.js","sources":["../../../src/scene/terrain-cm/terrain-cm.ts"],"sourcesContent":["import type { Immutable, Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { Vector4, applyMixins, Vector3, DRef, randomUUID } from '@zephyr3d/base';\r\nimport type { PBInsideFunctionScope, PBShaderExp, Texture2D } from '@zephyr3d/device';\r\nimport type { Scene } from '../scene';\r\nimport { GraphNode } from '../graph_node';\r\nimport { mixinDrawable } from '../../render/drawable_mixin';\r\nimport type { Drawable, DrawContext, PickTarget, PrimitiveInstanceInfo, RenderQueue } from '../../render';\r\nimport { Clipmap } from '../../render';\r\nimport { ClipmapTerrainMaterial } from '../../material/terrain-cm';\r\nimport { BoundingBox } from '../../utility/bounding_volume';\r\nimport {\r\n MAX_TERRAIN_MIPMAP_LEVELS,\r\n QUEUE_OPAQUE,\r\n RENDER_PASS_TYPE_OBJECT_COLOR,\r\n RENDER_PASS_TYPE_SHADOWMAP\r\n} from '../../values';\r\nimport type { BlitType } from '../../blitter';\r\nimport { CopyBlitter } from '../../blitter';\r\nimport { fetchSampler } from '../../utility/misc';\r\nimport { RenderMipmap } from '../../utility/rendermipmap';\r\nimport { GrassRenderer } from './grass';\r\nimport type { Camera } from '../../camera';\r\nimport { getDevice } from '../../app/api';\r\n\r\nclass HeightMinMaxBlitter extends CopyBlitter {\r\n filter(\r\n scope: PBInsideFunctionScope,\r\n type: BlitType,\r\n srcTex: PBShaderExp,\r\n srcUV: PBShaderExp,\r\n srcLayer: PBShaderExp,\r\n sampleType: 'float' | 'int' | 'uint'\r\n ) {\r\n return this.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType).xxxx as PBShaderExp;\r\n }\r\n}\r\n\r\nclass HeightBoundingGenerator extends RenderMipmap {\r\n renderPixel(\r\n scope: PBInsideFunctionScope,\r\n leftTop: PBShaderExp,\r\n rightTop: PBShaderExp,\r\n leftBottom: PBShaderExp,\r\n rightBottom: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n scope.$l.maxHeight = pb.max(pb.max(leftTop.r, rightTop.r), pb.max(leftBottom.r, rightBottom.r));\r\n scope.$l.minHeight = pb.min(pb.min(leftTop.g, rightTop.g), pb.min(leftBottom.g, rightBottom.g));\r\n return pb.vec4(scope.maxHeight, scope.minHeight, leftTop.r, 1);\r\n }\r\n}\r\n\r\n/**\r\n * ClipmapTerrain implements an efficient terrain rendering system using clipmaps.\r\n *\r\n * Clipmaps provide level-of-detail (LOD) rendering for large terrains by using\r\n * multiple nested grids at different resolutions. The terrain automatically\r\n * adjusts detail levels based on camera distance, providing high detail near\r\n * the camera and lower detail in the distance.\r\n *\r\n * Key features:\r\n * - Automatic LOD management based on camera position\r\n * - Support for height maps, splat maps, and detail textures\r\n * - Integrated grass rendering system\r\n *\r\n * @public\r\n */\r\nexport class ClipmapTerrain extends applyMixins(GraphNode, mixinDrawable) implements Drawable {\r\n private static readonly _heightBoundingGenerator = new HeightBoundingGenerator();\r\n private static readonly _copyBlitter = new HeightMinMaxBlitter();\r\n private static readonly _tmpBuffer = new Float32Array(MAX_TERRAIN_MIPMAP_LEVELS * 2 * 4);\r\n private readonly _pickTarget: PickTarget;\r\n private _clipmap: Clipmap;\r\n private _renderData: Nullable<PrimitiveInstanceInfo[]>;\r\n private _gridScale: number;\r\n private _material: DRef<ClipmapTerrainMaterial>;\r\n private _grassRenderer: DRef<GrassRenderer>;\r\n private _castShadow: boolean;\r\n private _sizeX: number;\r\n private _sizeZ: number;\r\n private _heightMapAssetId: string;\r\n private _splatMapAssetId: string;\r\n private _grassAssetId: string;\r\n private _minHeight: number;\r\n private _maxHeight: number;\r\n private _tmpTexture: DRef<Texture2D>;\r\n /**\r\n * Creates a new clipmap terrain instance.\r\n *\r\n * @param scene - Scene to add the terrain to\r\n * @param sizeX - Terrain width in world units (default: 256)\r\n * @param sizeZ - Terrain depth in world units (default: 256)\r\n * @param clipMapTileSize - Size of each clipmap tile in vertices (default: 64)\r\n * Larger values use more memory but reduce draw calls\r\n *\r\n */\r\n constructor(scene: Scene, sizeX = 256, sizeZ = 256, clipMapTileSize = 64) {\r\n super(scene);\r\n this._pickTarget = { node: this };\r\n this._clipmap = new Clipmap(clipMapTileSize, ['tex1_f32'], MAX_TERRAIN_MIPMAP_LEVELS);\r\n this._renderData = null;\r\n this._grassRenderer = new DRef(new GrassRenderer(this));\r\n this._gridScale = 1;\r\n this._castShadow = true;\r\n this._sizeX = sizeX;\r\n this._sizeZ = sizeZ;\r\n this._heightMapAssetId = `assets/.embedded.dir/${this.persistentId}-heightmap.bin`;\r\n this._grassAssetId = `assets/.embedded.dir/${this.persistentId}-grass.bin`;\r\n this._splatMapAssetId = `assets/.embedded.dir/${this.persistentId}-splatmap.bin`;\r\n this._minHeight = 0;\r\n this._maxHeight = 0;\r\n this._material = new DRef(\r\n new ClipmapTerrainMaterial(this.createHeightMapTexture(this._sizeX, this._sizeZ))\r\n );\r\n this._tmpTexture = new DRef();\r\n this.updateRegion();\r\n scene.queuePerCameraUpdateNode(this);\r\n }\r\n /**\r\n * Gets the integrated grass renderer for this terrain.\r\n * The grass renderer handles vegetation rendering on the terrain surface.\r\n *\r\n * @returns The grass renderer instance\r\n */\r\n get grassRenderer() {\r\n return this._grassRenderer.get()!;\r\n }\r\n /**\r\n * Gets the maximum number of detail maps supported by the terrain material.\r\n * Detail maps provide surface texturing (grass, rock, sand, etc.).\r\n *\r\n * @returns Maximum number of detail maps\r\n */\r\n get MAX_DETAIL_MAP_COUNT() {\r\n return ClipmapTerrainMaterial.MAX_DETAIL_MAP_COUNT;\r\n }\r\n /**\r\n * Gets the asset ID for the height map texture.\r\n * Generates a random UUID if not previously set.\r\n *\r\n * @returns Height map asset ID\r\n * @internal\r\n */\r\n get heightMapAssetId() {\r\n if (!this._heightMapAssetId) {\r\n this._heightMapAssetId = randomUUID();\r\n }\r\n return this._heightMapAssetId;\r\n }\r\n /** @internal */\r\n set heightMapAssetId(val: string) {\r\n this._heightMapAssetId = val;\r\n }\r\n /**\r\n * Gets the asset ID for the splat map texture.\r\n * Generates a random UUID if not previously set.\r\n *\r\n * @returns Splat map asset ID\r\n * @internal\r\n */\r\n get splatMapAssetId() {\r\n if (!this._splatMapAssetId) {\r\n this._splatMapAssetId = randomUUID();\r\n }\r\n return this._splatMapAssetId;\r\n }\r\n /** @internal */\r\n set splatMapAssetId(val: string) {\r\n this._splatMapAssetId = val;\r\n }\r\n /**\r\n * Gets the asset ID for grass configuration.\r\n * Generates a random UUID if not previously set.\r\n *\r\n * @returns Grass asset ID\r\n * @internal\r\n */\r\n get grassAssetId() {\r\n if (!this._grassAssetId) {\r\n this._grassAssetId = randomUUID();\r\n }\r\n return this._grassAssetId;\r\n }\r\n /** @internal */\r\n set grassAssetId(val: string) {\r\n this._grassAssetId = val;\r\n }\r\n /**\r\n * The current number of active detail maps.\r\n * Detail maps define different surface materials (grass, rock, etc.).\r\n *\r\n * @returns Number of active detail maps\r\n */\r\n get numDetailMaps() {\r\n return this.material?.numDetailMaps ?? 0;\r\n }\r\n set numDetailMaps(val) {\r\n if (this.material) {\r\n this.material.numDetailMaps = val;\r\n }\r\n }\r\n /** {@inheritDoc SceneNode.clone} */\r\n async clone(): Promise<this> {\r\n throw new Error('Cloning clipmap terrain not implemented');\r\n }\r\n /**\r\n * Sets the terrain size.\r\n * Triggers height map resize if dimensions change.\r\n *\r\n * @param sizeX - New width\r\n * @param sizeZ - New depth\r\n */\r\n setSize(sizeX: number, sizeZ: number) {\r\n if (sizeX !== this._sizeX || sizeZ !== this._sizeZ) {\r\n this._sizeX = sizeX;\r\n this._sizeZ = sizeZ;\r\n this.resizeHeightMap(this._sizeX, this._sizeZ);\r\n }\r\n }\r\n /** Wether the mesh node casts shadows */\r\n get castShadow() {\r\n return this._castShadow;\r\n }\r\n set castShadow(val) {\r\n this._castShadow = !!val;\r\n }\r\n /** The terrain width. */\r\n get sizeX() {\r\n return this._sizeX;\r\n }\r\n set sizeX(val) {\r\n if (val !== this._sizeX) {\r\n this._sizeX = val;\r\n this.resizeHeightMap(this._sizeX, this._sizeZ);\r\n }\r\n }\r\n /** The terrain depth. */\r\n get sizeZ() {\r\n return this._sizeZ;\r\n }\r\n set sizeZ(val) {\r\n if (val !== this._sizeZ) {\r\n this._sizeZ = val;\r\n this.resizeHeightMap(this._sizeX, this._sizeZ);\r\n }\r\n }\r\n /** The current height map texture. */\r\n get heightMap() {\r\n return this.material?.heightMap ?? null;\r\n }\r\n set heightMap(val) {\r\n if (this.material && val) {\r\n this.material.heightMap = val;\r\n this.updateRegion();\r\n }\r\n }\r\n /** The splat map texture */\r\n get splatMap() {\r\n return this.material?.getSplatMap() ?? null;\r\n }\r\n /** Material instance of the terrain */\r\n get material() {\r\n return this._material?.get() ?? null;\r\n }\r\n /** whether wireframe rendering is enabled */\r\n get wireframe() {\r\n return this._clipmap.wireframe;\r\n }\r\n set wireframe(val) {\r\n this._clipmap.wireframe = val;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\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.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 ? !this.material.supportLighting() : false;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneColor}\r\n */\r\n needSceneColor() {\r\n return this.material?.needSceneColor() ?? false;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneDepth}\r\n */\r\n needSceneDepth() {\r\n return this.material?.needSceneDepth() ?? false;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMaterial}\r\n */\r\n getMaterial() {\r\n return this._material.get();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPrimitive}\r\n */\r\n getPrimitive() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.isClipmapTerrain}\r\n */\r\n isClipmapTerrain(): this is ClipmapTerrain {\r\n return true;\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 if (this.material) {\r\n const p = this.worldMatrix.transformPointAffine(Vector3.zero());\r\n const minHeight = this._minHeight * this.scale.y;\r\n const maxHeight = this._maxHeight * this.scale.y;\r\n return new BoundingBox(\r\n new Vector3(this.material.region.x, p.y + Math.min(minHeight, maxHeight), this.material.region.y),\r\n new Vector3(this.material.region.z, p.y + Math.max(minHeight, maxHeight), this.material.region.w)\r\n );\r\n } else {\r\n return null;\r\n }\r\n }\r\n /**\r\n * the actual world-space region covered by this terrain (After applying world transform).\r\n */\r\n get worldRegion(): Immutable<Vector4> {\r\n return this.material?.region ?? Vector4.zero();\r\n }\r\n /**\r\n * Calculates the local transformation matrix.\r\n * For terrains, this only includes translation.\r\n *\r\n * @param outMatrix - Output matrix to store the result\r\n */\r\n calculateLocalTransform(outMatrix: Matrix4x4) {\r\n outMatrix.translation(this._position);\r\n }\r\n /**\r\n * Calculates the world transformation matrix.\r\n * Terrains inherit only translation from parent nodes.\r\n *\r\n * @param outMatrix - Output matrix to store the result\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 /**\r\n * Updates the terrain's bounding box by analyzing the height map.\r\n * This is an asynchronous operation that reads back GPU data.\r\n *\r\n * @param tmpTexture - Optional temporary texture to reuse (optimization)\r\n *\r\n * @example\r\n * ```typescript\r\n * // Update bounding box after changing height map\r\n * terrain.heightMap = newHeightMap;\r\n * terrain.updateBoundingBox();\r\n * ```\r\n */\r\n updateBoundingBox() {\r\n const heightMap = this.heightMap;\r\n if (!heightMap) {\r\n return;\r\n }\r\n const device = getDevice();\r\n let tmp = this._tmpTexture.get();\r\n if (tmp && (tmp.width !== heightMap.width || tmp.height !== heightMap.height)) {\r\n this._tmpTexture.dispose();\r\n }\r\n if (!this._tmpTexture.get()) {\r\n tmp = getDevice().createTexture2D(\r\n device.type === 'webgl' ? 'rgba32f' : 'rg32f',\r\n heightMap.width,\r\n heightMap.height\r\n )!;\r\n tmp.name = 'TerrainBoundingBoxTexture';\r\n this._tmpTexture.set(tmp);\r\n }\r\n const tmpFB = device.createFrameBuffer([tmp!], null);\r\n ClipmapTerrain._copyBlitter.blit(heightMap, tmpFB, fetchSampler('clamp_nearest_nomip'));\r\n tmpFB.dispose();\r\n ClipmapTerrain._heightBoundingGenerator.render(tmp!);\r\n const data = new Float32Array(4);\r\n tmp!\r\n .readPixels(0, 0, 1, 1, 0, tmp!.mipLevelCount - 1, data)\r\n .then(() => {\r\n this._minHeight = data[0];\r\n this._maxHeight = data[1];\r\n this.invalidateWorldBoundingVolume(false);\r\n })\r\n .catch((_err) => {\r\n console.error('Read pixels failed');\r\n });\r\n }\r\n /** @internal */\r\n createHeightMapTexture(width: number, height: number) {\r\n return getDevice().createTexture2D(getDevice().type === 'webgl' ? 'rgba16f' : 'r16f', width, height)!;\r\n }\r\n /** @internal */\r\n protected _onTransformChanged(invalidateLocal: boolean) {\r\n super._onTransformChanged(invalidateLocal);\r\n this.updateRegion();\r\n }\r\n /** {@inheritDoc SceneNode.updatePerCamera} */\r\n updatePerCamera(camera: Camera, _elapsedInSeconds: number, _deltaInSeconds: number) {\r\n const mat = this._material.get();\r\n if (!mat) {\r\n return;\r\n }\r\n const that = this;\r\n const bv = this.getWorldBoundingVolume()!.toAABB();\r\n this._renderData = this._clipmap.gather({\r\n camera: camera,\r\n minMaxWorldPos: mat.region,\r\n gridScale: this._gridScale,\r\n userData: this,\r\n frustumCulling: !this.castShadow,\r\n calcAABB(userData: unknown, minX, maxX, minZ, maxZ, outAABB) {\r\n const p = that.worldMatrix.transformPointAffine(Vector3.zero());\r\n outAABB.minPoint.setXYZ(minX, bv ? bv.minPoint.y : p.y - 9999, minZ);\r\n outAABB.maxPoint.setXYZ(maxX, bv ? bv.maxPoint.y : p.y + 9999, maxZ);\r\n }\r\n });\r\n let maxMipLevel = 0;\r\n for (const info of this._renderData) {\r\n const buffer = info.primitive.getVertexBuffer('texCoord1')!;\r\n buffer.bufferSubData(0, info.mipLevels, 0, info.numInstances);\r\n if (info.maxMiplevel > maxMipLevel) {\r\n maxMipLevel = info.maxMiplevel;\r\n }\r\n }\r\n const levelAABB = this._clipmap.calcLevelAABB(camera, mat.region, this._gridScale);\r\n const cameraPos = camera.getWorldPosition();\r\n const tmpBuffer = ClipmapTerrain._tmpBuffer;\r\n\r\n for (let i = 0; i <= maxMipLevel; i++) {\r\n if (i === 0) {\r\n tmpBuffer[i * 8 + 0] = cameraPos.x;\r\n tmpBuffer[i * 8 + 1] = cameraPos.z;\r\n tmpBuffer[i * 8 + 2] = cameraPos.x;\r\n tmpBuffer[i * 8 + 3] = cameraPos.z;\r\n } else {\r\n const prevAABB = levelAABB[i - 1];\r\n tmpBuffer[i * 8 + 0] = prevAABB.minPoint.x;\r\n tmpBuffer[i * 8 + 1] = prevAABB.minPoint.z;\r\n tmpBuffer[i * 8 + 2] = prevAABB.maxPoint.x;\r\n tmpBuffer[i * 8 + 3] = prevAABB.maxPoint.z;\r\n }\r\n const currentAABB = levelAABB[i];\r\n tmpBuffer[i * 8 + 4] = 1 / (currentAABB.minPoint.x - tmpBuffer[i * 8 + 0]);\r\n tmpBuffer[i * 8 + 5] = 1 / (currentAABB.minPoint.z - tmpBuffer[i * 8 + 1]);\r\n tmpBuffer[i * 8 + 6] = 1 / (currentAABB.maxPoint.x - tmpBuffer[i * 8 + 2]);\r\n tmpBuffer[i * 8 + 7] = 1 / (currentAABB.maxPoint.z - tmpBuffer[i * 8 + 3]);\r\n }\r\n mat.setLevelData(tmpBuffer, 8 * (maxMipLevel + 1));\r\n\r\n this.scene?.queuePerCameraUpdateNode(this);\r\n }\r\n /**\r\n * Updates the terrain material region based on current position and scale.\r\n * Should be called after changing position, scale, or height map.\r\n */\r\n updateRegion() {\r\n if (this.material) {\r\n const x = Math.abs(this.scale.x);\r\n const z = Math.abs(this.scale.z);\r\n const px = this.position.x + (this.parent?.worldMatrix.m03 ?? 0);\r\n const pz = this.position.z + (this.parent?.worldMatrix.m23 ?? 0);\r\n this._gridScale = Math.max(\r\n (x * this._sizeX) / this.material.heightMap.width,\r\n (z * this._sizeZ) / this.material.heightMap.height\r\n );\r\n this.material.update(new Vector4(px, pz, px + x * this._sizeX, pz + z * this._sizeZ), this.scale);\r\n this.grassRenderer.updateMaterial();\r\n }\r\n }\r\n /** {@inheritDoc Drawable.draw} */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>) {\r\n const mat = this._material?.get();\r\n if (mat) {\r\n this.bind(ctx, renderQueue);\r\n mat.setClipmapGridInfo(this._gridScale, this.worldMatrix.m03, this.worldMatrix.m23);\r\n mat.apply(ctx);\r\n for (const info of this._renderData!) {\r\n mat.draw(info.primitive, ctx, info.numInstances);\r\n }\r\n if (\r\n ctx.renderPass!.type !== RENDER_PASS_TYPE_OBJECT_COLOR &&\r\n ctx.renderPass!.type !== RENDER_PASS_TYPE_SHADOWMAP\r\n ) {\r\n this.grassRenderer.draw(ctx);\r\n }\r\n }\r\n }\r\n /** @internal */\r\n private resizeHeightMap(sizeX: number, sizeZ: number) {\r\n if (this.material) {\r\n const oldHeightMap = this.material.heightMap;\r\n const device = getDevice();\r\n const maxTextureSize = device.getDeviceCaps().textureCaps.maxTextureSize;\r\n sizeX = Math.min(Math.max(sizeX, 1), maxTextureSize) >> 0;\r\n sizeZ = Math.min(Math.max(sizeZ, 1), maxTextureSize) >> 0;\r\n if (sizeX !== oldHeightMap.width || sizeZ !== oldHeightMap.height) {\r\n const newHeightMap = device.createTexture2D(\r\n device.type === 'webgl' ? 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{"version":3,"file":"terrain-cm.js","sources":["../../../src/scene/terrain-cm/terrain-cm.ts"],"sourcesContent":["import type { Immutable, Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { Vector4, applyMixins, Vector3, DRef, randomUUID } from '@zephyr3d/base';\r\nimport type { PBInsideFunctionScope, PBShaderExp, Texture2D } from '@zephyr3d/device';\r\nimport type { Scene } from '../scene';\r\nimport { GraphNode } from '../graph_node';\r\nimport { mixinDrawable } from '../../render/drawable_mixin';\r\nimport type { Drawable, DrawContext, PickTarget, PrimitiveInstanceInfo, RenderQueue } from '../../render';\r\nimport { Clipmap } from '../../render';\r\nimport { ClipmapTerrainMaterial } from '../../material/terrain-cm';\r\nimport { BoundingBox } from '../../utility/bounding_volume';\r\nimport {\r\n MAX_TERRAIN_MIPMAP_LEVELS,\r\n QUEUE_OPAQUE,\r\n RENDER_PASS_TYPE_OBJECT_COLOR,\r\n RENDER_PASS_TYPE_SHADOWMAP\r\n} from '../../values';\r\nimport type { BlitType } from '../../blitter';\r\nimport { CopyBlitter } from '../../blitter';\r\nimport { fetchSampler } from '../../utility/misc';\r\nimport { RenderMipmap } from '../../utility/rendermipmap';\r\nimport { GrassRenderer } from './grass';\r\nimport type { Camera } from '../../camera';\r\nimport { getDevice } from '../../app/api';\r\n\r\nclass HeightMinMaxBlitter extends CopyBlitter {\r\n filter(\r\n scope: PBInsideFunctionScope,\r\n type: BlitType,\r\n srcTex: PBShaderExp,\r\n srcUV: PBShaderExp,\r\n srcLayer: PBShaderExp,\r\n sampleType: 'float' | 'int' | 'uint'\r\n ) {\r\n return this.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType).xxxx as PBShaderExp;\r\n }\r\n}\r\n\r\nclass HeightBoundingGenerator extends RenderMipmap {\r\n renderPixel(\r\n scope: PBInsideFunctionScope,\r\n leftTop: PBShaderExp,\r\n rightTop: PBShaderExp,\r\n leftBottom: PBShaderExp,\r\n rightBottom: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n scope.$l.maxHeight = pb.max(pb.max(leftTop.r, rightTop.r), pb.max(leftBottom.r, rightBottom.r));\r\n scope.$l.minHeight = pb.min(pb.min(leftTop.g, rightTop.g), pb.min(leftBottom.g, rightBottom.g));\r\n return pb.vec4(scope.maxHeight, scope.minHeight, leftTop.r, 1);\r\n }\r\n}\r\n\r\n/**\r\n * ClipmapTerrain implements an efficient terrain rendering system using clipmaps.\r\n *\r\n * Clipmaps provide level-of-detail (LOD) rendering for large terrains by using\r\n * multiple nested grids at different resolutions. The terrain automatically\r\n * adjusts detail levels based on camera distance, providing high detail near\r\n * the camera and lower detail in the distance.\r\n *\r\n * Key features:\r\n * - Automatic LOD management based on camera position\r\n * - Support for height maps, splat maps, and detail textures\r\n * - Integrated grass rendering system\r\n *\r\n * @public\r\n */\r\nexport class ClipmapTerrain extends applyMixins(GraphNode, mixinDrawable) implements Drawable {\r\n private static readonly _heightBoundingGenerator = new HeightBoundingGenerator();\r\n private static readonly _copyBlitter = new HeightMinMaxBlitter();\r\n private static readonly _tmpBuffer = new Float32Array(MAX_TERRAIN_MIPMAP_LEVELS * 2 * 4);\r\n private readonly _pickTarget: PickTarget;\r\n private _clipmap: Clipmap;\r\n private _renderData: Nullable<PrimitiveInstanceInfo[]>;\r\n private _gridScale: number;\r\n private _material: DRef<ClipmapTerrainMaterial>;\r\n private _grassRenderer: DRef<GrassRenderer>;\r\n private _castShadow: boolean;\r\n private _sizeX: number;\r\n private _sizeZ: number;\r\n private _heightMapAssetId: string;\r\n private _splatMapAssetId: string;\r\n private _grassAssetId: string;\r\n private _minHeight: number;\r\n private _maxHeight: number;\r\n private _tmpTexture: DRef<Texture2D>;\r\n /**\r\n * Creates a new clipmap terrain instance.\r\n *\r\n * @param scene - Scene to add the terrain to\r\n * @param sizeX - Terrain width in world units (default: 256)\r\n * @param sizeZ - Terrain depth in world units (default: 256)\r\n * @param clipMapTileSize - Size of each clipmap tile in vertices (default: 64)\r\n * Larger values use more memory but reduce draw calls\r\n *\r\n */\r\n constructor(scene: Scene, sizeX = 256, sizeZ = 256, clipMapTileSize = 64) {\r\n super(scene);\r\n this._pickTarget = { node: this };\r\n this._clipmap = new Clipmap(clipMapTileSize, ['tex1_f32'], MAX_TERRAIN_MIPMAP_LEVELS);\r\n this._renderData = null;\r\n this._grassRenderer = new DRef(new GrassRenderer(this));\r\n this._gridScale = 1;\r\n this._castShadow = true;\r\n this._sizeX = sizeX;\r\n this._sizeZ = sizeZ;\r\n this._heightMapAssetId = `assets/.embedded.dir/${this.persistentId}-heightmap.bin`;\r\n this._grassAssetId = `assets/.embedded.dir/${this.persistentId}-grass.bin`;\r\n this._splatMapAssetId = `assets/.embedded.dir/${this.persistentId}-splatmap.bin`;\r\n this._minHeight = 0;\r\n this._maxHeight = 0;\r\n this._material = new DRef(\r\n new ClipmapTerrainMaterial(this.createHeightMapTexture(this._sizeX, this._sizeZ))\r\n );\r\n this._tmpTexture = new DRef();\r\n this.updateRegion();\r\n scene.queuePerCameraUpdateNode(this);\r\n }\r\n /**\r\n * Gets the integrated grass renderer for this terrain.\r\n * The grass renderer handles vegetation rendering on the terrain surface.\r\n *\r\n * @returns The grass renderer instance\r\n */\r\n get grassRenderer() {\r\n return this._grassRenderer.get()!;\r\n }\r\n /**\r\n * Gets the maximum number of detail maps supported by the terrain material.\r\n * Detail maps provide surface texturing (grass, rock, sand, etc.).\r\n *\r\n * @returns Maximum number of detail maps\r\n */\r\n get MAX_DETAIL_MAP_COUNT() {\r\n return ClipmapTerrainMaterial.MAX_DETAIL_MAP_COUNT;\r\n }\r\n /**\r\n * Gets the asset ID for the height map texture.\r\n * Generates a random UUID if not previously set.\r\n *\r\n * @returns Height map asset ID\r\n * @internal\r\n */\r\n get heightMapAssetId() {\r\n if (!this._heightMapAssetId) {\r\n this._heightMapAssetId = randomUUID();\r\n }\r\n return this._heightMapAssetId;\r\n }\r\n /** @internal */\r\n set heightMapAssetId(val: string) {\r\n this._heightMapAssetId = val;\r\n }\r\n /**\r\n * Gets the asset ID for the splat map texture.\r\n * Generates a random UUID if not previously set.\r\n *\r\n * @returns Splat map asset ID\r\n * @internal\r\n */\r\n get splatMapAssetId() {\r\n if (!this._splatMapAssetId) {\r\n this._splatMapAssetId = randomUUID();\r\n }\r\n return this._splatMapAssetId;\r\n }\r\n /** @internal */\r\n set splatMapAssetId(val: string) {\r\n this._splatMapAssetId = val;\r\n }\r\n /**\r\n * Gets the asset ID for grass configuration.\r\n * Generates a random UUID if not previously set.\r\n *\r\n * @returns Grass asset ID\r\n * @internal\r\n */\r\n get grassAssetId() {\r\n if (!this._grassAssetId) {\r\n this._grassAssetId = randomUUID();\r\n }\r\n return this._grassAssetId;\r\n }\r\n /** @internal */\r\n set grassAssetId(val: string) {\r\n this._grassAssetId = val;\r\n }\r\n /**\r\n * The current number of active detail maps.\r\n * Detail maps define different surface materials (grass, rock, etc.).\r\n *\r\n * @returns Number of active detail maps\r\n */\r\n get numDetailMaps() {\r\n return this.material?.numDetailMaps ?? 0;\r\n }\r\n set numDetailMaps(val) {\r\n if (this.material) {\r\n this.material.numDetailMaps = val;\r\n }\r\n }\r\n /** {@inheritDoc SceneNode.clone} */\r\n async clone(): Promise<this> {\r\n throw new Error('Cloning clipmap terrain not implemented');\r\n }\r\n /**\r\n * Sets the terrain size.\r\n * Triggers height map resize if dimensions change.\r\n *\r\n * @param sizeX - New width\r\n * @param sizeZ - New depth\r\n */\r\n setSize(sizeX: number, sizeZ: number) {\r\n if (sizeX !== this._sizeX || sizeZ !== this._sizeZ) {\r\n this._sizeX = sizeX;\r\n this._sizeZ = sizeZ;\r\n this.resizeHeightMap(this._sizeX, this._sizeZ);\r\n }\r\n }\r\n /** Wether the mesh node casts shadows */\r\n get castShadow() {\r\n return this._castShadow;\r\n }\r\n set castShadow(val) {\r\n this._castShadow = !!val;\r\n }\r\n /** The terrain width. */\r\n get sizeX() {\r\n return this._sizeX;\r\n }\r\n set sizeX(val) {\r\n if (val !== this._sizeX) {\r\n this._sizeX = val;\r\n this.resizeHeightMap(this._sizeX, this._sizeZ);\r\n }\r\n }\r\n /** The terrain depth. */\r\n get sizeZ() {\r\n return this._sizeZ;\r\n }\r\n set sizeZ(val) {\r\n if (val !== this._sizeZ) {\r\n this._sizeZ = val;\r\n this.resizeHeightMap(this._sizeX, this._sizeZ);\r\n }\r\n }\r\n /** The current height map texture. */\r\n get heightMap() {\r\n return this.material?.heightMap ?? null;\r\n }\r\n set heightMap(val) {\r\n if (this.material && val) {\r\n this.material.heightMap = val;\r\n this.updateRegion();\r\n }\r\n }\r\n /** The splat map texture */\r\n get splatMap() {\r\n return this.material?.getSplatMap() ?? null;\r\n }\r\n /** Material instance of the terrain */\r\n get material() {\r\n return this._material?.get() ?? null;\r\n }\r\n /** whether wireframe rendering is enabled */\r\n get wireframe() {\r\n return this._clipmap.wireframe;\r\n }\r\n set wireframe(val) {\r\n this._clipmap.wireframe = val;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\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.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 ? !this.material.supportLighting() : false;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneColor}\r\n */\r\n needSceneColor() {\r\n return this.material?.needSceneColor() ?? false;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneDepth}\r\n */\r\n needSceneDepth() {\r\n return this.material?.needSceneDepth() ?? false;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMaterial}\r\n */\r\n getMaterial() {\r\n return this._material.get();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPrimitive}\r\n */\r\n getPrimitive() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.isClipmapTerrain}\r\n */\r\n isClipmapTerrain(): this is ClipmapTerrain {\r\n return true;\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 if (this.material) {\r\n const p = this.worldMatrix.transformPointAffine(Vector3.zero());\r\n const minHeight = this._minHeight * this.scale.y;\r\n const maxHeight = this._maxHeight * this.scale.y;\r\n return new BoundingBox(\r\n new Vector3(this.material.region.x, p.y + Math.min(minHeight, maxHeight), this.material.region.y),\r\n new Vector3(this.material.region.z, p.y + Math.max(minHeight, maxHeight), this.material.region.w)\r\n );\r\n } else {\r\n return null;\r\n }\r\n }\r\n /**\r\n * the actual world-space region covered by this terrain (After applying world transform).\r\n */\r\n get worldRegion(): Immutable<Vector4> {\r\n return this.material?.region ?? Vector4.zero();\r\n }\r\n /**\r\n * Calculates the local transformation matrix.\r\n * For terrains, this only includes translation.\r\n *\r\n * @param outMatrix - Output matrix to store the result\r\n */\r\n calculateLocalTransform(outMatrix: Matrix4x4) {\r\n outMatrix.translation(this._position);\r\n }\r\n /**\r\n * Calculates the world transformation matrix.\r\n * Terrains inherit only translation from parent nodes.\r\n *\r\n * @param outMatrix - Output matrix to store the result\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 /**\r\n * Updates the terrain's bounding box by analyzing the height map.\r\n * This is an asynchronous operation that reads back GPU data.\r\n *\r\n * @param tmpTexture - Optional temporary texture to reuse (optimization)\r\n *\r\n * @example\r\n * ```typescript\r\n * // Update bounding box after changing height map\r\n * terrain.heightMap = newHeightMap;\r\n * terrain.updateBoundingBox();\r\n * ```\r\n */\r\n updateBoundingBox() {\r\n const heightMap = this.heightMap;\r\n if (!heightMap) {\r\n return;\r\n }\r\n const device = getDevice();\r\n let tmp = this._tmpTexture.get();\r\n if (tmp && (tmp.width !== heightMap.width || tmp.height !== heightMap.height)) {\r\n this._tmpTexture.dispose();\r\n }\r\n if (!this._tmpTexture.get()) {\r\n tmp = getDevice().createTexture2D(\r\n device.type === 'webgl' ? 'rgba32f' : 'rg32f',\r\n heightMap.width,\r\n heightMap.height\r\n )!;\r\n tmp.name = 'TerrainBoundingBoxTexture';\r\n this._tmpTexture.set(tmp);\r\n }\r\n const tmpFB = device.createFrameBuffer([tmp!], null);\r\n ClipmapTerrain._copyBlitter.blit(heightMap, tmpFB, fetchSampler('clamp_nearest_nomip'));\r\n tmpFB.dispose();\r\n ClipmapTerrain._heightBoundingGenerator.render(tmp!);\r\n const data = new Float32Array(4);\r\n tmp!\r\n .readPixels(0, 0, 1, 1, 0, tmp!.mipLevelCount - 1, data)\r\n .then(() => {\r\n this._minHeight = data[0];\r\n this._maxHeight = data[1];\r\n this.invalidateWorldBoundingVolume(false);\r\n })\r\n .catch((_err) => {\r\n console.error('Read pixels failed');\r\n });\r\n }\r\n /** @internal */\r\n createHeightMapTexture(width: number, height: number) {\r\n return getDevice().createTexture2D(getDevice().type === 'webgl' ? 'rgba16f' : 'r16f', width, height)!;\r\n }\r\n /** @internal */\r\n protected _onTransformChanged(invalidateLocal: boolean) {\r\n super._onTransformChanged(invalidateLocal);\r\n this.updateRegion();\r\n }\r\n /** {@inheritDoc SceneNode.updatePerCamera} */\r\n updatePerCamera(camera: Camera, _elapsedInSeconds: number, _deltaInSeconds: number) {\r\n const mat = this._material.get();\r\n if (!mat) {\r\n return;\r\n }\r\n const that = this;\r\n const bv = this.getWorldBoundingVolume()!.toAABB();\r\n this._renderData = this._clipmap.gather({\r\n camera: camera,\r\n minMaxWorldPos: mat.region,\r\n gridScale: this._gridScale,\r\n userData: this,\r\n frustumCulling: !this.castShadow,\r\n calcAABB(userData: unknown, minX, maxX, minZ, maxZ, outAABB) {\r\n const p = that.worldMatrix.transformPointAffine(Vector3.zero());\r\n outAABB.minPoint.setXYZ(minX, bv ? bv.minPoint.y : p.y - 9999, minZ);\r\n outAABB.maxPoint.setXYZ(maxX, bv ? bv.maxPoint.y : p.y + 9999, maxZ);\r\n }\r\n });\r\n let maxMipLevel = 0;\r\n for (const info of this._renderData) {\r\n const buffer = info.primitive.getVertexBuffer('texCoord1')!;\r\n buffer.bufferSubData(0, info.mipLevels, 0, info.numInstances);\r\n if (info.maxMiplevel > maxMipLevel) {\r\n maxMipLevel = info.maxMiplevel;\r\n }\r\n }\r\n const levelAABB = this._clipmap.calcLevelAABB(camera, mat.region, this._gridScale);\r\n const cameraPos = camera.getWorldPosition();\r\n const tmpBuffer = ClipmapTerrain._tmpBuffer;\r\n\r\n for (let i = 0; i <= maxMipLevel; i++) {\r\n if (i === 0) {\r\n tmpBuffer[i * 8 + 0] = cameraPos.x;\r\n tmpBuffer[i * 8 + 1] = cameraPos.z;\r\n tmpBuffer[i * 8 + 2] = cameraPos.x;\r\n tmpBuffer[i * 8 + 3] = cameraPos.z;\r\n } else {\r\n const prevAABB = levelAABB[i - 1];\r\n tmpBuffer[i * 8 + 0] = prevAABB.minPoint.x;\r\n tmpBuffer[i * 8 + 1] = prevAABB.minPoint.z;\r\n tmpBuffer[i * 8 + 2] = prevAABB.maxPoint.x;\r\n tmpBuffer[i * 8 + 3] = prevAABB.maxPoint.z;\r\n }\r\n const currentAABB = levelAABB[i];\r\n tmpBuffer[i * 8 + 4] = 1 / (currentAABB.minPoint.x - tmpBuffer[i * 8 + 0]);\r\n tmpBuffer[i * 8 + 5] = 1 / (currentAABB.minPoint.z - tmpBuffer[i * 8 + 1]);\r\n tmpBuffer[i * 8 + 6] = 1 / (currentAABB.maxPoint.x - tmpBuffer[i * 8 + 2]);\r\n tmpBuffer[i * 8 + 7] = 1 / (currentAABB.maxPoint.z - tmpBuffer[i * 8 + 3]);\r\n }\r\n mat.setLevelData(tmpBuffer, 8 * (maxMipLevel + 1));\r\n\r\n this.scene?.queuePerCameraUpdateNode(this);\r\n }\r\n /**\r\n * Updates the terrain material region based on current position and scale.\r\n * Should be called after changing position, scale, or height map.\r\n */\r\n updateRegion() {\r\n if (this.material) {\r\n const x = Math.abs(this.scale.x);\r\n const z = Math.abs(this.scale.z);\r\n const px = this.position.x + (this.parent?.worldMatrix.m03 ?? 0);\r\n const pz = this.position.z + (this.parent?.worldMatrix.m23 ?? 0);\r\n this._gridScale = Math.max(\r\n (x * this._sizeX) / this.material.heightMap.width,\r\n (z * this._sizeZ) / this.material.heightMap.height\r\n );\r\n this.material.update(new Vector4(px, pz, px + x * this._sizeX, pz + z * this._sizeZ), this.scale);\r\n this.grassRenderer.updateMaterial();\r\n }\r\n }\r\n /** {@inheritDoc Drawable.draw} */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>) {\r\n const mat = this._material?.get();\r\n if (mat) {\r\n this.bind(ctx, renderQueue);\r\n mat.setClipmapGridInfo(this._gridScale, this.worldMatrix.m03, this.worldMatrix.m23);\r\n mat.apply(ctx);\r\n for (const info of this._renderData!) {\r\n mat.draw(info.primitive, ctx, info.numInstances);\r\n }\r\n if (\r\n ctx.renderPass!.type !== RENDER_PASS_TYPE_OBJECT_COLOR &&\r\n ctx.renderPass!.type !== RENDER_PASS_TYPE_SHADOWMAP\r\n ) {\r\n this.grassRenderer.draw(ctx);\r\n }\r\n }\r\n }\r\n /** @internal */\r\n private resizeHeightMap(sizeX: number, sizeZ: number) {\r\n if (this.material) {\r\n const oldHeightMap = this.material.heightMap;\r\n const device = getDevice();\r\n const maxTextureSize = device.getDeviceCaps().textureCaps.maxTextureSize;\r\n sizeX = Math.min(Math.max(sizeX, 1), maxTextureSize) >> 0;\r\n sizeZ = Math.min(Math.max(sizeZ, 1), maxTextureSize) >> 0;\r\n if (sizeX !== oldHeightMap.width || sizeZ !== oldHeightMap.height) {\r\n const newHeightMap = device.createTexture2D(\r\n device.type === 'webgl' ? 'rgba16f' : 'r16f',\r\n sizeX,\r\n sizeZ\r\n )!;\r\n const fb = device.createFrameBuffer([newHeightMap], null);\r\n ClipmapTerrain._copyBlitter.blit(oldHeightMap, fb, fetchSampler('clamp_linear_nomip'));\r\n fb.dispose();\r\n this.heightMap = newHeightMap;\r\n this.updateBoundingBox();\r\n }\r\n }\r\n }\r\n /*\r\n private calcNormalHeightMap(): Texture2D {\r\n const device = getDevice();\r\n if (!ClipmapTerrain._normalHeightMapProgram) {\r\n ClipmapTerrain._normalHeightMapProgram = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 0, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n if (device.type === 'webgpu') {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n }\r\n });\r\n },\r\n fragment(pb) {\r\n this.heightMap = pb.tex2D().uniform(0);\r\n this.texelSize = pb.vec2().uniform(0);\r\n this.terrainScale = pb.vec3().uniform(0);\r\n this.$outputs.outColor = pb.vec4();\r\n pb.func('calcNormal', [pb.vec2('texCoord')], function () {\r\n this.$l.t = pb.textureSample(\r\n this.heightMap,\r\n pb.sub(this.texCoord, pb.vec2(0, this.texelSize.y))\r\n ).r;\r\n this.$l.l = pb.textureSample(\r\n this.heightMap,\r\n pb.sub(this.texCoord, pb.vec2(this.texelSize.x, 0))\r\n ).r;\r\n this.$l.r = pb.textureSample(\r\n this.heightMap,\r\n pb.add(this.texCoord, pb.vec2(this.texelSize.x, 0))\r\n ).r;\r\n this.$l.b = pb.textureSample(\r\n this.heightMap,\r\n pb.add(this.texCoord, pb.vec2(0, this.texelSize.y))\r\n ).r;\r\n this.$l.tx = pb.vec3(this.terrainScale.x, pb.mul(pb.sub(this.r, this.l), this.terrainScale.y), 0);\r\n this.$l.tz = pb.vec3(0, pb.mul(pb.sub(this.b, this.t), this.terrainScale.y), this.terrainScale.z);\r\n this.$l.normal = pb.normalize(pb.cross(this.tz, this.tx));\r\n this.$return(this.normal);\r\n });\r\n pb.main(function () {\r\n this.$l.normal = this.calcNormal(this.$inputs.uv);\r\n this.$outputs.outColor = pb.vec4(pb.add(pb.mul(this.normal, 0.5), pb.vec3(0.5)), 1);\r\n });\r\n }\r\n });\r\n }\r\n }\r\n */\r\n /**\r\n * Disposes of all resources used by this terrain.\r\n * Should be called when the terrain is no longer needed.\r\n */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._clipmap?.dispose();\r\n this._material?.dispose();\r\n this._grassRenderer?.dispose();\r\n 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@@ -0,0 +1,120 @@
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1
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+
import { StandardSpriteMaterial } from '../material/sprite_std.js';
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2
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+
import { BaseSprite } from './basesprite.js';
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3
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+
import { Vector3, Vector2, Vector4 } from '@zephyr3d/base';
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4
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+
import { getDevice } from '../app/api.js';
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5
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+
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6
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+
/**
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7
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* 3D Text Sprite node
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8
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+
* @public
|
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9
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+
*/ class TextSprite extends BaseSprite {
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10
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+
_resolutionX;
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11
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+
_resolutionY;
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12
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+
_text;
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13
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+
_font;
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14
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+
_color;
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15
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+
static _textRenderState = null;
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16
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+
constructor(scene){
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17
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+
super(scene);
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18
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+
this.material = new StandardSpriteMaterial();
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19
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+
this._resolutionX = 128;
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20
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+
this._resolutionY = 128;
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21
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+
this._text = '';
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22
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+
this._font = '12px arial';
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23
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+
this._color = new Vector3(1, 1, 1);
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24
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+
this.uvTopLeft = new Vector2(0, 1);
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25
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+
this.uvBottomRight = new Vector2(1, 0);
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26
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+
this.material.blendMode = 'blend';
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27
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+
this.scene.queueUpdateNode(this);
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28
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+
}
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29
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+
isSprite() {
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30
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+
return true;
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31
|
+
}
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32
|
+
get resolutionX() {
|
|
33
|
+
return this._resolutionX;
|
|
34
|
+
}
|
|
35
|
+
set resolutionX(value) {
|
|
36
|
+
if (this._resolutionX !== value) {
|
|
37
|
+
this._resolutionX = value;
|
|
38
|
+
this.scene.queueUpdateNode(this);
|
|
39
|
+
}
|
|
40
|
+
}
|
|
41
|
+
get resolutionY() {
|
|
42
|
+
return this._resolutionY;
|
|
43
|
+
}
|
|
44
|
+
set resolutionY(value) {
|
|
45
|
+
if (this._resolutionY !== value) {
|
|
46
|
+
this._resolutionY = value;
|
|
47
|
+
this.scene.queueUpdateNode(this);
|
|
48
|
+
}
|
|
49
|
+
}
|
|
50
|
+
get text() {
|
|
51
|
+
return this._text;
|
|
52
|
+
}
|
|
53
|
+
set text(value) {
|
|
54
|
+
if (this._text !== value) {
|
|
55
|
+
this._text = value;
|
|
56
|
+
this.scene.queueUpdateNode(this);
|
|
57
|
+
}
|
|
58
|
+
}
|
|
59
|
+
get textColor() {
|
|
60
|
+
return this._color;
|
|
61
|
+
}
|
|
62
|
+
set textColor(value) {
|
|
63
|
+
if (!this._color.equalsTo(value)) {
|
|
64
|
+
this._color.set(value);
|
|
65
|
+
this.scene.queueUpdateNode(this);
|
|
66
|
+
}
|
|
67
|
+
}
|
|
68
|
+
get font() {
|
|
69
|
+
return this._font;
|
|
70
|
+
}
|
|
71
|
+
set font(value) {
|
|
72
|
+
if (this._font !== value) {
|
|
73
|
+
this._font = value;
|
|
74
|
+
this.scene.queueUpdateNode(this);
|
|
75
|
+
}
|
|
76
|
+
}
|
|
77
|
+
update() {
|
|
78
|
+
let tex = this._material.get().spriteTexture;
|
|
79
|
+
if (!tex || tex.width !== this._resolutionX || tex.height !== this._resolutionY) {
|
|
80
|
+
tex = getDevice().createTexture2D('rgba8unorm', this._resolutionX, this._resolutionY, {
|
|
81
|
+
mipmapping: false,
|
|
82
|
+
samplerOptions: {
|
|
83
|
+
minFilter: 'linear',
|
|
84
|
+
magFilter: 'linear'
|
|
85
|
+
}
|
|
86
|
+
});
|
|
87
|
+
}
|
|
88
|
+
if (!TextSprite._textRenderState) {
|
|
89
|
+
TextSprite._textRenderState = getDevice().createRenderStateSet();
|
|
90
|
+
TextSprite._textRenderState.useRasterizerState().setCullMode('none');
|
|
91
|
+
TextSprite._textRenderState.useDepthState().enableTest(false).enableWrite(false);
|
|
92
|
+
}
|
|
93
|
+
const fb = getDevice().createFrameBuffer([
|
|
94
|
+
tex
|
|
95
|
+
], null);
|
|
96
|
+
getDevice().pushDeviceStates();
|
|
97
|
+
getDevice().setFramebuffer(fb);
|
|
98
|
+
getDevice().clearFrameBuffer(new Vector4(0, 0, 0, 0), null, null);
|
|
99
|
+
getDevice().setFont(this._font);
|
|
100
|
+
getDevice().setTextRenderStates(TextSprite._textRenderState);
|
|
101
|
+
getDevice().drawText(this._text, {
|
|
102
|
+
x: 0,
|
|
103
|
+
y: 0,
|
|
104
|
+
width: this._resolutionX,
|
|
105
|
+
height: this._resolutionY
|
|
106
|
+
}, this._color, {
|
|
107
|
+
halign: 'left',
|
|
108
|
+
valign: 'top',
|
|
109
|
+
wordWrap: true
|
|
110
|
+
});
|
|
111
|
+
getDevice().setFont(null);
|
|
112
|
+
getDevice().setTextRenderStates(null);
|
|
113
|
+
getDevice().popDeviceStates();
|
|
114
|
+
this._material.get().spriteTexture = tex;
|
|
115
|
+
fb.dispose();
|
|
116
|
+
}
|
|
117
|
+
}
|
|
118
|
+
|
|
119
|
+
export { TextSprite };
|
|
120
|
+
//# sourceMappingURL=textsprite.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"textsprite.js","sources":["../../src/scene/textsprite.ts"],"sourcesContent":["import type { Scene } from './scene';\r\nimport { StandardSpriteMaterial } from '../material/sprite_std';\r\nimport { BaseSprite } from './basesprite';\r\nimport type { Immutable, Nullable } from '@zephyr3d/base';\r\nimport { Vector3 } from '@zephyr3d/base';\r\nimport { Vector2, Vector4 } from '@zephyr3d/base';\r\nimport type { RenderStateSet } from '@zephyr3d/device';\r\nimport { getDevice } from '../app/api';\r\nimport type { Sprite } from './sprite';\r\n\r\n/**\r\n * 3D Text Sprite node\r\n * @public\r\n */\r\nexport class TextSprite extends BaseSprite<StandardSpriteMaterial> {\r\n private _resolutionX: number;\r\n private _resolutionY: number;\r\n private _text: string;\r\n private _font: string;\r\n private _color: Vector3;\r\n private static _textRenderState: Nullable<RenderStateSet> = null;\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this.material = new StandardSpriteMaterial();\r\n this._resolutionX = 128;\r\n this._resolutionY = 128;\r\n this._text = '';\r\n this._font = '12px arial';\r\n this._color = new Vector3(1, 1, 1);\r\n this.uvTopLeft = new Vector2(0, 1);\r\n this.uvBottomRight = new Vector2(1, 0);\r\n this.material.blendMode = 'blend';\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n isSprite(): this is Sprite {\r\n return true;\r\n }\r\n get resolutionX() {\r\n return this._resolutionX;\r\n }\r\n set resolutionX(value) {\r\n if (this._resolutionX !== value) {\r\n this._resolutionX = value;\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get resolutionY() {\r\n return this._resolutionY;\r\n }\r\n set resolutionY(value) {\r\n if (this._resolutionY !== value) {\r\n this._resolutionY = value;\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get text() {\r\n return this._text;\r\n }\r\n set text(value) {\r\n if (this._text !== value) {\r\n this._text = value;\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get textColor(): Immutable<Vector3> {\r\n return this._color;\r\n }\r\n set textColor(value: Immutable<Vector3>) {\r\n if (!this._color.equalsTo(value)) {\r\n this._color.set(value);\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get font() {\r\n return this._font;\r\n }\r\n set font(value) {\r\n if (this._font !== value) {\r\n this._font = value;\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n update(): void {\r\n let tex = this._material.get()!.spriteTexture;\r\n if (!tex || tex.width !== this._resolutionX || tex.height !== this._resolutionY) {\r\n tex = getDevice().createTexture2D('rgba8unorm', this._resolutionX, this._resolutionY, {\r\n mipmapping: false,\r\n samplerOptions: { minFilter: 'linear', magFilter: 'linear' }\r\n })!;\r\n }\r\n if (!TextSprite._textRenderState) {\r\n TextSprite._textRenderState = getDevice().createRenderStateSet();\r\n TextSprite._textRenderState.useRasterizerState().setCullMode('none');\r\n TextSprite._textRenderState.useDepthState().enableTest(false).enableWrite(false);\r\n }\r\n const fb = getDevice().createFrameBuffer([tex], null);\r\n getDevice().pushDeviceStates();\r\n getDevice().setFramebuffer(fb);\r\n getDevice().clearFrameBuffer(new Vector4(0, 0, 0, 0), null, null);\r\n getDevice().setFont(this._font);\r\n getDevice().setTextRenderStates(TextSprite._textRenderState);\r\n getDevice().drawText(\r\n this._text,\r\n { x: 0, y: 0, width: this._resolutionX, height: this._resolutionY },\r\n this._color,\r\n { halign: 'left', valign: 'top', wordWrap: true }\r\n );\r\n getDevice().setFont(null);\r\n getDevice().setTextRenderStates(null);\r\n getDevice().popDeviceStates();\r\n this._material.get()!.spriteTexture = tex;\r\n fb.dispose();\r\n }\r\n}\r\n"],"names":["TextSprite","BaseSprite","_resolutionX","_resolutionY","_text","_font","_color","_textRenderState","scene","material","StandardSpriteMaterial","Vector3","uvTopLeft","Vector2","uvBottomRight","blendMode","queueUpdateNode","isSprite","resolutionX","value","resolutionY","text","textColor","equalsTo","set","font","update","tex","_material","get","spriteTexture","width","height","getDevice","createTexture2D","mipmapping","samplerOptions","minFilter","magFilter","createRenderStateSet","useRasterizerState","setCullMode","useDepthState","enableTest","enableWrite","fb","createFrameBuffer","pushDeviceStates","setFramebuffer","clearFrameBuffer","Vector4","setFont","setTextRenderStates","drawText","x","y","halign","valign","wordWrap","popDeviceStates","dispose"],"mappings":";;;;;AAUA;;;IAIO,MAAMA,UAAmBC,SAAAA,UAAAA,CAAAA;IACtBC,YAAqB;IACrBC,YAAqB;IACrBC,KAAc;IACdC,KAAc;IACdC,MAAgB;AACxB,IAAA,OAAeC,mBAA6C,IAAK;AACjE,IAAA,WAAA,CAAYC,KAAY,CAAE;AACxB,QAAA,KAAK,CAACA,KAAAA,CAAAA;QACN,IAAI,CAACC,QAAQ,GAAG,IAAIC,sBAAAA,EAAAA;QACpB,IAAI,CAACR,YAAY,GAAG,GAAA;QACpB,IAAI,CAACC,YAAY,GAAG,GAAA;QACpB,IAAI,CAACC,KAAK,GAAG,EAAA;QACb,IAAI,CAACC,KAAK,GAAG,YAAA;AACb,QAAA,IAAI,CAACC,MAAM,GAAG,IAAIK,OAAAA,CAAQ,GAAG,CAAG,EAAA,CAAA,CAAA;AAChC,QAAA,IAAI,CAACC,SAAS,GAAG,IAAIC,QAAQ,CAAG,EAAA,CAAA,CAAA;AAChC,QAAA,IAAI,CAACC,aAAa,GAAG,IAAID,QAAQ,CAAG,EAAA,CAAA,CAAA;AACpC,QAAA,IAAI,CAACJ,QAAQ,CAACM,SAAS,GAAG,OAAA;AAC1B,QAAA,IAAI,CAACP,KAAK,CAAEQ,eAAe,CAAC,IAAI,CAAA;AAClC;IACAC,QAA2B,GAAA;QACzB,OAAO,IAAA;AACT;AACA,IAAA,IAAIC,WAAc,GAAA;QAChB,OAAO,IAAI,CAAChB,YAAY;AAC1B;IACA,IAAIgB,WAAAA,CAAYC,KAAK,EAAE;AACrB,QAAA,IAAI,IAAI,CAACjB,YAAY,KAAKiB,KAAO,EAAA;YAC/B,IAAI,CAACjB,YAAY,GAAGiB,KAAAA;AACpB,YAAA,IAAI,CAACX,KAAK,CAAEQ,eAAe,CAAC,IAAI,CAAA;AAClC;AACF;AACA,IAAA,IAAII,WAAc,GAAA;QAChB,OAAO,IAAI,CAACjB,YAAY;AAC1B;IACA,IAAIiB,WAAAA,CAAYD,KAAK,EAAE;AACrB,QAAA,IAAI,IAAI,CAAChB,YAAY,KAAKgB,KAAO,EAAA;YAC/B,IAAI,CAAChB,YAAY,GAAGgB,KAAAA;AACpB,YAAA,IAAI,CAACX,KAAK,CAAEQ,eAAe,CAAC,IAAI,CAAA;AAClC;AACF;AACA,IAAA,IAAIK,IAAO,GAAA;QACT,OAAO,IAAI,CAACjB,KAAK;AACnB;IACA,IAAIiB,IAAAA,CAAKF,KAAK,EAAE;AACd,QAAA,IAAI,IAAI,CAACf,KAAK,KAAKe,KAAO,EAAA;YACxB,IAAI,CAACf,KAAK,GAAGe,KAAAA;AACb,YAAA,IAAI,CAACX,KAAK,CAAEQ,eAAe,CAAC,IAAI,CAAA;AAClC;AACF;AACA,IAAA,IAAIM,SAAgC,GAAA;QAClC,OAAO,IAAI,CAAChB,MAAM;AACpB;IACA,IAAIgB,SAAAA,CAAUH,KAAyB,EAAE;AACvC,QAAA,IAAI,CAAC,IAAI,CAACb,MAAM,CAACiB,QAAQ,CAACJ,KAAQ,CAAA,EAAA;AAChC,YAAA,IAAI,CAACb,MAAM,CAACkB,GAAG,CAACL,KAAAA,CAAAA;AAChB,YAAA,IAAI,CAACX,KAAK,CAAEQ,eAAe,CAAC,IAAI,CAAA;AAClC;AACF;AACA,IAAA,IAAIS,IAAO,GAAA;QACT,OAAO,IAAI,CAACpB,KAAK;AACnB;IACA,IAAIoB,IAAAA,CAAKN,KAAK,EAAE;AACd,QAAA,IAAI,IAAI,CAACd,KAAK,KAAKc,KAAO,EAAA;YACxB,IAAI,CAACd,KAAK,GAAGc,KAAAA;AACb,YAAA,IAAI,CAACX,KAAK,CAAEQ,eAAe,CAAC,IAAI,CAAA;AAClC;AACF;IACAU,MAAe,GAAA;AACb,QAAA,IAAIC,MAAM,IAAI,CAACC,SAAS,CAACC,GAAG,GAAIC,aAAa;AAC7C,QAAA,IAAI,CAACH,GAAAA,IAAOA,GAAII,CAAAA,KAAK,KAAK,IAAI,CAAC7B,YAAY,IAAIyB,IAAIK,MAAM,KAAK,IAAI,CAAC7B,YAAY,EAAE;YAC/EwB,GAAMM,GAAAA,SAAAA,EAAAA,CAAYC,eAAe,CAAC,YAAc,EAAA,IAAI,CAAChC,YAAY,EAAE,IAAI,CAACC,YAAY,EAAE;gBACpFgC,UAAY,EAAA,KAAA;gBACZC,cAAgB,EAAA;oBAAEC,SAAW,EAAA,QAAA;oBAAUC,SAAW,EAAA;AAAS;AAC7D,aAAA,CAAA;AACF;QACA,IAAI,CAACtC,UAAWO,CAAAA,gBAAgB,EAAE;YAChCP,UAAWO,CAAAA,gBAAgB,GAAG0B,SAAAA,EAAAA,CAAYM,oBAAoB,EAAA;AAC9DvC,YAAAA,UAAAA,CAAWO,gBAAgB,CAACiC,kBAAkB,EAAA,CAAGC,WAAW,CAAC,MAAA,CAAA;YAC7DzC,UAAWO,CAAAA,gBAAgB,CAACmC,aAAa,EAAA,CAAGC,UAAU,CAAC,KAAA,CAAA,CAAOC,WAAW,CAAC,KAAA,CAAA;AAC5E;QACA,MAAMC,EAAAA,GAAKZ,SAAYa,EAAAA,CAAAA,iBAAiB,CAAC;AAACnB,YAAAA;SAAI,EAAE,IAAA,CAAA;AAChDM,QAAAA,SAAAA,EAAAA,CAAYc,gBAAgB,EAAA;AAC5Bd,QAAAA,SAAAA,EAAAA,CAAYe,cAAc,CAACH,EAAAA,CAAAA;QAC3BZ,SAAYgB,EAAAA,CAAAA,gBAAgB,CAAC,IAAIC,OAAAA,CAAQ,GAAG,CAAG,EAAA,CAAA,EAAG,IAAI,IAAM,EAAA,IAAA,CAAA;AAC5DjB,QAAAA,SAAAA,EAAAA,CAAYkB,OAAO,CAAC,IAAI,CAAC9C,KAAK,CAAA;QAC9B4B,SAAYmB,EAAAA,CAAAA,mBAAmB,CAACpD,UAAAA,CAAWO,gBAAgB,CAAA;AAC3D0B,QAAAA,SAAAA,EAAAA,CAAYoB,QAAQ,CAClB,IAAI,CAACjD,KAAK,EACV;YAAEkD,CAAG,EAAA,CAAA;YAAGC,CAAG,EAAA,CAAA;YAAGxB,KAAO,EAAA,IAAI,CAAC7B,YAAY;YAAE8B,MAAQ,EAAA,IAAI,CAAC7B;SACrD,EAAA,IAAI,CAACG,MAAM,EACX;YAAEkD,MAAQ,EAAA,MAAA;YAAQC,MAAQ,EAAA,KAAA;YAAOC,QAAU,EAAA;AAAK,SAAA,CAAA;AAElDzB,QAAAA,SAAAA,EAAAA,CAAYkB,OAAO,CAAC,IAAA,CAAA;AACpBlB,QAAAA,SAAAA,EAAAA,CAAYmB,mBAAmB,CAAC,IAAA,CAAA;AAChCnB,QAAAA,SAAAA,EAAAA,CAAY0B,eAAe,EAAA;AAC3B,QAAA,IAAI,CAAC/B,SAAS,CAACC,GAAG,EAAA,CAAIC,aAAa,GAAGH,GAAAA;AACtCkB,QAAAA,EAAAA,CAAGe,OAAO,EAAA;AACZ;AACF;;;;"}
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package/dist/scene/water.js
CHANGED
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@@ -19,6 +19,7 @@ import '../material/pbrsg.js';
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19
19
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import '../material/pbrblueprint.js';
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20
20
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import '../material/sprite.js';
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21
21
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import '../material/sprite_std.js';
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22
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+
import '../material/msdf_text.js';
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|
22
23
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import '../utility/blueprint/material/texture.js';
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24
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import '../render/rendergraph/forward_plus_builder.js';
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24
25
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import '../render/sky.js';
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package/dist/scene/water.js.map
CHANGED
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@@ -1 +1 @@
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-
{"version":3,"file":"water.js","sources":["../../src/scene/water.ts"],"sourcesContent":["import { Vector4 } from '@zephyr3d/base';\r\nimport type { Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, Vector3, DRef } from '@zephyr3d/base';\r\nimport type { Scene } from './scene';\r\nimport { GraphNode } from './graph_node';\r\nimport { mixinDrawable } from '../render/drawable_mixin';\r\nimport type { Drawable, DrawContext, PickTarget, PrimitiveInstanceInfo, RenderQueue } from '../render';\r\nimport { Primitive } from '../render';\r\nimport { Clipmap, FBMWaveGenerator } from '../render';\r\nimport { WaterMaterial } from '../material/water';\r\nimport type { AbstractDevice, BindGroup, FrameBuffer, GPUProgram, RenderStateSet } from '@zephyr3d/device';\r\nimport { QUEUE_OPAQUE } from '../values';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport type { Camera } from '../camera';\r\nimport { getDevice } from '../app/api';\r\n\r\n/**\r\n * Water scene node\r\n * @public\r\n */\r\nexport class Water extends applyMixins(GraphNode, mixinDrawable) implements Drawable {\r\n private readonly _pickTarget: PickTarget;\r\n private _clipmap: Clipmap;\r\n private _renderData: Nullable<PrimitiveInstanceInfo[]>;\r\n private _gridScale: number;\r\n private _animationSpeed: number;\r\n private _timeStart: number;\r\n private _feedbackProgram: DRef<GPUProgram>;\r\n private _feedbackBindGroup: DRef<BindGroup>;\r\n private _feedbackPrimitive: DRef<Primitive>;\r\n private _feedbackRenderTarget: DRef<FrameBuffer>;\r\n private _feedbackRenderStates: Nullable<RenderStateSet>;\r\n private readonly _material: DRef<WaterMaterial>;\r\n /**\r\n * Creates an instance of Water node\r\n * @param scene - Scene object\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._pickTarget = { node: this };\r\n this._clipmap = new Clipmap(32, []);\r\n this._renderData = null;\r\n this._gridScale = 1;\r\n this._animationSpeed = 1;\r\n this._timeStart = 0;\r\n this._material = new DRef(new WaterMaterial());\r\n this._material.get()!.region = new Vector4(-1, -1, 1, 1);\r\n this._material.get()!.TAAStrength = 0.4;\r\n this.waveGenerator = new FBMWaveGenerator();\r\n this._feedbackProgram = new DRef();\r\n this._feedbackBindGroup = new DRef();\r\n this._feedbackPrimitive = new DRef();\r\n this._feedbackRenderTarget = new DRef();\r\n this._feedbackRenderStates = null;\r\n scene.queuePerCameraUpdateNode(this);\r\n }\r\n /** Disposes the water node */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._clipmap.dispose();\r\n this._renderData = null;\r\n this._feedbackBindGroup.dispose();\r\n this._feedbackPrimitive.dispose();\r\n this._feedbackProgram.dispose();\r\n this._feedbackRenderStates = null;\r\n if (this._feedbackRenderTarget.get()) {\r\n this._feedbackRenderTarget.get()!.getColorAttachment(0).dispose();\r\n this._feedbackRenderTarget.get()!.getColorAttachment(1).dispose();\r\n this._feedbackRenderTarget.dispose();\r\n }\r\n this._material.dispose();\r\n }\r\n /** Whether water should be drawn with lines */\r\n get wireframe() {\r\n return this._clipmap.wireframe;\r\n }\r\n set wireframe(val: boolean) {\r\n this._clipmap.wireframe = !!val;\r\n }\r\n /** Material of the water */\r\n get material() {\r\n return this._material.get()!;\r\n }\r\n /** Wave generator object of the water */\r\n get waveGenerator() {\r\n return this.material.waveGenerator;\r\n }\r\n set waveGenerator(waveGenerator) {\r\n this.material.waveGenerator = waveGenerator;\r\n if (this.material.needUpdate()) {\r\n this.scene?.queueUpdateNode(this);\r\n }\r\n }\r\n /** Animation speed of the water */\r\n get animationSpeed() {\r\n return this._animationSpeed;\r\n }\r\n set animationSpeed(val) {\r\n this._animationSpeed = val;\r\n }\r\n /** TAA strength of the water */\r\n get TAAStrength() {\r\n return this.material.TAAStrength;\r\n }\r\n set TAAStrength(val) {\r\n this.material.TAAStrength = val;\r\n }\r\n /** {@inheritDoc SceneNode.update} */\r\n update(frameId: number, elapsedInSeconds: number) {\r\n if (this.material.needUpdate()) {\r\n this.scene?.queueUpdateNode(this);\r\n if (this._timeStart === 0) {\r\n this._timeStart = elapsedInSeconds;\r\n }\r\n this.material.update(frameId, (elapsedInSeconds - this._timeStart) * this._animationSpeed);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n /** {@inheritDoc SceneNode.updatePerCamera} */\r\n updatePerCamera(camera: Camera, _elapsedInSeconds: number, _deltaInSeconds: number) {\r\n const mat = this._material.get();\r\n if (mat) {\r\n const that = this;\r\n this._renderData = this._clipmap.gather({\r\n camera,\r\n minMaxWorldPos: mat.region,\r\n gridScale: Math.max(0.01, this._gridScale),\r\n userData: this,\r\n frustumCulling: true,\r\n calcAABB(userData: unknown, minX, maxX, minZ, maxZ, outAABB) {\r\n const p = that.worldMatrix.transformPointAffine(Vector3.zero());\r\n if (that.waveGenerator) {\r\n that.waveGenerator.calcClipmapTileAABB(minX, maxX, minZ, maxZ, p.y, outAABB);\r\n } else {\r\n outAABB.minPoint.setXYZ(minX, p.y, minZ);\r\n outAABB.maxPoint.setXYZ(maxX, p.y + 1, maxZ);\r\n }\r\n }\r\n });\r\n this.scene?.queuePerCameraUpdateNode(this);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\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.getQueueType}\r\n */\r\n getQueueType() {\r\n return this._material.get()?.getQueueType() ?? QUEUE_OPAQUE;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isUnlit}\r\n */\r\n isUnlit() {\r\n return !this._material.get()?.supportLighting();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneColor}\r\n */\r\n needSceneColor() {\r\n return this._material.get()?.needSceneColor() ?? false;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneDepth}\r\n */\r\n needSceneDepth() {\r\n return this._material.get()?.needSceneDepth() ?? false;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMaterial}\r\n */\r\n getMaterial() {\r\n return this._material.get();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPrimitive}\r\n */\r\n getPrimitive() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.isWater}\r\n */\r\n isWater(): this is Water {\r\n return true;\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 mat = this._material?.get();\r\n if (mat) {\r\n const boundingBox = new BoundingBox();\r\n if (mat.waveGenerator) {\r\n mat.waveGenerator.calcClipmapTileAABB(\r\n mat.region.x,\r\n mat.region.z,\r\n mat.region.y,\r\n mat.region.w,\r\n p.y,\r\n boundingBox\r\n );\r\n } else {\r\n boundingBox.minPoint.setXYZ(mat.region.x, p.y, mat.region.y);\r\n boundingBox.maxPoint.setXYZ(mat.region.z, p.y + 1, mat.region.w);\r\n }\r\n return boundingBox;\r\n }\r\n return null;\r\n }\r\n /**\r\n * Grid scale\r\n */\r\n get gridScale() {\r\n return this._gridScale;\r\n }\r\n set gridScale(val) {\r\n this._gridScale = val;\r\n }\r\n calculateLocalTransform(outMatrix: Matrix4x4) {\r\n outMatrix.translation(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 protected _onTransformChanged(invalidateLocal: boolean) {\r\n super._onTransformChanged(invalidateLocal);\r\n const material = this._material?.get();\r\n if (material) {\r\n const x = Math.abs(this.scale.x);\r\n const z = Math.abs(this.scale.z);\r\n const px = this.position.x;\r\n const pz = this.position.z;\r\n material.region = new Vector4(px - x, pz - z, px + x, pz + z);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.draw}\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>) {\r\n const mat = this._material?.get();\r\n if (mat) {\r\n this.bind(ctx, renderQueue);\r\n mat.setClipmapGridInfo(this._gridScale, this.worldMatrix.m03, this.worldMatrix.m23);\r\n mat.apply(ctx);\r\n for (const info of this._renderData!) {\r\n mat.draw(info.primitive, ctx, info.numInstances);\r\n }\r\n }\r\n }\r\n /**\r\n * Retreive the disturbed world position and normal at water surface\r\n */\r\n async getSurfacePoint(points: Vector3[], outPos?: Vector3[], outNorm?: Vector3[]) {\r\n const device = getDevice();\r\n if (!points || points.length === 0) {\r\n return;\r\n }\r\n points = points.map((v) => v.clone());\r\n await device.runNextFrameAsync(async () => {\r\n if (!this._feedbackProgram.get()) {\r\n this._feedbackProgram.set(this._createFeedbackProgram(device));\r\n this._feedbackBindGroup.set(device.createBindGroup(this._feedbackProgram.get()!.bindGroupLayouts[0]));\r\n }\r\n if (!this._feedbackPrimitive.get()) {\r\n this._feedbackPrimitive.set(new Primitive());\r\n this._feedbackPrimitive.get()!.primitiveType = 'point-list';\r\n }\r\n if (!this._feedbackRenderStates) {\r\n this._feedbackRenderStates = device.createRenderStateSet();\r\n this._feedbackRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n this._feedbackRenderStates.useRasterizerState().setCullMode('none');\r\n }\r\n const primitive = this._feedbackPrimitive.get()!;\r\n const vertices = new Float32Array(points.length * 4);\r\n for (let i = 0; i < points.length; i++) {\r\n vertices[i * 4 + 0] = points[i].x;\r\n vertices[i * 4 + 1] = points[i].y;\r\n vertices[i * 4 + 2] = points[i].z;\r\n vertices[i * 4 + 3] = i;\r\n }\r\n let vb = primitive.getVertexBuffer('position');\r\n if (!vb || vb.byteLength !== vertices.byteLength) {\r\n vb = device.createVertexBuffer('position_f32x4', vertices, { dynamic: true })!;\r\n primitive.setVertexBuffer(vb);\r\n } else {\r\n vb.bufferSubData(0, vertices);\r\n }\r\n const fb = this._feedbackRenderTarget.get();\r\n if (!fb || fb.getColorAttachment(0).width < points.length) {\r\n const rt0 = device.createTexture2D('rgba32f', points.length, 1, {\r\n mipmapping: false\r\n })!;\r\n const rt1 = device.createTexture2D('rgba32f', points.length, 1, {\r\n mipmapping: false\r\n })!;\r\n if (fb) {\r\n fb.getColorAttachment(0).dispose();\r\n fb.getColorAttachment(1).dispose();\r\n this._feedbackRenderTarget.dispose();\r\n }\r\n this._feedbackRenderTarget.set(device.createFrameBuffer([rt0, rt1], null));\r\n }\r\n primitive.indexCount = points.length;\r\n const bindGroup = this._feedbackBindGroup.get()!;\r\n bindGroup.setValue('textureWidth', this._feedbackRenderTarget.get()!.getWidth());\r\n this.waveGenerator!.applyWaterBindGroup(bindGroup);\r\n device.pushDeviceStates();\r\n device.setProgram(this._feedbackProgram.get());\r\n device.setBindGroup(0, this._feedbackBindGroup.get()!);\r\n device.setFramebuffer(this._feedbackRenderTarget.get());\r\n this._feedbackPrimitive.get()!.draw();\r\n device.popDeviceStates();\r\n const pos = new Float32Array(points.length * 4);\r\n const norm = new Float32Array(points.length * 4);\r\n await Promise.all([\r\n this._feedbackRenderTarget.get()!.getColorAttachment(0).readPixels(0, 0, points.length, 1, 0, 0, pos),\r\n this._feedbackRenderTarget.get()!.getColorAttachment(1).readPixels(0, 0, points.length, 1, 0, 0, norm)\r\n ]);\r\n for (let i = 0; i < points.length; i++) {\r\n if (outPos) {\r\n outPos[i].setXYZ(pos[i * 4 + 0], pos[i * 4 + 1], pos[i * 4 + 2]);\r\n }\r\n if (outNorm) {\r\n outNorm[i].setXYZ(norm[i * 4 + 0], norm[i * 4 + 1], norm[i * 4 + 2]);\r\n }\r\n }\r\n });\r\n }\r\n /** @internal */\r\n private _createFeedbackProgram(device: AbstractDevice) {\r\n const that = this;\r\n const program = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.position = pb.vec4().attrib('position');\r\n this.textureWidth = pb.float().uniform(0);\r\n that.waveGenerator!.setupUniforms(this, 0);\r\n pb.main(function () {\r\n this.$l.worldPos = pb.vec3();\r\n this.$l.worldNorm = pb.vec3();\r\n that.waveGenerator!.calcVertexPositionAndNormal(\r\n this,\r\n this.$inputs.position.xyz,\r\n this.worldPos,\r\n this.worldNorm\r\n );\r\n this.$outputs.worldPos = this.worldPos;\r\n this.$outputs.worldNorm = this.worldNorm;\r\n this.$outputs.xz = this.$inputs.position.xz;\r\n this.$l.ndcX = pb.sub(\r\n pb.mul(pb.div(pb.add(this.$inputs.position.w, 0.5), this.textureWidth), 2),\r\n 1\r\n );\r\n if (pb.getDevice().type !== 'webgpu') {\r\n this.$builtins.pointSize = 1;\r\n }\r\n this.$l.$builtins.position = pb.vec4(this.ndcX, 0, 0, 1);\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.worldPos = pb.vec4();\r\n this.$outputs.worldNorm = pb.vec4();\r\n that.waveGenerator!.setupUniforms(this, 0);\r\n pb.main(function () {\r\n this.$outputs.worldPos = pb.vec4(this.$inputs.worldPos, 1);\r\n this.$outputs.worldNorm = pb.vec4(\r\n that.waveGenerator!.calcFragmentNormal(this, this.$inputs.xz, this.$inputs.worldNorm),\r\n 1\r\n );\r\n });\r\n }\r\n })!;\r\n program.name = '@Water_Feedback';\r\n return program;\r\n 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{"version":3,"file":"water.js","sources":["../../src/scene/water.ts"],"sourcesContent":["import { Vector4 } from '@zephyr3d/base';\r\nimport type { Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, Vector3, DRef } from '@zephyr3d/base';\r\nimport type { Scene } from './scene';\r\nimport { GraphNode } from './graph_node';\r\nimport { mixinDrawable } from '../render/drawable_mixin';\r\nimport type { Drawable, DrawContext, PickTarget, PrimitiveInstanceInfo, RenderQueue } from '../render';\r\nimport { Primitive } from '../render';\r\nimport { Clipmap, FBMWaveGenerator } from '../render';\r\nimport { WaterMaterial } from '../material/water';\r\nimport type { AbstractDevice, BindGroup, FrameBuffer, GPUProgram, RenderStateSet } from '@zephyr3d/device';\r\nimport { QUEUE_OPAQUE } from '../values';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport type { Camera } from '../camera';\r\nimport { getDevice } from '../app/api';\r\n\r\n/**\r\n * Water scene node\r\n * @public\r\n */\r\nexport class Water extends applyMixins(GraphNode, mixinDrawable) implements Drawable {\r\n private readonly _pickTarget: PickTarget;\r\n private _clipmap: Clipmap;\r\n private _renderData: Nullable<PrimitiveInstanceInfo[]>;\r\n private _gridScale: number;\r\n private _animationSpeed: number;\r\n private _timeStart: number;\r\n private _feedbackProgram: DRef<GPUProgram>;\r\n private _feedbackBindGroup: DRef<BindGroup>;\r\n private _feedbackPrimitive: DRef<Primitive>;\r\n private _feedbackRenderTarget: DRef<FrameBuffer>;\r\n private _feedbackRenderStates: Nullable<RenderStateSet>;\r\n private readonly _material: DRef<WaterMaterial>;\r\n /**\r\n * Creates an instance of Water node\r\n * @param scene - Scene object\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._pickTarget = { node: this };\r\n this._clipmap = new Clipmap(32, []);\r\n this._renderData = null;\r\n this._gridScale = 1;\r\n this._animationSpeed = 1;\r\n this._timeStart = 0;\r\n this._material = new DRef(new WaterMaterial());\r\n this._material.get()!.region = new Vector4(-1, -1, 1, 1);\r\n this._material.get()!.TAAStrength = 0.4;\r\n this.waveGenerator = new FBMWaveGenerator();\r\n this._feedbackProgram = new DRef();\r\n this._feedbackBindGroup = new DRef();\r\n this._feedbackPrimitive = new DRef();\r\n this._feedbackRenderTarget = new DRef();\r\n this._feedbackRenderStates = null;\r\n scene.queuePerCameraUpdateNode(this);\r\n }\r\n /** Disposes the water node */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._clipmap.dispose();\r\n this._renderData = null;\r\n this._feedbackBindGroup.dispose();\r\n this._feedbackPrimitive.dispose();\r\n this._feedbackProgram.dispose();\r\n this._feedbackRenderStates = null;\r\n if (this._feedbackRenderTarget.get()) {\r\n this._feedbackRenderTarget.get()!.getColorAttachment(0).dispose();\r\n this._feedbackRenderTarget.get()!.getColorAttachment(1).dispose();\r\n this._feedbackRenderTarget.dispose();\r\n }\r\n this._material.dispose();\r\n }\r\n /** Whether water should be drawn with lines */\r\n get wireframe() {\r\n return this._clipmap.wireframe;\r\n }\r\n set wireframe(val: boolean) {\r\n this._clipmap.wireframe = !!val;\r\n }\r\n /** Material of the water */\r\n get material() {\r\n return this._material.get()!;\r\n }\r\n /** Wave generator object of the water */\r\n get waveGenerator() {\r\n return this.material.waveGenerator;\r\n }\r\n set waveGenerator(waveGenerator) {\r\n this.material.waveGenerator = waveGenerator;\r\n if (this.material.needUpdate()) {\r\n this.scene?.queueUpdateNode(this);\r\n }\r\n }\r\n /** Animation speed of the water */\r\n get animationSpeed() {\r\n return this._animationSpeed;\r\n }\r\n set animationSpeed(val) {\r\n this._animationSpeed = val;\r\n }\r\n /** TAA strength of the water */\r\n get TAAStrength() {\r\n return this.material.TAAStrength;\r\n }\r\n set TAAStrength(val) {\r\n this.material.TAAStrength = val;\r\n }\r\n /** {@inheritDoc SceneNode.update} */\r\n update(frameId: number, elapsedInSeconds: number) {\r\n if (this.material.needUpdate()) {\r\n this.scene?.queueUpdateNode(this);\r\n if (this._timeStart === 0) {\r\n this._timeStart = elapsedInSeconds;\r\n }\r\n this.material.update(frameId, (elapsedInSeconds - this._timeStart) * this._animationSpeed);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n /** {@inheritDoc SceneNode.updatePerCamera} */\r\n updatePerCamera(camera: Camera, _elapsedInSeconds: number, _deltaInSeconds: number) {\r\n const mat = this._material.get();\r\n if (mat) {\r\n const that = this;\r\n this._renderData = this._clipmap.gather({\r\n camera,\r\n minMaxWorldPos: mat.region,\r\n gridScale: Math.max(0.01, this._gridScale),\r\n userData: this,\r\n frustumCulling: true,\r\n calcAABB(userData: unknown, minX, maxX, minZ, maxZ, outAABB) {\r\n const p = that.worldMatrix.transformPointAffine(Vector3.zero());\r\n if (that.waveGenerator) {\r\n that.waveGenerator.calcClipmapTileAABB(minX, maxX, minZ, maxZ, p.y, outAABB);\r\n } else {\r\n outAABB.minPoint.setXYZ(minX, p.y, minZ);\r\n outAABB.maxPoint.setXYZ(maxX, p.y + 1, maxZ);\r\n }\r\n }\r\n });\r\n this.scene?.queuePerCameraUpdateNode(this);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\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.getQueueType}\r\n */\r\n getQueueType() {\r\n return this._material.get()?.getQueueType() ?? QUEUE_OPAQUE;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isUnlit}\r\n */\r\n isUnlit() {\r\n return !this._material.get()?.supportLighting();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneColor}\r\n */\r\n needSceneColor() {\r\n return this._material.get()?.needSceneColor() ?? false;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneDepth}\r\n */\r\n needSceneDepth() {\r\n return this._material.get()?.needSceneDepth() ?? false;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMaterial}\r\n */\r\n getMaterial() {\r\n return this._material.get();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPrimitive}\r\n */\r\n getPrimitive() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.isWater}\r\n */\r\n isWater(): this is Water {\r\n return true;\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 mat = this._material?.get();\r\n if (mat) {\r\n const boundingBox = new BoundingBox();\r\n if (mat.waveGenerator) {\r\n mat.waveGenerator.calcClipmapTileAABB(\r\n mat.region.x,\r\n mat.region.z,\r\n mat.region.y,\r\n mat.region.w,\r\n p.y,\r\n boundingBox\r\n );\r\n } else {\r\n boundingBox.minPoint.setXYZ(mat.region.x, p.y, mat.region.y);\r\n boundingBox.maxPoint.setXYZ(mat.region.z, p.y + 1, mat.region.w);\r\n }\r\n return boundingBox;\r\n }\r\n return null;\r\n }\r\n /**\r\n * Grid scale\r\n */\r\n get gridScale() {\r\n return this._gridScale;\r\n }\r\n set gridScale(val) {\r\n this._gridScale = val;\r\n }\r\n calculateLocalTransform(outMatrix: Matrix4x4) {\r\n outMatrix.translation(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 protected _onTransformChanged(invalidateLocal: boolean) {\r\n super._onTransformChanged(invalidateLocal);\r\n const material = this._material?.get();\r\n if (material) {\r\n const x = Math.abs(this.scale.x);\r\n const z = Math.abs(this.scale.z);\r\n const px = this.position.x;\r\n const pz = this.position.z;\r\n material.region = new Vector4(px - x, pz - z, px + x, pz + z);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.draw}\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>) {\r\n const mat = this._material?.get();\r\n if (mat) {\r\n this.bind(ctx, renderQueue);\r\n mat.setClipmapGridInfo(this._gridScale, this.worldMatrix.m03, this.worldMatrix.m23);\r\n mat.apply(ctx);\r\n for (const info of this._renderData!) {\r\n mat.draw(info.primitive, ctx, info.numInstances);\r\n }\r\n }\r\n }\r\n /**\r\n * Retreive the disturbed world position and normal at water surface\r\n */\r\n async getSurfacePoint(points: Vector3[], outPos?: Vector3[], outNorm?: Vector3[]) {\r\n const device = getDevice();\r\n if (!points || points.length === 0) {\r\n return;\r\n }\r\n points = points.map((v) => v.clone());\r\n await device.runNextFrameAsync(async () => {\r\n if (!this._feedbackProgram.get()) {\r\n this._feedbackProgram.set(this._createFeedbackProgram(device));\r\n this._feedbackBindGroup.set(device.createBindGroup(this._feedbackProgram.get()!.bindGroupLayouts[0]));\r\n }\r\n if (!this._feedbackPrimitive.get()) {\r\n this._feedbackPrimitive.set(new Primitive());\r\n this._feedbackPrimitive.get()!.primitiveType = 'point-list';\r\n }\r\n if (!this._feedbackRenderStates) {\r\n this._feedbackRenderStates = device.createRenderStateSet();\r\n this._feedbackRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n this._feedbackRenderStates.useRasterizerState().setCullMode('none');\r\n }\r\n const primitive = this._feedbackPrimitive.get()!;\r\n const vertices = new Float32Array(points.length * 4);\r\n for (let i = 0; i < points.length; i++) {\r\n vertices[i * 4 + 0] = points[i].x;\r\n vertices[i * 4 + 1] = points[i].y;\r\n vertices[i * 4 + 2] = points[i].z;\r\n vertices[i * 4 + 3] = i;\r\n }\r\n let vb = primitive.getVertexBuffer('position');\r\n if (!vb || vb.byteLength !== vertices.byteLength) {\r\n vb = device.createVertexBuffer('position_f32x4', vertices, { dynamic: true })!;\r\n primitive.setVertexBuffer(vb);\r\n } else {\r\n vb.bufferSubData(0, vertices);\r\n }\r\n const fb = this._feedbackRenderTarget.get();\r\n if (!fb || fb.getColorAttachment(0).width < points.length) {\r\n const rt0 = device.createTexture2D('rgba32f', points.length, 1, {\r\n mipmapping: false\r\n })!;\r\n const rt1 = device.createTexture2D('rgba32f', points.length, 1, {\r\n mipmapping: false\r\n })!;\r\n if (fb) {\r\n fb.getColorAttachment(0).dispose();\r\n fb.getColorAttachment(1).dispose();\r\n this._feedbackRenderTarget.dispose();\r\n }\r\n this._feedbackRenderTarget.set(device.createFrameBuffer([rt0, rt1], null));\r\n }\r\n primitive.indexCount = points.length;\r\n const bindGroup = this._feedbackBindGroup.get()!;\r\n bindGroup.setValue('textureWidth', this._feedbackRenderTarget.get()!.getWidth());\r\n this.waveGenerator!.applyWaterBindGroup(bindGroup);\r\n device.pushDeviceStates();\r\n device.setProgram(this._feedbackProgram.get());\r\n device.setBindGroup(0, this._feedbackBindGroup.get()!);\r\n device.setFramebuffer(this._feedbackRenderTarget.get());\r\n this._feedbackPrimitive.get()!.draw();\r\n device.popDeviceStates();\r\n const pos = new Float32Array(points.length * 4);\r\n const norm = new Float32Array(points.length * 4);\r\n await Promise.all([\r\n this._feedbackRenderTarget.get()!.getColorAttachment(0).readPixels(0, 0, points.length, 1, 0, 0, pos),\r\n this._feedbackRenderTarget.get()!.getColorAttachment(1).readPixels(0, 0, points.length, 1, 0, 0, norm)\r\n ]);\r\n for (let i = 0; i < points.length; i++) {\r\n if (outPos) {\r\n outPos[i].setXYZ(pos[i * 4 + 0], pos[i * 4 + 1], pos[i * 4 + 2]);\r\n }\r\n if (outNorm) {\r\n outNorm[i].setXYZ(norm[i * 4 + 0], norm[i * 4 + 1], norm[i * 4 + 2]);\r\n }\r\n }\r\n });\r\n }\r\n /** @internal */\r\n private _createFeedbackProgram(device: AbstractDevice) {\r\n const that = this;\r\n const program = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.position = pb.vec4().attrib('position');\r\n this.textureWidth = pb.float().uniform(0);\r\n that.waveGenerator!.setupUniforms(this, 0);\r\n pb.main(function () {\r\n this.$l.worldPos = pb.vec3();\r\n this.$l.worldNorm = pb.vec3();\r\n that.waveGenerator!.calcVertexPositionAndNormal(\r\n this,\r\n this.$inputs.position.xyz,\r\n this.worldPos,\r\n this.worldNorm\r\n );\r\n this.$outputs.worldPos = this.worldPos;\r\n this.$outputs.worldNorm = this.worldNorm;\r\n this.$outputs.xz = this.$inputs.position.xz;\r\n this.$l.ndcX = pb.sub(\r\n pb.mul(pb.div(pb.add(this.$inputs.position.w, 0.5), 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package/dist/shadow/shader.js
CHANGED
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@@ -14,6 +14,7 @@ import '../material/pbrsg.js';
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|
|
14
14
|
import '../material/pbrblueprint.js';
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|
15
15
|
import '../material/sprite.js';
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|
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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|
18
19
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|
|
19
20
|
function computeShadowBiasCSM(scope, NdotL, split) {
|
|
@@ -1 +1 @@
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|
|
1
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{"version":3,"file":"shader.js","sources":["../../src/shadow/shader.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { ShaderHelper } from '../material';\r\n\r\nexport function computeShadowBiasCSM(scope: PBInsideFunctionScope, NdotL: PBShaderExp, split: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const depthBiasParam = ShaderHelper.getDepthBiasValues(scope);\r\n const splitFlags = pb.vec4(\r\n pb.float(pb.equal(split, 0)),\r\n pb.float(pb.equal(split, 1)),\r\n pb.float(pb.equal(split, 2)),\r\n pb.float(pb.equal(split, 3))\r\n );\r\n const depthBiasScale = pb.dot(ShaderHelper.getDepthBiasScales(scope), splitFlags);\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), depthBiasScale), pb.vec2(1, 1));\r\n}\r\n\r\nexport function computeShadowBias(\r\n lightType: number,\r\n scope: PBInsideFunctionScope,\r\n z: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n linear: boolean\r\n) {\r\n const pb = scope.$builder;\r\n const depthBiasParam = ShaderHelper.getDepthBiasValues(scope);\r\n if (lightType) {\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL))), pb.vec2(1, 1));\r\n } else {\r\n const nearFar = ShaderHelper.getShadowCameraParams(scope).xy;\r\n const linearDepth = linear ? z : ShaderHelper.nonLinearDepthToLinearNormalized(scope, z, nearFar);\r\n const biasScaleFactor = pb.mix(1, depthBiasParam.w, linearDepth);\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), biasScaleFactor), pb.vec2(1, 1));\r\n }\r\n}\r\n"],"names":["computeShadowBiasCSM","scope","NdotL","split","pb","$builder","depthBiasParam","ShaderHelper","getDepthBiasValues","splitFlags","vec4","float","equal","depthBiasScale","dot","getDepthBiasScales","mul","xy","vec2","sub","computeShadowBias","lightType","z","linear","nearFar","getShadowCameraParams","linearDepth","nonLinearDepthToLinearNormalized","biasScaleFactor","mix","w"],"mappings":"
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{"version":3,"file":"shader.js","sources":["../../src/shadow/shader.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { ShaderHelper } from '../material';\r\n\r\nexport function computeShadowBiasCSM(scope: PBInsideFunctionScope, NdotL: PBShaderExp, split: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const depthBiasParam = ShaderHelper.getDepthBiasValues(scope);\r\n const splitFlags = pb.vec4(\r\n pb.float(pb.equal(split, 0)),\r\n pb.float(pb.equal(split, 1)),\r\n pb.float(pb.equal(split, 2)),\r\n pb.float(pb.equal(split, 3))\r\n );\r\n const depthBiasScale = pb.dot(ShaderHelper.getDepthBiasScales(scope), splitFlags);\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), depthBiasScale), pb.vec2(1, 1));\r\n}\r\n\r\nexport function computeShadowBias(\r\n lightType: number,\r\n scope: PBInsideFunctionScope,\r\n z: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n linear: boolean\r\n) {\r\n const pb = scope.$builder;\r\n const depthBiasParam = ShaderHelper.getDepthBiasValues(scope);\r\n if (lightType) {\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL))), pb.vec2(1, 1));\r\n } else {\r\n const nearFar = ShaderHelper.getShadowCameraParams(scope).xy;\r\n const linearDepth = linear ? z : ShaderHelper.nonLinearDepthToLinearNormalized(scope, z, nearFar);\r\n const biasScaleFactor = pb.mix(1, depthBiasParam.w, linearDepth);\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), biasScaleFactor), pb.vec2(1, 1));\r\n }\r\n}\r\n"],"names":["computeShadowBiasCSM","scope","NdotL","split","pb","$builder","depthBiasParam","ShaderHelper","getDepthBiasValues","splitFlags","vec4","float","equal","depthBiasScale","dot","getDepthBiasScales","mul","xy","vec2","sub","computeShadowBias","lightType","z","linear","nearFar","getShadowCameraParams","linearDepth","nonLinearDepthToLinearNormalized","biasScaleFactor","mix","w"],"mappings":";;;;;;;;;;;;;;;;;;;AAGO,SAASA,oBAAqBC,CAAAA,KAA4B,EAAEC,KAAkB,EAAEC,KAAkB,EAAA;IACvG,MAAMC,EAAAA,GAAKH,MAAMI,QAAQ;IACzB,MAAMC,cAAAA,GAAiBC,YAAaC,CAAAA,kBAAkB,CAACP,KAAAA,CAAAA;AACvD,IAAA,MAAMQ,UAAaL,GAAAA,EAAAA,CAAGM,IAAI,CACxBN,GAAGO,KAAK,CAACP,EAAGQ,CAAAA,KAAK,CAACT,KAAO,EAAA,CAAA,CAAA,CAAA,EACzBC,EAAGO,CAAAA,KAAK,CAACP,EAAGQ,CAAAA,KAAK,CAACT,KAAAA,EAAO,CACzBC,CAAAA,CAAAA,EAAAA,EAAAA,CAAGO,KAAK,CAACP,GAAGQ,KAAK,CAACT,KAAO,EAAA,CAAA,CAAA,CAAA,EACzBC,GAAGO,KAAK,CAACP,EAAGQ,CAAAA,KAAK,CAACT,KAAO,EAAA,CAAA,CAAA,CAAA,CAAA;AAE3B,IAAA,MAAMU,iBAAiBT,EAAGU,CAAAA,GAAG,CAACP,YAAaQ,CAAAA,kBAAkB,CAACd,KAAQQ,CAAAA,EAAAA,UAAAA,CAAAA;IACtE,OAAOL,EAAAA,CAAGU,GAAG,CAACV,EAAAA,CAAGY,GAAG,CAACV,cAAAA,CAAeW,EAAE,EAAEb,EAAGc,CAAAA,IAAI,CAAC,CAAGd,EAAAA,EAAAA,CAAGe,GAAG,CAAC,CAAA,EAAGjB,SAASW,cAAiBT,CAAAA,EAAAA,EAAAA,CAAGc,IAAI,CAAC,CAAG,EAAA,CAAA,CAAA,CAAA;AACpG;AAEO,SAASE,iBACdC,CAAAA,SAAiB,EACjBpB,KAA4B,EAC5BqB,CAAc,EACdpB,KAAkB,EAClBqB,MAAe,EAAA;IAEf,MAAMnB,EAAAA,GAAKH,MAAMI,QAAQ;IACzB,MAAMC,cAAAA,GAAiBC,YAAaC,CAAAA,kBAAkB,CAACP,KAAAA,CAAAA;AACvD,IAAA,IAAIoB,SAAW,EAAA;QACb,OAAOjB,EAAAA,CAAGU,GAAG,CAACV,EAAAA,CAAGY,GAAG,CAACV,cAAAA,CAAeW,EAAE,EAAEb,EAAAA,CAAGc,IAAI,CAAC,CAAA,EAAGd,GAAGe,GAAG,CAAC,GAAGjB,KAAUE,CAAAA,CAAAA,CAAAA,EAAAA,EAAAA,CAAGc,IAAI,CAAC,CAAG,EAAA,CAAA,CAAA,CAAA;KAC7E,MAAA;AACL,QAAA,MAAMM,OAAUjB,GAAAA,YAAAA,CAAakB,qBAAqB,CAACxB,OAAOgB,EAAE;AAC5D,QAAA,MAAMS,cAAcH,MAASD,GAAAA,CAAAA,GAAIf,aAAaoB,gCAAgC,CAAC1B,OAAOqB,CAAGE,EAAAA,OAAAA,CAAAA;AACzF,QAAA,MAAMI,kBAAkBxB,EAAGyB,CAAAA,GAAG,CAAC,CAAGvB,EAAAA,cAAAA,CAAewB,CAAC,EAAEJ,WAAAA,CAAAA;QACpD,OAAOtB,EAAAA,CAAGU,GAAG,CAACV,EAAAA,CAAGY,GAAG,CAACV,cAAAA,CAAeW,EAAE,EAAEb,EAAGc,CAAAA,IAAI,CAAC,CAAGd,EAAAA,EAAAA,CAAGe,GAAG,CAAC,CAAA,EAAGjB,SAAS0B,eAAkBxB,CAAAA,EAAAA,EAAAA,CAAGc,IAAI,CAAC,CAAG,EAAA,CAAA,CAAA,CAAA;AACrG;AACF;;;;"}
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